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Eerongal

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Everything posted by Eerongal

  1. RSoP is in complete divine. I can hook you up with the rules for it at some later point (dont have a link off hand) but, basically, they have two abilities for healing in particular that is awesome. once you get to the right levels, any healing spells you cast from your healing domain (thus why i recommend domain sponteneity with it) are automatically empowered and maximized for free. They also get a few abilities related to turning/harming undead
  2. RSoP requires like a particular feat as well. But if you get domain spontaneity, so you can spontaneously cast healing domain spells....healing is so awesome that way.
  3. If you take sun and healing (I think) you could shoot for radiant servant of pelor. They make pretty awesome buffers and healers (we can refluff it to whatever deity fits the bill for those domains you want)
  4. Well, at this point, there's probably going to be 2 parties (emeralis said he had two friends who wanted to join) so duplicate roles might not be a huge issue. Now, if you want to do buffing, so far there's no trap person, and you might like artificer. It gets trapping\unlocking stuff like a rogue (just need to keep the skills for it maxed), and they also get these spell-like abilities called "infusions". They're basically fairly unique buffs that you apply to items instead of people. Plus, the class has a steampunk flavor to it, which is cool Just a suggestion. Play whatever you want. If we end up with a party full of clerics....well, that's just how it will be!
  5. currently, we actually have a mix of people who've never played and people who know too much and it's cool, everyone has to start somewhere. If you wanna just watch for a bit and see how it goes, i can come up with some way to introduce your character while they're in the dungeon. A couple of things i've decided to the players: 1. As far as crafting goes, since we aren't using EXP, if anyone wants to craft, we'll have to use crafting points similar to what an artificer gets (though non artificers probably won't get as many points as an artificer. Don't wanna belittle their class feature) 2. When you find gems in the dungeon, they're just going to be a generic "you find X GP worth of gems". These gems will function as spell components for any spell that requires gems of a costly amount. So instead of needing to find a pearl worth 100 GP for identify, or a diamond worth 5,000 GP for raise dead, you can just collect up the piles of generic gems until you have the amount needed for the spell. This is so that we don't have as much micromanagement for stuff like those spell components. 3. Everyone should come up with an item wishlist, and put it in your character thread. During the dungeon i will sometimes replace some magic items listed in the dungeon with things people actually want. Note that just because its on your wishlist doesnt guarantee you to get it. Also, make sure everything on your wishlist is reasonable for your current level, and just modify it as you level up. For example, if you're level 2, putting an epic +5 Vorpal wounding flaming longsword means you likely aren't going to get it.
  6. For persisted spell, i believe touch spells do not qualify (it says that spells that are "discharged" aren't viable. Touch spells you can hold the charge, and discharge them at a later time, thus they are spells that discharge) For reach, that's....what the feat is for? and occular is fine. Any range but personal, it says.
  7. Are they tied to any particular hosting provider? Because squarespace.com has a suite of tools that are great for just such a thing. You can still mess witht he CSS/HTML and all that behind it, but they have a very simple point-and-click interface that you can use to add and change pages and text and such.
  8. The lesser plane touched are fine. As far as RKV, i dont remember off hand, but does it require any domains/feats/anything specific to wee jas? If it requires domains, if you can refluff it so that the new deity has the same domains, that's fine. If the only god-related requirement is "follower of wee jas", refluff it to whatever. Basically, if you can refluff it without affecting the crunch, go for it.
  9. heh, nice. Yeah, i do that sometimes, try to take a situation from a previous campaign that ended with something unknown and build upon it with a new character. Always fun to make something like that and explore the possibilities also: Nice. I usually stock up on mundane stuff like this too (especially chalk and a crowbar at least) just in case. Especially useful in a dungeon environment
  10. Nice. Props for actually using the lore from Eberron in your back story, and giving a reason why you aren't in your universe anymore note for those who don't know, in 3.5 at least, all the different settings (universes) were all connected and accessible to each other. Spelljammer was totally all about this. They retconned this and changed it in 4th edition, though, i've heard.
