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Messages - Skyrock

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Off Topic Fun / Re: Celebrity Death Thread
« on: Yesterday at 02:49:08 PM »
First Ditko, now Stan Lee. Not a good year for comics.

(Placeholder für Weapon of the Deity spell)

Akiri Pantheon - Osiris
Death, Good, Protection, Repose, Water
Amber Wastes Cluster

Akiri Pantheon - Ra
Air, Good, Law, Sun, War
Amber Wastes Cluster

Akiri Pantheon - Set
Death, Evil, Law, Trickery
Short Sword
Amber Wastes Cluster

Ancestral Choir
Family, Knowledge, Luck, Mora*

Fire, Good, Healing, Inquisition, Sun
Shadowlands Cluster, Tepest

Divinity of Mankind
Knowledge, Law, Mentalism, Mind, Strength, Travel
Dementlieu*, Lamordia*, Paridon

Eternal Order
Death, Deathbound, Evil, Knowledge, Law, Travel, Undeath, Wealth
Barovia (Gundarkites)*, Darkon

Healing, Law, Mists*, Protection, Travel
Northern and Western Core

any two, most commonly Curse*, Fate, Healing, Knowledge, Luck, Magic, Spell or Travel
(Note: This isn't an actual religion or faith, but the impersonal divine reservoir from which divine spellcasters of the Vistani derive their power. It isn't accessible to anyone but full-blooded vistani NPCs.)

Air, Balance, Curse*, Earth, Healing, Life, Magic, Plant, Spell, Travel
Southern Core

Destruction, Evil, Hatred, Inquisition, Law, Strength, Tyranny
Hazlan, Nova Vaasa

Chaos, Good, Healing, Luck, Protection, Salvation*, Sun

Chaos, Destruction, Lust, Magic, Passion
Hazlan, Nova Vaasa

Rajian Pantheon - Kali
Chaos, Destruction, Evil, Healing, Renewal, Trickery
Sri Raj

Rajian Pantheon - Tvashtri
Chaos, Good, Knowledge, Magic, Plant
Punching Dagger
Sri Raj

Wolf God
Animal, Bestial, Chaos, Evil, Hunger, Moon, Strength, Travel, Trickery
Natural Weapon (Bite)

Zhakata the Devourer
Destruction, Earth, Evil, Fire, Hunger, Law, Suffer

D&D 3.5 and Pathfinder / Re: Most under/over CRed monsters?
« on: November 12, 2018, 10:54:35 AM »
Fleshraker Dinosaurs (CR2) and Monstrous Crabs (CR3) are the classic heavily undervalued monsters that will wreck any party of their supposed level.

Homebrew and House Rules (D&D) / Re: Arcana Archer
« on: November 10, 2018, 08:54:41 AM »
Arcana Arrow-[...]   For every two levels the character advances past 1st level in the prestige class
I thought this was a base class?

Ravenloft 3.5 Revised / [Skill] Perform
« on: November 03, 2018, 04:38:47 PM »
New Use: Tales of Death and Madness
A performer may opt to frighten her audience, such as through singing a dirge, enacting a play of foul murder or telling a tale about one man's descent into corruption. Those in her audience are required at the performer's choice to either make

a.) a Fear save with a DC of the Perform check -10,
b.) a Horror save with a DC or the Perform check -20, or
c.) a Madness save with a DC of the Perform check -30.

Ravenloft 3.5 Revised / [Skill] Bluff
« on: November 03, 2018, 04:17:14 PM »
New Use: Telling Fortunes
This is the skill of inventing plausible fortunes from thin air through cold reading. It is the art of picking up clues about a target and telling her  what she wants to hear; it does not include the ability to actually peer into the future. This skill is most commonly the tool of charlatans, false prophets, and Vistani seers who decide not to tax their Sight.

The DM should apply a circumstance modifier based on how far-fetched or specific the prediction is. A vague, common prediction ("You will meet a dark stranger") might carry no modifier to the DC, while the modifier for an outrageous or easily refuted prediction might rise to +10 or even +20. The use of arcane props like a crystal ball or a tarokka deck gives a +2 circumstance bonus to the Bluff check. The glibness spell covers the use of bluff to tell fortunes.

Synergy Bonuses:
  • If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Bluff checks for the purpose of Telling Fortunes.

