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    Titan in the Playground
     
    drack's Avatar

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    Nov 2006
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    Default Nations game OOC Act II

    While not super-enthused by the number of new people, I figure I probably got some that can actually do a long term game, so I'll count myself luckier then when I introduced ten new people Anywho we have a few inactive players, most have dropped over the years, but I'm not going to be posting an intro for people who are taking a break from the forum, so go nuts.

    first post

    This game will likely be slower rate going for the long haul, but since mostly students use this site I'd appreciate that extra energy and time get thrown into getting all your stuff ready so you can jump in.

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    So I started an epic gestalt sandbox to play in a bit back, it's still slugging along, but it's doing this horrible thing. It's giving me ideas ... yes that's right. If you ever get the chance don't ever give me ideas, because those ideas can be scary scary things. Anywho I decided to host an epic high op level 30 gestalt nations sandbox game where everyone can... well thy can do just about anything they want PVP is naturally allowed, so pack extra contingencies to keep at least one if not a hundred legs sticking out of your grave

    Anywho no I don't really have time to host this, but you know what they say about making time right

    16:
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 3.5

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    Sandbox kingdoms.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many? Probably 6.
    no alts, no limit on players.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    here


    5. What is the characters' starting status (i.e. experience level)? level 30 gestalt flat, no extra xp, but I won't bug you about little things like spells to make you undead

    6. How much gold or other starting funds will the characters begin with?
    WBL 4.3 million and a level 28 cohort gets 3.3 million which you can also use to buy an army, followers get NPC WBL (see the MIC for the full table)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Multyclassing is fine, but lets keep it within 9 classes to avoid over dipping, homebrew goes by me (dragon and 3rd party counts as homebrew)

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    You have free reign

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    roll


    10. Does your game use alignment? What are your restrictions, if so?
    Anything, I want some across the board, though I expect it to favor evil just cuz it does

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    answered


    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system?
    Roll here, I get some private ones


    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    See below

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Write out a healthy thing, though you can PM it if you don't ant others seeing publicly post all accessible knowledge others can access

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    RP is important, there will likely be hack and slash, minimal puzzling, but battlefield tactics with huge legions is it's own puzzle as is the game of politics quite naturally.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    Epic spells are out, as are any infinate loops (they will be removed in game if you don't do so prior to the game) Though I will allow some 'large scale rituals' in special cases.


    OK, you each get free leadership, epic leadership, and legendary commander.
    We'll be using this system to get you a kingdom (keinnicht made it first, I tweaked it later):
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    -Subtract 50,000 GP from your starting wealth total. You're a noble of some sort. Not a king, but you have some influence in one country. You probably have a nice mansion. Any magical enhancements or protections on this mansion still cost gold.

    This requires very little explanation. You could be born into it, strong-armed your way, etc.

    -Subtract 100,000 GP from your starting wealth total. You are the high priest of a small religion. The deity's actual divine rank doesn't matter, only how many worshipers it has. Your religion is relatively unknown - few have heard of your god, you only have a few temples or underground cult chapters (If a seedier religion.) You worship a weak god, an imprisoned god, an elder evil, or other obscure divine force. You have access to 40 1st level clerics, 20 3rd level clerics, 10 5th level clerics, and one 10th level cleric. In addition, you have 300 nonclerics who have 1 level in a PC class, 150 2nd level nonclerics who have 1 level in a PC class, 50 of 5th level, and 2 of 10th level.

    Finally, you have 400 members of NPC classes, 90% of which are 1st level.

    -Subtract 200,000 GP from your starting wealth total. You're the ruler of a small kingdom (less than 10,000 inhabitants). You have access to a military of a size you choose that cannot exceed more than 50% of the population. These are 1st level warriors, with one 5th level character per 1000 men. You may want to take the leadership feat in order to add more high-level people to your army. A general as a cohort might be a good idea. Or another PC could be your general.

    You may have a castle, palace, or other royal dwelling of your choice. This is free once you buy this, but any enhancements or protections are not.

    NOTE: If you take this, you're going to have to provide some explanation of your kingdom's government and how you got the kingdom. Inheritance is fine, but boring.

    -Subtract 300,000 GP from your starting wealth total. You are the high priest of a medium-sized religion. Most people have probably heard of your god and probably of you too. You have access to 100 1st level clerics, 50 2nd level clerics, 25 3rd level clerics, 20 5th level clerics, and 2 10th level clerics. In addition, you have access to 200 1st level nonclerics with PC classes, 100 2nd, 25 3rd, and 5 5th.

    There are 5,000 people with NPC class levels who follow your religion, and 90% of them are 1st level. You must be able to cast 8th level divine spells to take this.


    -Subtract 500,000 GP from your starting wealth total. You rule a medium sized kingdom, with approximately 50,000 inhabitants. You may have a military composing no more than 45% of the population, most of them 1st level warriors with a one 5th level character per 1000 men, and one 10th level character per 5000 men. Again, consider taking leadership and explain how you got it.

    NOTE: Add CRx100,000 GP if you wish to rule a kingdom of beings with a challenge rating 1 or higher. For example, if you want to rule a medium kingdom of elves, it costs 500,000 GP. If you want to rule a medium kingdom of Drow, it costs 600,000 GP.

    -Subtract 1,000,000 GP from your starting wealth. You are the high priest of a well known god. You have access to 1000 1st level clerics, 500 2nd level clerics, 500 3rd level clerics, 100 5th level clerics, 20 10th level clerics, and 3 15th level clerics. In addition, you have access to 1000 1st level nonclerics, 1000 2nd level nonclerics, 500 3rd level nonclerics, 400 fifth level nonclerics, 100 tenth level nonclerics, and 20 fifteenth level nonclerics. In addition, there are 50,000 members of NPC classes who follow your religion. You must be able to cast 9th level divine spells to take this.


    -Subtract 1,300,000 GP from your starting wealth. You are the ruler of a large kingdom containing 500,000 inhabatants. You may have a military consisting of up to 40% of these inhabitants in which the standard soldier is a level 1 Warrior, there is one 5th level character per 1000 men, one 10th level character per 5000 men, and one level 15 character per 50,000 men

    -Subtract 1,000,000 GP from your starting wealth. You are the high priest of a well known god. You have access to 1000 1st level clerics, 500 2nd level clerics, 500 3rd level clerics, 100 5th level clerics, 20 10th level clerics, and 3 15th level clerics. In addition, you have access to 1000 1st level nonclerics, 1000 2nd level nonclerics, 500 3rd level nonclerics, 400 fifth level nonclerics, 100 tenth level nonclerics, and 20 fifteenth level nonclerics. In addition, there are 50,000 members of NPC classes who follow your religion. You must be able to cast 9th level divine spells to take this.

    -Subtract 7,500,000GP from your starting wealth. You are the high priest of a major religion devoted to one of the domonant gods. You have acess to 10,000 1st level clerics, 5,000 2nd level clerics, 1000 3rd level clerics, 500 5th level clerics, 100 tenth level clerics, 20 15th level clerics, 10 20th level clerics, and 4 25th level clerics, you also have acess to 10,000 1st level nonclerics, 5,000 2nd level nonclerics, 1000 3rd level nonclerics, 500 5th level nonclerics, 100 tenth level nonclerics, 20 15th level nonclerics, 10 20th level nonclerics, and 4 25th level nonclerics, in addition there are 100,000 follower of your religion out in the world willing to aid you.

    -Subtract 100,000 for a small information network through which you hear the going ones of other nations, or subtract 1,000,000 for a large one that has far reaching influences with spies wherever they can possibly gain access.

    -Subtract 6,000,000 GP from your starting wealth. You are the ruler of a major kingdom containing 3,000,000 inhabitants. You may have a military consisting of up a third of these inhabitants as level 1 warriors, There is one 5th level character per 1000 men, one 10th level character ofr every 5000 men, one 15th level character per 50,000 men, one 20th level character per 250,000 men, and one level 25 character per 500,000 men.

    -Subtract 2,000,000 GP From your staring wealth, you have managed to magically lift a chunk of land from the ground, it moves at a speed of 5', and can suport a civilization.


    OTHER ORGANIZATIONS: Basically, take the listed costs and rules for the high priest ones, change them so they read appropriately. I.E. A wizarding organization has access to wizards rather than clerics, and where it reads "noncleric" it should now read "nonwizard." You must then be able to cast 9th level arcane spells, rather than 9th level divine spells.

    You cannot be the high priest of more than one religion. Being a high priest or runner of a wizarding ordrer is different from having a kingdom. Most of the clerics just run temples or secret cults, and the followers are followers of the religion, not minions. You can rally some of them together or task them with a specific mission once in awhile, but they do not solely do your building. Basically, you don't have an army, you have a support base. You may have one paladin type (Slaughter/Tyranny, Antipaladin, etc.) per 500 members of your religion. These aren't in addition to your followers, you may simply have them among your followers. These guys are your champions, and actually do do your bidding.


    If you wish to create an organization that would require more modification than swapping out a few words, like a group of high-level antipaladins, you should just take the leadership feat.

    The ELC of your most powerful followers cap out at 30 just in cas people were looking forwards to a small kingdom of ELC40 creatures

    Taxes: 1cp/HD/week of follower with 5GP=1xp equivalent for crafting xp that your people are willing to spend in exchange for the equivalent tax breaks


    Additional rulings:
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    No, you may choose to not even attract followers via your free leadership if you'd like
    Lets all aim around mid-op
    lets say 7d6b3, it keeps stats high (1 reroll, keep the final result, or 40PB)
    Also cohorts are gestalt and get PC WBL, followers are equipped through the kingdom or your pocket
    Also lets go with no flaws, and feat purchasing will be allowed, magic transparency will be set to all affecting each other.
    assuming no infinite loops all wizards D&D3.5 sorcebooks are allowed (though some things like taint I'm not as much a fan of... it's allot to keep track of )
    keep in mind you have 4.3 million, your cohort has 3.3, you're allow to use both, VoP means it's gone not invested, and if you want 'pets' we can talk about what would be reasonable (for instants worgs go well with tasty goblins, but great wyrm dragons... not so much. )
    The gold/xp listed at the bottom of buying a place in politics is your daily revenue from taxes and what not as well as the max xp that your people can devote to magic without destroying themselves
    Also important notice
    I feel vary silly for forgetting to mention this, but you may and are encouraged to PM your sheet to me so that others can't metagame against you. Ditto for your army's stats, ect. I will keep a big ugly word doc of this stuff myself. (recall you are still expected to post a backstory here of what others know about you regardless of weather you PM me your backstory or post it here) feel really silly for not remembering to say this earlier



    Maps
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    Quote Originally Posted by Morganatic View Post
    Hmm, I can't post the map, and the possible scale, yet, since there are a couple of secret things that Drack is planning for us all, but I'm putting forward an argument for major kingdom being ~70,000 square miles (why, Morgan, yes that is 300 miles in diameter).

    That gives the other nation sizes at

    Major - 300 miles - ~ 71,000 square miles.
    Large - 150 miles - ~ 17,700 square miles
    Medium - 75 miles - ~ 4,4100 square miles
    Small - 38 miles in diameter - ~1,100 square miles.


    Worldly fluff
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    Aussir
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    Name: AussirKhuno
    Nicknames: Wyrm of Frost, Winterdrake
    Divinity Rank: Lesser Deity
    Symbol: Icy reptilian eye centered over a white snowflake
    Home Plane: Stygia
    Alignment: NE
    Portfolio: Winter, Cold, White Dragons
    Worshipers: White Dragons, inhabitants of cold climates
    Cleric Alignments: NE, CE, LE
    Domains: Winter, Cold, Dragon, Evil, Trickery
    Favored Weapon: Scimitar (Claw)

    Most if not all White Dragons pay homage to AussirKhuno; either out of respect or fear.
    Other dragons of different colors more often look to Tiamat more readily, and often times look down at those Whites that worship AussirKhuno. Of the good dragons, only Silvers pay any real attention to him.
    AussirKhuno is a fickle, vain, evil dragon deity with a heart of ice that once was a mortal that ascended into divinity largely due to well placed favors with other evil dragon gods.
    In his natural form, AussirKhuno resembles a white dragon with scales made of ice, and is constantly letting off a fog of cold air even in the coldest of temperatures.

    Dogma:
    Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs so that my cold may come in. Work darkness to hide the cursed sun so that the chill the AussirKhuno brings may slay. Take the life of an arctic creature only in great need, but slay all others at will. Make all fear the Winterdrake. Revere the Wyrm of Frost and sing his praises into any chill breeze or winter wind. Do not raise your hand against any other cleric of AussirKhuno.

    Clergy:
    AussirKhuno accepts only evil clerics and druids. AussirKhuno's clerics and druids, like AussirKhuno himself, seek to place the world under the domination of winter.
    AussirKhuno claims to not need allies, though most believe he has bargains and favors with many other evil deities such as Iborighu. His enemies are numerous including deities of the Sun and Good like Pelor and Bahamut, with occasional conflicts with interestingly Levistus of Stygia.

    Quests:
    The followers of AussirKhuno are sent on a variety of quests to further his grand plan of an eternal ice age. Some are easily understood, such as aiding one of his white dragons against a worshipper of Fire who seeks to destroy it and its progress. Others are less obvious such as hunting down specific icebergs for a rimefire eidolon.

    Prayers:
    AussirKhuno urges his cold followers to go forth and chill the world, fill it with snowy blizzards, and destroy or enslave all others. Prayers to him focus on the goal of the eternal winter.

    Temples:
    Though most white dragons honor AussirKhuno, few keep shrines dedicated to him in their lairs because they don't want AussirKhuno's vanity to gaze at their treaure hoards. Instead, they dedicate vast, icy caverns or icebergs to their deity and keep them stocked with treasure and sacrifices.

    Rites:
    To commemorate a victory such as burying a normally tropical climate under snow, or kidnapping a number of sun worshipers, the followers of AussirKhuno celebrate by indulging in great wickedness, including torturing prisoners or sacrificing a summoned fire elemental.

    Herald and Allies:
    AussirKhuno's herald is an white dragon. His allies include various evil cold deities, and other cold creatures such as frost giants in times of need.

    Iamorphe
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    Name: Iamorphe
    Nicknames: The Prideful, The Iron Staff, He Who Plots
    Divinity Rank: Lesser Deity
    Symbol: An iron staff on a purple background
    Home Plane: The Outlands
    Alignment: LE
    Portfolio: Tyrrany, Conquest, Tactics, Magic
    Worshipers: Tyrrants, Conquerers, nobles, mages
    Cleric Alignments: LN, LE, NE
    Domains: Law, Evil, Planning, Pride, Magic
    Favored Weapon: Staff

    Many who would wish to conquer worship Iamorphe. He is especially attractive to those who plan to use magic to do so. The worship of Iamorphe revolves around discipline and foresight, which makes for excellent additional incentive for a general's soldiers, and many magical generals find that the worship also helps them think about their plans. Many monks also find themselves drawn to him.
    Iamorphe is a prideful deity who is vain about his priests; they must all maintain a good appearance at all times, as He does. They also need to be ready for battle fairly quickly, although they need not be personally skilled in battle, as the focus is on tactics and leadership.
    In his natural form, Iamorphe resembles a human with red hair and red eyes, wearing a crown, and wielding a staff that glows with unholy power.

    Dogma:
    Plan the downfall of your enemies. A victory had by chance is only marginally better than defeat. Have a reason when you kill, but never shy away from it. Rule belongs to those who can control the country and manage their resources; those who cannot, should not. Do not raise your hand against any other cleric of Iamorphe.

    Clergy:
    The clergy of Iamorphe tend to also be in government in some capacity as well, often either being directly in a command structure, or serving as advisors to those who would conquer ... as this lets the cleric control things fairly effectively, without being quite as much of a target - and after all, what ruler doesn't give others tasks?

    Quests:
    The followers of Iamorphe are often found engaged in various tasks of conquest - be that locating an artifact useful in conquering, raising armies, undermining a country that has grown weak, or maintaining an empire, conquering everything is the ultimate goal.

    Prayers:
    Iamorphe urges his followers to go forth and conquer the world, bringing it under his rule. Prayers to him focus on the goal of conquest.

    Temples:
    The temples of Iamorphe tend to be built on the site of great battles. In fact, that is how land for him is consecrated - by the spilled blood of a carefully planned victory. Simple sacrifices will not do, but simple shrines do not need to be so dedicated... and thus, shrines are far more common than temples.

    Rites:
    To commemorate a victory in battle, the followers of Iamorphe celebrate by putting the captives to work - digging moats, building walls for fortifications, gathering large stones for use with catapults, and so on.

    Herald and Allies:
    Iamorphe's herald is a young human Sorcerer. His allies include Hexxtor and St Cuthbert, his enemies include Oldimarra and Kord.

    Grog's place
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    "Nobody knows much about Grog... he's a goblin in a planes near a haunted forest, and that's more than anyone ever really wanted to know about Grog." The goblin nation is "Grog's place" go find your own place and thus it was named.

    Izeldus
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    Izeldus, a great and mighty dragon king with the help of a wanderer known for his dark practices managed to form an empire that reigned over the whole of the plane. The wanderer had long since vanished millennia before the golden age of this empire, but not before plaguing the world with undeath and aiding in the forging of the great nation. The great red believed himself above mortal affairs, and yet constantly hosting feasts for the benefit of various nobles, often bragging that the only reason he didn’t crush the rest of the world was on account of his mountains being the only land worth taking. holding the world, Izeldus receded to the mountains. The actual history of Izeldus’ nation has been lost to the history books on account of the dragon’s views of the time deeming the teaching of the lesser races with their shorter lives a worthless pursuit. Izeldus somewhere along the line tired of a life of festivities, and one day he and all that followed him miraculously disappeared. Nobody knows where or how they vanished, but the small rebel nations grew and soon dragons were again a mighty force within the world.

    Gaiad Forest
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    The witches of Gaiad Forest have always been a mysterious lot. Nobody ever knows what they're thinking, and any who wander into their woods are never heard again. These forests are filled with fey folk and mighty forces of nature long asleep.

    Stone Mountain
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    Stone Mountain as it is known by the world is a large mountain to the north in which the 'nation of the stone' suddenly appeared. It is often speculated on exactly how they came to the mountain, but all the same thy have quickly fortified it and now nobody but traders enter, emerging with the most wonderful of works.

    Jones of the white fleet
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    Jones grew up as an idle fisherman, after war claimed all his siblings his parents deserted in order to take him out of the wakes of war, and ultimately to the great pirate cove of Glen the pirate lord. Jones had a sort of natural affinity for the sea, and soon he found himself in charge of a large portion of the fleet. By pure chance it so happened that him and his fleet were out when Glen's cove was sieged. Honestly it's quite generous to call it a siege as it lasted only half an hour. While Glen had quite the name he had grown lazier in his age and fame, and had failed to even post proper sentries. Naturally the battle was over before it even began, and overnight Jones found himself with the single largest fleet in the world. Over the next year he managed to gather the remaining pirates to join him, and now he is the most fearsome pirate in all the three seas. (The west sea, The south sea which is somewhat east of the southern glaciers, and the north sea between the island cluster and the two larges land masses. No Pacific, Atlantic, Blood, Indian, Yellow, ect seas in this world )

    Now his ships tear across the seas easily identifiable by the white wood of which they are built they sail freely through the sees, and all coast dwellers know what it means when a white ship rises above the horizon.

    Glen
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    Ah, Glen was always a wild one, and had a knack for combat since he was a lad. As he grew that knack for combat evolved from sword skill to those of a tactician. As a rascally youth he formed a gang in a small seaside town, and soon after stole the ship of an invading pirate while most of his crew was raiding the town. Glen's gang was fiercely loyal to him, and agreed to set most of their spoils towards new ships. While the new crews were less willing to give up spoil they did recognize the gleam of future prophet on Glen, and stayed in his fleet, executing his plans. Often Glen would use ships hidden from sight that would join the fray from afar with cannons right before his ships closed offering a significant advantage in seizing passing ships and cargo, as well as weakening rival pirate groups until they had no choice but to join him. Glen's plundering was legendary, but eventually a nation of sea-dwellers, seeing his immense riches, decided to raid his ill fortified fort when he was in. Glen was not expecting the attack, and died with almost half of his ships. The island was later reclaimed by Jonas, a youth who served under him, and of whom it was later said Glen had treated with great favor, granting him a larger fleet than any had thought. Glen was in essence, a rough n' tough gun-slinging, swashbuckling, seafaring pirate renown across the oceans, and feared even more then the Jonas of this era.


    The Dark Storm
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    Many myths and legends surround the wastelands plagued by elemental. The lands themselves are commonly referred to as "The Dark Storm" for a few centuries back the Elementals began actively tearing across the plans leaving everything from gales to trails of flames to slushy bogs of much which in turn are consumed by the ground it's self. The ruling body of The Dark Storm is a humanoid formed of various elements swirling throughout it's form named Titusarvin, and it's accompanying council of Elementsls. While none truly understand their goals They seem not to notice the outside world so much, and as time passes somehow the storm clouds overhead only seem to grow darker, thicker with the clashing elements.

    Trolls and tolls
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    Any self respecting world has bridges from which trolls collect tolls. Now the toll trolls are not so much a nation as a society, now generally it's not good to disrespect the trolls (like killing them) because there are allot of bridges that you'll probably end up crossing, and that's allot of trolls. That and they stimulate your market by buying local produce

    The Road builders (sorry, another ancient idea I just had to pull out)
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    Since ancient times... well actually t hasn't been that long at all. About fifty years ago they slipped through a rift in space and instantly set to work clearing their starting point and carving a rather wide and convincing road across the lands as they went. While nobody knows why they build their road, or to whence it reaches many unfortunate nations have fount that the road builders are willing to carve straight through towns, mountains, even building roads over the oceans themselves, resisting attack, building over the corpses of those before them, but overall ignoring the world around them..

    The forest of Gi
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    It is a well known fact that the Gaiad forest is among one of the worlds superpowers, filled with powerful druids, and creatures of the wilderness old beyond time, easily putting it on par with many larger nations. When Izeldus fell the Gaiad was split. Most of the woodlands wished to remain in their grove and continue their lives as they were, and yet a handful believed the Gaiad should seize this opportunity to spread across the world. As a result those few radicals left the Gaiad forest and founded the forest of Gi, a much larger and newer forest. As such they spread the woodlands across the world. Commonly the leaders of the forest of Gi that grow old beyond reckoning will "retire" to the Gaiad forest after they have found suitable leadership, and find their minds wandering to thoughts far more important and complicated then the everyday ordeals of leadership. While the Gi forest is well connected and at peace with many lesser nations, the Gaiad long ago vowed not to endorse their efforts, an as such they lack strength despite their size. The Gi forest occupied the woodlands south of Kaendalith, as well as the forest surrounding the stone mountain. At a later point in time the Gi spawned the Id forest surrounding Canidus which believed that a forest should not blow with the wind spreading endlessly, nor should it densely set down roots, but instead it should secure it's self for the inevitable siege when "civilization" again decides that the fey have no place in the world. The forest of Id Keeps to its self, and is controlled by evil druids, though they are unlikely to intervene as they have a rivalry of sorts with the forest of Gi.

