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Topics - SorO_Lost

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1
Off Topic Fun / Marvel Cinematic Universe
« on: April 27, 2018, 11:51:59 PM »
I just seen Infinity War and I'll give it 5 out of 10 Marvel Stars, which is like a 7-out-of-10 in normal film ratings but the MCU has a high bar to live up to.

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2
Lost Worlds / Class - Magicka Mage
« on: March 15, 2018, 03:28:00 PM »
The Magicka Mage

Before we cast woven magic, we cast the elements within ourselves.

How did the spells we know come to be and how were they invented? Someone had to make the mistakes of blowing them selves up and setting loot on fire before we learned how to properly undress a Succubus from another plane. They are the originals, the precursor to the sorcerer, the unrefined rubber mallet before hammers were invented, the alpha and extinct-before-the-omega, they are the Magicka Mages!

Characteristics: Magicka Mages pull elemental energy from the inner planes and the material plane's composition to create and cast what is called magicka. How it works is also the operating theory of how the gods of magic such as Mystra have managed to create the weave in the first place. Due to it's simplistic nature, crude basics, and extreme volatility it is often looked down upon by even sorcerers. But every Magicka Mage  is proud of their ability and independence from others so they love to wear a brightly covered robe and as an expression of their abilities will often decorate it in magical symbols. They are the source of the trope known as sword & sorcerer wielding a staff in one hand and a sword in the other. They are often intelligent and heroic like the legends Gandolf & Merlin whom were mere understudies but sometimes they were stupid and insane (like black mage but we don't talk about him). Most remain cryptic and some theorize it is because they have no idea what they are doing while others believe the success of their grand plans required them to be manipulative to young orphans branded by a scar and this is not an oddly specific example at all.

Background: Magicka Mages cast magic and invented spells before everyone else invented paper and deities. They probably died out in a glorious explosion of research and maniacal laughter (or maybe a wizard did it). It is a rarity to find them these days, you're more likely to stumble across one that accidentally froze him self in ice than to one someone actually practicing Magicka. Legend says the abyss was invaded by them long ago, they breed and fight in an ever descending exploration that has long taken them from the sight of gods & men but maybe there is some kind of accidental short cut that spits one back. Otherwise if someone were to pursue this path for the novelty of it they need to forgot silly conceptions like logic and they often consider wisdom a dump stat.

Game Rule Information
Abilities: Charisma is important for manipulating magic and dexterity keeps you from hitting your self which can also be important.
Alignment: Extremely Chaotic.
Starting Gold: 2d4.
Special Limitation: you must start every gaming session with a borderline unfunny pop culture reference.

Table: The Magicka Mage
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Relf
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Summon & Snap Cast Magicka
Shield Element
Arcane/Healing Elements
Magicka
Advanced Shield
Area Effects
-
Evasive Mettle
-
Find Weakness
-
Implement Expertise
-
-
-
Mayhem
-
Refined Magicka
-
Total Mayhem
Magicka Known
-
-
-
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8 (1)
9
9 (2)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff, Craft(any), Concentration, Heal, Intimidate, Perform(any), Spellcraft, Spot, Use Magic Device.

Class Features
Proficiency:Magicka Mages only gain proficiency with longswords and quarterstaffs, and consider them to be implements that aid in their spellcasting. They add the enhancement bonus of any wielded longsword to Magicka attack rolls, and the enhancement bonus of any wielded quarterstaff to Magicka damage rolls (but not snap casting) and Magicka save DCs. However, wearing armor increases the profound effect on mobility that Magicka has and so add the worse of any armor check penalty's base or modified value as a penalty to reflex saves (minimum -1).

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Snap Casting Magicka: One of the most basic usages of Magicka is called snap casting which is when the mage launches the summoned elements out to blast his enemies or anything else that would look better on fire or soaking wet. This works as a ranged touch attack with a 15ft increment (max 60ft). Each element deals one point of damage per two caster levels of it's associated type. The elements behave as they normally would (for example, water hits with a blast of freezing water) but they quickly vanish back to their elemental plane.

