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		<title><![CDATA[Ravenblade Forum - Erath Miscellany]]></title>
		<link>https://ravenblade.net/forum/</link>
		<description><![CDATA[Ravenblade Forum - https://ravenblade.net/forum]]></description>
		<pubDate>Fri, 01 May 2026 10:43:36 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Bastion Facilities]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=299</link>
			<pubDate>Wed, 04 Feb 2026 21:39:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=3">Long John</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=299</guid>
			<description><![CDATA[Bastion Map<br />
<br />
Encourage players to create floor plans of their characters’ Bastions, configuring its facilities as they see fit and using the same techniques you use to create dungeon maps.<br />
<br />
In addition to basic and special facilities, a Bastion can have the following features:<br />
<br />
Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and can’t increase the facility’s area in squares. These features are free.<br />
<br />
Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.<br />
<br />
Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter), reduce by 2 the number of dice rolled to determine how many Bastion Defenders are lost in the attack.<br />
<br />
Doors and Windows. Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. See “Doors” in chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.<br />
<hr class="mycode_hr" />
Combining Bastions<br />
<br />
Two or more players can combine their characters’ Bastions into a single structure. Doing so doesn’t change the number of special facilities each Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can’t be sent to or shared with another Bastion. Bastion Defenders are handled differently: if some event deprives one character’s Bastion of defenders, another character can apply all or some of those losses to their Bastion instead, provided the two Bastions are combined.<br />
<br />
Facility Space<br />
The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can configure the squares of a facility as they please on their Bastion’s map. The squares can be stacked so that a facility’s area is distributed over multiple levels or stories.<br />
<br />
Space	Maximum Area<br />
Cramped	 4 Squares<br />
Roomy	16 Squares<br />
Vast	        36 Squares<br />
Basic Facilities<br />
A character’s Bastion starts with two free basic facilities, which the character’s player chooses from the Basic Facilities list below. One of the chosen facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.<br />
<br />
Basic Facilities<br />
<br />
Bedroom<br />
Dining Room<br />
Parlor<br />
Courtyard<br />
Kitchen<br />
Storage<br />
<br />
A basic facility comes with nonmagical furnishings and decor appropriate for that facility.<br />
<br />
Basic facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A Bastion with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.<br />
<br />
A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their Bastion while basic facilities are being added or enlarged.<br />
<br />
Adding Basic Facilities<br />
A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility’s space, as shown on the table below.<br />
<br />
Facility Space	Cost	Time Required<br />
Cramped	    500 GP	         20 days<br />
Roomy	  1,000 GP	         45 days<br />
Vast	          3,000 GP	       125 days<br />
<br />
Enlarging Basic Facilities<br />
There is no in-game benefit to enlarging a basic facility, but a character might enlarge a facility for cosmetic reasons or to increase the Bastion’s size.<br />
<br />
A character can spend money and time to increase the space of a basic facility in their Bastion by one category, as shown on the table below.<br />
<br />
Space Increase	          Cost	Time Required<br />
Cramped to Roomy	500 GP	25 days<br />
Roomy to Vast	      2,000 GP	80 days<br />
<hr class="mycode_hr" />
Special Facilities<br />
<br />
Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.<br />
<br />
Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.<br />
<br />
Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.<br />
<br />
Level	Special Facilities<br />
5	2<br />
9	4<br />
13	5<br />
17	6<br />
Requirements<br />
Each special facility has a level. A character must be that level or higher to gain that facility. A special facility might also have a prerequisite the character must meet to gain that facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an Arcane Study.<br />
<br />
Space<br />
A special facility occupies a certain amount of space (see “Facility Space”). A player can configure the squares of a special facility as desired on the Bastion’s map. A special facility can be enlarged to grant additional benefits if its description says so.<br />
<br />
Hirelings<br />
A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next section. A player can assign names and personalities to hirelings in their character’s Bastion using the same tools DMs use to create NPCs.<br />
<br />
Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they’re given and are loyal to the Bastion’s owner.<br />
<br />
Orders<br />
On a Bastion turn, a character in their Bastion can issue special orders - called Bastion orders - to one or more of their Bastion’s special facilities. A character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.<br />
<br />
The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending spell or similar magic.<br />
<br />
The orders are as follows:<br />
<br />
Craft<br />
Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as specified in the facility’s description.<br />
<br />
Empower<br />
The special facility confers a temporary empowerment to you or someone else.<br />
<br />
Harvest<br />
Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.<br />
<br />
Maintain<br />
All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table. Bastion events are resolved before the next Bastion turn.<br />
<br />
Recruit<br />
Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the Bastion if it is attacked (see “Bastion Events”). The Bastion generates enough income to provide for the needs of its Bastion Defenders.<br />
<br />
Research<br />
Hirelings in the special facility gather information.<br />
<br />
Trade<br />
Hirelings buy and sell goods or services stored or produced in this special facility.<br />
<br />
Special Facility Descriptions<br />
Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.<br />
<br />
Level	Special Facility	Prerequisite	Order<br />
5	Arcane Study	Ability to use an Arcane Focus or a tool as a Spellcasting Focus	Craft<br />
5	Armory	None	Trade<br />
5	Barrack	None	Recruit<br />
5	Garden	None	Harvest<br />
5	Library	None	Research<br />
5	Sanctuary	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Craft<br />
5	Smithy	None	Craft<br />
5	Storehouse	None	Trade<br />
5	Workshop	None	Craft<br />
9	Gaming Hall	None	Trade<br />
9	Greenhouse	None	Harvest<br />
9	Laboratory	None*	Craft<br />
9	Sacristy	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Craft<br />
