|
Malichae's page
13 posts. No reviews. No lists. No wishlists.
|
I have a Tiefling bard in a campaign I'm DM'ing. He has points in Perform (Percussion), and he delightedly role-plays how he stomps with his hooves, and "clangs" his light mace over his shield.
I would like to give him a magical shield that would have bard-only bonuses. Any thoughts? Most bard stuff out there is slashing-sword-style-themed. Any bardic thing that you can think of that can be adjusted to a shield?
My players are in a DarkSun Gladiator adventure. They are stripped of all items, they are slaves and own nothing. In a major battle I need a CR 5-10 monster (low INT, warm climate), that can be controlled by a lure of a sort. Some odor, smell, or something?... Im hoping that the PC's can lure it to to attack the high priest at the box seating. Any suggestions?
|
1 person marked this as a favorite.
|
Im a DM, and I have long wanted to create a collection of major event across the D&D worlds. It can be conflicts vs. gods, epic battles, powerful warriors displaying courage on the battlefield etc.. I intend for these stories to add flavor to the game coming from the PC Bard, The Wandering Minstrel, The Bardic Sage at the Inn, The wise old wizard, the planar creature etc...
In the many adventures I've run over the years, and in D&D computer games I've played I have come across info and references to these stories, but I can't remember them all on the fly. So this is the place to gather them all!
Name the story, the setting / the plane, important individuals, description
I'll start with an easy one:

Level 3 party, four PCs, becoming slaves/gladiators in Dark Sun. How do I play it, Im not very familiar with Dark Sun. Anyone did this already? I could use som pointers.
Here is som backstory:
I DM a Planescape campaign and last session the PCs visited Dark Sun Athas in a simple quest to take som bones from an encountered ghosts dead body and lay it to rest. I had planned for them to encounter: the extreme heat, psionics, half-giants, muls, bald dwarves ,Thrii-Kreen, giant scorpions in three keyed encounters and then back to the main quest. But… that didn’t go as planned.
They decided to go to a city, and after barely surviving the desert they arrived. I played it like it was a small city (Narulp 5.000 inhabitants. That is under the rule of Nibenay.) I played the city out clearly evil with slaves all over the place, pick pockets and executionplatforms around the temple square. In honour of King Nibenay gladiatorial games are to be held in the near future. The PCs know this, but decided that to be too dangerous.
Its noon with many witnesses. One PC decides to question/interrogate an elemental fire cleric (who I rule carries out executions and burns the victims to ashes) while he guards the entrance to the palace. Another PC tries to sneak past him. He rolls pourly and I decide to openly roll the spot and he clerly is aware. The first PC mocks the priest openly two times, and I decided that the priest would strike at him! I miss. the PCs continues to fight as more and more guards come running to the struggle until they are all caught. Stupid, stupid, stupid.
They should be executed, but instead I’ll let them be fodder for the upcoming games (They lose all items and gold). How do I play this? I would very much appreciate some help? I like them to get out, eventually, but it should not be easy, a lesson needs to be learned. Can a 3rd level party survive!? The elf fighter/mage, and the tiefling bard are melee and strong, but the week gnome rogue illusionist (without his spellbook) and the pacifist cloistered cleric might not.

I would like to hear an opinion about this feat. I have made it for the 2nd level Ranger, for his 3rd level feat (dex 14). He has an interesting style of play, where he uses many types of weapons during an encounter. He has for the last two levels shifted his a couple of times in every encounter. He role-plays his character to be a member of an order of hunters, who dedicate themselves to be able to wield any weapon in combat.
Is it too powerful or too weak?
Weapon Master of the Harana H’ray
Prerequisites: Dex 14, Quick Draw, must be a member of the Harana H’ray Order
Sense early childhood you have been trained to wield any weapon as naturally as any other limb. In battle you epitomize quickness and control in a frenzied dance where you display a repertoire of weapons in a blur of motions that appear as random and graceful as they are deadly.
Benefit: This feat enables you to use a swift action to drop your melee weapon and draw a new melee weapon within the blink of an eye. If you are fighting with two weapons you can chose to drop one or both of your weapons and substitute with either one or two weapons. You can also take any weapon that is within your current square or a square you threaten; pick a weapon up from the floor; grab a weapon from a weapon rack; or snatch a weapon from an opponents equipment (resolve this as an unarmed disarm attack for which you do not provoke an attack of opportunity).
You instantly attack with the new melee weapon(s) leaving your opponents confused and on their heels. You gain a circumstance bonus that lasts for two rounds:
Roll 1d20 + base attack bonus + Dexterity modifier and determine the bonus from the table below. You can use this feat again when a minimum of three rounds has transpired. In any one encounter, you can’t receive the bonus from the same weapon twice.
Check Bonus
00-09 Nothing happens
10-14 +1 to attack and damage
15-19 +1 to attack and damage / critical threat range improves by one
20-24 +2 to attack and damage
25-29 +2 to attack and damage / critical threat range improves by one
30-34 +3 to attack and damage
35-++ +3 to attack and damage / critical threat range improves by one

