• Flash Freeze, and Sonic Boom

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    dwarfD
    sideways, G… sideways
  • Green Orc/Blue Slaad/Ceaser with Croutons

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    orcO
    Those are nice , the frog just got a lot quicker and a lot more wackity smackity against the bad guys
  • Calculating Spell DC

    spell dc cheatsheet
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    halfgiantH
    Owl’s Insight (Spell Compendium, p. 152) Transmutation Level: Druid 5, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension. The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.
  • I have a 5e to 3.5e question

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    halfgiantH
    I leave that to the @daermadm to decide, but the .02cents from the cheap seats is the Firebolt spell does 1d10 in Tier 1, and scales to Tier 4 doing 4d10 as a cantrip - no saving throw, but you do have to hit. Aside from it being a cantrip and technically not costing any mana points what so ever the damage isn’t going to unbalance anything given the level of play we are at.
  • Magic Item Rules Clarification

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    halfgiantH
    For Levels 1-20, I presume the magic item body slots follow this format? Armor: suits of armor. Belts: belts and girdles. Body: robes and vestments. Chest: mantles, shirts, and vests. Eyes: eyes, glasses, and goggles. Feet: boots, shoes, and slippers. Hands: gauntlets and gloves. Head: circlets, crowns, hats, helms, and masks. Headband: headbands and phylacteries. Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs. Ring (up to two): rings. Shield: shields. Shoulders: capes and cloaks. Wrist: bracelets and bracers. The only missing component of this is the unslotted magic items, something like a fly carpet, which i don’t think anyone really cares about. But magic tattoos may matter. Here are a few references: Craft Wondrous Tattoo - this a the body slot Craft Spell Tattoo - 1 shot tattoos i don’t think should use a body slot, maybe x/day use tattoos should not sure. Scribe Tattoo - 1 shot tattoos i don’t think should use a body slot, maybe x/day use tattoos should not sure. Create Magic Tattoo - This form of Tattoo i personally like because it makes the rule concise, a single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails.
  • Hows this for an interesting class, GO Cthulhu!!!

