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Topics - kurashu

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1
Off Topic Fun / ScarJo to star in GITS live action movie.
« on: January 05, 2015, 09:58:25 PM »
[So this is a thing that's happening.](http://variety.com/2015/film/news/scarlett-johansson-signs-on-to-star-in-dreamworks-ghost-in-the-shell-exclusive-1201320788/)

I've not kept up with her career outside of seeing her in Marvel movies. I've heard mixed things about her performance in Lucy, but I'm not even sure what that movie is about -- Satan maybe, but that could just be because of Lucy, Daughter of the Devil.

Anyways, I'm not gonna hold my breath. I got a real bad feeling this will be more Matrix Revolutions than Neuromancer.

2
Legends of the Heroes / Rebuilding the Night Below.
« on: October 27, 2013, 12:32:47 PM »
I tried to post this the other night, but a series of laptop mishaps got in the way (not the least of which was forgetting I didn't have my battery in and getting up to go smoke).

Anyways, the Night Below is an iconic adventure. I played through the first and some of the second parts when I was younger. I ran a group a while ago through the first part of it (well, most of it, they were getting ready to pounce on the orcs when the game fell apart). However, there are some criticisms of it:

  • The first book is awesome. I have no complaints, but my large group was split on role playing and wanted something a little more hack and slash. Plus they felt like they were more on a wild goose chase and "having one guy send them somewhere just to be sent to another place." That's on me.
  • The second book, from limited experience and from reading forum posts, is a drag. The players find out about their end goal and are essentially told to power level to reach it.
  • The third book I haven't heard much about other than it's a great tactical scenario.

Given my experience, this'll be limited to the first book for now.

The biggest complaint I have with Book I: The Evils of Haranshire is two fold, and both involve the map: It's barren and cramped. Seems contradictory, right? First, look at the map for Haranshire. There's nothing. Forests that take up huge tracks of land with little added in, Howler's Moor is just empty. There's two villages and the Parlfray Keep in terms of population. Some Hobgobs in the canyon, and you could added a small Elf or Dwarf settlement in for variety if you wanted.

But it's also very cramped. Look at the scale of the map. It's tiny. Adding in some extra adventures would mean the players are just stumbling across shit every five or ten miles. That's not bad if you like Skyrim/Oblivion style adventures but I like mine to be a little more balanced.

I feel like The Night Below is more of a framework, somewhere between an adventure and a campaign setting. Just enough meat that you could have a meal, but to feel satisfied, you'll need a side or two. However, ever the tinkerer I am, I see a framework and I see an example implementation (like when I started picking up Flask, you build a basic blog with it, nothing fancy but just to see how it works). I see the plot as something that should take place in somewhere a little less backwater but not necessarily in the most populated area. I needed a new map. One with plains, mountains, forests and most importantly, to me, a defining river. Lucky for me, I hoard maps. You'll never know when they'll come in handy. My old harddrive was a graveyard for maps and I'm sure I still have most of them on one of my externals lying around the house (no, seriously, I have three from 750GB to 3TB and they can be found anywhere in the house sometimes). There's one map I know fairly well, not by heart but the general layout, that fits this criteria perfectly it just needs a bit of coercion to fall in line with my idea. So I did a thing.:


Click for full resolution.



The forests aren't too pretty, but for a first time Photoshop (GIMP, actually) I'm not too upset about that. Many of you will recognize that as The Valley of Obelisks from The Shattered Gates of Slaughtergarde. I ran a solo campaign for my ex here and I've spent a lot of time looking at this map over the years.

I stripped out all the place names despite the fact that I'm not changing many of them (or any, really), but I feel like a good map should have consistent fonts. Also, I removed Shul Vaarth and Shul Shennek from the map. One of these is permanently gone, I'm not sure which. Maybe one'll be just very secret. I'm not sure yet.

This is an on-going process that I'm just beginning and I wanted a place to collect my ideas and get feedback on them. I'll be going into more details later, but here's the base of it all:

The Night Below plot is a regional adventure. Potentially, I want to make Book I an entire campaign arc that leads to about level 12ish. Books II and III might be explored later on. I'm attempting to limit my stuff to just the SRD/Core (not including psionics, since if I ever ran this with my current group there's no interest in that). I'm also going to add in short, area specific adventures to each village (for example: Hemyulak gets The Sunless Citadel). I enjoy more a Skyrim/Oblivion style setting but not one where the players are going to get sidetracked because they're coming across a mine or fort or cave every time they move across the map. I'm also going to be shamelessly lifting quests from Skyrim, Oblivion, Dragon Age and other games as well.

3
Gaming Advice / Handling Adding Material Outside Of Core
« on: September 04, 2013, 07:57:00 PM »
Just a quick question: How do you adding handle material outside of the core rule books (DMG, MM1 and PHB)? Specifically, I'm asking about 3.5 but any advice is nice.

I find that adding too many things overwhelms my group and people treat them as curiosities rather than sources for rules and I end up with a mostly core party with a few PHBII or ToB classes that "outshine" the core classes. By "outshine" I mean, "Well, I wish I'd known about that because I'm unhappy that he's a fighter-mage out of the box and I'm a stupid druid." Despite the fact that I'm more than willing to allow players to adjust their characters (within reason) or retire/kill off old characters and replace them with new ones (again, within reason).

I've tried asking what each player wants to do at Session 0 and suggest classes that'll facilitate that, but sometimes it's shot down without even thinking about it. "I want a monk." "Well, the core monk isn't terribly fantastic, how about a swordsage." "That looks too complicated. No." Now, I have had several players try a warblade, crusader and swordsage and they always have a blast when they do but then the party's fighter is all ":( I just get stupid extra feats instead of the power to shrug off gravity."

I know limiting it to just core isn't fantastic -- then you have half a party who's calling lightning from the sky, invoking divine wrath and summoning monsters several times better than the party fighter -- but so is banning core altogether and forcing them to play with "unusual" classes.

