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Topics - Hero

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1
Guide to Rangers / Ranger combat styles
« on: April 23, 2023, 09:26:59 PM »
So I recently stumbled on the Pathfinder ranger and noticed that there are many different options for combat style in PF compared to the 2 available in 3.5.

Here’s the link:
https://www.d20pfsrd.com/classes/core-classes/ranger/ranger-combat-styles/

I really like the idea of adding some additional combat style options. We don’t need as many options as PF, but some others beyond the basic TWF and archery paths would be flavorful. In particular, I think we could use options for mounted combat (for Yellowian rangers), natural attacks (for more savage races with natural attacks), and thrown weapons (spears are ancient hunting weapons).

Thoughts?

2
Magic of Habololy / Knowledge (Future History)
« on: November 09, 2021, 06:05:47 PM »
I am intrigued by this skill listed in the chronomancy section (p46) of the Magic of Habololy book.

*Knowlede (Future History) (Int; Yes; No)
You are able to remember facts about the future from when you have looked into it.
Check: A successful check allows you to give an appropriate answer to a question involving the future.*

How exactly is this skill intended to work? Is it a substitute for spells like augury and divination? Or is it tied specifically to chronomancy spells (and therefore useless without those spells)?

According to the *yes* next to the skill name it can be used untrained, so anyone can make a check.

Feels like the skill description needs some more detail.

3
Of Religions and Cults / Counsil changes of 791
« on: January 11, 2021, 12:16:24 PM »
The Counsil meeting of 791 resulted in the status change of 4 powers: The Collector, Arsenal and Melodi were all promoted to “demi power” status, while Falan was demoted to “demi power.”

What are the changes to the cleric stat blocks for those religions? I think those promoted receive an additional domain and Falan loses one?

The former quasi deities appear to need definition of favored class. Falan’s favored class is listed as “wizard (necromancer)” - does that change?

There are probably other deity changes that need to occur based on the character stories being written.

Brainstorming ideas for character options.

4
Magic of Habololy / Miracle
« on: November 16, 2019, 03:59:07 PM »
Please move to an appropriate topic in “House Rules” - subject didn’t fit in any of the existing and I can’t create a new one.

Question: Can you use the “duplicate spell” function of Miracle to replicate a spell with metamagic?

I see 3 possible answers:
  • Yes, as long as the effective post-meta spell level is less than or equal to the spell level Miracle cap
  • Yes; following the rules as written, metamagic does not change the spell’s level (e.g., a maximized fireball is still a 3rd level spell even though it uses a 6th level slot)
  • No, because Miracle doesn’t mention metamagic

I like #1.

5
Epic Handbook / Epic Leadership
« on: May 03, 2019, 03:02:45 PM »
Just curious if we had a house rule on Leadership/Epic Leadership feats. The standard Leadership feat caps out at cohort level 17 (at leadership score 25+); according to core rules, you need Epic Leadership in order to take advantage of a higher leadership score and get a higher level cohort.

Is that the way we play it on Habololy?

Don't want to waste a future feat on Ari or nerf Navi due to my ignorance.

6
Critical Misses / Auto-success & failure
« on: November 14, 2017, 08:55:02 PM »
So I was wondering if skill checks auto-succeed on a natural 20?

I scoured the PHB, and from what I can tell, the answer is "no." The only sections where auto-success on a 20 and auto-failure on a 1 are specifically addressed are in the attack roll and saving throw sections.

So does that mean if it's not specifically called out, it doesn't apply? Means that skill checks, caster level checks, dispel checks, grapple checks, trip attempts, etc. do not auto-succeed or auto-fail.

I guess that makes sense. You can't try to jump across the ocean and succeed 5% of the time. A 1st level caster can't overcome the SR of a great wyrm. A greater dispel magic will always dispel a 1st level caster.

Is that how we play it?

7
Habololy Handbook / Feats
« on: August 07, 2017, 09:33:16 PM »
Question: are Melodic Casting and Song of the Heart on the list of Habololy allowed feats?

8
Natsu's Emporium Sale / Public relations
« on: July 11, 2017, 11:44:43 PM »
In light of recent events, Natsu needs to generate some positive buzz in Port Talp about his business to offset any negative publicity from the wrongful arrest.

