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Subject: recovered topic 5386

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Zippy
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06/30/2005 7:55 PM  
recovered topic 5386

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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Zippy
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06/30/2005 7:55 PM  
Propose to Add (or just to provoke thought & discussion):

Burrowing (maj)
Independence (med or maj)
Pushing (weapon, gain pushback, med)
Reaching (weap, gain melee reach 2, maj)
Turning (gain turn {select type} 2 [], med)
Uncanny Dodging (med, gain imm flank / sneak)
Evasion (evasion, [] swift, med / or evasion, maj)
Combat Finesse (gain combat reflexes and mobility, med)
Spinning (gain whirlwind [] swift, med)
Inciting (on nat 20 target gains incited)
Rending (gain rend +5-10-15?, weap, med +5 or maj +10 or +15)
Withdrawal ([] gain sanctuary, med)
Duality ([] swift, gain dual activation this turn only, maj)
Death Striking (?)
Execution (melee weapon only, gain Executioner's Blade, maj)
Adamantine (if DR5 is med, Adamantine Laced 5 should be major)
Sidestepping (maj)
Pacification (weapon, maj, DC15 living creature can't make melee or ranged attacks until after its next turn)
Slowness (weap, maj, on nat 20 DC20 or gain slow)

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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06/30/2005 8:56 PM  
Thoughts


Burrowing (maj)-->[:)] armor? or just basic power list?
Independence (med or maj)--->[:)] Major for sure
Pushing (weapon, gain pushback, med)-->[:)]
Reaching (weap, gain melee reach 2, maj)--->[:)]
Turning (gain turn {select type} 2 [], med)--->[:)] but if they get to choose type needs to be a major. Turn orc for instance is pretty sweet.
Uncanny Dodging (med, gain imm flank / sneak)-->[:)]
Evasion (evasion, [] swift, med / or evasion, maj)-->[:)] both. have both versions
Combat Finesse (gain combat reflexes and mobility, med)-->how would combat reflexes work?
Spinning (gain whirlwind [] swift, med)--->[:)] nice
Inciting (on nat 20 target gains incited)---> weapon only?
Rending (gain rend +5-10-15?, weap, med +5 or maj +10 or +15)---> Wouldnt they need two attacks for this to work?
Withdrawal ([] gain sanctuary, med)--> sweeeeeet
Duality ([] swift, gain dual activation this turn only, maj)---> perfect
Death Striking (?)---> armor major
Execution (melee weapon only, gain Executioner's Blade, maj)--->[:)]
Adamantine (if DR5 is med, Adamantine Laced 5 should be major)---->[:)]
Sidestepping (maj)
Pacification (weapon, maj, DC15 living creature can't make melee or ranged attacks until after its next turn)--> nice
Slowness (weap, maj, on nat 20 DC20 or gain slow)---> cool, higher dc maybe? dc 22


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Zippy
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06/30/2005 10:54 PM  
Burrowing (maj)-->[:)] armor? or just basic power list? i was thinking std power list - we don't have an armor only list yet, do we?
Combat Finesse (gain combat reflexes and mobility, med)-->how would combat reflexes work? unlimited AoO
Inciting (on nat 20 target gains incited)---> weapon only? yes, weapon only
Rending (gain rend +5-10-15?, weap, med +5 or maj +10 or +15)---> Wouldnt they need two attacks for this to work?
Death Striking (?)---> armor major sure! Again, armor only list?
Sidestepping (maj)
Pacification (weapon, maj, DC15 living creature can't make melee or ranged attacks until after its next turn)--> nice maybe too strong - nerf it to DC13, or make it a high DC nat 20 medium weapon power
Slowness (weap, maj, on nat 20 DC20 or gain slow)---> cool, higher dc maybe? dc 22 sure!

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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galneweinhaw
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06/30/2005 11:51 PM  
How about Foe (medium) and Bane (major) powers?

could just have one slot for FOe and Bane, then a seperate table to determine which type of creature? Or can have one of each type on the list if there's still room and we need to fill it up.

Aberration
Animal and Magical Beast
Dragon
Undead and Construct
Elemental and Outsider
Giant and Monstrous Humanoid

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07/01/2005 2:51 AM  
I think DC 15 is fine for a major pacification.

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Zippy
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07/01/2005 11:09 AM  
quote:
Originally posted by AesophDarkfable

I think DC 15 is fine for a major pacification.



When I think about a weapon, swung up to 3 or 4 times per round, forcing a DC15 on every hit, I think maybe it's too strong. Pacification is way more effective than poison, which is DC16.

