Depora Azrinae

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516 posts. Alias of unnambed.




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I am really looking forward to Tian Xia World Guide and Tian Xia Character Guide...and April is almost here!


Is there any list of the gods and worlds Rovagug destroyed? (Or is it all just origin story?)

Thanks.


If you find Lost Omens to be very complex and wanted to simplify, what would you do? Where would you go?

Thanks.


Where do I find the rules about making potions?

Can Wizards still do this? What about other spellcasters?

Thanks.


Is there any in depth articles on the Midnight Isles?

Specifically, information about the demons Nocticula killed. I liked to know about the genders and cults of the demons. Were there any significant actions by these demons before their demise or are they just a list of names?

Thanks.


The names and the titles of the long-ago defeated elemental lords are:
Atreia, The Lambent Prince (Plane of Fire)
Lysianassa, Empress of the Torrent (Plane of Water)
Ranginori, Duke of Thunder (Plane of Air)
Sairazul, the Crystalline Queen (Plane of Earth)

I was just wondering if these good elemental lords are ever to be freed?

Was there ever any discussion about this?


Swordtrained (4 RP): Prerequisites: None; Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

If you were trying to simulate this with Weapon Familiarity, what is the best you could do?

Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.

Thanks.


Is there a Class Feature or a Feat that reduces metamagic cost? I've been looking and I cannot find it.

Thanks.


Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.

How much should this trait cost? Would this be a Magical or Other trait?

Thanks.


I'm wondering if there is a Archetype that changes the casting stat from intelligence to wisdom for the Arcanist and/or Witch?

Thanks.


Is Artificer class OGL?

I'm thinking of a class that makes magic items. Is anything called Artificer OGL?

Thanks.


Scion 2nd Edition Tabletop RPG

Find Your Destiny

Live The Myth

Embrace Your Fate

Scion is a game about gods, humanity, and everything in between. It’s a game about mythic deeds and the legends those deeds engender

The ancient powers never fully went away. They wander our modern roads and cities, mingling with the teeming masses of humanity. You are one of their children, born to the magic of yesterday and the promise of tomorrow.

If you like mythology or would like to add new dimensions to your game deities, I think you might like this product. This Kickstarter is already funded and has reached 12 stretch goals.


Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite's eyes bulge hideously open when it uses this spell-like ability.

Would Doom qualify as an acceptable lesser spell-like ability per the Advanced Race Guide?

Spell-Like Ability, Lesser (Variable, see Special): Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Doom
School necromancy [fear, mind-affecting]; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Has anyone attempted to convert Mites to a player character race?


Crystal, amethyst, sapphire, emerald, topaz, and the Ruby Dragon Sardior himself--gem dragons have been part of D&D since the earliest days.

This 24-page PDF includes:
•5 new dragon types: amethyst, crystal, emerald, sapphire, and topaz
•Full stats for every age category from wyrmling to ancient, plus detailed lair actions and regional effect
•The Ruby Dragon Sardior, paragon of gem dragons, plus his allies and lore
•5 more individual dragons of the Forgotten Realms including Eldenser, the Wyrm Who Hides in Blades and Viridias, the Umbral Mist, with their lore, motivations, and secret details

Add a new branch to the dragon family tree: get Gem Dragons of Faerûn today!

Kobold Press

This is for 5th edition; I don't play 5th ed. but I bought this anyway and I love it.

They are not psionic so they will fit in any campaign world.

I'm posting this for anyone who might want this product but might be unaware it was available.


Does anyone play this? Is it any good? Is there a guide?

After reviewing the class, I wonder how useful is it.


I thinking of a feat or trait that allows a caster to cast 1 spell 1 level higher than his/her current casting level.

So, if i can only currently cast 2nd level spells, this feat allows me the chance to cast 1 3rd level spell with a skill check.

I can not think of the name of this spell or where I saw it.

Thanks.


I like Kobold's Shaman and Pathfinder's Shaman.

As a gamemaster, would you allow both classes in the same game?

Thanks.


How tall can a humanoid or monstrous humanoid be without being a giant?

Hill Giants are 10 ft tall...so 9 ft tall?

Thanks.


Hoodlum
Alignment: Any.

Hit Die: d8.

Class Skills
The Hoodlum can choose any 10 skills from the Rogue’s skill list to be class skills.

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following is a class feature of the Hoodlum NPC class.

Weapon and Armor Proficiency: The Hoodlum is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Hoodlums would progress like an Aristocrat but would have a good Fortitude save instead of a good Will save.

The Hoodlum is the anti-aristocrat; they have a lower socioeconomic status background. They have some thieving ability but a more combative upbringing. Although this is their training, they are free to chose any (alignment) path for their lives.

This class was inspired by the Thug NPC class. Does this balance with the other NPC classes?


If I am creating a race and I want the Ability Score Modifier to be +2 to a single attribute and that is all (i.e. a +2 STR), what should this cost?

If I am creating a race and I want the Ability Score Modifier to be -2 to a single attribute and that is all (i.e. a -2 STR), what should this cost?

I value your opinion.

Thanks!


