Drow Scout

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When a creature or PC uses the aid another action to add AC or an Attack Bonus to their allies what kind of attack roll against AC 10 are they making? Is it just BaB+Str. Do things like weapon focus or weapon finesse apply. How about animal companions using this with weapon finesse applied to natural attacks?

The relevant text:
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.


So if a player goes down to 0 and starts to die they loose a resolve point on each of their turns till they stabilize or die. The rules say that they need to use 1/4 of their maximum resolve to stabilize. But is that rounding up or down? If they have 5 maximum resolve would they need to use 2 points to stabilize or just the 1.


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So I'm building up a number of races for my homebrew campaign and was looking for feedback on the most complete of the 9 that I am working on. Link to the google doc is here

I could use feedback on the various racial traits I've selected and created on my own. I believe if I have done my math correctly the race comes out to 12 RP on the race builder but I could be off as I've altered a number a bit and I'm estimating on others.

So yeah just tell me what you all think. I'm looking for a balance level that is on par with core races and would love suggestions for further racial feats, favored class bonuses, or racial spells. Thanks for the help ahead of time everyone.


Hey so I posted this whole thing in the homebrew section but was looking for feedback. And honestly it seems like that community is rather inactive? Don't know maybe they just weren't interested.

So this is a material I am trying to develop for my homebrew setting and I've got it pretty much hacked out but I'm looking for more feedback from more experienced GM's and players. (I've only played for about 4 years)

So I'd like to say I'm sorry about how I had to reformat the tables. I tried to make them work in the forums but that just wouldn't transfer or space out properly. But this should be a fairly finished write up of my idea. Sorry if some stuff doesn't have any context but a lot of the fluff is history stuff and racial stuff from my setting. But none of it matter mechanically so here we go!

Deaghnàth Lace:

This rare metal is one of the most expensive materials known to the mortals of Elrahst. Its harvesting is a very expensive and difficult process that involves the smelting of the heavy metal Bismuth together with trace amounts of lead and gold. After this metal is heated until molten crystals specifically aligned with the elemental or outer planes are inserted into it in a very precise orientation. After this the metal needs to be treated with the blood of a Hyade, meaning the creation of this metal is entirely limited to willing Hyade donating their blood for profit, or from far less reputable sources. Due to this ability Deaghnath Lace has always had a mixed history of its legality to buy or even own. In the current age the Lace is well controlled by the empire in both its production and its sale but it is available for high costs. However its military use means that those who wish to use it to create ritual circles outside of buildings directly under empire control must obtain a special contract to even obtain the metal. Deaghnath Lace has the ability to assist in the channeling of the arcane or even divine energies needed to cast spells. It accomplishes this by channeling power into the caster with a much greater focus and force than the typical process of drawing energy from the planes and various natural forces. The material has gained its name from the extremely fine designs and sigils that are crafted out of it to form ritual circles. The effects of Deaghnath Lace are determined by the kind of attunement used within its crystals, the type of ritual circle, and the size of the ritual circle.

A. Level of Ritual Circle
B. Cost of crafting the circle
C. Spell levels that have their level reduced by 1
D. Spell levels that have their level reduced by 2
E. Size required for Ritual Circle

A. 1
B. 35,000 GP
C. Level 2 spells
D. N/A
E. 10x10 FT circle

A. 2
B. 95,000 GP
C. Level 3&lower spells
D. N/A
E. 15x15 FT circle

A. 3
B. 225,000 GP
C. Level 5&lower Spells
D. Level 3&lower Spells
E. 25x25 FT circle

A. 4
B. 350,000 GP
C. Level 7&lower Spells
D. Level 4&lower Spells
E. 40x40 FT circle

A. 5
B. 750,000 GP
C. Level 9&lower Spells
D. Level 5&lower Spells
E. 60x60 FT circle

Attunement of Crystals
Spell Schools, Subtypes, and Descriptors Effected by the Circle

The 9 Hells
Evil, Law, Fire, Enchantment

The Abyss
Darkness, Evil, Chaos, Necromancy

Heaven
Good, Law, Light, Abjuration

Elysium
Good, Chaos, Divination, Cold

Plane of Fire
Fire, Evocation, Light, Healing

Plane of Air
Electric, Illusion, Air, Creation

Plane of Water
Cold, Water, Evocation, Darkness

Plane of Earth
Earth, Transmutation, Creation, Scrying

Astral Plane
Force, Pattern, Teleportation, Universal

Positive Energy Plane
Healing, Light, Glamer, Conjuration

Negative Energy Plane
Necromancy, Darkness, Shadow, Figment

The creation of a Ritual Circle made from Deaghnàth Lace is a long and drawn out process that involves a number of expensive magical rituals (Cost included in the costs above) that take place over the course of a number of days or even weeks. The time it takes is equal to 1 day x the level of ritual circle squared. The crafting of this circle requires a Knowledge Arcana check once a day during its creation. The DC of this check is equal to 15+(5x the level of circle doubled). It also requires a single DC 20 Craft or Profession check in a related field to the material the Ritual Circle is being set into (Such as Craft(Stone) when set into a castle tower). In addition once one of these circles in constructed specifically for the location in question as it must be built in such a way as to tap into and redirect the natural leylines and other sources of magical energy in the area. In rare cases these circles can be transported to new locations and altered slightly to work. This however requires a DC 30 Knowledge Arcana check and has only a 10% chance of working at all, and once altered in this way the circle can never be relocated again without being entirely rebuilt. If a circle is rebuilt from the remains of an old circle of the same level it can be done much more easily, only costing a 1/4th as much as creating a brand new ritual circle. However the remade circle must be of the same planar attunement as the circle it has taken its materials from.

