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Exclamation February 6 game chat (aka frying pan/fire)
Posted by: Xura - 02-04-2022, 09:04 PM - Forum: Erath Miscellany - Replies (5)

... aka holy crap!, as in actual crap, because we are running for our lives in a sewer. Our Thieves' Guild contact is dead (and we're framed for the murder); the local Melwenite church has been subverted and is running a child-trafficking ring from its basement. (Did anyone see if they served pizza?) None of us know anybody in the city. Some of the guards are corrupted. The Thieves' Guild seems driven underground or expunged/killed. The Wizards' Peak Guild chantries are hidden or non-existent. It looks pretty grim for our heroes.

The question becomes, What are we going to do about it? We came here to stop the Chained Wings, and instead they seem to have stopped us. Various options and ideas are out there, including but not limited to:

  • Find shelter in an abandoned building in the city
  • Approach other organized crime syndicates in the city, and attempt to work with them or get their help
  • Leave the city and take up some other pursuit (Enkili's sword, owlbear blood, etc.)
  • Drink heavily and bemoan our current career choices

One thing that Leiya will do, once she can refresh her spells, is to cast Sending. This spell is basically telepathic Twitter. She can use it once or twice to reach out to allies. I'm thinking Welbourne Huxley; Riardon's Guild contact in Solare; Jolrael's Guild contacts; or similar. I think she will also want to Send to her clergy in the Melwenite temple in Solare. Another idea is our patroness, the Melwenite paladin who sponsored us in the ShieldMeet. I forget her name.

Casting Augury might be beneficial, too, so Leiya might opt to memorize that as well.

Also, speaking of spells: better late than never, I guess, but thanks to some Internet study ("downtime," in game terms, ha ha) I believe I finally understand how 5th ed. cleric spellcasting works! I'd been pretty lost in the weeds, till now. I've also read some guidance on the spells themselves. I believe I'll be better equipped to be of slightly more use to the party, or I hope so. To quote my Dad's old joke, "I may not be good, but at least I'm slow." Big Grin

What about leaving the city temporarily, to obtain help/allies? Maybe we could get help in this Chained Wings caper.

Note also: Leiya is furious, incensed, outraged about the Freehold church subversion. She may even start ... writing strongly worded letters to the editor, or something! No but srsly, that reveal is serious stuff. One day, that fake "priest" guy is going to regret his life decisions.

Also, twice in that session ignored my intuition and tendency to ask about every. tiniest. detail. and it bit our party in the butt, soooo ... I hope our DM will enjoy my renewed interest in Constant Questioning of Everything and I Mean Everything. Tongue

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  Blaylocke level to 5
Posted by: Long John - 11-28-2021, 02:02 PM - Forum: Level-Up Information - No Replies

Character/ Class Archetype: Blaylocke Anvilarm / Bard
5th Level-  Hit Dice/ Hit Die Type- 5 / 1d8 take average
Proficiency Bonus=  +3
Features:  Bardic Insp (d8), Font of Insp
+1 spell known - 3rd Lvl - Dispell Magic

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  Water Rovers
Posted by: frenzied67 - 11-18-2021, 02:08 PM - Forum: Erath Miscellany - No Replies

I have a character concept whose background has him having survival on sea, lake and river.  I was wondering if I could invent a Quantanese clan of water bound nomads who have tie-together boats and rafts?  I envision them as a cultural group who fish and dive for treasures as they bob around the coast, paddle up large rivers, and winter in adjoining lakes.  They are distrusted by the shore people, but their trade is welcome.  During storms they dart their boats up the rivers to get inland as best they can.  In the Japanese language they would call these people Horo-sha Kaiyo (Kaiyo= ocean, Horo-sha= Wanderer and pronounced with long "O" sound).  If you want a Chinese name it would be Jipu sai ren Shui (Jipu Sai Ren= Gypsy, Shui= water).

   

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  Enkili Level 5 and 6
Posted by: frenzied67 - 11-14-2021, 08:10 PM - Forum: Level-Up Information - Replies (2)

Character/ Class Archetype: Enkili / Battle Master
5th Level-  Hit Dice/ Hit Die Type- 5 / 1d10+2 take average ( isn't it odd that I consistently roll maximum HP under this honor system? )
Proficiency Bonus=  +3
Features:  Extra attack- 2 a round.

