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
  • Fireball Feat Chain

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    halfgiantH
    Two Fireball Wands (Double Wand Wielder, Wand Mastery): Swift Action: Quicken (+4) + Twinned (+3) + Intensified Spell (+1) + Empowered (+2) + Maximized (+3) = 13 (charges) * 2 Wands + Spell (Primary Wand, 1 Charge) + Spell (Secondary Wand, 2 Charges) = 29 Charges, 2 Wands, 4 Fireballs Standard Action: Twinned (+3) + Intensified Spell (+1) + Empowered (+2) + Maximized (+3) = 9 (charges) * 2 Wands + Spell (Primary Wand, 1 Charge) + Spell (Secondary Wand, 2 Charges) = 21 Charges, 2 Wands, 4 Fireballs Total 50 charges, between 2 wands. Normal Fireball does 10d6, Intensified Spell Raises to 15d6, Empower Raises to 22d6 8 (Fireballs) * 22 (dice) * 6 (Maximized) = 1,056 points of Fire Damage.
  • Spell Point Batteries

    spell points batteries
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    dwarfD
    guessin it was the ole’ Enchant an Item, Focal Stone, Dweomerflow and Permanency song and dance, with mebbe a few more sprinkled in for 3e. sounds about right, but i’m not fully up to par on all the different types of 3e actions that you can accomplish in a round… somebody should prolly do a condensed post on that for easy future reference twas 100 gp per spell point, with the old standby of a meteoric geode (10k gem) offering 100 points of storage
  • Rorek - Charge Notes

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    dwarfD
    LOL !! can’t wait to see Kargin chasing around Nedok with a pair of clippers when we get home ! or a disgruntled and denuded Deathkitty holy war, cloud ???
  • Item Merging

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    dwarfD
    worked a lil’ differently for powerviners - since they had a motherboard, and thus more available “slots” but yah - Arg got cranky because people would always ask him to mod and implant items for them, then rip it out later cuz they found something better - turned into a timesink, so he built a weird Ancient MultiGolem that shapeshifted to the form of whomever wanted it done - they’d equip the item(s) on the golem after banking the requisite $$$ and power points, then summon a nearby powermaster to oversee and unscrew the pooch if the burn-in went kablooey. the golem would envelop the target and rearrange its molecules to implant the items, merging them into a more magical being and since golems didn’t really mind standing around for eons, waiting to fulfill their function - it’s probably STILL doing its job even after Ethos burned the world… of course, you could always shortcut implanting an item with a few delicately worded Wishes, too…
  • In the Valley of the Frost king Or Smaugs folly of a module

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    orcO
    @daermadm Right on , so putting in like +4 weapon or armor of DM’s choosing could clear a lot of that issue up , then just fill out the rest of the treasures for gold and other misc magic items… depending how far I get on this beast I may run a little of it at the Cabin con if any body wants to take a short break from running their game …only if I get enough knocked out though
  • Hands on with The Bard's Tale IV: Barrows Deep.

    games
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    dwarfD
    makes me wish i’d have held onto the wasteland2.com domain name… i GAVE it to inxile, i’d have licensed it to micro$uck https://www.polygon.com/xbox-one/2018/11/10/18080726/inxile-entertainment-microsoft-buyout-acquisition-xbox-x018
  • Peasant Railgun

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    dwarfD
    aye, green machine - but in the absence of MAGIC, standard physical laws still apply and while said overly large giant can probably MATH out the number of kilojules of energy to propel a 10’ pole at Mach 1.5, you’re not likely to get him interested in such a mundane expenditure of his grey matter. ** or why not just do what i recently suggested on FB to deal with intrusive migrant caravans - and fly 2 miles up, over your target and pour out a bomber-load/portable hole full of bricks ? pretty sure a brick travelling at terminal velocity vs anyone’s head is gonna swiftly reduce whatevers underneath to something resembling hamburger ** >:)
  • Make some coin

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    orcO
    @daermadm Is a good sight lots of clever ideas
  • Polymorph/Shapechanging Notes