I may try composing a book of extra classes -- like the good bits from the Complete Warrior/Divine/Arcane, maybe PHBII (not looking at you, knight) -- and seeing how that goes. Just have the PHB and a binder. What do you think?

4
Min/Max 3.x / Knight Artorias, the Abysswalker
« on: September 09, 2012, 12:43:20 AM »
Go YouTube a Knight Artorias fight video if you want, but I won't blame you for it if you don't. spoilers and all that...but I totally spoiled some stuff right there. :( Also, Dark Souls: Prepare to Cry Edition, y'all.  :bigeyes ^ infinity

Now, how to make this dude? I figure a bastard sword and power attack and leap attack and einhander with lots of ranks in Jump and Tumble and Warblade. Natural Bind and Wild Cohort for a wolf (Sif).

I'm rambling a bit, but I'm on my phone and inebriated.

Edit: Sober and on my laptop now. Here's what I have up to 6th level, I might even throw this fucker at my players because why not? Noted HR: Spring Attack's only requirement is +1 BAB and allows a standard action while moving (maneuver, spell, attack, whatever) and maneuvers only have a IL requirement.

Einhander didn't do what I thought it did (grant actual bonuses for fighting with one hand), so that's out. Oh well.

Warblade 6
Feats: Wild Cohort (Wolf), EWP (Bastard Sword), Power Attack, Combat Reflexes, Spring Attack
Maneuvers: Steel Wind, Sudden Leap*, Claw at the Moon*, Wall of Blades*, Bonecrusher, Emerald Razor*
Stances: Punishing Stance, Leaping Dragon Stance

I suppose at the time when he's fought in the video, Sif isn't around to aid him, so Wild Cohort could be replaced by Power Attack, Spring Attack goes to 3rd level and I pick up leap attack at 6th :plotting Planned feats for the future: Combat Expertise, Imp. Trip, Whirlwind Attack, Adaptive Style. Iunno. Trip is a must since Int is a boosting stat that applies to it (and I'll be provoking AOOs like crazy with all the movement, so I suppose R's Gambit might be nice, too, so I can smash right back).
 
Basically tactics would include jumping at folks to smash them with a power attacked bastard sword and then tumbling/jumping away, assuming enough movement is left. I think I'll read up on the Hood (wait...he took a break from the boards, I wonder if sending up the Hood Signal will bring him back) and see what I can learn from that.

5
Off Topic Fun / I need to get something off my chest.
« on: August 27, 2012, 05:38:12 PM »
For the last eight years I have been living a lie. For most of high school and for my entire adult life, everyone in my home town believes that I'm a christian. I'm not (surprise!) religious at all. I gave the whole religion thing a shot -- even got baptized -- but I was never super convinced. I sang the songs, went to church, I played (poorly) in the youth band, I even led a few sermons for the youth group. But it all felt so fake. I'd see people on Sunday -- adults and teens -- who I knew had been drunk doing fuck knows what Saturday night. Religious-Gay relations were real shit in the town, too (for the record, I'm straight, but what the fuck does that matter?). I won't go into detail but when one day a preacher is saying to "Love your neighbor as yourself" and the next quoting Old Testament verses on stoning and killing gays (which, excuse me, I no biblical scholar, but Jesus said that the old laws were Null and Void), my brain shut down to keep from exploding -- school was like this, too.

I have gay friends, I have friends I've encouraged to come out of their closet and be proud of who they are. To tell their families, "I don't have a girlfriend because I'm gay." or "My roommate is actually my lover." But who the fuck am I to encourage them to do that when I can't make a phone call and tell my parents, "I don't believe in god. I'm an atheist. Not like last time when I wasn't sure about anything, I'm sure now." I can't. I'm scared. It's absolutely terrifying. I don't even live with them. They pay for nothing of mine (except some health insurance I've never used). Moreover, I don't ever hear from them. It's like I don't even register on their radar anymore, my mother can't even remember what time zone I live in.

My girlfriend knows and we'll get into discussions that inevitably turn to arguments. She'll claim I need to open my mind and that I only have experience with Christianity. But I completely respect what she believes (new age I guess is the best way to describe it) and it doesn't bother me at all that she has spiritual/religious beliefs and I don't. Most of our friends are either just nontheistic (I guess) or atheistic like me. Most of the people I work with know I couldn't give a shit about what they believe and are perfectly fine with it (despite that I work for one of the few retail places that encourages employees to say "Merry Christmas") -- hell, I work with two devout Catholics who are better educated in physics and engineering (one of them) and philosophy than I'll ever probably be (and they work a fucking retail job because there's nothing better...well, I don't feel so bad for the philosophy guy), so it's not like theism = instaban for me.

And before this job, I worked with people who ranged from militant atheist to lol FSM to neutral to devout Christian to FIRE AND FUCKING BRIMSTONE EVANGEL! Aside from the hypochondriac nurse evangel (many LOLs were had, don't worry), I got along with all of them well despite the occasional clashing beliefs, but most of them are smart people (even the couple of devout guys were just fucking smart guys).

While writing this, I've realized most of the decent and good people in my life are smart and willing to open their mind to education, while all of the shitty people are just fucking dumb (but not all the dumb ones are shitty).

But to my parents and childhood friends, I'm Alec the Christian. They still tell me to pray about things and ask if I've found a church (because it's not telling that I haven't found a church in the five years I've lived in Memphis, there's church across the street from each other here). I don't know if my parents don't talk to me because they've figured it out or because I live with my girlfriend or because my family can be terrible at staying in contact with each other. It wrecks me to lie to them and continue a falsehood than to come completely clean with people I rarely speak to. The last time I was in my hometown I went to church, I took communion and I listened to the sermon but I just heard "Bork bork bork" the entire time, just to make my parents happy (my mom even said that she was glad to see me go to church with them specifically).