For example, a 3rd level Magicka Mage uses a standard action to summon two fire elements and one air element, he can then either cast Magicka or choose to let them circle around him imposing a -15ft penalty to his speed. If he chooses to snap cast them at a target 45ft away he makes a ranged touch attack with a -4 penalty for the range and on a hit he deals four points of fire damage and two points of electricity damage.

Magicka: At the 4th level and several dozen encounters of use the Player the Magicka Mage is ready for some advanced casting. The spells, or simply Magicka, is the full process of summoning and interconnecting the elements creating the first versions of the weave to cause a special effect that cannot normally be achieved with physical effort. These effects require certain specific combinations and if a mage has the wrong ones or have too many out they cannot cast their desired Magicka.

Since Magicka is closer to the weave it's subject to weave-based effects such as anti-magic and dispelling through it still ignores spell resistance. Effects that would prohibit planar travel can also be used to dispel, but not prevent the casting of, Magicka. It's mental complexity also provokes attacks of opportunity when used. You learn a new Magicka at almost every other level as indicated by the table and learning them is permanent, you cannot exchange or swap them out in later levels. See the second post for details and remember that Magicka rarely discerns a difference between the enemy, ally, or even the caster.

Advanced Shield Techniques: At the 5th level a Magicka Mage learns new ways to abuse his shield, instead of imbuing his shield with elements he imbues his elements with his shield. This gives him the appearance of wearing the elements such as being covered in dirt or even stone flakes depending on how potent his spell was.

Each earth element gives DR 2/adamantine while each water element gives +1 on save against magical effects. Fire instead creates a cloak that deals 1d4 fire per element to each creature striking you with a melee attack while each air element charges your held metallic weapons so they deal an extra +1d4 electricity damage per element. Arcane provides a +1 bonus per element on any saves against energy drain and ability damage/drain while healing does the same against dazed, stunned, confused, and fatigue/exhaustion effects.

Area Effects: The Magicka Mage learns how to turn his snap casting into an area effect depending on the elements used. As long as one of the elements was air, arcane, or healing, the mage can choose to cast it as a 40ft line. Fire allows for 40ft cones, water for 20ft bursts centered on the caster (the caster isn't affected). Earth produces a splash effect that hits every creature within 20ft of it's center. Creatures can make reflex saves to halve damage taken against a DC equal to 10 + 1/2 your Magicka Mage level + your charisma modifier.

The shield element however lets you produce a wall-like effect covering 5ft per two caster levels. All segments must be continuously joined and it cannot "cut" through other fixed objects or creatures. If it's entirely made out of the shield element the barrier is impassible but can be attacked and broken through as if breaking the personal shield normally. Infused with other elements however it deals 1d4 damage per element to creatures passing through and prevents spells that deal the same type of damage from passing through provided the elements used are less than the ones used in the wall. This can block weave-based spells with a level up to twice the amount of elements used as well.
ElementArea
AirLine
EarthSplash
FireCone
WaterBurst
ShieldWall
ArcaneLine
HealingLine

Evasive Mettle: After a lot of trial and error the Magicka Mage will learns blasting creatures with area spells if they happen to be standing nearby hurts. Thankfully, he's had plenty of practice by now to learn how to avoid his own Magicka. Against his own Magicka he gains the benefits of improved evasion and improved mettle. He can also attempt a reflex save to avoid an arcane element's explosion when snap casted.

Find Weakness: When the mage hits an opponent with snap casted Magicka he instantly learns if the creature took more, or less, damage than dealt allowing him to better discern effects like resistance, immunities, and weaknesses through trial and error.

Implement Expertise: After obtaining mastery in Magicka the Player Magicka Mage remembers he has been carrying a sword and staff all this time and they can be used to smack things. He gains a +4 bonus with attack & damage rolls with longswords and once per round when he snap casts a Magicka made out of a single set of matching elements while holding a quarterstaff he can add his spellcraft ranks to a single creature damaged by the Magicka once per casting. This also works with healing but you use the heal skill instead.