    The Koa Toa Empire
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    The Koa Toa pride themselves on ruling the whole of the ocean despite the fact that some regions even they dare not tread, and of course ignoring surface dwellers like the White Fleet. While the bulk of their military might relies on overwhelming numbers, it is the added might of possessing mighty beasts, monsters captured and trained across the whole ocean. While the king and queen each individually hold claim to the entirety of the ocean, all the inhabited regions are split into districts much like fiefs ruled by their children.



    relevant :
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    Quote Originally Posted by Havelock View Post
    It's going to take weeks to cast all the permanent stuff I want to have, mostly because of restrictions on how many times I can ignore XP components. Won't exactly drain me for any singe day, will just do that if I want to use Gate to call in a nasty, the process will take longer.

    My main reason to find that unreasonable is that it is completely illogical to not have all that stuff already. What are the odds of my permanencied comprehend languages to have disappeared? All those small little utilities go away because they fall down on the priority list. I usually go with the philosophy of not arguing much with the GM, he says no to something, I go looking for an alternative, but I think a bit more flexibility on this matter will make the game better.

    Btw, thoughts on this: http://www.wizards.com/default.asp?x=dnd/psm/20031225a
    OK, point taken, it'll be a pain, but every spell goes by me, every addition to your 'fortress', the basic geographical layout of your nations, and the base structure for your fortifications. Please excuse if I take quite some time to go through requests as I get this feeling many will be rather large, as usual feel free to PM them.

    Base structure should be designed on some manner of grid. wards will be prefested in the following manner

    spell name
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    spell level/class
    duration
    Any component/xp costs/how you intend to have covered them
    location/number
    general effect
    Book, page #/link


    I want a general map of your towns, a less general one of your capital, and one of your country with approximate locations of towns/populations/farmlands and the like as well as basic layout of fortifications for these towns. The geography should be included.

    This may end up taking more than a week or two after all

    I forget if I said or not, but the table is now in the first post, and gimme a min on tattoos

    Edit on Ice assassin:
    a) without hair/nails or the such you're creating an ice assassin of a nothing bravo.
    b) they aren't under your control and maintain their narcissistic god complex and may smite you for even suggesting they hand over their power to you
    c) the divine ranks are ultimately from the god Yes that means polymorph any object has 2 clocks ticking, and when the one buzzes out it just reduces the overall time of the first.
    d) you're still out 5000xp

    I apologize if my interpretations (you know, the ones that prevent infinite loops) throw a wrench in anyone's plans

    I'm gonna limit level 10+ spells to if you have the slots. Otherwise it gets silly. (I mean I know similar schnanagins to let a non-epic cast them, but that would get silly.


    Nations to FoB conversion
    Spoiler
    Show


    OK, lets start shifting to Fields of Blood. If you see anything and want it added like resources for a new race, just ask.

    Current game settings:
    max units: we'll be using half this number with it resetting every IC year.
    RP production mod: we'll go with 200*land mod*pop mod=RP/Provence/week (not the 250 stated in the book)
    Racial attitudes: this is silly, mostly the mechanic only comes into play when players join their militias under one rulership, so we'll decide these as they happen.
    Asset: feel free to make up more of the same for the other terrains. (they are meant to improve output and pay themselves off in a bit of time by boosting production, as it stands they're only for fishing, farming and mining, feel free to make up alternatives following the pattern of one +25%, and one +50%/terrain type)
    Utilities, fortifications, and seasons will stay, rolling for random events isn't my style, so that'll be dropped
    Upkeep, moral, government/civilization type, and battle will be kept
    Taxation/surplus system will be changed to all go in your pools. After all you ca all teleport an the like, so there shouldn't really be a cost for deciding to reallocate resources.
    One resource point can be traded in for 40gp, a hundred GP can be traded for a resource point, but one can only spend one year's worth of surplus gold/year. Nomads will be an exception being without a spending cap. All unspent surplus will be tallied in gold. This replaces the banking system they have in fields of blood.
    Gold can be spent to do everything you normally do with it, except hiring mercenaries. (FoB, not DMG rules will be used for mercinaries.)


    Since your nations are huge compare to FoB, so long as your nation isn't filled (each provence being 133 square feet, size of your nation being in the first post), then we will forego mapping out each and every little thrope. You can distribute your populations (non-militia) into however many provenances you'd like using DMG rules (20< small nomad camp, 20+=thrope, or small nomad camp, 81+=hamlet, 401+=village, 901+=small town, 2,001+=large town, 5,001+=small city, 12,001+=large city, 25,001+=metropolis, 100,000+=planer metropolis.)
    If you're one person short, fudge it. This will allow populations to be tracked without constantly worrying about everyone as an individual (after you divvy them up don't bother keeping track) If you're nomadic still do it this way knowing that they'll shrink IC the way captured nomadic civilizations do (downgrade one step each week after getting surplus).
    You can PM me a table of:

    {table]# settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    [/table]
    And then a year in IC we'll update rack by giving him the same thing with an extra column listing X/# have ____ mod, or all have ______ mod for all the mods.

    Units: new ones will require upkeep, those you already have are dispersed, and will only cost if you reassemble them into units (for free)
    The hydras that one player has poached from the world will be blocked into units (round up) and cost upkeep.
    The above units can be stated at your leisure.

    FoB spell adaptions: we'll roll with them, you want to slip a homebrew adaption by me feel free. (this stands for invocations, an other systems too)
    Remember summoning/raising spells listed in there still cost uint prices and the like they're primary benefit is having more troops instantly there.

    I think that's about everything... tell me if I missed something

    spells affecting for 1/2 damage if they fail to beat SR do nothing if they fail by 10 or more



    players still playing
    Spoiler
    Show

    rweird
    lexin
    crafty cultist
    Ocel
    Kaz
    shady

    Floating players that we shouldn't expect in now
    Spoiler
    Show

    master of Faits
    miinstral
    Samhain



    Quote Originally Posted by Igneel View Post
    Alright, Table WIP. Got quite a few people I don't have info from, so I'm probably going to be sending mass PM's in the future...

    Spoiler
    Show
    {table=head]
    Player
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background


    Gaiyamato
    |
    The Orc Hoarde Lands
    |
    Major Kingdom
    |
    Done
    |
    Done
    |
    Endless horde or Orcs, Demons and Undead seeking to cover the world in endless wintery night.
    |
    Working
    | |
    ???
    |
    Large Kingdom
    |
    Done
    |
    Done
    |
    New Ancient Rome
    |
    Done
    |
    Done

    Igneel
    |
    AussirHurthia
    |
    Well Known Religion+Small Kingdom
    |
    Done
    |
    NPC's semi-WIP
    |
    Vampire Winter Dragon
    |
    Background
    | |
    Empire of the Dark Light
    |
    Major
    |
    Done
    |
    Complicated?
    |
    Good King of the Dead
    |
    Somewhere
    |
    link

    riccaru
    |
    ???
    |
    ???
    |
    WIP
    |
    ???
    |
    Undead Master with a boatload of creepy crawlies
    |
    WIP
    |
    WIP

    Leonardo
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Shadow Lord
    |
    The Arcadian Dominion [Formally: The Most Ancient and Powerful Dominion of Arcadia]
    |
    CMajor Kingdom
    |
    Not Started; Waiting for Homebrew
    |
    Not Started; Waiting for Homebrew
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Re'ozul
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    An ancient and formerly powerful nation that used to rule Arcadia, the name of the plane where the Fey live in the world that they're from. [REDACTED]
    |
    Not Started; Waiting for Homebrew
    |
    Not Started; Waiting for Homebrew

    Lexin
    |
    Black Forest
    |
    Major kingdom
    |
    Main + cohort done/ followers around 80%-90%
    |
    I still need maps. The followers are complete.
    |
    Enchanted, spooky forest full of planetouched humans. Nature related + caste system.
    |
    Done
    |
    Link

    CowMasterTrojan
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Kazyan
    |
    Canidius
    |
    Medium "Kingdom"
    |
    Character complete, cohort complete, followers complete
    |
    Done
    |
    Uberpixie campaigns against the Sublime Way, while keeping new undead and old fey from killing each other
    | |
    Link

    dyslexicfaser
    |
    Order of Resplendent Jade, Wizard's College of Winter's Reach
    |
    Small Organization (x2)
    |
    Plugging away
    |
    Population WIP, Stronghold WIP
    |
    Prodigal human that can do anything (but mostly just wants to sword at people)
    |
    WIP
    |
    WIP

    Aluroon
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    niw18
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    rweird
    |
    Undecided at current time. "New [Old Nation name]"
    |
    Large Kingdom +Large Religion Mage Guild
    |
    Need to do Spells, Skills, Check everything, get magic items checked/Cohort not started
    |
    Planned, not sure where I will end up
    |
    Leader of a 'fleet' of refugees fleeing from universe overrun by the Blood War, trying to make a living here. Very Magical.
    |
    Planned
    |
    Link

    Lonewolfe208
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Samhain
    |
    The Circle of Knowledge/The Nation of Airu
    |
    Undecided
    |
    wip
    |
    wip
    |
    After destroying his former plane, Vaelius is the only survivor with the ghostly survivors tagging along.
    |
    Needs to be written, but otherwise extensively developed.
    |
    Ruled by the obsessive psychosis of Ai's only survivor, The Circle of Knowledge pursues its namesake while policing misuse of knowledge and ensuring the preservation of multiversal integrity.

    Crafty Cultist
    |
    Andellan
    |
    Medium Nation/Medium Religion
    |
    Done
    |
    Done
    |
    Renaissance Era Theocracy
    |
    Done
    | |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Still need to write up all the followers and the minions
    |
    General Idea
    |
    Background Status
    |
    Public Background

    TraceHyde
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Denomar
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Kharnagar
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    ShadowFireLance
    |
    Nation: Empire of Dragons/Religion: Tiamat
    |
    Minor religion/Med Nation
    |
    Mostly done
    |
    99% ish
    |
    ???
    |
    Not so much...
    |
    ???

    MasterofFates
    |
    Legion
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Prime Arcanist
    |
    Country/Nation Name
    |
    Country Type
    |
    Sheet Status
    |
    Country Status
    |
    General Idea
    |
    Background Status
    |
    Public Background

    Miinstrel[/CENTER] |
    Xen'Garath
    |
    Major kingdom
    |
    character 50%, cohort 50%, followers 10%
    |
    35%
    |
    TBD, probably slavers of some kind
    |
    complete (link to come)
    |
    complete (link to come), Coming back in Winter
    [/table]


    Corrections & additional info/updates always appreciated.
    Last edited by drack; 2013-09-15 at 11:28 AM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  2. - Top - End - #2
    Titan in the Playground
     
    drack's Avatar

    Join Date
    Nov 2006
    Location
    warming your deathbed

    Default Re: Nations game OOC Act II

    homebrew rulings (more pending)
    Spoiler
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    Quote Originally Posted by Re'ozul View Post
    Hi drack.
    Would a modified (as he is sigle class right now) Hordemaster Kerdon work?

    He is an Ebon Initiate Daybreak Caste Exalted.
    He also utilizes these feats.
    yo

    I'll allow it if we can tone the killing blast down to a max of three times rerolling sixes, that looks painful, and maximize type stuff doesn't count

    daybreak is a go

    feats are OK except:

    Arcane Necroshape: nah, there are undeads with mostly evocation spells/day out there already, so I'd rather not hand out free spell cards
    Speedy Necroshape: single action are still single action.
    Commanding Necroshape: gets silly with tiny things and flying things giving +200 to attack
    Blinking Necroshape: gate in and command phantoms if you want corporal/not
    Self-Replicating Necroshape: self explanatory
    Quote Originally Posted by drack View Post
    this'll take a bit...
    http://dnd-wiki.org/wiki/Hivemaster_%283.5e_Class%29
    verminfriend will only apply to vermin with less than one HD
    lord of the flies: no
    otherwise accepted, though I'm just starting on the feats specific to the class...
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 tossed, epic feats don't even give you that sort of bonus to abilities
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 four natural attacks for a feat? denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 suppose I'll allow it...
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed minus the level 15 ability
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 allowed
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 3 natural attacks for a feat? denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Aspect_of_t...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 not at all, denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied because immune to blinding is silly when people gauge out your eyes and immune to stunning is too big for a feat
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 denied
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 accepted, but there are still things that don't die when eaten, and things that can't be eaten.
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 accepted
    http://dnd-wiki.org/wiki/Bond_of_the...283.5e_Feat%29 accepted

    if a perquisite is denied I'm denying it

    http://www.minmaxboards.com/index.ph...81908#msg81908
    for BAB and saves over level 20 see the ELH instead
    the feat is denied, class is accepted

    http://www.giantitp.com/forums/showp...10&postcount=1
    I'd rather not. Not so much a fan of LA+0 templates, especially without penalties...
    Quote Originally Posted by Lexin View Post
    Hi Drack, I see it is another epic game.

    Lost traditions Feat (I think it is from 3.0 Bastards and Bloodlines)

    Can we use Landlord feat, and can we use the funds for country building/ getting power?

    No more ideas for now.
    yo

    lost traditions is fine, but restricted to mental stats
    (changes a casting stat for a class to another stat, and can only be taken first level for everyone one else)

    landlord: yes, but basic structures and mundane things, walls, tables, ect is free since I don't expect you to pay for tons of 1000 gp houses
    Quote Originally Posted by MandibleBones View Post
    What Level Adjustment would you suggest for a Planetar? (Astral Deva is +8 for ECL 20, but at 14HD a planetar would be over 20, so the SRD doesn't have it).
    lets call it LA10 RHD 14 (24 ECL)
    Quote Originally Posted by WhiteKnight777 View Post
    Are you familiar with the Soul Merchant and soul crafting from the Tome series? If so, what do you think?
    soul merchant: saw a homebrew one, it's denied
    Quote Originally Posted by Lexin View Post
    Requests:
    For now:
    Evolutionist + Can I use Cyst spells as SLA? And continue the SLA table into epic?
    Hellfire Lord + question if instead of Summon Demon could it be Summon Outsider?
    Savage
    Edit: One more, it seems. There is a custom class system and even though I don't think I would use whole class, I would like to dip for Soul Armor (For full plate with no dex limit) and Soul Weapon (For weapon with attack and damage based on Cha)

    Edit2: Is Paragon Creature +15 LA? (in SRD LA isn't listed, but it is CR+15) or is it just banned?

    Edit3 : Gestalt feats
    evolutionist: sure, cyst: sure, epic sla advancement: no

    hellfire lord: I'd rather not...
    savage: dropping the attach totematic power
    otherwise savage accepted, new feats denied.

    custom class system looks OK so long as you don't triple dip for companions or the like

    gestalt feats: nah, these are pretty powerful, and some of them favor things that are common anyways, or offset most of the min in a min max build...
    Quote Originally Posted by riccaru View Post
    Right, it's in the compendium on page 21 if you have that but it's also copied verbatim to D&Dwiki. It's the exact same as in dragon compendium though so it 's not like it's actually from D&Dwiki.
    accepted
    Accepted (shadow lord back me up, I did accept this right? )
    Quote Originally Posted by Re'ozul View Post
    A question on the second side of my gestalt:

    Would it be possible to get:
    The one who kills (probably with LA)

    Also, the hordemaster as is depends to some extend to an allowance made for it. It allowed for him to get the +Cha to animated HD/CL from the Dread Necro as an epic feat.
    one who kills: denied (spontaneous of all necro spells)
    what's the hordemaster?
    And no +Cha*level to control HD limit as an epic feat
    Quote Originally Posted by Kazyan View Post
    Drack, what is your policy on two PrCs at a time?
    I want to say go for it, but gimme a min and I'll see what my other players did
    nope, looks like we're going the standard only one at a time gestalt
    no

    minus the capstone, which is essentially incantrix minus the limitations

    disenchant will take one day to preform, otherwise accepted
    Ocel's suggestions:
    http://www.giantitp.com/forums/showthread.php?t=235268 accepted, but both the combating players must agree as it can give unfair advantages. For instance a large part of battlefield tactics is your interaction with the terrain (both magically and non-magically), similarly it doesn't cover all classes, all special abilities, or even all uses for the classes and abilities it does detail.
    http://www.giantitp.com/forums/showthread.php?t=153536 was already accepted last time you requested it
    http://www.giantitp.com/forums/showt...57#post9539457 ... I am not reading all that, pick a few and get back to me
    Quote Originally Posted by Lexin View Post
    Magic-blooded

    I will probably drop Blackguard (I looked at prerequisites )

    Is this Paladin fix allowed ?

    Epic destiny- It is one of original ones (I think) I will look through homebrew later.
    Spoiler
    Show
    Eternal Hero

    Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself.

    Requirements: 21st level.
    Eternal Hero
    Level Benefit
    21st Continual resurrection, death denied
    24th Quickening
    27th Eternal renewal
    30th Nexus of many lives

    Continual Resurrection: At 21st level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level.

    Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.

    You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die.

    Quickening: At 24th level, your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to your level. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value.

    Eternal Renewal (Su): At 27th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if you go below -10 hit points), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 30th level.

    Nexus of Many Lives: At 30th level, you can tap into the power of one of your past incarnations. You can use this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.

    The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.

    The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance.

    The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.

    The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.

    Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resemble the last or are they far different? All these might be questions to explore with your next character.



    Also I think I will make my cohort an ultimate caster...

    With Epic Hero it is possible to get multiple 9th level casting. And... How many would be too many? Cleric / Wizard / Psion + Warblade?
    Magic blooded: should I assume LA0? if so I guess I'll allow it, but you are only allowed one LA0 template

    Eternal hero was accepted, though I think I'll make it PC only (not cohort/underlings)

    I'd say beyond three full castings is too much, and I'll look at the pally fix
    nah, it's vary powerful at this level of play, but the undersong still doesn't change it much, so I'll stand by my rulings.
    Speaking boldly again
    Quote Originally Posted by THEChanger View Post
    Hmmm...ideas...yes...perhaps.

    Requesting: Justicar from Project Heretica denied

    Twilight's Guide Approved, but your wraith looses it's new found immunities

    Ebon Initiate accepted, but invocations are halved

    Margrave of the Black Gatelooks like duel progression warlock/binder, so denied., and the accompanying vestige Ahriman the Darkness Beyond the Gate Allowed, but netherchannel can't be boosted by both sides of your gestalt because that gets silly

    Harrowed
    accepted
    Forced Harrowing feat denied
    Tenebrous Shifting feat denied
    Armoring Will feat denied
    Phantom Rip denied, trust me you do not want this in a DM's arsenal...


    Shadow Dragon Monster Class accepted

    Paragon Monster PrC denied
    Quote Originally Posted by Aluroon View Post
    Any chance you'd ok the Quickling and Savant templates?
    denied
    Quote Originally Posted by Re'ozul View Post
    I actually found some classes that could work for my hordemaster.

    Malefactor denied

    Monarch of the Damned
    Dropping lore of the damned
    Kindle the Soul's Fire: tempted to make this keep the xp cost, but instead I'll just say it doesn't stack with daybreak epic destiny
    otherwise I think I'll accept it.


    Quote Originally Posted by Lexin View Post
    Is this Paladin fix allowed ?
    denied

    Quote Originally Posted by Lexin View Post
    If yes I will probably use Darkstalker or maybe the Custom class with some marshal feel. see above for pally fix

    He wouldn't be a combat character.

    Other idea include getting an interesting race for him. Planetar is 28 ECL? Is Tulani (BOED 171) allowed?OK, but I think I'll be dropping that bardic music
    Quote Originally Posted by Kazyan View Post
    Also: Continuum Invoker for the cohort. Someone asked for it already, but I can't remember how you ruled on it, and I'm having trouble finding the pertinent post.
    duel spell progression is a no
    Lilitu will be accepted with LA of 9
    Storm and Cloud giants get +6LA (each)
    http://www.giantitp.com/forums/showp...&postcount=533 accepted
    Quote Originally Posted by dyslexicfaser View Post
    Few more of the nitpicky type of questions:
    Can I substitute the MIC item that grants mobility in place of taking the feat for prerequisite purposes?

    Might Makes Right (Races of Faerun, not Dragon, incidentally, I was wrong about that) uses strength to calculate leadership. Does this make it a "Strength check or check involving skills based on Strength"? Because my factotum side's Brains Over Brawn ability would be super happy about that.

    Also, the wording is kind of vague on that feat. "Add your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat." It doesn't actually say 'add your Strength bonus in place of Cha'...

    If using VoP, could I get my follower to buy me those stat-gain manuals? Kinda bending the spirit of the law, but...
    no

    it means raw strength score

    lets pretend it does

    as I said, cohort and your wealth you may spend on nations, items, ect. other followers' funds can only be used to equip themselves.


    http://www.giantitp.com/forums/showt...php?p=11433208 allowed

    Spoiler
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    Seal the Horrors
    Universal
    Level: all 10
    Components: V, S, M
    Casting Time: 10 minutes
    Range: touch
    Target: see text
    Duration: instantanious
    Saving Throw: will
    Spell Resistance: yes

    Seal the horrors was a spell developped long ago by many cultures in order to trap and kill immortals. Seal the horrors can be cast on any gem of value, and may be ussed to trap the immortal's fleeing soul. Any thus enchanted gem can be used to trap the soul of any being provided they do not have HD greater than the value of the gem divided by 10,000gp. A gem thus enchanted can trap and hold any soul that would retreat to another world, or simply remain safe beyond the vile of death before returning to life. Note that this spell does not trap the soul of one revived at the instant of their death, nor does it bind the soul of one such as a lich who has bound it's soul elsewhere. Once the soul is captured it may be destroyed through any standard means, and will not be able to escape beforehand. this spell is most commonly used to permenantly destroy ghosts and horrors that do not die easily. Seal of horrors only functions after the death of the creature, and thus is not a death effect.