I'd ask r/atheism, but I've read their FAQ and seen enough posts on there to know how it might turn out. Even though they've already cut me out of their lives (consciously or not), I'd rather not give another (potential) reason for that to continue (or become worse). So I'm just...floating out here. Too disappointed in myself for being a hypocrite and a coward, but enough of a hypocrite and a coward to end my disappointment.

Edit: Fuck that felt good. I know you guys probably don't care much one way or the either what I believe, but just telling someone about how I feel about this feels so good.

6
Min/Max 3.x / Binder//Crusader vestige help.
« on: August 15, 2012, 12:38:18 AM »
If this fucking post gets lost one more time...

Long story short: I might in a low level gestalt game of indeterminate length. I want to play a Human Crusader//Binder. Probably no flaws, unsure of multiclassing and dual advancement, so I'm sticking straight Crusader//Binder and optimizing on a level by level basis rather than one culminating in something awesome (though I'm thinking Combat Reflexes + Stand Still or Combat Expertise + Improved Trip for some lockdown type stuff.) I'm thinking Improved Binding and any one of Extra Granted Maneuver, Improved Initiative or Stone Power/Power Attack (depends on if retraining is allowed).

I'm stumped on the vestiges, despite having read them multiple times nothing jumps out at level 1 and goes, "PICK ME!" Aym looks interesting because of Halo of Fire and Dwarven Step, Sunder is whatever and hitting objects isn't something I'm going to preoccupy my time with. Naberius may be good. Ronove would be good for when I have a reach weapon, that way I still threaten my immediate area, increased speed and ranged bull rush are pretty awesome, too. Savnok may be cool, full armor is pricey (and completely in character for a CN person to sell and then recall).

But that's it. So....help, please?

7
Gaming Advice / [DG] Running the Conspiracy
« on: August 12, 2012, 12:31:10 PM »
I'm interested in running a Delta Green game. There's a quick and dirty conversion using the Agon rules (Dat character sheet), which is good for me because I love Agon's rules (at least on paper). It also keeps the BRP system out of the picture, which I have no experience with but some of my player still struggle with "How was attack roll formed?" :banghead A simple you roll, I roll, biggest die wins is for the best! So, rules are covered.

I've been reading the Delta Green setting book and parts of Countdown, but I'm not sure about running the setting itself. I'm not sure if that I haven't had any experience with it or if that I'm just unsure of my abilities (the last horror game I ran was disastrous at best, but the one before that was excellent *shrug*). There just seems so much to take in: there's the UFO/Greys/Mi-Go angle with the Majestic 12, the occult/ghost NAZI/Nyar angle and then the rest of the Mythos. @_@ I've read a few premade adventures, but I still just don't know.

One of the best ways for me to learn something is hands on, I played D&D for years before I even thought of running a game. And it's one thing for me to learn, say, PHP hands on one where I can instantly fix my mistakes and look up in the manual or on a coding board what I screwed up but quite another when my friends have set aside some time out of busy schedules for a game they're expecting to be fun.

Does any one have any advice for running a Delta Green game?

8
Legends of the Heroes / Take a Story, Leave a Story
« on: August 02, 2012, 03:27:30 AM »
I often get ideas for a campaign or a quest that I don't know how I'll end up running a fraction of the ones that could fit into my current campaigns (The Night Below and a solo campaign in the Valley of Obelisks), let alone the ones that would be an entirely different campaign or even system. @_@ So, instead of dooming my ideas and thoughts to a hell stuck in my head (or written on a post-it note that gets lost or a wayward email to myself), I'll share them.

The two main ones I've been pondering lately are a Mutants & Masterminds game and a Delta Green/CthulhuTech game.

Memphis In Mayhem (a play on the festival Memphis in May, if you've never been here...when it happens...which is May, just so you know; I've also always thought that'd be a cool name for a rock/metal/hardcore festival during May, too...I digress): A meteorite (or whatever the proper term is) strikes Memphis at the height of Memphis in May -- Musicfest (read: Mudfest) at Tom Lee Park! After the damage clears and a state of emergency passes, people begin to develop superpowers (DUNDUNDUN!). However, their strength is relative to how close they are to Tom Lee Park (in terms of tens of miles or something so a quest that happens in Germantown doesn't cause much power loss compared to an expedition to Nashville or Little Rock). Eventually, a group known as the Cult of the Dragon emerges as the main antagonists -- their powers focus around breath weapon (read: Blast), flight, natural armor and higher ups would possess the ability to absorb, nullify and manipulate powers. BUT WAIT, THERE'S MORE! The heroes would uncover evidence that the meteorite was actually a genebomb fired by aliens -- the Dragu! Who are attempting to conquer Earth because of it's rich genetic diversity or something. The dragu come in three flavors: dragonoids (think 4e Dragonborn), full on dragons (elder dragu who have undergone a transformation into what is essentially a living weapon of massive destruction, think...well a fucking dragon, under CR'd of course) and Elder Dragu (dragonborn who have remained in their form and lead the race). The aliens would either be aided or destroyed (or completely ignored?) by the heroes.

Delta Green/CthulhuTech -- I'd run the Delta Green portion of this game with the Agon conversion (search for DAGON, the character sheet alone makes me want to run/play), most likely. But, it'd follow a plot that several scientists discover an ancient grimoire and alien technology and reverse engineer it eventually leading to a follow up campaign that was run with CthulhuTech. So, the Delta Green is what ran up to CthulhuTech verse. This campaign might actually be harder to pull off because only about half my players/friend are really into Cthulhu/Lovecraft/Horror and only a couple are into big mecha animu :( Though, if it did progress to CT phase, I could also bring in some Eclipse Phase stuff (assuming it's as awesome as I've read about, I'm yet to read through it myself).