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    halfgiantH
    @DarkWulf You were talking about becoming a lich, here is some reading material to do your research. They have a lot of strengths, but are not without their weakness either. Source Material for Lich Information The Slayer’s Guide to Undead (Mongoose) – I believe they covered liches The Complete Guide to Liches (Goodman Games) “Blueprint For a Lich.” Dragon #26 (TSR, 1979) Libris Mortis (D&D 3.5) - Good Lich Turns undead, and can’t be turned. But can be rebuked/destroyed. Monsters of Faerun (Archlich) The Spelljammer campaign setting accessory Lost Ships (1990) introduced the archlich,[11] which also later appeared in the Monstrous Manual. The master lich appeared in Legend of Spelljammer (1991). A creature called the firelich is introduced in the 2nd Spelljammer Monstrous Compendium appendix (MC9). The psionic lich for the Ravenloft campaign setting first appeared in Dragon #174 (October 1991), and then appeared in Van Richten’s Guide to the Lich (1993), Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994), Monstrous Compendium Annual One (1994),[12] and Van Richten’s Monster Hunter’s Compendium (1999). Several other lich variants were also introduced in the Ravenloft Monstrous Compendium Appendix III, including the defiler lich and demi-defiler lich, the drow lich (and the drow demilich, the drider lich, the drow priestess lich, and the drow wizard lich), and the elemental lich and demi-elemental lich. The lich is fully detailed in Paizo Publishing’s book Undead Revisited (2011), on pages 22–27.[21] A lich appears in Judges Guild publications The Book of Ruins page 20, The Final Regue of Allmark. A lich is also the fate of one of the wizards among other forms of undead in Judges Guild module Citadel of Fire. The baelnorn, an elven lich of good alignment, was introduced in The Ruins of Myth Drannor (1993), and then appeared in Monstrous Compendium Annual Volume One (1994), and Cormanthyr: Empire of Elves (1998). The banelich, a version of the lich created by the god Bane in the Forgotten Realms campaign setting, first appear in the Ruins of Zhentil Keep boxed set (in the Monstrous Compendium booklet) in 1995, and then appears in the Monstrous Compendium Annual Volume Three (1996).[13] The Suel lich for the Greyhawk campaign setting was introduced in Polyhedron #101 (November 1994), and then appeared in Monstrous Compendium Annual Volume Two (1995). The inheritor lich for the Red Steel campaign setting first appeared in Red Steel Savage Baronies (1995), and then in the Savage Coast Monstrous Compendium (1996). The lichfiend also appeared in Dungeon #116 (November 2004), as part of The Shackled City Adventure Path. The dry lich was introduced in Sandstorm: Mastering the Perils of Fire and Sand (2005).[17] The Suel lich returned in the “Campaign Classics” feature in Dragon #339 (January 2006). Lich Variants all worth a read Basic Lich (Monster Manual) Suel Lich (Dragon Magazine #339) A ghost-like incorporeal version of the lich, as developed by the people of Ancient Suel Dracolich (Draconomicon) A draconic lich Lichfiend (Libris Mortis) An outsider lich, usually a devil or demon Good Lich (Libris Mortis) Turns undead, and can’t be turned. But can be rebuked/destroyed. Demilich (Epic Level Handbook) An epic lich, very powerful and has eight soul gems (that function much like extra phylacteries) Archlich (Monsters of Faerun) Dry Lich (Sandstorm) A sort of mummy-like lich, where your organs are kept in special canopic jars instead of having a phylactery; the Walker in the Waste PrC allows you to become one, much like the Dread Necromancer works for the Basic Lich. Banelich (Forgotten Realms) Powerful followers of Bane achieve this template. Baelnorn (Forgotten Realms) A elf turned into a lich; not necessarily evil. Illithilich (Basic Lich + Illithid) The race with alternative names galore, mind flayers can become illithilich (or alhoons) by taking the lich template. Templates to Consider Evolved Undead (Libris Mortis) While not a lich variant, this is something to consider for an old lich (as many of them are bound to be), boosts stats and gives fast healing as well as a spell-like ability Spellstitched (Libris Mortis) Gain a bunch of spell-like abilities and some DR! It costs gp/exp to make an undead spellstitched but it might be worth it. More Information for the Necromantically Inclined… Damn Good Shop of the Damned: http://www.giantitp.com/forums/showt...ghlight=maerok Lich entry at the SRD: http://www.d20srd.org/srd/monsters/lich.htm Tome of Necromancy, at Wizards of the Coast forums: http://boards1.wizards.com/showthread.php?t=632562 Libris Mortis (your manual for undeath and beyond; pg.151-158 deal with liches and provide six sample liches; pg.156-158 deal with two lich variants) Book of Vile Deeds (not much for lichs, but the spells may be of interest) Complete Divine (death gods, especially Vecna) ‘Dead Life’: Undead Leadership, an undead leader class, and necromantic goodies: http://www.wizards.com/dnd/article.a...nd/dx20021031x Lich Progression - Template Class, as tackled by the good folk at Wizards: http://www.wizards.com/default.asp?x=dnd/sp/20031212a
  • Shadow Exp

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    dwarfD
    its listed as Phantom XP on dregs… and even my old copy of Erok. you must be mixing that memory with the shadow weave or something netherese
  • Craft Points (Variant Rules)

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    halfgiantH
    Throwing this out there for discussion Craft Points (Variant Rules).docx Its a interesting idea helps alleviate the downtime problem for crafting while adventuring and its also restrictive enough keeping the crafter from just cranking out magic items in the middle of battle. Only problem is see is there is no way to regenerate Craft Points, as they are fixed with level. Plus some minor feat adds.
  • Spellbreakers

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    halfgiantH
    [image: PwvLp5ol.jpg] Kyuss is Coming
  • Planes

