• 2x, 3x,4x,5x Weapons

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    dwarfD
    *** Zap adjusts his reading spectacles and peers down his nose at you. *** “There is a certain type of mined material, called the Unspoken Ore - so named, because its very existence is so unknown that only the eldest of masterforgers and a SELECT few deities have ever even heard of it. In one, sandier world its named Jasmium - but they have their own convoluted and squirmy problems.” “Using a chronoforge, typically constructed in the bowels of an active Sun or along the event horizon edge of a singularity, one can process and stasis-forge said material into a unique metal that takes on the properties of a perfectly-aligned two dimensional weapon - one that can cut through both enchantments and typical material alike. Obviously, this renders it unable to be enchanted - but it can be STACKED by a sufficiently talented master, one atop another, creating a 2x, 3x, 4x or even 5x weapon.” *** Pushing his glasses up to the bridge of his pale schnoz, he moves his face a few inches closer to yours *** “Now you didn’t hear this from ME, but there’s a certain famous assassin wielding two such weapons, who’s been on a lifelong QUEST - trying to find a legendary Ring which could allow one to survive on not only the surface of a star, but actually endure the depths of a Manastar… wherein she believes it’d be possible to layer even more dimensional blades together ! But i doubt she’d be willing to discuss it with most anyone - probably kill you dead as a post for even asking.” *** The Magnasti winks and goes back to reading Larloch’s diary ***
  • Its all about Actions

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    halfgiantH
    Eyes of the Oracle (Dragon Magic) Divination Level: Cleric 6, Sorcerer 6, Wizard 6, Wu Jen 6 (all), Components: V, S, M, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until expended Vague, translucent shadows of your body’s form move just out of sync with your own motions, a visible sign that you exist in two places in time. You can see into the future, slightly anticipating your opponents’ next moves. You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves. Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn. Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action. This behaves as a readied action in all other ways, including the change in your initiative. If you take the readied action, the spell’s effect ends immediately. Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.
  • Kargin Cheat Sheet

    rules cheat sheet
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    halfgiantH
    Saving Throw Difficulty Class A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a sorcerer or bard, or Wisdom for a cleric, druid, paladin, or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your class. DC = 10 + spell level + ability modifer + mods
  • Ohm Gems and other Gem Magics

    Unsolved needs discussed in flux
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    halfgiantH
    @halfgiant said in Ohm Gems and other Gem Magics: Rechargeable (Big Ohm - Heal) - 6 spell points per refill, Cost: 5000gp Regenable (Big Ohm - Heal) - 2 spell points per refill, Cost: 25,000gp So what are the costs (gp’s) for the following? Costs for both Market, and costs for an Ancient to make. twinned regennable big ohms (1000 hp max, 10th lvl efx, 4 pp to refill) magnified 2x twinned regennable (2000 hp max, 16th lvl, 6 pp to refill) magnified 3x twinned regennable (3000 hp max, 22nd lvl, 8 pp to refill) magnified 4x twinned regennable (4000 hp max, 28th lvl, 10 pp to refill) magnified 5x twinned regennable (5000 hp max, 34th lvl, 12 pp to refill) I am not sure if I am remembering wrong or not, but I think we said we can’t make our own regennable’s until becoming an Ancient; we were limited to having the Obelisk making them for us at the going rate.
  • Cubes

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    halfgiantH
    @daermadm said in Cubes: Where the fuck did cube chamber come from? Are you making up a new thing to go along with Kargin’s chain gun of wands? Cubes are simply small slots on the magic item that they can be inserted into, historically, they were generally not interchanged during combat. hmm no and yes, its loosely based off of wand chambers, and adapted by Kargin to create physical and/or extradimensional chambers (depends on the circumstance) to hold cubes that power magic items outside of the rod, wand, staff space; like rings, amulets, etc…
  • Combat Actions format

    Unsolved discussion
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    daermadmD
    @halfgiant said in Combat Actions format: we now have tapping a Big Ohm while in initiative as a swift action Free Action.
  • 2E -> 3.5 -> 10E (spell conversion)

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    dwarfD
    it’s in the PFSRD… https://www.d20pfsrd.com/magic/3rd-party-spells/ascension-games/transfer-enhancement/ as to the ability of a 3rd or 5th lvl caster having the knowledge, skills and arcane might to unwrap the enchantments from one device and bind them to another, i say horsefeathers. hence the 5% / lvl success modifier in the description. originally, you’d have to access 6th level spells to Enchant an Item and 8th level spells to Permanency said item… shortcutting the permanency via theft made (arguable) sense for 7th level magics.
  • Combat Actions

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    halfgiantH
    Another thread on the action economy https://obelisk.daerma.com/topic/302/its-all-about-actions?_=1661107580105
  • One Billion Years Ago.....