Both campaigns would be more episodic than what I usually run (especially since I have some players that always show up and some players that usually show up and some that wouldn't want anything to do with either of these). And I'd use a GITS:SAC style set up with "Stand Alone" and "Complex" episodes -- basically not everything HAS to relate to the campaign arc, there's other stuff that happens as well (that may or may not be tangentially related to the main plot). But investigation, combat and stealth would be present in both (in varying amounts, there's not much stealth or investigation needed when the evil cult knows your super powered ass is coming to demolish them, but it is when you're looking for their hideouts and double agenting as as member).

So, take a story, leave a story?

9
Min/Max 3.x / Lovecraftian Gish
« on: July 27, 2012, 05:54:15 AM »
I've been mulling this over since I started the Unusual Gish thread. THe build I first posted used just 4 levels of Fleshwarper to gain a more aberrant appearance and familiar.

However, I'd like to revise the build to this: Focus Conjurer 1/Human Paragon 3/Duskblade 3/Abjurant Champion 2/Alienst 1/Fleshwarper 4/Abjurant Champion +3/Eldritch Knight 3 I get BAB 15, CL 15.

I know summoning is best left to focused conjurers focused on conjuring. And that gishes work best when they find a balance of spells and martial abilities. However, I'd like to build a magical beatstick who summons nasty things to help me beat things with. In addition, my familiar will be kinda nasty, too.

Here's how my feats breakdown:
1st: SF (Conjuring), Augment Summoning, Scribe Scroll
3rd: Obtain Familiar, Improved Familiar (B)
6th: Combat Focus (B), Feat
9th: Graft Flesh
12th: Feat
15th: Feat
18th: Feat, Feat (must be metamagic, item creation or fighter bonus).

NOW. I could take Enhanced Summoning and gain Augment Summoning. That frees up two feats. If it's allowed, or trade it for Improved Initiative. Either way, I'm dropping my crappy kitty for abrupt jaunt and taking obtain familiar later and then improved familiar so I can get a worg or a hippogriff or something cool.

I'll admit pseudonatural summoning limits my powers, but it's thematic to me. The biggest questions are: what to do with my feats? Rapid Spell is obvious. As is a metamagic reducer on it. But what else? Invisible Spell? Invisible Pseudonatural Summons? But more importantly, how can I summon aberrations with my summon monster? Pseudonatural Aberrations? Delicious.

10
Gaming Advice / Training a DM
« on: July 26, 2012, 05:58:42 PM »
I've been trying to groom my players to feel comfortable DMing. Now, I have two volunteers -- both semi-serious but hesitant. One is my girlfriend who has played on and off with our group for the last several years and the other is a newer player who is still learning how to flank and sneak attack.

Aside from making sure they are both versed in the rules, what other things should I train them in, for lack of a better word.

For me, it was as easy as taking my knowledge of how combat works and extrapolate that out to how running multiple creatures would act with the motivation of staying alive, killing the PCs.

They are both decent story tellers, which is something I wouldn't be able to teach, so that isn't a concern.

I'm thinking of finding a very simple module (Scourge of the Howling Horde or The Sunless Citadel) and annotating it and giving it to one of them to run with me as copilot if they had any questions. But I don't know.

11
Edit: Scrapped the original post, you aren't crazy if you read that and are now reading this and thinking, "Am I crazy?"

I pitched to my girlfriend the idea to run a solo campaign on the side of the main campaign I run for when we get bored on my day off or have a chunk of time to kill. I've decided to make it gestalt so she'll be a bit tougher than a normal solo character.

Adventuring the Valley of Obelisks
I'm using this setting as is, out of the box. It's fleshed out enough that I have a functional campaign setting without getting into crazy world building and other things I don't want to do for something that's suppose to be a "on-the-side, just for fun" when we're both bored. I asked her to pick an area that her character would be based out of and selected the Jewelford/Slaughterscar area. I'm treating the Slaughtergarde quest as a sidequest because that's how it's always seemed to me, there's no real plot in the quest, eventually the PCs get involved with one guild or another. The setting is more interesting to me. I plan on keeping the locales and the Slaughtergarde quest as is, but it's a secondary thing.

Her character is a Elan PsyWar 3//Monk 3. She took the Overwhelming Attack monk fighting style (Power Attack and Imp. Bull Rush) and Improved Initiative, Psychic Weapon, Psicrystal Affinity (Nimble) and Psicrystal Containment. Her stats look like: STR 15, DEX 10 CON 16 INT 14 WIS 18 CHA 11.

Relevant House Rules:
  • Monks can wear light armor and use bucklers without losing their monkness. Blowing a feat will let this be upgraded to medium armor/shields and then again to heavy armor/tower shields. Blowing a feat will also grant the ability to flurry with any weapon you have weapon focus with.
  • Feats at every odd level.
  • Shields apply to touch AC.
  • All I can think of, off the top of my head.


I do plan on making this campaign a test of how sandbox I can have a game be, that said, I do have some quests prepped. I've been working on buffing up the baddies in The Sunless Citadel and running that and I've begun working on The Forge of Fury, too, because she likes to follow things up. What I have so far is:

Generic Enemies/Allies
  • 4HD Dire Rats
  • 4HD Twig Blights
  • A water elemental (6HD) instead of a water mephit
  • 6HD Quasit
  • Kobold Bounder -- Scout 2
  • Kobold Swift Hunter -- Scout 2/Ranger 1 (doesn't have the feat)
  • Deathlock (added Eldritch Blast as Warlock)
  • Advanced Skeletons (missing my notes, I think I added 4HD)
  • Goblin Hexblade 2
  • Goblin Rogue 2
  • Hobgoblin Warblade 2
  • Advanced Thoqqua 7HD, large sized, should be interesting
  • Bugbear Gardener -- Barbarian 1 (1HD)

Named/Unique Characters
  • Meepo -- Kobold Sorcerer 2 (dragonwrought, but not cheesy)
  • Yusdrayl -- Cleric 4 (dragonwrought, again no cheese)
  • Guthash -- Dire Wererat Goblin
  • Erky Timber -- Gnome Bard 1/Warblade 1
  • Calcyrx -- no change
  • Durrn -- Hobgoblin Warblade 3
  • Grenl -- Goblin Cleric 3
  • Balsag -- Bugbear Ranger 1/Scout 3 (7HD)
  • Sir Bradford -- Human Crusader 2
  • Sharwyn -- Human Shadowcaster 2
  • Belak -- Azurin Totemist 4
  • Dragonpriest -- Troll? Dragonfire Adept? Not sure on this one, still.