Handbooks / Re: Sohei Handbook
« on: November 03, 2018, 04:06:34 PM »
Anyway, I am still hoping you will contionue updating this guide.
The Handbook is pretty much done at this point. I may update it if someone finds something really juicy within 1st party D&D or 3.0 OA that I have missed, but I wouldn't hold my breath.

You have some interesting additions from Rokugan d20 for those playing within that crunch landscape, but unfortunately I am not familiar enough with it to vet it. When the (continued) tag works again to append handbooks with later posts, I may add an appendix for Rokugan d20 taken from your comments.

Ravenloft 3.5 Revised / [Skill] Hypnosis
« on: November 03, 2018, 04:00:36 PM »
Hypnosis (Cha, trained only)
You have studied the hidden workings of the human mind and can unlock its secrets.

Check: You can use hypnosis to induce a deep, calming trance in your subject. The effects of a hypnotic trance are identical to those created by the Hypnotism spell.

Unlike the spell, the skill allows you to hypnotize only one target at a time, but ignores HD. The attempt to use hypnosis requires a full-round action. If the target is unwilling, you must first succeed at a Bluff check to disguise your intent.

A Hypnosis check is opposed by the target's Will save. Loud or distracting surroundings grant a +2 circumstance modifier to the target's Will save. Willing targets can voluntarily choose not to make their saving throw.

Once the target is hypnotized, you can either plant a Suggestion or aid the recovery of a target who suffers from the effects of a failed Madness save. The latter option is detailed under "Recovering from Madness" in Ravenloft PHB 3.5, p.88f.

Retry: A successful Will Save makes an unwilling target immune to your hypnosis attempts for 24 hours. If attempting to hypnotize a willing target, you may retry freely. Retries are a vital component in the process of helping targets recover from Madness effects, in fact.

Special: You can use Hypnosis in place of Autohypnosis, at a -5 penalty.

Synergy Bonuses:
  • If you have 5 or more ranks in Hypnosis, you get a +2 bonus on Autohypnosis checks.
  • If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Hypnosis checks.
  • If you have 5 or more ranks in Concentration, you get a +2 bonus on Hypnosis checks.
Base Classes that gain Hypnosis as a class skill:
Adept, Bard, Beguiler, Cleric, Dragon Shaman, Druid, Favoured Soul, Gleaner, Healer, Lurk, Monk, Prophet, Psion, Psychic Rogue, Shaman, Sorcerer, Spirit Shaman, Warlock, Wilder, Wizard

Ravenloft 3.5 Revised / [Skill] Autohypnosis
« on: November 03, 2018, 03:40:24 PM »
Resist Fear
This can explicitely also be used when you need to make a Fear or Horror Save to get a second save.

New Use: Hypnosis
You can use Autohypnosis in place of Hypnosis, at a -5 penalty.

Synergy Bonuses:
  • If you have 5 or more ranks in Hypnosis, you get a +2 bonus on Autohypnosis checks.
  • If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Hypnosis checks.

Ravenloft 3.5 Revised / [Skill] Craft
« on: November 03, 2018, 03:32:21 PM »
Craft (alchemy)
Synergy Bonuses:
  • If you have 5 or more ranks in Craft (gunsmithing), you get a +2 synergy bonus to Craft (alchemy) checks when creating bullets & gunpowder and vice versa.
Craft (Clockmaking)
Clockmaking is the skill used to create mechanical clockworks, ranging from ponderous clock towers to delicate pocket watches.

Synergy Bonuses:
  • If you have 5 or more ranks in Craft (clockmaking), you get a +2 synergy bonus to Disable Device and Open Lock checks, as well as Craft (gunsmithing) checks when building or repairing flint-lock weapons.
  • If you have 5 or more ranks in Disable Device, you get a +2 bonus to Craft (clockmaking) checks
  • If you have 5 or more ranks in Open Lock, you get a +2 bonus to Craft (clockmaking) checks
Craft (Gunsmithing)
Gunsmithing is used to craft firearms, gunpowder and bullets.

Synergy Bonuses:
  • If you have 5 or more ranks in Craft (clockmaking), you get a +2 synergy bonus to Craft (gunsmithing) checks when building or repairing flint-lock weapons.
  • If you have 5 or more ranks in Craft (gunsmithing), you get a +2 synergy bonus to Craft (alchemy) checks when creating bullets & gunpowder and vice versa.
New Crafting Applications
Bullets & PowderAlchemy* or Gunsmithing5
Very Simple Firearm (Handgonne)Gunsmithing8
Average Firearm (Blunderbuss, Flintlock Musket)Gunsmithing10
Delicate Firearm (Flintlock Pistol, Volley Gun)Gunsmithing15

*Unlike other alchemical items, doesn't require you to be a spellcaster.