9	Scriptorium	None*	Craft<br />
9	Stable	None	Trade<br />
9	Teleportation Circle	None	Recruit<br />
9	Theatre	None	Empower<br />
9	Training Area	None	Empower<br />
9	Trophy Room	None	Research<br />
13	Archive	None	Research<br />
13	Meditation Chamber	None	Empower<br />
13	Menagerie	None	Recruit<br />
13	Observatory	Ability to use a Spellcasting Focus	Empower<br />
13	Pub	None	Research<br />
13	Reliquary	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Harvest<br />
17	Demiplane	Ability to use an Arcane Focus or a tool as a Spellcasting Focus	Empower<br />
17	Guildhall	Expertise in a skill	Recruit<br />
17	Sanctum	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Empower<br />
17	War Room	Fighting Style feature or Unarmored Defense feature	Recruit<br />
<br />
*Certain orders that can be issued to these facilities have additional prerequisites.]]></description>
			<content:encoded><![CDATA[Bastion Map<br />
<br />
Encourage players to create floor plans of their characters’ Bastions, configuring its facilities as they see fit and using the same techniques you use to create dungeon maps.<br />
<br />
In addition to basic and special facilities, a Bastion can have the following features:<br />
<br />
Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and can’t increase the facility’s area in squares. These features are free.<br />
<br />
Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.<br />
<br />
Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter), reduce by 2 the number of dice rolled to determine how many Bastion Defenders are lost in the attack.<br />
<br />
Doors and Windows. Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. See “Doors” in chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.<br />
<hr class="mycode_hr" />
Combining Bastions<br />
<br />
Two or more players can combine their characters’ Bastions into a single structure. Doing so doesn’t change the number of special facilities each Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can’t be sent to or shared with another Bastion. Bastion Defenders are handled differently: if some event deprives one character’s Bastion of defenders, another character can apply all or some of those losses to their Bastion instead, provided the two Bastions are combined.<br />
<br />
Facility Space<br />
The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can configure the squares of a facility as they please on their Bastion’s map. The squares can be stacked so that a facility’s area is distributed over multiple levels or stories.<br />
<br />
Space	Maximum Area<br />
Cramped	 4 Squares<br />
Roomy	16 Squares<br />
Vast	        36 Squares<br />
Basic Facilities<br />
A character’s Bastion starts with two free basic facilities, which the character’s player chooses from the Basic Facilities list below. One of the chosen facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.<br />
<br />
Basic Facilities<br />
<br />
Bedroom<br />
Dining Room<br />
Parlor<br />
Courtyard<br />
Kitchen<br />
Storage<br />
<br />
A basic facility comes with nonmagical furnishings and decor appropriate for that facility.<br />
<br />
Basic facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A Bastion with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.<br />
<br />
A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their Bastion while basic facilities are being added or enlarged.<br />
<br />
Adding Basic Facilities<br />
A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility’s space, as shown on the table below.<br />
<br />
Facility Space	Cost	Time Required<br />
Cramped	    500 GP	         20 days<br />
Roomy	  1,000 GP	         45 days<br />
Vast	          3,000 GP	       125 days<br />
<br />
Enlarging Basic Facilities<br />
There is no in-game benefit to enlarging a basic facility, but a character might enlarge a facility for cosmetic reasons or to increase the Bastion’s size.<br />
<br />
A character can spend money and time to increase the space of a basic facility in their Bastion by one category, as shown on the table below.<br />
<br />
Space Increase	          Cost	Time Required<br />
Cramped to Roomy	500 GP	25 days<br />
Roomy to Vast	      2,000 GP	80 days<br />
<hr class="mycode_hr" />
Special Facilities<br />
<br />
Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.<br />
<br />
Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.<br />
<br />
Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.<br />
<br />
Level	Special Facilities<br />
5	2<br />
9	4<br />
13	5<br />
17	6<br />
Requirements<br />
Each special facility has a level. A character must be that level or higher to gain that facility. A special facility might also have a prerequisite the character must meet to gain that facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an Arcane Study.<br />
<br />
Space<br />
A special facility occupies a certain amount of space (see “Facility Space”). A player can configure the squares of a special facility as desired on the Bastion’s map. A special facility can be enlarged to grant additional benefits if its description says so.<br />
<br />
Hirelings<br />
A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next section. A player can assign names and personalities to hirelings in their character’s Bastion using the same tools DMs use to create NPCs.<br />
<br />
Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they’re given and are loyal to the Bastion’s owner.<br />
<br />
Orders<br />
On a Bastion turn, a character in their Bastion can issue special orders - called Bastion orders - to one or more of their Bastion’s special facilities. A character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.<br />
<br />
The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending spell or similar magic.<br />
<br />
The orders are as follows:<br />
<br />
Craft<br />
Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as specified in the facility’s description.<br />
<br />
Empower<br />
The special facility confers a temporary empowerment to you or someone else.<br />
<br />
Harvest<br />
Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.<br />
<br />
Maintain<br />
All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table. Bastion events are resolved before the next Bastion turn.<br />
<br />
Recruit<br />
Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the Bastion if it is attacked (see “Bastion Events”). The Bastion generates enough income to provide for the needs of its Bastion Defenders.<br />
<br />
Research<br />
Hirelings in the special facility gather information.<br />
<br />
Trade<br />
Hirelings buy and sell goods or services stored or produced in this special facility.<br />
<br />
Special Facility Descriptions<br />
Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.<br />
<br />
Level	Special Facility	Prerequisite	Order<br />
5	Arcane Study	Ability to use an Arcane Focus or a tool as a Spellcasting Focus	Craft<br />
5	Armory	None	Trade<br />
5	Barrack	None	Recruit<br />
5	Garden	None	Harvest<br />