Honestly, I know she'll align with the kobolds. Meepo was a crowd pleaser when I originally ran Sunless Citadel some years ago. He's been requested to make a re-appearance ever since (and recently did in The Night Below, though he was kidnapped). Kristie'll probably try to recruit him as a party mate, which is probably fine. I'll make suggestions on how to level him, but she'll have final say. I'll also let her rally the kobolds to take down the goblins (and even suggest it) because otherwise it'll be a tough fight, to say the least. Yusdrayl won't join the combat but will offer to heal wounds if brought goblin heads. Erky will insist on joining her in killing the goblins and will charge ahead if not invited (and die, horribly). Meepo and Erky will probably join her down below.

The battle with Belak and crew will be interesting. Last time I ran it, Bradford was a Crusader built similar to his published Paladin stats, Belak was a totemist (I don't remember what sort of load out I gave him) and Sharwyn had been corrupted into a Dread Necromancer. This time, Bradford will have an emphasis on Lockdown (tripping, Combat Reflexes, reach weapon). Belak is going to be melee with Kuthrik Claws and Ankheg Breastplate and I gave him Wild Cohort and Natural Bond. Sharwyn is going to be support (she has Carpet of Shadows and Steel Shadows, both with Favored Mystery so they are 2/day SLAs). Tactics is something I've been trying to teach my players for a while now, and I think she'll get a hard lesson (that'll be lessened with Erky and Meepo and potentially another kobold present).

For the Dragonpriest, I don't know if I'll stick with a troll, but dragonfire adept is probably the class levels I'll give him. I plan on him being an option boss with decent loot.

I have a feeling she'll be about 5th or 6th level by the time she's done, if not higher. So I'm holding off on working on Forge of Fury other than speculating on what to do there.

12
Gaming Advice / In Game Questions.
« on: July 22, 2012, 10:43:55 PM »
For questions midgame!

I have a barbarian who wants to pick up a table and throw it. Opinions?

13
Gaming Advice / Transmuting Weapon VS DR x/-
« on: July 21, 2012, 02:21:09 AM »
I busted open my copy of MIC to look up Tripping enchantment. There's not one, but I read over Transmuting. the enchantment states that it overcomes any DR the target might have. It doesn't say any DR except DR x/-.

So, would you say Transmuting overcomes DR x/-?

14
Gaming Advice / Wildshape, Dragon Shamans, Dragonfire Adepts and I
« on: July 12, 2012, 07:22:45 PM »
Wildshape doesn't allows you to keep any extraordinary abilities EXCEPT those derived from classes; all supernatural abilities except for breath attacks and gaze attacks are, however, kosher. So monks can flurry, paladins and smite evil, rangers retain favored enemies, swordsages can be kung-fu bears, et cetera. But a Druid/Dragon Shaman or Druid/Dragonfire Adept are robbed of one of their core features: the breath weapon.

Would it be to terrible to allow these guys to keep their breath weapon because it's derived from class levels and not a racial ability?

15
Min/Max 3.x / Unusual Gishes
« on: July 11, 2012, 09:57:43 PM »
Instead of your usual Sorcerer 4/Pally 2/Abjurant Champion 5/Eldritch Knight 9 or whatever, what is your most unusual gish?

I made one that used Shadowcraft Mage. Reading the Fleshwarper, I'm thinking of how to incorporate that into a build.

Sorcerer 4/Fighter 2/Abjurant Champion 5/Fleshwarper 4/Eldritch Knight 5 -- +16 BAB, 16th level casting, not bad.

I'd be after abusing Improved Familiar with the Flesherwarper's Aberrant Familiar and grabbing Size Increase and maybe the tenatcles, wings, scales? Iunno. As for the Elder Secret: Secret of the Choker +4 racial bonus to initiative and a +1 to Reflex saves. This is of course using a small -- but perhaps common? -- house rule that familiars advance with your caster level, not just your sorcerer/wizard level. Not RAW, but whatever. Burn another feat on Obtain Familiar then.

16
Gaming Advice / Tree to Tree Combat
« on: July 09, 2012, 01:58:10 PM »
I had an interesting situation come up last night. I have a player who maxed his tumble and jump ranks and has started to turn into a mini-hood (he just doesn't know it yet). However, they were fighting in a forest and he asks me if he can climb up a tree (which I said yes to, duh). Alright, next turn, "Can I jump to that tree over there?" He was trying to avoid the one-two punch of entangle AND undergrowth movement restrictions. So I told him, "Jump check, reflex save to grab the tree, climb to stay on it." He makes those. The next round, he wants to shimmy down the tree and stab a death dog with his glaive. I told him, "Climb check, attack roll." He failed his climb check, but I still let him attack at a penalty that he missed his climb check. He hits and I give him an extra d6 on his damage roll and he rolls a successful tumble to avoid falling damage himself ("You use the death dog as leverage to avoid busting your ass." or something).

Never minding that I later forgot about not being able to run through hampered movement squares, would you say I ruled on this correctly or am I letting my player get away with too much? I try to let my players have fun, especially when they come up with interesting ways to do combat. Like my dragon shaman player jump tackled a derro down a flight of stairs last session and and in this same session, I had my barbarian player roll a 20 and then another 20 when she threw her Double Orc Axe at another derro, so I went ahead and let her apply her strength to it (no power attack, and before you ask, I don't understand why not either) and treated it as a bull rull against the poor guy (he was one single digit hit points anyways).