    Greater Seal the Horrors
    Universal
    Level: all 11
    Components: V, S, M
    Casting Time: 10 minutes
    Range: touch
    Target: see text
    Duration: instantanious
    Saving Throw: will
    Spell Resistance: yes

    as Seal the Horrors except that Greater Seal the Horrors can also affect those generally immune to soul trapping abilities.

    allowed

    http://www.wizards.com/default.asp?x=dnd/pg/20030409b denied, don't feel like throwing time travel into the mix
    Speaking boldly
    Quote Originally Posted by Shadow Lord View Post
    Requesting:

    Invoking Druid
    fire element denied because excess of 2000' is ridiculous...
    Forest: no at will liveoak
    urban: run any spells that only effect animals that you wish to effect humanoids past your DM first as this can be rather broken
    Lunar blast is out, you're not dispelling everyone's wards whenever you attack them
    Elemental Shield is now a standard action to use. not 100% sure it was so stating it plainly.
    Elemental Metier: make it a quarter normal dice instead of half, also overlapping spheres doesn't double damage
    shapeshifting based on Cr denied
    call for aid limited to summon nature's ally list
    Create ironwood doesn't get free crafting anymore
    otherwise accepted


    Metamorph
    denied, too broad a range of forms for me to measure balance
    No Moon Caste Exalted
    accepted with the changes we agreed upon
    Quote Originally Posted by Lexin View Post
    I got from somewhere astral construct as ability.

    I found an Epic Progression of this guy. Is it okay / or can somebody suggest another?
    smite must be declare before attack roll is determined
    Dimension Slide: denied
    Alacrity: denied
    breath weapon: standard action 1d4 round recharge
    Retributive: 1die/2HD
    Ectoplasmic Cocoon: move action
    Quote Originally Posted by Jack_Simth View Post
    Which sense? Pullus, acerbus, ater atra atrum, coloratus, or some other?


    Edit: Ooh, environmental variants... those are... quite handy, I think.

    Ah... you seem to have put Crafty Cultist's link where you intended Mine.
    environmental is a go
    I will speak boldly
    Quote Originally Posted by distant quasar View Post
    Posting much interest. I very much hope I have time to get most of this done before my long trip away. I also hope that since I know I won't get completely finished there wiould be a spot open when I get back, assuming I have a sufficient concept layed out?

    I see epic destinies are allowed already, but I don't ahve the patience to read through everything to check if any of these are already accepted. Hope you can understand that
    Spoiler
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    Mindbender
    Charlatan
    Warlock -- specifically the Infernal heritage, so you don't have to look at all of them unless you want to
    sexy telepathy
    Evolutionist
    Epic Martial 1
    Epic Martial 2
    Epic Martial 3
    I would assume Epic Hero is not allowed, but if it is I feel I would need it...
    http://www.wizards.com/default.asp?x=dnd/we/20060630a ((I'm thinking about a half-brachina; +8 cha, +4 Dex, +2 Wis, +2 Int; DR X/silver; wings re-fluffed to feathery; no natural attacks; otherwise same as normal half-fiend))

    Beware; I might look at more. I'm thinking for the main Warlock 20/Charlatan 10 for sure on one side, on the other side I'm debating between Evolutionist, sorceror, and mindbender levels

    Cohort will likely be Evolutionist 28//Warblade 28. Might add a few templates and change a few levels around though.

    As for kingdom, well it won't be a kingdom, but there will be a major spy organiztion, and perhaps something else re-fluffed... I need to think about it.


    EDIT: also requesting these:
    Soul Devourer
    Ebon Initiate
    Since the other list is shorter I'll assume you narrowed it down.
    Quote Originally Posted by MasterofFates View Post
    This looks awesome, seriously. I'm something of a slow sheet maker sometimes, though I get it done quickly when I really set my mind to it. Anywho, I would like to play as the supreme emperor of the Drow, who has successfully converted his people to a new religion, worshiping the newly arisen god Kaleshakki (Cahl-eh-shock-ee), an evil god of the undead. Most of the Drow have converted, and have formed armies of the living and undead alike.

    My character was once a Drow himself, though he achieved lichdom long ago. He is known as The Black Emperor (cliched, but he's rather vain) though his true name is Vellak, his surname long forgotten. The empire itself (Known as the Empire of Forgotten Shadows) is a large kingdom/well-known religion. The people gained by this are mostly living drow, though many of the higher-leveled clerics and warriors are some sort of undead creature. Vellak will be a Drow Lich sorcerer/cleric (Prestige Classes Pending) and his cohort and long-time friend will be a Drow Vampire Warblade/Dread Necromancer (The LA taken out of the latter). May I use the rules for Epic Martial Adepts for him?

    Anyway, I'll make the sheets, then I'll post a fairly detailed backstory. Nice to have you as a DM again, Drack.
    Lets see, already looked through these feats, so are you asking about epic progression for a class? if so which one?
    Quote Originally Posted by ShadowFireLance View Post

    Summon From the Deeps: caps at IX
    Stupefying breath: hmm, 3 int damage on a successful save... allowed, but I'm cautious of it
    Capstone: bypass immunity/no save if no immunity... accepted/denied will depend on disease chosen/incubation period.
    Extraordinary Disease feat: denied

    Quote Originally Posted by Lexin View Post
    Did anyone ask about Arch Psion epic destiny already?

    If not then I am...
    first ability choose one other mental ability to boost, not two

    the supernatural psy must be ones that you already have access to.
    speaking boldly
    Quote Originally Posted by distant quasar View Post
    Ok, well I've looked thorugh some more stuff and narrowed down my list of homebrew requests to these (I noticed that several things I were requesting had been approved, and I still intend to use them; others I decided not to use at all)

    Requests:
    Spoiler
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    Charlatan
    Did You Hear That: changed to once/day
    sneak attack: one die base, +1 at the advancement levels
    Accepted, but this is one of those classes you'll need to RP well.

    Warlock -- specifically the Infernal heritage, so you don't have to look at all of them unless you want to
    still needs material/xp components
    Renew Item: denied
    Eldritch Blow: use to apply to attack, and it's discharged on the next attack
    accepted. tell me/re-link if you want me to look over the items too. I'm assuming the invocations are from the books

    sexy telepathy
    this is linking me to the warlock...
    Epic Hero <-Epic Charisma for sure; if I take any other levels they will also be ability scores, probably Con
    K
    http://www.wizards.com/default.asp?x=dnd/we/20060630a ((I'm thinking about a half-brachina; +8 cha, +4 Dex, +2 Wis, +2 Int; DR X/silver; wings re-fluffed to feathery; no natural attacks; otherwise same as normal half-fiend))
    accepted with +cha dropped to +6
    Speaking boldly
    Spoiler
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    Quote Originally Posted by ocel
    Quote Originally Posted by drack
    Oh yeah, and ozdrin was accepted, though I didn't see the PRCs on it...
    I'll cut it down:
    Continuum Invoker
    dual casting progression denied
    Ozodrin
    accepted
    Menacing Manor

    accepted

    Cosmic Horror
    accepted, but as a heads up I also approved a spell that can keep it from escaping to it's dream world after destruction
    Epic Martial Class Progressions-Specifically crusader or swordsage. along with their feats.
    accepted, see my reply to lexon on the other page about feats


    Brass Maven
    Mastermaker : Artifact creation removed, and any reductions limited to non-epic only
    Indestructible Brass Titan: still not a gundam game, feel free to suggest a replacement ability

    and its gurren lagan armor
    ... no... mostly just that i on't want this to turn into a giant robot game...
    Is epic progressions of wotc classes considered homebrew enough to be limited?
    You mean ELH or on their site? in the site is,,, though in case of misunderstandings homebrew restrictions are in terms of how many you can request so that I don't get bogged down, not in terms of what you can use.
    Quote Originally Posted by Jack_Simth View Post
    Well, the reason you're getting so many? It's explicitly part of the Epic Level Basics:
    (emphasis added)

    It is directly written into the rules that such things are supposed to be. They went ahead and just did it in the ELH for most of the core 10 level PrC's, but... ah... then WotC went around making a LOT of 10-level PrC's, without setting up any Epic progressions for them. You can occasionally find a suitable Epic PrC in the Epic Insights Archive, but for the most part....
    Unfortunately years ago I read the book and remember that, I just generally think of PRCs as getting extra special stuff instead of epic feats, and so I'm not used to tossing on epic progressions, but hay why not.

    you may have 1/3 levels and advance your casting.
    Quote Originally Posted by ShadowFireLance View Post
    Hey drack...
    you may want to look through this now....

    http://community.wizards.com/go/thre...ate_Spell_List
    I'd say depends on what you're going for, I'm used to choosing more or less off memory...
    Quote Originally Posted by MandibleBones View Post
    This is a post of homebrew links for drack's review. As a reminder, drack need no longer review Time Lord for me.


    True Mage
    would be my first choice, but since I highly suspect it will be denied outright, please also review Sidereal Exalted: Chosen of Endings for my PC.

    I should also like you to review Brass Maven for my cohort (and yes, I realize he won't be able to gain the benefits of the 30th-level ability).

    Again, that's True Mage, Chosen of Endings and Brass Maven for review, and strike Time Lord from review. (Iron Chef remains on the review board for nefarious cafeteria purposes).
    Maven's already been looked as see above.
    Quote Originally Posted by MandibleBones View Post
    Well, yes, which is why I immediately queued up a much more reasonable second choice. I believe I did say "I highly suspect it will be denied outright," and for good reason. I'm not making any long-term plans there.

    EDIT: On Brass Maven, it doesn't look like a replacement power was suggested for the Level 27 bit. May I suggest simply using the level 30 bit? It almost seems a bit underpowered when compared to other epic destinies, and as I'm only using it on my cohort...
    lets see, you get all non-epic item creation feats, a 50% discount on an you had...this isn't sounding vary underpowered...

    Speaking boldly
    Quote Originally Posted by distant quasar View Post
    Requesting these warlock invocations.
    Bleakrot Blast: denied
    Bound Beyond Death denied
    Dark Mirror denied
    Dire Hex of Ill Fates denied
    Ethereal Abduction denied
    Freezing Blast denied
    Lifeleech denied
    Quote Originally Posted by dyslexicfaser View Post
    here, though.
    Well I'm not seeing a metal domain, but I'd rather not have this available for the summon Monolith spell...
    Spoiler
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    Dark One's Protecection

    Level: Lesser, 4th level
    Components: V, S
    Casting Time: 1 standard action
    Range: Self
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You gain a deflection bonus to AC equal to your charisma bonus for the next 24 hours.

    (If you want, we could limit it so that the bonus can never exceed your warlock level, lke Dark One's Own Luck, which gave me the idea for this.)

    denied, there are enough of these sorts out there already.[/QUOTE]

    Quote Originally Posted by MandibleBones View Post
    And repeating my question (which may have been buried) about whether The Iron Chef will be approved for (PC-class) minion use.
    Spice-Fu: stun for one round, no more
    The Spice Must Flow: denied
    prepared food lasts three days, and looses it's magical flavors on the second day


    Finally, I have some folks with NPC classes. How do you feel about Magewright from Eberron?
    Depends what minions? for instance you may not replace citizens or warriors with them.
    Quote Originally Posted by MandibleBones View Post
    Oh, you mean this?

    ...

    drack, approval yes/no?
    Un-requested
    Speaking boldly
    Quote Originally Posted by Shadow Lord View Post
    Requesting Sidhe Class
    Accepted
    and Sidhe Race. I solved me problems!
    Accepted, but as antimagic also suppresses supernatural abilities it would still suppress invisibility.
    also, my cohort will likely be using the Demonic heritage, so if you didn't look that over could you please? Warlock
    already accepted... somewhere, I think there were a few tweaks, so just page back a bit
    Sexy Telepathy
    ... should I even ask?
    fine, I'll accept it, but your DM is permitted to veto the cha bonus on checks at their digression if it starts to feel overpowered.
    Quote Originally Posted by Lexin View Post
    Assemble the horde Dragon #346
    accepted
    Class Champion Dragon #346
    accepted, though I'm cautious of this one, also pointing out highest level follower, not cohort
    Fanatical Devotion Dragon #346
    accepted, note this is followers not cohorts

    True Mage

    denied
    would be my first choice, but since I highly suspect it will be denied outright, please also review Sidereal Exalted: Chosen of Endings for my PC.

    Conclusion-Pursuing Approach: reducing to -1hp is silly in a game where people have over a thousand health, so while people shouldn't be failing this save it will be capped at 500 damage.
    http://www.giantitp.com/forums/showthread.php?t=120152
    setting denied, there's already a setting
    Quote Originally Posted by ShadowFireLance View Post
    The...rules are nevermind drack anyways
    Requesting:
    Polychromatic dragons.
    denied you'd barely be able to take wyrmling with the ECL=RHD for dragons (which wouldn't apply in this case) you'd barely get vary young. That aside while the breath and such would be equivalent of any true dragon (wyrmling) the ability mods are still around that of a great wyrm true dragon, and it's a bit short on ECL for that.
    speaking boldly
    So far, 4 classes have been permitted since you do not count epic destinies, yes? Actually they only don't count if I say no to most of them... but hay I'll give it to you this time. Well I found that Berserker+Artificer Class I spoke with you earlier: Madspark Eccentric Denied, I went over it and gutted it in the other thread if you want to have a look, but for the most part denied.In addition I would like a rage feature for a crusader, if not that than perhaps this barbarian version?approved
    Quote Originally Posted by ShadowFireLance
    http://creaturecatalog.enworld.org/c...hp?DragonID=27
    Denied, as red dragon but with a breath weapon of silliness.
    http://creaturecatalog.enworld.org/c...hp?DragonID=11
    Accepted, but capsize is up to DM on some ship designs (such as barges and really big ships)
    http://creaturecatalog.enworld.org/c...hp?DragonID=10
    loosing the extra standard action. the extra breath and grapple/constrict make up for the missing attacks. It can use both bites as primary attacks though.
    http://creaturecatalog.enworld.org/c...php?DragonID=9
    approved, though we'll keep the +5LA and carry it through throughout the levels since the smoke and poison certainly give tactical advantages if nothing else.
    Leavin the last one open
    Alright, hi Drack.

    I have a homebrew request Hecantoncheires
    OK, this isn't gonna be pretty
    Ancient Senses: divide range by three
    Brutal Wrestler: bypass on freedom of motion denied, trip of flying is still move action to stand, treat as if prone
    Primordial Combat: bullrush and disarm or sunder
    Proto Magic: magic weapon ends the instant it leaves your hand
    Boulder Throw: limiting this to 1/two arms and re-fluffing the boulders to half your size for reasons pertaining to common sense and the physics of not being able to throw a hundred boulders the size of yourself /round. Also limiting terrain tearing as a standard action so that you don't dig yourself several trenches while tossing rocks, or bury yourself alive granting yourself a crazy burrow speed in the process. Feel free to have a bag of holding of rocks to throw.
    Boulder Storm: allowing opposed strength check to break free early on failed save
    Greater Insane Skill: limiting to 1/8 damage
    Combined Essence: capped 2 arms/creature
    Oldest Skin: dropping doubled DR this thing has more then enough features for a level 13 -.-
    Primal Consume: counts as a full round action.
    Proto Fission: non-magical copies of weapons
    Proto Fusion: may be used 1/day/12HD
    Ancient Revenge: denied
    Early Power: caster level restraints remain
    Essence Heart: denied
    Greater Insanity Master: denied that ability is plenty strong enough.
    Brutal Visage: will save resists. (DC=1/2 class level+con mod)
    Meteor Smash: auto hit+massive terrain alteration+interupt action denied
    God Ender: limited to the bit about planer traits. I expect to have a good few gods prancing around, and generally they don't allow such things to exist. Hecatoncheires will be threats to gods in that they're immensely powerful and can cost gods time/power/worshipers... and you don't get to learn more until one of you becomes a god. (I'm giving gods perks, lets leave it at that)
    Martial Purge: denied
    Rend Essence: denied
    Battle Trough: swift action
    Multiweapon Pin: denied
    Great Avalanche: accepted, boulder storm improvement denied, derbies makes the space rough terrain.

    continued pattern when we get this far: you are gaining six arms and three heads each level don't expect to get the best abilities, I will probably deny most when we get there, at level 41 I'll probably start letting more through again.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  3. - Top - End - #3
    Titan in the Playground
     
    drack's Avatar

    Join Date
    Nov 2006
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    warming your deathbed

    Default Re: Nations game OOC Act II

    homebrew rulings from the other thread (10/34 in)
    Spoiler
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    http://www.giantitp.com/forums/showp...47&postcount=2 accepted

    http://www.giantitp.com/forums/showt...ight=epic+hero ... I guess... epic feat/level may look silly considering how many you'll have though >.>

    http://www.giantitp.com/forums/showthread.php?t=140428 allowed

    Also lets go with no flaws, and feat purchasing will be allowed, magic transparency will be set to all affecting each other.

    http://www.dandwiki.com/wiki/Warlord_%283.5e_Class%29 not sure that I like how it keeps piling on damage, but I guess I'll allow it
    http://www.dnd-wiki.org/wiki/Dreg_Kn...83.5e_Class%29 we're dropping Putrid Toughness. Indestructible I'm wary of, but will allow.


    http://www.dnd-wiki.org/wiki/Battle_...83.5e_Class%29 hmm, there's certainly allot here... I guess so, though I'd rather bump sturdy strike to lets say level 15 to discourage dips and so it shall be!

    http://www.giantitp.com/forums/showt...php?p=11433208 denied
    http://pastebin.com/XPajbAp4 accepted, but we're dropping true sight.

    http://www.giantitp.com/forums/showthread.php?t=153696 accepted

    http://www.giantitp.com/forums/showthread.php?t=143178 denied

    http://www.giantitp.com/forums/showthread.php?t=136589 accepted, but as it seems a bit powerful 9/10 binder 'spell' progression will be enacted

    correct, no starting with artifacts.
    http://www.giantitp.com/forums/showthread.php?t=122190 accepted,, but see below
    Master of One: denied
    Sure Footing of the Stance Master: I wanna say 'no you can't be in that many stances at once'... but instead I'll say 'this better have godly fluff'
    http://www.giantitp.com/forums/showthread.php?t=95516 accepted see below
    Signature Move: really, really don't wear it out.
    http://www.giantitp.com/forums/showthread.php?t=76150 approved
    http://www.giantitp.com/forums/showp...80&postcount=6 approved (I admit it, I skimmed here)
    http://www.dnd-wiki.org/wiki/Spellbi...83.5e_Class%29 approved (droppiing improved spellbane)
    http://www.giantitp.com/forums/showthread.php?t=143186 could I be reminded what part was requested?
    http://www.giantitp.com/forums/showp...58&postcount=7 It looks rather powerful, but I guess
    http://www.giantitp.com/forums/showp...53&postcount=5 accepted, see below
    SCATHING CURSE is denied as skills get out of hand at these levels
    http://www.giantitp.com/forums/showthread.php?t=172251 Denied, unless I'm mistaken this doubling up allows you to bind a fair deal more visages...
    http://www.giantitp.com/forums/showp...6&postcount=27 denied
    http://www.realmshelps.net/cgi-bin/f...=Psiotheurgist denied
    http://sorcererstudios.com/showthrea...566&viewfull=1 I like it, but a bit tough, so I'm dropping 'DARK BLESSING'
    http://www.dandwiki.com/wiki/Death_K...stige_Class%29 accepted, but: Revenant removed from shapshifting list as it's a silly pain to destroy for '+0LA' even if you're really taking a level to get it bone sphere is dropped as no HD limit is silly I'd also rather avoid vile damage, but oh well feat section looks too long for one bonus feat so just take it from normal channels or request one.
    http://www.realmshelps.net/cgi-bin/f...-Plane_Summons accepted
    http://www.giantitp.com/forums/showthread.php?t=103582 accepted

    http://www.giantitp.com/forums/showthread.php?t=143186 denied
    http://www.tgdmb.com/viewtopic.php?t=34248 (death king) infinite quickened phantasmal killer? That is the deciding no factor.
    http://www.tgdmb.com/viewtopic.php?t=33294 (Dragon Lancer) I almost wanna say yes, but I can not in good faith let a 1 level dip give a level 28 dragon companion so denied

    http://www.giantitp.com/forums/showthread.php?t=203055: this looks vary versatile/good at it for tier 2/3... anywho a bit powerful but go for it

    also http://www.giantitp.com/forums/showp...7&postcount=10 still don't quite like it, but I'm liking thee mechanical concept so go for it.
    http://www.giantitp.com/forums/showp...0&postcount=80 go for it
    http://www.giantitp.com/forums/showp...29&postcount=3 Instant Promotion dropped, otherwise approved.
    Quote Originally Posted by Sinpoder View Post
    I am just wondering why my Daeva was not approved.... it is not bad and it is something would put 10 levels in...

    and if you will not allow that then could i get this one approved this
    I think it had to do with... lets take one spell as an example, magic circle would work fine. Your magic circle keeps out all alignments (if I'm reading this right even true neutral), but if you're CE you can pass through circles of good evil law and chaos all. And that's not even the best alignment based spell.

    no I do not give you +56d6 damage against evil, +cha to hit, a free +5 enchantment bonus to a weapon with an existing bonus of up to +6 (totaling +11), nor some of the other stuff, I'm afraid it is again denied.
    http://www.giantitp.com/forums/showp...&postcount=278 accepted, though I may comment that it's commonly the hideous things that make you never want to see again...


    homebrew rulings continued
    Spoiler
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    Quote Originally Posted by ShadowFireLance
    Quote Originally Posted by Zaydos
    Only raw stats at the moment, will type up fluffy bits, environment, etc later but have a character backstory I need to make and other things I need to do for RL matters, so I figured since it might be another day before I can get to that portion of things I'd give you the stats and let you look 'em over.

