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
  • Unpacking - Crafting GP Reducers

    2
    0 Votes
    2 Posts
    264 Views
    halfgiantH
    [image: BD5TOr6.png]
  • Unpacking the Crit Build

    1
    0 Votes
    1 Posts
    237 Views
    halfgiantH
    So at last game, the discussion about the energy spirit damage was raised in relation to the physical damage a crit build was producing… so here is some of the details behind that. Using Rorek as an Example - [image: DpSZEoN.png] [image: Bx6yk6f.png] [image: reFt20p.png] A few notes: Rorek gets 2x his strength modifier due to a feat, instead of the standard 1.5 from a two-handed weapons. Rorek has a bracer that lets his wield a weapon that is one size category higher than what he can wield without penalty. In the to-hit chart above he takes a -2 because he is wielding a Huge Great Axe (4d6) So here we are now: Crit Multiplier: 6x Threat Range: 15-20 Weapon Damage: 4d6 To Hit Bonus: +51 Damage Bonus: +86 Energy Spirit: 8d12 So when he hits non-critical he does 4d6 + 86 + 8d12 = so average per hit is approx. 146 When he crits its: ~(98 * 6) + 8d12 = 636 damage Do that 10 times… and you have Rorek damage. Charging makes things a step nastier even but thats for another day: Magic Weapon Property - Valorous Weapon Epic Feat - Dire Charge and a few other cats and dogs
  • Triggered Heals

    1
    0 Votes
    1 Posts
    237 Views
    halfgiantH
    Reference from tonight’s game discussion. Nine Lives This ancient ring is made of ivory and carved to resemble a snarling cat’s face on one end. If the wearer ever drops to 0 hit points or below, the ring expends one of its charges to cast a heal spell upon her. The wearer can also expend a charge if she fails a saving throw, allowing her to treat the saving throw as a success. A ring of nine lives has 9 charges when created, but most are discovered with only 2d4 charges left. CL 13th; Prerequisites: Forge Ring, heal, limited wish; Market Price: 70,000 gp; Cost to Create: 41,750 gp + 4,960 XP. Source: Magic of Faerûn
  • Spell Resistance Thread [Notes from the Artificer]

    spell resistance cheatsheet
    5
    0 Votes
    5 Posts
    1k Views
    halfgiantH
    Spell Resistance Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above. Arcane mastery ( Complete Arcane, p. 73) [General] You are quick and certain in your efforts to defeat the arcane defenses and spells of others. Prerequisite Ability to cast arcane spells or use spelllike abilities (including invocations), Benefit You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress. True Casting (Complete Mage, p. 121) Divination Level: Sorcerer 1, Wizard 1, Spellthief 1, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: One spell You focus your magic deep in your soul until it becomes a torrent that must be unleashed. Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance. Taking 10 When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
  • Ring of (Epic) Dimensional Freedom

    magic items rings
    1
    0 Votes
    1 Posts
    287 Views
    halfgiantH
    [image: imkYJDV.png] Ring of (Epic) Dimensional Freedom.docx
  • Goggles of (Epic) Champion Sight

    magic items eyes
    1
    0 Votes
    1 Posts
    296 Views
    halfgiantH
    [image: NbomL4I.png] Goggles of (Epic) Champion Sight.docx
  • Epic Dwarves

    2
    0 Votes
    2 Posts
    292 Views
    halfgiantH
    The Rise of Epic Rorek [image: NWOA3Ac.jpg]
  • Kargin - CL Notes

    1
    0 Votes
    1 Posts
    216 Views
    halfgiantH
    CL boost notes -[Feat] Practiced Spellcaster (+4) -[Item] Orange Ion Stone (+1) -[Item] Beads of Karma (+4) -[Item] Ring of Arcane Might x2 (+2) -[Item] Robe of Arcane Might (+1) -[Spell] Suffer the Flesh (+5) (With some con damage to heal) -[Spell] Spell Enhancer (+2) -[Spell] Mystic Surge (+1) -[Spell] Consumptive Field, Greater (some possible shenanigans with this one)
  • Kargin - Spell Notes

    92
    0 Votes
    92 Posts
    35k Views
    halfgiantH
    Mystic Surge (Player’s Handbook II) Universal Level: Sorcerer 4, Wizard 4, Components: V, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You utter a phrase, and magical power begins to swell within you. The subject of mystic surge is able to channel a greater amount of magical energy into the next spell it casts before this spell’s duration expires. That spell’s save DC increases by 2, and its effective caster level increases by 1.
  • Doppelganger - Deep Dive

