• dude... this is badass :)

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    halfgiantH
    I admit its kind of cool, but a bit impractical i have a head lamp that does the same thing.
  • lifegoals ;p

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    dwarfD
    mebbe a cabin by the lake >:) [image: Y5eBFer.jpeg]
  • It could only be from Japan

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    dwarfD
    bob in Tokyo ((and i want a McSpaghetti !!)) [image: L84zntb.jpeg]
  • Touch AC

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    halfgiantH
    When calculating a character’s AC for a touch attack you don’t include the character’s armor, shield, or natural armor bonus. Instead, you use the character’s size modifier, Dexterity modifier, and deflection bonus.
  • Discord Server for the game

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    daermadmD
    Here is anew non-expiring link for the game’s discord server https://discord.gg/gMet2wn8s7
  • It could only be Cloud in Japan

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    dwarfD
    just waiting to see what the shipping home cost is for Cloud’s new toy
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    halfgiantH
    The Shadow over Iraythil Overview The kingdom of Iraythil is a flourishing and vibrant realm nestled between jagged mountain ranges and expansive plains. Renowned for its breathtaking landscapes and diverse ecosystems, the kingdom’s heart thrives in its lush valleys, where bustling towns flourish amid sprawling fields and ancient forests. Its rivers, nourished by glacial waters from the Silvercrest Peaks, crisscross the land, providing both life and trade for its people. Yet, beyond its natural beauty lies a rich history shaped by resilience and unity, as the kingdom has faced its share of challenges and adversities. At the heart of Iraythil’s culture lies its commitment to the gods of light and knowledge. Towering above the capital city of Veylskar is the Argent Spire, a radiant monument made of alabaster and quartz that functions as both a temple and a beacon of hope. Scholars and pilgrims from far-off lands journey to Iraythil to study at its academies, while its talented artisans and architects enhance its reputation as a hub of enlightenment. Despite its prosperity, the people of Iraythil remain modest, crediting their success to divine favor and a strong sense of community. However, this stable kingdom now faces an existential threat. From the desolate Vhaldar Wastes to the north comes a militant force known as the Crimson Horde. This army, made up of gnoll tribes, monstrous beasts, and corrupted sorcerers, marches under the banner of Xerathak the Crimson Maw. Their goal is conquest and destruction, driven by prophecies of an ancient god’s return. Villages along the northern frontier have already succumbed, their ruins a stark warning of the Horde’s brutal efficiency. The kingdom’s defenders, though brave, are fractured. Noble houses quarrel over resources, while border lords struggle to gather enough soldiers to hold their ground. The clergy of the Argent Spire urges unity, calling for the kingdom to rise against this common enemy. Yet, fear and distrust creep into the hearts of many, as whispers of betrayal and sabotage sow discord among the ranks. The survival of Iray As the shadow of the Crimson Horde looms larger, the once-peaceful realm teeters on the edge of chaos. Iraythil’s fate now lies in the hands of those willing to take up the mantle of defenders. Whether through diplomacy, valor, or cunning, these heroes must rise to protect their homeland and preserve its legacy as a bastion of light and knowledge. A Tale from the Barstool of the Drunken Ogre Gorlen leaned forward precariously, his mischievous eyes glinting in the dim light of the tavern as he surveyed his captivated audience. “Now, listen well, for this tale isn’t for the faint of heart!” he bellowed, spilling a bit more ale from his already half-empty mug. “The Kingdom of Iraythil, yes, a shining gem it may be now, but it wasn’t always so. It was a land of squabbling clans and wild, untamed beasts! Lawless, dangerous, and full of the kind of trouble that would make even the bravest among you reconsider stepping beyond your village.” He smacked the table for emphasis, drawing approving murmurs from the crowd. “Then came Veylor the First,” the gnome continued, swaying slightly as he adjusted his hat. “A warrior-king, they called him—the Shield of Light. Armed with a blade blessed by the gods themselves, they say he united the clans through blood and sweat. He fought off the marauding giants from the east, cleared the gnoll infestations to the west, and built the walls of Veylskar with his bare hands—or so the songs go! But mark my words, heroes like Veylor don’t just rise from nothing. They say he was chosen by Aurelia herself, the goddess of light and justice, to bring order to chaos. Gorlen paused dramatically, allowing his audience to lean closer, their breaths held in anticipation. “But here’s the twist, huh?” he whispered conspiratorially, lowering his voice to a gravelly growl. “While Veylor was building his shiny new kingdom, something dark was brewing in the north—the Vhaldar Wastes, a cursed land where nothing green grows. A shard of something ancient and foul, the priests called it the Heart of Night. They claimed it was an artifact of immense power, buried deep in the ruins of a forgotten age. The fools tried to harness it, believing they could tame its darkness. But what did it bring instead? Fire! Destruction! The Scorching, they