    Hooded Dragon:

    {table] Age |Size |Hit Dice (hp) |Str |Dex |Con |Int |Wis |Cha |Base Attack/
    Grapple | Attack|Fort Save|Ref Save|Will Save| Breath Weapon Damage|Breath Weapon DC| Frightful Presence DC
    Wyrmling |M |6d12+18 (57) |15 |10 |17 |10 |11 |10 |+6/+8| +8 |+8 |+5 |+5 |2d6 |15| —
    Very young |L |9d12+36 (94)| 17 |10 |19 |12 |13 |12| +9/+16 |+11 |+10 |+6 |+7 |2d6 |18| —
    Young |L |12d12+48 (126) |21 |10 |19 |12 |13 |14 |+13/+21| +16 |+12 |+8 |+9 |2d6 |20| |—
    Juvenile |L |15d12+75 (172)| 23 |10 |21 |14 |15 |16| +15/+25 |+20 |+14 |+9 |+11 |2d8 |22| —
    Young adult |H |18d12+108 (225)| 27 |10 |23 |14 |15 |18| +18/+34| +24| +17| +11| +13| 2d8|25| 23
    Adult |H |21d12+126 (262)| 29| 10| 23| 16 |17 |18| +21/+38| +28| +18| +12| +15 |2d8 |26| 24
    Mature adult |H |24d12+168 (324) |29 |10 |25 |18 |19 |20| +24/+41 |+31 |+21 |+14 |+18 |2d10 |29| 27
    Old |G |27d12+216 (391)| 31| 10| 27| 20| 21| 22| +27/+49| +33| +23| +15| +20 |2d10 |31| 29
    Very old |G |30d12+270 (465) |33 |10 |29 |22 |23 |24| +30/+53 |+37 |+26 |+17| +23| 2d10 |34| 32
    Ancient |G |33d12+330 (544)| 35 |10 |31| 24 |25 |26 |+33/+57| +41 |+28 |+18 |+25 |3d8 |36| 34
    Wyrm |G |36d12+396 (630)| 35| 10| 33| 24 |25 |28 |+36/+60 |+44 |+31 |+20 |+27 |3d8|39| 37
    Great wyrm |C |39d12+468 (721)| 39| 10| 35 |26| 27| 30| +39/+69| +45| +32| +21| +29 |3d8| 41| 39 [/table]

    {table] Age |Speed |Initiative| AC| Special Abilities |Effective Telepath Level| SR
    Wyrmling| 40 ft., fly 75 ft. (clumsy) |+0 |15 (+5 natural), touch 10, flat-footed 15|Immunity to fire and poison, vulnerability to cold |— |—
    Very young |40 ft., fly 75 ft. (clumsy) |+0 |17 (-1 size, +8 natural), touch 9, flat-footed 17| Scare|—|-
    Young |40 ft., fly 75 ft. (clumsy) |+0 |20 (-1 size, +11 natural), touch 9, flat-footed 20|Poison| -|—
    Juvenile| 40 ft., fly 75 ft. (clumsy)| +0 |23 (-1 size, +14 natural), touch 9, flat-footed 23| Somnolent Hiss| -| —
    Young adult |40 ft., fly 75 ft. (clumsy) |+0 |25 (-2 size, +17 natural), touch 8, flat-footed 25| DR 5/magic |2nd |19
    Adult |40 ft., fly 100 ft. (clumsy)| +0 |28 (-2 size, +20 natural), touch 8, flat-footed 20 | Hypnotic Gaze|4th |21
    Mature adult |40 ft., fly 75 ft. (clumsy) |+0 |31 (-2 size, +23 natural), touch 8, flat-footed 31 | DR 10/magic |6th |23
    Old |40 ft., fly 150 ft. (clumsy) |+0 |32 (-4 size, +26 natural), touch 6, flat-footed 32| Stupefying Miasma|8th |24
    Very old |40 ft., fly 150 ft. (clumsy)| +0 |35 (-4 size, +29 natural), touch 6, flat-footed 35 | DR 15/magic |10th |26
    Ancient |40 ft., fly 150 ft. (clumsy)| +0 |38 (-4 size, +32 natural), touch 6, flat-footed 38| Mass Somnolent Hiss |12th |28
    Wyrm |40 ft., fly 150 ft. (clumsy) |+0 |41 (-4 size, +35 natural), touch 6, flat-footed 41 |DR 20/magic |14th |30
    Great wyrm |40 ft., fly 150 ft. (clumsy)| +0 |40 (-8 size, +38 natural), touch 2, flat-footed 40| Paralyzing Gaze| 16th| 32 [/table]

    Breath Weapon (Su): A hooded dragon’s breath weapon is a cone of gas which seeps into the flesh of creatures within the area. Affected creatures find their very blood igniting, flames bursting from within. Any creature struck by the breath weapon takes the listed fire damage each round for 2 rounds per age category of the hooded dragon. A successful Fort save reduces the duration of this effect by half. Multiple instances of the same hooded dragon’s breath weapon do not stack, instead resetting the duration. This means that the Clinging Breath metabreath feat has no effect for a hooded dragon’s breath weapon and the Lingering Breath metabreath feat only aids against creatures which enter the cloud, an exception being with wyrmlings whose breath weapons were successfully saved against.

    Effective Telepath Level: A hooded dragon has power points and powers known as a telepath of the listed level, and a manifester level that equals it.

    Scare (Su): Through a combination of physical intimidation and tendrils of magical manipulation a very young hooded dragon may instill fear in its onlookers. As a standard action, during a round in which the hooded dragon did not fly through its natural flight ability, a hooded dragon can unfurl its hood and strike fear into the hearts of onlookers. Any creature which sees the dragon must make a Will save (DC is Charisma based, this is the same as Frightful Presence except for age categories before it gains that ability; very young DC 15, young DC 18, juvenile DC 20) or be frightened for 2d4 rounds. A creature which successfully saves against this ability is immune for 24 hours. This is a mind-affecting, fear effect.

    Poison (Ex): A young hooded dragon’s bite injects a deadly toxin. The poison has an initial damage of 1d3 Con damage, and a secondary damage dealing 2d6 damage per round until either magical healing, a remove poison spell, or a successful Heal check (DC 15) is applied (an antitoxin provides a +5 circumstance bonus to this heal check). As a Con-based saving throw DC it uses the same number in the Breath Weapon DC table.

    Somnolent Hiss (Su): A juvenile hooded dragon may let out a long, melodic hiss which lures its enemies to sleep. As a standard action, the hooded dragon hisses and one target within 60-ft which can hear it must make a Will save (DC is Charisma based and follows Frightful Presence; DC 20 as a juvenile) or fall into a deep sleep (as the Sleep spell) for 1 hour per age category of the dragon. The creature is difficult to awaken requiring 1 point of non-lethal or lethal damage to be dealt to them instead of the normal standard action. Snakes, yuan-ti, and dragons are immune to this ability. This is a mind-affecting effect.
    An ancient hooded dragon may use its Somnolent Hiss to affect all other creatures within 60-ft instead of just a single target.

    Hypnotic Gaze (Su): An adult hooded dragon gains a mind-melting stare when its hood is unfurled. This gaze attack ceases to function in any round in which the hooded dragon flies or makes wing attacks, and has a range of 10-ft per two age categories (30-ft at adult, 40-ft at old, 50-ft at ancient, 60-ft at great wyrm). Any creature meeting the gaze must make a Will save (Charisma based) or be treated as Flat-Footed and suffers a -2 penalty to their AC, attack rolls, ability and skill checks for 1 round. This is a mind-affecting effect.

    Stupefying Miasma (Su): An old or older hooded dragon’s very exhalation is laced with invisible mind-numbing energy and fumes. Any creature within 30-ft of an old or older hooded dragon, or caught in its breath weapon, must make a Fortitude save (DC is Cha based) or suffer a -1 to all Will saves for as long as it remains within the area or taking damage from the dragon’s breath weapon. A creature which remains within the area must continue to make the Fortitude save every round that it does so, a creature caught by the creature’s breath weapon need only save once, and multiple penalties from a hooded dragon’s Stupefying Miasma stack with themselves, but not those of other hooded dragons, up to a maximum penalty equal to the hooded dragon’s age category +2. This is not in itself a mind-affecting effect as its effects are mostly bio-chemical in nature.

    Paralyzing Gaze (Su): A great wyrm hooded dragon’s gaze is more dreadful than its younger kin’s. In any round in which its hypnotic gaze is active a great wyrm hooded dragon can choose one creature within the area to be affected by a more dangerous paralyzing gaze instead. If the creature is averting its eyes it still retains that protection, though as always the hooded dragon can use a standard action to circumvent that. The creature targeted must make a Will save (DC is Cha based) or be paralyzed for 1 round and dazed for another 1d4 rounds after that. Unlike most paralysis effects this functions by completely freezing both mind and body and the target cannot take even mental actions while paralyzed by this ability. This is a mind-affecting effect.

    Skills: In addition to the class skills for all dragons a hooded dragon has Autohypnosis, Bluff, and Spellcraft as class skills. A hooded dragon gains a racial bonus to Intimidate checks equal to its age category.

    Well?
    Breath weapon stats aren't provided, but so far a cha boost, and lots of abilities are making it lean towards the denied side depending on how weak that breath weapon is
    Quote Originally Posted by Shadow Lord View Post
    I'll speak in colors
    Hey, drack, I got one last set of requests for you to review:
    should this even count as just one set?
    I kid, enough procrastinating I suppose
    http://dungeons.wikia.com/wiki/Warlock_%283.5e_Class%29#
    before alterations:
    Eldritch Blast is halved to 1d6/even level
    I'd rather do invocations then spheres... clarify level of access granted by times you choose that sphere (advanced sphere, ect)
    Call Fiends is dropped
    Fiendish Servant: dropped

    , with the following alterations:

    Spoiler
    Show
    Under Fiendish Similarities replace [Fiend] with [Fey] and remove [Necromantic]Acceptable

    Replace Call Fiends with the following ability:

    Shapeshifting (Su): You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes.

    It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day that you can change form, nor to the amount of time you can spend in a shapeshifted form.

    You retain your normal Hit Dice, hit points, base attack bonuses, base save bonuses, skill ranks, and ability scores regardless of your form, although most forms provide some sort of ability boost. You also retain all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. Unless otherwise noted, you retain your size and space when you assume a new form. You always retain your type and subtype, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as noted below.

    All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your natural form (except for armor with the Wild special ability or similar items-- any item that works with Wild Shape works with Shapeshift). You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in Shapeshifted form.

    You can take feats such as Improved Natural Attack or Wingover that you could only qualify for in shapeshifted form, although you only gain the benefits of said feat while in a form that qualifies for it.

    If knocked unconscious or slain in shapeshifted form, you revert to your own form. ability dropped still

    Forms:
    Spoiler
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    Predator Form: At 1st level, you gain the ability to shift into a wolf, panther, or similar creature. You gain a primary bite attack that deals d8 points of damage. You have the reach of a long creature of your size. You gain a +4 inherent bonus to strength, your natural armor bonus improves by 4, and your base land speed becomes 50 ft.

    At 4th level, you gain Spring Attack as a bonus feat in predator form, even if you don’t meet the prerequisites.

    Aerial Form: At 5th level, you can shapeshift into a flying creature, such as an eagle or bat. While in Aerial form, you gain a primary talon attack that deals d6 points of damage. You gain a +2 inherent bonus to Strength, Dexterity Reflex Saves, and natural armor. You also gain a fly speed of 60ft. (good maneuverability)

    At 7th level, you gain Flyby Attack as a bonus feat while you are in aerial form.

    Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a lion. Your size increases by one category (to a maximum of colossal) and you have the reach of a long creature of your size. You gain a primary bite attack dealing 2d6 damage and two secondary claw attacks dealing d8 damage. You gain a +8 inherent bonus to Strength, a +4 inherent bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

    At 10th level, you gain Improved Critical (Bite) and Improved Critical (Claw) while in ferocious slayer form.

    Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment).

    When in forest avenger form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by one category (to a maximum of colossal) and you have the reach of a tall creature of your size (5 feet for medium, 10 feet for large). You gain a +12 inherent bonus to Strength and natural armor and a +4 inherent bonus on Fortitude and Will saves. Your base land speed becomes 20 feet. You gain DR 5/slashing while in forest avenger form, and your type becomes plant, granting you critical hits, sleep effects, paralysis, and stunning. However, you remain vulnerable to mind-affecting effects and polymorph.

    At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form.

    Elemental Fury Form: At 13th level, you can shapeshift into a giant form of air, earth, fire, or water. Your size increases by two categories, and you have the reach of a tall creature of your size. You gain a pair of primary slam attacks that deal 3d6 damage each, +1d6 damage of a type corresponding to the type of elemental you become. In addition, you gain a +16 inherent bonus to Strength and natural armor, and a +4 inherent bonus to all saves. Your base land speed doesn’t change, but you gain immunity to critical hits and energy damage corresponding to the type of elemental you become. You don’t need to breathe while in elemental fury form.

    At 15th level, you gain Great Cleave as a bonus feat while in elemental fury form, even if you don’t meet the normal prerequisites.


    Replace Hellfire Blast with the following:

    Flames of Summer (Su): At 5th level, a Warlock may choose to enhance his Eldritch Blast with the Flames of Summer. By making your Warlock level effectively 2 levels lower for the purpose of the Eldritch Blast, a Warlock's blast bypasses Fire Resistance and is halved by Fire Immunity. I suppose so.

    Remove Damage Reduction OK

    Alter Bonus Feat to replace [Fiend] with [Fey]
    acceptable
    Replace Dark Blast with the following:

    Flames of Nature (Su): At 10th level, a Warlock may choose to change the damage of his Eldritch Blast to Nature damage by reducing his effective Warlock level by 4 (a 10th level Warlock could opt to fire a 10d6 Fire Blast, 8d6 Flames of Summer Blast, or a 6d6 Nature Blast).
    Nope, not much a fan of "nature damage", go divine.
    Remove Fiendish Servant
    OK
    Replace Fear Aura with the following:

    Glamour (Su): At 14th level, a Warlock can exude a 20 foot Aura of Charm, as per the spell Charm Person, at will with a caster level equal to his Character Level. The save DC is 10 + ½ the Warlock's Hit Dice + the Warlock's Cha modifier.
    Fraid not.
    Remove Fiendish Apotheosis
    sure you don't want a nature version?



    Basically, a bunch of changes that make the class more Fey themed.

    Also, requesting the following Spheres:
    note on these I'm only looking at the requested ones. if there are more here expect they haven't been looked at
    Spoiler
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    Spheres

    I'd like to request Lies from there.
    Denied, as soon as spells like shades get infinite uses the game gets silly, but I suppose at least you didn't with for one with anyspell, lesser wish and wish
    More Spheres

    I'd like to request Illusion from here.
    accepted pending on sphere clerification
    Even More Spheres!

    I'd like to request Trickery from here.
    Accepted, but mislead is no longer quickened and mindrape since we're not using that spell/book is replaced by programmed amnesia


    Yes, I know there's some overlap in those spheres, but I don't mind.
    Quote Originally Posted by dyslexicfaser View Post
    You know, I was just going to have a (fairly boring) wizard cohort with the living spell thing...

    Then I saw this. And... it doesn't make sense, Jack has nothing to do with monster races, really. Doesn't fit his backstory at all.

    Not to mention totally suboptimal compared to a full caster. But by God, I want it. Liiiittle tiny goblinoid with a pair of pokey sticks on the back of a huge, slavering wolf-beast. Maybe with this discipline. Just imagining the little idiot strutting around like he's **** of the walk... oh yeah.
    not quite as week as advetised, but oh well lets take a crack
    Wolf Companion: only the charged opponent makes a will save (the army scale mechanics of this many will saves get silly)
    Otherwise accepted, now onto the accompanying (epic) feats
    Tunglsverd Mastery denied
    Quote Originally Posted by Crafty Cultist View Post
    Homebrew request from me, I think it's my first, not counting the firearms.
    Something from the other group for firearms
    http://www.giantitp.com/forums/showthread.php?t=222840

    I think I allowed for it to replace warriors.
    Could i use this bladesinger fix? My nation is primarily human but I'm hoping you'll also overlook the elf only thing. I believe I've looked over two other bladesinger things already, but sure, I'll look
    On second thought I think I'll come back to this one later today and edit it in.
    OK, looks like it wasn't just my headach talking the other day, this one is out. Not for any ability in particular but because it just gives too much too quick.
    http://www.giantitp.com/forums/showthread.php?p=5805552
    dusk/dayagain, to be edited later
    dusk: glorious charge: lets make the area effect happen at the end not along the way
    day: Flickering Wisp: lets go with rave or touch (take the higher), they should both be decent and without you may never be touched
    Quote Originally Posted by dyslexicfaser View Post
    Yeah, think I'm gonna switch over to making R'lyeh. Sorry, MandibleBones. I loved the idea of the academic rivalry, but trying to stat up a massive army of tens of thousands of ardents, wizards, clerics, warblades and every other goddamn thing was draining my will to live. And that was on TOP of my double-caster PC and caster cohort. I think all my new followers will just be Farspawn fighters.

    drack, take down the disciplines and add Connoisseur

    typing favorite feast bonuses as profane
    Succulent Spell: dropped
    Feat of the Flesh: limited to nonepic
    Devour Vitality: we would be using HP, not vitality points.
    Devour Defence: will not restore HP as if you had rested for a night


    and Devourer
    denied
    to the homebrew request list, will ya?

    Quote Originally Posted by Shadow Lord View Post
    Hey, can I take this, but excise all outsider references and requirements, and remove Petitioners Immunities and Skills, as well as replacing all instances of [Fiend] with [Fey]?

    Enhanced Sphere Access: dropped
    Magical Training: also dropped

    I just realized that Spherelock is only 15 levels, and I need something to fill up space.
    Quote Originally Posted by Shadow Lord View Post
    And because I fear I shall need more Spheres:

    accepted

    accepted, but earth glide traded for magic stone (no eighth level spells for a first level one)
    genesis is miss-cited, but what ever right? anyways I'm not letting you start with infinite castings cast or any such thing, just a heads up.


    accepted
    Quote Originally Posted by dyslexicfaser View Post
    More homebrew, I know how much you love it, drack: Xenoxera

    yup that,s me, just can't wait to sink my teeth into em old homebrews ay?
    I'll be denying this one though.

    EDIT: Oh, and (pending approval on the class, anyhow) could I grant my followers all a level 1 graft via my PC's Connoisseur class? Level 1 grafts are all things like 'give this guy a 1d6 claw attack’. Things with claw attacks (or horns, or tentacles, or camel humps, or whatever) are literally everywhere, so there’s no shortage of base materials.
    I'll allow it, but t counts against your graft limit.
    Quote Originally Posted by Kharnagar View Post
    As I understand it... I should have two remaining homebrew requests...

    Requesting The Angel of Decay
    Accepted, but to avoid easy dips unholy grace won't kick in till level 5
    and if perhaps the Dusk Caste Exalted.
    glorious charge: lets make the area effect happen at the end not along the way
    High Mage Epic destiny
    http://www.giantitp.com/forums/showt...hp?p=5691758#4
    OK
    Dread Emperor (though only 5 levels)
    http://www.giantitp.com/forums/showp...6&postcount=20
    denied
    Quote Originally Posted by drack View Post
    http://www.giantitp.com/forums/showp...63&postcount=3
    Accepted, but feat purchasing s still not a class skill.
    Quote Originally Posted by ShadowFireLance
    :
    Spoiler
    Show
    Arcing Breath (Breath)The blue dragon’s breath crackles and leaps from one target toanother, leaving scorched corpses twitching as it passes.Prerequisite:Line shaped breath weapon.Beneft:The dragon’s breath weapon behaves like achain lightning spell. After striking its first target, the breath weapon can arc toas many secondary targets as the dragon’s age category plus itscaster level. Each secondary target takes half the number of dice of damage as the first target and must be within 30 feet of the initial target.
    Normal:The dragon’s breath is a straight line but everyone struck by it takes the full amount of damage.

    Build Breath (Damaging Breath)The dragon coughs and chokes, as if something is caught in itsthroat. A terrible energy blast slowly gathers within the dragonuntil it is ready to lay waste to its surrounding.
    Beneft:The dragon may choose to build its breath instead of using a breath weapon. For every round in which the dragon couldhave used its breath weapon but did not, the damage for its nextbreath weapon attack increases by one die of the appropriate type.The dragon may not speak, cast spells, bite or otherwise open itsmouth while building its breath. A dragon may build its breath fora maximum number of rounds equal to its Constitution modifier.

    Counterbreath (Damaging Breath) Just before the dragon is struck by an attack, it launches a blastfrom its jaws, deflecting the attack.Beneft:If the dragon is targeted by an energy attack (such as a fireball,or another dragon’s breath weapon) that permits a Reflexsave and has a use of its own breath weapon available, it can use itsown breath weapon as a defensive measure.The dragon breathes on the incoming energy attack instead of making a Reflex save. The damage from the energy attack isreduced by half the damage from the dragon’s breath weapon. If any damage from the energy attack is left over, the dragon suffersthis damage. If any damage from the breath weapon is left over,apply it as if the dragon had breathed in the direction the energy attack came from.For example, a 5thlevel wizard casts a 5d6lightning bolt at a youngred dragon. The red dragon uses Counterbreath. Both the wizardand the dragon roll damage – thelightning bolt would inflict 25 damage, while the breath weapon inflicts 40 damage. The breath damage is halved to 20 and subtracted from the lightning bolt damage, leaving 5 damage left over. The dragon takes 5 damagefrom thelightning bolt and cannot save for half.If the dragon’s breath had inflicted 60 damage, it would haveentirely overcome the fireball and struck everyone within the areaof effect of its breath weapon with 5 points of fire damage (60damage halved is 30, minus the 25 points of lightning bolt damage,leaving 5)

    Extended Breath (Breath)The dragon rears back its neck and strikes a distant target with itsbreath weapon.Beneft:The length of a dragon’s breath weapon increases by 60feet (for lines) and 30 feet (for cones).Using this feat adds a breath delay of one round. Normal:The area of effect of a breath weapon is determined by the dragon’s size.Special: A cone is as high and wide as its length, so taking this featenlarges the height and width of the cone weapon. A dragon may take this feat multiple times.

    Improved Quick Breath (Breath)The dragon launches blast after blast in quick succession.Prerequisites:Quick Breath.

    Beneft:The added delay between breath weapon attacks caused by some breath feats is halved. For example, if a dragon would normally have to wait 1d4+4 rounds before breathing again, this feat reducesthe delay to 1d4+2. The reduced delay granted by the Quick Breath feat is applied after that granted by Improved Quick Breath.



    Penetrating Breath (Damaging Breath)Steel melts and stone shatters when blasted by the dragon’s breath.
    Beneft:The dragon’s breath weapon is unaffected by the hardnessof materials. Damage to objects is not reduced by the object’shardness. Objects still take half or quarter damage from mostenergy attacks.Using Penetrating Breath adds a breath delay of one round.

    Normal:Objects take half or quarter damage from most energy attacks, then subtract their hardness from the remaining damage.Special: A dragon with both the Penetrating Breath and PreciseBreath feats can use its breath to strike at a weapon or shield heldby an enemy. The dragon must make a ranged touch attack on theenemy to do this.

