Subcategories

  • Confirmed House Rules. Learn 'em.

    138 Topics
    948 Posts
    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • have a bit of lore or character history you want known?

    43 Topics
    105 Posts
    dwarfD
    “Ahhh, my mighty and loyal Blue Pope… we should make more of you…” And lo did the heavens open, and cast forth the Sexiness upon the world - so that all and sundry would have their orders Disordered and embrace the Forsaken wonders that emerged. Wondering what rough beast, its hour come round at last, slouches towards Leminster to be born? Do gotta wonder why this Peter Jackson guy keeps emailing me about filming Return of the Godking tho… its only half-written !
  • 69 Topics
    143 Posts
    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • The Fallen Legion: Experience Tracker

    Pinned exp xp fallen legion
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    halfgiantH
    The Return of the Fallen Legion Year EXP Notes 01/07/2024 3,087 17 Frost Giants 01/21/2024 9,950 Mountain Giants and Ice Elementals 02/04/2024 1,750 Yak Folk Warriors and Deathdrinkers 02/18/2024 1,725 Sand Giants and Ice Marrash 03/03/2024 800 Garnath & Greater Ssvaklor 03/03/2024 100 Bonus for Sazerac for handling Night Twist 03/17/2024 1500 Dracolich on bridge in Demi Plane 03/31/2024 900 Twilight Owlbears, undead, Forsaken Shell 04/28/2024 1000 Shadows, Undead, Orcs, Thorn, Grizzly 05/26/2024 2500 Orcs, Naer, Yochlol 06/09/2024 400 Naer, Skeletons 06/23/2024 1250 Mourel (Twilight Elf) and returned Duladora 07/07/2024 250 Negotiations in town and initial tunnel encounter in Vendren 09/29/2024 1050 Various fights in the tree (purple worms etc) 10/27/2024 750 Final clear of Evil Tree 11/24/2024 1500 Manthereal skeletons and Manathereal Dracolich (Blue) 12/07/2024 3675 CabinCon 2024 XP from Lava Dragon and Balor Squad more to come? 01/19/2025 1500 Balor Squads 02/02/2025 3000 The Shattered Plaza 03/02/2025 3250 The Cater Below Esagend 3 Devils 03/16/2025 24301 Arcane Sentinels, Tome Wraith, Kaelith the unbound 03/30/2025 12150 Riftborn Archivist 04/27/2025 2000 Situational XP for completing fallen library, swiping the obelisk and breaking the spelljammer siege. 05/25/2025 3000 Situational XP from talking to the Empress and then the first 2 encounters in Kelvaris 06/08/2025 4725 Found and destroyed the mirror in Kelvaris 07/20/2025 520 Fought Star Metal Golems in vault under Kelvaris 08/03/2025 2100 Fought Star Metal Golems in vault under Kelvaris 10/12/2025 1572 Fought Reality Scourge in vault under Kelvaris 10/26/2025 4672 Prism Warden, Reality Scourge, and Star Metal Golems 11/23/2025 3,000 Fought Star Metal Golems 12/07/2025 1,500 Frothspawn in Alashan 01/04/2026 750 The Devouring Core outside Leminster 04/12/2026 11,500 Manacite Sovereign 05/24/2026 1,100 Ashen Maw
  • Spell Breakers

