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Messages - Skyrock

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Board Business / Re: Stepped Down as Mod
« on: February 05, 2019, 05:37:53 PM »
Now is the time to crash the forums through some inane technicality.

Dance like a butterfly, sting like a bee!

D&D 3.5 and Pathfinder / Re: Monk Guide Confliction?
« on: January 30, 2019, 04:56:21 PM »
There is the Chaos Monk in Dragon Mag #335, who needs to be chaotic instead of lawful and has some wonky gimmicky ACFs like Flurry of Blows dealing a random number of attacks instead of a fixed number.

Vanilla Monks can also become non-lawful later without losing their class features, they just can't advance in monk levels anymore.

Board Business / Re: Community Input Requested
« on: January 22, 2019, 03:11:22 PM »
Question 2: Is there anything that we can do to stop forum activity from being so low?
Don't think that there is much to do to help the situation. Web forums as a medium in general are in their sunset stage (like mailing lists have been before when web forums came up to replace them). Almost all of the big, active web forums that still exist are living off the substance of their better days, with very little new activity going in and a lot of old users going out to shinier one-stop-shop sites like Reddit or FB.

That the site mostly revolves around the now dead 3rd edition with its decreasing player base doesn't help either.

D&D 3.5 and Pathfinder / Re: [3.5] leveraging Dragon Shaman's flight
« on: January 13, 2019, 01:36:30 PM »
Feats not to consider:
- Improved Flight (the improvements from the jump from good to perfect maneuverability are too miniscule)
- Air Heritage (normally a great pick for natural fliers, but doesn't affect fly speeds gained from class features)

Homebrew and House Rules (D&D) / Re: Bonus spell feats
« on: January 13, 2019, 01:22:34 PM »
Magical Study would be easier to balance if it would automatically scale with increasing character level (rather than to stay the same as at the time of the purchase), but at a slower rate. Lvl/3 would bring it roughly on par with Factotum or non-optimized Bard casting, which might be too good for a mere 2 feats. Lvl/4 would bring it roughly on par with Adept, which might be about right.

Board Business / Re: Technical Issues Resolved
« on: January 07, 2019, 03:41:09 PM »
Never say loudly that all problems are solved. It causes the internet to spawn a greater fool to blow holes into the fool-proofed system.

Other RPGs / Re: Shadow Run
« on: January 04, 2019, 08:46:26 PM »
I've played and enjoyed them which is why I was curious - and they are very turn based tactical combat, much like X-Com. Except easier.
I've finally caught up on Shadowrun Returns during the holidays.

The game is borrowing elements from SR2 and SR3, and some concepts of it such as using cover or different fire modes, but overall it has little to do with the P&P rules of any edition. The P&P system has no HP, no action point mechanic, no abilities with cool-down, no special abilities unlocked at certain attribute/skill tresholds, summoning works completely different, hacking works completely different, rigging drones works completely different... None of the editions comes even close to the Harebrained system.

The module structure is also very different from the normal Shadowrun module.
Harebrained plays more like a conventional dungeon module, expects you to go from room to room, slay a conveniently sized encounter and then rinse and repeat.
The P&P generally expects you to do legwork and scouting, advance unseen and undetected as far as possible, and only get into open combat once it becomes unavoidable (and then to fulfill the objective ASAP and bolt out and flee as fast as possible before alarmed reinforcements, drones, FRTs, SWATs and the like overwhelm the runner team). - The ground level of the infiltration of the UB compound in the last mission comes closest to a typical SR module, only switch back to hack&slash mode in the underground levels the latest.

(SR Returns also felt more like an extended tutorial to the game mechanics, rather than like a complete CRPG.)