17
Creations & Ephemera / Classless d20 System w/ Ability Webs & Feats
« on: June 28, 2012, 09:45:29 PM »
I've been bouncing this idea around in my head for quite some time, now. I wanted to share the basics and gauge interest in this. This is by no means even a beta document, it's more of a framework for ideas right now.

A quick note: The place holder variables ($foo, $bar, $baz, etc) represent undefined numbers right now.
  • $foo is the number of ability webs a character begins with.
  • $bar is the number of ability points gained at each level
  • $baz is the number of ability webs that must be leveled to gain a character level

Classless d20 System w/ Ability Webs & Feats
document begun: 6/28/2012
by: Alec Nikolas Reiter
contributing authors:

Introduction
The Classless d20 System w/ Ability Webs & Feats (CdwAWF?) serves to create a Skyrim-like leveling system independent of attributes or stats other than health, endurance and magic.

Attributes
There are three attributes:
  • Health: This represents how resilient your body is to damage.
  • Endurance: This is a representation of much stamina your body has and how much can be exhausted before it collapses.
  • Mana: Magic potential is measured by mana.
Health begins at 100 and endurance and mana begin at 50. At each level (including 1st), you may select one of these and increase it by 10 points. The other two increase by 3 points.

Ability Webs
Ability webs contain a set of abilities. Each one is unique in its application. Ability webs are divided into four types:
  • Magic: This concerns most any ability that is supernatural in origins, be it healing, shapechanging or creating an illusion, it'll be found here. Abilities in these trees are not spells. Those are learned separately (possibly in the vein of Tome of Battle's maneuvers).
  • Physical: These Ability webs cover all physical activities from combat to thievery to smithing.
  • Social: Ability webs under the social header concern interaction between players and non-player characters.
  • Prestige: A prestige web tree is one granted by virtue of having prerequisite abilities. These Ability webs are not available at first level, but are instead earned through leveling other ability webs. A prestige web may be a magic, physical or social web.
A skill tree is modified by two values:
  • It's ability web level (tracked independently of character levels); and
  • Ability points (a representation of how much investment has been put into a skill)
Abilities in a ability web should be seen as a combination of class features and feats from a D&D 3e/3.5e vantage point. They grant power than modify how spells act or give bonuses to certain actions during combat or skill checks.

Ability webs are just that: a web. Rather than presenting a straight path towards other abilities, a web branches out and allows separate paths to be taken. Think Dragon Age II's skill trees.

Gaining Ability Points
You gain ability points by leveling up. At each character level you gain $bar ability points to spend on ability you meet the prerequisite for (some abilities require you have a certain level before you can take it). In order to level your character, you must level $baz ability levels.

Learning Ability Webs
At first level, you select $foo ability webs. These webs form your “class.” You may gain extra ability webs by taking the feat Extra Ability Web or a prestige web by taking the feat Prestige Ability Web (you must meet any prerequisites for that prestige ability web).

Leveling An Ability Web
Instead of a character having a direct pool of experience, each ability web he has gains experience when an ability in its purview is successfully used (or maybe each character gains a pool of XP to spend on webs?). The formula to determine how much experience is needed for the next web level is (n + 1) * 100, where n = current level. Ability webs top out at level 100 (so 505,000 experience is needed to level a web from 0 to 100).

This limits a character's level to ($foo * 100)/$baz levels (if I did my math correctly).

Feats
The way these function will pretty much stay the same. Since ability webs will be in place, feats will stay at one at 1st level + every 3rd level.

Extra Talent Tree
Prerequisite: Character level 3
Benefit: You immediately gain access to another talent tree. If you have any ability points, you may spend them on this new tree.
Special: You may only take this feat  up to $baz times.

Prestige Talent Tree
Prerequisite: Character Level 6, Special
Benefit: You immediately gain access to a prestige talent tree. You must meet all of the prerequisites for this tree. If you have any ability points, you may spend them on this new tree.
Special: You may only take this feat up to $baz times.

Ability Trees
Right now I feel like I'm trying to cover too broad of an area with each web (and with some, too narrow). I'd like to find a happy medium where I don't have ten frafrillion (as Kristie would say) webs but I also don't want so few that everyone turns out the same.

Destruction/Elements/Evocation – [Magic] These are magics focused on employing the elements by using your will. (Elements: Air/Earth/Fire/Light/Water/Shadow)
Abjuration – [Magic] These are magics that interact with magics. A metamagic school. Abilities here will provide protection and the ability to enhance or destroy spells and magic abilities.
Conjuration – [Magic] Summoning stuff. Maybe two branches: summoning and teleporting?
Divination – [Magic] Pretty much yeah, the ability to spy on things and tell when someone's lying. I my ditch this whole school and use it as rituals or something instead.
Transmutation – [Magic] Abilities here will augment a character's spells that let them transform into stuff and change other things. I'm seeing two branches here: general transmutation and polymorph.
Necromancy – [Magic] Abilities here will let characters animate more dead or make them more powerful or maybe even change themselves into undead.
Healing – [Magic] Abilities here will augment healing magics and do other things. Add fast healing? Negate ability damage? Iunno. This might be merged with Necromancy, but – again – Iunno.
Enchantment & Illusion – [Magic] These two will merge together to form a single ability web.
Unarmed – [Physical]
Bow/Ranged – [Physical]
Sword – [Physical]
Axe – [Physical]
Hammer – [Physical]
Polearm  – [Physical]
Shield – [Physical]
Armor – [Physical]
Smithing – [Physical]
Stealth – [Physical]
Acrobatics – [Physical]
Athletics – [Physical] Invovled with increasing move speeds, granting new move speeds, improving climb/jump/swim
Survival – [Physical] This web will be concerned with things like tracking, wild empathy, maybe an animal companion?
Two Weapon Fighting  – [Physical]
Berserker – [Physical] ...rage, The Hulk, Frenzied Berserker, et cetera.
Performance – [Social]
Interaction  – [Social] Needs a better name, but this will cover diplomacy, intimidate, bluff and gather information
Eldritch Knight – [Prestige] Form the powers of might and magic into one.
Arcane Archer – [Prestige] Enchanting arrows on the fly, dealing spells through a well placed shot, becoming more accurate with ranged spells, et cetera.
Rage Mage – [Prestige] Combining the rage web with magic ones.