    Precise Breath (Breath)The dragon can focus and precisely aim its breath weapon totarget a single individual.
    Prerequisites: Accurate Breath.
    Beneft:The dragon may target a single 5 foot by 5 foot square within breath weapon range. That square alone is struck by itsbreath weapon attack. Any creatures in that square take damageas normal.Normal:Breath weapons damage everyone within their area of effect.

    Pulsed Breath (Damaging Breath)The dragon can use its breath weapon to fire several small blastsinstead of one large one.
    Prerequisites:Sustained Breath.
    Beneft:The dragon may use its breath weapon up to four timesin one round. The damage from each breath weapon is only afraction of normal, as follows:Pulsed Breath WeaponNumber of Breath Weapon AttacksDamage per Breath1Normal2One-third normal3One-quarter normal4One-fifth normalThe dragon can fire all of these breath weapons at the same target,or in different directions.Using a pulsed breath weapon adds a breath delay of three rounds. Special: A dragon can apply different breath weapon feats to each pulsed breath, or apply the feats to the breath as a whole.


    Searing Breath (Damaging Breath)The dragon’s breath weapon burns through walls and magicaldefences with terrifying quickness.Prerequisite:Penetrating BreathBeneft:Damage from the breath weapon is increased by half again for the purposes of destroying magical walls and protectiveeffects that absorb a certain amount of elemental damage, such asendure elements.




    Spit Breath (Breath) Whipping its head around, the dragon spits a tiny clot of elementalforces. When this clot impacts on a solid object, it explodes.
    Prerequisites: Accurate Breath, Extended Breath.Beneft:Instead of making a normal breath weapon attack, thedragon may spit at a target. The maximum range of the spit in feetis equal to 50 times the dragon’s age category (plus any extra rangefrom Extended Breath feats). The spit is a grenade-like weapon.

    here are teh one that I need that are not in Draconomicon.

    (3rd party Draconomicon however they are in :D)
    Arcing breath: denied. While I doubt you'd think of them off hand many ways to exploit this come to mind.

    Build Breath: denied and infinite makes it double denied.

    Oh fine, Shady's too silly to exploit that loop hole we'll say if the bonus dice cap your level it explodes in your mouth dealing full damage to you despite your immunity to your own breath and call it balanced.

    Counterbreath: accepted, but keep in mind that the "recover breath" feat does not have a section stating that it may be taken multiple times, so b default it can only be taken once, so don't expect to ignore all energy attacks through this.

    Extended Breath: just take Enlarge breath and Lingering breath for this.

    Improved Quick Breath: nope, such is the cost of boosting your breath weapon.

    Penetrating Breath: accepted

    Precise Breath: accepted

    Pulsed Breath:nope

    Searing Breath: accepted

    Spit Breath: denied, it doesn't even give a blast radius.

    I will also allow an Intensify Breath epic metabreath paralleling the epic intensify spell metamagic with an added ten round cool-down.


    Quote Originally Posted by rweird View Post
    In that case, I'm requesting from Dragon Compendium: Song of the Dead, pretty much makes it so you can effect intelligent undead with mind effecting effects, becomes a necromancy spell, (P. 108, also in dragon #312), the Savant class (p. 45, also Dragon Mag #140) a weaker factotum, the Ability Enhancer Feat (P. 91, also in Dragon #325) increases the bonus to ability scores from beneficial spells in the transmutation school by 2.

    Also, does this count as 1 or 3 homebrew requests?
    Lets see, song of the dead: accepted, but dropping the part about them becoming necromancy. Savant: I guess I'll allow it, but that skill sharing is vary useful. Ability enhancer: almost, but lets not.
    Quote Originally Posted by ShadowFireLance
    And MM4 Dragonspawn Dont have La.
    Im Requesting Bluespawn Godslayers, and in DoF Redspawn Birther
    Godslayer: +2LA
    Birther: +2LA
    Quote Originally Posted by Samhain
    Before I go crazy with the hard part (spells/powers/equipment/etc.), is this legit?

    Mind Mage
    Half-Elf Paragon
    Lets see, mind mage is duel casting progression, so it's out, the elf is approved
    http://www.wizards.com/default.asp?x=dnd/fw/20040131a
    Quote Originally Posted by rweird View Post
    Healing Surf (For mass healing of my mooks elite warriors), and undertow (Because it would be just my luck to come out in the ocean beset by Monsters & Scum of the Sea or some other ocean thing), everything else is in SpC (or at least everything care about, Barlen's Crabwalk seems pretty useless).
    Those are cool, but remember the limitations. Namely that they won't really work in a desert or under the sea.
    Quote Originally Posted by Samhain
    Mind Mage

    dropping non-psionic casting
    dropping compensation
    Force Touch: the subject automatically receives a reflex save in addition to any other save the spell allows to resist the spell, you do not get to deal the extra damage of the second power as well, it merely augments the delivery method.
    twin wells: dropped
    Focus of Discipline: dropped
    Painful Premonition: dropped
    Twin Wells Same Source: dropped
    I would also like to request 2 epic spells-
    Spoiler
    Show
    Greater Epic Mass Teleport
    Conjuration (teleportation)
    Teleporter 11
    V,S,F
    Casting time: 1 minute
    Target: every creature within 1/2 mile radius burst
    Effect: Creatures are moved up to 1 mile/caster level

    The targeted creatures are teleported, as if by the teleport spell, except they need not be in contact with each other and there is no chance for teleportation mishaps.
    Focus: A adamantine rod, worth 10,000 gp, with a diamond on the top worth at least 1 gp for each creature teleported and encrusted with emeralds worth 100 gp for each mile teleported


    Greater Gate
    Conjuration (teleportation)
    Teleporter 12
    V,S,M,xp
    As gate, but the portal may be as large as 500 feet wide and the caster may control as much as 4 times his level in HD
    material: a 10,000 gp diamond (which may be difficult to get)
    XP: 5,000 xp (only for the calling function)
    First is accepted second is denied
    Would Palemaster's Deathless Master's Touch (Libris Mortis, p. 49) be allowed since that could essentially provide infinite zombies? If it is you can be sure I would make 3 zombies every day from the moment I got the ability until the campaign ends.
    Lets make it count towards your HD limit so that it's not infinate
    Battledance [Epic] feat (Dragon #297, p. 28): Prereqs: Dex 21+, Cha 21+, Perform 30+. Benefit: Whenever you are in melee combat, you gain an insight bonus to your Armor Class, attack rolls, and Reflex saving throws equal to your Charisma bonus.

    Gauntlets of Heartfelt Blows (Dragon #314): The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (minimum of +0. This bonus damage also applies to touch attacks. The fire does not deal damage to the wearer or anything the wearer carries..... Faint transmutation; CL 5th; Craft Wondrous Item, burning hands; Price 12,000 gp; Weight 1 lb.
    battledance feat denied

    also denied. 12k? you're kidding right?
    Quote Originally Posted by white rider View Post
    I found the Teleport champion, for my duskblade side (which needs approval)
    oh yeah can you sling the teleporter class my me again?

    lets see this one for now... um, denied. Just too much. I mean you're learning ten new spells, getting a useful spell at will that you can use as a standard move, and or swift action allowing you up to three uses/round before tricks, and +int to damage with an extension of range on your teleporting and 9/10 casting progression.
    Quote Originally Posted by white rider View Post
    Teleporter
    And I think you guys misunderstood my entrance- I will ask nicely, I will bargain, I will offer services, anything to get peaceful entrance into a nation. It's only when you deny us that I start getting mad.
    Displacer field: bumped up to level 4
    Enhanced Capacity: I don't like the word "unlimited" capped at 10*your class level
    OK, hostile teleport will now be level 14
    Dimensional freedom bumped to level 15
    Hostile Teleportation will be changed to Su
    Perhaps it was removed by the brewer, but no move action teleporting.

    Ahh yeah links would be good.
    Veneficus Optima
    denied
    Epic Infiltrator
    denied. I could make it wok, but I doubt you'd want it afterwards
    random home brew I found to fill the +5LA I want

    Approved
    thanks
    Requests:

    Frost Giant
    approved
    Fire Giant
    approved
    Troll
    allowed, though I'll be swapping regeneration with rend to avoid easy dips
    Quote Originally Posted by rweird View Post
    Spoiler
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    Epic Anticapate Teleportation
    Arbjuration
    Sorcerer/Wizard 10
    V, S, M
    Range: Willing creature touched
    Casting Time: 8 hours
    Duration: 1 day/level
    Area: up to 1 mile from target creature
    Saving Throw: None
    SR: No

    Effect: This functions like anticapate teleportation excepts as noted and that the effected creature may choose no to delay any teleport in the area, and the creature may delay the teleport's arrival up to 10 rounds.

    Material Component: A platinum hourglass filled with diamonds costing 50,000 GP.
    dropped to 5 round delay, 1 round asting time and 1hour/CL
    Quote Originally Posted by drack View Post
    Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717) outsider
    arms and armor, summoning, Planar Renewal(1&2), Teratomorphs, Mutant Perfection, Aura of menace, Divine Blessing(Sanctuary), and Supernatural Disease: dropped
    Quote Originally Posted by drack View Post
    Hullathoin:
    LA+8
    Dropping exude bloodfiend locusts ability
    Quote Originally Posted by drack View Post
    Necrotosis (green ronin bestiality, I don't have the book so I'll say what I was told they were too): If one attack (by the creature with the template) kills a creature of ten HD or less they reanimate as a zombie that attacks anything that attacks the Necrotosis. CR+5 (Not LA, CR)
    ruling: they are normal zombies, not controlled or bound to the Necrosis, but do not perceive it's existence.
    Dreg Golem
    http://www.dandwiki.com/wiki/Dreg_Go...5e_Creature%29
    accepted, construction changed to: Price: 50,000gp, Cost: 25,000gp, and 5000xp.
    (looks to have been based off flesh golem (cost 20K), but with HD over clay golem (cost 40K), about standard strength special attack/qualities.

    Dreg Colossus
    http://www.dandwiki.com/wiki/Dreg_Co...5e_Creature%29
    accepted as is

    Dreg Titan
    http://www.dandwiki.com/wiki/Dreg_Ti...5e_Creature%29
    I might be willing to accept it, but that price needs reworking. Tell me if you really want it and I'll start book diving, but I'm doubting it will be vary affordable. I would also ddrip the constitution score to "-"
    Quote Originally Posted by rweird View Post
    Requesting Epic Planar Binding

    Epic Planar Binding
    Level: Sor/Wiz 10
    Components: V, S
    Casting Time: 10 minutes
    Range: Close
    Target: Up to three elementals or outsiders, totaling no more than 24 HD, no two of which can be more than 30 ft. apart when they appear.
    Duration: Instantaneous
    Saving Throw: Will Negates
    SR: No and Yes, see lesser planar binding

    This functions like greater planar binding excepts you can summon up to three elementals or outsiders of the same type whose HD don't exceed 24, Each creature gets a save, makes independent attempts to escape, and must be individually bargained with.

    Approved
    The Erasing
    Evocation [Chaos] [Evil]
    Level: Clr 36, Sor/Wiz 36
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Area: 1 touched creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    I don't want to write a big long description, but basically I would like a spell that deals level drain and ability drain to all ability scores equal to caster level and if this kills the target then their body is eradicated from time and space. The creature will have a soul which they could transfer into a new body, but there old body can't be recreated through any conjuration [Healing], necromancy, wish, or miracle spells. This will destroy clones too.
    approved... for now... still has kinks, though I don't know why someone wanted a level 36 spell approved...
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  4. - Top - End - #4
    Titan in the Playground
     
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    Join Date
    Nov 2006
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    Default Re: Nations game OOC Act II

    OK, got everything unpacked feel free to post

    Homebrew approved
    Spoiler
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    Quote Originally Posted by NM020110 View Post
    Right. It's on page 137 of the player's guide to faerun. If it's too much for a tenth level spell, go ahead and assign a spell level that you like better.

    Thank you.
    Proctiv's Move Mountain: Hmm, upping casting time to 1 month, level 10, open to all the basic casters that hit level 9, and you may use it once the game starts. (otherwise it puts everyone who payed good money fro a flying inverted mountain to shame)
    Quote Originally Posted by Togo View Post
    Request List:

    Templates
    Spoiler
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    The Cave of Stars is a large lightless cavern deep underground in the Halls of the Spirit Dwarves. Here the Star rituals are performed. The rituals of the inner wheel call upon the latent magic of those present to bless and inspire an individual, ususally to great feats of leadership, and to be an inspiration in turn. The rituals of the greater wheel call upon the heavens to recognise an individual, and accept their service to a greater fate and a greater destinty. Unlike Celestial or more lawful magics however, the emphasis is still on encouraging and guiding existing talents, rather than becoming a channel for otherworldly power. The cave of stars is named for the reflective crystals that glitter in the high cealing of this great chamber, giving the appearance of the night sky. Thus the 'stars' being implored and entreatied are the reflected and purified light of those conducting the ritual.

    Instrument of the Stars - lesser
    Sometimes, even the Celestial Powers needs some help, someone who will support them, but who is thoroughly of the material world. Who understands the mortal realm, and how it works. To make such a person a holy agent, and infuse them with divine power, would be almost counterproductive. Instead aid is given in the more practical form of advice and instruction. However, it is the nature of celestial powers to change those they touch, and they want to protect their investement...

    This template may be applied to any living corporeal creature with a humanoid apearance.

    Con +4
    Wis +2
    Cha +4
    Gains an insight bonus to AC equal to the Wisdom modifier
    Immune to Stunning & Daze effects
    Level adjustment +2?

    Loosely based on the half dragon template (MM) the Saint template (BoED 184), and the Fire-Souled Template (DR 314 p23).


    Instrument of the Stars - Greater
    This template may be applied to any living corporeal creature of Good alignment with a humanoid apearance. This may not be combined with the lesser template of the same name.

    Str +2
    Con +4
    Wis +4
    Cha +4
    Gains an insight bonus to AC equal to the Wisdom modifier
    Immune to Acid, Cold, Electricity
    +2 DC to all special attacks, spells, supernatural, spelllike, & extraordinary abilities.
    Contact Other Plane 1/day
    LA +2?

    Closely based on the Saint template (BoED 184), only with fewer powers and fewer restrictions.


    Star-souled
    loosely based on fire-souled (Dragon 314, p23)
    The creature has been filled with zeal and passion, by means of a magical ritual.
    Acquired Template that can be added to any Creature with at least 3 Intelligence.

    Immune to Dazzle & Daze effects.
    Cha +4
    Community of Stars - gain an additional will save to resist any effect that would cause you to strike or harm a friend, companion or ally (Innocent strangers are fair game). You gain this save even if the original effect didn't allow one.
    Overwhelming Passion – by touching an opponent with a melee or
    touch attack, the opponent looses one Special Attack whose save
    is based on Charisma (WillNeg, DC is Charisma-based). The
    lost ability is chosen by the Fire-Souled creature as long he/she
    has seen it used & is lost for (Charisma modifier) rounds.
    Usable once per day per 2 HD (minimum 1).
    Level adjustment +2?


    Bloodlines
    Spoiler
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    Spirit of the Land (MM2, p189)
    Major bloodline
    1) +2 sense motive
    2) negotiator
    3) charisma +1
    4) speak with animals 1/day (Sp)
    5) fey affinity +2
    6) low light vision
    7) +2 Diplomacy
    8) Combat Expertise
    9) con +1
    10) soften earth and stone 1/day (Sp)
    11) fey affinity +4
    12) All round vision - +2 to spot & search & can't be flanked
    13) +2 perform
    14) improved disarm
    15) wisdom +1
    16) Telepathy (su) range 5 miles
    17) Fey affinity +6
    18) solid fog (Sp)
    19) +2 Search
    20) DR5/cold iron


    Prestige classes
    Spoiler
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    Seeker of the Song Fix
    Change all instance of damage (generally 10d6, but also 10d8, 15d8 and 6d6) to a perform check.
    Remove the mechanic requiring the base song to be played before the refrain can be activated.
    All refrains can be activated as either a swift action or a standard action.

    These changes bring the class in line with other bardic p-classes that do damage with songs, such as Sublime Chord (Complete arcane) and Stormsinger (Frostburn), which do damage equal to a perform check as a standard action with no pre-requisite songs.


    Feats
    Spoiler
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    Commanding Presence
    Prequisites: CHR 20, perform 15 ranks OR knowledge (war) 15 ranks
    The area of effect of your marshal auras, bardsongs, and similar effects is increased by the radius originally granted by the base class. Other effects that increase the radius are not increased by this feat, but stack as normal.
    This feat can be take more than once.

    Outsider wildshape (EPIC)
    Prequisites: Ability to wildshape into magical beasts, aberrations, fey, elementals and dragons.
    This feat allows the character to wildshape into outsiders that are within one alignment step of him. The character gains the same benefits as with magical beast wildshape. All the usual limitations still apply (hit dice limit, no spell-like abilities, etc.)

    Practiced Wildshape
    Prequisities: Knowledge (nature) 8, Wildshape class ability
    You may add up to +4 to the hit dice limit of your wildshape, up to a limit of your hit dice. This does not advance your wildshape progression in any class. (Ref practiced spellcaster - Complete Divine)


    Focused Performance
    (Bardic)
    (adapted from Dragon magazine p89)
    Prequisites:
    Bardic Music class ability
    Focused Performer
    Concentration: 1 rank
    Perform: 6 ranks

    By spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may modify your Bardic Music or similar abilities in any of the following ways (though only one for a given use of Music):
    Accompaniment – spend 3 uses to perform two Bardic Music abilities simultaneously. Each round you must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end immediately. You may end one of the Bardic Music abilities at any time and continue the other without requiring any more Perform checks.

    Dramatic Pause – spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a spell, attack, etc.) and then resume it as if you had not stopped. Requires a Perform check vs. DC (20 + Perform ranks required).

    Harmony – spend 1 uses to make a Bardic Music that normally affects one target instead affect two.
    Requires a Perform check vs. DC (20 + Perform ranks required).

    Individual Performance – spend 1 use to make a Bardic Music that normally affects multiple targets instead only affect one (cannot be you). This target receives 2x the normal bonuses / penalties. Requires a Perform check vs. DC (15 + Perform ranks required).

    Projection – spend 1 use to make a Bardic Music have 2x the normal area of effect.
    Requires a Perform check vs. DC (10 + Perform ranks required).

    Rhythm – spend 1 use to make a Bardic Music that you have been performing for at least 3 round last two extra rounds after you stop performing. Requires a Perform check vs. DC (10 + Perform ranks required).

    Riveting Performance – spend 1 use to make a Bardic Music affect all target in range that can hear you, even if they cannot see you. Requires a Perform check vs. DC (15 + Perform ranks required).

    NB The only change I have made from the published version is to make it applicable to all bardic music style abilities, rather than just those from Bard. If this is too powerful, maybe make it an epic feat?


    Hymnist
    (Dragon 325 p62)
    Prequisites: Bardic Music, Ability to cast Divine spells
    Perform is always a Class skill for you.
    Receive your Wisdom modifier as a bonus to all Perform checks.


    Music of the Gods {Epic}
    From Epic Handbook
    Prerequisites
    Cha 25, Perform 30 ranks, bardic music class feature.
    Benefit
    Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

    Requesting that this feat also work with p-class abilities that work in the same way as bardic music (i.e. seeker of the song, warchanter, etc)


    Noble Born
    [General] (Dragon333 p45)
    1st level only
    Diplomacy & Knowledge (nobility & royalty) are always class skills for you.
    If you take the feat Leadership, receive +2 bonus on your Leadership score.


    Items
    Spoiler
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    Dragonskin Bag of Grendel
    Up to 1,500lb feels like 8lb. Items placed inside the bag are shrunk as per the shrink item spell, rather than placed in an extradimensional space.

    Aura: Faint Transutation
    CL 5
    Requirements to craft Craft wonderous item, Shrink item
    Cost 18,000gp
    reference: Dragon 329, p26


    Amulet of Wildshape Improved
    This item works exactly like the exisiting amulet of wildshape (magic of Faerun, cost 40,000gp), in that in increases the wearer's effective level for wildshape purposes by 4. The only difference is that it is not capped at level 20.

    Cost?
    I'd also be interested in the cost of a +6 amulet, if allowed?


    Scout's headband, greater
    +10 spot, truesight 3/day
    Cost?

    Loosely based on the scout's headband, from MiC.


    Gauntlet of infinite blades (MIC)
    A popular interpretation of this item stops it working as intended.
    The basic problem is that while the text states that you can get as many daggers as you want in a round, the stat block lists activation as a swift action. I generally interpret this as producing as many daggers as you want a round (hence as a free action), but that spending charges (activation) is a swift action. Can we adopt this interpretation? Otherwise the item only produces one knife a turn, making it peculiarly pointless.

    For comparison, the glove of endless javelins (MIC p.194) does work as intended, producing magical javelins as a free action.

    Can I get a cost for a glove that produces force daggers in the same way as the glove of infinite javelins produces javelins, but with the same charge mechanic as the gauntlet of infinite blades?


    Spells
    Spoiler
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    Cerubian's Instant Glade
    Cerubian was a fey druid who took to travelling the outer planes. He had a distinct lack of fondness for the landscape, and took to 'improving' it wherever he went. There is a bounty on his head in several lower planes to this day.

    Conjuration (Creation)
    Level: Brd 4, Cleric 4, Druid 4
    Components: V, S, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: 40-ft.-radius glade
    Duration: instant
    Saving Throw: None
    Spell Resistance: No

    This spell creates a peaceful sheltered glade, suitable as a campsite complete with soft grass, shrubs and small trees, a small pond of fresh water and a few fish, and several more than usually cute rabbits. The plants and animals will vary so as to be suitable to the local conditions. However, the spell functions so long as there is some form of ground to work with, no matter what the original terrain was like, and thus can be used to create islands of tranquility in swamps, lava flows, glaciers, throne rooms, etc. If used in an area of worked wood, stone or similar, the glade covers over the floor rather than replacing it.


    Other
    Spoiler
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    Requesting permission to take the Chameleon prestige class (Races of Destiny) with my 'human' race, as they fit exactly the same niche in my kingdom as humans do in the p-class. Happy to take Able Learner or similar as a feat tax.

    Alternatively
    Feat - Adaptable culture.
    Prerequsities: 1st level only
    The character has enough human blood, or exposure to human culture, to count as human for the purposes of items, feats, p-classes or similar that have a prerequsite of 'human'.
    The character gains a profession as a class skill, and a rank in that skill.


