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Messages - Skyrock

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21
Play By Post / E8: Sword&Sorcery with some MotU-like SF elements
« on: December 25, 2023, 04:20:48 PM »
So, I want to tool up an Epic 8 sword&sorcery game, with some SF elements as found in Masters of the Universe. This will use material from MotU d20, World of Xoth PF1E and Arhosa Ritual Magic.

The tone will be more gritty and bloody than MotU, but it's not R.E. Howard purism like Xoth. There is room for flashier magic as in Golden Axe.
The original MotU mini-comics pre-dating the cartoon (in terms of look&feel) and Primal are good examples for what I am looking here.

22
Homebrew and House Rules (D&D) / Re: [3.5] [Equipment] Elemental Ray Guns
« on: December 25, 2023, 12:22:21 PM »
If you enchant these with multiple elemental damage types, I assume you only get the rider for the base type?
Correct, only the base weapon damage die is eligible for the natural 1 special effect.

23
Homebrew and House Rules (D&D) / Re: [3.5] [Equipment] Elemental Ray Guns
« on: December 23, 2023, 06:06:00 PM »
Round down (minimum of 1), so by default the arced damage is 1.
There might be circumstances which raise this damage, like precision damage, ranged ToB maneuvers or the Weapon Specialization feat tree.

The consolating prize of electricity ray guns isn't very good, but then it is far less often resisted than fire and cold.

24
Homebrew and House Rules (D&D) / [3.5] [Equipment] Elemental Ray Guns
« on: December 23, 2023, 01:01:53 PM »
These are closer to the kind of ray guns seen in He-Man & the Masters of the Universe, relying more on being elementally attuned and having special effects than on raw damage.

Use Eiji's Heat Pistol, but with the following adjustments:

- damage is 1d6 regardless of size
- you can pick the elemental damage type: acid, cold, electricity, fire or sonic
- on a natural 1 for damage, some ray guns have an additional rider effect. These effects are all extraordinary and not affected by anti-magic fields, dispel magic, spell resistance and the like:
Acid: On natural 1 for damage, 1d4 acid damage next round
Cold: On natural 1 for damage, slow 1 round
Fire: Extra die for damage (2d6 total). On natural 1 on either damage die Hotfoot effect
Electricity: On natural 1 for damage, half damage arcs off to one other viable target within 10ft (damage can't arc off a second time)
Sonic: No special effect

Ray Carbine: As above, but range 120ft, weight 8lb, two-handed, and base price 300gp

25
Heavily inspired by the original Golden Axe, with stats based on the drakkensteed.

Riding lizards of either type can be acquired as a first level animal companion (as for druids and other classes copying their feature) or as a 4th level steed (as for paladin and other classes copying that feature).

Riding Lizard, Large (CR 3)
TN large animal (dragonblood)
Initiative +2; Senses: low-light vision, Listen +6, Spot +5
AC 15, touch 11, flat-footed 13
HP 30 (4HD)
Speed: 50ft
Melee: bite +8 (1d8+6)
Space: 10ft
Reach 5ft
Base Attack +3
Grapple +13
Atk option: depending on color

Abilities: Str 23, Dex 15, Con 19, Int 2, Wis 14, Cha 12
Feats: depending on color
Skills: Listen +6, Spot +5

Riding Lizard, Medium (CR 3)
TN medium animal (dragonblood)
Initiative +3; Senses: low-light vision, Listen +6, Spot +5
AC 16, touch 12, flat-footed 13
HP 26 (4HD)
Speed: 50ft
Melee: bite +7 (1d8+3)
Space: 5ft
Reach 5ft
Base Attack +3
Grapple +10
Atk option: depending on color

Abilities: Str 17, Dex 17, Con 17, Int 2, Wis 14, Cha 12
Feats: depending on color
Skills: Listen +6, Spot +5

Riding Lizard Colors

Pink:
Replace melee options with: Tail slap +8 (1d10+6 + trip; reach 10ft), bite +3 (1d8+6)
(Medium: Tail slap +7 (1d10+3 + trip; reach 10ft), bite +2 (1d8+3)
Trip (Ex): A Pink Riding Lizard that hits with a tail slap attack can attempt to trip the opponent (+14 check modifier for large lizard, +7 check modifier for medium lizard) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding lizard.
Feats: Combat Reflexes, Improved Trip

Blue:
Breath Weapon (Su): 30ft cone, 4d4 fire damage, Reflex save DC 18/17 for half damage, 1d4-1 rounds cooldown. Treat it in every other regard as a dragon's breath weapon.
Feats: Ability Focus (Breath Weapon), Recover Breath

Red:
Fire Dart (Su): As the spell lesser orb of fire (ranged touch attack, 2d8 fire damage), but range of 60ft, and any target that gets damaged by the attack has to make a Reflex save DC 14 or get knocked prone. Useable at-will.
Feats: Ability Focus (Fire Dart), Precise Shot

26
D&D 3.5 and Pathfinder / Re: 3.5 Druid PHB Only
« on: November 29, 2023, 12:49:45 PM »
What makes the Shapeshift ACF more interesting in this case is the PHB restriction - the game will probably not allow dumpster-diving for special animal forms like Fleshrakers, the thing that makes Wildshape so good.

And you get to play around with some overlooked Druid combat buff spells that are normally tossed aside once Wildshape comes online and makes them redundant, like Shillelagh.

27
Handbook Discussion / Re: A Guide to Free D&D Discussion Thread
« on: November 11, 2023, 09:57:27 AM »
Thanks for the work. This index has become crucial since WotC has nuked their archive and there is no useful way anymore to search for and find a specific article.