    spell breakers
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    halfgiantH
    Spell Breakers — Obelisk ComNet Writeup Spell breakers are specialized magical gemstones/crystals that allow a caster to “break” or bend small rules built into a spell at the moment of casting. The core idea is that they do not simply add power like a normal metamagic item; they interfere with the underlying logic of the spell itself. Obelisk describes their origin as coming from an early Managanger named Malathon, who used concepts from Arg’s gem magic and powermastery to “recrystallize” magic into a variable matrix that could be invoked during spellcasting. Mystra and the gods of magic initially objected, but after analyzing the spell-point cost versus effect, they allowed the items to continue existing because the math still balanced even though each gem bent the rules of magic slightly. Mechanically, a spell breaker functions as a single-use spell-modifying component. When applied to a spell, the spell breaker vanishes and merges its effect into the spell being cast. The original writeup says up to 10 spell breakers could be used on a single casting, although later discussion also references a working table practice involving a minimum of 5 spell breakers at one shot, likely reflecting later campaign balance or epic-tier usage discussion. Creation and Cost The older rules discussion gives a clear creation model: a spell breaker cost 50 gp to make and 500 gp to buy retail. To create one, the crafter used a 50 gp gem and poured 30 spell points into it through dweomerflow, causing the gemstone to melt and recrystallize into a memorized pattern capable of breaking one small magical law within a standard spell. A later DM clarification states that a spell breaker contains only 30 spell points worth of power. If the attempted modification requires more than that, the spell breaker fails to alter the spell but is still consumed. This makes spell breakers powerful but not unlimited; they are best understood as constrained external spell logic disruptors rather than open-ended “do anything” metamagic fuel. In-world, spell breakers are valuable trade goods. In a Gorlen Blackhammer journal entry, Gorlen sells spell breakers for 500 gp each, refuses to reveal the recipe or process because of V’Ral rules, and notes that they are a popular requested item. Draven Sunshaper buys thirty of them for 15,000 gp, which reinforces the 500 gp market price and suggests that spell breakers are uncommon but available in the right magical markets. What Spell Breakers Can Do The original 1st-generation effects were broad. They could remove or unlock spell caps, add extra random effect, extend defensive spell durations to 24 hours, make minor effects permanent, increase success chances or harden failures, expand target areas, temporarily boost caster level, refocus the power source of a spell, convert fixed defensive values into level-variable effects, turn beam spells into full-round sweeping effects, and reroll low damage dice. In practical terms, that means spell breakers can do things such as: Let a fireball exceed its normal damage cap. Extend a personal defensive spell such as fly to 24 hours. Increase a teleport success chance. Expand an area spell such as fireball. Affect more targets with a normally single-target spell. Temporarily boost caster level by +1 per gem. Change the nature of a spell’s energy or power source, such as holy, solar, negative, or similar variants. Make a beam spell last long enough to sweep across a line or area. Reroll low damage dice, with multiple gems pushing the result closer to maximized damage. Relationship to Metamagic Spell breakers appear to predate 3.5-style metamagic in the Manaverse lore. The discussion explicitly notes that many spell breaker functions later resembled 3rd edition metamagic feats, and the table later treated spell breakers as being able to emulate some metamagic-like effects. The later ruling seems to be that emulating a metamagic feat is within the scope of spell breakers, with a cost of 1 spell breaker per level adjustment of the feat. For example, Twin Spell would cost four spell breakers if treated as a +4 level adjustment. Importantly, the DM clarified that using spell breakers to twin a spell does not increase the spell slot level or spell points needed to cast the base spell, because the spell breaker is an external factor. However, the DM also cautioned that spell breakers did not originally have a written ability to twin spells; that capability emerged from looser 3.5/10e adaptation and table practice. Limits and Restrictions The clearest restriction is that spell breakers cannot be used with spell trigger items such as wands or staffs. The DM ruled “no” because spell breakers break the logic of the spell being cast, and activating a wand or staff is not treated the same as personally casting and shaping the spell through the caster’s own spell logic. Another important limit is the 30 spell point capacity. A spell breaker can be consumed even when the attempted effect fails, so a caster who tries to push too far risks wasting the item. This creates a practical risk/reward balance: spell breakers reward knowledgeable casters who understand the spell, the desired modification, and the likely power cost. Greater, Ancient, and Alchemically Infused Variants The discussion references Greater Spellbreakers and Alchemically Infused Ancient spellbreakers, but the available public text does not fully define their mechanics. The references suggest that stronger or more exotic versions exist in campaign play, especially around epic-tier or Ancient-related crafting, but the posted material does not provide a complete rules block for these variants. The “Ancient” angle appears tied to crafting capability and campaign-tier advancement. One player asked whether an Ancient should be able to make spell breakers for 50 gp and whether Kargin, entering epic or Tier 2 play, should be able to craft them. The DM response in the visible thread is playful rather than a formal rule, so this should be treated as an open campaign discussion rather than a finalized mechanic. Working Interpretation Spell breakers are best understood as single-use crystallized spell-logic disruptors. They are not merely metamagic rods, scroll components, or spell batteries. They are closer to programmable magical exceptions: each one contains a limited amount of stored spell-point logic that lets the caster bend one part of a spell’s normal rules at the moment of casting. They can modify range, area, duration, caster level, energy expression, damage caps, target behavior, probability, or even the metaphysical source of the spell’s power. For campaign use, they are powerful because they let a caster do things that normal spellcasting rules do not allow. They are balanced by cost, single-use consumption, the 30 spell-point limit, the likely need for DM adjudication, and the fact that an overreaching use can fail while still destroying the spell breaker.
  • Manacite