Refined Magicka: Near the pinnacle of experience a Magicka Mage's advanced experimentation leads to a break through allowing him to create what other creatures would later call a spell-like ability. Choose one first level wizard/sorcerer spell and any combination of five elements, the Magicka Mage can cast the spell as an SLA using that elemental combination (effectively adding it as a Magicka known). The Magicka Mage learns two such of these spells as indicated in parenthesis in the table.

Mayhem: Emboldened by their recent discoveries a Magicka Mage gets even more experimental. Once per day for each point of charisma bonus while snap casting the Magicka Mage randomly summons several elements and casts a random effect, roll once on the Rod of Wonder table and once on the Warp Touch table (found in the DMG & BoVD). Anyone affected by the Rod of Wonder's effect is also affected by the Warp Touch's effect except it only lasts one minute even if it would have been permanent.

At the 20th level the Magicka Mage can roll on each table twice and choose which effects take place.

(special thanks to Nansork, our homebrew connoisseur, for helping proofread some of this so far)

3
Lost Worlds / General Q&A/Discussion Thread
« on: March 15, 2018, 03:05:36 PM »
This thread is for discussion on the rest of my homebrew.

4
General D&D Discussion / The DM/MMX Controversy?
« on: December 04, 2017, 05:00:54 PM »
Mike Mearls: I am now going to tweet a controversial thing about D&D and being a Dungeon Master.
Mike Mearls: If a PC being too good at combat is messing up your campaign, the issue might be that your campaign is too combat driven.
Mike Mearls:  Your mileage may vary, but too many DMs attack issues from the wrong side of the screen.
Sunsword: I agree with this, however the CR system in 5E isn't perfect and takes time to learn too.
Mike Mearls: I wish we had not called it CR – a lot of folks expect it to behave as it did under 3e, creates false expectations.
He would is half right in that both sides share the blame if he went that way. But since his direction is that too many people blame the characters & players rather than the DM & campaign, I feel he is fully correct.

So, controversial or "no duh"?

5
Gaming Advice / Left or Right?
« on: May 30, 2017, 06:59:21 PM »
I have a simple question for you all, are you left or right handed?

Note, this isn't a fifty shades of gray-area thing. I'm sure you can do a lot of things with both hands, or maybe you only write in one hand and do everything with the other. - You should leave a comment about that for educational purposes. - But for polling purposes a lefty/righty's side is simply the more dominate (and often more effective at writing) side is what I'm looking for.

Thanks.
P.S. I'm a lefty.

6
Lost Worlds / Everything - Mechs for D&D
« on: March 08, 2017, 10:58:06 AM »
Do you want Mecha in D&D?

Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o as an expansion to their Return to Expedition Peaks. But I know what you're thinking, how can stuff like 100hp and 12d6 weapons work at level 1? Yeah, I did too. So I reworked the scale of things and altered damage. As an fyi of underlaying mechanics the base damage (see in ballistic weapons) uses 4d6 (avg 14, 18str greatsword deals 13) and +1d6 every four levels and I simply created variants on that from there.

It's all fluffed up in Harem porn cool Safe-For-Work images because it was faster & easier to cut & resize those than the effort it takes to sort WH40k & Power Ranger images. But given the mechanics you can refluff things to be your favorite things too. As always, flavor is mutable but balanced rule support is always nice.

I hope you enjoy!
The full content of this thread it's self is a little WIP, I plan to make four classes (caster, martial adept, skilled solider, and brute) and one PrC (pilot) that incorporates modified Modern/Dragonstar content as well as some customs to better address mecha-media.



Content

1. Magitech Knight
Is a partial spellcaster with a mid-level class base that gets up to 6th level spells/powers drawn from any list but penalized for using anything other than bard spells & psychic fighter powers. It's main deal it is treats it's mecha & weapons like a superform allowing you to refluff it into just about anything (power rangers, super saiyen, etc). A subset of this is the Magitech Paladin, which loses a few class features for better BAB and focuses on paladin & ranger spells, and it can be found spoiled at the bottom of the post.