Im currently DMing Age of Worms. The party consists of:
Pal3/Cle4/Fist of Raziel2
Wiz2/Rgr5/Arcane Archer2
Swb3/Ftr2/Dervish4
And then a Halfdragon2/Rog1/Wiz6… This last character is weaker than the others. He uses ray spells a lot but with his awful BAB +3, medium Dex, and when shooting into melee with –4 for the lack of Precise Shot he can’t hit a thing! He is aming for Mage Killer (magic of faerun), so he has got no feats to spare.
I am thinking about giving him this item. Is it to powerful? Can the description be cooler and its powers better explained. Other comments?
Warlock’s Grasp:
This single gauntlet is impressively fashioned from the solid hide of a beholder. It can be worn by a spellcaster only and bestows upon its wearer great magical skill, turning him into a truly devastating adversary.
When using ranged touch attack spells, the character is treated as having the following feats:
Point Blank Shot, Precise Shot and Improved Critical (ray)
Furthermore the character can manifest the following magical powers from the gauntlet:
Eldritch Blast (Sp): An eldritch blast is a purple-orange ray of magical energy. It is a ranged touch attack with a range of 60 feet that affects a single target. It deals 1d6 points of damage, allowing no saving throw.
An eldritch blast is the equivalent of a 1st-level spell. It is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. The character can use this ability at will. When worn by a warlock his effective level is increased by +4 for the purpose of determining the power of his eldritch blast.
Eldritch Reverse (Sp): Whenever an enemy targets you with a spell or spell-like ability, you can use an immediate action to redirect the effect. You make an opposed caster level check against the attacker. If you fail the spell or spell-like ability affects you normally, but if you succeed it is deflected. If the result of your check is 10 points greater than that of the attacker you can redirect the ray as you wish (make an attack roll using your own modifiers). If you hit, the new target is subject to the normal effect of the spell or ability.
This effect applies only to spells and spell-like abilities that require a ranged attack roll. You must be aware of the attack and not flatfooted.

Im a DM currently playing Age of Worms. The PCs have defeated Ilthane the black dragon (Adult large dragon) The cleric of Kelemvor wants to use her scales for an armor. Ilthane is not large enough for the armor to be made entirely from her scales. That doesn’t matter to the player, because he wants it to be combined Scales and Adamantine (which they can buy from the smithy in town (Mirarbar)) - he thinks this will be cool. I do to because they have an awful lot of money, that I can rid them off!
So I’ve decided to let him have it, but I have no experience what so ever in prices/materials/etc…
So maybe anyone have had experience with this, or just think it would be fun to help me out :-)
Can you help me? And do you have other coments?
- I’ll use the Dragoncraft from Draconomicon.
- This is what I’ve got:
Ordinary Cost AC Dex AcPen Arcane Speed Weight Special
Full plate 1.5000 +8 1 -6 35% 20 ft. 50 lb.(H) -
Dragoncraft Cost AC Dex AcPen Arcane Speed Weight Special
Full plate 1.5000 +8 1 -4 35% 20 ft. 50 lb.(M) Acid R 5
+11.000
Adamantine Cost AC Dex AcPen Arcane Speed Weight Special
Full plate 1.5000 +8 1 -5 35% 20 ft. 50 lb.(H) DR 3/-
+15.000
Questions:
- What will the stats of this armor be?
- How long will it take to make (to dwarves work together)?
- What is it gonna cost? (They have the scales, but not the adamantine) Will the dwarves have salary?
Full Pate Cost AC Dex AcPen Arcane Speed Weight Special
Dragoncraft/ ? 8 1 ? 35% ? ? ?
Adamantine
Thougts:
- The DR 3/- from adamantine is to much I think, because it will not be made entirely of adamantine. - Does the dragon craft ability to make the heavy armor become medium have any impact on weight?
- If he later wants to make it magical, how do I calculate this, when he has the mwk armor?
Thanks

I'm about to start AoW and plan to set it in Forgotten Realms. My players are natives to the Silver Marches and I would like to stage it in that area.
Do you predict any eventual “problems” with the following?
1. Diamond Lake (western Neather Mountains) = Khelb
2. The Free City = Silverymoon
3. Magepoint = Silverymoon inner circle (Manzorian = Alustriel)/ Herold's Holdfast
4. Spire of Long Shadows = Somewhere in Chult ?5. Alhaster = Have not read the AP (Any Suggestions)?6. Tilagos = Have not read the AP (Any Suggestions)?7. Other Places in the AP = (Any Suggestions)?
I see a problem with a gladiatorial arena in Silverymoon The Champions Belt as I could imagine lady Alustriel would deny any such existence. But I’m thinking of staging the games as being less deadly: Stating a more strick set of rules than those presented in the AP, and having “sanctuaried” clerics walking around the arena stabilizing the fallen.
Also the arena would have to grant the gladiators power over the ward, so they can use otherwise “illegal” spells within it. I’m thinking that the mythal has a small breach, and that this has been the basis of starting the games years past.
And I think it could be cool to some of the powerful mages watching the games (maybe even Taern Hornblade) as the Ulgursta emerges and be powerless to intervene, because of the ward. Of course this prevents the encounter from destroying the city as the ulgursta would be destroyed the first moment it leaves the arena, but I don’t feel that this is a problem.
Also Zyrxog (being a mindflayer), couldn’t even access the city due to the mythal. But I planed to replace him with a simpler and less time consuming assassination “adventure” anyway…
Thank you in advance, as any help will be immensely appreciated!
|