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Messages - Windblade

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31
Out Into the World / Re: Behold the Lavender or Purple Horse
« on: February 01, 2024, 09:23:35 AM »
Taye send another correspondence to Yoshi.  "Better come over quick Akrah is deciding to initiate communication with the owner of the purple horse and is not interested in waiting."  Also, the correspond is better then the sending.  We can communicate back and forth for 5 rounds exchanging 25 word messages.

32
Out Into the World / Re: Behold the Lavender or Purple Horse
« on: February 01, 2024, 07:59:32 AM »
Taye sends a mental link to Akra and tells her that Yoshi asked us not to engage about the horse yet because he is not sure if he is being warned of a curse or if it is a blessing.

33
Out Into the World / Re: Behold the Lavender or Purple Horse
« on: January 31, 2024, 06:08:54 PM »
Yes you can and I get the message just like a sending

34
Out Into the World / Re: Behold the Lavender or Purple Horse
« on: January 31, 2024, 12:09:31 PM »
I send a correspondence directly to Yoshi which is basically the Psionic Sending.  " Purple Horse at Halfling Inn.  See Magic Inns are never the right place to go"

35
Guide to Psionics / Re: Disciplines
« on: January 24, 2024, 03:16:49 PM »
I would be fine with that change.  It doesn't full fit what the other powers do.

36
Guide to Psionics / Re: Disciplines
« on: January 24, 2024, 12:44:08 AM »
I agree with Hero's thought.  Empathy was the best fit at the moment but it is not an optimal fit so if we make a new discipline that would work well.

37
Guide to Psionics / Re: Disciplines
« on: January 17, 2024, 09:39:35 AM »
Yeah I figured it was an oversight and tried to look at the disciplines but I am not sure which one to add it to or if we need a new discpline.

38
Guide to Psionics / Re: Disciplines
« on: January 16, 2024, 09:40:26 PM »
I feel like Read Thoughts (https://www.d20srd.org/srd/psionic/powers/readThoughts.htm) should be part of one of the telepaths disciplines.  It is such a basic power that your imagine telepaths having.

39
General Discussion / Re: Winter 23/24
« on: January 05, 2024, 06:36:25 PM »
Skip is fine.

40
Out Into the World / Re: The Group That's Ending
« on: December 29, 2023, 11:16:20 AM »
Breach can’t ignore the growing cultist threat. He will look to recruit a new team to combat the infestation. He prays for guidance from Dedestroyt on where to start looking.

Jade will go woth Breach.

41
Guide to Psionics / Re: High Cost Powers
« on: October 29, 2023, 05:22:13 PM »
What ever penalty we introduce is fine but I just think it needs to go away by 15th level

42
General Discussion / Re: Winter 23/24
« on: October 29, 2023, 05:19:11 PM »
I will be at my Uncle's for a Christmas Dinner on December 26th

43
General Discussion / Re: Summer 2023
« on: August 14, 2023, 11:27:21 PM »
I will probably play online on the August 29th but won't be there in person.

44
General Discussion / Re: Summer 2023
« on: July 24, 2023, 10:21:07 AM »
I will like not be available 8/22 and 8/29

45
Beneath the Council - Underdark / Re: Grekku
« on: June 23, 2023, 10:55:48 PM »
I just wanted to figure out what is the best way to make the Grekko a usable race that can survive under ground without out sight.  They need to be able to walk in their natural habit without falling in chasm or constantly bumping into walls.  However, we want to make them distinctly different from races with sight.  Here are some feats I took to make this start to become viable but I also think some of these might need to be made part of the initial race.  Just curious about what everyone's thoughts are and what is the best way to  make this race viable and make sense.


Blind-Fight

Benefit
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special
The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Scent (Ex Ability)
This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Improved scent

Prerequisite
Scent ability,

Required for
Uncanny Scent (SS) ,

Benefit
You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Normal
Without this feat, you can detect creatures by smell only within 30 feet.

Uncanny scent

Prerequisite
Improved Scent (SS) , Scent ability,

Benefit
You can pinpoint the location of a scent when within 20 feet.

Normal
You can pinpoint the location of a scent when within 5 feet.



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