2. Ragna-Mail Pilot
Is a martial adept that treats it's mech similar to a mount for increased maneuverability that can be turned it into mech functioning as worn equipment. Similar to the knight, it isn't limited to any set core-only discipline and allows you to select disciplines allow by the DM through it does focus on emotional boosts and using it's own equipment.

3. Reserved
For a later class.

4. Upgrades
Each of the classes gain a number of upgrade points to enhance their mecha. This is the primary method I used to scale out the options and allow the characters to purchase better options as part of their class features. Every class can select from the basic upgrades, through several classes have their own unique choices.

5. Monsters, Templates, & Spells
New creatures & templates that take advantage of this mecha content, maneuvers, upgrades, and spells.

6. Rules & Feats
New homebrew feats to support the new classes as well as reprints of several of Modern's rules, feats, and other equipment. It also contains a easy-to-reference section to highlight a few rules you may miss or forget. Such as new damage types or how fast can a mecha swim.

7. Misc
Just some WIP notes and stuff.

7
Super Robot Wars d20 / soro index
« on: March 07, 2017, 09:30:23 PM »
Extended Supplements
Magitech Knight: An alternative arcane pilot and mecha progression that rescales & expands upon D&D's mecha and designed to work with SWR campaigns.

8
Super Robot Wars d20 / Magitech Knight
« on: March 07, 2017, 11:44:47 AM »

Magical Group: Heart Hybrid

Sometimes when a world is invaded by outerworldly intruders, it pushes back.



This is an SWR-scaled adaption of my Magitech Knight class for oslecamo's Super Robot War campaign setting and is associated with a custom Helsiana fraction.

Since oslecamo's content is more powerful than WotC's printed materials, and his SWR to scale is even higher than that, virtually everything had to be increased. Be sure to check out the new anime-related ACFs in the third post to further customize your Magitech Knight into your favorite media.



Magitech Knight (SWR-table)
Hit Die: d6
LevelBABSavesClass FeaturesMagitech (spells)
1+1+2/+0/+2Heart Hybrid Core, Spirited---
2+2+3/+0/+3Bonus Feat, Spirit---
3+3+3/+1/+3Magitech2
4+4+4/+1/+4Tech VI2/1
5+5+4/+1/+4Spirit2/2
6+6/+1+5/+2/+5Corruption Armament3/2/1
7+7/+2+5/+2/+5---3/2/2
8+8/+3+6/+2/+6Tech VII, Spirit3/3/2/1
9+9/+4+6/+3/+6---4/3/3/2
10+10/+5+7/+3/+7Bonus Feat4/3/3/2/1
11+11/+6/+1+7/+3/+7Spirit4/4/3/2/2
12+12/+7/+2+8/+4/+8Tech VIII4/4/4/3/2/1
13+13/+8/+3+8/+4/+8---4/4/4/3/3/2
14+14/+9/+4+9/+4/+9Bonus Feat, Spirit5/4/4/3/3/2/1
15+15/+10/+5+9/+5/+9---4/4/4/4/3/3/2
16+16/+11/+6/+1+10/+5/+10Tech IX4/4/4/4/4/3/2/1
17+17/+12/+7/+2+10/+5/+10Spirit4/4/4/4/4/3/3/2
18+18/+13/+8/+3+11/+6/+11Bonus Feat4/4/4/4/4/4/3/2/1
19+19/+14/+9/+4+11/+6/+11---4/4/4/4/4/4/3/3/2
20+20/+15/+10/+5+12/+6/+12Code Breaker4/4/4/4/4/4/4/3/2/1
Skills: Bluff (cha), Computer Use/Decipher Script (int), Knowledge[current events/nobility,
popular culture/history, streetwise/local, technology/arcana] (int), Navigate/Survival (int),
Pilot/Ride (dex), Profession (wis), Repair/Craft (int), Sleight of Hand (dex),
Speak Language (int), Spot (wis), Tumble (dex).