Board Business / Re: Behold your new Mod
« on: December 24, 2018, 06:32:03 PM »
What greater gift can there be for Christmas than more work? :P

General D&D Discussion / Re: Don Quioxte, Man of La Mancha, and D&D
« on: December 13, 2018, 06:11:06 PM »
And while we are straying off-topic, let's remember that late Sir Christopher Lee has also recorded a glorious symphonic metal version of the Man of La Mancha in his final years:

- placeholder for Dread Gen Familiars (Sha'ir) -

Beguilers, as masters of enchantment and illusion, are much weaker off within such an undead-laden land as Ravenloft than within brighter campaign settings - but those Beguilers that do exist within the demiplane have found ways to cope with, even if not to fully mitigate their limitations.
There is also the Fraternity of Shadows secret society seeking to gain mastery over the mists forming the material of Ravenloft through the use of illusion magic, and while wizardry and sorcery are seen as superior gateways towards this goal, beguilers aren't unknown among their ranks.

ACF: Grave Whisperer
Acquired at: 2nd & 6th Level
Replaces: Surprise Casting and Suprise Casting (move action).
Benefit: At 2nd level, you gain Song of the DeadDrC as a bonus feat. Beginning on 6th level, the spell level adjustment for Song of the Dead is reduced to 0.
You also add Disrupt Undead (0th level) and Control Undead (6th level) to your spell list.

Dread Necromancer
With the keen interest the Dark Powers take into acts of necromancy, Dread Necromancers tend to have the career path of a shooting star, burning brightly along a very short and suddenly ending path. Still they are popular as a quick way to power among those ruthless or shortsighted enough to take up this calling.

Rebuke Undead: See Cleric entry.

Scabrous Touch: Using this class feature requires a Powers Check.

Summon Familiar: In addition to the existing choices, the familiar of a dread necromancer may be a Desert Zombie, Goblyn, Grave Elemental (medium), Hearth Fiend (small) or Strahd Zombie (see Denizens of Darkness (3.0) / Denizens of Dread (3.5) for stats).

With their origin in ancient elven blade magic, Duskblades are pre-dominately found in Sithicus and Darkon, although similar abilities are becoming increasingly widespread in other magic-friendly domains like Hazlan, and there are also always individual wandering masters willing to train a promising student.

- unchanged -

As the Demiplane of Dread doesn't allow for unimpeded back-and-forth travel to and from the Elemental Planes and as elementals in Ravenloft are heavily warped, Sha'irs go through some sweeping changes. Rather than to rely on Gen Familiars composed of the four classical elements, the Dread Gen Familiars of Ravenloft Sha'irs are composed of the dread elements of pyre, blood, grave and mist. And rather than to go to the elemental planes to negotiate with genies, their familiars travel deep into the mists to deal with the very Dark Powers themselves, not dissimilar to the way that the Dark Powers provide clerics and paladins with their spells.
Sha'ir have been historically mostly found in the Amber Wastes, although since the changes the demiplane wrought onto them they are also found in other areas where their main element is strongly represented, such as the Grave Sha'irs of Necropolis or the Mist Sha'irs or the core regions near the misty border.

Summon Gen Familiar: This ability is replaced with Summon Dread Gen Familiar. In addition to being dread familiars (see wizard entry), Dread Gens also have a different set of stats (to-do).
Being closely aligned to the Dark Powers, Dread Gens can break through closed borders into the mists and back for the purpose of retrieving spells (delaying spell retrieval by an extra 2d6 rounds), but the local darklord will automatically notice this and be aware of the position of the sha'ir within a 1-mile-radius.

Recognize Genie Works:  This ability is replaced with Recognize Dread Elemental Works. At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by dread elementals. To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Call Janni: This ability is replaced with Call Mist Ferryman. It works like Call Janni, but limited to Mist Ferrymen. Mist Ferrymen are described in 3.5 Denizens of Dread p.151f.

Elemental Travel: This ability is replaced with Mists Travel. At 9th level, a sha'ir can plane shift once per week, as the spell (note the alterations within the Ravenloft campaign setting). At 15th level, the sha'ir may use this ability once per day, and at 18th level, the sha'ir may use this ability twice per day. Caster level is equal to the sha'ir's class level.

Call Genie: This ability is replaced with Call Dread Elementals. This functions as the original class feature, except that the sha'ir may call forth one huge dread elemental, 1d3 large dread elementals or mist ferrymen, or 1d4+1 medium (or smaller) dread elementals. All summoned creatures have to be of the same kind (e.g. you couldn't call both medium mist and pyre elementals, only medium mist or pyre elementals).