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    dwarfD
    Gygax would’ve probably found me too insane to work with (( but he’d have probably tapped my insanity to GAME with and swipe ideas from, i’d imagine - at least until Greenwood showed up and showed him how to cast Clairaudience to spy on me from afar ))
  • Bonus Types And Effects

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    halfgiantH
    Table: Bonus Types and Effects Bonus Type Description Can Affect Sample Item Sample Spell Alchemical An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. Ability scores, saves Antitoxin — Armor An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. AC Bracers of armor Mage armor Base Attack Bonus (BAB)* This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +++ +++ +++ Circumstance A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Attacks, checks Robe of blending — Competence A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. Attacks, checks, saves Boots of elvenkind Guidance Deflection A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. AC Ring of protection — Dodge A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. AC Never* Never* Enhancement An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. Ability scores, AC, attacks, damage, speed Belt of giant strength Magic weapon Inherent — Ability scores Manual of bodily health Wish Insight An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. AC, attacks, checks, saves Ioun stone True strike Luck A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. AC, attacks, checks, damage, saves Stone of good luck Divine favor Morale A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. Attacks, checks, damage, saves, Str, Con, Dex Candle of invocation Bless Natural Armor A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. AC Amulet of natural armor Barkskin Profane A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. AC, checks, damage, DCs, saves — Desecrate Racial A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. — ?? ?? Resistance A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. Saves Cloak of resistance Mind blank Sacred A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. AC, checks, damage, DCs, saves — Consecrate Shield A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. AC Ring of force shield Shield Size A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. Ability scores, attacks, AC — Enlarge person Trait A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. — — — Spells and magic items should never grant dodge bonuses because dodge bonuses always stack, and it would be a simple matter to stack various low-power items or spells with small dodge bonuses and get an incredibly high armor class more cheaply than by achieving that AC using the armor, deflection, enhancement, and natural armor bonuses in the game.
  • Ancient Items - Thread

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    halfgiantH
    @dwarf said in Ancient Items - Thread: you MAY (ahem) find a few enclaves of them floating around the Magnesti homeworld, along with a vast number of other long-extinct dragons - as Zap is using several of his moons as Draconic Incubators to encourage the re-emergence of Magic on a number of dead-magic and low-magic worlds in other spheres across the 'verse You know this captured the Triplets interest, as i’m sure they run across dead magic/low magic worlds, normally they just wave as they pass by… it may make it worth their while to stop now.
  • Valorous Weapon

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    daermadmD
    @halfgiant Going to have to reread some rule son that. I really cannot recall them.
  • Magic Item Crafting Costs Discussion

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    halfgiantH
    Wondrous Items combined with multiple ability scores Enhancement Single Ability Score Two Ability Scores Three Ability Scores Six Ability Scores Pre-Epic 1 1,000 2,000 3,000 6,000 Pre-Epic 2 4,000 8,000 12,000 24,000 Pre-Epic 3 9,000 18,000 27,000 54,000 Pre-Epic 4 16,000 32,000 48,000 96,000 Pre-Epic 5 25,000 50,000 75,000 150,000 Pre-Epic 6 36,000 72,000 108,000 216,000 Belt of Magnificence - (6 ^ 2) * 1,000gp = 36k * 6 stats = 216k Epic 7 490,000 980,000 1,470,000 2,940,000 Epic 8 640,000 1,280,000 1,920,000 3,840,000 Epic 9 810,000 1,620,000 2,430,000 4,860,000 Epic 10 1,000,000 2,000,000 3,000,000 6,000,000 Epic 11 1,210,000 2,420,000 3,630,000 7,260,000 Epic 12 1,440,000 2,880,000 4,320,000 8,640,000 Epic Belt of Magnificence - (6 ^ 2) * 10,000gp = 1,440,000gp = 1,440,000 * 6 stats = 8,640,000gp
  • 10E & Feats

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    daermadmD
    Ok. This was more or less what I thought you meant, but wanted to be clear. I will think on the pre-requisites.
  • Item Slots

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    halfgiantH
    For later reference, easier to find. Reference: Here Body Slot Affinity Headband, helmet Mental improvement, ranged attacks Hat Interaction Phylactery Morale, alignment Eye lenses, goggles Vision Cloak, cape, mantle Transformation, protection Amulet, brooch, medallion, necklace, periapt, scarab Protection, discernment Robe Multiple effects Shirt Physical improvement Vest, vestment Class ability improvement Bracers Combat Bracelets Allies Gloves Quickness Gauntlets Destructive power Belt Physical improvement Boots Movement
  • 10E thief question of Anti Magic

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    daermadmD
    @halfgiant said in 10E thief question of Anti Magic: However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required. This is flat stupid. The description clearly states how it covers the creature. @halfgiant said in 10E thief question of Anti Magic: Where it strikes your foe, it ripples across his body, like water spreading across a calm pond. Then clearly states it functions as if in an antimagic field. Which implies that magic arms and armor will not work. I will 100% override this spell trigger allowance if this verison of the spell is brought into the game.
  • Rules Question

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    halfgiantH
    @daermadm Gotcha. I thought that was the case, but couldn’t honestly remember anymore
  • Feats [Notes & Reference]

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    halfgiantH
    Feat Leech [Clairsentience] Level: Psion/wilder 2, psychic warrior 2 Display: Mental and visual Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 3 You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one). While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target. If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats. You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat. Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  • 10E Thief item and ability clear ups

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    daermadmD
    Dwarf said part of the inspiration of the 10e thief shadow walk was the 1e ninja from Oriental Adventures? I don’t see shadow walk. but they have a walk through walls ability. [image: OPlZew9.png]
  • Existing character level conversion

    discussion conversion levels
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    orcO
    @daermadm Isn’t “Dies repeatedly” the other Goblin ??