Skill Points Per Level: 4 + intelligence modifier, x4 at the first level as normal.

Proficiency: Unchanged.

Heart Hybrid Gear: In SWR campaigns a mecha granted by this Heart Hybrid Core ability is treated as a super robot and all effects used by the Magitech Knight automatically adjust to using the "mu" scale instead of feet.

Hybrid Points: In SWR campaigns SWR-mechs have unlimited usage so your mech does not consume Hybrid Points each round to maintain it. This also allows you to allocate more points towards your spellcasting which obtains higher spell levels than normal. In addition, effects like entropy elemental and any other binary anti-magic effect (or caster level-like checks that exceed 11+level) are ignored by any class features, spells, and even magic items and other such things produced by this class.



Spirited (Sp): In a SRW campaign the Magitech Knight can harness their emotions. This either allows them access to the Emotional Discipline except their maneuvers always reready them selves or they can learn and use spirits as if she were an arcane pilot. This choice has to be made when this class feature is obtained. If they choose spirits the maximum number of spirit points they have is their Magitech Knight level multiplied by ten and the Magitech Knight learns one spirit at the first and second level and every three levels thereafter (see table above). The base points are slightly higher than a Super Pilots (+25%) but they do not have upgrades or arsenal that expand on or grant them regeneration. Regardless of your choice, the Magitech Knight treats any other pilot's Spirits as spell-like abilities allowing her to dispel or even suppress them.

Bonus Feat: In a SWR campaign you can instead select any Pilot Feat you meet the prerequisites too, treat your magitech knight levels as arcane pilot for prerequisites.

Magitech (spellcasting): In a SWR campaign the Magitech Knight's spellcasting continues to improve allowing her to cast 9th level spells. Since both the bard and psychic fighter lists stop at the 6th level, 7th level spells cost 14pts, 8th 16pts, and 9th 18pts.

You also automatically learn Modern's unique spells (see rule post for a list) and can cast them using Hybrid Points as if they were Bard Spells.

Tech: Unchanged through several upgrades are altered.

Corruption Armament (Su): In SWR campaigns you can also select mecha weapon properties as if they were WSA using the table to the side to determine their effective bonus.

Code Breaker (Su): In SWR campaigns this can completely block using energy which negates using mecha-maneuvers and flight. It also bypasses, and prevents, magic-like abilities such as spirit and relationship feats. The attack hits both the mech and it's pilot(s) housed within even through they normally cannot be affected from the outside. Additionally it can be used even if supernatural abilities would be disabled even by such means as anti-magic or dead magic zones.
PropertyValue-PropertyValue
Brutal+1-Defensive+1
Disarming+1-Pushing+1
Finesse+1-Concussive+2
Pinning+2-Downfall+2
Power+3-Rending+3


9
General D&D Discussion / If you had to be, what would you be?
« on: October 28, 2016, 06:52:26 PM »
So I have a question for you all, if you had to be a D&D Class what one would you be?
The simple answer is the one you like right? Well feel free to mention for favorite Class but...
What if I told you you'll be on Earth, and a Jew, in Germany, and it's February 1933?
Well it's not really any of those things so your knowledge of WW2 is worthless.
But the idea of being alone, hunted, and starting with essentially nothing in a world full of gun toting guards.


So the world you spawn in is kind of close to that. Guns cars, planes exist but pre-Internet so information isn't globally shared in a split second. You're in a city under martial law that's declared it's hatred of your kind. Maybe your D&D powers no one else has violate laws, maybe a previous transplant raised an army of undead, who knows (or cares). The the vast majority of locals will turn you into the authorities who will imprison and study you assuming immediate off-the-record execution isn't an option.

But there is a win condition, if you take over a country with the military might and inbred hatred of your people like Nazi Germany, you can flip the local region back to friendly. In such a case you need to prove to them you're a productive member of society and not just built for war. So what would you offer to the job market?