For a, say, level 10 creature, there's a 1 in 4 chance per hit of being pacified - seems a little high. 1 in 10 is for DC13, and the odds go way up for lower level creatures.

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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Zippy
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07/01/2005 11:11 AM  
Maybe burrow is too strong. It's like ethereal, but:

+ no AoO allowed ever
- cannot charge when burrowing, like you could with ethereal

Do we need to say "Burrow at Speed minus 2" to balance it or not?

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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07/01/2005 5:15 PM  
quote:
Originally posted by Zippy

Maybe burrow is too strong. It's like ethereal, but:

+ no AoO allowed ever
- cannot charge when burrowing, like you could with ethereal

Do we need to say "Burrow at Speed minus 2" to balance it or not?



Good call. Also yeah forgot there is no armor only list, I dont think we need one, so just forget those comments

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galneweinhaw
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07/01/2005 5:29 PM  
I think burrowing should be a set speed.

ie, Gain Burrow 6 or 4 or whatever

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Zippy
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07/01/2005 5:39 PM  
Then Burrow 4 is my vote, since all burrowers I can think of are limited to Burrow 4 (Bulette, med & lrg earth elementals).

There are 10 kinds of people in the world; those who understand binary, and those who don't.
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07/02/2005 3:11 AM  
Cool ill update top post tomorrow with these.

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Redgar
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07/03/2005 12:50 PM  
Hi all,

I found this on Merric's Website:

Cadfael's Almanac - Magic Items
by Jean-Pierre Schepens
These items supplement the items in the Miniatures Handbook and may be used in Skirmish campaigns and other scenarios as you see fit. Assign a 15% chance that any item will be rolled from these tables instead of the normal MHb tables.

Table 1: Magic Armour d% Armour Type AC Bonus Additional Benefits
01-40 Elemental resistance +1 Resist 5 Acid, Cold, Electricity, Fire, Sonic.
41-70 Heironeous' blessing +1 +2 Commander Rating (if any)
71-100 Vigilant Eye of Helm +1 Only usable by commanders; gains additional commander-effect: followers gain +4AC against enemies that have moved this turn.


Table 2: Magic Shields d% Shield Type AC Bonus Additional Benefits
01-50 Elemental resistance +1 Resist 5 Acid, Cold, Electricity, Fire, Sonic
51-100 Monk's +1 Mobility (+4 AC against Attacks of Opportunity)


Table 3: Magic Weapons d% Weapon Attack Bonus Type Effect
01-05 Dragonbane +1 M, R Dragon Bane (+2 Attack and +10 Damage vs. Dragons)
05-15 Giantbane +1 M Giant Bane (+2 Attack and +10 Damage vs. Giants)
16-25 Planar +1 M, R Outsider Bane (+2 Attack and +10 damage vs. Outsiders)
26-30 Whirlwind +1 M Whirlwind Attack (If the bearer moves no more than one square, may make a melee attack against all adjacent targets at its highest attack bonus)
31-40 Cleaver +1 M Cleave
41-45 Song +1 M Countersong
46-50 Thundering +1 M, R Damage +5 sonic
51-55 Animal friend +1 M Beastmaster 4
56-65 Evoker +1 M Spell: 1st-Magic Missile [][] (5 damage, sight)
66-75 Healing +1 M Spell: 4th-Cure Critical Wounds [] (heal 25 damage, touch)
76-80 Pyromancer +1 M Spell: 1st-lesser fire orb [][] (5 fire damage; range 6; ignores Spell Resistance)
81-90 Sun +1 M +10 damage vs. Undead
91-95 Poison +1 M, R (non-bludgeoning weapons only) Poison (Poisoned creature takes 5 damage each time it activates; DC 14)
96-100 Quick shooter +1 R Rapid Shot [][] (As a swift action, make a ranged attack at your highest ranged attack)


Table 4: Potions d% Potion Effect
01-25 Cure critical wounds Heal 25 hp
26-100 Roll on MHb table


Table 5: Rings d% Ring Effect
01-30 Bright Naga Gain burning hands (unlimited uses) (cone; 5 fire; DC 13)
31-60 Shadows Conceal 6
61-70 Confidence Fearless
71-80 Precision Precise Shot
81-90 Stoneskin DR 5
91-100 True Strike Swift action: +20 on next attack roll []