called it, and it left the Wastes as dead as a dragon’s hoard is dangerous! “Now fast-forward a few centuries,” the gnome said, his voice rising as he waved his arms for emphasis. “The kingdom thrived—oh, yes, the people grew fat and happy, their villages safe behind sturdy walls. But peace doesn’t last forever, does it? From the north, where the Wastes still fester, a new threat emerges: the Crimson Horde. Gnolls, ogres, beasts twisted by that cursed shard, all following the banner of Xerathak the Crimson Maw. They say his maw is so wide it could swallow a man whole, and his eyes burn with the fire of that ancient god, Zarghanok, who’s itching to return. Gorlen takes a deep breath, “Long ago,” the gnome reiterated with conviction, drawing the crowd deeper into the tale, “the land we call Iraythil wasn’t anything but a patchwork of bickering tribes and warring villages. Each clan had its chieftain, and each chieftain had their pride, but pride doesn’t feed hungry bellies or stop marauding giants from storming your fields. The land was beautiful, sure, but it was chaos—chaos held together by grudges and the thin thread of survival.” He paused for effect, letting the weight of his words sink in. “And then came Veylor the First.” Gorlen takes a long breath. “Long ago,” the gnome repeated with conviction, drawing the crowd deeper into the tale, “the land we call Iraythil was nothing but a patchwork of bickering tribes and warring villages. Each clan had its chieftain, and each chieftain had their pride, but pride doesn’t feed hungry bellies or stop marauding giants from storming your fields. The land was beautiful, sure, but it was chaos—chaos held together by grudges and the thin thread of survival.” He paused for effect, letting the weight of his words sink in. “And then came Veylor the First.” Gorlen puffs out his chest, mimicking the stance of a warrior-king, his voice swelling with mock heroism. “Aye, they called him the ‘Shield of Light,’ and for good reason! They say his sword gleamed so brightly that it blinded his enemies before they could even swing. With sheer will and perhaps a whisper of divine favor, he united the clans. He transformed quarrelsome chieftains into vassals, villages into strongholds, and chaos into a kingdom. By the time Veylor raised the first banner of Iraythil, even the giants of the eastern hills had learned to tread lightly. His rule wasn’t just about strength; it was about order. Iraythil had finally found its purpose purpose.” But then the gnome’s expression darkened, and his voice dropped to a conspiratorial whisper. “Still, there are shadows in every bright tale, right? The priests of Veylor’s court spoke of omens, signs in the stars, and whispers on the wind foretelling that the land’s peace would come at a price. Up north, beyond the Silvercrest Peaks, lie the Vhaldar Wastes, vast and desolate. But let me tell you something—it wasn’t always this way! Oh no, they say the Wastes used to be a paradise. Rolling green hills, golden fields stretching as far as the eye can see, and streams so clear you could see the heavens reflected in their waters.” Gorlen leans in closer, the crowd hanging on his every word. "Then the Scorching came. Some say it was the gods’ wrath; others claim it was something far worse, something forgotten. The priests believed they had discovered a relic of great power, an artifact from a time when mortals dared to challenge the heavens. They called it the Heart of Night, a shard of pure darkness buried deep beneath the hills of Vhaldar. The fools thought they could wield it, using its power to secure Iraythil’s glory forever. Instead, they awakened something ancient—something furious. Fire rained from the skies, the fields burned to ash, and the once-lush hills were left as a wasteland.” Gorlen takes a deep swig of his ale, shaking his head solemnly. "And so, the Vhaldar Wastes were born—a cursed land where no grass grows, where the wind howls as if haunted by the screams of the past. Veylor himself ordered the place sealed, forbidden to all, and the Heart of Night was buried even deeper, its power left to slumber. But here’s the thing about curses, right? They don’t stay quiet forever. And the Wastes, they’re stirring again. Mark my words, folks—there’s darkness coming from the north, and it’s looking to finish what the Scorching started.” Gorlen’s voice dropped to a whisper, his tone heavy with dread. “The Vhaldar Wastes weren’t always the barren, cursed land they are today,” he began. “Long ago, they say, those hills were a paradise—a place where golden fields swayed in the wind and crystal-clear rivers sang their songs beneath endless blue skies. It was a place so blessed that even the gods looked upon it with envy. But paradise rarely lasts when mortals grow ambitious, doesn’t it?” He leaned closer, allowing the weight of his words to hang in the smoky air of the tavern. “It all began with the priests of Veylor,” Gorlen continued, gesturing as if invoking some long-lost rite. “They were a curious group, always sticking their noses where they didn’t belong, and one day they uncovered something buried deep beneath the hills—an ancient shard of darkness. They called it the Heart of Night. They believed it was a gift from the gods, a power that could elevate the fledgling kingdom of Iraythil into an unparalleled realm of glory. But it wasn’t a gift. It was a curse, something better left forgotten.” His voice trembled slightly, as if recalling an inherited fear. With a dramatic flourish of his hands, the Gorlen paints a vivid picture of destruction. “They tried to harness it, those