    Do the effects of the words of creation (BoED) feat apply before or after other bonuses, or can I choose? In other words, if I'm using bardsong inspire courage at +2 and inspirational boost (+1 to inspire courage) and words of creation (double inpire courage), do I end up with 5 (2*2+1) or 6 ((2+1)*2)
    Star-souled: LA2
    Instrument of the Stars - lesser: LA2, -2dex
    Instrument of the Stars - Greater: LA3, -2 dex
    Just chose dex since int wouldn't really make much sense...


    Spirit of the Land bloodline: approved, though recall bloodlines cost extra xp so you'll probably start at a lower level.

    Seeker of the Song Fix: not really sure what you mean. I you mean to do damage equal to a skill check, gonna have to deny it, skills are the easiest imaginable thing to boost in D&D.

    Commanding Presence: Um... no. Maybe were it epic.
    Outsider wildshape: approved
    Practiced Wildshape: You do know you keep HP of base form right?
    Focused Performance: more at once isn't always best. Denied.
    Hymnist: I'll allow it with half your wisdom mod.
    Music of the Gods: go for it, ELH feats are fine despite that a few act wonky, such as multispell which I ended up ruling to squeeze all into the same swift action. (if you're only using your swifts for casting it doesn't change much)
    Noble Born: approved


    Dragonskin Bag of Grendel: I'm a bit of a traditionalist with the weight and volume thing, but I guess I'll allow it, after all it is more pricy then say a bag of holding.
    Amulet of Wildshape Improved: check out vestment of the druid DMG. If that's not what you mean then I really can't see what you're getting from it...
    Scout's headband, greater: on the fly price estimate: 15,000gp true seeing lasts 1 minute as per the MIC item spot is now enchantment bonus since it's more common.
    Gauntlet of infinite blades: compromise, 1/dominant hand (TWF/MWF count).

    Cerubian's Instant Glade: I see several potential abuses, so gonna have to say no.

    "Requesting permission to take the Chameleon prestige class (Races of Destiny) with my 'human' race, as they fit exactly the same niche in my kingdom as humans do in the p-class. Happy to take Able Learner or similar as a feat tax. " I allowed a first level feat to meat any single racial requirement taken only at first level. I forget the name, but feel free to call it "half blooded" or something to that effect

    In D&D doubling comes last (which really hurts with item costs )

    bold
    Quote Originally Posted by Dr.Orpheus View Post
    Well everyone from the original party is gone and I re-re opened recruiting twice got a total of 6 more people and now only 2 are left and I really don't want to find more players because the last person from the original 5 left.

    Also what about swarm shiftier for my character either of these work?

    Is homebrew
    http://www.minmaxboards.com/index.php?topic=708.0

    Approved, but:
    When swarm is split and a fraction of it is destroyed each fraction has that much of your HP total, and you reform with damage equal to the HD of the dead parts. Split swarms must be of the same type and within 50'/level of each other.
    Dust to Dust: changed to nonmagcal invisibility.
    "That's sure long for a 2 lv Prc." agreed

    Needs a LA instead of just a CR
    http://www.realmshelps.net/monsters/...mshifter.shtml

    Hivemind special quality is mentioned specifically, I'll assume this is still the one listed below.
    Run swarm types by me if they have any noteworthy traits, otherwise LA +1. Naturally can't shift into both alternate forms at once.
    And just a heads up, we'll not be doing the BovD hivemind things.
    Approved paragon breakdown by levels.
    Spoiler
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    15 "levels"
    no HD/Skills

    Abilities: Each level gives +1 to each ability score.

    HP Increase: Every level a paragon gains after 3rd gives a cumulative +1 bonus to HP/HD, this bonus applies to HD gained after levels are taken.

    Insightful Attacks: For each level, starting at 3rd, its special attacks gain a cumulative +1 insight bonus, as detailed in the paragon template. This insight bonus does not stack with other insight bonuses.

    Attack and Damage: At first level and every level thereafter, a paragon gains a cumulative +1 luck bonus to hit, and a +1 luck bonus to damage with melee and thrown ranged attacks. This bonus does not stack with any other luck bonus to attack or damage.

    AC: At 1st, 4th, 7th, 10th, and 13th level, a Paragon creature gains a +1 bonus to natural armor (not cumulative with other bonuses to natural armor). At 4th level and every level thereafter, a paragon creature gains a cumulative +1 luck bonus to AC and a +1 insight bonus to AC. These bonuses do not stack with any other luck or insight bonus to AC.

    Skills, Resistances and Damage Reduction: At 6th level, a Paragon creature gains a +1 insight bonus to all saving throws, a +1 competence bonus to all skill checks, resist 1 to cold and fire (if you have better, use that), and DR 1/epic, at every level after 6, these bonuses all increase by 1 to a maximum of 10 at 15th level.

    Spell Resistance: At first level gains SR= level+11, improves by 1 for every following level in paragon class till SR=level+25 at 15th level.

    Paragon: At 15th level, it gains all the rest of the benefits of the paragon template (and benefits granted by this class increase to equal those granted by the paragon template), as follows:
    • 1 bonus feat

    • Fast Healing increases to 20

    • Luck bonus to hit increases to +25, Luck Bonus to Damage increases to +20

    • Gains greater dispel magic, haste, and see invisibility as SLAs, each usable 3/day, CL 15.

    • All movement speeds triple.

    • All HD, current and future have HP/HD maximized.



    {table=head]Level|Features
    1|Abilities +1, Fast Healing, Luck Hit, Luck Damage, SLA/PLA CL/ML boost
    2|Abilities +2,
    3|Abilities +3, Insightful Attacks
    4|Abilities +4, Insight AC, Luck AC, HP increase
    5|Abilities +5,
    6|Abilities +6, Saves, Skills, Damage Reduction, Resistances
    7|Abilities +7,
    8|Abilities +8,
    9|Abilities +9,
    10|Abilities +10,
    11|Abilities +11,
    12|Abilities +12,
    13|Abilities +13,
    14|Abilities +14,
    15|Abilities +15, Paragon
    [/table]

    Bold
    Quote Originally Posted by Avalon® View Post
    Here's a list of requests in order of importance:

    Primordialist, Epic Primordialist and Face of the Titans Epic Destiny
    denied
    Cosmic Imperator discipline

    Apocalypse Comet Gaze: still expends if hit
    Burning Gaze of the Firmament: swapping level 4 and 8 mods, and making it just magical darkness. Too low level ability to justify immunity to all blindness
    King of All Kings Numen: again this is a first level ability, you may either do the penalty to ranged or the will save to approach, not both.
    Green Sun Nimbus Flare: bumped to level 6, when abilities like this start appearing.
    Red Hand Ascension: creatures can only ever have one band active at a time, First two steps are halves (the +2 and +4 become +1 and +2)
    Imperishable Majesty Stance: dropped due to silliness
    Kingdom of the Blind: wish, miracle, ect cure
    Invincible Crown Halo: for practical reasons, making only red hand people count for the moral bonus
    Seated At The Alabaster Throne: game mechanics bones in my body say I should instantly diss-allow the first part, but I'll say case by case IC.
    World-Forging Course Ablation: changed to highest ability score if you don't get a save though you should probably pass easily anyways. Perfection bonus changed to something real, lets say luck or moral.
    Empyreal Invincibility Declaration: cha based save added
    Glorious Vassal Illumination: dropping upgrade to red hand, and the two extra ability enchantments.
    Universe Emperor Shintai: dropping the free action silliness.
    Cosmic Tyrant Decree: just don't bother with paging through books to see which creatures auto-fail and assume you always have cha mod/2 of those with you. I assure you it doesn't work so smoothly.
    Bold
    Quote Originally Posted by Tiamet View Post
    View Post
    Here you go drack:

    1) http://www.giantitp.com/forums/showthread.php?t=225266
    denied
    2) http://www.giantitp.com/forums/showthread.php?t=90961
    3) not looking through 30 classes for you
    4) no to infinite free items of up to 10k gp magical, 200kgp nonmagical at a time
    5) long enough taht were it near the top I might read through it, but by now snipped from list
    6) Oozdrin's current acceptance is thin enough already. Admittedly I should probably just read through it and fix things instead of denying things that amplify it's power and offer more versatility, but time is time.
    cutoff
    Quote Originally Posted by Sampatrick View Post
    Can I request the following:

    • Society Mind (Power's Here)

      Capacities overlap, so two level 5 society minds in the same network can still only hold five members.
      Cooperative healing: now a swift action
      Spirit of Many: saving throws re-added
      Mystic Echo: can only be done by the scociety mind that created the network.
      Inner Language: Making this a divination effect, and blockable as such.

    • Improved Network epic feat, if it's approved
      Changed to a flat +4
      Special: Can be taken multiple times
    • Epic Society Mind, if it's approved
      approved

    And I was wondering; if I buy one of the religion thingies, do I start with followers of the religion who come with me to the plane?
    Go nuts
    Ozodrin
    Spraying Mouth dropped
    Coiling Tentacle: grappling check must scuceed
    Sizng forms up anddown will only change damage dice and size, not attack/str/ect. (1, 1d2, 1d3, 14, 1d6, 1d8, ect)
    Halvng Unearthly Power and as per weapons enchantments, the sum of enchantmetn costs cannot exceed the enchantment bonus
    Strange Movement: dropping ability to not reappear
    Swallow Whole: climb DC dropped to 10
    Budding Body: Going to make these blunt tenticles stationary, movable only by re-manifesting the form
    Twisted Mind: will ofer a saving throw that is wisdom bassed to resist as the two minds conflict to establish the true reality.
    Naught Morality: Pick an alignment, this can be changed as a full round action.
    Sinister Image: dropped
    Wide Gaze: dropped
    Penetrating Gaze: one die of damage, or one round of durration
    Reality Warping Flesh: dropping ability to resist antimagic-type effects.
    Puppet-> special: dropped
    Puppet: Making dex also effectivly 8 and boostable by 2 as strength already is.
    No blunt tenticles on blunt tenticles
    Hidden Puppeteer: glad we fixed that in advance
    Jerk the Line: bonuses only last against the chossen single attack
    Puppet Show: dropped
    Inner Universe: must go though GM first
    Monster Within: meh, dropped, though feel free to toss puppets in.
    Traps: remember that these attacks still count against your limit/round
    Disturbing Release: cost doubled
    Spawn: dropped
    Abbarent feats will not add form points
    This may seem obvous, but when you have an augmentation that requires another it can only be applied to the limb granted by oozdrin that has the required augmentation.
    Attacks granted by limbs will count against the extra natural attack limit.
    Half golem: http://www.minmaxboards.com/index.php?topic=2750.0
    Dropping Improvement, Golemaic Weapon, Construction Material weapon. and 2nd level ability advancement. May choose two of DR, Nat AC, or SR to get.
    Ash&Ice: con based reflex save for half damage.
    Assembly: dropped
    Birthday-Cake-: joke material dropped
    Calzone&Chocolate: as cake
    Chain: choose one
    Fewmet: just CL
    Gear : dropping repair spells
    Gloom&Inevitable: my ruling of any "counts as the most favorable" still only being one at a time remains in place.
    Hangman: dropping repair spell bit
    Juggernaut: gains hangman drawback but with acid damage
    Dropping all after nimblewight due to limit being reached. Furthermore all bonuses for metal types beyond the energy healing above will be treated as enchantments on armor slots, or a weapon slot in the case of nimblewight.

    Fourth level added in which no further advancement is gained, and living construct subtype is added.



    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  5. - Top - End - #5
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    Default Re: Nations game OOC Act II

    A little more homebrew
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    Spoiler
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    Advanced Abomination

    Sometimes called a Champion Against the Gods, the planes tremble whenever an Advanced Abomination emerges. Unwanted and forsaken sons of the gods, these beings have succumbed to their twisted nature and survived for millennia as dark reflections of their parent’s portfolios. It is only the greatest of these who overcome and grow into paragons and generals of darkness whose very footsteps leave kings quaking with fear.

    Prerequisites:
    - Must be an Abomination
    - Evil Aligned
    - At least 30 Con
    - At least 20 HD

    HD: D12

    Level BaB Fort Ref Will Special
    1st +1 +2 +0 +2 Horrible Aura, Survivor
    2nd +2 +3 +0 +3 Instruments of Deicide, Survivor
    3rd +3 +3 +1 +3 Apocalyptic Strike, Survivor
    4th +4 +4 +1 +4 Survivor, Bonus Feat
    5th +5 +4 +1 +4 Undivine Spark, Survivor




    Horrible Aura (Ex): The mere presence of an Advanced Abomination can deeply affect deities and mortals with divine ability. All Horrible Aura effects are extraordinary abilities which penetrate through normal abilities which render another immune to mind-affecting. The mortals or deities can resist the aura’s effects with successful Will saves; the DC is 10 + ½ HD + the Strength modifier of the Advanced Abomination. Any being who makes a successful saving throw against the Horrible Aura power becomes immune to that Advanced Abomination’s aura power for one day. Horrible Aura is an emanation that extends around the Advanced Abomination in a radius that is equal to 10 feet per 2 HD or less. The Advanced Abomination chooses the size of the radius and can change it as a free action. Affected beings become shaken and suffer a -2 moral penalty on attack rolls, saves, and checks. The merest glance or gesture from the Advanced Abomination makes them frightened, although they can choose the path of their flight.




    Survivor (Sp or Ex): Advanced Abominations are ancient creatures, born near the beginning of worlds and well versed in ways to survive as well as to kill.

    An Advanced Abomination can increase his fast healing and regeneration by 5 for each level they take in this class, but only one at a time.

    At level 2, an Advanced Abomination resists ways of decreasing or mitigating his spell resistance. In order to overcome his spell resistance, the caster must succeed on a caster level check versus a DC of 10 + ½ HD + the modifier the Advanced Abomination uses for spells or SLAs. (Note: In my case, this would be Intelligence.)

    At level 3, an Advanced Abomination resists ways of decreasing or mitigating his regeneration. In order to overcome his regeneration, the caster must succeed on a caster level check versus a DC of 10 + ½ HD + the modifier the Advanced Abomination uses for spells or SLAs. (Note: In my case, this would be Intelligence.)

    At level 4, an Advanced Abomination gains the Spell Like Ability of Shield of the Archdevil (see below, adapted Shield of the Archons spell to be thematically appropriate). This SLA is usable once per day per five HD, and can be affected by metamagics like Extend Spell, but only if the Advanced Abomination possesses the appropriate feats. The caster level for this ability is equal to the Advanced Abomination’s HD.

    Shield of the Archdevil
    Abjuration [Evil]
    Level: Cleric 7
    Components: V, S
    Casting Time: One standard action
    Range: Personal
    Effect: Mobile Shield
    Target: You
    Duration: 1 round/level

    A mystic shield of malevolent energies interposes itself between you and an incoming magical attack. The shield blocks harmful spells, spell-like abilities, and supernatural abilities.
    It can only block one such attack each round, intercepting the first but not any later attacks until your next turn.
    Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well.
    An attack that shatters the shield is dissipated without harming you.
    If you are within the area or effect of a harmful spell or effect that is not directly targeted at you, the shield of the archdevil grants you a +4 profane bonus on your saving throw against the effect.


    At level 5, an Advanced Abomination triumphs over not only death, but incapacitation. They are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis,trap the soul, and turning and rebuking.


    Instruments of Deicide (Ex): At 2nd level, the base damage of the Advanced Abomination’s natural weapons and any weapon it wields are increased by one size category. Additionally, the Advanced Abomination’s physical attacks count as Transmutative (that is, they take on the appropriate DR breaking trait after the first round) and ignore hardness like an adamantine weapon.


    Apocalyptic Strike (Ex): At 3rd level, the Advanced Abomination gains the ability to inflict wounds which cut deeper than flesh, as if tearing at the victim’s very essence. These wounds do not heal naturally and resist magical healing. This ability applies to the Advanced Abomination’s natural weapons, or one chosen type of manufactured weapon. Attacks made with the chosen weapon apply a persistent wound. An injured creature loses 6 additional hit points each round; these wounds stack with themselves. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a Heal spell. However, a character attempting to cast a cure spell or heal spell on a creature damaged by the Advanced Abomination’s attack must succeed on a caster level check or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The caster level check has a DC equal to 10 + ½ HD + the Strength modifier of the Advanced Abomination, and the heal check has a DC equal to the above save +8. The target can receive no magical healing until the effects of the Apocalyptic Strike have been healed.


    Undivine Spark (Ex): At 5th level, the twisted divine spark latent within the Advanced Abomination flares to power, giving him the power to force reality to comply to his designs like a god would, but in a much more limited fashion. Once per day per four HD, the Advanced Abomination can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat. The Advanced Abomination can declare the use of this ability after the actual roll is made.

    Approved

    Speaking in bold
    Quote Originally Posted by GenericMook View Post

    Dragon Overlord
    Draconic Magic: this entails lots of bookeeping in that you need to meditate 24 hours/spell to recover them, expecially if you have multiple of these blokes, not to mention this single ability gives you spontanious all sorcerer spells, so I'll be dropping this ability.
    Commandeer Spell: spellcraft checks are silly easy to boost to obscene levels, lets make it CL checks.
    Draconic Fury: cool down will be in minutes since summoning two fully grown incorporeal dragons/~3 rounds is a bit silly. They will serve for two minutes regardless of cooldown. (can't have infinite hordes of dragon-spirits wandering around)
    otherwise approved.
    Quote Originally Posted by tallonRook View Post
    Ah, alright. Then in that case I'd like to request one prestige class. http://www.giantitp.com/forums/showthread.php?t=93644
    Since we already have a cohort I don't really need the seventh level ability.
    Dropping champion, halving masses (mostly just because the class is rather dense), ignore components swapped with capstone, otherwise approved

    Guess I'll tackle this in bold
    Quote Originally Posted by Aldurin View Post
    I'm so glad there's obscure BS to fix the vampire requirements. Ok, last requests before I knock out the crunch. The Heroic Fighter(you might have already done these but they're not listed in the homebrew rulings).

    Weapon Training: dropping the standard/attack action-> full attack action
    Watchful Blade: dropped
    dropping all but 3, 7, 13, and 17th level master/adept abilities.
    Strike with No Thought: drawing is already free with quickdraw (a prerequisite), so it will be a single melee attack at the start of combat.
    Superior Critical: dropped, stacking criticles is silly


    Also, what price tag do you put on the Greathorn Minotaur Greathammer (MMIV 101), I'm specifically looking at the costs for Gargantuan and Colossal size.
    Perhaps I'm not seeing something since I'm skimming. Is it just a larger size?
    Quote Originally Posted by Aldurin View Post
    Drack: For the lichfiend template (Libris Mortis 156) can the SLA requirements be swapped out for some spellcasting equivalent? Getting five at-will SLAs is quite a few hoops to jump through just to be able to throw lich on an outsider.
    It looks like it's assumed to be easier. I'll allow it if you have the casting required or a normal lich instead. Also fluff it as part of your body being made into the object (be it an arm, some teeth, or a box made to toenail-clippings) since outsiders are their souls, and liches make their philanthropy with bits of their souls.
    FF 163 steel predator : RHD 12, LA 2
    Quote Originally Posted by ShadowFireLance View Post

    Binding Oath
    Conjeration
    Level: Sorcer/Wizard/Cleric 9
    Components: V,S,M
    Casting time: 1 Full Hour
    Range: touch
    Target, Effect, or Area: caster and one additional touched willing target
    Duration: one year, or until contract if fulfilled
    Saving Throw: none (willing only)
    Spell Resistance: No.

    Binding oath is a spell, That when casts, Binds the two Particapents into a contract, Agreed beforehand, Willingly, Not under any compulsion of any kind, Save their own.
    If one of the Participents willingly breaks the contract, They Take 20D20 Auto Damage, That is not negated by any means, And the Other Particpent is immiditely aware of it.

    Material Component: A Contract, Signed in blood by both Participents.
    Approved, though it looks like a waste of a good spell slot to me...

    Nations to FoB conversion (ignore the bits on population as you haven't had time to set roots in the world yet, yes to be fair, even if you have a flying kingdom it will just be a flying unsettled block of land with a garrison, though it will have extra land for you to settle that you won't need to fight/negotiate for. )
    Spoiler
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    OK, lets start shifting to Fields of Blood. If you see anything and want it added like resources for a new race, just ask.

    Current game settings:
    max units: we'll be using half this number with it resetting every IC year.
    RP production mod: we'll go with 200*land mod*pop mod=RP/Provence/week (not the 250 stated in the book)
    Racial attitudes: this is silly, mostly the mechanic only comes into play when players join their militias under one rulership, so we'll decide these as they happen.
    Asset: feel free to make up more of the same for the other terrains. (they are meant to improve output and pay themselves off in a bit of time by boosting production, as it stands they're only for fishing, farming and mining, feel free to make up alternatives following the pattern of one +25%, and one +50%/terrain type)
    Utilities, fortifications, and seasons will stay, rolling for random events isn't my style, so that'll be dropped
    Upkeep, moral, government/civilization type, and battle will be kept
    Taxation/surplus system will be changed to all go in your pools. After all you ca all teleport an the like, so there shouldn't really be a cost for deciding to reallocate resources.
    One resource point can be traded in for 40gp, a hundred GP can be traded for a resource point, but one can only spend one year's worth of surplus gold/year. Nomads will be an exception being without a spending cap. All unspent surplus will be tallied in gold. This replaces the banking system they have in fields of blood.
    Gold can be spent to do everything you normally do with it, except hiring mercenaries. (FoB, not DMG rules will be used for mercinaries.)


    Since your nations are huge compare to FoB, so long as your nation isn't filled (each provence being 133 square feet, size of your nation being in the first post), then we will forego mapping out each and every little thrope. You can distribute your populations (non-militia) into however many provenances you'd like using DMG rules (20< small nomad camp, 20+=thrope, or small nomad camp, 81+=hamlet, 401+=village, 901+=small town, 2,001+=large town, 5,001+=small city, 12,001+=large city, 25,001+=metropolis, 100,000+=planer metropolis.)
    If you're one person short, fudge it. This will allow populations to be tracked without constantly worrying about everyone as an individual (after you divvy them up don't bother keeping track) If you're nomadic still do it this way knowing that they'll shrink IC the way captured nomadic civilizations do (downgrade one step each week after getting surplus).
    You can PM me a table of:

    {table]# settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    # settlements | settlement size | settlement terrain
    [/table]
    And then a year in IC we'll update rack by giving him the same thing with an extra column listing X/# have ____ mod, or all have ______ mod for all the mods.