5	Library	None	Research<br />
5	Sanctuary	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Craft<br />
5	Smithy	None	Craft<br />
5	Storehouse	None	Trade<br />
5	Workshop	None	Craft<br />
9	Gaming Hall	None	Trade<br />
9	Greenhouse	None	Harvest<br />
9	Laboratory	None*	Craft<br />
9	Sacristy	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Craft<br />
9	Scriptorium	None*	Craft<br />
9	Stable	None	Trade<br />
9	Teleportation Circle	None	Recruit<br />
9	Theatre	None	Empower<br />
9	Training Area	None	Empower<br />
9	Trophy Room	None	Research<br />
13	Archive	None	Research<br />
13	Meditation Chamber	None	Empower<br />
13	Menagerie	None	Recruit<br />
13	Observatory	Ability to use a Spellcasting Focus	Empower<br />
13	Pub	None	Research<br />
13	Reliquary	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Harvest<br />
17	Demiplane	Ability to use an Arcane Focus or a tool as a Spellcasting Focus	Empower<br />
17	Guildhall	Expertise in a skill	Recruit<br />
17	Sanctum	Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus	Empower<br />
17	War Room	Fighting Style feature or Unarmored Defense feature	Recruit<br />
<br />
*Certain orders that can be issued to these facilities have additional prerequisites.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Spells...Who Needs Spells]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=296</link>
			<pubDate>Mon, 12 Jan 2026 06:28:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=296</guid>
			<description><![CDATA[Dare we risk a long rest in our current position?  Enkili would vote against that action, but a long rest is very necessary at the juncture of this predicament.<br />
<br />
When leaving will there still be a garrison to contend with, who will try to prevent our exodus?  Should we seek an alternat exit to avoid the garrison if they remain?<br />
<br />
I heard a suggestion that we should head for the Angierthan border posited.  Does anyone else think this is a viable plan?<br />
<br />
How are we supposed to keep these people together, most of the adult males and hale females may think their odds are better on their own.  Should we let such individuals leave if that is their wish, in the face of our need to protect the weak and befuddled?<br />
<br />
Enkili believes that we will be arrested if we head back to Nemsh.  Does everyone else agree, or disagree?  Explain your reasoning, please.  <br />
<br />
Post your own questions as well, this is not the full extent of the troubles facing our party at this moment.]]></description>
			<content:encoded><![CDATA[Dare we risk a long rest in our current position?  Enkili would vote against that action, but a long rest is very necessary at the juncture of this predicament.<br />
<br />
When leaving will there still be a garrison to contend with, who will try to prevent our exodus?  Should we seek an alternat exit to avoid the garrison if they remain?<br />
<br />
I heard a suggestion that we should head for the Angierthan border posited.  Does anyone else think this is a viable plan?<br />
<br />
How are we supposed to keep these people together, most of the adult males and hale females may think their odds are better on their own.  Should we let such individuals leave if that is their wish, in the face of our need to protect the weak and befuddled?<br />
<br />
Enkili believes that we will be arrested if we head back to Nemsh.  Does everyone else agree, or disagree?  Explain your reasoning, please.  <br />
<br />
Post your own questions as well, this is not the full extent of the troubles facing our party at this moment.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Knocking on the Door]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=291</link>
			<pubDate>Mon, 03 Feb 2025 04:50:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=291</guid>
			<description><![CDATA[Okay folks, time to strategize for our fight with the Guardian Golem.<br />
<br />
Enkili has Antitoxin which will grant him Advantage on his Constitution saves versus the Golem's poison breath; Con is one his stronger saves.<br />
*His Potion of Heroism will grant him 1-10 additional hit points and a D4 for his attacks, saves, and skill roles (as <span style="font-style: italic;" class="mycode_i">Bless</span> spell  but without concentration).<br />
*Also a potion of Hill Giant Strength may bring his physical strength closer to the Golem's, so pushing and trip attempts may have a chance of success.  Though he will be more inclined to use Distracting Strike in order to grant the next attacker advantage if necessary.<br />
*Two <span style="font-weight: bold;" class="mycode_b">Coins</span> are at his disposal to turn hits into critical hits.<br />
<span style="font-weight: bold;" class="mycode_b">Q</span>uery: Enkili would like to use the Cloak of Protection in order to raise his AC since he will be in the Golem's grill.<br />
<span style="font-weight: bold;" class="mycode_b">R</span>ecomendation: If Grynn is going to melee with his magic mace, they should coordinate their attacks to grant each other flanking bonuses, as Ghosttusk himself mentioned in game.<br />
<br />
Ideas that were discussed were buying Adamantine or magic arrows for our archers at 500 gp an arrow.  Tangling the Golem up somehow (I think I heard soething about Ice binding the Golem's legs).  Increasing our armor classes so that we are hit less, and Neutralize Poison spells and Antitoxin potions to increase our saves and resistance to the poison breath.]]></description>
			<content:encoded><![CDATA[Okay folks, time to strategize for our fight with the Guardian Golem.<br />
<br />
Enkili has Antitoxin which will grant him Advantage on his Constitution saves versus the Golem's poison breath; Con is one his stronger saves.<br />
*His Potion of Heroism will grant him 1-10 additional hit points and a D4 for his attacks, saves, and skill roles (as <span style="font-style: italic;" class="mycode_i">Bless</span> spell  but without concentration).<br />
*Also a potion of Hill Giant Strength may bring his physical strength closer to the Golem's, so pushing and trip attempts may have a chance of success.  Though he will be more inclined to use Distracting Strike in order to grant the next attacker advantage if necessary.<br />
*Two <span style="font-weight: bold;" class="mycode_b">Coins</span> are at his disposal to turn hits into critical hits.<br />
<span style="font-weight: bold;" class="mycode_b">Q</span>uery: Enkili would like to use the Cloak of Protection in order to raise his AC since he will be in the Golem's grill.<br />
<span style="font-weight: bold;" class="mycode_b">R</span>ecomendation: If Grynn is going to melee with his magic mace, they should coordinate their attacks to grant each other flanking bonuses, as Ghosttusk himself mentioned in game.<br />
<br />
Ideas that were discussed were buying Adamantine or magic arrows for our archers at 500 gp an arrow.  Tangling the Golem up somehow (I think I heard soething about Ice binding the Golem's legs).  Increasing our armor classes so that we are hit less, and Neutralize Poison spells and Antitoxin potions to increase our saves and resistance to the poison breath.]]></content:encoded>