Craft Genie Prison: This ability is replaced with Craft Dread Elemental Prison. At 13th level, a sha'ir gains the benefit of the Craft Wondrous Item feat, except that he can use it only to create dread elemental prisons. A dread elemental prison is created in the same way as an iron flask and functions identically to that device, except that it can hold only dread elementals.

Warmages are mostly found within the military of magic-friendly domains such as Darkon or Hazlan.
It has been rumored that Falkovnia has started its own warmage program to keep up with Azalin Rex' battle magic and finally successfully invade his lands - and that the nations of the Treaty of the Four Towers have sussed out this plan and begun to copy it to keep up with the arms race.

- unchanged -

Wu Jen
Wu Jen are mostly found within oriental domains such as Rokushima Taiyoo or L'Cath, but there are also individual hermits and sensei scattered throughout the demiplane teaching whatever promising student dares to approach them.

- unchanged -

This section mostly provides counterparts to the Rogue's Penetrating Strike ACF from EtCR to keep precision damage relevant against the many undead and golems of the campaign setting, but there are also some other bits.

As scholars of all and nothing, Factotums are found across all civilized parts of the Demiplane.

Class Skills: Factotums do not gain access to Knowledge (Ravenloft).

ACF: Apothecary:
Where the default factotum may carry around lucky charms and holy symbols, you sneer at such superstition. You instead keep a stash of alchemical ingredients, poultices, tonics and syringes around, all based on science, on things you can touch and feel.
This ACF is especially widespread in atheistic Lamordia, but it may also be found in other lands and among other individual factotums of dubious piety.
Acquired at: 5th Level
Replaces: Opportunistic Piety, and subsequent extra uses of it at 10th, 15th and 20th level
Benefit: While preparing your spells of your Arcane Dilettante feature at the beginning of the day, you also mix some concoctions. These concoctions work like potions of a total value of your (Int mod + Wis mod) x 50gp, selected from the potion lists in the DMG/SRD. Concoctions spoil at the beginning of the next day and are worthless for the purpose of selling them.
Your virtual money limit for daily concoctions increases by +250gp at 10th level, +750gp at 15th level and +2,100gp at 20th level (non-cumulative).

While what one expects to be the typical ninja is generally only found within the oriental domain of Rokushima Taiyoo, there are also other shadow warriors who blend a rogue-like training with supernatural tricks, from the spies of the Dilisnya network to the Ba'al Verzi assassins to individual crazed serial killers.

ACF: Yurei Slayer:
Acquired at: 4th Level
Replaces: Great Leap
Benefit: Whenever you attack a creature type that is immune to Sudden Strike damage while it is denied its Dexterity bonus to AC, you still gain half of your Sudden Strike dice as bonus damage.

Scouts are widely spread through the wilderness of the Demiplane, from the spy network of Count Strahd von Zarovich to the hunters of such wild and unearthly places as Nova Vaasa or the Frozen Reaches.

ACF: Peacekeeper of the Burial Woods:
Acquired at: 4th Level
Replaces: Bonus Feat
Benefit: Whenever you attack a creature type that is immune to Skirmish damage while you otherwise qualify for Skirmish bonus damage, you still gain half your Skirmish dice (minimum of 1d6) as bonus damage.

Spellthieves are mostly found wherever arcane magic flourishes in general, such as in Darkon or Hazlan.

ACF: Grabber of Curious Grave Goods:
Acquired at: 5th Level
Replaces: If you select this feature, your Sneak Attack damage does not increase at 5th level. Thereafter, your Sneak Attack damage is always one die smaller than it otherwise would be for your Spellthief level.
Benefit: Whenever you attack a creature type that is immune to Sneak Attack damage while you otherwise qualify for Sneak Attack bonus damage, you still gain half of your Sneak Attack dice as bonus damage.