    5
    0 Votes
    5 Posts
    664 Views
    dwarfD
    The move to managanger happened several years later, i think the Powermaster was somewhere in his early 30th level ish when that happened. To my knowledge, there are only two, Malathon, and Daren. Zap hatched the idea for a Managanger some 20 years ago - after reading thru Roland’s notes on the initial process for transforming Daren. So rather than try a potentially destructive process on his oldest friend, Zap used the “first” of my PC dopplers - a mage named Falash (who’s antics inspired Daren to convert races in the first place After many repeated attempts, he finally transformed the doppleganger into a wholly superior being to its original, leapfrogging Greaters (which was one of the goals) and birthed a newborn Malathon - who’d lost ALL of his xp and levels, plus most of his memories. So Zap sent him off to adventure with Kat, his old traveling companion - in the hopes that it’d trigger a resurgence of his memories. Meanwhile, Zap continued work on the process - eventually debugging it to where he was confident he could repeat the process on Daren without the downfalls of converting Malathon. And yes we skipped the Greater Doppelganger stage. we didn’t wanna go kablooey due to that pesky Clockmaker Contingency… ahem
  • Powermastery

    1
    0 Votes
    1 Posts
    234 Views
    halfgiantH
    So updating triplets, and Sazerac for this new 2e-> d20, 3.5 -> 10e blender. Looking at powermastery the brain mechanic in the epic prestige writeup (power called - brain capacity), you gain multiple mental actions. Thinking about this from an action economy, when it says for example: Brain Capacity I - allows up to two mental actions every round. Each action must be from a different caster spell list. Normally a single-brained run-of-the-mill wizard gets - 1 Move Action 1 Swift Action 1 Standard Action A Power Master with Brain Capacity I, I would assume would get - 1 Move Action - doesn’t necessarily make sense there would be two physical move actions left it at 1 2 Swift Actions - One for each brain, sort of what we called the co-processor from the 2e days. 2 Standard Actions - One for each brain, could be two spells from different lists, or one spell and an attack action. Does anyone think differently? Or how should it work?
  • Epic Related Topics

    2
    0 Votes
    2 Posts
    320 Views
    halfgiantH
    To kick this bad-boy off… - This series of feats seem way off tilt. Great Charisma Great Constitution Great Dexterity Great Intelligence Great Strength Great Wisdom Each Epic Feat one grants a whooping +1 to a stat score… I know stand back, how could any DM balance their campaign to such power. I would very much like to know what ideas @daermadm or @dwarf may have to bring these into alignment with the optempo of our game.
  • AC Optimization

    3
    0 Votes
    3 Posts
    381 Views
    daermadmD
    @halfgiant said in AC Optimization: @halfgiant said in AC Optimization: 6 - Feats (Armor Focus (Heavy) [+1 Circumstance, Armor Specialization (Heavy) +2 Circumstance, Armor Mastery (Heavy) +3 Circumstance] Total +6 Circumstance bonus to AC. Can be found on pages 19-21 on AEG Book called Feats. This one may be a bit sketchy, the SRD says circumstances bonus don’t stack, but the feat descriptions in the product say they do. Normally feat bonuses like this are untyped, but it’s a third-party D20 product. I could see that going either way. It is typed/named in the source, thus it does not stack. That is a core tenet of the 3.5 rule set. That overrides poor 3rd party understanding/writing.
  • Air Stone Fragment

    1
    0 Votes
    1 Posts
    239 Views
    halfgiantH
    So this happened… at the last Wednesday game (June 8th, 2022) the Penetrators found themselves an Air Stone Fragment. For those of you that remember the Earth Stone and its abilities, this is the Air Stone, and its only a fragment of the whole Air Stone. Now the Stones I believe are classified as clockmaker level magic, i may be wrong, and maybe a fragment is more manageable in power. But from personal experience and as we learned last Wednesday night you don’t want to touch one without being of sufficient sexiness. Dregnoth, firm in his belief he is a God-King, touched one… and had the extra-dimensional and spatial geometries of his molecules rearranged and accelerated causing Dregnoths molecules to fulminate across the far corners of the universe. Thats bad news for the Manaverse, because now every world in this verse now has a little tiny bit Dregnoth. I leave a moment for everyone to pause and let that soak in for a minute… I assume in time Gorlen may become very very rich, selling his alchemist repellent, now that everyone has a little bit of Dregnoth in, on , or around them. In any event, i’m sure the tiny molecular Dregnoths will explore every orifice of the verse, creating a record number of immaculate conceptions, and unexplainable outcomes during birth. But all that aside… those are big problems for the folks in charge, Varalla, and Sorvani, to figure out. Back to the air node. I’m curious if the city will try to use it to fly, and zip around - or what Sorvani has in store for it. So Sorvani, what does the Air Node do, and what can we make or do with it? Do we need the thief that everyone claims travels with us, but doubt is even real. What did we call him Leo Pard? Anyway do we need him to go pilfer the Laputan fragment?
  • Kargin - Metamagic Notes