Enkili will choose to take 6 HP(+2 Constitution =8HP) rather than roll.  In the downtime between training sessions, he would like to research the Chained Heart Slavers (Chained Wings). That was a dead end last time, so part of the time Enkili will seek word of a great curved blade, that has seven winged bulls engraved upon it, with full moons between the bulls horns, and pentagrams within each of the moons.  He will seek out private libraries or learned sages on the subjects.

Two attacks a round and a +1 to hit!!!  Beware Erath!

   
This is an actual picture of the S&W M&P revolver in .38 SPL my CoC character has; I had forgotten that this picture was in my demotivational posters.

   

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  Disarm
Posted by: frenzied67 - 08-14-2021, 12:31 AM - Forum: The Judge's Podium - Replies (1)

Still mulling over an Astral Self Monk build who get to use wisdom in place of strength when they manifest their abilities.  While trying to determine uses for such a character, the idea of disarming an opponent popped up.  I discovered in the Dungeon Master's Guide the rules for disarming an opponent on page 271, under Combat Options.  I was wondering if you would allow this rule into our game as it seems to be optional?  I know the Battlemaster fighter has a maneuver that allows a simplified way to knock items out of foes hands, but no other character seems to have that ability; unless this rule is viable.  As a note, the optional rule says that a disarm is initiated by a weapon attack.  For all intensive purposes the monks unarmed strike is the equivalent of a weapon attack, but is not considered a weapon as far as placing enchantments on your fists; so no Elemental Weapon spells for unarmed strikes.

   

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  5ETool Warning
Posted by: frenzied67 - 08-07-2021, 04:29 PM - Forum: Erath Miscellany - Replies (1)

Irik turned all of us on to the suite of resources called 5ETools, a wonderful collection of rules to manage our D&D characters.  It is such a great font of information that I took to copying and pasting from the tool suite into my home character sheet.  However, though the information seems to be thorough there are some mistakes.  I discovered a discrepancy in one feat so far, where the information was copied from a fighting style in Tasha's Cauldron of Everything rather than the feat in the Player's Handbook.  Fortunately, every bit of information in 5ETools names the resource material and gives the page number in that book.  I recommend you confirm that the wording of the 5ETool information with that of the resource it comes from before copying it down.  I hope this will help prevent confusion in your character features in our adventuring future.
   

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  Two Iterations of A Cantrip Confusion
Posted by: frenzied67 - 07-06-2021, 10:36 AM - Forum: The Judge's Podium - Replies (2)

In Sword Coast Adventurers guide the cantrips Green Flame Blade and Booming Blade were introduced. At the time there was no special requirement to use those cantrips, so those cantrips could be used in conjunction with the spell Shadow Blade. In Tasha's Cauldron of everything, they rewrote both cantrips, proclaiming that only a weapon with 5 sp cost or higher were necessary in casting either Booming Blade or Green Flame Blade. Bladesingers, Eldritch Knights, and certain Bardic Colleges use these cantrips with great abandon, however, it now seems that the dunces at WOTC have found yet another way to neuter our characters.

Booming Blade
TCE
p106
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 106. Also found in SCAG, page 142.

Green-Flame Blade
TCE
p107
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 107. Also found in SCAG, page 143.

Shadow Blade
XGE
p164
2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Source: XGE, page 164

Oh Great Dungeon Master, what way will you judge how these spells and cantrips interact?

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  Warmind- Psionic Fighter Subclass
Posted by: frenzied67 - 06-30-2021, 08:24 PM - Forum: Erath Miscellany - No Replies

6/30/2021





The Warmind
A fighter Subclass for Dungeons & Dragons 5E.





The Reason*
Even back in 3.5 edition I wondered why the Soulknife was a rogue class.  Here was a class that manifested weapons with their mind, and weapons are the bread and butter of the fighting classes.  In 5E they granted the fighter a subclass called the Psi Warrior, which is a dumbed down jedi knight.  It was an interesting subclass, but it gets boring fast.  5E also gave us a new Soulknife which is one of the more interesting Rogue subclasses, but I have always wondered: what if we swapped 5E’s Soulknife abilities with the Psi Warrior to have a fighter with ectoplasmic weapons and a rogue with telekenisis.  The Warmind is the expression of the fighter’s half of this swap.