    manacite
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    halfgiantH
    Pointed ChatGPT at obelisk.daerma.com, and asked it to give me a synopsis on Manacite. Manacite Core Concept Manacite is the foundational magical substance of the Manaverse. It forms where large amounts of mana are present, especially where the boundary between the Prime Material Plane and the Manathereal Plane is weak. In its earliest state, it is soft, almost mud-like, but it hardens over time. As it hardens, its connection to the Manathereal Plane strengthens, allowing it to power more powerful magical effects and items. Once it reaches granite-like hardness, it can be used in high-level ritual crafting to permanently imbue materials with planar properties. A major example is the Laputans, who mastered the process of mixing manacite with Plane of Air components to create floating cities and platforms. This makes manacite not just a crafting reagent, but a strategic infrastructure material. Formation, Mining, and Refining Manacite is described as stone that has changed, not a metal ore. It is mined together with the stone in which it formed, and deposits are typically located through divination. Refining can be done in more than one way; one dwarven mountain process uses liquefied mana and other components. Raw ore weighs about 150 pounds per cubic foot regardless of age, but age changes hardness and crystallization. Older manacite becomes harder and more crystal-like, though still stone. There is no exact conversion from raw vein volume to refined manacite weight. The site suggests quality and purity are not fully formalized yet. One discussion asked whether age defines quality, and the DM noted that the ore quality system remained partly a placeholder. Likewise, a later question about “levels” of manacite strength received the answer that levels or purity categories had not yet been fully formalized. Strategic Scarcity and Geography Manacite appears to be a strategic constraint on empires. The Laputan Empire’s growth increased its demand for manacite, eventually leading to conflict with dwarven holdings. One dwarven mountain was concealed after nearly a millennium of fighting to prevent Laputan access to its resources; another southern dwarven mountain became an active and productive part of the Laputan Empire and supplied much of its manacite. The Laputans are also described as having hit a resource constraint on manacite, limiting expansion. In one discussion, a 4,000-year-old vein was missed because its presence was masked, not necessarily because raw manacite was undetectable. In V’Ral, most types of manacite are apparently available, but high-end material is rare. The Dwarven Mountain, by contrast, is described as specializing in “all the things” when asked what levels of manacite can be found there. Magic Item Crafting Manacite is a core crafting ingredient for magic items. The DM stated that almost every magic item on the planet was made with manacite of some purity and called it a basic building block of magic in the Manaverse. Manacite can replace roughly 25% to 100% of raw material in magic item crafting, though economic details are still flexible. Higher percentages increase risk until the formula is understood. Cubes are a major manacite-based item class. They are made with manacite ore of varying density or age; denser/older manacite supports higher spell levels. Cubes exist from 0th through 9th level and beyond into artifact-tier gear. They can be self-recharging or non-self-recharging. Self-recharging cubes require denser manacite and recharge at 1 spell point per hour, while non-self-recharging cubes recharge at 1 spell point per week. Self-recharging cubes cost about ten times as much to create. The site also gives a working construction note that cubes are about 90% manacite with a small amount of glass, sand, or similar material included. Spell Point / Refined Manacite Notes A later Game Discussion summary gives a numerical rule of thumb: every 10,000 years of refined manacite equals 1 spell point per pound. For example, a 1-pound block of 20,000-year refined manacite equals 2 spell points per pound, and a 10-pound block of 20,000-year material equals 20 spell points per round. The same note says a 5-pound block of 20,000-year refined manacite was able to float a platform five miles in diameter. This aligns with the broader lore that older, denser, more refined manacite becomes disproportionately powerful and explains why high-quality manacite is both rare and strategically decisive. Levitation, Floating Cities, and Spelljammer-Level Uses Manacite’s most important macro-scale use is levitation. Laputan floating cities and platforms use manacite mixed with Plane of Air components. The Autaria Dynasty lore expands this idea with Aetherion, a 5-mile-wide floating crystal disc lifted 1,000 feet above the surface. Archmagus Zephyrion Kaelthara discovered manacite during a Spelljammer expedition to a planar rift, realized it could absorb arcane energy and convert it into levitating force, and embedded a 100,000-pound manacite core beneath the Grand Helm Nexus to lift the city. The Nexus amplified the core’s lift capacity, while the Sundering Prism stabilized the power source. The same lore states that Zephyrion’s hidden notes on manacite could help repair the Sundering Prism or craft Spelljammer helms, making manacite important for both arcane engineering and campaign progression. Manacite Deposits and Planar Weak Spots Kelvaris, later called The Shattered Hold, sits over a Manathereal weak spot where mana leakage converted sandstone bedrock into raw manacite ore over centuries. The same material is described as crystalline, arcane-energy absorbing and amplifying, worth around 5,000 gp per pound, and capable of levitation. The Kelvaris deposits are listed as 1d4 deposits, each roughly 500–2,000 pounds, located under the ruins near the Grand Spire and shoreline. Manacite Hunters Story Use In the Manacite Hunters story, manacite appears as a small glowing blue bead or sphere dropped by slimes. The first recovered sphere is described as BB-sized or about a millimeter across, faintly pulsing and non-biological. Ethan and Abigail initially treat it as potentially hazardous and collect it using a stick/ziplock rather than touching it directly. The gate inscription explicitly says: “Manacite gathered, its mystery untold,” and Abigail later assumes the slime drop is manacite based on that inscription. Dungeon slimes appear to have a high, possibly guaranteed, manacite drop rate. Ethan and Abigail observe drops at three-for-three, four-for-four, and six-for-six, though Ethan repeatedly cautions that the sample size is too small to call it a rule. Manacite Monsters / Events A separate game discussion mentions a manacite event south of V’Ral, involving manacite drones and a manacite warden near Erok. The party defeated the warden in round 3 and then returned to town. The DM noted that the event could proceed either through investigation or through a world event if ignored. Working Interpretation The clearest working model is: Manacite is crystallized/solidified mana-linked stone formed by Manathereal leakage. Its age, density, purity, and refinement determine how much arcane power it can channel. It is the Manaverse’s equivalent of magical infrastructure fuel, crafting substrate, spell battery, levitation engine, and strategic resource. For campaign use, it behaves like a cross between mithril, residuum, spell points, power crystals, and Netherese mythallar infrastructure—but with its own Manathereal origin and risk profile.
  • Manacite even south of V`Ral