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			<title><![CDATA[Feb. 18 discussion: Ollie Ollie Oxen Free]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=279</link>
			<pubDate>Mon, 05 Feb 2024 01:01:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=4">Xura</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=279</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Phase 1: Liberate Slaves.<br />
<br />
Phase 2: ???<br />
<br />
Phase 3: Profit/death</span><br />
<br />
The party has -- for now -- dispatched the orcs and other guardians of the slave pits. We're working on extracting the slaves in hopes of moving them out to freedom and safety. What we know so far:<br />
<ul class="mycode_list"><li>There are at least two orc guards alive (they ran away)<br />
</li>
<li>There are whole orc tribes in these tunnels or this area, according to the orc that Blaylocke charmed<br />
</li>
<li>Evil Priestess is still alive and on the loose -- current whereabouts unknown<br />
</li>
<li>There are two routes out (not counting the sewers) -- the tunnel that the two orcs ran down; and the "back way" that the party came through<br />
</li>
</ul>
<br />
What shall we do? Which way shall we go? Will our heroes prevail against the forces of evil? Pitch your ideas and thoughts here.<br />
<br />
(Next game session: Sunday, February 18, 2024, at 12:00 noon.)]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Phase 1: Liberate Slaves.<br />
<br />
Phase 2: ???<br />
<br />
Phase 3: Profit/death</span><br />
<br />
The party has -- for now -- dispatched the orcs and other guardians of the slave pits. We're working on extracting the slaves in hopes of moving them out to freedom and safety. What we know so far:<br />
<ul class="mycode_list"><li>There are at least two orc guards alive (they ran away)<br />
</li>
<li>There are whole orc tribes in these tunnels or this area, according to the orc that Blaylocke charmed<br />
</li>
<li>Evil Priestess is still alive and on the loose -- current whereabouts unknown<br />
</li>
<li>There are two routes out (not counting the sewers) -- the tunnel that the two orcs ran down; and the "back way" that the party came through<br />
</li>
</ul>
<br />
What shall we do? Which way shall we go? Will our heroes prevail against the forces of evil? Pitch your ideas and thoughts here.<br />
<br />
(Next game session: Sunday, February 18, 2024, at 12:00 noon.)]]></content:encoded>
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			<title><![CDATA[Anstarre Nights 2: 9th-Level Boogaloo]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=276</link>
			<pubDate>Mon, 10 Jul 2023 01:46:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=4">Xura</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=276</guid>
			<description><![CDATA[Chestnuts roasting on an open fire, kobolds nipping at your nose ...<br />
<br />
It's Gurthos/December and we've hit Level 9 (imagine that). The question is, Now what? Some possible options:<br />
<ul class="mycode_list"><li>Use Herbert's intel to strike at the Chained Wings in the bleak midwinter<br />
</li>
<li>Figure out what formula is needed by Jolrael's contact; acquire said formula; and take the formula to Jolrael's contact<br />
</li>
<li>Go back to Freehold and talk to Lord Barcel about his plan to hire a group to strike the Chained Wings' stronghold in Bhell<br />
</li>
<li>Go back to Freehold and hang loose, chat with Herbert, etc.<br />
</li>
<li>Head to Solare (one or two people mentioned having business there)<br />
</li>
<li>Spend a cozy winter in Anstarre relaxing and/or using the month for downtime -- including Blaylocke's quest for a better bow<br />
</li>
<li>(Insert other options here)<br />
</li>
</ul>
<br />
Lay your cards on the table and list your suggestions. All ideas welcome. <img src="https://ravenblade.net/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[Chestnuts roasting on an open fire, kobolds nipping at your nose ...<br />
<br />
It's Gurthos/December and we've hit Level 9 (imagine that). The question is, Now what? Some possible options:<br />
<ul class="mycode_list"><li>Use Herbert's intel to strike at the Chained Wings in the bleak midwinter<br />
</li>
<li>Figure out what formula is needed by Jolrael's contact; acquire said formula; and take the formula to Jolrael's contact<br />
</li>
<li>Go back to Freehold and talk to Lord Barcel about his plan to hire a group to strike the Chained Wings' stronghold in Bhell<br />
</li>
<li>Go back to Freehold and hang loose, chat with Herbert, etc.<br />
</li>
<li>Head to Solare (one or two people mentioned having business there)<br />
</li>
<li>Spend a cozy winter in Anstarre relaxing and/or using the month for downtime -- including Blaylocke's quest for a better bow<br />
</li>
<li>(Insert other options here)<br />
</li>
</ul>
<br />
Lay your cards on the table and list your suggestions. All ideas welcome. <img src="https://ravenblade.net/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
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			<title><![CDATA[Anstarre Nights]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=275</link>
			<pubDate>Mon, 26 Jun 2023 01:10:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=275</guid>
			<description><![CDATA[After delivering Diera to her uncle and aunt, Calen and Badeen Preath, the party wanted to spend a few days doing various things.  Also the DM needs a reminder to calculate the experience points the party has earned through this story arch, we seemed to have reached a milemark moment as well as finishing the story arch itself.<br />
<br />
Blaylocke Anvilarm stated he wanted to seek a place where bards gather lore, poems, songs, and bad reputations.<br />
<br />
Enkili Seeks the bards knowledge on his sword, specifically on this fragment he found:  "...with a coin made from stone, a song stolen from dirt, and a knife from under the hills, Malaq wove his most powerful spells into the sword….”  The Malaq mentioned is a Djinn.  The maker of the Sainted Sword was an Efreet (Haquim) who used materials taken from the elemental plane of earth and fire taken from the elemental plane of fire to forge the weapon.  He also wants to poll the party to see if they should include the Preath's in their campaign against the slavers.  They may wish to participate in some small way especially since their family has suffered at slaver hands.  Enkili will assist anyone wanting to do research.<br />
<br />
Anyone else who wants to accomplish things during this downtime, they can post it here.]]></description>
			<content:encoded><![CDATA[After delivering Diera to her uncle and aunt, Calen and Badeen Preath, the party wanted to spend a few days doing various things.  Also the DM needs a reminder to calculate the experience points the party has earned through this story arch, we seemed to have reached a milemark moment as well as finishing the story arch itself.<br />
<br />