fools,” he said, shaking his head. “They built altars, performed rituals, and sought to bind the shard’s power to their will. But the gods themselves were angered by their hubris. The skies darkened, and fire rained down upon the land. The fields burned to ash, the rivers dried up, and the earth split open, spewing black smoke and molten rock. They call it the Scorching, but it wasn’t just fire—it was the gods’ wrath, a divine punishment that turned the Wastes into the lifeless desert they are today.” Gorlen paused, taking a deep swig from his mug before continuing. “And as for the priests, their end wasn’t merciful,” he said, his voice dropping even lower. “They were consumed by the shard, their bodies twisting into shadows that howled in agony as they were pulled into its dark embrace. Those who survived fled south, begging Veylor for salvation. The king ordered the shard to be buried deep, sealed beneath layers of rock and sacred wards, never to see the light of day again. And so, the Vhaldar Wastes were left abandoned—a place where not even grass grows, where the wind carries the whispers of those lost souls.” “But here’s the thing about curses,” the gnome added, a conspiratorial gleam in his eye. “They don’t just disappear. The Wastes are stirrin’, I tell ya. Dark shapes have been seen movin’ through the mists, and the Crimson Horde marches south, drawn to the power still buried there. Whatever was unleashed back then isn’t finished. The Heart of Night still beats beneath the Wastes, and it’s callin’ to those foolish enough to answer.” He leaned back with a sigh, leaving the room steeped in uneasy silence, the weight of his words pressing down like a storm about to break. Gorlen leans back in his chair and lights his pipe, his eyes gleaming with the spark of a storyteller weaving a tale of awe and reverence. “Now, “The Argent Spire,'” he began, “isn’t just the pride of Iraythil’s architecture or a symbol of its cultural and spiritual legacy. No, no, no! It’s far more than that—it’s a fortress, a divine sanctuary, a place where mortal hands protect an artifact said to be a fragment of the gods themselves: the Heart of Aurelia. Aye, they say that when the gods departed this world, they placed that very fragment here, a spark of their light to stand against the darkness. And it’s been the kingdom’s lifeline ever since.” Gorlen’s voice grew more animated, his gestures broad and exaggerated as he described the Heart of Aurelia. “Oh, you should see it!” he exclaimed. “They say it’s like lookin’ into the sun itself, a golden light so pure and radiant it could melt the shadows right off the walls. This isn’t just some gem or bauble; it’s a piece o’ divine power, a relic so potent that it has kept Iraythil safe through countless wars and dark times. The priests of Aurelia, bless their tireless souls, watch over it day and night, tendin’ to its glow with prayers and sacred rites. They’ve built wards and defenses around the Spire so strong that not even a dragon could break through.” He chuckled, taking another swig of ale. “Not that I’d want to see a dragon try!” As he spoke, the gnome’s tone shifted, growing somber and laced with unease. “But here’s the thing,” he said, lowering his voice so the gathered patrons had to lean in closer to catch his words. “The Heart’s light—yeah, that golden glow that fills the Spire—it’s been growing dimmer. Just a little at a time, mind you, but enough for the priests to notice. And if the priests are worried, well, that’s enough to make me worry too. What could it mean, huh? The gods growing distant? The power of the Heart fading? Or something darker, something lurking in the shadows, draining its strength? Gorlen paused for dramatic effect, letting the tension envelop his audience. “Now, some folks say it’s just a natural thing, a relic slowly losing its potency after so many centuries. But me? I believe there’s more to it. The Crimson Horde marching south, the stirrings in the Wastes, and now the dimming of the Heart? That’s no coincidence, my friends. There’s a thread that ties it all together, and it’s marked by darkness. If the Heart of Aurelia fails, if that light goes out completely…” He trailed off, shaking his head. “Well, let’s just say Iraythil won’t last long against the shadow that follows. Gorlen leaned forward once more, his tone urgent. “So, what will it be then, huh? Will you wait for the light to fade completely, or will you do something about it? The Heart might be fading, yes, but it’s still there, still glowing, still pushing back the darkness. Perhaps it’s a test, a challenge from the gods themselves, calling for heroes to step forward and take up the mantle. The Spire stands tall, a bastion of hope, but it won’t last forever without those brave enough to defend it.” it. After a brief break, Gorlen returns from a bathroom visit, but a heavy seriousness has replaced his lively demeanor. “The Wastes, yeah, they’ve always been cursed, but this is different,” he muttered, scanning the faces of his audience. “Something is waking up out there, something that’s been sleeping for far too long. The folks who live near the border—the ones brave or foolish enough to stay—they’ve been whispering about shapes moving through the mists. Creatures they can’t describe, but they all agree on one thing: their eyes burn like embers, and their howls sound like death itself.” He paused, allowing the weight of his words to settle like the final toll of a bell. “It’s the gnolls,” the gnome continued, his voice growing sharper. “But not like the ones you’ve heard of before. These ain’t just scavengers and pack