I am interested in creating races with abilities related to a specific type of animal/insect.

I know I could use the lesser spell option under magical traits.

Is there anything else? Anything obvious that I am missing?

Thanks.


Has anyone tried to recreate hags (Annis, Green, Sea) with the ARG?

I am trying to create a race based on hags.


I know I am not the only one reading through the Advanced Races Guide and rebalancing the standard and expanded races.

For example:

If the Ability Score Modifier is changed from Standard to Flexible (simply losing the negative modifier), then the Total Cost increase is:

Catfolk: 9 to 11

Gripplis: 6 to 8

Ifrits: 6 to 8

Oreads: 6 to 8

Ratfolk: 9 to 11

Sylphs: 6 to 8

Undines: 7 t 9

They are all still within a normal range for standard race; some have room for improvement. I am thoroughly enjoying this.

Please share.


Let’s say a player is researching a spell to polymorph one humanoid into another humanoid i.e. transform unwilling orcs into elves (with an odd skin color) permanently.

Obviously, Polymorph Any Object would be the base spell. Since this is very specific in its target, this should be a much lower level spell.

What level should this spell be? How about a mass polymorph version of this spell?

Thanks.


Since Mystic Theurge does not really work as a prestige class (you lose casting levels among other things), has anyone thought about transforming it to a base class?

In theory, it should work. The Player would choose a divine spell-casting class (Cleric, Druid and etcetera) and an arcane spell-casting class (Wizard, Sorcerer and etcetera); they would gain the appropriate spell lists and spells-per-day (& spells known if applicable). This is all they would get! They gain no domains, no familiars, no hexes, no turning undead and no etcetera. (If the spells-per-day includes domain spells, the player does not get them!)

They want spells and they would get spells (including 9th level). They might still have multiple prerequisite attributes for their spells. They would only have access to simple weapons and no armor; they would be too busy learning magic both arcane and divine. I guess we could call this class the Theurgist.

Has anyone already done this?


Did anyone ever play in a campaign that occurred after Ragnarok?

If so, what gods did you use? Which of the nine worlds survived and in what form.

Thanks.


Hello.

I'm looking for anywhere that has Spell lists (Bard, Druid, etc.) with the Schools included.

I trying discover from what schools of magic do most spells of the Bard originate. I also doing this for my Druid.

Thanks.


Does anyone know something about architecture? If so, your response could really help me.

I am designing (in my mind) a country village in temperate hills or mountains but built by a humanoid race (so it would not be exactly like a human village).

What would be a simple but solid design for the houses? The house may look more like an outbuilding than a (human's) home. I imagine unadorned and functional structures but I don‘t know what they would be.

I envision one room buildings -neither huge nor small- with a fireplace. Would adobe brick be a good building material? What would be a good but simple roof for these buildings? Would doors hinges bee too complex? Could doors just be remove and replaced as needed?

What spells would be useful in homebuilding?

Thanks.


Help.

I vaguely recall a feat that permanently used a spell slot to change a spell into a spell-like ability usable 3 times a day.

I do not remember where I read this feat. Does anyone here know.

I'm thinking I could use this feat to change a sorceror into a warlockish character.

Just a thought.

Thanks.


I’ve always had a fondness for the adept.

My homebrew rules for the Adept:

Bonus Feats:
An adept gains bonus feats at 6th, 10th, 14th and 20th level. An adept may choose any type of feat for which she meets the prerequisites.

Spells:
An adept casts divine spells which are drawn from the Bard and the Druid spell lists. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs.

Domain:
At 1st level, an adept chooses one domain; she can choose an alignment domain only if her alignment matches that domain. Adepts select a domain that represents her spiritual inclinations ad abilities.

An adept can prepare any domain spell as if it appeared on the Bard and Druid spell lists. Adepts gain the listed powers from her domain, if she is of a high enough level.

Orisons:
Adepts can prepare a number of orisons, or 0-level spells, each day as noted on the Table: The Adept under "Spells Per Day". These spells are cast like any other spell, but they are not expended when cast and may be used again.

Chaotic, Evil, Good and Lawful spells:
An Adept cannot cast spells of an alignment opposed to her own or her deity’s (if she has one).

Why these changes?

Adepts fill a variety of roles from tribal shaman to village hedge witch and local church deacon; these updates allow her/him the flexibility to better fulfill these varied roles. These are the fluff reasons.

The following are the crunch reasons:

The Bard and the Druid spell lists are dynamic spell lists as opposed to the static Adept spell list; in terms of new spells and updates, the Adept spell list is almost always ignored.
These changes are not unbalancing since the adept has the worst spell progression of any class.

The Bard spell list gives adepts access to some arcane spells but not all; the Druid spell list gives the adept access to nature based spells (without any special abilities) and some cleric spells (but not all). The single domain adds more unpredictability to the adept’s capabilities.

These changes simply create a good spell variety that will ensure an unpredictable encounter for your PCs.


Hello.

I remember an article describing a mask-maker who was a secret priestess of Mask. I can not find the issue in question.

Please help.

Thank you.