Blaylocke Anvilarm stated he wanted to seek a place where bards gather lore, poems, songs, and bad reputations.<br />
<br />
Enkili Seeks the bards knowledge on his sword, specifically on this fragment he found:  "...with a coin made from stone, a song stolen from dirt, and a knife from under the hills, Malaq wove his most powerful spells into the sword….”  The Malaq mentioned is a Djinn.  The maker of the Sainted Sword was an Efreet (Haquim) who used materials taken from the elemental plane of earth and fire taken from the elemental plane of fire to forge the weapon.  He also wants to poll the party to see if they should include the Preath's in their campaign against the slavers.  They may wish to participate in some small way especially since their family has suffered at slaver hands.  Enkili will assist anyone wanting to do research.<br />
<br />
Anyone else who wants to accomplish things during this downtime, they can post it here.]]></content:encoded>
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		<item>
			<title><![CDATA[PC's and NPC's Of Yore and Yon]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=274</link>
			<pubDate>Thu, 01 Jun 2023 16:50:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=274</guid>
			<description><![CDATA[Here are pictures of Inge and her husband Harald.  Inge was Thorfinn's love interest and the mother of Aurora, Thorfinn's daughter.  Inge revealed the true paternity of Aurora years after the girls birth.<br />
<br />
Inge<br />
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<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
Harald<br />
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<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
Everyones favorite merchant in Yri, Takei from Quan<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
Thorfinn did not spontaneously generate, he had a father.  Thorvald The Mighty!<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
Here is mighty Thorfinn himself!  Great work John!<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=287" target="_blank" title="">Thorfinn.png</a> (Size: 398.36 KB / Downloads: 1)
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			<content:encoded><![CDATA[Here are pictures of Inge and her husband Harald.  Inge was Thorfinn's love interest and the mother of Aurora, Thorfinn's daughter.  Inge revealed the true paternity of Aurora years after the girls birth.<br />
<br />
Inge<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
Harald<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=284" target="_blank" title="">Harald II.png</a> (Size: 470.68 KB / Downloads: 1)
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<br />
Everyones favorite merchant in Yri, Takei from Quan<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=285" target="_blank" title="">Takei of Quan.png</a> (Size: 492.75 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment --><br />
<br />
Thorfinn did not spontaneously generate, he had a father.  Thorvald The Mighty!<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=286" target="_blank" title="">Thorvald The Mighty 3.png</a> (Size: 498.33 KB / Downloads: 1)
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<br />
Here is mighty Thorfinn himself!  Great work John!<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=287" target="_blank" title="">Thorfinn.png</a> (Size: 398.36 KB / Downloads: 1)
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			<title><![CDATA[The Party]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=273</link>
			<pubDate>Mon, 29 May 2023 20:28:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=273</guid>
			<description><![CDATA[Here are the chosen pictures of our adventuring group.<br />
Riardon AKA Rodor<br />
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<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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Jolrael Symera<br />
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<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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Blaylocke Anvilarm<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=294" target="_blank" title="">Blaylocke Anvilarm4.png</a> (Size: 447.69 KB / Downloads: 1)
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Leiya Tevorova<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="JPEG Image" border="0" alt=".jpeg" />
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Enkili Harbhamit Pesar Al'Madii<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=281" target="_blank" title="">Enkili Harbhamit Pesar Al Madii.png</a> (Size: 450.78 KB / Downloads: 5)
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			<content:encoded><![CDATA[Here are the chosen pictures of our adventuring group.<br />
Riardon AKA Rodor<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=293" target="_blank" title="">Riardon 2.png</a> (Size: 468.82 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment --><br />
Jolrael Symera<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=278" target="_blank" title="">Jolrael Symera 1.png</a> (Size: 299.91 KB / Downloads: 2)
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Blaylocke Anvilarm<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=294" target="_blank" title="">Blaylocke Anvilarm4.png</a> (Size: 447.69 KB / Downloads: 1)
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Leiya Tevorova<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="JPEG Image" border="0" alt=".jpeg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=280" target="_blank" title="">Leiya Tevorova.jpeg</a> (Size: 45.45 KB / Downloads: 3)
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Enkili Harbhamit Pesar Al'Madii<br />
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<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=281" target="_blank" title="">Enkili Harbhamit Pesar Al Madii.png</a> (Size: 450.78 KB / Downloads: 5)
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			<title><![CDATA[Things to do and Discuss in The Freehold]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=272</link>
			<pubDate>Mon, 06 Mar 2023 03:29:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=272</guid>
			<description><![CDATA[We could pose as possible buyers sent by Buskar the Rat to Gaervin Plithy, the dock official.  Enkili hopes that Leiya's mind reading spell/ability will pick up the man's thoughts as he is being questioned, but he does not know the drawbacks/dangers of using Detect Thoughts.  Also, before the questioning Enkili would like to study Gaervin and anyone with him for a few days, sizing them up with his Know Your Enemy ability, learning their Strength, Dexterity, Constitution, AC, Hit Points, total class levels, and number of fighter levels as compared to his.  That will take a total of seven minutes of study on each person involved.  As a matter of reflex, Enkili will also do the same with Lord Bercel and everyone else they may meet.  Enkili is also into going to this Black Lighthouse of Jolrael's.  If the warehouse proves too expensive to acquire, there is also the Inn where everyone had been slaughtered to frame us.  The property value is sure to be... low because of that.<br />