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    halfgiantH
    The Basics of Polymorphing Polymorphing is just one of a set of related magical effects in the D&D game in which the subject creature assumes a new physical form while retaining its essential identity and abilities. These effects include the alter self spell, polymorph spells (polymorph, baleful polymorph, and polymorph any object), the shape change spell, the wildshape class feature, and the alternate form special quality. The rules that govern these effects are similar. Polymorphing Terminology Though the game lacks terms that deal specifically with polymorphing, the rules for polymorph effects make repeated use of several basic game terms, and it pays to know them: Special Attack: A unique or unusual ability a creature can use to harm or hinder other creatures. Special Quality: A unique or unusual ability a creature has that is not offensive in nature. Extraordinary Ability: Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without natural talent or extensive training. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. Extraordinary abilities often depend on particular physical adaptations that a creature has. Changing form often strips the recipient of some extraordinary abilities, but grants some extraordinary abilities that the assumed form has. In general, when you assume a new form, you lose any extraordinary special attacks and special qualities you have unless you get them from a character class. You usually gain any extraordinary special attacks your assumed form has, but not the assumed form’s extraordinary special qualities. That’s because most extraordinary special attacks are based off gross physical features (such a big, nasty claws and teeth) while extraordinary special qualities tend to be subtler and largely derived from a creature’s essential nature. Spell-Like Ability: Spell-like abilities are magical. (They’re also the subject of an earlier installment in this series.) A creature usually retains its spell-like abilities when it assumes another form because spell-like abilities are primarily mental in nature. You don’t gain an assumed form’s spell-like abilities when polymorphing or even when using the very powerful shape change spell. Supernatural Ability: Supernatural abilities are magical but not spell-like. Some supernatural abilities depend on specific parts of the user’s body, but most are derived from a creature’s essential self. When polymorphing, you retain most of your own supernatural abilities, but you don’t gain the assumed form’s supernatural abilities unless you’re using the shape change spell. When a supernatural ability depends on part of your body that your assumed form does not have, such as a mouth for a breath weapon or eyes for a gaze attack, you lose that supernatural ability when in the assumed form. Natural Ability: This term is a catch-all for just about anything a creature can do (or characteristic that it has) that is not extraordinary, spell-like, or supernatural. Natural abilities include most speed ratings (some very high speeds are not “natural,” see the section on the alter self spell), mode of breathing (lungs, gills), natural armor and weaponry, general appearance, body type, and the presence or absence of the five basic senses (sight, hearing, touch, taste, pain). When polymorphing, you generally lose your own natural abilities and gain those of your assumed form.
  • Kargin Spell Conversion Thread

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    dwarfD
    need ‘ta include the level when ya post these, G-money (book and page number too, if you got up - makes the DM’s life a lil’ easier when you’re applying the lube… b’sides, steal enchantment is for LESSER mages and normal casters who don’t gain access to the underlying spell circuitry ain’t you a proto-ancient already ?? or ya just posting this for comparisons to make things easier on the Cloud ?
  • Two-Weapon Fighting Feat Notes

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    halfgiantH
    Lightning Mace ( Complete Warrior, p. 113) [Style] You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed. Prerequisite Combat Reflexes (PH) , Two-Weapon Fighting (PH) , Weapon Focus (PH) (light mace) , Benefit Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at the same attack bonus. https://naggaroth.daerma.com//dndtools/feats/complete-warrior--61/lightning-mace--1770/index.html
  • Breaking and Entering Rules 3E