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    daermadmD
    manacite event south of V`Ral you all ran away after three rounds of playing with manacite drones. You took down the manacite warden that appeared near erok in round 3 and popped back to town… DM was apparently passed out during subsequent discussions for 30 minutes. Event will go two ways. either you go back in investigate more or a world event will occur. Dwarf rambling about clock-maker level powers being ignored.
  • Saving Throws

    game rule
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    halfgiantH
    @dwarf Ok that makes more sense, and how ive been playing it. But i couldn’t remember if that was the agreed upon way, or not.
  • Greater Spelljamming Helm

    spelljamming helm
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    daermadmD
    Without breaking out my spelljamming docs to compare with myself, I see no major issues that would cause me to object to this.
  • CabinCon VIII

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    daermadmD
    @orc said in CabinCon VIII: Have you all thought of checking like AirBnB? further drive but saw some places in Centralia. Yeah, and I found a couple things, that is where I originally found Shale Lake listed. https://www.airbnb.com/rooms/1121591011073932857 Was waiting to hear back from Half-G on what he found.
  • pierce any shield

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    dwarfD
    [image: IPBVgyS.jpeg]
  • PowerMaster Epic+ Prestige Class

    epic prestige classes
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    halfgiantH
    Well thats just plain embarrassing. I’ll fix it.
  • Ring of Insightful Duality

    magic item
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    halfgiantH
    Ring of Insightful Duality “This platinum ring is etched with the delicate sigils of an open eye and a stylized fox, symbolizing mental clarity and cunning. When worn, it heightens the wearer’s intellectual and perceptive faculties to supernatural levels.” The Ring of Insightful Duality grants the wearer a +10 insight bonus to both Intelligence and Wisdom. These bonuses do not stack with other insight bonuses to the same abilities. The wearer’s enhanced mind sharpens spellcasting, problem-solving, memory recall, and intuitive judgment. This boon is particularly potent for characters who rely on Intelligence-based or Wisdom-based skills, saving throws, or spellcasting. Prerequisites: Forge Ring, Owl’s Insight, Fox’s Insight (or similar custom 9th-level spells), Caster Level 20 Slot: Ring Aura: Strong transmutation Caster Level: 20th Weight: — Price: 375,000 gp
  • Weapon Size Table