And I'm going to throw some other curve balls at you.
* Human only, no other Races or Templates unless you personally have a way to self-grant it (like dragon disciple or wish).
* Druids and Leadership are banned, everyone will want to exploit them otherwise.
* Does having a closer to standard 8~12 in your Ability Scores change your choice?
* Level 20 cap but at the first level you can choose to gestalt, if you do it takes x2 the XP to level.
* The list is subjective and may change over time.

10
Off Topic Fun / Download a Website?
« on: September 09, 2016, 07:14:47 PM »
Pretty much as the thread title, first attempt botched things terribly.

Anyone know a good program, or how to configure HT Track, to download the card-only section of DiceMastersDB? Essentially I need from their Catalog, to it's linked specific set list, to the linked dice/card list, to the linked card & image, and then stop. No user uploaded deck lists, no crawling on top links, etc.

The website goes down the 22nd so I'd like to get a copy before it goes down.

11
Lost Worlds / Alternative Class/Race Features
« on: August 20, 2016, 12:14:06 PM »
Races



Classes

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Race & Class

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12
Other Games / Dice Masters (now with a sales pitch!)
« on: July 24, 2016, 02:48:48 PM »
I just discovered this game and it's great. Right now though I'm looking at the cards pretty aimless but I'm slowly getting some ideas for a team. Does anyone else here play this game? ~ Me a week or so ago
So I'm guessing that's a big nope.

Well you should!
(click to show/hide)

Those images are awesome! Tell me all about them!
Imagine Dungeons & Dragons and Magic The Gathering had an illegitimate child and you're over halfway there! You start with eight white dice of NPC/Sidekicks whom like the frigging power rangers can come together and summon mighty superheros and/or D&D heroes & monsters. Like Magic The Gathering you feild creatures and beat the crap out of your opponent's 20 life using "Basic Action Cards" to cast powerful spells like Polymorph or to throw a goddamn car at your opponent's heroes.

It sounds like something I should be playing right now if I knew how!
Here is like 90% of the rules in one easy play mat.
(click to show/hide)
It's that frigging easy!
Your deck is 8 Heroes with 20 matching character dice distributed among them, two basic action cards of your choice, and the forced 8 NPC/Sidekick dice to start the game. Every known multiplayer variant for MtG works with Dice Masters, even that coven thing I posted a few years ago that now has it's own MtG wiki entry known as "Star" by using purchase types. You can even "cube" it by just bringing like twenty cards and shuffling them to build your teams. It's great!

But MtG & D&D cost a fortune and I'm already down to eating ketchup packets for dinner after my last card purchase!
First of all BBQ is better than ketchup. Secondly it's cheaper than magic! Seriously, 90% of the cards are under a buck. Hell, the cards are 1/4 the price too when you think about it.
In magic if you want to run four copies you need to buy the same expensive card four times, in Dice Masters you only need one card and any four matching dice. So can simply buy the significantly cheaper common version of the character just to pick up the extra matching dice. For example x4 Jace @75.00 per costs $300, x1 Black Widow "Tarsina" @65.99 & x3 Black Widow "Natural" @1.49 costs 70 bucks. For less than the price of one Jace you can run four game breaking Black Widows and alienate your friends!
And as an added bonus Hastings went Bankrupt, right now all their Dicemaster merchandise is 20% off. You can grab a starter kit for like twelve bucks!


13
Off Topic Fun / X vs Y
« on: May 23, 2016, 11:23:29 PM »
So way yond over in the BLYHT subforum I mentioned something about picking up media discussions and figured I'd give it a try, and what provokes more posts than pointless arguing about your favorite character? So welcome to my vs thread where in the interest of sanity I'm the sole judge of the winner. The format is easy, I pick to characters and you can tell me about their weapons, armor, and feats as wlel as make a case why they would win and why the other guy sucks. After a few days I'll pick a winner and we'll move on to a new match set.