General D&D Discussion / Re: Don Quioxte, Man of La Mancha, and D&D
« on: December 08, 2018, 04:01:17 PM »
If you go by the original novel by Cervantes, Don Quixote would be a very anti-D&D tale - it was a satire on popular knight novels, and on people using them for escapism and romanticizing about an age of chivalry and heroic deeds that never was.

The literary Don Quixote was an elderly man whose brain has dried out for spending too much time reading books and too little time sleeping, and he is a pretty picaresque character misapplying remembered bits and pieces and trivia from his studies. I would therefore make him a Factotum - Int-based, strong on using skills and odd bits, and all over the place without ever mastering a field.

Battle Dancer
Battle Dancers arise whereever the disenfranchised and downtrodden are forbidden from owning weapons, such as the demi-human inhabitants of the Falkovnian work camps.
They are also common in lands where dancing has special cultural significance, such as the belly dancers of the Amber Wastes, the ball dances of Dementlieu and Richemulot or the Vodun rituals of Souragne.

Dance of Reckless Bravery: This can also be used to aid Fear and Horror saves.

Hexblades are well at home in the Demiplane of Dread, where all curses - even such as weak as the Hexblade's - are stronger than in any other part of the multiverse.

Hexblade's Curse: See Lifting Curses. Hexblade's Curse counts as Troublesome, Greater Hexblade's Curse as Dangerous and Dire Hexblade's Curse as Lethal for the purpose of determining save DCs to overcome the curse.
While it is very curse-like, this ability is too weak and pedestrian to arouse the attention of the Dark Powers.
Familiar: Duskblade familiars are Dread Familiars (as per the Wizard entry). The Dark Companion ACF is also affected.

With most of the nobility of the Demiplane being vile and corrupted, lawful evil black knights are very common in medieval domains, and the Dark Powers let them get away with violations of their code - for a price. Undead and other long-lived monsters in advanced domains may also remember the days of chivalry, and still keep their good old plate mail in shape even if it serves now as hallway decoration rather than for protection.
Lawful good and lawful neutral knights may still show up, either in domains that are supportive of them (such as Nidala) or as kind "black sheep" of their black-hearted noble families.

The Knight's Code: When you would lose an use of Knight's Challenges through acts violating the code, you may opt to keep it at the expense of a Powers Check as if breaking the tenet of a good faith (3%).
Loyal beyond Death: If you get killed while under the effect of this ability, you may return at the next dusk as a Revenant if you succeed at a Will save DC 20, with the goal of destroying those responsible. If you are of evil alignment or at least on Step X of the Path of Corruption, you may return as a free-willed Death Knight instead.

Whether as Falkovnian army officers, Kartakassian bandit leaders, Tepestani pitchfork-and-torch rabble rousers or alpha werewolves in Verbrek, there is plenty of room and need for this class of leaders and strategists in the Demiplane.

Minor Aura:
Add the following option:
Bravery: Bonus on Fear and Horror saves.

Samurai are virtually exclusively found in the island domain of Rokushima Taiyoo, fulfilling a very similar role as in Kara-Tur, Rokugan and other oriental campaign settings.

- unchanged -

Sohei are virtually exclusively found in the island domain of Rokushima Taiyoo, fulfilling a very similar role as in Kara-Tur, Rokugan and other oriental campaign settings.

- unchanged -

Swashbucklers are pre-dominately found in advanced domains like Dementlieu where increasing access to and refinement of firearms makes heavy armor obsolete.
They are also a common class where hot climate (like in the Amber Wastes), metal scarcity (like in Kalidnay), restrictive laws against owning armor (like for Gundarakites in Barovia) or sea travel (like in the Sea of Sorrows) make lighter armor much more desirable.

- unchanged -

Ravenloft 3.5 Revised / Re: [General] Powers Checks
« on: December 03, 2018, 03:52:19 PM »

Ravenloft 3.5 Revised / Re: [General] Powers Checks
« on: December 03, 2018, 03:52:05 PM »
(Placeholder for Steps of Corruption)

Ravenloft 3.5 Revised / [General] Powers Checks
« on: December 03, 2018, 03:51:41 PM »

In a land where the forces of Evil rule openly and the Good is fragile and precarious, even the most shining heroes may be tempted to resort to evil methods, take shortcuts and exploit the innocent to keep up with their ruthless opposition - or even to switch sides and become part of the evil winners. And there is indeed power to be gained from corruption - but for a terrible price.

