Recent Posts

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91
Starfaring Crew / Re: Back on the Path
« Last post by Malchia on January 28, 2026, 08:00:05 PM »
Are the trash eaters or their spawn poisonous or do they carry disease?
92
Starfaring Crew / Re: Back on the Path
« Last post by Asinjin on January 28, 2026, 10:42:04 AM »
You don't get details about the creatures, only a sense of how powerful and what they generally are, so a couple large trash eaters that live in the canyons and are surrounded by smaller symbiotic creatures is about all you get.

Similarly, the winged creatures are scaled large creatures in a pack that hunt the mountain area.

93
Starfaring Crew / Re: Back on the Path
« Last post by Zunder on January 28, 2026, 10:24:30 AM »
Can i describe the "trash eaters" any better then that.  Do I get an image, or more of a description?

I try to get a trash tunnel that is " the closest" to where we are, and the one that is closest to the castle, hoping that is the shortest.

Do I get anything about flying monsters.
94
Starfaring Crew / Re: Back on the Path
« Last post by Asinjin on January 28, 2026, 09:08:01 AM »
Agnax sends messages to the ship via the mirrors and lights.  What have you had him say to them over the last two days?
95
Starfaring Crew / Re: Back on the Path
« Last post by Asinjin on January 28, 2026, 09:07:06 AM »
Message me if you did not get personnel xp for last night.
96
Starfaring Crew / Re: Back on the Path
« Last post by Asinjin on January 28, 2026, 09:06:28 AM »
Just a comment with no impact on what's to come in the next few sessions, but last night was our 94th DM Asinjin session in the 4th era.
97
General Discussion / Re: Winter 2026
« Last post by Asinjin on January 27, 2026, 11:27:15 PM »
With virtual games possibly continuing, I will leave all four on the schedule.

February 3rd
February 10th
February 17th
February 24th
98
Starfaring Crew / Back on the Path
« Last post by Asinjin on January 27, 2026, 11:19:25 PM »
Everyone gets 1750xp with personal to come.

Post questions for Cordero about the land around you.
99
Starfaring Crew / Re: Crossed Commune
« Last post by Asinjin on January 27, 2026, 10:15:54 AM »
Been a couple week, so a review of the previous sessions would be good for all of us if you have time to read the boards today.
100
Habolsphere / Re: Prestige Classes
« Last post by Malchia on January 23, 2026, 03:32:30 PM »
Some revisions:

Spelljammer Ace
Lvl   BAB   FrtSv   RfxSv   WllSv   Special
1st    +0   +0   +0   +2   Faster; +1 Caster Level
2nd   +1   +0   +0   +3   Easy; +1 Caster Level
3rd   +1   +1   +1   +3   Quicker; +1 Caster Level
4th   +2   +1   +1   +4   Braced for Impact; +1 Caster Level
5th   +2   +1   +1   +4   Bigger; +1 Caster Level
6th   +3   +2   +2   +5   All Seeing and Hearing; +1 Caster Level
7th   +3   +2   +2   +5   Easier; +1 Caster Level
8th   +4   +2   +2   +6   Maintaining Magic ; +1 Caster Level
9th   +4   +3   +3   +6   Longer; +1 Caster Level
10th   +5   +3   +3   +7   Full Command; +1 Caster Level

Class Features
•   Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
•   Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
•   +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm.  The character may add the caster level to a different class each level.
•   Easy: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one step. For instance, if it takes a standard action to slow a ship to sub-spacejamming speed, it now takes a move action.
•   Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
•   Braced for Impact: The ace is better prepared for disaster on the ship.  If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious.  The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
•   Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed.  In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
•   All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship.  The ace is not omniscient, and does not see and hear everything on and in the ship at all times.  The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship.  The ace may switch spots as a free action one per round.  The ace may make spot and listen checks if needed.  Silence and invisibility still thwart his vision and hearing.  The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
•   Easier: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one additional step. For instance, if it takes a move action to slow a ship to sub-spacejamming speed, it now takes an immediate action.
•   Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
•   Longer: The ace may spend and extra two hours in a helm before tiring.
•   Full Command: The ace has such control over the ship that he helms that he can control all things on the ship.  This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM.  He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.
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