    Units: new ones will require upkeep, those you already have are dispersed, and will only cost if you reassemble them into units (for free)
    The hydras that one player has poached from the world will be blocked into units (round up) and cost upkeep.
    The above units can be stated at your leisure.

    FoB spell adaptions: we'll roll with them, you want to slip a homebrew adaption by me feel free. (this stands for invocations, an other systems too)
    Remember summoning/raising spells listed in there still cost uint prices and the like they're primary benefit is having more troops instantly there.

    I think that's about everything... tell me if I missed something

    spells affecting for 1/2 damage if they fail to beat SR do nothing if they fail by 10 or more

    *************

    1) for every 5 cities-> 1 extra set of realm actions
    2) overkill varriant
    Quote Originally Posted by drack View Post
    1) I'd probably allow multiple alliances, ect. to be formally signed in a single "action", though it' important to note that such actions have more to do with the formal signings of such treaties with all your staff being informed, as well as peace gestures, so it's expected that they'd take more time then simple RP. As would arranging for a large annual festival, or securing safe trade routs while hunting own merchants.
    Quote Originally Posted by drack View Post
    2) I hear you, and looking back at what goes into power/toughness I guess it's fare. In the end an uber-fighter can probably do as much damage to an army as a wizard anyways, so I guess it works. Still I'll be posing some limit about only one target unit/attack in order to avoid instant slaughter.
    It's fare to say anything 20 and up can be a one man unit for those you start with. level 1-4 creatures are defiantly 100/unit, then lets say 5-9 are 20 and 10-14 are 5, 15-19 are 2/unit, just to start out even.


    Adding a caster to get free unit attacks sounds silly, so we'll be scrapping that and allowing caster units to cast two spells /round since FoB spell conversion seems to be geared towards hitting half a unit with single target spells.
    Also dropping the wealth doubling FoB feat
    Quote Originally Posted by Anon
    A question about FoB spell conversion.

    Say we have a unit of 100 spellcasters, casting bless. Is that 1 shot casting on one unit? a one shot casting on as many units as you can find within range? or can the unit keep on casting bless up to100 times, but only once or twice a round?

    Say they're actually casting magic missle (CL1).

    Against a martial unit that would be a power 4 attack.
    Against a special unit of two people would that still be a power 4 attack, or 50 power 4 attacks against each?

    Say they're actually casting fireball (CL5). Is that a single power 9 attack against a unit? Or 100 power 9 attacks against up to 100 units?

    It feels like you wanted one cast of a spell per unit (twice a turn). With two spellcasters that seems ok, but with 100, it starts looking very odd. Is that still what's intended? I ask because you earlier described wizards chain fire-balling their way across the battlefield, and that isn't going to happen with these rules.

    Also, you asked me to submit as homebrew any items where I've used the combination rules to combine effects. I'm struggling to work how to present this without just posting a list of all my magic items for all to see. I could put in dummy items, but that would waste your time. Any ideas?
    Bless: one shot on units in range, though your people may well have multiple castings of bless prepared.

    Units of varying sizes: This is still one attack, in the end the number of beings in a unit is fluff as IC units are purchased by number of units and power of units, not number of members of unit.

    Area effects: these will be attacks against units as FoB says. The idea being that FoB converts spells as if fifty casters were casting the same spell allowing individual target spells to affect a whole unit. I figure fifty casters is enough to do the same. When we get into higher level casters I'm likely going to let the action economy default to the character action economy as they'll likely not have enough people to sling off that many spells, but they may well be able to chain those spells, and then twin them for a second attack, and quicken to get their second attack. FoB doesn't have many abilities, so I intend to be pretty loose with adapting them

    Items: At the end of the day all homebrew from classes to items ends up as a list others can look at. Best you can do is just not rely 100% on homebrewed items for everything.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  6. - Top - End - #6
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    Default Re: Nations game OOC Act II

    This homebrew I reviewed for a friend's game, though I'll allow it in still, just giving you a heads up that some of the rulings about the game may be off.
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    Quote Originally Posted by Erik Vale View Post
    http://www.giantitp.com/forums/showthread.php?t=253053

    Ok, first piece of homebrew and core to my idea (Before I go through my cohorts that I would have had).

    Also, is the Tome of Epic Prestige still allowed?
    Swarmlord
    This Land is Mine adaption is dropped
    Weapons of the Queen is dropped
    Bonus Feats: jacked up to 5/feat to limit easy feat-loading
    also dropping psionics.
    Also gonna make swarmlord feats cost 4 points each if you go that rout.

    And, correct no the tomb is no longer blanket approved.

    Speaking boldly
    Quote Originally Posted by Anon
    Illurien of the Myriad Glimpses Denied
    Venerated Sage Epic PrC
    epic spellcasting is naturally dropped
    Prepare for Everything: keep in mind readied actions do still bump you down in the initiative order.
    otherwise approved

    Mystic Eye PrC
    approved
    Cosmic Librarian
    pretty sure this is on my list, if not tell me
    Librarian

    Knowledge Devotion: caps at class level
    otherwise approved, reminds me of artificer

    Epic Herosee list
    Speaking in colors
    Quote Originally Posted by Anon
    In regards to balance, as the DM requested, i'd like to send you the homebrew i'm planning on using. I'm not going for super high op, my character and his cohorts/nation are all gonna be more of a what fits than a pure ball of power.

    High Mage Epic destiny
    approved
    Venerated Sage Prestige class
    Already requested by someone else, see the list
    Factotum Epic Progression
    progression it's self doesn't look that bad, though it doesn't really tell you much beyond that none of the new elements added by the feats naturally advance beyond epic. The feats will be denied though, as it doesn't need that kind of extra power.
    Nothing else was yet set in stone, although i had been looking at more of Realm's epic prestige classes, and possibly using a bit of pathfinder content that doesn't exist in 3.5, backlogged to fit the system of course.
    Quote Originally Posted by Anon
    Well the first battery of homebrew responses answered some questions I was yet to ask. Here are some requests:


    Chosen (without using it on spellcasting classes)
    Not at all... Even without spellcasting this is rather unbalanced, and there are plenty of homebrew classes that keep up with spellcasting in terms of power.
    Wilderness Incarnate (the forest version)

    approved, but didn't look through the feats. Tell me which ones and re-link if you need them
    Note that guardians are mono-stalt, and that of course the levels are class levels, not overall levels (every now or then I feel the need to remind people of this)

    Earth Aspect Exalted

    Gonna drop the ability mods down to +4 initial, +12 at level 30
    Quote Originally Posted by tallonRook View Post
    Here's a few homebrew requests for you, drack.

    Living Arcanum: http://www.giantitp.com/forums/showthread.php?t=10305
    Approved, but dropping the capstone
    Cosmic Descryer: http://www.giantitp.com/forums/showp...81&postcount=5

    Again didn't look through feats (I don't normally unless it's explicitly asked, or there are only about five), also Enduring Gate will be limited to two being held open at a time.

    Grand Creator: http://www.giantitp.com/forums/showp...1&postcount=26
    Um...denied.
    Edit: The last two minus the epic spellcasting stuff of course.
    Quote Originally Posted by Anon
    I'd like to make my first three homebrew requests.

    1.) The Sworn and attendant system.
    Dropping the bit about donating ability scores, otherwise approved. Shady, this is as powerful as you let it be, exercise caution
    2.) The True Xenotheurge and attendant system.

    approved. I know I've read through this one, and pretty sure I approved it before, so I'll go with that.

    3.) The Magic Item. (This one was suggested to me by ShadowFireLance. It nicely solves my lack of inspiration for a cohort.)
    Denied
    Thank you for reviewing the homebrew for this game.
    Speaking in bold
    Quote Originally Posted by Anon
    omnimind

    Dropping Flowing Augmentation
    Collective Consciousness i now capped at a number equal to your character level

    Macabre Mask Maker and associated feats
    Spoiler
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    You may have a number of masks equal to half your class level functional at a time.
    Prosthesis are capped at the number you get free of penalty at a time, this does not affect Improved Prosthesis.


    Thespian of Many Roles

    Sadly this one will be denied.

    Frostwrought Lich
    Also denied
    I know that the first three requests may have a bit too much versatility but its not on the level of stuff like the Ozodrin (which you approved) and the Metamorph (which wasn't). The highest stuff I can get out of this would be a single 5th and a single 4th level spell/power depending on the mask.
    Quote Originally Posted by Anon
    So I posted to the pirate pad document and sort realized I probably also need to pm you as well so the Retooled Marshal is what I'm after.
    Approved, but dropping the auras that boost your actual ability score.
    Quote Originally Posted by Anon
    http://www.giantitp.com/forums/showp...&postcount=242

    Evolutionary Touch: Limited to one affected target at a time per class level

    Also can you add Gramarie to the "Homebrew yet to look through list?" Thank you~~
    Quote Originally Posted by Anon
    I think I forgot a feat associated with the Xenoalchemist in my last PM. go for it
    Necrotic Bodysmith
    You are an undead artisan, skilled in taking bodies apart and putting them back together. As your necrotic body assimilates new material, it twists and grows in ways you might never have anticipated...
    Requirements: Cha 13, Con —, xenoalchemy class feature, undead type
    Benefit: You can have a number of grafts attached to you at one time equal to your 1 + Charisma modifier. You gain a cumulative +1 bonus on Fortitute saves for every two grafts attached to you.[/QUOTE]
    approved, but remember 1+cha mod is the cap, not the actual number you can have
    Anon:

    Please tear it apart Malshaper

    Things Meant to Be: dropped (way too much versatility)
    Spawning pod: dropped
    Mutations: lowered to 2/level
    Truth in the Guise: also lowered to two/level
    Inadequate Perfection of Form: lowered to twice your character level extra form points
    Truth in a guise/fossilized: I'm cautious of these, though the one is permanent, and the other has a minimum of 24 hours to re-allot, so I suppose I'll leave them. Still this can be a rather large power boost to one or the other. Still if you're taking one to boost the other there are better ways, so I suppose I'll allow them as is.
    Quote Originally Posted by Anon
    Here's the megathread of Gramahas rie on these boards:
    http://www.giantitp.com/forums/showthread.php?t=252794

    And here's a miniforum of Gramarie on minmax, with each discipline and class and prestige class in its own thread and the like.
    http://www.minmaxboards.com/index.php?board=152.0
    Shady asked me to straight out deny this if it hits any problems for fear of me tearing it apart. Overall it balanced, but having lots of time, wealth, and supporters it can lead to some rather abusive mass magics, so I'll be following shady's instructions and denying it rather then going through it more carefully.
    Speaking in bold
    Quote Originally Posted by Erik Vale View Post
    Ok, thanks for the Aproval, Q's/Notes.

    For no Psionics, I assume you mean no to the base Psionics of the Swarmlord class. Does Spirit force work as normal?nope
    For no Weapons of the Queent, could it exist in a lessend form? Were I to remove something else, but I tend to consider the swarm aspect more important to the swarmlord then the ability to create +X weapons.
    I acknowledge additional feats can be overpowered. Saves me from having 15 'free' epic feats. Min you they're only epic if they come from an epic progression. Say I take 20 levels druid, and ten levels epic, I'd get the fighter feats as nonepic.

    Ok, Warlock's already approved, other requests:

    Fighter Remix:http://www.giantitp.com/forums/showthread.php?t=194834
    Denied
    These from the Tome of Epic Prestige (I think it would count as 1, if not let me know)they do not
    Godking: http://www.giantitp.com/forums/showp...3&postcount=25
    Epic casting dropped, bonus feats dropped, and granting actions will overlap with that granted by other abilities rather then stacking.
    I acknowledge it grants additional cohorts, but with the -5 levels restriction, it shouldn't be game breaking. I will understand if the Godkings blessing feature is removed, and the Epic spell casting is removed due to it being banned. Could I get bonus feats for those two? [Or additional Epic Invocation (Just a bonus invocation of any level) feat for Epic Spelcasting.] um... no... the blessing is one of those fun little abilities thrown in to be overshadowed by other abilities and still be cool, not in any way a power center of the class.

    Mythic Commander:http://www.giantitp.com/forums/showp...2&postcount=36
    Aura of Shattering Ranks: fortitude save added
    Loyal Legions: at this level this covers 2/3 of one army, so it will have a 66%chance to do so for a single army that the commander comands.

    Again, I request Epic spell casting be replaced with a bonus feat, and I make the following observations. This bit is denied

    Spoiler
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    Furthermore, allies in range with no more than half as many hit dice as the mythic commander automatically succeed on all attack rolls against foes with up to two more HD than they possess and all attacks made against these allies by such foes automatically fail. If two mythic commanders lead forces against each other, neither side automatically hits or automatically misses the other.
    These lines of Loyal legions I am happy to loose, due to the sheer power of it. Combined with one of the Auras, this would cause low level warriors improved through evolution points to be truly horrendous.

    Nah, it's cool, highest enemy effected by that combo is 17HD, so it can crush armies well enough, but it also brings attention to your marshal and gets them killed easier...

    Improved Monster Classes:http://www.giantitp.com/forums/showthread.php?t=142724 whoops, accidentally counted this towards your cap. guess you still have one
    Specifically:
    Spellwarped Creature: http://www.giantitp.com/forums/showp...&postcount=916
    Approved, ability score capped at +4
    Creture of Legend: http://www.giantitp.com/forums/showp...postcount=1173
    denied
    Illithid: http://www.giantitp.com/forums/showp...4&postcount=13
    Approved minus the following ability that piggybacked under telepathy

    Spoiler
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    A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but mind flayer levels wouldn't count for it.
    Quote Originally Posted by Anon
    My homebrew list so far:
    1. Swarmlord class (already approved by you)
    2. Epic Hero (already approved)
    3. Creature of Legend denied If you'll allow Dragon RHD to count as monster class levels to be eligible for it. (Was part of Erik Vale's list before he dropped it.)
    4. Vow of Poverty fixed (already approved), if you'll rule that wearing one or two magic items for the purposes of survival don't violate the requirements (my character is a dragon so he'll probably only have an amulet worn, and put the rest of his money into bettering his nation or cohort).
    5. Undecided at this time, will send the rest of the list later.

    On the subject of the Rainbow Servant PrC (Complete Divine), do you go by WotC's official ruling of the text being accurate on casting progression compared to the table? (Table gives roughly half-casting but text says full-casting, and the ruling is reflected in the newer translations that change the table.)
    The healing class? Yeah I give it full casting
    Quote Originally Posted by Anon
    Demon Lord Epic Destiny

    Lord's Dominion: level 1-3 changed to once/HD.
    Baleful Presence: creatures that succeed their save are immune for 24 hours
    Lord of the Abyss: This one's hard to fit in this game, lets change it to doubling your level for the purposes of determining your leadership score.
    Sycophant (Note: This is for the cohort, not me)
    Denied
    The Pariah
    Denied
    Quote Originally Posted by Anon
    Homebrew Request: Shadow Rogue
    approved, and for epic: trap sense s advanced as well with one epic feat/4 levels.
    Speaking in bold
    Quote Originally Posted by Grimsage Matt View Post
    Change of request.

    Engineer

    Steambeast dropped
    Mounted Artillery: fires for one round.

    , Technosavant

    Technolore: why do I get the feeling these are referencing homebrewed feats/mechanics that will be dropped if not linked/approved?
    Factory 1: lets say 100gp cost to build, takes X months (x being some number that sounds reasonable to you greater then zero), and has. lets say five times your class level HP, and half your class level hardness, being about a 20' cube so you can fit it in fortifications. Just to put some numbers on it.
    Automated Ease: dropped

    and Tech Sage.

    Nano Seed: out of curiosity why multiply by int mod? I mean if 1-5 won't do it, then even going as high as 1000 is futile.
    Advanced Nanite factory: changed to just doubling (we both know these add up, but I'm not giving you the ability to outfit a few legions/day)

    Will link the places I'll be stealing/modifying, but I plan on being a unholy hybrid of the protross and necrons.
    Quote Originally Posted by Grimsage Matt View Post
    K, in addtion to the perviously linked, here's some more requests.

    a altered to 3.5 Spartan-IV Template modifed to 3.5

    LA jacked to 6 (each)

    Future equipment

    what system of purchase DC mod to cost are you thinking?
    Integrated Weapon: +2 to cost as per integrated equipment.
    Ultralight Composition" still counts as weight class for purposes of effects, abilities, and built in class limitations
    Satellite Datalink: requires a satellite to function
    Also assume automatic is similar to repeating crossbow where you fire off one shot/attack?
    Also adding these as potential options to the capstone to techsage as these outclass some standard gear rather easily before you even hit the PL limits

    , and heck, most of d20 modern. I'd be operating at PL 9+ anyway, so....
    yeah, no.
    Edit; Also, PL 5-8

    I don't suppose we need less of these do we?
    speaking in bold
    Quote Originally Posted by Anon
    Hey, requesting the Epic Destiny "Blade of Ragnarok" listed here
    Approved, though I'm gonna lower the capstone to once/round

    Requesting Omnimind Prestige Class listed here
    see above

    Also requesting Guardian Paramount prestige class listed here
    approved
    Quote Originally Posted by Aldurin
    Half-Succubus template (I'm thinking the LA should be around 4 or so, but it's your call) I'm assuming that WotC web enhancments count as homebrew.
    approved at 4
    Quote Originally Posted by ShadowFireLance View Post
    A Really Anon request because they dont want drack to know who requested it.

    Spoiler
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    Stone to Metal
    Transmutation
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One Wall of Stone Effect, Or Equal amount of stone.
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object); see text
    Spell Resistance: Yes

    This spell changes Stone into any metal of any kind.

    One ounce of the Metal.

    Denied, as mentioned this spell gets screwy with special metals, and I've heard nothing to change this.
    Quote Originally Posted by Anon
    I would like to request the Codex Hammer, from dragon 297 (pages 41 and 42).

    Thank you.
    Here are the relevant pages:

    Page 41, Page 42.
    approved
    Quote Originally Posted by NM020110 View Post
    May I request the Cosmic Horror?

    Yeah, after thinking about it I'll deny this one. dreamscapes may be a more fluff oriented ability, but after playing with a similar ability in another game I don't think they'd fit this game that well.
    Quote Originally Posted by Grimsage Matt View Post
    Heres the table, it only goes up to DC 81 though.
    Table*20 DC to gp price conversion approved, as ell as *1.38/+1DC after 81. It's not a perfect average (since they wanted to keep their table looking pretty), but close enough.
    Speaking in bold
    Quote Originally Posted by Anon
    The Pariah

    Dropping the ability to bypass regeneration
    status effect will have a save
    pariah will be aware of being watched, not of whomever watches them
    Normal Presence: success on this save means they can not be affected by this ability from the same pariah for 24 hours
    Cornered-Monster Understanding: capped at character level
    Third-Hand Tongue: however you may not perform verbal and somatic components with it at once. "Neah-neah, neah-nehn neeeeh na!" "Sorry my mouth was full of wand of fireball, can I try again?"
    Shaped-like-Pontypool Revelation: lets let them learn a language through normal channels as they level.
    Tasteless Palate: naturally doesn't cover supernatural diseases

    Quote Originally Posted by drack View Post
    I assume this is a request?
    Change age category to 1/3 class level
    Answer fate is powerful, but go for it.
    Quote Originally Posted by Anon
    Requesting:

    The officer

    Numinous Tactics: dropped
    Bodyguard: changing this to that the bodyguards can elect to be the target.
    troops can only benefit from a single officer's tactics at a time
    http://www.dandwiki.com/wiki/MSRD:Progress_Levels
    Interesting. Dropping the -2/PL under you discount, and replacing the +5/PL higher with you can't get it. Will also be dropping the bit about making anything.
    speaking in bold, and shady coul you remind me which approach I was taking with Gramoair?

    Quote Originally Posted by Avalon® View Post
    Can I still add stuff to that list?

    The Nosomatic Surgeon
    Compound Disease: unless it damages all ability scores the dividing number will be more then two (not letting you trade 6 to one for 3 to each, only one)
    Vector (alpha): gonna make this still give them a save
    Vector (gamma): gonna make it only for one natural weapon, though you're free to use other actions to do more
    Mutagenic Rapidity: told myself when I saw the last one of these that if I saw this I'd drop it.


    and perhaps a modified version of the following feat:
    Spoiler
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    Improved Legions [Epic]
    Prerequisites: Unending Legions
    Benefits: Undead that you animate through your spells and class features gain maximum hit points per hit dice and are affected as if by an awaken undead effect, except that they remain completely under your control.

    Gonna have to say no... Too much for one feat.
    It's from the Dread Emperor PrC but I think it might be usable with a different prerequisite.
    Quote Originally Posted by Psymple View Post
    Homebrew Request:
    Spoiler
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    Redwood Specific Treant from http://www.dandwiki.com/wiki/Treant,...plate)#Redwood

    Its a further +6 RHD and +5 LA (bringing it up to +13 HD and +10 LA)

    Coniferous : changed to immunity to cold damage
    Ancient Knowledge: in place of strength


    Merry Crimbo everyone! :)
    Quote Originally Posted by distant quasar View Post
    Homebrew requests (my apologies if you've already answered any of these, I looked through but might have missed something):

    Divination Spell

    gonna deny this one. At these levels I can't really see anyone' character being caught by it, but in the end it's just gonna be a large headache for everyone involved, gathering all that information together and passing it around.

    Keeper of the Word

    Power Word Mastery: can only affect a given spell once
    Words Unspoken: fixing funky wording to let it block Su silence too
    Litany of Magic: still eats lots of spell slots
    Name of Deep Magics: dropped

    Violet Philosopher

    Chronometabolism: dropped
    Kinetic Transference: also dropped
    Second Chance: dropped (I really doubt shady wants to deal with time loops...)
    Spatial Instability: bonus is now typed, circumstance.
    Tesseract: gonna cap it at one round/class level
    Violet Plague: wisdom damage
    Latent Metapsionics: any one metapsionic feat
    Violet Cascade: quadrupling power point loss
    also all cascades that say "/level" are class levels, not character levels.

    Wizard <- broken, but it's Level 30 Tristalt... and it's not at will casting, so I figured I'd go ahead and ask

    Why does the balance go flying just because it's a high level game?
    denied

    Chosen of Secrets

    Unweaving Method: the sum of the metamagic feats are capped at +4, not the individuals
    Quote Originally Posted by NM020110 View Post
    I seem to have one homebrew request left. I think that I'll go ahead and use it to make a generic racial leadership feat.