Ravenloft 3.5 Revised / Re: [Equipment] Firearms of the Demiplane of Dread
« on: November 02, 2018, 09:32:53 PM »
I just have remembered the Quick Loading weapon enhancement, which allows me to both have ass-slow mundane firearms for commoners and quickly reloaded magical firearms for adventurers within the same game. Thus there is much less need to make the firearms base damage scale with level/HD, as there is a cheap enhancement to get full-attacks going.

In the same breath, I have added heavily reduced reloading times for masterwork firearms (fluffed as breech-loaders) and masterwork ammo (fluffed as paper cartridges), which pushes the presumed techlevel of Ravenloft a bit but not too much as far as I am concerned. For dedicated gunners they will probably only matter for a few levels before Quick Loading gets affordable, anyway, and still be too expensive for the grimey Commoner conscript NPC armies.

Also, both Blunderbusses and Volley Guns now fill a cone, with the latter just filling a bigger cone.

Handbooks / Re: Sohei Handbook
« on: November 01, 2018, 11:10:33 PM »
I ignored Rokugan d20 mostly for two reasons:
a.) I am not familiar with it outside of 3.0 OA.
b.) It is 3rd party unlike the directly licensed OA, so a very low chance to be permissible in a typical D&D games that happens to also incorporate and permit OA stuff, as opposed to a dedicated Rokugan d20 game centered around the later 3rd party books.

From what little surface knowledge I have of Rokugan d20, your suggestions sound solid for the latter.

Ravenloft 3.5 Revised / Re: [Equipment] Firearms of the Demiplane of Dread
« on: November 01, 2018, 10:04:06 PM »
The thing that screws firearms at higher levels are weapon enchantments. Where easily reloaded bows and x-bows make it easy to double-dip weapon enchantments + ammo enchantments, the draw, fire & drop routine of firearms necessitated by the long reloading times makes only ammo enchantments feasible.

Manyshot, Rapid Shot and other RoF-enhancing archery feats are also only really feasible with an easily reloaded weapon.

Ravenloft 3.5 Revised / [Race] Half-Elf
« on: November 01, 2018, 04:41:40 PM »
As per the Half-Elf entry in the SRD, but add the following:
  • +2 Charisma
(This isn't just for balance, but to keep consistency with the Giamarga tribal heritage for Half-Vistani.)

Ravenloft 3.5 Revised / Re: [Equipment] Firearms of the Demiplane of Dread
« on: November 01, 2018, 04:25:19 PM »
Addendum after this received a lot of flak on the MMX discord:
*Special Notes for all Firearms
Firearms add the number of Hit Dice of their user to their total damage.
This partially compensates the lack of multi-attacks and weapon enchantments, and re-inforces firearms as a grand equalizer. It makes firearms especially useful for NPCs with NPC classes (since they gain a lot of more HD per CR than PC classes), and for low-BAB classes (who profit less off multi-attacks).

Bows and crossbows are still around on the Demiplane of Dread, and for good reason. Dedicated, highly trained archers get more mileage out of them - firearms are weapons of mass battle mostly thriving for logistical reasons, the thing that gets put into the hands of Commoner and Warrior conscripts, not something you will find used by a mid- to high-level Swift Hunter or other dedicated archer builds.

Ravenloft 3.5 Revised / Re: [Race] Half-Vistani
« on: November 01, 2018, 03:55:49 PM »

Spontaneous arcane casters pick extra divination spells known only from the next-to-highest spell level.

+2 Con

+2 Cha
excplicite access to half-elf paragon & ACFs

+2 Str

Stepping Out Of Time ability wording cleaned up using Time Hop power as a model.