Round 1: Master Chief [halo] vs Samus [metroid] (bonus video)
Arena: apocalyptic city ruins.
Power ups: Ominous-Mode, aka all power ups are available. In the case of MC they take the form of radioed cache drops.

14
Min/Max 3.x / Adding Ranged Weapons...
« on: April 29, 2016, 01:15:26 PM »
I'm wanting to add a new section to my 2nd post in Class Boosters specifically listing Crossbow & Archery related Feats, Items, & Magical Locations (no class features) and I figured I'd hit everyone up for content. If you're unfamiliar with the thread, link!, it's essentially a list of non-Class methods to increase a particular trait or theme that I got around to adding.

I need name, source (in the case of the MiC, page number would be nice too), type (feat/item), brief descriptions are optional but preferred. You can of course skip the SRD, but I'll never know what I missed if I told you to skip anything else. I'll get around to recrunching things over the next week or two and add it. And yes, special weapons such as specific weapons or even alternative bows such as dragonbone (draco) would be nice to include as well.

Thanks.

15
Gaming Advice / Custom MtG Ruleset
« on: February 26, 2016, 02:04:27 PM »
So I downloaded MtG's puzzle quest, it's FB gem swap for mana meets MtG with a constant Planeswalker out, and it got me thinking of a tabletop version that's more MtG than money scam. I'm calling it "Ten Card Walker" and since I'm too lazy to sign up for some MtG based forms I figured I'd pick your brain.

Deckbuilding
Choose ten non-duplicate, none-land, cards that are not on the ban list and one Planeswalker.
Colorless, artifacts, gold, and dual colored cards may be freely used but all colors used must match your walker.
You can use forms of mana generation provided it comes from a non-land card.

Play
* You start the game with two cards and 20 hp.
* On your turn draw a card, max hand size is three.
* After drawing roll a spindown counter (1d20) and divide by five, add the result to your mana pool (eg +1~4 mana/turn).
* Handle the main, attack, secondary phases as normal.
* At the end of your turn your mana pool isn't emptied, you can build it up over multiple turns.

Unique Rules
* You use your Planeswalker as your Commander and can choose to attack your opponent's as normal.
* If you would draw a card and have no library to draw from you do not lose the game.
* If you have no library to draw from, try to shuffle your graveyard and use it as your library if possible.
* If a card would be removed from the game it instead is placed in the graveyard.

Ban List
* All forms of counter spelling is banned because that'd be a dick move. 2 mana to wipe three turns of mana generation >.>
* Protection from a color is banned due to color lock.
* Cards cannot be played out of the graveyard (eg flashback) but permanents can be returned to to play (eg raise dead), see recycling the same ten cards over and over again.

Expectations
So I imagine play would center around a few creatures you like, or token swarm, and a lot of repetition from your favorite Spells. Themed decks will be very easy to build with very little cost (dude it's ten cards). But even through it's a small card list it's just as diverse as a full 60 card x4 copy deck without the need to pile in twenty lands plus you have the random factor of mana still as well as long term and short term planning of how you spend it. Tracking mana will basically boil down you needing three spindowns, hp, to-roll, and available. Cheap, quick, half the attraction of Commander in that you get to use all for favorite cards but without the 100 card random draw.

Thoughts? Tweaks? Suggestions? Did someone beat me to it?