  11. Wife McWiferton, right?
  12. Most definitely. I'm huge fan of what Bo9S brought to melee.
  13. OoTS is awesome. It's totally going up on the resources section.
  14. It's cool, and i'm always open to suggestions. I'm not saying that any way i picked to do it is the best way. I figured it would be better to have something that actually SHOWS that you rolled something within the post, instead of just going "I rolled an X" I figured it's just a way to keep down any potential arguments over blaming someone for "not rolling". Not that i'm saying anyone in particular here would do that, i just figured i would go with it as a "better safe than sorry" policy, though it's still fairly easy to cheat, since you could just continually roll until you get what you want. No matter how you slice it, we're going to have to work off the honor system anyways, but i figured this at least with this way we can at least make sure no one claim someone just made up a number
  15. Hrm....Sounds like it could be fun.... Sure, why not, it's in! Also: thanks for clearing a 3rd party option before hand (the way i prefer it to be done)
  16. Well, i figured that i would get maybe 3 or 4 people at most, just based upon the other roleplaying sections. Though i suppose "playing D&D" has more of a draw than "Playing homebrew freeform" since it has a brand name behind it
  17. oh man, steak-umms are awesome. I know back in missouri (where i'm from) they had 'em pretty well everywhere. I don't know about where i'm currently at. I'll have to take a look and see if i can find some now.....I haven't had 'em in forever.
  18. I don't see why not. We can always split them up into separate parties, which i was considering at this point, based on how much interest has been shown (i honestly didn't think it would get this much interest) Parties of 4-6 are pretty much ideal, and right now we have....7 i think? so splitting at this point would result in a 3/4 split, with 1 to 2 more people we could do 4/5
  19. do you have an option to link into the forums thread (as like an image or anything)? i see that you can send it via email, but with that other site you can post a link directly to the dice roll outcome. I just glanced at the page really quick, so i didnt assess all it can do, but so long as we can link it and/or show it in the topic some how, it's cool.
  20. psionics are fine. SS should be ok, so long as it's not something rewritten in 3.5. At the end of the day I'm pretty lenient about what to allow so long as it results in player fun.
  21. yeah, the ability to pile basically EVERY metamagic on EVERY spell you cast gets crazy, and way outside of the realm of any sort of "balance"
  22. Yeah, truenamers as written aren't that good. However, i wouldn't be against looking into one of the various truenamer fixes out on the internet if anyone really wants to play one. As far as alternate magic systems go, my personal favorite is Magic Of Incarnum. It's no where near as powerful as standard magic, it's actually relatively well balanced, but i just love the flexibility it brings to the table. Also, incarnarte/cleric/sapphire heirarch is a pretty potent combo. Also, yes, flaws are allowed. I'm personally a big fan of them. As far as LA buy off, since you're starting at level 1, you won't really be able to start with any LA, so it's sort of a moot point. Also, anyways, in the WLD it recommends NOT using exp points, and simply using the DM Fiat of "You guys are now level X" based on the party's progress, so that's what we're going to be using. Now, if you wanted to look into doing a savage progression (that is, making "levels" out of template that you can take) we could certainly look into doing that. DMM is allowed, but my ruling is that night sticks don't stack (that is, you can only benefit from one set. No unlimited turning attempts. I know it's technically allowed, but at the same time it's way too much cheese for my wine) As far as character sheets, you're certainly allowed to use whatever you want, if you don't want to use the forum template i drew up. Just simply link to it in your forum topic about your character when you make it. I just put the forum template out there to be quick, easy, and make it so that people don't have to sign up for an account anywhere. But by all means, use whatever you want. Just as long as you have complete control over your character sheet so you can handle your levels up/resources/etc. and all that. Edit: updated the character creation thread with some of the info from this post. I will use that , as a character creation/FAQ thread, just so that all the answers to questions are all in one specific place
  23. went ahead and looked it up in the 3.5 DMG to be sure (im not gonna say im never wrong ), and it looks like they all start at 8. Page 169: it continues on to explain point buy, but none of that is pertinent
  24. Yeah, wizards are mostly useless without their spells. The principle use of a wizard is with extra planning and forethought while conserving your resources. The goal of a wizard would be to go through the day without running out of spells. Also, you can still use wantds, scrolls, and such to cast some spells after you run out. Also, you may want to look into reserve feats from complete mage. Those really help a wizard make it through the day. A correctly played wizard can be practically unstoppable
  25. yeah, start at 8. I just put in 10 on the template as i was putting together without thinking (10 is considered average for a human in any given stat, which is why it gives no particular bonus)
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