The Warmind*
Put aside your weapons, they just hold you back from expanding your mind.  Now is the time to tap into that inner power you always suspected was in you, reach in and pull if forth; let your mind supply the tools of your trade, warrior.  Now fight as you have always dreamed you could, become the weapon shifting nightmare of those who come against you!

As a Warmind, you might have taught yourself the knack of manifesting weapon shaped energies from your imagination, or you might have been taught by a Soulknife; it could be another psionic creature that helped you reach within.  However you arrived at this juncture, you are now a creature above the norm.  Not many beings can create and shape a weapon and wield it in combat.  A DC for any Warmind Power will be 8 + Wisdom Modifier + Proficiency Bonus.  This classes resources are specifically expensive to use because those powers may be more potent than many other classes.  Do not be surprised to see the Warmind requesting many short rests between encounters.

Ectoplasmic Manifestation
3rd level Warmind Power (Ectoplasmic weapon damage= 2d4)

Ectoplasmic Weapon-  As a free action, the Warmind is able to generate a weapon of mental energy at will.  This weapon can resemble any weapon the Warmind is proficient with, and it will deliver that weapons type of damage; i.e. a manifested spear will do piercing damage, while an ectoplasmic warhammer will do bludgeoning damage.  The Warmind can change the shape and type of weapon as a free action at the beginning of their turn, as long as it is a weapon the character is proficient with.  The player can even manifest range and thrown weapons, if they so wish; though their ectoplasmic weapon or ammunition reappears in hand almost instantly after it hits or misses.  No matter what weapon (or what type of damage) the Ectoplasmic Weapon appears as, it will only do a set amount of damage that scales upwards every time a Martial Archetype Feature is gained.  From 3rd to 6th level your weapon deals 2d4 damage plus the ability modifier the player uses (Dexterity or Strength).  From 7th to 9th level it deals 2d5 + ability modifier, 10th to 14th 2d6 damage + ability modifier, After 15th you do 2d7 damage + ability modifier, then at 18th level you will do 2d8+ ability modifier in damage.

3rd Level Warmind Features.
You harbor a wellspring of psionic energy inside of you.  This Energy is represented by your Psychic Energy Points.  You have a number of points equal to twice your Proficiency Bonus.  Some of your powers will require that little extra mental effort to manifest, and that is where you will spend your Psychic Energy Points.  You regain these expended points after completing short or long rests.  Note that not all of your Warmind powers require the expenditure of points.  (This is meant to resemble the monk’s Ki points, yet the Warmind’s Psychic Energy Points pool will end up being lower than a Monk’s pool.)
These powers below require your Psychic Energy Points.

Warmind Windmill- One point from the Psychic Energy Pool will grant the Warmind dual weapons for one minute.  Since the weapons are made of psychic ectoplasm, the two weapons can manifest as any melee weapon the Warmind chooses.  While wielding these two weapons the Warmind will fight as if they have the Dual Weapon Fighting style offered to fighters at 1st level.  The weapons will only deal the ectoplasmic weapon damage appropriate for their level (as explained above).  You do not get two attacks if you hurl these weapons.  This feature is for melee only and does not require a concentration check.

Ectoplasmic Missile- Another 1 point ability you gain at 3rd level is for archery.  If your Warmind manifests a weapon the has the ammunition feature, you can expend 1 Psychic Energy Point to try to do extra damage with your missile weapon.  Expend your point, roll to hit, and if you hit roll your ectoplasmic weapon damage as normal and roll a second dice of equal size (i.e. if your ectoplasmic weapon deals 2d6 damage, the second damage dice will also be 2d6); this damage will by psychic damage.

Warmind’s Block and Strike
7th level Warmind Features (Ectoplasmic Weapon damage= 2d5)

Ectoplasmic Shield- If the Warmind decides to use the Dodge action on their turn or for the next 3 turns, for 1 Psychic Energy point they can manifest a barrier that absorbs damage from one attack equal to the damage their Ectoplasmic weapon deals (i.e. an Warmind’s ectoplasmic weapon that deals 2d6 damage has a barrier that can absorb 2d6 from one attack that turn).  If the player stops utilizing the dodge action or three rounds have elapsed, the Ectoplasmic shield drops and it will require more Psychic Energy points to manifest again.