18
Off Topic Fun / DICE!
« on: June 28, 2012, 03:24:20 AM »
I think we had a topic like this, but maybe that was on the BG board. Iunno. Anyways. DICE! How many sets do you have? Do you care if they match? Do you remember your first set? What do you keep yours in?

I'm such a nerd, I took pictures.

These are all of MY current dice. Kristie has about three sets she keeps to herself. My dice are typically at home in their busted tupperware container -- except for some of them, which got mixed in at the end of last session (doing things at 1am doesn't lend itself to being particular). Before I got so many, I washed out a Goober container (that ready spread peanut butter and jelly hot mess) and used that for a dice holder for years and years, it's probably still around somewhere. But this thing holds a lot of dice well.


Here are the complete sets that I let my diceless players use at the table, but they always come back to me at the end of session. The pure red, white and blue are new (also didn't realize that I bought such a patriotic set when I did, just grab a few I liked that where cheap). The pink were a going away present from a close friend a few years ago (it's missing a d6, though :(), and the black and grey speckled were my very first set, followed shortly by the green speckle and blue speckle.


These are my extra dice: an incomplete set, a few random dice that have appeared over the years, my d30, an old Pokemon Yahtzee die and a stonewood d6 one my players got for me when she went to New Mexico last year.


These are my dice. I don't let anyone else use these except under certain circumstances (all other dice are currently being used or they ask very politely or their dice have been behaving poorly). I don't want to see these dice get lost because they are some of my favorites, unlike what has happened in the pass to a set of bronze/black marbled dice I had that slowly disappeared over the years. :( These ones don't ride around in the tupperware usually because then players will grab 'em up.


Instead, they ride in Cthulhu's belly!!! This pulshie/dicebag is the best D&D related gift anyone's gotten me and ranks among best gifts of all time anyways. My seriously awesome girlfriend/fiancee/my woman bought it for me for Christmas 2010 (I think). She gets me all the best gifts. :) Cthulhu does a good job holding my dice but that's all the more that's fitting in there; even with those dice, he has a hard time zipping up. I also have Cthulhu dice from SJG, and when we play, this guy goes in the middle of the table.



Now, I just need to get her a nicer dice bag. Maybe I'll be able to sneak pictures of her dice later, but she's even more paranoid of losing her dice than I am. She counts them before, during and after sessions most of the time but is better about letting others use her dice.

Also, I just ordered Chessex's Pound o' Dice and (another) purple set with white numbers from Amazon. Looks like I need a bigger piece of tupperware.

19
Min/Max 3.x / PHB Only Druid
« on: June 27, 2012, 06:58:43 PM »
I'm on my lunch break thinking of simple—ish 20th level characters. I'm feeling a PHB only Druid as the concept. PHB only does remove Improved Natural Attack and Multiattack and Fly-by Attack, but whatevs.

Human Monk 1/Druid 5/Monk +1/Druid +13

BAB: +14 Fort: +14 Reflex: +9 Will: +14

Feats
1: Imp. Init.
H: Power Attack
M1: IUS, Imp. Grapple
3: Extend Spell
6: Natural Spell
M2: Combat Reflexes
9: Quicken Spell
12: Cleave
15: Greater Cleave
18: WF(Claw)

The last three because why not?

Any improvements that can be made? How does TWF interact with Natural Weapons? Can I power attack a bite (at what rate)?

This is mostly am exercise in whatever, but I may show it to my players as what a high level druid is truly capable of.

20
Homebrew and House Rules (D&D) / Homebrew From My Campaign Journal.
« on: June 24, 2012, 12:34:01 AM »
I'm sure you all are so VERY eager to read this. Yep. That's why I'm reserving posts.

Thunder Soul

A couple of class features are inspired by Risada's Shining Blade of Heironeous

Chassis
Good BAB
Good ref and fort
d8 HD
Skill Points (4 + INT): Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Arcana/Geography/Nature/Religion/The Planes), Listen, Move Silently, Perform, Search, Sense Motive, Spot, Survival, Swim, Tumble

Class Features
01 Breezes, Charge Weapon, Create Water, Grasping Winds, Static Charge (1d6)
02 Armor of Winds, Lightning Resistance 5, Thunder Stone Immunity
03 Gust of Wind, Water Walker
04 Feather Fall, Static Charge (2d6)
05 Wind Wall
06 Lightning Bolt
07 Static Charge (3d6)
08 Lightning Resistance 15
09 Lightning Splash, Wind Walker
10 Static Charge (4d6)
11 Control Water/Wind
12 Chain Lightning
13 Retributive Thunder, Static Charge (5d6)
14 Lightning Resistance 30
15 Sky Walker
16 Static Charge (6d6)
17 Whirlwind
18 Call Lightning Storm
19 Static Charge (7d6)
20 Born of Three Storms

Armor & Weapon Proficiencies: Thunder Souls are proficient with all simple and martial weapons, but not any armor or shields.

Breezes: Thunder Souls have an inner repository of chi that they can tap into to power some of their abilities. Each day, at dawn or dusk, he may refresh it while mediating on storms. This repository is equal to 3 * (Thunder Soul Level + Wisdom Modifier). Spending a breeze is not an action but part of the ability that consumes it. A thunder soul may only access his breezes while he is wearing no armor and carrying no shield.