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    halfgiantH
    Alternatively - Reference 3.5 Spell Compendium, Page 169. RANDOM PLANAR DESTINATIONS Spells such as prismatic spray, reality maelstrom, and scramble portal, and items such as an amulet of the planes and a staff of power can send an individual to a random plane. The list of available planes varies according to the cosmology you’ve chosen. An example using the D&D cosmology is presented in the next column. Transitive Planes such as the Ethereal Plane, the Astral Plane, and the Plane of Shadow should not be considered for such random destinations. The layer and exact location on the particular plane is up to the DM. Transportation to a random plane does not guarantee survival there, and individuals who risk such effects should be aware of the dangers. If an individual is someplace other than the Material Plane when randomly switching planes, simply replace the plane of origin’s entry on the table with the Material Plane. Thus, a staff of power broken on the Elemental Plane of Fire sends the wielder to the Material Plane if a 91 is rolled. Random Planar Destinations d% Plane 01–05 Heroic Domains of Ysgard 06–10 Ever-Changing Chaos of Limbo 11–15 Windswept Depths of Pandemonium 16–20 Infinite Layers of the Abyss 21–25 Tarterian Depths of Carceri 26–30 Gray Waste of Hades 31–35 Bleak Eternity of Gehenna 36–40 Nine Hells of Baator 41–45 Infernal Battlefield of Acheron 46–50 Clockwork Nirvana of Mechanus 51–55 Peaceable Kingdoms of Arcadia 56–60 Seven Mounting Heavens of Celestia 61–65 Twin Paradises of Bytopia 66–70 Blessed Fields of Elysium 71–75 Wilderness of the Beastlands 76–80 Olympian Glades of Arborea 81–89 Concordant Domain of the Outlands 90–91 Elemental Plane of Fire 92–93 Elemental Plane of Earth 94–95 Elemental Plane of Air 96–97 Elemental Plane of Water 98 Positive Energy Plane 99 Negative Energy Plane 100 Demiplane of DM’s choice
  • Gem Magic Design

    gem magic
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    halfgiantH
    Yeah, if we know what the ~ actual bases costs are for each, we can probably reverse engineer the formula’s for the 4 versions. The versions can apply to Gems, Runes, Tattoos, etc… Spell Level x Caster Level x Fixed Constant (i.e. 50gp, 75gp, 150gp, 750gp)
  • Convert psionics to spell points

    Unsolved conversion psion
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    dwarfD
    Ability XP Level score 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 10-11 — — — — — — — — — — 12-13 1 — — — — — — — — — 14-15 1 3 — — — — — — — — 16-17 1 3 5 — — — — — — — 18-19 1 3 5 7 — — — — — — 20-21 3 3 5 7 9 — — — — — 22-23 3 5 5 7 9 11 — — — — 24-25 3 5 7 7 9 11 13 — — — 26-27 3 5 7 9 9 11 13 15 — — 28-29 5 5 7 9 11 11 13 15 17 — 30-31 5 7 7 9 11 13 13 15 17 19 32-33 5 7 9 9 11 13 15 15 17 19 34-35 5 7 9 11 11 13 15 17 17 19 36-37 7 7 9 11 13 13 15 17 19 19 38-39 7 9 9 11 13 15 15 17 19 21 40-41 7 9 11 11 13 15 17 17 19 21 . so the same 10th lvl psion in 3e had his power pool shrink to 59 (43+1+3+5+7), and each power cost its lvl x 2 minus 1 (a 5th lvl power cost 9 psp to activate) then ninja arrived with his “Okay dwarf, we know you hate Skippy’s little weenie game - lets try 'n fix it up for ya so you don’t have to hunt him down at GenCon again and try to bludgeon him to death with your old DMG.” ninja built a simple mathemagical formula of 3e stat bonus + XP level number and equated it to his conversion of sorcerer. so at 1st lvl, the same 10th lvl psion got 5 PSPs (lvl 1 + wis 4). at 2nd it as 11 total PSPS, (lvl 2 + wis 4) and so on up to 95 at 10th lvl (10+9+8+7+6+5+4+3+2+1 plus wis 4 x 10). and all powers cost 2x their level to activate, just like the ninja spell system used. it was at this point that we threw away the 10:1 conversion formula for straight 1:1, tho it was likely that only Sazerslac or Turdvani really noticed… (( nobody else was playing Powerviners or had a converter at that point, unless my sorry excuse for a RAM chip is failing me yet again ))
  • Dedicated Wright

    discussion house rule 3.5e
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    halfgiantH
    I don’t really. I have been upgrading/improving mine each time we go back to town with new abilities and HD.
  • here is the link to the necromancy spell I mentioned

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    DarkWulfD
    this is the spells standard descriptions, not modified by me. Now I am considering some minor tweeks of them, such as the “divided between you” thing. I also saw the spell “Channeled Life-theft”, it was one of the spells that really caught my attention and also sparked my intrest in Onaga’s spell types (aka Negetive-energy and Acid energy). My only qualm with it is how to implement it into the system we are currently using. I have also, as of this evening, looked through some of the spells in the Libris Mortis - Book of Undead, and some of them caught my intrest.
  • Dwarf Edition: 10e Wands, staffs and rods

