Elohim

Ahpook The Destroyer's page

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A reporter is looking to write a follow up article to this article about ninja division in response to the AG letter and other new information.

https://www.idahostatesman.com/news/business/article79945867.html

They are looking to interview Kickstarter backers and customers who will make on-the-record statements and be asked questions.

The contact info for those interested is:

Audrey Dutton

Reporter/Investigative Coordinator

The Idaho Statesman

(208) 377-6448

adutton@idahostatesman.com


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Hey everybody! I made a thing!

This is a Tutorial, complete with pictures, on how to format and properly align ALL of the Dead Suns battle maps on your favorite VTT. Many people have expressed difficulty with this, so I thought I would try to help.

Enjoy and if you have any questions, suggestions to make it better, or need help, please feel free to hit me up. Huzzah!

From the Tutorial Introduction:

"My group recently started running Dead Suns on Roll20. My poor GM was having a really hard time of it because he couldn't get the maps to align correctly to the grid. After doing a little digging in forums I discovered that MANY people were having the same issue, and not too many of them knew how to fix it. I realized that my VTT-Fu was fairly strong, strong enough for this task and...voila!

This tutorial (which will expand as the final books in Dead Suns are released) will show you a quick, dirty, and fairly simple method for formatting and aligning these maps. I use Roll20, so that is the VTT environment I am going to be using here. I don't think it will be very difficult to adapt this to other VTTs.

I specifically chose this particular path to formatting, rather than say editing the maps themselves, because it requires no knowledge of graphic design or art programs. All you need is the free adobe acrobat PDF reader, a basic paint program or GIMP, and your favorite VTT."

TUTORIAL


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This looks exciting! I have thought that the Azlanti were the coolest sounding badguys in the setting from day one.
Super pumped about the accelerated production schedule!
Just curious, could we get a level range for each installment? Thanks in advance!

AtD


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*chanting*
Living Ships! Living Ships! Living Ships!

AtD


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I would really like to see a machine, maybe something for your ship, that can break gear back down into UPB's. Since money and UPB's are interchangeable, and literally everything except drugs are made from them, why not just make a device that converts them back? It would make it so a properly outfitted group would never have to worry about going back to town unless they want to.
Just a thought...

AtD


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Gary Bush wrote:
As Owen said, to make it so people can qualify for feats that have 13.

1. I already covered that.

2. Thats putting the cart before the horse.
3. If you must then +2 would help qualify even more.

AtD


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whew wrote:
The starting proficiencies are different for each class. Thus, they must be first-level class features.

Yes you get them for each class that you take at least one level in. And then at 3rd level you get specialization in them as well. Just as the book clearly states.


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Bober wrote:
Hello!If you are wielding four weapons (1 main - 3 off), would you be able to attack with all of them in one round? What if one wanted to wield a 2-handed weapons, plus two one-handed ones? Would they pick which one is the main?

There are fully fuctional player races with 4 arms already like the Kasatha, so those people saying that you cant take feats like multiweapon fighting are wrong. Just because a feat is in the bestiary, doesnt mean players cant take them. Improved natural weapon is found there, yet druids and any race with natural weapons like catfolk can take it.

So yes, if you have multiple arms, you can take MWF and use your all of your limbs to attack with a -2 penalty. This means you can do the following combos:
1 1handed, 3 light weapons
2 1handed, 2 light weapons
1 2handed, 2 light weapons
With these combos you take -2 to all attacks. You get the normal additional penalties for using the wrong sized weapons like 4 1handed weapons etc.
Bober wrote:
What about shields? If you were to hold 2 or even 3 shields at the same time, would you get the AC bonus from all of them?

As per normal, the same kinds of bonuses do not stack. Whichever the shield with the highest bonus would supersede the others.

Bober wrote:
What if you were holding 2 shields and a bow? Could you still use the bow while keeping the shield protection? Or would you have some kind of penalty, since the shields would probably be in the way of your actions?

Legal but cheezy, and see above about the shields.

In my personal opinion, one of the most useful tactics for a 4 armed character is when weapons that need reloading or abilities that require a free hand come into play. A crossbow focused character or gunslinger who needs a free hand to reload their weapons suddenly becomes very effective with the right feats and ammo.

Say you are playing a gunslinger who uses two pistols.
Normally, reloading a pistol is a standard action. With the rapid reload feat, it steps down to a move action. Using alchemical cartridges steps it down again to a free action. All of this requires a free hand to do. So normally, you can only do this routine with a singe pistol. With a 4 armed character, you could be reloading both guns every round as free actions, so as long as you have the ammo, you can attack at your full number of attacks per round without having to stop to reload.
And that is badass.

AtD


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The only way these two archetypes conflict are in optional choices. Specifically, in Nature's Bond.
They both limit which Domains may be taken, even tho they overlap by 75%.
Saurians only get Dinos where Goliaths get Dinos or Megafuana.
None of their other abilities are in conflict at all.
Does this mean that as long as you pick the right Domain, or choose only Dinos for your companion, you can take them both?

Thanks,
AtD

PS - I cant be the first to ask this, but when I did a casual search it turned up nothing.