Ravenloft 3.5 Revised / [Class] Changes to base classes (PHB)
« on: October 28, 2018, 06:37:03 PM »
  • Rage: While enraged, Barbarians receive a +4 bonus to resist Fear, Horror and Madness.
  • Bardic Knowledge: Knowledge from faraway lands is less widespread and reliable than in other campaign settings. A bard must apply a +10 circumstance modifier to the DC of all Bardic Knowledge checks concerning unfamiliar Domains. A Bard is familiar with a number of Domains equal to his Bard level.
While in other campaign settings the deities personally watch over their clerics and may visibly withdraw their favour when a cleric acts against the tenets of the faith, they are remote in Ravenloft and unable to act at all. It are instead the Dark Powers who answer the prayers and supply Clerics with their spells and abilities, and they are much more relaxed about morality and tenets (unless violations are so gross that they result in Powers Checks, and even those are answered by advancing the Path of Corruption rather than to strip a cleric of his abilities.) As a result, even good churches have plenty of corrupted, degenerated clergy bent by the constant siren call of Evil - and sometimes even evil faiths may produce good, upstanding followers, especially in areas where evil faiths like that of the Eternal Order or Bane the Lawgiver are the only legal state religion.
  • Alignment: Clerics may freely deviate from his patron deity on the Good/Evil axis, but must still be within one step of the alignment on the Law/Chaos axis. The Cleric of a Lawful Good deity could therefore be LG, LN, LE, NG, TN or NE, but not CG, CN or CE. Clerics of NG, TN and NE deities may be of any alignment.
  • Spontaneous Casting: Like neutral clerics of neutral deities, all clerics can freely choose between spontaneously casting Cure or Inflict spells. This choice still determines whether the Cleric turns or rebukes undead.
  • Turn or Rebuke Undead: Cleric players should take note that all undead on Ravenloft have at the very least a Turn Resistance of +1 (commonly higher). Clerics who Rebuke Undead may opt to ignore Turn Resistance for the purpose of Commanding Undead, for the price of a Powers Check with a percentage equal to the Turn Resistance ignored.
  • Animal Companion: Many Darklords have influence over certain or all animals within their Domain. This supercedes the Druid's command over his companion, but not to the point that the companion would directly attack the Druid or her companions. If an animal companion receives such commands, it instead becomes Panicked and flees the scene.
  • Woodland Stride: This ability does not allow the Druid to cross closed Domain borders.
  • Trackless Step: This ability does explicitely not supress scents.
  • Venom Immunity: This ability does not protect against poison-based effects of closed Domain borders, such as in Barovia or Borca.

  • Diamond Body: This ability does not protect against the effects of closed domain borders.
  • Abundant Step: This ability does not allow the monk to cross closed domain borders.
  • Empty Body: This ability allows access only to the Near Ethereal.
  • Perfect Self: If the monk has a good or evil moral alignment, she develops a reality wrinkle with an initial radius of 5 feet per level. If the monk fails any power checks, consider them failed power rituals; each failed check adds 1d4 corruption points to the monk's total and halves the wrinkle's radius. See the chapter on Fiends in the Ravenloft Campaign Setting 3.5.
As with Clerics, it are the Dark Powers who supply Paladins with their abilities, not their deities or the forces of Law and Good. As a result, it is easy for Paladins to succumb to fanaticism and extremism and turn away from their original tenets towards evil, without realizing it through the loss of their abilities. The Darklord Elena Faith-hold of Nidala is an extreme example of this degeneration, but Paladins who don't constantly question and check their conduct without outside prompt are prone to becoming the thing they originally set out to fight against.
  • Code of Conduct: Paladins don't lose their abilities if they violate their Code, commit evil acts or fail their alignment on the moral axis. (Although deeds worthy of of a Powers Check double their percentage chance if they are also in violation of the Code of Conduct.) Only when doing so results in a failed Powers Check do they become Ex-Paladins, and even then a successful Will Save against a DC equal to 10 + their Paladin level lets them keep their abilities.
  • Detect Evil: No magic can detect moral alignment in the Realm of Dread. In Ravenloft, this ability instead duplicates the effects of the spell Detect Chaos, with two exeptions:
    1.) Innocents (see "Powers Checks") register as Good.
    2.) Evil outsiders register as Evil.
  • Divine Grace: The paladin's noble spirit bleeds out into the world around her, subconsciously placing virtuous minds at ease and sinister minds on edge. The paladin applies her divine grace bonus when dealing with good NPCs through Diplomacy, Gather Information or Perform (effectively allowing her to count her Charisma bonus twice). However, this modifier counts as a penalty when attempting to use Diplomacy, Gather Information or Perform on evil NPCs (effectively negating the paladin's Charisma bonus), although it is counted as a bonus for Intimidate checks against evil NPCs. Note also that the divine grace bonus applies to all Fear, Horror, and Madness saves.
  • Divine Health: This protection is not inviolate in Ravenloft. Darklords and curses are powerful in the Realm of Dread. As such, the paladin is not immune to diseases spawned by these sources.
  • Aura of Courage: Immunity to fear is much less reliable and certain on the Demiplane of Dread. (In a sense, playing a PC immune to fear in a horror campaign is simply missing out on the point.) Instead the Paladin receives a +4 morale bonus on saving throws against fear effects and Fear and Horror, as do her allies within 10 feet of her.
  • Turn Undead: See Clerics.
  • Special Mount: A paladin's special mount is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)
  • Disruption: As a paladin's divine powers grow in strength, they begin to disrupt the very planar fabric of the evil-tainted world around her. Although this disruption is negligible when compared to that caused by a good outsider, darklords can sense the presence of a paladin in their domains as they would sense a festering wound on their own body. With a successful Wisdom check (DC = 25 - the paladin's level), a darklord can detect the approximate location of a paladin within her domain within a one-mile radius ("in that town" or "in the woods west of this keep"). By beating the DC by 20 or more, the darklord narrows the approximate location down to a 100-foot radius. The darklord automatically retries the Wisdom check once per day (usually at dusk).
    On the plus side, this allows Paladins to cause damage to Darklords and other evil creatures through their mere touch. This ability is treated like the Charnel Touch of a Dread Necromancer of half the level of the Paladin (rounded down, minimum of 1), except that the ability is of course based on positive energy instead of negative energy, and never can heal anyone.
  • Animal Companion: See Druids.

