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?

    42 Topics
    101 Posts
    daermadmD
    For future reference, the spire was crystalline star metal. Exact properties are yet undefined. DM leanings are that it is manacite that is formed in a star and has properties that make it conducive to spelljamming. Mostly used in spelljamming helms.
  • 69 Topics
    143 Posts
    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • The Fallen Legion: Experience Tracker

    Pinned exp xp
    1
    0 Votes
    1 Posts
    361 Views
    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
  • pierce any shield

    1
    0 Votes
    1 Posts
    48 Views
    dwarfD
    [image: IPBVgyS.jpeg]
  • PowerMaster Epic+ Prestige Class

    epic prestige classes
    4
    0 Votes
    4 Posts
    228 Views
    halfgiantH
    Well thats just plain embarrassing. I’ll fix it.
  • Ring of Insightful Duality

    magic item
    1
    0 Votes
    1 Posts
    133 Views
    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
    4
    0 Votes
    4 Posts
    177 Views
    halfgiantH
    ChatGPT extrapolation
  • Spell Point Regeneration

    cheatsheet
    4
    0 Votes
    4 Posts
    233 Views
    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

    7
    0 Votes
    7 Posts
    423 Views
    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
    1
    0 Votes
    1 Posts
    96 Views
    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
    1
    0 Votes
    1 Posts
    116 Views
    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
    1
    0 Votes
    1 Posts
    93 Views
    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
    36
    0 Votes
    36 Posts
    3k Views
    dwarfD
    bob in Tokyo ((and i want a McSpaghetti !!)) [image: L84zntb.jpeg]
  • CabinCon VII

    12
    0 Votes
    12 Posts
    819 Views
    halfgiantH
    Give your dicebags a tug we are 6-days away from CabinCon.
  • Metallic Beholders

    13
    0 Votes
    13 Posts
    729 Views
    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

    7
    0 Votes
    7 Posts
    679 Views
    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)
  • new on nextcloud...

    2
    0 Votes
    2 Posts
    386 Views
    halfgiantH
    Oh the power of Megan and Mezron’s Chaos Magic, its a surprise Schaumburg hasn’t been sucked up into the void yet.
  • Teaching AI to be a Powermaster

    2
    0 Votes
    2 Posts
    470 Views
    dwarfD
    i did something similar in a spreadsheet to generate ideas for new magic items and 10e monsters it takes a prefix and/or descriptor and marries them to a spell name or monster - s’where i got Rust Tarrasque from…
  • Sazerac's Collection of Charmed Monters

    sazerac charm monster pets
    2
    0 Votes
    2 Posts
    944 Views
    halfgiantH
    Scimitar Damage: [[1d8+15+1d8+15+1d8+15+1d8+15+1d8+15+1d8+15+]] Physical and [[3d6+3d6+3d6+3d6+3d6+3d6+]] Earth Scimitar Damage: [[1d8+15+]] Physical and [[3d6+]] Earth
  • Ancient Japanese Dwarf….

    3
    0 Votes
    3 Posts
    724 Views
    dwarfD
    slightly racist ?? EXCUSE ME - i’m overboard racist, thank you very much !! (which, apparently by definition, so is anyone who believes in racial attributes - either positive or negative… ) that said, since i believe that asians are further evolved than even whites (having civilization a millenia before we did) and routinely score higher in math and financial wealth/income - probably means to a leftist that i’m racist against whites too
  • Theurgic Specialist

    feats caster level
    3
    0 Votes
    3 Posts
    1k Views
    halfgiantH
    @daermadm said in Theurgic Specialist: Not sure this works with out multiclass and spellpoint systems as implemented. Which is why i posted it, so that we can discuss how it can be retooled.
  • Plotting Against The Manaverse

    1
    0 Votes
    1 Posts
    448 Views
    halfgiantH
    Even Sazerac and Smedley joined us - [image: ZL4uP2V.jpg]