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  • Confirmed House Rules. Learn 'em.

    138 Topics
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    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
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    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • Epic Dwarves

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    halfgiantH
    The Rise of Epic Rorek [image: NWOA3Ac.jpg]
  • Kargin - CL Notes

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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...

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

    treasure
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    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

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    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

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    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.
  • 3.5 Epic Spells

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    halfgiantH
    Reading thru the Epic Spells of the 3.5 system, i have to say it is a bit of a head scratcher. The number of spell slots is no longer by level, but by Knowledge Ranks, and Spell development is done with seeds. It’s all unnecessarily convoluted. @daermadm we had previously discussed just treating epic spells as anything greater than 9th level spells. Assuming that is true, if we want to convert an existing epic spell (maybe even 10e it) do we take that conversion on a case by case basis. So lets take an example (untarnished Epic Mage Armor as published in SRD): [Start] Epic Mage Armor Conjuration (Creation) [Force] Spellcraft DC: 46 Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 414,000 gp; 9 days; 16,560 XP. Seed: armor (DC 14). Factor: +16 additional armor bonus (+32 DC). An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. [Break] Not going to dwell on all that is wrong with that. Lets explore what this looks like as a 10E spell. The energy types used are Force(3), and Creation(18), the Efx would be Armor (0), but what would the Strength be? Replicating the same outcome as the 3.5 version of the spell, what would you use to select +20 armor bonus. A Major (8) category for Strength would be 4d6, providing a random chance of getting between 4-24 armor bonus. Energy: Force(3) + Creation (18) = 21 Efx: Armor(0) = 0 Strength: Major (8) = 8 Caster Level Required: 29 Spell Point Cost: 15 (15th level spell) 10E doesn’t really account for duration of a spell, at least not elegantly i believe the default is 1/round per spell level at least that is how i have been treating it. But there is no modification to factor in 1 turn/ per spell level, or a fix time range (ie. 24hours), or a spell that lasts the duration of an encounter…there are a few ways to twist these nickers. Maybe that is an expansion of the system. The other challenge is for things in this case were you want a fixed result (in this case +20 armor bonus, generally buffs apply here), not a clean way to handle that. You can fake both duration, and fixed bonuses with metamagic, but thinking about it the 10e magic system should hold up without having to really on metamagic feats. Thoughts @daermadm @dwarf on improvements? Or just blissfully go about our business and crack open another barrel?
  • Question on an interlude

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    dwarfD
    @halfgiant said in Question on an interlude: @dwarf have you ever tried maybe mixing mana troll and manacite to make a sort of oil … that could be rubbed on … to possibly harden… *** Dregnoths eyes refocus *** “Naughty boy ! Oils are made to SOFTEN, Lubricate or Cool whatever they’re applied to … and would probably draw MORE disjunctive/antimagic effects toward the item… opposites attract and whatnot.” “What you’re thinking about would probably work with something like Disenchanter or Disjuncter Oil… basically masking the item from incoming effects of that nature by its similar harmonics.” https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/disenchanter/
  • CabinCon IV

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    daermadmD
    @halfgiant said in CabinCon IV: For the Penetrators, what was the experience for the night at CabinCon? For the 4 characters that were there, 10,500XP each
  • New Spell I been working on

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    orcO
    @dwarf I like it Elminster’s Evidence Capture sounds better than “Elminster’s writ of habeas corpus” But that would simply mean that I will have to use a different weapon or depending on the cost to have said weapon returned have another built for me that records deeds for easier case in court. Of course this means that it ensures my fighter doesn’t go off all willy nilly slaying innocent folks. For my spell above ( and yours too I like it) The gold price can be dropped ( 1000 was just a number I threw out ) you have 1d10 lawyers that appear each 1000 gold would be if all 10 lawyers appeared So it could be 100 x 1D100 meaning you will pay any where from 100 gold to 10,000 gold. ( we can also drop the cost to be a steady number ) You cant rip the top off, and once the spell has been paid for, that wizard can not hit you again for the same spell( or in the case of the weapon the same weapon ) If the saving throw is made then the same things happens ( the lawyers believe it to be frivolous lawsuit) If the wizard is killed there is no case since there is no one to take to trial, However if the Wizard escapes battle then you have the issue of monetary punishment. This does two things It keeps the caster from having to pay if they really dont want to and makes them think about what they are casting until they kill the spell caster who cast the spell on them Can force a payment if they were to cast it on BigOhm ( " Oh Shit I got to save the party …they better pay me back " ) This however does not cause other party members to not be able to cast the spell that was taken away ( The weapon wont matter its in County lock up)
  • Dwarven Mountains

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    halfgiantH
    @daermadm said in Dwarven Mountains: It has been happy productive member of the Laputan empire for 15,000 years… I don’t know so much about liberate. We may have to bring in the big guns, have Varalla call in a marker, and have the Triplets fire up the out of time brewery and have there Brewing Clan of Dwarves operating in the out of time Brewery (who knows how many generations have been brewing in there by now) build a limited edition feature batch of Jamos. If that doesn’t curl their beards, and shake them into Dwarven independence, we have Marchella sweet talk the Argopolis Beer Dwarf, the seventh brewer of the seventh brewer, some say his Brewing Family Lineage goes as far back as the first dwarf. Marchella could have him pull from his own personal super super secret stash, and not the one Rolex and Damien raid (and Damar), that’s a one of many decoy stashes that the Beer Dwarf has had to establish over the years, otherwise he wouldn’t ever get any of his own good stock. If neither of those options work, then those Dwarves I’m afraid are lost to this world.
  • V’Ral

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    daermadmD
    @halfgiant said in V’Ral: What are the defenses of V’Ral? I mean besides the obvious big one being the obelisk. Understand the city has the Rolandite Gaurdians, but does the city have a standing Guard? Besides random Arg children that came thru the last sync. The city has a normal guard and light military. More heavy military is contracted to the ogres. Small group is tasked to adventurers. @halfgiant said in V’Ral: What is the wall constructed from? And does it have any active enchantments? The wall was rebuilt after the transference. Enchantments, yes, but I’ve never defined them.