    cheatsheet weaponsize
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    halfgiantH
    ChatGPT extrapolation
  • Spell Point Regeneration

    cheatsheet
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    daermadmD
    @halfgiant said in Spell Point Regeneration: Mental Clarity [Mystic] Everquest Player’s Handbook (Page 133) I can see a feat adding to the ability modifier. We don’t have meditation as a thing. Honestly I never really worried about mana regen at levels 10+ as around that time, people generally started getting access to travel to go rest safely or small portable cottages, or spells. For low level, which we never play at, these numbers are a huge deal. For NPC raw numbers (Kargin crafting, etc), sure they matter some.
  • Ioun Stones

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    dwarfD
    dregs hadn’t reached Epic yet when we stopped that game - he was getting close to 16 / 16 / 16 so it’d be a year or two of adventuring before he’d graduate to Epic Alchemist
  • Special Ability Types

    cheatsheet specialabilities
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    halfgiantH
    Table: Special Ability Types Extraordinary Spell-Like Supernatural Dispel No Yes No Spell resistance No Yes No Antimagic field No Yes Yes Attack of opportunity No Yes No Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type? Spell Resistance: Does spell resistance protect a creature from these abilities? Antimagic Field: Does an antimagic field or similar magic suppress the ability? Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does? – Extraordinary Abilities (Ex) Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training. These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are standard actions unless otherwise noted. Spell-Like Abilities (Sp) Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell: Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is: 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer. Supernatural Abilities (Su) Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is: 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).
  • Counterspell

    cheatsheet counterspells
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    halfgiantH
    Counterspells It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. How Counterspells Work To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.) If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. Counterspelling Metamagic Spells Metamagic feats are not taken into account when determining whether a spell can be countered Specific Exceptions Some spells specifically counter each other, especially when they have diametrically opposed effects. Dispel Magic as a Counterspell You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell.
  • Grapple

    grapple cheatsheet
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    halfgiantH
    Grapple ## Grapple Checks Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is: Base attack bonus + Strength modifier + special size modifier ## Special Size Modifier The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll. Starting a Grapple To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). Step 1 Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2. Step 2 Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3. Step 3 Hold. Make an opposed grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are. In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie. Step 4 Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.) Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target. If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1. Grappling Consequences While you’re grappling, your ability to attack others and defend yourself is limited. No Threatened Squares You don’t threaten any squares while grappling. No Dexterity Bonus You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.) No Movement You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling. If You’re Grappling When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses. Activate a Magic Item You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item. Attack Your Opponent You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons. Cast a Spell You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell. Damage Your Opponent While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check. Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage. Draw a Light Weapon You can draw a light weapon as a move action with a successful grapple check. Escape from Grapple You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s). Move You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple. Retrieve a Spell Component You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check. Pin Your Opponent You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below). Break Another’s Pin If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned. Use Opponent’s Weapon If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action). You don’t gain possession of the weapon by performing this action. If You’re Pinning an Opponent You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt (see Disarm). You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa). You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent. If You’re Pinned by an Opponent When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling. Joining a Grapple If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple. If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against. Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple. When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
  • It could only be from Japan

    japan
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    dwarfD
    bob in Tokyo ((and i want a McSpaghetti !!)) [image: L84zntb.jpeg]
  • CabinCon VII

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    halfgiantH
    Give your dicebags a tug we are 6-days away from CabinCon.
  • Metallic Beholders

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    dwarfD
    in 2e, base beholders had a fly speed of 3(B) - which was good maneouverability at 30’ round… as you might imagine, i based all of my monster designs on 2e in play, i always figured that given a beholder’s natural buoyancy and nonmagical levitation, any other magical movement effect would be ADDITIVE to their natural movement rate - so, for example, they could get a little speed bump to 40’ round using their telekinesis beam as a bonus thruster…
  • Baldur's Gate 3 - Announcement Teaser

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    dwarfD
    @halfgiant said in Baldur's Gate 3 - Announcement Teaser: This simulated reality is just to far gone. Its time to start the next simulation and end this one. well send us a squiddie, Neo we can move our game to a new 'verse… (so long as there’s beer)