hunters; they’re somethin’ else now. Somethin’ worse. Clad in armor as red as fresh blood, with claws sharp enough to rend steel, they’ve become somethin’ unnatural. Some say it’s the influence of the Wastes, twistin’ their minds and bodies. Others whisper that they’ve been touched by an ancient power—an’ not the good kind. They don’t fight like gnolls either; no, they fight like an army, marchin’ in ranks, followin’ orders. That alone should chill your bones.” Gorlen leaned in closer, his voice dropping to a conspiratorial whisper. “And then there are the beasts. I’ve heard tales of creatures that walk like men but roar like dragons, their breath hotter than a blacksmith’s forge. Some say they aren’t beasts at all, but something twisted from what they once were. Farmers and hunters swear they’ve seen these things in the distance, their forms shimmering in the heat waves of the Wastes, stalking the edges of the wilds. No one knows where they came from, but everyone agrees on one thing: they’re marching with the gnolls. Together, they’re a force unlike anything Iraythil has ever seen.” “And what about their leader?” the gnome asked, his voice trembling slightly, though whether from fear or ale-induced theatrics was unclear. “Xerathak, they call him—the Crimson Maw. A demon in the flesh, some say, though I reckon he’s something worse. They say his maw’s wide enough to swallow a man whole, and his eyes burn brighter than the Wastes themselves. He’s not just strong; he’s clever too. He’s rallying the Horde, bringing together all the monsters of the north under one bloody banner. And that banner? It drips with blood, so much blood it leaves a trail wherever it goes. They say he’s got the backing of something darker, something that’s been waiting for this moment for centuries. Gorlen straightened, his tone becoming grave. “Mark my words,” he said, scanning the crowd with a steely gaze. “This isn’t just another raid or some rogue warband. This is a brewing storm, and it’s headed straight for Iraythil. The Crimson Horde marches south, and if Xerathak isn’t stopped, he won’t just conquer the kingdom—he’ll burn it to the ground. This isn’t just a fight for survival; it’s a fight for the soul of the land." Gorlen’s voice carried an ominous weight, reverberating through the crowded tavern as his words painted a grim picture of the danger looming to the north. “The Wastes,” he repeated, his tone heavy, “they’ve always been cursed, a place where life doesn’t dare linger. But now? Now there’s somethin’ wakin’ up there, somethin’ old, somethin’ powerful.” He scanned the faces of his audience, his expression one of cautious fear. “The farmers on the edge of the frontier have seen the shapes—dark figures movin’ through the mists, their eyes like burnin’ coals, their howls like the voice of death itself. Brave or foolish, they stayed long enough to warn us. But for how long will their warnings hold back what’s comin’?” As the Gorlen leaned closer to his rapt listeners, he described the unnatural transformation of the gnolls. “These ain’t the gnolls you’ve heard about,” he said, his voice sharp with urgency. “These ain’t scavengers or lone marauders. They’ve become somethin’ else, somethin’ twisted. They wear armor now, red as fresh blood, an’ they march in ranks like an army. They’re fightin’ with a purpose, a discipline that ain’t natural for their kind. Some say it’s the curse of the Wastes that’s changed ‘em, made ‘em stronger and crueler. Others whisper of a darker power, an ancient force that’s bound them together under one banner.” Gorlen’s tale darkened further as he recounted rumors of beasts that walked alongside the gnolls. “An’ it ain’t just them,” he muttered, his voice dropping to a conspiratorial whisper. “There’s creatures—things that walk like men but roar like dragons. Their breath burns hotter than a forge, and their forms shimmer in the heatwaves of the Wastes. Farmers swear they’ve seen these monsters stalkin’ the wilds, and every story agrees: they’re marchin’ with the Horde. Whatever they are, they’ve never been seen in Iraythil before, an’ their presence is a sign that this ain’t no ordinary threat. It’s a storm brewin’, and it’s bigger than anything we’ve faced before.” The Gorlen stood straight, his voice rising as he named the leader of this dark force. “Xerathak—the Crimson Maw. Some call ‘im a demon, but I reckon he’s worse. They say his mouth could swallow a man whole, an’ his eyes burn brighter than the flames of the Wastes. He’s strong, aye, but it’s his cleverness that should scare ya. He’s rallyin’ the monsters of the north, bringin’ them together under one bloody banner. An’ that banner? It drips with blood, leavin’ a trail wherever it goes. But worse than Xerathak’s strength or his cunning is what backs him—a darker force, one that’s been waitin’ for this moment for centuries. This is more than an army; it’s a reckoning.” The tension in the room reached its peak as the gnome downed his mug, leapt onto his chair, and raised his hat high. “So what say you, eh?” he bellowed, his jovial demeanor momentarily returning. “Will you wait for the shadows to take you, or will you rise, fight, and carve yer names into history?” The crowd erupted into applause, their spirits lifted by the defiance in his voice. As he hopped down and ordered another ale, his tale lingered in the air like a challenge—a call to arms for those bold enough to step into the fire and shape the fate of Iraythil with their courage. Gorlen’s words hung heavy in the room, a spark igniting the possibility of hope in the face of impending darkness.
  • Dwarf Metal