Rogues in Ravenloft should take special note of the Penetrating Strike ACF in EtCR. It is highly recommended to them, and explicitely doesn't require membership in the Lightbringers. Most Thieve's Guilds in the Demiplane of Dread are assumed to teach this ACF, as undead and other monsters immune to sneak attacks are so very common.

  • Familiar: A sorcerer's familiar is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)
  • Familiar: A wizard's familiar is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)

D&D 5e / Mike Mearls' current TWF fix
« on: October 26, 2018, 07:27:01 PM »

Few people asked, latest version of two weapon fighting:
* Does not use bonus action, off-hand gets full damage bonus
* Choose one of the following when you attack:
1. Get one extra attack with off-hand, but all attacks at disadvantage
2. Add your off-hand damage die to all atks

If you have the extra attack feature. disadvantage applies only to off-hand. If that feature gives you another attack (3 total base), you no longer have disadvantage on the off hand.

This nerfs TWF for the one edge case where the old TWF rules were favourable (pure-classed Rogues wanting a second chance to apply their Sneak Attack in case that the first attack misses), except that their bonus action is now freed up for other stuff.

OTOH, for anyone else option #2 doesn't seem too terrible. 1d8+1d6+mod (e.g. longsword+shortsword) is slightly ahead of 2d6+mod for THF without feats or fighting styles, and the off-hand die adds up with extra attacks.
Not sure if there ever is a point where #1 is preferable. Disadvantage on all attacks is terrible, even if you get two of them early. 2x 1d8+mod and an extra 1d6+mod attack at disadvantage is terrible at Extra Attack(1). 3x 1d8+mod + 1x 1d6+mod at Extra Attack (2) is straight worse than 3x 1d8+1d6+mod, and more extra attacks just skew the numbers even more in favour of taking option #2.

Ravenloft 3.5 Revised / Re: [Race] Caliban
« on: October 25, 2018, 02:52:35 PM »
Calibans are widely considered brutish, savage creatures; their name is a corruption of "cannibal," stemming from their most infamous reputed habit. In truth, many Calibans are simple-minded, petty brutes, but this is often the product of their upbringing. Rejected as monsters, most calibans spend their lives hidden in dank cellars or flee civilization to roam the wilds.
Yes, seems accurate. And also befits the classic gothic horror archetype of the hunchbacked henchman/assistant/bell ringer after which they are modeled.

They also make very good rogues with that Slight Build feature, especially if they manage to find a way to become small. All the advantages of being tiny, and still maintaining reach as a smal creature to flank, sneak-attack and opportunity attack without additional investment like Confound The Big Folk.

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