Unseen by mortals, the Dark Powers sit in judgment of all that occurs within their realm and silently watch countless worlds as well. Whenever a mortal performs an evil act in Ravenloft, there is a chance that the Dark Powers will react, bestowing them with a dark gift - accompanied by a corresponding punishment. If a character continues down the path of corruption, they may eventually become a monster, or even a Darklord themself.

Making a Powers Check
Whenever a player character willingly performs an evil act, the DM will resolve the powers check by making a percentile roll. No spell, class feature, feat or any other ability can ever modify or re-roll this dice roll.

A percentage chance of attracting the attention of the dark powers will be assigned based on the severity of the transgression. Some acts are so trivial that they are beneath the attention of the Dark Powers (such as attacking monsters or stealing apples from strangers). Others are such severe Acts of Ultimate Darkness (such as sadistic torture of innocents) that they automatically succeed.

The nature of the victim also affects this percentage. Crimes against innocents and loved ones are more dangerous than those committed against strangers or enemies. Be prepared to explain (not justify) your character’s mindset when committing a morally questionable act, motivation can also affect this chance.

Crimes or Acts of ViolenceEvil NPCs or MonstersNeutral NPCs or StrangersGood NPCs or FriendsPCs, Family or Innocents
Assault, Unprovoked*1%2%3%
Assault, Grievous1%2%4%6%
Betrayal, Mayor1%3%6%9%
Betrayal, Minor*1%3%6%
Murder, Brutal3%6%10%**
Murder, Premeditated or Nonbrutal2%3%6%10%
Theft, Grave Robbing*1%5%7%
Theft, Major*1%4%7%
Theft, Minor**3%6%
Threats of Violence**1%2%
Torture, Routine4%7%****
Torture, Sadistic10%******

Unholy ActsEvil FaithNeutral FaithGood FaithOwn Faith
Breaking a Tenet*1%3%5%
Breaking an Oath*2%5%10%
Breaking a Vow*5%10%50%

Supernatural Evil
Laying a Curse:
- Embarassing: 1%
- Frustrating: 2%
- Troublesome: 4%
- Dangerous: 8%
- Lethal: 16%
Casting an Evil or Necromantic Spell: 1% per effective spell level
Casting an Evil and Necromantic Spell: 2% per effective spell level
Using an Evil Magic Item: as casting equivalent spell
Bearing an Evil Magic Item: as using item's most powerful ability
Crafting an Evil Magic Item: total percentage of prerequisite spells, plus 10% of XP costs

Min/Max 3.x / Re: Improving Warmage into Silver Pyromancer?
« on: November 28, 2018, 08:08:14 PM »
There are still some good choices for expanding the spell list of a Warmage, such as Prestige Bard, Sandshaper or Rainbow Servant.

D&D 3.5 and Pathfinder / Re: 2E multiclassing in 3E
« on: November 27, 2018, 05:11:12 PM »
Seems workable enough, and better than the early dual-progress PrCs like Mystic Theurge or Cerebremancer.

It should be noted that in the old editions there were also triple multi-classes, like the Elven Fighter/MU/Thief. Is that something you also wish to cover?

A big part of AD&D 1E and 2E multi-classing rules that is missing here is a.) that only demi-humans could multiclass and b.) even more importantly, suffered from demi-human level limits. MC characters were very versatile on 1st level combining the abilities of two disparate classes and demi-human specials like detecting secret doors or darkvision, became increasingly comparatively fragile, and eventually just hit the glass wall.

There is already something similar with the existing Gestalt rules, with their suggestion of lowering the effective CR of encountered monsters by 1-2. Shouldn't be to hard to cook up an ECL adjustment from those rules to mix single- and multi-class characters in the same group.

It has happened to all posts and edits from November 18th across the board. Unless you have saved your texts, your are SOL.

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