Table 6: Wondrous Items d% Wondrous Item Body Slot Effect
01-05 Belt of Giant Strength +2 Melee Attack
06-10 Belt of Independence Independent
11-15 Helm of Fearlessness Fearless
16-20 Boots of Great Striding Speed +4
21-25 Gloves of the Mole Burrow 4
26-30 Cloak of Greater Resistance As greater conviction (save +4)
31-40 Dire Boar Figurine A Summon Dire Boar []
41-50 Wolf Figurine A Summon Wolf []
51-70 Gauntlets of Ogre Power +1 Melee Attack
71-75 Captain's Helmet Commander 4; commander-effect: +1 attack (Melee and Ranged).
76-80 Helm of True Vision Blindsight
81-85 Ioun Stone, Dusty Rose +1 AC
86-90 Ioun Stone, Pearly White Regeneration 5
91-95 Robe of the Archmagi Spell Resistance; Save +2. (Only usable by spellcasters)
96-100 Vestment of Faith DR 5; as Shield of faith (+2 AC)

Don't know how useful these might be, but I thought I'd point them out.

Can't wait 'til the new rules and the tourny... Has anyone considered doing a Stratis quest like the GWC?

Just my 2 ep worth,

Redgar

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07/06/2005 8:40 AM  
Using some from Regdars list.. this I like:

Elemental resistance (major Resist 5 Acid, Cold, Electricity, Fire, Sonic)
Animal friend (major Beastmaster 4)
Dire Boar Figurine (Unique Major, Summon Dire Boar []) (we could have others of these as well.. figurings of wonderous power could be cool)

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jai
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07/07/2005 11:26 PM  
I have a technical question. Dwarf Caver has:
Melee Attack
+7/+7 (5 magic/5)

this makes sense, as the figure is holding two weapons.

The spell Magic Weapon doesn't distinguish, so both attacks gain +1 and ignore DR.

If i give him a +1 Weapon, do both his attacks go up +1 and do magic damage? Same as, say, giving the Hound Archon a magic weapon? Following the lines of the spell Magic Weapon.

Or do i have to distinguish?
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07/08/2005 12:17 AM  
My proposal for new item charts (I see some of these changes have already been made. good stuff)
<font size="2"><b>Table 1-10: Medium Weapon Powers <br>d%    Power        Effect</b><br>01-05    None        Add an additional attack bonus of +1 <br>06-10    Acid        Damage +5 acid<br>11-15    Cleaving    Cleave <br>16-20    Fear Burst    On a natural 20, creature must make a morale save <br>21-25    Fire Burst    On a natural 20, damage +15 fire <br>26-30    Flaming        Damage +5 fire <br>31-35    Frost        Damage +5 cold <br>36-40    Ghost Touch    Attacks Incorporeal creatures as if wielder had Incorporeal ability <br>41-45    Icy Burst    On a natural 20, damage +15 cold <br>46-50    Keen        Score critical hit on natural 19 or 20 <br>51-55    Paralytic Burst    On a natural 20, creature struck is paralyzed (save DC 17 negates) <br>56-60    Shock        Damage +5 electricity <br>61-65    Shocking Burst    On a natural 20, damage +15 electricity <br>66-70    Sonic        Damage +5 sonic<br>71-75    Thundering    On a natural 20, thunder<br>                (each creature adjacent to the creature struck; 15 sonic damage; DC 14) <br>76-80    Pushback    (Gain pushback) <br>81-85    Rending        (If user has two attacks they get Rend +10 on second attack)<br>86-90    Inciting    (On natural 20 target gains incited)<br>91-95    Foe        (Weapon is <type> bane +5 damage, roll on type chart<br>96-100    Your choice of medium power<br><br><b>Table 1-11: Major Weapon Powers <br>d%    Power              Effect</b><br>01-05    None            Add an additional attack bonus of +2 <br>06-10     Anarchic/Axiomatic<i>1</i>    Damage +10 against lawful or chaotic creatures respectively<br>                (player may choose whether the weapon is anarchic or axiomatic at the time the item is rolled) <br>11-15     Bleeding        Gain bleeding (Damage +5 to living creature whenever bleeding creature activates,<br>                    until bleeding creature saves; DC 17) <br>16-20    Dancing            When creature is destroyed, weapon continues to attack at creature’s highest attack bonus.<br>                    Weapon attacks only if the killer is within 5ft of the creature and continues to attack for the rest of the battle whenever the target creature activates (as spiritual weapon).<br>                    If the killer is not within 5ft the weapon does not attack for the rest of the battle. <br>21-25    Deadly Precision    Sneak Attack (if any) damage +10 <br>26-30    Holy/Unholy        Damage +10 against evil or good creatures respectively<br>                    (player may choose whether the weapon is holy or unholy at the time the item is rolled) <br>31-35    Poisoned        Damage +Poison (5 damage whenever poisoned creature activates; DC 16) <br>36-40    Swift            Additional attack at highest rating OR lose Slow Ranged Attack ability <br>41-45    Returning        Gain Range 6 attack +[#] ([@] damage); [#] = level (not cumulative with existing ranged attacks), [@] = highest melee attack damage <br>46-50    Vampiric        Gain energy drain (Whenever this creature's melee attack deals damage to a living creature, the damaged creature gains attack -1 and save -1, and this creature gains +5 hp) <br>51-55    Reach            (Melee Reach increases by 1, if reach is 2 becomes 3, etc)<br>56-60    Deathstriking        (gain deathstrike)<br>61-65    Execution        (melee weapon only, gain Executioner's Blade,)<br>66-70    Pacification        (weapon, maj, DC13 living creature can't make melee or ranged attacks until after its next turn)<br>71-75    Slowness        (weap, maj, on nat 20 DC 22 or gain slow)<br>76-80    Bane            (Roll on type table.  Gain bane vs that type +2 attack and +10 damage)<br>81-95    Reroll<br>96-100    Your choice of major weapon power<br><i>1</i> Creatures may not wield weapons or items that deal damage to their alignment. Creatures that have two alignments may not wield weapons or items that deal damage to either alignment.<br></font id="size2">