16
Lost Worlds / Class - Favored Soul (Invocation-based)
« on: December 02, 2015, 12:30:55 AM »
Favored Soul

Good
Evil

Law

Chaos

The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Hit Dice: d8
Level
BAB
Saves
Special
Invocations Known
1
+0
+2/+2/+2
Darkvision 60ft., Divine Invocations (least), Renewal
1
2
+1
+3/+3/+3
Detect Alignment, Deity's Weapon (focus)
2
3
+2
+3/+3/+3
Domain Power
2
4
+3
+4/+4/+4
Damage Reduction 1/Type
3
5
+3
+4/+4/+4
Divine Resistance
3
6
+4
+5/+5/+5
Deity's Weapon (specialization), Divine Invocations (lesser), Renewal (improved)
4
7
+5
+5/+5/+5
Domain Power
4
8
+6
+6/+6/+6
Damage Reduction 2/Type, Radiant Power
5
9
+6
+6/+6/+6
True Believer's Relic
5
10
+7
+7/+7/+7
Divine Resistance
6
11
+8
+7/+7/+7
Divine Invocations (greater)
7
12
+9
+8/+8/+8
Damage Reduction 3/Type, Renewal (greater)
7
13
+9
+8/+8/+8
Wings
8
14
+10
+9/+9/+9
Deity's Weapon (mastery)
8
15
+11
+9/+9/+9
Divine Resistance, Domain Power
9
16
+12
+10/+10/+10
Damage Reduction 4/Type, Divine Invocations (pure), Renewal (superior)
10
17
+12
+10/+10/+10
Ascendance
10
18
+13
+11/+11/+11
-
11
19
+14
+11/+11/+11
Domain Power (any)
11
20
+15
+12/+12/+12
Call the Faithful, Damage Reduction 5/Type
12
Skill Points: 2 + Int
Class Skills: Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (arcana), Knowledge (religion), Profession, Sense Motive, & Spellcraft.

Alignment Choice
Many of the favored soul's class features and invocations reference a choice in alignment, both in your aligned choice and as your opposed choice. Upon taking your first level as a favored soul you must select one of your deity's alignments in respect to good, evil, lawful or chaotic. If your deity is true neutral you can choose any one of those as your deity will simply create another favored soul in opposition to your choice to balance things on a larger scale. Your opposing alignment is the opposite good/evil or lawful/chaotic scale.

Divine Damage
Divine is a special energy type meant to be unique to this entry. Known by another name it could be called divine energy as how many spells or effects from Complete Divine work such as Consecrate Spell, Holy Fire Shield, or Flamestrike. Several effects the favored soul can gain can apply bonuses to some very specific invocations. For ease of notation, you can determine if the benefits apply if the invocation deals "Divine" damage.




Class Features
All of the following are class features of the favored soul.

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18
D&D 3.5 and Pathfinder / Epic Content
« on: September 24, 2015, 05:49:14 PM »
So the recent Fun Finds discussion got me thinking, we really haven't posted a lot of information about Epic content. Probably because of it's reputation for being broken.

Well I'd like to dig through some of it, but as you know Epic addons are well scattered across the Supplements so it's pretty easy to miss. The Player's Guide to Fearun & Dragon Magic I know have Epic content but is there anything else?

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19
Board Business / Mozilla's Lightbeam
« on: August 22, 2015, 08:28:19 PM »
Just wanted to say, I love you guys.

20
D&D 5e / Gems in D&D 5th's Twitter FAQ (aka fun finds faq edition)
« on: March 17, 2015, 12:18:58 AM »
Exactly at the title suggests.
And if you have no idea what I'm talking about, Jeremy Crawford is the official Sage of 5th and he plus his co-authors (including Mike Mearls) are in charge of a Twitter-based FAQ article. Some of these entries are awesome; like confirmation that in 5th you can use the Sorcerer's Empower on your Cleric Spells

LINK



I'll start.
Does Twinned Spell make two spell instances (I.E., can't Concentrate on both spells) or change one spell instance to 2 targets?
"One spell instance, two targets." ~JC

Can magic missile or scorched ray be twinned if caster only targets a single creature?
"The Twinned Spell feature is intended to work on spells that can normally target only one creature." ~JC
"I'd say it's ok, but be leery for any other spells that it might cause issues with." ~MM
Little contradictory but that is a direct yes from Mike.

Enter Twinned Extended Witch Bolt which uses a 1st level slot & 2 SP. There is only one instance to Concentrate on and Mike-supported to hit the same creature twice so you can deal up to 2d12+Cha per round. That's 360 damage per casting making it currently most efficient damage from a spell slot in the game. And Mike will let you use Empower too.

You just need a higher Speed than your opponent when you use it ;)

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