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CHILDREN OF SERPENT AND STONE

HISTORY
The Petrafidi were once humans. Long ago in the distant past there was a mighty city of men. They were wise in the arts of magic, medicine, and science. They tracked the movements of the stars. They learned to open the doors between the worlds, and thence did their doom come.
The high priests of the great city worshiped a now nameless serpent goddess of secrets, wisdom, and planar travel. In probing the Starry Depths, they caught the attention of the Outer Gods, like a child waving a flashlight in an open field at night. They swept down upon these wise fools and laid their civilization to waste. They punished and slew their goddess. They took them, played with them, ruined them, changed them, and then left them, broken and lost, to die in the rubble and ashes of their once great civilization.
But the survivors did not die. They learned to use their strange new bodies, and stranger powers, to survive. Terrified that the Outer Gods may once again seek them out for punishment, they fled. They retreated to hidden enclaves and lived out their lives in secret for many countless generations.
In that time, their numbers grew. The Petrafidi became a true and separate species with their own traditions and unique culture. In this new age of rediscovery and adventure, some young Petrafidi are leaving their hidden homes and venturing out into the world, hoping to create a new future for their kind.

PHYSICAL DESCRIPTION
With the right clothing, a Petrafidi could pass for human. Upon close inspection however, their strange nature can easily be discerned.
The petrafidi look, in almost all respects, human. They run the full gamut of human body types and ethnicities. What gives them away are the dozens of small snakes that sprout from their heads like living hair. These snakes are not independent beings, they are parts of the Petrafidi's body. They can appear as almost any kind of venomous snake and bear the unique color patterns and details of whichever species they resemble, from cobras to coral snakes. Among the Petrafidi, it is the details of these snakes that determine 'ethnicity', with parents passing on these traits to their children. When using their gaze attack, the eyes of the Petrafidi and all their snakes glow with silvery grey light.

SOCIETY
Because of their history, the Petrafidi are clannish and incredibly loyal to their families and communities. The locations of these communities are a closely guarded secret, and the Petrafidi will spare no expense to make sure any who learn of their hidden enclaves never ever reveal them to anyone. Petrafidi who leave their communities never speak of them and will gladly commit suicide if it appears that the only other option is to break and reveal such a location.
Petrafidi society is one that respects elders, wisdom, and both magical and martial proficiency. They have a deep love of art and beauty especially music, theatre, and sculpture. Petrafidi who leave their homes do so knowing they may never return, lest they lead others back. In almost all other ways Petrafidi display as much variety and dynamism as their human forebearers.

RELATIONS
Although secretive about their homes and clannish, adventuring Petrafidi are generally open and curious about new peoples and cultures. They tend to be cautious in their dealings with others, and prefer to keep a low profile. If one earns the trust of one of these people, one has earned a friend for life. Being isolated for so long, they have no strong relations or animosities toward anyone in particular, lest it be the Outer Gods themselves.

ALIGNMENT AND RELIGION
With strict adherence to traditions and a self perceived need for total isolation, Petrafidi lean toward neutral and lawful alignments. They are however just as diverse in their moralities and religions as humans.

ADVENTURERS
Petrafidi adventurers are almost universally outcasts from their clans and communities. Sometimes it is self imposed, a rebellious adventurer, following their wanderlust. Sometimes they are sent as explorers and scouts, updating the hidden enclaves on the state of the world. Either way, under normal circumstances they can expect to never be surrounded by their own kind again. Petrafidi tend toward adventuring roles that support their natural abilities and inclinations, such as Bards and Rogues, or highly self sufficient classes, such as Rangers.

NAMES
http://babynames.net/all/greek

THE PETRAFIDI (15RP)

Type: Humanoid (Petrafidi) - 0RP
Size: Medium - 0RP
Speed: 30ft - 0RP
Abilities: Human Heritage(+2 to any one ability score) - 0RP
Languages: Standard - 0RP
Racial Traits:
-Offensive Traits:
Snakes - As a Natural Weapon attack, a Petrafidi can cause the snakes that make up their hair to attack an adjacent foe en masse causing 1d6 piercing damage and delivering a debilitating poison. If the snakes hit and do damage, they inject their poison into the victim. Snake Poisoon: injury; save Fort DC 10+half the user's Hit Dice+the user's Con modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. - 2RP
Petrification: As a standard action, a Petrafidi may select a single living target within 30ft to subject to their petrifying gaze. The Petrafidi must have line of sight to the target, and they and their target must be able to see each other. Petrifying Gaze: save Will DC 10+half the users Hit Dice+the user's Cha modifier; frequency 1/hour for 1 hour; effect if they make their initial save, the target is Slowed for 1 round. If they fail this save they are turned to stone for 1 hour. After the hour is up they make another save. Upon a success they are returned to normalcy. If they fail they are turned to stone permanently. The Petrafidi may use this ability 1/day per point of Charisma bonus, minimum 1. - 8RP
-Senses Traits:
Low Light Vision - 1RP
All Around Vision: The continually writhing snakes that grow from the Petrafidi's head allow them to see in all directions around them including above and below. They cannot be flanked by visible opponents. This allows the Petrafidi to see even when their normal eyes are apparently closed or covered. If the snakes are somehow restrained or covered the Petrafidi loses this ability. - 4RP

RACIAL FEATS

Powerful Gaze
Requirements: Petrafidi, Character level 5, Charisma 16
Effect: The Petrafidi may unleash the full power of their gaze attack. As a standard action the Petrafidi may affect all susceptible targets within 30ft with their gaze attack for 1 round. this ability otherwise follows all the usual rules for gaze attacks.

Piercing Gaze
Rquirements: Petrafidi, Charisma 14
Effect: The range of all uses of the Petrafidi's gaze attack is doubled to 60ft.

Twining Snakes
Requirements: Petrafidi
Effect: When making a grapple, the Petrafidi's snakes wind and twine around their opponent, granting the character +2 on their CMB when making opposed grapple checks.

Millions of P.E.A.C.E.s, P.E.A.C.H.E.'S for me...
Please give me feedback and constructive criticsm. I have an actual reason for every choice I have made, so if you have any questions please do ask.

Thanks in advance!
AtD