Table 1-12: Medium Powers

d% Power Effect
01-03 Arachnida Immune web, save +2 versus poison, and gain web [] (Replaces attacks: range 6; Entangle; DC 13)
04-06 Archery Ranged attack +2 with a bow (not crossbow)
07-09 Big Stepping 1 Gain dimnsion door [] (self, place wearer in any space It can see at least part of)
10-12 Blinding1 Gain blindness [] (each adjacent creature; blinded. Ends after target creature's next turn; DC 14)
13-15 Charging Powerful Charge +5
16-18 Command +1 Commander Rating (if any)
19-21 False Life +10 hp
22-24 Fortune Prevailing Reroll one save per battle
25-27 Fortune Striking Reroll one attack per battle (must use result of second roll)
28-30 Minor Acid Resistance Resist 10 Acid
31-33 Minor Cold Resistance Resist 10 Cold
34-36 Minor Electricity Resistance Resist 10 Electricity
37-39 Minor Fire Resistance Resist 5 Fire
40-42 Minor Invulnerability DR 5
43-45 Minor Sonic Resistance Resist 10 Sonic
46-48 One Mighty Blow1 Smite +5 []
49-51 Proof Against Poison Immune Poison
52-54 Protection +2 AC or add an additional +1 AC for armour and shields
55-57 Quick Striking1 [] swift, snakes swiftness range self
58-60 Resistance Save +2
61-63 Shielding Immune magic missile
64-66 Sprinting1 Speed +6 for one turn [], swift action
67-69 Striding Speed +2
70-72 Swift Flight1 As swift fly [] (gain Flight this turn, speed F8)
73-75 the Shadow Hide
76-80 Arrow Catching
81-85 Turning (gain turn {role type} 4[])
86-90 Spinning (gain whirlwind attack [])
91-95 Combat Finesse (gain double opportunity attacker)
96-100 Uncanndy Dodge (Immune flank/Sneak attack)




Table 1-13: Major Powers

d% Power Effect

01-03 Blast Flesh Gain blast flesh [] (Replaces attacks: cone; 15 sonic damage; DC 15)
04-06 Blasting1 Gain searing light [] (sight; 10 damage, or 20 damage to undead)
07-09 Charisma +2 Commander Rating or Gain Commander Rating 0
10-12 Concealment Conceal 6
13-15 Concentration Combat Casting
16-18 Dexterity As cat's grace (+2 AC, ranged attack +2)
19-21 Etherealness Incorporeal while moving
22-24 Fireballs1 Gain fireball [][] (sight; radius 4, 20 fire damage, DC 15). After 2 total uses, this item reverts to a +1 item (weapon, armor, or shield) or is destroyed (all others).
25-27 Flying Gain F8 speed in addition to other speed ratings
28-30 Glorious Recovery1 Heal (self, 25 hp) []
33-31 Independence1 Independent
34-36 Invisibility Invisible until wearer attacks (unlimited uses)
37-39 Major Fire Resistance Resist 20 Fire
40-42 One Godly Blow1 Smite +20 []
43-45 Protection +3 AC or an additional +2 AC for armour and shields
46-48 Protection from Acid Immune Acid
49-51 Protection from Cold Immune Cold
52-54 Protection from Electricity Immune Electricity
55-57 Protection from Sound Immune Sonic
58-60 Reflection1 Gain reflection [] (Spell targeted on the creature is instead targeted on the castor. This does not include cone or touch spells, or area of effect spells unless the creature is the target of the spell)
61-63 Regeneration Regeneration 5
64-66 Spell Resistance Spell resistance
67-69 Spell Storing1 Gain magic missile [][][] (sight; 5 damage)
70-72 The Lion Fearless
73-75 Withdrawl (gain sanctuary [][])
76-78 Pounce
79-81 Burrowing (gain Burrow 4)
82-84 Evasion (gain Evasion)
85-88 Adamantine (gain Adamantine Laced)
89-92 Duality (gain dual activation)
93-95 Sidestepping (gain sidestep)
96-98 Beastmaster (Gain Beastmaster 3)
99-100 Duel Powers Roll twice on table 1-12: Medium Powers