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    dwarfD
    As you might guess, the 10e system also has different way of using magic items to go along with how spells work. In “standard” d&d worlds, wands have always been the go-to magic item for blasters, basically a mage in your pocket who’s a tad cranky and wants you off his tower’s lawn. The 10e system runs with that a little - reintroducing the idea of wands being guns for wizard-types and evoker-wannabees. In 2e, we modified the RSW category of items to run off power cubes, little jawbreaker sized energy reservoirs that function much like a magazine does for modern pistols. Each cube held 10 charges and any of the RSW class items could hold 2 cubes of the requisite type. In 10e, we’ve built on that idea - wands still hold 2, rods now hold 4 and staves up to 6 (much like a shotgun or rifle can hold larger and more ammo than typical handguns). In addition, you can fit metamagic lenses on the business end of wands (1), rods (2) and staves (4) - letting you put a little extra spin on the spell effects they produce. Harden the output, extend the range, make it HOLY or just empower the fuck outta it - whatever flavor you savor. On the back end holding the power cubes, you can fit metamagic power amplifiers (again, wands 1, rods 2 and staves 4) that’ll let you overcharge the initial power outlay and crank more amps into your favorite boomstick. Maxx-out the damage dice, throw in a twin to double-tap some fool or slot in a quicken and go full-auto on his ass Just don’t cry to us when you find out the recharge cost. Other game systems would have you burning the main power cubes to add metamagic efx, but our 10e lenses and boosters run off their OWN cubes - so no one-shot willies here ! Rumour has it that the Ancients have taken things several steps further and built PERMANENT lenses and amplifiers - and on at least three occurances, witnesses have reported things like Dancing Wands attacking on their own violition, backfiring rods that flambe anyone not knowing their command key, and a pair of staves flying around and circling the battlefield unleashing lightning on targets below. And don’t even get us started on what they’ve done with manafusion or voidcubes ! Wand of Endless Scorchers, anyone ? “Korben, KORBEN - i’m on fire, Korben !!” – metamagic lenses - apply efx that alter the basic output of the spell, generally limited to a +0, +1 or +2 metamagic add per lens. Common lenses are Energy Substitution, Invisibler, various half-and-half mixers like Consecrate or Corrupt, elemental lenses like Blistering or Flash Frost and hardeners like Piercing or Searing. metamagic amplifiers - apply efx that increase the power flowing into the wand producing larger/more output, generally limited to +3 or +4. Common amplifiers are Chain and Widen to whoop a lil’ extra ass, Energy Admixture and Maximize to add insult to injury, Twin or Quicken to make your enemy cry and Ray Burst for the kamikaze wandslingers.
  • PKArg/Compression

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    dwarfD
    whatcha mean by “enhancements” ?? cuz’ nobody’s gonna PKArg your blue dragon weenie
  • Saving Throw - Difficulty Class

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    halfgiantH
    I’ve been using it based upon the sum of total exp, so as an example Kargin is a 12th level artificer, but his total exp puts him at a 16th level character level (or HD if you prefer). So for purposes of SR, increased duration, and other effects of his enchantements/spells he acts as 16th level (not affecting spells per day, or spells known).
  • Homebrew class, opinion please...

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    DarkWulfD
    www.dandwiki.com/wiki/Puppeteer_(3.5e_Class)#Puppeteer.2C_version_2 I reworked it myself, no undead in this one. Also made attempts to balance alot of the O.P. abilities. I took inspiration from an old set of movies called Puppet Master (you may have seen them). Instead of animating corpses, it creates small-sized “Lesser Golems”, to function as minions. Please let me know what you think of this re-working.
  • Continued.

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    DarkWulfD
    oh, and I correct my mistake, it’s not pyromancer, it’s pyrokineticist. My bad.
  • Ancient Epic Prestige Class - Beta

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    halfgiantH
    Well… if the Epic Craft feats cover the Ancient items, then i can track on the logic… i was just trying to avoid having to to take Craft Ring (or any Craft xxx for that matter) once for regular items, then for epic items, and again for ancient items…its a bit to much.