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    halfgiantH
    @dwarf I’m impressed since the band is kind of niche, the production value of their videos are not bad. And its a catchy tune.
  • finally de-WOKEing star trek ??

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    halfgiantH
    @dwarf said in finally de-WOKEing star trek ??: news on the wire is that the finale of Lower Decks (which is apparently canon) just pushed Star Trek Buttpirate into an official parallel reality… lets hope there’s some kind of confirmation from paramount >:) (( i haven’t watched either Lower Decks or Dickovery - so if any of ya do, check it out )) Star Trek Just Erased An Entire Series From Canon https://www.giantfreakinrobot.com/ent/star-trek-erased.html Its true, they have been talking about it for a while now. Discovery was so bad, and so terribly woke, and got so much of it wrong they had to erase it versus the 2nd season of Picard’s ending in which they just try not to talk about.
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    halfgiantH
    Things That Modify, or are Affected by the Critical Multiplier [Elemental] Burst (Dungeon’s Master Guide&Magic Item Compendium) For all intents and purposes, these abilities are all the same thing, with the only difference being the damage type. Dessicating Burst and Psychokinetic burst have slightly smaller damage dice, but they also have damage types that are much more versatile than the standard flaming, icy, and shocking enchantments. Collision (Magic Item Compendium) It’s a bit odd to say this, but this is probably my favorite enchantment. While at first, a simple +5 damage doesn’t seem like a lot, but as a flat bonus, this enchantment is affected by your critical multiplier, which can rack up fast enough when you use this handbook. Fiercebane (Magic Item Compendium) Remember Sting from Lord of the Rings? It had this enchantment on it. A weapon with this enchantment glows when an enemy of the specified bane type comes within 60 ft of the wielder, even without line of sight, and will deal additional d10’s of damage based on your critical damage multiplier. Maiming (Magic Item Compendium) When you score a critical hit with a maiming weapon, it deals additional d6’s of damage based on your critical damage multiplier. Claws of the Ripper (Draconomicon) These enchanted scythe-like rings can be worn by any Dragon-type creature of Large size or bigger. When worn, this magic ring increases the critical multiplier of the dragon’s claws to x4. Dragondoom feat (Draconomicon) When a character with this feat makes an attack roll against a creature with the Dragon type, their critical multiplier increases as indicated on the relevant chart. Bow of the Mighty Dragonhunter (Draconomicon) This +2 dragonbane composite longbow gains a x5 multiplier when used against a creature of the Dragon type. Initiate of the Draconic Mysteries 9 (Draconomicon) The Deadly Strike ability increases the Initiate’s critical multiplier with unarmed strikes to x3. Weapon of Energy spell (Spell Compendium) This spell gives a weapon one of the elemental burst abilities, which stacks with any pre-existing versions of the enchantment what might be already present, assuming that the elements match. Claws of Energy power (Expanded Psionics Handbook) This Psychic Warrior power adds one of the elemental burst enchantments to the user’s claw attacks. Riding Boots (Dungeon Master’s Guide II) If you are mounted and wielding a lance, these magical boots increase your critical multiplier to x4 instead of x3. Master Thrower 1 (Complete Warrior) The Deadeye Shot ability increases the critical multiplier of any thrown weapon you wield by 1, and does not stack with any similar effect. Enlightened Fist 6 (Complete Arcane) From 6th-level onwards, the Fist of Energy ability grants you the flaming or shocking burst abilities if you expend a stunning strike attempt. Flame of Faith spell (Complete Divine) This 3rd level spell adds the flaming burst enchantment to any non-magical weapon that the caster uses it on. Disciple of Thrym 8 (Frostburn) As a move action, you can grant use the Icy Greataxe ability to give your greataxe the Icy Burst enchantment. Sacred/Profane Burst (Libris Mortis) These two enchantments are yet again [Elemental] Burst clones, dealing positive and negative energy damage respectively. Of note is that Sacred Burst appears to allow you to critical hit undead without jumping through any other hoops. Kaorti Resin (Random Encounters) For the low cost of an Exotic Weapon Proficiency feat, this weapon special material increases your critical damage multiplier to x4 if your weapon deals piercing or slashing damage. Obviously this will not stack with any other special materials or material-dependent effects. Manyfang Dagger (Forgotten Realms - Serpent Kingdoms) This +1 Dagger deals x4 damage on every hit, and on a critical hit, it deals x5 damage instead. Harrowheart (Book of Vile Darkness) This +2 Rapier deals x3 damage instead of x2 damage when used to crit Good-aligned creatures. Tiger Fang (Tome of Battle) This magical kukri’s critical damage multiplier increases as the wielder gains affinity with it over their career, ending with a x4 multiplier at level 20. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Overwhelming Critical feat (Epic Level Handbook) This feat grants you additional d6’s of damage based on your weapon’s critical multiplier. [Elemental] Blast (Epic Level Handbook) These more powerful versions of the elemental burst enchantments deal increases damage on a critical hit. [Alignment] Power (Epic Level Handbook) These alignment based weapons deal 3d6 damage and one negative level on every normal hit, both of which are multiplied when you roll a crit. Mark of Avernus feat (Fiendish Codex II: Tyrants of the Nine Hells) In addition to automatically confirming your critical hits, this feat grants a +4 (untyped!!) bonus to your attack and damage rolls, which will multiply based on your weapon’s critical multiplier just like your strength damage and the collision enchantment. Deepwood Sniper 2, 7 (Masters of the Wild: A Guidebook to Rangers, Druids, and Barbarians) 3.0 Material The archery prestige class increases the critical multiplier of any projectile weapon you wield by 1 at second level, then increases it again at level 7. (So that Greatbow I mentioned up above now has a critical multiplier of x5!) Forest Master 6 (Forgotten Realms - Faiths and Pantheons) Beginning at sixth level, this prestige class allows you to treat any maul wielded by the Forest Master as a +2 Icy or Shocking Burst weapon, determined by the wielder round by round. Silverstar 9 (Forgotten Realms - Faiths and Pantheons) Beginning at the 9th level of this prestige class, the Silverstar treats any heavy mace they wield as a +2 Shocking Burst weapon. Stormlord 8 (Complete Divine) From 8th level in this prestige class onwards, any spear or javelin wielded by the Stormlord counts as a shocking burst weapon. Dragonhunter (Magic Item Compendium) This enchantment increases the critical multiplier of any projectile weapon affected by it by 1 when targeting a creature of the dragon type. Sadly the strength damage dealt by this weapon doesn’t multiply, and if you put the keen enchantment or use the bless weapon spell on a weapon with this enchantment it doesn’t work. Burning Sword spell (Spell Compendium) A weapon that has this spell cast on it becomes a flaming burst weapon for the duration. Great Bite feat (Eberron Campaign Setting) A Longtooth Shifter with this feat increases the critical multiplier of their natural bite attack to x3 instead of only x2.
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    halfgiantH
    Things that Increase Critical Threat Range Disciple of Dispater 4, 8 (Book of Vile Darkness) 3.0 MaterialWhen wielding an iron or steel weapon, the natural threat range of the Disciple of Dispater’s weapon doubles, then at level 8 it triples instead. This ability stacks with the Improved Critical* feat, but not the Keen property. Requires Evil alignment to take. “Streetfighter” Barbarian 7 (Cityscape Web Enhancement) When a Streetfighter Barbarian makes a charge attack or attacks a flat-footed opponent, their threat range increases by 1. This ability stacks with the Improved Critical feat and the keen enchantment only. If you don’t want to get murdered by the DM, the polite thing to do is apply this threat range increase after the doubling effect. Critical Strike spell (Complete Adventurer) As a swift action, you gain 1d6 damage, double your weapon’s critical threat range (as Keen Edge) and gain a +4 bonus to confirm critical hits. Not bad for a first level spell, and handy for those who just want to dabble in the fine art of fishing for crits. Andras, the Grey Knight (Tome of Magic) Andras’ Sure Blows power grants you the benefit of the Improved Critical feat with any weapon that you can wield. If you already have the Improved Critical feat with a specific weapon, this ability gives you a +4 bonus to confirm the critical hit. Divine Monk (Forgotten Realms - Faiths and Pantheons) If you somehow ascend to godhood, this ability grants your Monk character the keen, lawful, and vorpal qualities in addition to a few other abilities. Divine Weapon Mastery (Forgotten Realms - Faiths and Pantheons) A character with this particular divine ability gains the benefits of Weapon Focus, Weapon Specialization, and Improved Critical with any simple and martial weapons that they wield. Impact (Magic Item Compendium) This enchantment functions as the keen weapon enchantment, however it only affects bludgeoning weapons. Dolorous Blow (Spell Compendium) This 3rd-level spell doubles the threat range of any weapon affected by it and automatically confirms any critical hits rolled by the affected weapon. The increased threat range does not stack with any similar effects, and the automatic confirmation effect does not stack with any other spells that affect critical hits. This spell cannot be used on a natural weapon. Jagged Tooth (Spell Compendium) This Ranger and Druid spell doubles the threat range of one natural weapon, selected by the caster. This spell does not stack with any other effect that increases critical threat range. Thayan Gladiator 2 (Forgotten Realms - Champions of Ruin) At the second level of this prestige class, you gain the benefit of the Improved Critical feat with the natural weapon you selected for your Improved Natural Attack at the first level. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Keen Strike feat (Epic Level Handbook) The user’s unarmed strikes become slashing keen weapons, with a 19-20 threat range. Favored Critical feat (Masters of the Wild) 3.0 Material When character with this feat makes an attack roll against a favored enemy, the threat range of their weapon is doubled. This feat explicitly stacks with the keen weapon enchantment, but not the Improved Critical feat. Power Critical feat (Masters of the Wild) 3.0 Material Once per day, if the user of this feat has the Improved Critical feat, they may automatically declare a single attack to be a critical threat. It must still be confirmed however. Weapon of Impact spell (Forgotten Realms - Magic of Faerun) This spell functions as keen edge but for Bludgeoning weapons. Incarnum Weapon spell (Magic of Incarnum) This spell manifests an independent weapon that attacks enemies independent of the caster. This weapon does not gain any benefit from your own feats or class features, however each point of essentia that the user invests in the spell increases the threat range of the weapon by one. Hero’s Blade spell (Eberron Campaign Setting) This spell doubles your weapon’s critical threat range as per the Keen Edge spell, and explicitly does not stack with that spell nor the keen enchantment for weapons. However, it is called out as stacking with Improved Critical and provides a whole host of critical hit-related abilities, so expect this spell to show up quite a few times in this handbook! Shifter Savagery feat (Eberron - Races of Eberron) This feats doubles the threat range of all your natural weapons and increases your damage dice by two size categories. Unfortunately, it only functions if you are a Shifter(Were-Touched) and are Raging as the Barbarian ability. Bloodlust (Eberron - Forge of War) This shield enchantment can cast keen edge on a single weapon you carry once per day. Gloves of Deadly Casting (Eberron - Forge of War) These gloves double the threat range of any ray and touch spells that the user casts. Explicitly does not stack with the Improved Critical feat. Green Hunter 6 (Dragon Magazine 295) At sixth level, this prestige class gives you Improved Critical (Spiked Gauntlet) Brawler 2 (Dragon Magazine 295) From 2nd level, this PrC is able to select Improved Critical (Improvised Weapons) (among other Weapon Focus-ish feats). Acolyte of the Fist 7 (Dragon Magazine 296) At 7th level, this PrC gets Improved Critical (Unarmed Strike). Vengeance Sworn (Dragon Magazine 296) At 10th level, this PrC’s critical threat range is doubled when it makes attacks against a creature of the dragon type. Explicitly stacks with Improved Critical and keen. Orc Blademaster 4 (Dragon Magazine 299) At 4th level in this PrC, the character adds +1 to their critical threat range with a bastard sword. This stacks with any other sources of extended threat range, but this bonus must be added last. Sniper (Dragon Magazine 310) This special ability of the Targeteer variant of the Fighter allows the user to sacrifice their iterative attacks from their Full Attack routine in order to increase the base threat range of their weapon by 1 for each attack they give up. It is important to note that a character cannot give up all of their attacks to fuel this ability, they still need to make at least one attack roll. Shark Cultist 8 (Dragon Magazine 315) At 8th level of this hilarious PrC out of Taladas in Dragonlance, a Shark Cultist gets Improved Critical (Sharktooth Gauntlet) and Improved Critical (Bite) where the bite comes from a natural attack or a natural attack accessed via Wild Shape or similar. Shen 4 (Snake Variant) (Dragon Magazine 319) At 4th level in this monk-ish PrC, a Shen of the Snake school gains Improved Critical (Unarmed Strike). Bowman Charger (Dragon Magazine 325) At 9th level of this mounted-archery based PrC, the character gains Improved Critical (Composite Shortbow). Huma’s Legacy spell (Dragonlance - Holy Orders of the Stars) Similar to Hero’s Blade above, this spell grants the benefits of the keen enchantment in addition to numerous other critical hit-related benefits that stacks with the Improved Critical feat but not the keen ability or the keen edge spell. Gladiator 10 (Kingdoms of Kalamar - Player’s Guide) At 10th level, the gladiator base class receives the Critical Focus ability. While the gladiator is facing only a single opponent, their critical threat range is doubled (does not stack with anything else) and their critical damage multiplier is increased by 1. Glaive of Azharadian 5 (Dragon Magazine 293) 1/day wielder can apply keen quality to a longsword or battleaxe for class level/rounds, does not stack Mauling Gauntlets soulmeld(Magic of Incarnum) While bound to the Arms chakra, these soulmeld doubles the threat range of any melee weapon wielded by the user. Does not stack with any other ability that increases critical threat range. Wintervein Dwarves affiliation (Player’s Handbook II) With an affiliation score of 30 or higher, a character automatically gains the Improved Critical feat for the Dwarven Waraxe and Dwarven Urgrosh as bonus feats. Serrated weapon quality (Mercenaries by Alderac Entertainment Group) Third-Party Content This non-magical weapon quality increases a weapon’s critical threat range by 1 for 300 gp. This is separate from the Masterwork quality and it does not stack with any other improvements to the critical threat range. Psychic Weapon Master 7 (The Mind’s Eye Archives) At seventh level, the Psychic Weapon Master gains the Psionic Critical ability, which gives them the Improved Critical feat with their specified weapon for free. If the Psychic Weapon Master already has the Improved Critical feat, this ability instead increases their critical threat range by 2 (and though it isn’t specified, the polite thing to do is apply this bonus after the effect of Improved Critical, lest the dread Rocks Fall occurs.) Weapon Master 7 (Oriental Adventures) Like the psionic version above, at 7th level, the Kensei weapon master gains Improved Critical as a bonus feat, and again, if they already have the feat, they get a +2 bonus to their threat range (which is specifically stated to be applied last.)
  • another OSR company gets killed by woketards...