    Spoiler
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    [Type] Leadership
    You gain the services of loyal [Type] followers.
    Prerequisites: Character level 6th, knowledge(appropriate skill for identifying creatures of [Type]) 1 rank
    Benefit: You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting [Type] followers and treated as 4 lower than it otherwise would be for the purposes of attracting non-[Type] followers.
    If you choose to attract a(n) [Type] cohort rather than a non-[Type] cohort, you can attract a(n) [Type] cohort with a maximum effective character level equal to two less than your ECL. See page 106 of the Dungeon Master’s Guide for more information on the Leadership feat.
    Special: Like the standard Leadership feat, you must check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character.

    approved
    Bold
    Quote Originally Posted by Volthawk View Post
    Hm, think I've got an idea. Two initial requests:

    Spoiler
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    Unkindness

    approved

    Malphasian Raven

    approved

    Quote Originally Posted by Anecronwashere View Post
    Brick Builder
    Hey Drack in case I don't finish Legoist in time care to review this for approval?

    EDIT: Please don't spend time on the vehicle rules. They suck. It's easier to wholecloth them than to try and fix that bit

    As requested vehicles dropped
    Construct Heroic Minifig: dropped
    Body of Bricks: really poorly worded/vague with room for any kind of interpretation. giving them all construct traits instead
    Masterful Minifig Construction: one virtual HD, an counts as one class level higher for the purpose of the class' abilities. Naturally without a "you" to command/awaken them they're all inert... kinda pointless, but OK...
    "
    Brick Built
    Minifigs are constructed by bricks instead of the " kinda cuts off... dropping the incomplete part
    Knight (minifig): changed to +4, doublings can get silly given circumstance.
    General bricks: Damages and such use the brick builder using them's level to determine effect, not that of the one that made them.
    Ole Kirk's Bag of Bricks: capping brick number at 1000, though you're free to use the 10lb too (another 1000)
    Feats function: dropped
    Construct Minifig: changing control to quarter your class level, and changing it to a standard action.
    Allowing epic advancement advancing /class level abilities and getting one epic feat/3 levels.
    assuming it was just the first post, and nothing's hidden approved.
    Quote Originally Posted by GFawkes View Post
    Requesting the Abyssal Warlord Epic PrC for usage.

    Denied
    Quote Originally Posted by Draken View Post
    I got ahold of the stats for the nerubian race:

    Spoiler
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    Nerubian Racial Traits
    A nerubian has the following traits:
    • +2 Dexterity, +2 Intelligence. Nerubians are smart and, despite their cumbersome appearance, remarkably quick and deft.
    • Small Quadruped: As a Small creature, a nerubian gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks to hide, and a –4 penalty on grapple checks. He must use smaller weapons than humans use, however. Because of his many legs, a nerubian’s lifting and carrying limits are equal to those of a Medium character.
    • Nerubian base land speed is 20 feet. Nerubians also possess a climb speed equal to half their base land speed (10 feet). Like all creatures with climb speeds, a nerubian has a +8 racial bonus on all Climb checks. A nerubian must make a Climb check to climb any wall or slope with a DC of more than 0, but he can always choose to take 10 even if rushed or threatened while climbing. A nerubian climbs at his climb speed while climbing. If he chooses an accelerated climb, he moves at double his climb speed and makes a single Climb check at a –5 penalty. He cannot run while climbing. A nerubian retains his Agility bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against him.
    • Darkvision: Nerubians can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight.
    • Aberration: Nerubians are aberrations, not humanoids. They are immune to effects that specifically target humanoids, like hold person.
    • Natural Weapon: A nerubian has strong mandibles that he can use to bite opponents. He has a single bite attack that deals 1d4 points of bludgeoning and piercing damage.
    • Nerubians have a +4 racial bonus on Spot checks and on Hide checks.
    • Automatic Languages: Common and Nerubian.
    • Bonus Languages: Draconic, Dwarven, Low Common, Thalassian (Elven) and Zandali (WoW Troll). Nerubians learn the languages of the creatures with which they occasionally interact.
    • Creature Class: If you play a nerubian, you must take levels in the nerubian creature class.
    No LA listed-> assume LA0, denied
    Racial class:

    Nerubian Creature Class
    All of the following are features of the nerubian creature class. Note that the bonuses and abilities he gains at 1st level are in addition to those he gains by
    virtue of his racial traits. (A 1st-level nerubian has +3 Dexterity, for example.)
    “Class” Skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Spt), Move Silently (Dex) and Spot (Wis).

    Starting Gold: A 1st-level nerubian begins play with 1d4 x 10 gold pieces.
    Weapon and Armor Profi ciency: Nerubians are proficient in the use of simple weapons. They are not proficient with armor. (Moot).

    Frozen Mind (Ex): Some liken attempts to telepathically communicate with nerubians with drilling through solid ice. The nerubian has a +2 racial bonus on saves against mind-affecting effects and fear effects. He is immune to telepathy. At 3rd level, the nerubian’s bonus against mindaffecting and fear effects increases to +4, and at 5th level to +6. At 7th level, the nerubian is immune to mind-affecting effects and to fear effects.

    Web (Ex): Once per day per nerubian level, the nerubian can throw a web as a standard action. This is similar to an attack with a net, but has a maximum range of 50 feet with a range increment of 10 feet and is effective against targets up to one size category larger than the nerubian. An entangled creature can escape with a successful Escape Artist check, or it may burst the web with a Strength check. In either case, the DC is (10 + 1/2 the nerubian’s aberration Hit Dice + the nerubian’s Con modifier + 2 racial bonus). In addition to using webbing as an attack, a nerubian can spin a single strand to ascend or descend at his climb speed. The strand can hold the weight of the nerubian and one creature of up to one size category smaller than him.

    Claws (Ex): At 2nd level, the nerubian can use his claws as natural weapons. Each claw deals 1d3 points of slashing damage.

    Growth (Ex): A nerubian achieves Medium size at 2nd level and Large size at 6th level. These changes have the following effects:
    Medium: The nerubian loses his +1 size bonus on attack rolls and to AC. The nerubian’s base bite damage increases to 1d6 points of damage. His base movement increases to 30 feet (and his climb speed to 15 feet). He wields weapons are wears armor of the same size as humans and other Medium creatures (armor still costs more because of the nerubian’s unusual form). His lifting and carrying capacities increase to those of a Medium quadruped (1-1/2 times those of Medium bipeds). The nerubian loses his +4 size bonus on Stealth checks to hide and his –4 size penalty on grapple checks.
    Large: The nerubian’s space increases to 10 feet (but its reach remains 5 feet). He takes a –1 size penalty to AC and a –1 size penalty on attack rolls. The nerubian’s base bite damage increases to 1d8 points of damage and his base claw damage increases to 1d4 points of damage. His base movement increases to 40 feet (and his climb speed to 20 feet). If using manufactured weapons, he must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized for him. His lifting and carrying capacities double (they are triple those of a Medium biped). The nerubian takes a –4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and on checks to avoid being tripped. Note that the nerubian’s gear does not grow along with him.

    Poison (Ex): At 4th level, the nerubian’s bite develops a debilitating poison. The poison has an initial and secondary damage of 1d4 Str. The Fortitude save to resist the poison is equal to (10 + 1/2 the nerubian’s aberration Hit Dice + the nerubian’s Constitution modifier). At 8th level, the poison’s initial and secondary damage increase to 1d6 Str.

    Table: The Nerubian

    {table=head]Level| HD| BAB|Skill Points| Fort| Ref| Will| Feats| Ab. Inc.| Nat. Arm.| CR| Special
    1st| 1d8| +0| 2| +0| +0| +2| First| —| +0| 1| +1 Dex, frozen mind (+2) web
    2nd| 1d8| +0| —| +0| +0| +2| —| —| +1| 1| +1 Str, +1 Con, claws, growth (Medium)
    3rd| 2d8| +1| 2| +0| +0| +3| —| —| +1| 2| +1 Dex, frozen mind (+4)
    4th| 2d8| +1| —| +0| +0| +3| —| —| +1| 2| +1 Str, +1 Con, poison (1d4)
    5th| 3d8| +2| 2| +1| +1| +3| Second| —| +1| 3| +1 Dex frozen mind (+6)
    6th| 3d8| +2| —| +1| +1| +3| —| —| +2| 3| +1 Str, +1 Con, growth (Large)
    7th| 4d8| +3| 2| +1| +1| +4| —| First| +2| 4| +1 Dex, frozen mind (immunity)
    8th| 4d8| +3| —| +1| +1| +4| —| —| +2| 4| +1 Str, +1 Con, poison (1d6)[/table]

    Total stat modifiers ammount to +4 Str, +6 Dex, +4 Con, +2 Int.

    Pretty much everything in the table other than the "special" line is meaningless due to gestalt rules.
    Approved
    Quote Originally Posted by distant quasar View Post
    Well one more request then

    The Observer

    Bring Down the Curtain: will allow attacks the other way for one round if used, a small portal of sorts appearing in the sky requiring spot DC40 to notice
    Quote Originally Posted by Anon
    I'm posting the homebrewed spells here.

    Create Living Vault: dropped
    Greater Gate: gonna say up to 90' radius and let player decide how big they want it.
    Animate Building: adding 10,000 gp focus that can be retrieved only after the spell ends.
    Blade Creation: lets not, we all know how this one ends, with lots of bane weapons without range limits.
    Stop Time: can only be cat, not scribed/stored/contingincied
    Spark: bumped to level 9
    Master Spark: bumped to level 13

    Feel free to change them if you must. Thank you.
    Bold
    Quote Originally Posted by GFawkes View Post
    Adding Dualists to my requested homebrew list.


    Duelist will be a LA 0 race, and be a monostalt duelist of you level (up to 20)
    Quote Originally Posted by Anon
    Sorry for the delay, been trying to consider this end of the build pretty heavily, and so here comes my second and hopefully last wave of homebrew requests.

    Inner Light Martial discipline. Ignore the others

    override darkness of a lower CL will be when spells have the same level
    Soul Shield: just touch AC, there's already one for the other and I don't make a habit of making extras of those
    Shining Harrier: dropped
    Luck's Reprieve: bumped to level 3, xp cost of 200 added
    Soul Guardian: dropped
    Vexing Strike: shaken bit dropped
    Disgracing Light: immobilization dropped

    Congregation of Guardians: dropped
    On second thought whenever if says "if the save succeeds _____" that part will be dropped.

    Sacred Might Martial Discipline.

    denied, getting tired of reading low level effects that should be many levels higher.

    Mystic Eclipse Martial Discipline

    The following will be dropped:
    Mystic Knowledge
    Power Forsaken
    Watchful Eye
    Disrupting Counter
    Inquisitor's Eye
    Knowledge Forsaken
    Mirror Stare


    Hunt the Mad: bumped to level 4
    Wrenching Strike: bumped to level 5
    Pursuing the Mad: bumped to level 7
    Immediate action abilities that let you move before AoOing cause you to loose your move action the next round
    Mystic Eclipse: extending ave to cover damage too

    Epic Martial Adept Feats . I found that you approved the progression, but didn't say anything about the feats.

    pretty sure this is on one of the first lists

    Finally, the Lord of Nine Blades Epic Prestige class. Complete with Feats, but i assume thats expected. Possibly allow the other epic martial adept feats to be added to the bonus feat list also, if thats not too much to ask for of course.

    Improved Strike: dropped
    Masterful Counter: will till count for the encounter
    Instant Recovery: making it a standard action, though still all at once
    Superb Boost: again counts as a use
    Quote Originally Posted by Avalon® View Post
    drack, would you allow spell-like abilities such as those from an Evolutionist or an Ebon Initiate to count as spells for the abilities of the Daybreak Caste Exalted epic destiny?

    Also, happy new year everyone!
    So long as they're not at will...
    Also daybreak : http://www.giantitp.com/forums/showp...33&postcount=4
    Gonna rule max of three templates/undead raised (no 5millionXevolved silliness).

    Quote Originally Posted by GFawkes View Post
    While I'm here, can I get a ruling on the LA of a Glabrezu?
    As for the demon lets say 5 LA
    Last edited by drack; 2013-07-08 at 03:08 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Firbolg in the Playground
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    Here we go then.

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    Oh yes. When posting try to put either the name of those that can see your post or the location at which others there should be able to see it at the top. That way others don't think it's for them to read.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Hello new players, I am the only current old player. I look forwards too meeting you all. Glad some new blood is pumping.

    EDIT: Drack, will I have to find the new 10th level spell(s) and get them from someone else?
    Last edited by rweird; 2013-06-17 at 11:45 AM.

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    Suggested conversion of ship movement rules to FoB:

    Using Stormwrack as a basis, ships have a movement like creatures do. For magically or mechanically propelled ships this is a flat rate, while for sailing ships it is a bse movement rate multiplied by wind speed. Wind speed is rated from 1 to 3 (1-5, but 4 or 5 are violent storms).

    A standard sailing ship (Stormwrack p98) has a move of 30'x windspeed, which translates as 6"x windspeed. If it's heavily laden this drops to 15'x windspeed, or 3" x windspeed.

    If you compare that to the speed of my own airships (drack:part2) and the wingships (surface vessels, part 3), which are built using the same rules, I'm reasonbly confident of catching them, if they're normal ships. If they're heavilly modifed, that might be different, but then I want to catch them even more, just to see how they're put together.

    Should have known someone else would have a fleet...
    Last edited by Togo; 2013-06-19 at 06:15 AM.

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    yeah looks like a lot of us picked the ocean...

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    Default Re: Nations game OOC Act II

    Well, I have ships, Raunchiel's forces appear to be doing something underwater, and there's someone already here with 'the white fleet' which is probably an existing world feature or a old defunct player, or both. The only nod I've seen to water in your direction is a leader with a squid for a face.

    There doesn't seem to be much overlap. One player with ships, one player underwater, and so on. Even if there is, it's a big world. I'm looking for a port site to settle down on. If there's already a big naval power in this area, I might have to travel quite far to find one that isn't already claimed.

    Of course there may be no 'unclaimed' land in this world, in which case we'll have to find a suitable target to attack. I'm hoping our single existing resident can clue us in on which direction to head. (pokes rweird with a stick).

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    Default Re: Nations game OOC Act II

    I have, I plan on bringing maps and all that soon enough, though I wanted to make sure you are okay sailing around first instead of me attempting to transport you.

    EDIT: I have some descriptions of places to tell you soon, though some of the nations had been player nations, though the players dropped before I joined, and I know little of them (I kind of avoid them and treat them in stasis for the most part, ignoring there existence, hoping the player will return).
    Last edited by rweird; 2013-06-19 at 07:38 AM.

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    Quote Originally Posted by Togo View Post
    Suggested conversion of ship movement rules to FoB:

    Using Stormwrack as a basis, ships have a movement like creatures do. For magically or mechanically propelled ships this is a flat rate, while for sailing ships it is a bse movement rate multiplied by wind speed. Wind speed is rated from 1 to 3 (1-5, but 4 or 5 are violent storms).

    A standard sailing ship (Stormwrack p98) has a move of 30'x windspeed, which translates as 6"x windspeed. If it's heavily laden this drops to 15'x windspeed, or 3" x windspeed.

    If you compare that to the speed of my own airships (drack:part2) and the wingships (surface vessels, part 3), which are built using the same rules, I'm reasonbly confident of catching them, if they're normal ships. If they're heavilly modifed, that might be different, but then I want to catch them even more, just to see how they're put together.

    Should have known someone else would have a fleet...
    Don't forget mechanics on rowed vessels where strength of rowers contributes to speed, potentially alongside wind.

    Quote Originally Posted by greenpotato View Post
    yeah looks like a lot of us picked the ocean...
    looks like

    Quote Originally Posted by Togo View Post
    Well, I have ships, Raunchiel's forces appear to be doing something underwater, and there's someone already here with 'the white fleet' which is probably an existing world feature or a old defunct player, or both. The only nod I've seen to water in your direction is a leader with a squid for a face.
    Giant cube fortress that likes wandering the hallow ends of the ocean.
    All the same, yes, big world.

    Quote Originally Posted by rweird View Post
    EDIT: I have some descriptions of places to tell you soon, though some of the nations had been player nations, though the players dropped before I joined, and I know little of them (I kind of avoid them and treat them in stasis for the most part, ignoring there existence, hoping the player will return).
    Mostly the southern end. (other side of the world)
    Should probably ask map-updater to update some...
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations game OOC Act II

    Drack, I edited in my reply IC, telling you in case you missed it.

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    Quote Originally Posted by drack View Post
    Don't forget mechanics on rowed vessels where strength of rowers contributes to speed, potentially alongside wind.
    Hadn't considered that! Historically and practically you use wind or rowers, and boats that have both alternate depending on the wind conditions and tiredness of the rowers. But in a fantasy world with really strong rowers, you could have it work differently, combining elemental driven engine with rowers for example.


    Quote Originally Posted by drack View Post
    Mostly the southern end. (other side of the world)
    Should probably ask map-updater to update some...
    If these white fleet people have claimed large areas of ocean as their territory, getting anywhere by ship could be politically troublesome, and I'm the only one with ships. I can carry some people, but most of my ships are already pretty heavily loaded, and I'm really looking to settle on dry land (dwarves with nowhere to dig = sad dwarves!)

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    Yup, though admittedly rowing alone gives decent speed too with larger ships.

    Anywho white fleet territory is unchanging.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Quote Originally Posted by Togo View Post
    If these white fleet people have claimed large areas of ocean as their territory, getting anywhere by ship could be politically troublesome, and I'm the only one with ships. I can carry some people, but most of my ships are already pretty heavily loaded, and I'm really looking to settle on dry land (dwarves with nowhere to dig = sad dwarves!)
    They still are a bunch of pirates, so, while they might to battle with you, a fleet of a few hundred ships is not something a lone pirate ship is likely to raid.

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    Quote Originally Posted by Togo View Post
    The only nod I've seen to water in your direction is a leader with a squid for a face.
    Maybe I should have offered more description . You know Ursula from the little mermaid? That, but young, thin and green. 500000+ of them happy swimming in the ocean.

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    Quote Originally Posted by rweird View Post
    They still are a bunch of pirates, so, while they might to battle with you, a fleet of a few hundred ships is not something a lone pirate ship is likely to raid.
    yup, unless they thought you were gong to attack their pirate-fort.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Quote Originally Posted by greenpotato View Post
    Maybe I should have offered more description . You know Ursula from the little mermaid? That, but young, thin and green. 500000+ of them happy swimming in the ocean.
    Ah, ok, that makes a great deal more sense. Kinda cute!

    Well, I'm mainly interested in building ports for trade and settling on the land, so we could still be very useful to eachother.

    I'm more tempted to go through white fleet territory than take the long away around, but that's partly because of where I want to end up. If someone want to take on one of the legacy northern kingdoms, or settle near that huge river, or on the eastern continent, then going the other way makes more sense.

    drack, when we settle, do we create a new kingdom territory of size indicated by the map and our follower package, and then start populating it with settlements?

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    The only land tiles I'm interested in are swamps, apart from that I just need a bit of water no deeper than 400 feet to park my cube and the rest of it can be underwater. By the looks of the map that probably makes the great river with 'Lord Cavalier' written on it an ideal spot.
    Last edited by greenpotato; 2013-06-19 at 08:48 PM.

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    Quote Originally Posted by Togo View Post
    drack, when we settle, do we create a new kingdom territory of size indicated by the map and our follower package, and then start populating it with settlements?
    You take a clump of land as large as you can hold, or obtain. Chances are to be sen on the map it'll be more then large enough for a couple cities easy, so you're mostly keeping track of how many of each/potentially mapping it if you can.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    As far as I'm aware, genesis can't create a time-variant demi-plane, because time traits can't be altered the effect specifically says so. Is that restriction being handwaved, or is Lord Valthrin taking about something else?

    Or do we not know what's possible here unless we try it?
    Last edited by Togo; 2013-06-22 at 11:09 AM.

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    Well some things may have changed. Still I think this is more an IC communication issue.
    Quote Originally Posted by rweird View Post
    I suppose me people possessed greater magic in this regard than yours do, though a plane such as this is far beyond our skill. This plane is no accident, that much I am sure of. Someone, or something created it, though we are not sure why."
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Quote Originally Posted by Togo View Post
    As far as I'm aware, genesis can't create a time-variant demi-plane, because time traits can't be altered the effect specifically says so. Is that restriction being handwaved, or is Lord Valthrin taking about something else?

    Or do we not know what's possible here unless we try it?
    The Sorcerer/Wizard 9th level spell Genesis makes no specification of that, just the psionic power. It still doesn't work on this plane. It all is vague to whether it is allowed or not, and I wanted to make it clear it does not work for that. Where I came from it did, perhaps it didn't where you came from.

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    Quote Originally Posted by rweird View Post
    The Sorcerer/Wizard 9th level spell Genesis makes no specification of that, just the psionic power. It still doesn't work on this plane. It all is vague to whether it is allowed or not, and I wanted to make it clear it does not work for that. Where I came from it did, perhaps it didn't where you came from.
    Time traits themselves have the clause that all planes have normal time unless it is specifically called out otherwise. Genesis doesn't specifically say otherwise, so the plane created has normal time, irrespective of whether you're using the psionic/divine version which particularly mentions you can't change time, or the arcane version, which simply doesn't override the general rule. I appreciate that some people rule otherwise, of course.

    Of course, I think there's a deeper issue at stake here, which I'll be pursuing in character.

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    Quote Originally Posted by Togo View Post
    Time traits themselves have the clause that all planes have normal time unless it is specifically called out otherwise. Genesis doesn't specifically say otherwise, so the plane created has normal time, irrespective of whether you're using the psionic/divine version which particularly mentions you can't change time, or the arcane version, which simply doesn't override the general rule. I appreciate that some people rule otherwise, of course.

    Of course, I think there's a deeper issue at stake here, which I'll be pursuing in character.
    I figured as much. There just is so much talk of fast time demiplanes on the forum, and me posting at almost midnight does not lead to the most rules legitimate words, though I have thought of a few ways too change time traits.

    What deeper issue do you think there is?

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    Figured I'd outline my semi/ice assassin guidelines here since something reminded me of them. These are pretty easy to make, scroll or whatever if you don't have the spell. Casting it without material components is the same as not enchanting anything. Doing so with the snow and no skin/ect. just turns your snow-person into nothing. Essentially don't cut corners and it works. most commonly used for personal duplication, though it can get a bit pricy to make allot. Anywho it's a classic diplomacy tool, and I don't expect people to give up that stuff easily. I don't make it particularly easy to get from others.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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