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  • 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
  • Ioun Stone of Resistance

    magic items wondrous items
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    halfgiantH
    Ioun Stone of Resistance (Arms and Equipment Guide, p. 134) These ioun stones (usually burnt orange in color) possess all the features of a standard ioun stone. Ioun stones of resistance offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of the ioun stone’s bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight: —.
  • Sword of the Solars

    magic items weapon
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    halfgiantH
    Sword of the Solars Magic Item (Arms and Equipment, p. 121) This awesome weapon is a Large +5 dancing vorpal bastard sword. It always shines light equivalent to a torch (20-foot radius). This weapon’s highly effective enhancement bonus makes it an epic weapon beyond the reach of most player characters. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor Spell Requirements: animate objects, death spell, keen edge;
  • Starmantle Cloak

    magic items shoulders
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    halfgiantH
    Starmantle Cloak (Book of Exalted Deeds, p. 116) Price: 132,000 gp Body Slot: Shoulders Caster Level: 11th Aura: Moderate; Abjuration Activation: — Weight: 1.0 lb. This draping black cloak turns into a sparkling mantle of tiny, cascading stars when worn. The cloak sheds light as a torch, renders the wearer impervious to nonmagical weapon attacks, and transforms any nonmagical weapon or missile that strikes the wearer into harmless light, destroying it. Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle’s wearer is entitled to a DC 15 Reflex save each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the attack. Prerequisites: Craft Wondrous Item , Starmantle .
  • Bow of the Solars

    magic items weapon
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    halfgiantH
    @daermadm said in Bow of the Solars: Specifically, items from the Book of Exalted Deeds (and Vile Darkness) are items that the gods pay attention to. I would expect that voyeur behavior from a certain alchemist, but I would think the Gods have better things to do than watch magic items from the Book of Exalted Deeds…some of them are not that impressive.
  • DRAGON MOUNTAIN PLATE ARMOR

    magic items armor
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    halfgiantH
    [image: pzIgAce.png] [image: 9psCXd5.png] Dragon (Epic) Plate Armor.docx
  • Ring of Twinned Nine Lives

    magic items rings
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    halfgiantH
    @daermadm said in Ring of Twinned Nine Lives: hat is the spell/cube level of this ? Well, heal is level 6th level or 6 spell points, and twin adds +4 (unless you use a spell breaker, alchemical augmentation, lens/amp implementation, or other means)… but for the sake of argument, let’s stick with the feat. So effectively a 10 spell point effect, so according to the handy dandy cube chart located on your friendly neighborhood obelisk, you can find that it’s a Steel Cube.
  • Ring of (Epic) Mental Fortitude

    magic items rings
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    halfgiantH
    [image: 3STvwbA.png] Ring of Mental Fortitude.docx
  • Game - Jan 4th 2023

    xp lore fragment
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    halfgiantH
    So the Penetrators defeated a few empty rooms, found a few fire snakes, played with some fire toads, and fire elemental giants, slain a few bottles of sake, and per usual each demi-elemental plane had a game of slap and tickle with its respective Dragon. Eventually finding the fire fragment, and two staffs of the archmagi. Kargin’s babysitter shenanigans once again failed, and almost triggered a fate point from Dregnoth Ankle activation, but alas no middle-of-the-night wake-up call for Sorvani. The Penetrators will have to do better next time. It was quite the night, the Penetrators now need to decide to move to the water node, and risk missing the planned city-wide V’Ral orgy, in observance of the midsummer solstice of love by the Church of Merrack (sp?) but before I logged off…we did not get XP for the session. Ohh Cloud in the sky, what XP did the Penetrators earn for the night?
  • Your Items are Ready for Pickup Dregnoth

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    dwarfD
    hey, what my ladies at the Luuuuve Shack want for Christmas is on their Krampus Shopping List - if i enjoy being the Secret Evil Santa, then so be it (and ye forgot to post the specs of the Pleasure Pod)
  • CabinCon V

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    daermadmD
    @halfgiant said in CabinCon V: @daermadm Flipping thru my notes, did we get experience points for CabinCon? You may of said it and i didn’t write it down. 5,500 XP
  • Kargin - Crafting Notes

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    halfgiantH
    ‘X’ Weapons @dwarf I know you explained it once many moons ago, but i don’t remember how the x2,x3,x4,x5 weapons were created? Remember them being non-magical. Still have that memory / file lurking about?
  • Rune Magic

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    halfgiantH
    Rune Magic 101 (Draft) Rune Magic.docx
  • CabinCon Strategization

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    daermadmD
    @halfgiant said in CabinCon Strategization: Optimization Strategies in full swing! All I can say about that… Z[image: KHhjZsm.png]
  • Crafting Guidance

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    halfgiantH
    What’s even more jacked up is a suit of +5 Armor costs the same amount as a +5 Shield.
  • Unpacking - Crafting GP Reducers

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    halfgiantH
    [image: BD5TOr6.png]
  • Unpacking the Crit Build

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    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

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    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
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    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
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    halfgiantH
    [image: imkYJDV.png] Ring of (Epic) Dimensional Freedom.docx
  • Goggles of (Epic) Champion Sight

    magic items eyes
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    halfgiantH
    [image: NbomL4I.png] Goggles of (Epic) Champion Sight.docx