While the links in the handbook are dead, you can put them into the Wayback Machine to pull up an archived copy of the website article.

28
Min/Max 3.x / Re: Cleric needs direction
« on: August 27, 2023, 04:08:39 PM »
Melee damage + DMM-persisted self-buffs is a tried&true cleric path that works very well, but you are purposefully going away from that.

If you want to stick with summoning, BFC is something you can also look into at least as a side hobby - wizards do it generally better, but there also some interesting spells on the cleric list like Insect Plague or Blade Barrier. And there is quite some synergy if you can position meatshields and obstacles to get the most bang per buck.

Pure damage output is generally a waste on a prepared full-caster, and clerics are not even very good at it compared to evocation wizards and the like. That's not a route I would pursue.

29
General D&D Discussion / Re: ToB and Publishing Question
« on: August 27, 2023, 09:53:40 AM »
ToB is a closed source. You can make references to it and write derivative original material, but you can't directly reproduce and quote text from it.

For a commercial release, you could consider Spheres of Power for Pathfinder 1E as a basis instead. It works very similar to ToB, but has been released under OGL and is freely available in the PF SRD.

30
Min/Max 3.x / Re: Cleric needs direction
« on: August 27, 2023, 09:46:14 AM »
Clerics can potentially fill any role, but they are not the best summoners - Druids fill that role generally better among divine fullcasters.

Necromancers with armies of the dead are a well-supported Cleric niche that is very similar to summoning, but that doesn't seem like a route that would be suitable for a cleric of Helm at all.

For a Helm cleric, you could see if your DM is fine with the Fire Domain as thematically very similar replacement for the banned Sun Domain, which allows you to rebuke creatures with the fire subtype. Not as versatile and well-supported as rebuking undead, but it is something that supplements your summoning through spellcasting.

31
Min/Max 3.x / Re: How to improve the benefit of cover?
« on: July 30, 2023, 03:11:27 PM »
You can decrease your size to use more obstacles as effective cover. That might also help you to get Total Cover, which is more difficult to no-sell.

In relation to Total Cover, Spring Attack, Flyby Attack and the like allow you to pop up from total cover, attack, and then get into total cover again.

32
Also looked into the Street Fighter RPG (It's a Storyteller system based game!) for a lark. I noticed that the power Wall is the sole Focus based attack in the system without a Chi cost, and it seems pretty decent even if it wasn't free (same range, damage and no worse speed than a standard fireball, exchanges making a wall for the often hazadrous fire of a fireball).
You also have Extendible Limbs. Attacking at range without needing to spend Chi or WP is useful for a zoner like most Kabbaddi fighters turn out.

There are a few more Focus maneuvers that don't cost Chi/WP like Sakki and Musical Accompaniment, but those are not attacks: https://web.archive.org/web/20040315045748fw_/http://mu.ranter.net/rpg/focus.html

33
The two lampads ignore Hank, and instead turn their attention to Fuyuko.

"Your cruelness, if your servant will hinder us at retrieving the bodies, at least leave us out of this. And in your own interest, leave the prize wife behind, Kheimonia won't like it to have an agent of her enemy sniff around in her very own stronghold."

A bit perplexed, Fuyuko looks behind her to see who they are addressing with 'your cruelness'.

34
This is essentially Zangief's Spinning Clothesline.

35
'Phrenike' twitches, but Agape grabs her upper arm and holds her back - she has seen what Kasumi is capable of.

"We haven't stranded you. These... are just not the circumstances und which you want to meet my mistress Kheimonia. She won't like it if I arrive empty-handed, and she will like it even less if I bring a servant of Devania to her." With that, Agape points at Nadja. "Please leave her outside, and please let me recover the bodies. Please. I don't want to be punished, especially not by someone as cold-hearted as a schneewittchen."

Yuki manages to slip unseen behind the statue, while Fuyuko openly saunters in - only to receive a wide-eyed, fearful look from 'Phrenike', who backs away a bit and tightly hugs Agape while whispering something into her ear.

(click to show/hide)

36
[D&D 3.5] Krevborna / Re: Dice Rolling
« on: June 14, 2023, 11:12:26 AM »
Rolled 1d20+7 : 2 + 7, total 9
Rolled 1d20+7 : 1 + 7, total 8

37
Nadja steps in front of the entrance and shoots an icy projectile at the skull. She easily hits it. Rime and ice crystals form on it, until it shatters and turns into inanimate bones pieces.

38
[D&D 3.5] Krevborna / Re: Dice Rolling
« on: May 16, 2023, 01:13:46 PM »
Nadja attack 1d20+9 : 14 + 9, total 23
Nadja damage 2d8+2 : 5, 2 + 2, total 9

39
The cliff face slowly melts away under Hans' touch. As the wall gets thinner, you can hear the voices of Agape and an unknown woman conversing in Sylvan.

(click to show/hide)

The cliff wall gives view to a room that continues the mix of natural rock and a Lilituan ruin.
On the far eastern wall, about 10 feet above the ground, a floating skull with an ice blue glow in its sockets looks down on you.
On the steps leading up into the room, Agape sits down with another lampad, leaning against her with her head resting on her shoulder while the unknown lampad strokes her hair comfortingly. Startled and surprised, they look at you with big eyes.


(click to show/hide)

40
The wall is solid as far as Kasumi can determine. As she inspects it closer in her doing, she notices how uncanny the seamless mix of man-made sculpted marble elements like columns and statuary and natural eroded cliff face is. It has to be the work of magic.

The stone-shaping spell that Hans had stolen from Agape could have been capable of achieving this...

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