<br />
We should invest in some disguise kits and begin a wardrobe.  Enkili does not want to survail Gaervin looking like himself.  We know the Chained Wings has spread our likenesses around and have placed orders to take us out.  Does anyone have illusion magic?  <br />
<br />
Since Enkili can't disguise his Mandagan heritage he will play with it.  As part of his disguises he will utilize a shemagh (Arabic head covering), turban 1 (middle eastern), and turban 2 (Hindu style).  Of course will need Blaylocke's assistance in creating the other portions of the disguise to alter his features.  Disguise kits cost 25 gp.]]></description>
			<content:encoded><![CDATA[We could pose as possible buyers sent by Buskar the Rat to Gaervin Plithy, the dock official.  Enkili hopes that Leiya's mind reading spell/ability will pick up the man's thoughts as he is being questioned, but he does not know the drawbacks/dangers of using Detect Thoughts.  Also, before the questioning Enkili would like to study Gaervin and anyone with him for a few days, sizing them up with his Know Your Enemy ability, learning their Strength, Dexterity, Constitution, AC, Hit Points, total class levels, and number of fighter levels as compared to his.  That will take a total of seven minutes of study on each person involved.  As a matter of reflex, Enkili will also do the same with Lord Bercel and everyone else they may meet.  Enkili is also into going to this Black Lighthouse of Jolrael's.  If the warehouse proves too expensive to acquire, there is also the Inn where everyone had been slaughtered to frame us.  The property value is sure to be... low because of that.<br />
<br />
We should invest in some disguise kits and begin a wardrobe.  Enkili does not want to survail Gaervin looking like himself.  We know the Chained Wings has spread our likenesses around and have placed orders to take us out.  Does anyone have illusion magic?  <br />
<br />
Since Enkili can't disguise his Mandagan heritage he will play with it.  As part of his disguises he will utilize a shemagh (Arabic head covering), turban 1 (middle eastern), and turban 2 (Hindu style).  Of course will need Blaylocke's assistance in creating the other portions of the disguise to alter his features.  Disguise kits cost 25 gp.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[February 6 game chat (aka frying pan/fire)]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=266</link>
			<pubDate>Sat, 05 Feb 2022 04:04:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=4">Xura</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=266</guid>
			<description><![CDATA[... 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.<br />
<br />
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:<br />
<ul class="mycode_list"><li>Find shelter in an abandoned building in the city<br />
</li>
<li>Approach other organized crime syndicates in the city, and attempt to work with them or get their help<br />
</li>
<li>Leave the city and take up some other pursuit (Enkili's sword, owlbear blood, etc.)<br />
</li>
<li>Drink heavily and bemoan our current career choices<br />
</li>
</ul>
<br />
One thing that Leiya will do, once she can refresh her spells, is to cast <span style="font-weight: bold;" class="mycode_b">Sending</span>. 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.<br />
<br />
Casting <span style="font-weight: bold;" class="mycode_b">Augury</span> might be beneficial, too, so Leiya might opt to memorize that as well.<br />
<br />
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 <span style="font-style: italic;" class="mycode_i">finally</span> 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." <img src="https://ravenblade.net/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
What about leaving the city temporarily, to obtain help/allies? Maybe we could get help in this Chained Wings caper.<br />
<br />
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.<br />
<br />
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. <img src="https://ravenblade.net/forum/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />]]></description>
			<content:encoded><![CDATA[... 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.<br />
<br />
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:<br />
<ul class="mycode_list"><li>Find shelter in an abandoned building in the city<br />
</li>
<li>Approach other organized crime syndicates in the city, and attempt to work with them or get their help<br />
</li>
<li>Leave the city and take up some other pursuit (Enkili's sword, owlbear blood, etc.)<br />
</li>
<li>Drink heavily and bemoan our current career choices<br />
</li>
</ul>
<br />
One thing that Leiya will do, once she can refresh her spells, is to cast <span style="font-weight: bold;" class="mycode_b">Sending</span>. 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.<br />
<br />
Casting <span style="font-weight: bold;" class="mycode_b">Augury</span> might be beneficial, too, so Leiya might opt to memorize that as well.<br />
<br />
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 <span style="font-style: italic;" class="mycode_i">finally</span> 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." <img src="https://ravenblade.net/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
What about leaving the city temporarily, to obtain help/allies? Maybe we could get help in this Chained Wings caper.<br />
<br />
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.<br />
<br />
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. <img src="https://ravenblade.net/forum/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />]]></content:encoded>
		</item>
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			<title><![CDATA[Water Rovers]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=264</link>
			<pubDate>Thu, 18 Nov 2021 21:08:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=264</guid>
			<description><![CDATA[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).<br />
<br />
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=264" target="_blank" title="">fyxt-rpg-motivational-poster-artifact-name_jpg-nggid03521-ngg0dyn-550x1100x100-00f0w010c010r110f110r010t010.jpg</a> (Size: 128.08 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[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).<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=264" target="_blank" title="">fyxt-rpg-motivational-poster-artifact-name_jpg-nggid03521-ngg0dyn-550x1100x100-00f0w010c010r110f110r010t010.jpg</a> (Size: 128.08 KB / Downloads: 2)
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			<title><![CDATA[5ETool Warning]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=261</link>
			<pubDate>Sat, 07 Aug 2021 23:29:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=261</guid>