Charge Weapon (Su): By spending one breeze as a swift action, a thunder soul may charge a single weapon in he is wielding with electricity. This charge is equal to his static charge (see table above) and lasts until he successfully attacks a target – or until discharged another way (it will naturally dissipate in about 1 minute). A weapon may only have one charge at a time, but multiple weapons could be charged on sequential turns. A weapon made only of wood (a club or quarterstaff, for example) may not be charged in this fashion and ammunition (for example an arrow or bolt) is charged individually (effects that cause a piece of ammunition to split only deals the static charge damage once).

If a thunder soul has electricity resistance or immunity, he may spend an extra breeze to lower his resistance by 5 (paying 1 breeze per 5 points) to overcome an equal amount of resistance on his target or to drop his immunity (4 breezes) and automatically over come any resistance or immunity to electricity on his target. This lasts for one round, during which he is just as vulnerable to electricity as if he had the lowered resistance or no immunity.

Create Water (Sp): By spending one breeze as a standard action, a thunder soul may use create water as the spell as a wizard of his level.

Grasping Winds (Sp): At 1st level, a thunder soul may use mage hand as the spell as a caster of his level except that it is [Air] effect and not a [Force] effect. He may use this ability to retrieve his weapon if it is within (5 + Wisdom Modifier) pounds or if it's magical (but not if it is attended), this is the only exception to the rule.

Armor of Winds (Su): As long as the thunder soul has at least one point of breeze left, he gains his wisdom modifier to his armor class. This bonus apply against touch attacks and even when the thunder soul is flat footed. However, this bonus is lost whenever he wears armor, carries a shield, carries a heavy load, or runs out of breezes.

Lightning Resistance (Ex): At 2nd level, a thunder soul gains electricity resistance 5. This negates the first five points of any electricity damage dealt to him. At 8th level this increases to 15 and at 14th it increases to 30.

Thunder Stone Immunity (Ex): At 2nd level, a thunder soul becomes immune to the effects of a thunder stone.

Gust of Wind (Sp): At 3rd level, a thunder soul may spend 2 breezes to use gust of wind as the spell as a caster of his level.

Water Walker (Su): At 3rd level, as long as a thunder soul has at least 3 breezes left, he may walk on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the his feet hover an inch or two above the surface. (Crossing molten lava, he still take damage from the heat because he is near it.) The thunder soul can walk, run, charge, or otherwise move across the surface as if it were normal ground. This ability may be activated or deactivated as a swift action.
If this ability is activated underwater, he may spend 1 breeze per round to gain a swim speed equal to his land speed. He does not need to make Constitution checks to hold his breath as he can maintain his lungs with his inner ki. However, if he runs out of breezes while underwater, he must begin making Swim and Constitution checks as normal to swim.

Feather Fall (Su): At 4th level, a thunder soul may use feather fall as the spell as a caster of his level an immediate action by spending 2 breezes.

Wind Wall (Sp): At 5th level, as a standard action, a thunder soul may use wind wall as a the spell as a caster of his level by spending  3 breezes.

Lightning Bolt (Sp): At 6th level, a standard action, a thunder soul may use lightning bolt as the spell as a caster of his level by spending 3 breezes.

Lightning Splash (Su): When a thunder soul charges his weapon, he may spend an additional 3 breezes to deal extra damage to adjacent opponents. When he strikes with a charged weapon, he deals electricity damage to in a 10ft cone equal to half of his static charge damage dealt to the main target.

Wind Walker (Su): At 9th level, as long as he has at least one breeze remaining, a thunder soul is immune to wind effects (such as strong winds, the gust of wind and wind wall spells and the like). He also gains a +10 to jump checks and doesn't double a jump DC for not having a running start.

In addition, if there is at least a strong breeze he can ride (either from natural means or a spell or similar effect), he may spend 1 breeze per round to move at his land speed on the wind. The maximum upward and downward angle is 45 degrees. If he runs out of breezes while wind walking, he gently descends towards the earth at a rate of 60ft per round (unless the ability was negated by an antimagic field – or similar – in which case he plummets towards the earth as normal)

Control Water/Wind (Sp): At 11th level, a thunder soul may spend 5 breezes as a standard action to use either control water or control winds as the spell as a caster of his level.

Chain Lightning (Sp): As a standard action, at 12th level, a thunder soul may spend 5 breezes to use chain lightning as the spell as a caster of his level.

Retributive Thunder (Su): At 13th level, as an immediately action, a thunder soul may spend 4 breezes to deal retributive damage to a creature who just damaged him. This damage is electricity damage equal to his static charge. This damage has a range of 80ft and requires line of effect and sight.

Sky Walker (Su): At 15th level, as long as he has at least 10 breezes left, a thunder soul may fly at a rate equal to his land speed with perfect maneuverability as long as he spends 1 breeze per round he remains aloft. There does not need to be any sort of wind for him to use this ability (nor would wind affect him if there was, see Wind Walker ability above). If his breezes drop below 10 while using this ability, he may choose to remain a float by spending 1 breeze per round and if he runs out of breezes while flying, he gently descends towards the earth at a rate of 60ft per round (unless the ability was negated by an antimagic field – or similar – in which case he plummets towards the earth as normal).

Whirlwind (Sp): At 17th level, a thunder soul may use whirlwind as the spell as a caster of his level as a standard action and expending 9 breezes.

Call Lightning Storm (Sp): At 18th level, as a standard action, a thunder soul may use call lightning storm as the spell as a caster of his level by expending 9 breezes.

Born of Three Storms: At 20th level, a thunder soul becomes the living embodiment of a storm. He becomes an Outsider with the (Air, Water & Native) subtypes. He gains fly and swim speeds equal to his land speed (and no longer needs to spend breezes to activate the Water, Wind or Sky Walker abilities). Any effect that changes his land speed also effects these movement speeds in the same fashion. While swimming, he does not need to hold his breath as his body becomes one with the water, allowing him to traverse even extreme rapids with ease. He also gains immunity to electricity damage and Damage Reduction 30/epic.

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