    59
    0 Votes
    59 Posts
    16k Views
    halfgiantH
    STAFF EXPERTISE [EPIC] You can activate staffs with the speed that an archer fires arrows. Prerequisites: Craft Staff, Master Staff, Quicken Spell, Spellcraft 30 ranks. Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action. Each activation after the first costs one additional charge from the staff, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Earth Stone - And Other Stones

    3
    0 Votes
    3 Posts
    451 Views
    halfgiantH
    @dwarf said in Earth Stone - And Other Stones: marble-sized 200lb pellet as the core of his Manatomic Bombs - which detonated in a flash of several million spellpoints instantaneously. Whew… well i bet the Gods of Magic felt that.
  • Cale has a Kargin moment...

    4
    0 Votes
    4 Posts
    532 Views
    dwarfD
    there are days it’s like looking in a mirror ! [image: Rh0AyQM.jpg]
  • Air Node Treasure March 2, 2022

    treasure
    1
    0 Votes
    1 Posts
    272 Views
    daermadmD
    Area 5/6 Cloud Giants, random encounter Hoard #1 Coins 6000 gp Gems Chrysoberyl (110 gp) Citrine (60 gp) Emerald (1500 gp) Golden Pearl (100 gp) Lapis Lazuli (10 gp) Peridot (20 gp) Total value = 1800 gp Magic Items Arcane Scroll (Comprehend Languages (25 gp)) (total 25 gp) Arcane Scroll (Expeditious Retreat (25 gp)) (total 25 gp) Necklace of Fireballs (II) (2700 gp) Oil of Magic Weapon (50 gp) Potion of Invisibility (300 gp) Wand of Bear's Endurance (12 of 50 charges) (inscription provides clue to function) (1080 gp) Total value = 4180 gp Total value 11980 gp Hoard #2 Coins 2000 gp Gems Banded Agate (9 gp) Banded Agate (10 gp) Blue Quartz (9 gp) Citrine (40 gp) Deep Green Spinel (120 gp) Jacinth (5000 gp) 2 x Moss Agate (10 gp) Red-brown Spinel (100 gp) Total value = 5308 gp Magic Items Rod of Metal and Mineral Detection (10500 gp) Total value = 10500 gp Total value 17808 gp Hoard #3 Coins 1000 gp Magic Items Longsword (Medium) (+1 weapon, Flaming) (8315 gp) Total value = 8315 gp Total value 9315 gp Hoard #4 Coins 900 pp Gems Alexandrite (300 gp) Lapis Lazuli (6 gp) Onyx (30 gp) Violet Garnet (300 gp) Total value = 636 gp Magic Items Divine Scroll (Charm Animal (25 gp), Enthrall (150 gp), Reduce Animal (150 gp)) (total 325 gp) Total value = 325 gp Total value 9961 gp Hoard #5 Coins 600 pp Art Objects Bloodstone Bowl inlaid with a Meandros of Electrum (100 gp) Bone Coffer set with a Rosette of Red Garnet (200 gp) Brocade Merchant's Cap adorned with a Feather (600 gp) Fine Steel Salt Cellar set with a single Pink Diamond (300 gp) Lacquered Wooden Medallion engraved with Arcane Runes (100 gp) Lacquered Wooden Medallion inlaid with a Filigree of Gold (600 gp) Total value = 1900 gp Magic Items Arcane Scroll (Knock (150 gp)) (total 150 gp) Divine Scroll (Magic Stone (25 gp)) (total 25 gp) Total value = 175 gp Total value 8075 gp
  • Last game for a while

    1
    0 Votes
    1 Posts
    221 Views
    orcO
    All right lads next week the 16th will be my last game for a while , weather is warming up down South and I will be heading that way then out East then the desert South West
  • A New Alchemically perfected creature

    3
    0 Votes
    3 Posts
    515 Views
    orcO
    @halfgiant Yes , yes and YES !! The Worshippers of Dregnoth meet at Red Lobster on Sundays as a make shift church. Honestly all I did was increase their size a bit …well by a bit I mean 137 inches … I think with more alchemical mixing they would be great candidates for Krakens since they are all ready a sea creature but with their multiple arms they should be able to boil the sea. or as a new form of Tarasque ( of course that’s much bigger meaning he would hit much harder ) Mix in a little dragon DNA and get some MR and shit will get real, real quick.