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    halfgiantH
    Breaking and Entering Smashing an Object Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity. Armor Class An inanimate, immobile object has an AC of: 10 - 5 for no Dexterity + its size modifier. Immobile objects are easy to hit. With a melee weapon, the character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character gets an automatic hit with a melee weapon and a +5 attack bonus with a ranged weapon. Hardness Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points. Hit Points The amount of damage that an object can withstand depends on what it is made out of and how big it is. Weapon damage is rolled normally against objects. An object’s hit point total depends on what it is made of and how big it is. When an object’s hit points reach 0, it’s ruined. Very large objects have separate hit point totals for different sections. Energy Attacks Objects take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the Hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects. Ranged Weapon Damage Objects take half damage from ranged weapons (except for damage from siege engines and the like). Divide the damage by 2 before applying the object’s Hardness. Ineffective Weapons The DM may determine that certain weapons just can’t deal damage effectively to certain objects. For example, a combatant will have a hard time chopping down a door by shooting arrows at it or cutting a rope with a club. Immunities Inanimate objects are immune to critical hits. Objects are immune to subdual damage. Animated objects are immune to critical hits because they are constructs. Magic Armor, Shields, and Weapons The attacker cannot damage a magic weapon or shield that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s Hardness and hit points. If a combatant’s shield has a +2 enhancement bonus, a combatant add 2 to its Hardness and to its hit points. Vulnerability to Certain Attacks The DM may rule that certain attacks are especially successful against some objects. For example, it’s easy to light a curtain on fire or rip up a scroll. Saving Throws Unattended nonmagical items never make saving throws. They are considered to have failed their saving throws, so they always are affected by (for instance) a disintegrate spell. An item attended by a combatant (being grasped, touched, or worn) receives a saving throw just as if the combatant herself were making the saving throw. Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. Attended magic items either make saving throws as their owner or use their own saving throws, whichever are better. Animated Objects Animated objects count as characters for AC purposes. Breaking Items When a combatant tries to break something with sudden force rather than by dealing regular damage, use a Strength check to see whether the combatant succeeds. The DC depends more on the construction of the item than on the material. If an item has lost half or more of its hit points, the DC to break it drops by 2. Table: Common Armor, Weapon, and Shield Hardness and Hit Points Table:Common Weapon and Shield Hardness and Hit Points Weapon Hardness HP Tiny blade 10 1 Small blade 10 2 Medium-size blade 10 5 Large blade 10 10 Small metal-hafted weapon 10 10 Medium-size metal-hafted weapon 10 25 Small hafted weapon 5 2 Medium-size hafted weapon 5 5 Large hafted weapon 5 10 Huge club 5 60 Buckler 10 5 Small wooden shield 5 10 Large wooden shield 5 15 Small steel shield 10 10 Large steel shield 10 20 Tower shield 5 20 Table: Substance Hardness and Hit Points Table:Substance Hardness and Hit Points Substance Hardness Hit Points Paper 0 2/inch of thickness Rope 0 2/inch of thickness Glass 1 1/inch of thickness Ice 0 3/inch of thickness Wood 5 10/inch of thickness Stone 8 15/inch of thickness Iron 10 30/inch of thickness Mithral 15 30/inch of thickness Adamantite 20 40/inch of thickness Table: Size and Armor Class of Objects Table:Size and AC of Objects Size AC Modifier Colossal -8 Gigantic -4 Huge -2 Large -1 Medium-size +0 Small +1 Tiny +2 Diminutive +4 Fine +8 Table: Object Hardness and Hit Points Table:Object Hardness and Hit Points Object Hardness Hit Points Break DC** Rope (1 inch diam.) 0 2 23 Simple wooden door 5 10 13 Spear 5 2 14 Small chest 5 1 17 Good wooden door 5 15 18 Treasure chest 5 15 23 Strong wooden door 5 20 23 Masonry wall (1 ft. thick) 8 90 35 Hewn stone (3 ft. thick) 8 540 50 Chain 10 5 26 Manacles 10 10 26 Masterwork manacles 10 10 28 Iron door (2 in. thick) 10 60 28 *Break DC: The DC for a Strength check needed to destroy the item in one action, rather than reducing it to zero hit points through a series of attacks. Table: DCs to Break or Burst Items A common use of Strength is to break open doors and burst bonds. Larger and smaller creatures get size bonuses and size penalties on these Strength checks: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16. Table:DCs to Break or Burst Items Strength Check to: DC Break down simple door 13 Break down good door 18 Break down strong door 23 Burst rope bonds 23 Bend iron bars 24 Break down barred door 25 Burst chain bonds 26 Break down iron door 28
  • 2E Spells

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    halfgiantH
    For spells i may want to use, i’ll create a thread, and post the Edition version of the spell, and the conversion. That way its easy for the DM to review and edit as necessasry.
  • Switch to Discord

    discord hangouts
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    daermadmD
    I just learned that https://rocket.chat has voice and video capabilities. I’ll turn this up, but probably not for tomorrow’s game.
  • Library Reference

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    halfgiantH
    For those that haven’t found this site yet. Its a online library of pdf’s for many different forms of games. Whoever did this has obviously put a lot of work into this. The interface is well organized. https://rpg.rem.uz/ I think it clears as a Uzbekistan domain. I did find downloading from it a tad slow, but useful either way.
  • 10E Thief

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    dwarfD
    aye - he was SCHEDULED to appear, but he’s off chasing tail in the land of steers and queers… blames it on becoming the new Insurance Mogul of the 21st century or some such silliness
  • D&D Creatures Created By A Neural Network Are Weird

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    halfgiantH
    Haha…they are a little weird, i should use that for - Ayla’s Big Book of Monsters use it for the art work.
  • Artificer Infusions

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    halfgiantH
    Armor Enhancement, Greater Transmutation Level: Artificer 3 As armor enhancement, lesser, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 100,000 gp, such as etherealness or greater fire resistance. Material Component: An ointment costing 100 gp. Armor Enhancement Options: Page 13, https://naggaroth.daerma.com/quickref/pdf/DnD3.5Index-Infusions-Artificer.pdf
  • Energy Types by Caster Level

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    halfgiantH
    Cool Rorek was considering diversifying energy types.
  • Bard's Tale now on Steam

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    halfgiantH
    Ahh good times.