A Ritual circle reduces the level of spells listed under its Planar Attunement by either 1 or 2 levels as determined by its level. No spell may be reduced in this manner or with a combination of other feats or spells to a level under 1st. Thus no spell that was not already a 0-level spell can be made to act as a 0-level spell. A caster must be within the confines of the ritual circle to spontaneously cast spells at these lower levels. In addition a spontaneous caster may only cast a number of spells per day in this fashion equal to their caster level. Prepared casters garner slightly more use from these circles but have a harder time holding their power in. Prepared casters that take the time to prepare their spells within the confines of a ritual circle can prepare up to ½ their caster level (Minimum 1) worth of spells in spell slots with their new adjusted level. These spells remain in these slots even if the caster moves outside of the ritual circle.

What I'm looking for is for people to take a look at this and help me hash out what issues there would be with the current write up. E.G. particularly powerful or game breaking spells with this method, whether as a PC you would even be interested in this sort of set up and why or why not, if you as a GM would run this what would you change and what would you be hesitant about, and overall how would you suggest to balance this out if you think its unbalanced. I would like to say I want to keep at least some element of being able to reduce spell levels and not just swap it with another effect. Although severely limiting this effect or blending it with metamagic sounds extremely interesting and I'd love to hear peoples ideas.

I will try and update with a new post in Spoilers anytime we update something and I'm hoping to let this develop a bit as a community project to figure out the most optimal way to write up this material. Thanks for the time to read this super long post!


So I working up homebrew materials for my campaign setting. I came upon the idea of a material that, while rather expensive, could be used to reduce the level of a cast spell.

Now I'm not saying you carry around X rock and now you've got 2nd level fireball or cantrip shocking grasp. I'm well aware that will fail horrifically and end with spellcasters being even more powerful. My thought it that it would be based in the idea that this material had to be in a set location and you need quite a lot of it to do much of anything.

So as it stands the ideas I have are as follows.

-The material would be prohibitively expensive to get enough of it to make a real difference. Think level 8-10 to even get enough of it to reduce a spell by a single level.

-The material would merely channel magic through it and as such requires a very very specific alignment to its placement to do much of anything. Think of a ritual circle made of the stuff sitting in an arch-mages tower.

-The material would be very very dense and heavy for its weight. In addition ritual circles made from it would need to be rather large. The idea here is to prohibit PC's from strapping the things to the sides of animal companions or just getting a rather large wagon to carry this slab of magic about. Another alternative to this is that the material could be fairly toxic to be around for long periods of time, requiring specific rooms in bases and castles to mitigate its effects.

The big idea is that this material would be used in large castles, mage towers, perhaps in extremely large magical siege weapons, and anywhere else the PC's would go through the trouble of placing it. It would then be used to cast spells at lower levels to enable their abuse in defense of these structures (Or in the case of siege weapons attacking another structure, or even buffing an attacking army)

So I'm wondering how I would go about this? What possible exploits could we work around in this materials creation? What costs could you see associated with it? Would it be better to let people convert spells to rituals with this material? What risks are run using this material in a game with min max sort of PC's? However we can work out this concept I'm down for, even if it ends up being much more minor then reducing spell levels.


Just looking to get into contact with others or the GM for this game as both myself and my wife are playing in it. Just looking to get an idea of what characters we should build and maybe a bit of party balance.

Also is anyone else taking part in the part 1-2 Saturday and sunday at the same time? Be good to have consistent players through all three sessions.


Just looking to get into contact with others or the GM for this game as both myself and my wife are playing in it. Just looking to get an idea of what characters we should build and maybe a bit of party balance.

Also is anyone else taking part in the part 1-3 saturday and Monday at the same time? Be good to have consistent players through all three sessions.

Sorry for the identical posts. Just looking to hit up everyone I could be playing with.


Just looking to get into contact with others or the GM for this game as both myself and my wife are playing in it. Just looking to get an idea of what characters we should build and maybe a bit of party balance.

Also is anyone else taking part in the part 2-3 Sunday and Monday at the same time? Be good to have consistent players through all three sessions.


Just looking to get into contact with others or the GM for this game as both myself and my wife are playing in it. Just looking to get an idea of what characters we should build and maybe a bit of party balance. Can't wait for the con! BOARD THE HYPE TRAIN!!!


So in the off chance any of my players are on here I'm going to saying if you are playing as Cord, Paero, Marron, Vellie, or Turlen. Please turn back now.

So I've been building up to and hinting at a bad guy in my custom campaign setting for awhile. They are a worshiper of Lamastu and are actually 8 different people bound into the same form by a botched attempt at Lichdom. They did manage to become a lich but they wish to each be free and have their own body. To further this goal they are looking for an artifact and are using fleshwarped servants to do so.

So the question is what suggestions would you have for creative fleshwarped creatures of roughly CR 5-8?

TL:DR I need fleshwarped ideas or suggestions that aren't just templates or beastiary listed fleshwarps