			<description><![CDATA[Irik turned all of us on to the suite of resources called 5ETools, a wonderful collection of rules to manage our D&amp;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.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=260" target="_blank" title="">demotivational-posters-right.jpg</a> (Size: 32 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Irik turned all of us on to the suite of resources called 5ETools, a wonderful collection of rules to manage our D&amp;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.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=260" target="_blank" title="">demotivational-posters-right.jpg</a> (Size: 32 KB / Downloads: 2)
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			<title><![CDATA[Warmind- Psionic Fighter Subclass]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=258</link>
			<pubDate>Thu, 01 Jul 2021 03:24:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=258</guid>
			<description><![CDATA[<div style="text-align: right;" class="mycode_align">6/30/2021</div>
<br />
<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">The Warmind</span><br />
<span style="font-size: large;" class="mycode_size">A fighter Subclass for Dungeons &amp; Dragons 5E.</span></span></div>
<br />
<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">The Reason*</span><br />
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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">The Warmind*</span><br />
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!<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ectoplasmic Manifestation</span><br />
3rd level Warmind Power (Ectoplasmic weapon damage= 2d4)<br />
<br />
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.<br />
<br />
3rd Level Warmind Features.<br />
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.)<br />
These powers below require your Psychic Energy Points.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Warmind Windmill-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Ectoplasmic Missile-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warmind’s Block and Strike</span><br />
7th level Warmind Features (Ectoplasmic Weapon damage= 2d5)<br />
<br />
<span style="font-style: italic;" class="mycode_i">Ectoplasmic Shield-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Warmind Smite-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mind Delivered Doom</span><br />
10th level Warmind powers.  (Ectoplasmic Weapon damage= 2d6)<br />
<br />
<span style="font-style: italic;" class="mycode_i">Psychic Burst-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Wormhole of Id-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bolstered Might</span><br />
15th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d7)<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhanced Ectoplasmic Shield</span><br />
18th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d8)<br />
<br />
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.<br />
<br />
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.  <br />
<br />
<br />
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<img src="https://ravenblade.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<div style="text-align: right;" class="mycode_align">6/30/2021</div>
<br />
<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">The Warmind</span><br />
<span style="font-size: large;" class="mycode_size">A fighter Subclass for Dungeons &amp; Dragons 5E.</span></span></div>
<br />
<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">The Reason*</span><br />
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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">The Warmind*</span><br />
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!<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ectoplasmic Manifestation</span><br />
3rd level Warmind Power (Ectoplasmic weapon damage= 2d4)<br />
<br />
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.<br />
<br />
3rd Level Warmind Features.<br />
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.)<br />
These powers below require your Psychic Energy Points.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Warmind Windmill-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Ectoplasmic Missile-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warmind’s Block and Strike</span><br />
7th level Warmind Features (Ectoplasmic Weapon damage= 2d5)<br />
<br />
<span style="font-style: italic;" class="mycode_i">Ectoplasmic Shield-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Warmind Smite-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mind Delivered Doom</span><br />
10th level Warmind powers.  (Ectoplasmic Weapon damage= 2d6)<br />
<br />
<span style="font-style: italic;" class="mycode_i">Psychic Burst-</span> 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.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Wormhole of Id-</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bolstered Might</span><br />
15th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d7)<br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhanced Ectoplasmic Shield</span><br />
18th Level Warmind Feature.  (Ectoplasmic Weapon Damage= 2d8)<br />
<br />
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.<br />
<br />
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.  <br />
<br />
<br />
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			<title><![CDATA[Questions About and From the Farmstead]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=257</link>
			<pubDate>Mon, 26 Apr 2021 08:07:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=257</guid>
			<description><![CDATA[These are the only questions I can remember from our 20th session, regarding the farmstead that is.<br />
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?<br />
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?<br />
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?<br />
4) How many acres are associated with the farmstead? <br />
5) Can we wander about the property at our leisure, or are there property features that are out of bounds?<br />
6) Where are the bodies buried?  I need to know!<br />
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?<br />
8) *As a well honed fighting machine, how come the physical tricks I learn have a finite number of uses between naps?  <br />
9) *In association with the question above, is this bounded accuracy or gagged and bound accuracy?<br />
<br />
*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.]]></description>
			<content:encoded><![CDATA[These are the only questions I can remember from our 20th session, regarding the farmstead that is.<br />
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?<br />
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?<br />
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?<br />
4) How many acres are associated with the farmstead? <br />
5) Can we wander about the property at our leisure, or are there property features that are out of bounds?<br />
6) Where are the bodies buried?  I need to know!<br />