I want to hire a small army of bards to go out into the Cantons and share my story with the general population - an underdog story of an innovative, small business owner seeking to make a difference in people's everyday lives by taking on the oppressive, villainous behemoth of a magic item empire that is looking to stifle change so it can continue to rule from a throne of gold. I want everyone to know about my wrongful arrest, the plot to manipulate the constables, the falsified evidence, and the dismissal of the charges. I want people to tell my story in bars and sing it from the street corners.

I need the equivalent of social media.

I would like to contract 1 bard per Canton for 2 weeks to spread the message in their respective area. I'm think of budgeting a total of 5,000 gc for this. That's 100 gc/wk ea; is that a reasonable amount?

I could use some help staffing up with reliable talent, so I'll offer my fellow guild members a finder's fee of 50 gc for each successful employee referral until I hit my quota.

I will not go quietly into the night.

9
Guide to Crafters / Crafter feat
« on: June 01, 2017, 01:29:43 PM »
This has been on my list of things to post for awhile. Came up while generating all of Finn's crafter followers.

In line with all of those feats that give a bonus to 2 skills (such as Stealthy or Investigator):

Subject Matter Expert

You are en expert in your chosen field.

Prereq: Int 13+

Benefit: Select two Craft, Profession, Knowledge, or Perform skills that share a common theme, such as Knowledge(Nature) and Profession(Farmer), or Craft(Composer) and Perform(Sing). You receive a +2 bonus on all checks related to the two selected skills.


10
Turn Undead Abilities / Turn/Control Domain Powers
« on: February 02, 2017, 09:10:04 PM »
Some domain powers give the ability to turn or command things such as Air, Earth, Fire, Water, Plant. The Air Domain power reads:

"Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier."

So the question I have is this: does this domain power count towards fueling divine feats, such as "divine might," that typically require the ability to turn or rebuke undead?

Finn has the ability to turn undead (3+Cha mod times/day) as a cleric of Habastly, and to command plants (3+Cha mod times/day) from the Plant domain. Could either pool be used to power divine feats (if he had them)?

11
Natsu's Emporium Sale / Invoice
« on: July 10, 2016, 10:29:37 PM »
200 days from loot distribution (corresponding to completion of the new ship), here's the status of the corsairs' orders:

Complete
Chase: armor, rapier, boots, gauntlets, gloves, cloak, bag; 194,400 gc; 8,000 xp
Kasai: gloves, cloak, bag; 47,900 gc; 2,014 xp
Wake: bow; 9,500 gc; 570 xp
Falcon: bow, token; 19,100 gc; 902 xp

In progress
Rin: collar, eye, effigy; 73,500 gc; 2,680 xp

12
Natsu's Emporium Sale / Spend your loot!
« on: September 09, 2013, 10:22:12 PM »
Today's deal is in celebration of my favorite post adventure activity, treasure distribution:

Buy one magic item at regular guild price and get a second of equal or lesser market value for just the cost to create.

Offer expires Wed at midnight. Valid only for items where the customer supplies the required xp. Limit one offer per customer. Not valid for items requiring more than 4 days to craft. Cannot be combined with any other offers. No cash value. Offer not valid in Icefia. Some exclusions apply. Messaging and data rates may apply. Also also wik.

13
Natsu's Emporium Sale / Deal of the Day
« on: September 04, 2013, 10:15:22 PM »
Keep an eye out here for special deals I'll be running periodically on select magic items!

15
Darkness / Darkness
« on: August 08, 2012, 09:46:35 PM »
Anyone ever notice that the "Darkness" spell and its cousin "Deeper Darkness" don't actually create real darkness but rather "shadowy illumination"?

http://www.d20srd.org/srd/spells/darkness.htm

Shadowy illumination is that "dimly lit" area just outside an area of bright light but not quite pitch black. So that means "darkness" only reduces ambient light but doesn't eliminate it. It grants concealment (20% miss) instead of total concealment (creatures have to guess what square you're in and still have a 50% miss chance if they guess right).

And the way the description reads, if you cast "darkness" in an area of natural darkness you would actually be able to see because the spell creates shadowy illumination.

That's kind of weird, and I don't think that's how we've played it historically. Was this a 3.5 change, or has it always been like that and we just never noticed?

Should we change this so it makes sense?


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