Warmind Smite- On a hit from a melee, hurled, or missile Ectoplasmic Weapon, the Warmind can expend 2 Psychic Energy points and deal two dice of damage, one set of those dice deals psychic damage.  Your hit also imposes one of the following conditions upon your target.  Knocked prone, stunned, deafened, or blinded.  These conditions last until the end of your next turn unless the target makes a Wisdom save against your Warmind save DC.  The Ectoplasmic Weapon still delivers the weapon and psychic damage if the target saves. The player chooses before the attack which condition they wish to impose.

Mind Delivered Doom
10th level Warmind powers.  (Ectoplasmic Weapon damage= 2d6)

Psychic Burst- At this level the Warmind can now hurl or fire his or her Ectoplasmic Weapon into a group of enemies up to 30’ away.  If the Warmind expend 3 Psychic Energy Points their Ectoplasmic Weapon will detonate and do Ectoplasmic Weapon damage to each creature in a 10’ radius.  A successful Wisdom save against the Warmind’s save DC cuts the damage in half.

Wormhole of Id- Just like the Soulknife subclass, the Warmind can hurl their Ectoplasmic Weapon up to 60’ from themselves.  If they expend 3 Psychic Energy Points they can teleport from their space to where their weapon landed.  The weapon will bounce off of any space that is occupied until it comes to rest in an unoccupied space, which facilitates the teleportation.  This act is a bonus action for the Warmind.

Bolstered Might
15th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d7)

If the Warmind uses the Warmind Smite or the Psychic Burst features of their class, and pay the Psychic Energy Point cost for those features, at 15th level the character can pay an addition one or two Psychic Energy Points to double or triple the psychic damage dice rolled for damage.

Enhanced Ectoplasmic Shield
18th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d8)

At 18th level, the Warmind no longer has to use the Dodge action in order to generate their Ectoplasmic Shield feature.  Spending 3 Psychic Energy Points, the Warmind can now sheath themselves in an invisible field that will absorb 2d8 points of damage from each attack for 4 rounds.

Okay group, what do you think?  Do you think this is a viable fighter subclass or is it unbalanced.  If you find the Warmind a little off, please identify what you think is making this character unbalanced. 


   

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  Questions About and From the Farmstead
Posted by: frenzied67 - 04-26-2021, 01:07 AM - Forum: Erath Miscellany - Replies (3)

These are the only questions I can remember from our 20th session, regarding the farmstead that is.
1) Due to the magical concealment spells on the path to the Farm, will we need a guide to get to and from the farmstead?
2) Enkili, who has never cooked in his life, is wondering if the groundkeeper and his entourage concoct meals for their group?  If so, how much to get in on that action?
3) We were told that we were responsible for replenishing what we take from the larder.  Does that mean we have to do the shopping or can we leave money for the caretakers?
4) How many acres are associated with the farmstead?
5) Can we wander about the property at our leisure, or are there property features that are out of bounds?
6) Where are the bodies buried?  I need to know!
7) You said Elvold featured more "services" than the other towns and cities we've crossed since leaving Solare, are there vices to be found for Enkili; he's starting to stress over being sent out into the uncaring ol' world when he thinks he's given Al Madii the best of himself already?
8) *As a well honed fighting machine, how come the physical tricks I learn have a finite number of uses between naps? 
9) *In association with the question above, is this bounded accuracy or gagged and bound accuracy?

*I'm just expressing my opinion of 5E, which is not favorable.  After making over 20 characters of different races and classes, I have come too the conclusion that they have great imaginations and have developed simple but very effective game mechanics.  Where WOTC got it wrong is in how they have hobbled the Player Character.  Although a character is granted a little something every level, with each class coming into their peak effectiveness at differing level advancement periods, most of the abilities granted range from lame, to situational niche, to not potent enough, to too late in the campaign to make a difference.  Too bad 3.5 was too cumbersome for VTT's.

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  Enkili Level 4
Posted by: frenzied67 - 03-29-2021, 03:15 PM - Forum: Level-Up Information - No Replies

Character/ Class Archetype:  Enkili / Battle Master
4th Level-  Hit Dice/ Hit Die Type-  4 / 1d10+2
Proficiency Bonus=  +2
Features:  Ability Score Increase- Strength +2 = 19 ((+4) +1 to all strength based abilities, attributes, saves, to hit, maneuver DC’s, damage, and skills).
Character’s weight should increase 20# due to muscle growth and density.

Dandan Va Panje (tooth and claw)
   

If Enkili spends 20PP to buy Splint mail, he can grant Hubert his old banded mail.

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