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?<br />
8) *As a well honed fighting machine, how come the physical tricks I learn have a finite number of uses between naps?  <br />
9) *In association with the question above, is this bounded accuracy or gagged and bound accuracy?<br />
<br />
*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.]]></content:encoded>
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			<title><![CDATA[Lapis Lazuli According to Enkili]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=239</link>
			<pubDate>Fri, 11 Dec 2020 01:25:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=239</guid>
			<description><![CDATA[Among the treasure our party found were two lumps of lapis lazuli, Both Leiya Tevorova and Enkili Harbhamit Pesar Al Madii claim to have the origin story of these semi precious stones.  Here is the Mandagan version of the tale, with the Onastian version forthcoming from our young priestess.<br />
<br />
This dark blue, gold flecked stone known as lapis lazuli is called the Tears of Ahme in Mandagar.  The tale as I learned it is thus:  Hamaam, who was made pure, in his long span had seven sons in the spring of his life, another seven sons in the summer, and finally seven sons when age began to slow the pure one, though he had no sons at all in his winter century.  Great nations did his children make, and Hamaam rejoiced as Makhim's promise came to be.<br />
<br />
Of Hamaam's first seven sons there was one born who did not give onto Makhim and Ahme the devotion they were due.  This one was greedy and spiteful, robbing his brothers and sneering at the gods.  Makhim made for himself a human form and he came to the deserts to challenge this unrighteous son of Hamaam.  Having wrath towards all, this evil son smote Makhim with a weapon rather than listen to words of redemption.  Makhim feigned to fall before the earthly blow, but laid a curse upon the child of his creation to humble and teach him.<br />
<br />
Not knowing her husbands plan, Ahme felt the sun falter where she resided in the mountains.  Word reached her that her great husband had been slain by the mortal son of Hamaam, and her anguish was great.  She, who is the best of wives wept, and her tears froze into the stone lapis lazuli and filled her chambers.  She took up her husbands sword, she took up her husbands shield, and she set upon the gates of the underworld to free Makhim from death.  Ahme refused to let her dead husband reside on the other side of the dark gates that lurk beneath the earth.<br />
<br />
Makhim, who was watching the painful lessons of his curse upon the dark seventh son of Hamaam, learned of his dearest wife's intent, for all knowledge can be found by he whose bright eye and dim eye both watch all upon Erath.  Rather than let his beloved divine wife face that which lies under Erath, Makhim had to reveal his ruse in order to prevent Ahme her plan from being enacted.<br />
<br />
Afterword, Mahkim was forced to directly smite the trespassing seventh son, and the devastation was such that many widows wailed to the heavens.  Ahme, who had just went through her own lamentation felt for these women and children, and she forbade her loving husband from laying them low.  The other sons of Hamaam the pure adopted these women into their own tribes, for their devotion to Makhim's wise laws were strong in the way they lived.  Seeing that the seed of the one they had made were righteous in heart and deed, Ahme bestowed her tears upon the face of the world.  By her word, lapis lazuli should be a mineral that can be used for all things beautiful.  So it is that all the peoples of Erath use lapis lazuli in their statues, in their inlays, in their jewelry, in paint and ink, and in the cosmetics that add allure to a woman's features.<br />
<br />
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			<content:encoded><![CDATA[Among the treasure our party found were two lumps of lapis lazuli, Both Leiya Tevorova and Enkili Harbhamit Pesar Al Madii claim to have the origin story of these semi precious stones.  Here is the Mandagan version of the tale, with the Onastian version forthcoming from our young priestess.<br />
<br />
This dark blue, gold flecked stone known as lapis lazuli is called the Tears of Ahme in Mandagar.  The tale as I learned it is thus:  Hamaam, who was made pure, in his long span had seven sons in the spring of his life, another seven sons in the summer, and finally seven sons when age began to slow the pure one, though he had no sons at all in his winter century.  Great nations did his children make, and Hamaam rejoiced as Makhim's promise came to be.<br />
<br />
Of Hamaam's first seven sons there was one born who did not give onto Makhim and Ahme the devotion they were due.  This one was greedy and spiteful, robbing his brothers and sneering at the gods.  Makhim made for himself a human form and he came to the deserts to challenge this unrighteous son of Hamaam.  Having wrath towards all, this evil son smote Makhim with a weapon rather than listen to words of redemption.  Makhim feigned to fall before the earthly blow, but laid a curse upon the child of his creation to humble and teach him.<br />
<br />
Not knowing her husbands plan, Ahme felt the sun falter where she resided in the mountains.  Word reached her that her great husband had been slain by the mortal son of Hamaam, and her anguish was great.  She, who is the best of wives wept, and her tears froze into the stone lapis lazuli and filled her chambers.  She took up her husbands sword, she took up her husbands shield, and she set upon the gates of the underworld to free Makhim from death.  Ahme refused to let her dead husband reside on the other side of the dark gates that lurk beneath the earth.<br />
<br />
Makhim, who was watching the painful lessons of his curse upon the dark seventh son of Hamaam, learned of his dearest wife's intent, for all knowledge can be found by he whose bright eye and dim eye both watch all upon Erath.  Rather than let his beloved divine wife face that which lies under Erath, Makhim had to reveal his ruse in order to prevent Ahme her plan from being enacted.<br />
<br />
Afterword, Mahkim was forced to directly smite the trespassing seventh son, and the devastation was such that many widows wailed to the heavens.  Ahme, who had just went through her own lamentation felt for these women and children, and she forbade her loving husband from laying them low.  The other sons of Hamaam the pure adopted these women into their own tribes, for their devotion to Makhim's wise laws were strong in the way they lived.  Seeing that the seed of the one they had made were righteous in heart and deed, Ahme bestowed her tears upon the face of the world.  By her word, lapis lazuli should be a mineral that can be used for all things beautiful.  So it is that all the peoples of Erath use lapis lazuli in their statues, in their inlays, in their jewelry, in paint and ink, and in the cosmetics that add allure to a woman's features.<br />
<br />
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