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    dwarfD
    s’nawesome - even the Babylon Bee is calling the new D&D books Woke Edition (( bob may have to start videoing his 5.5 ed game over at boo’s so we can all have a laugh ))
  • CabinCon VII

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    halfgiantH
    Give your dicebags a tug we are 6-days away from CabinCon.
  • Plotting against the ManaVerse

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    dwarfD
    @orc oh, it did once that useless waitress left… a gal who’d waited on us previously took over and never let us run dry
  • made ya laugh !!

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    dwarfD
    this guy reminds me of Bob… flipping off the whole damn town >:) https://www.infowars.com/posts/trump-water-tower-projection-becomes-punisher-skull-after-election [image: lFyPQ96.jpeg]
  • Fallout London

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    daermadmD
    I bought the Fallout series earlier this year, after watching the show. Still have not played any of it.
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    dwarfD
    “Measurements destroy magic too, but to be able to controllably add magic to the system, you need to be able to do small rotations of the qubit,” said Niroula. “So, the two competing forces here are ‘how much you measure’ and ‘how much you rotate the qubits.’ What we observed is that at a fixed rate of measurement, you can tune your rotation angle and go from a phase where you have a lot of magic to a phase where you have no magic.” https://phys.org/news/2024-10-phase-transition-magic-quantum-random.html (( still about as clear as chinese arithmatic to me tho… ))
  • who are these guys ???

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    orcO
    Had you guys just used the same portraitists I did you wouldn’t have aged . lol
  • Metallic Beholders

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    dwarfD
    in 2e, base beholders had a fly speed of 3(B) - which was good maneouverability at 30’ round… as you might imagine, i based all of my monster designs on 2e in play, i always figured that given a beholder’s natural buoyancy and nonmagical levitation, any other magical movement effect would be ADDITIVE to their natural movement rate - so, for example, they could get a little speed bump to 40’ round using their telekinesis beam as a bonus thruster…
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    dwarfD
    ooh, and now they’re battling those evil Gendered Language Models !! can’t have Airmen in the Air Force… gotta be Airfolk !! gonna hafta rewrite all your code, G - make sure its gender neutral or it won’t be permissible to run… after all, wouldn’t wanna misgender a terrorist before you drop a bomb on his/her/they/zer head (( sooo glad i grew up in a time where nobody was confused about which bathroom to use )) https://www.unite.ai/apples-solution-to-translating-gendered-languages/