1 Only a creature with Intelligence 3 or higher may use items with these powers. If this is a collar, becomes Collar of Command (creature loses difficult or wild ability)




Table 1-14: Unique Magic Items

d% Power Effect

01-05 Beads of Force
[][][] Range 6; radius ; 20 damage and no creature may enter or leave the area affected until the next initiative, those who make their saves are pushed out of the area of effect along the shortest possible route, if there is more than one possible route then the owner of the creature may choose where it ends up. Gaze attacks, and teleportation (e.g. dimension door) are the only effects that can penetrate the affected area. Creatures inside the area of effect may not attack those outside and vice versa, and Incorporeal creatures cannot pass through the affected area; DC 16. Item is then used up.

06-10 Bag of Tricks
[][] Replaces attacks: Summon a 5pt creature whose name contains "Wolf". The summoned wolf appears adjacent to the creature and the wolf loses its Difficult or Wild ability. Only one Wolf from the Bag of Tricks may be present at one time.

11-15 Brazier of Commanding Fire Elementals
[] Replaces attacks: If the creature is adjacent to a flame (Shrine, Rubble Room, and Corridor Intersection) place a Medium Fire Elemental adjacent to the creature. The Fire Elemental is part of your warband (cost 0). Replace the elemental's requires commander ability with Requires Brazier (if the creature in possession of the Brazier is killed or routed, the elemental is destroyed).

16-20 Censor of Controlling Air Elementals
(As above but with a Medium Air Elemental)

21-25 Eversmoking Bottle
Replaces attacks: Line of sight is limited to six squares for the remainder of the battle (as per the Misty Ruins Scenario's Special Rule - Fog)

26-30 Hand of the Mage
Uses the Amulet body slot, Replaces attacks: Pick up any dropped magic item to which the creature has line of sight. (This can also be used to search for items from a distance in the Plunder Run scenario)

31-35 Manual of Bodily Health
Permanently gain +5 HP
36-40 Manual of Gainful Exercise
Permanently gain +1 attack
41-45 Manual of Quickness
Permanently gain +1 AC
46-50 Mask of the Skull
Uses the Helm body slot, gain ranged attack +[#] [] (20 magic damage); [#] = level (not cumulative with existing ranged attacks)
51-55 Pearl of Power
[] Cast a copy of a spell already known by the castor.
56-60 Pipes of the Sewers
[] Replaces attack, Bard Only: On creature’s next activation, place 4 Dire rats in squares adjacent to sewer drains (Abattoir and Corridor). The Dire Rats are part of your warband (cost 0)
61-65 Ring Gates
[] Replaces attack: Place an 'Entry Gate' marker adjacent to the creature. [] Replaces attack: Place an 'Exit Gate' marker adjacent to the creature. Once both the Entry Gate and Exit Gate have been placed, any Medium or smaller creature occupying the Entry Gate square is considered to be simultaneously located on the Exit Gate and may attack, cast spells, or use special abilities from the Exit Gate square, however only Small and smaller creatures may pass through. Small creatures may pass from the entry to the exit gate but are considered to be squeezing. Tiny creatures may pass through the gates as normal, counting Entry Gate and Exit Gate as 1 movement each. Treat the Exit Gate square as if it were a statue. The creature occupying the gates may not be attacked, or be the target of a spell via the Exit Gate. Any creature adjacent to the Exit Gate is considered to have cover from the creature occupying the gates. Abilities and spells with an area of effect pass through the Entry to the Exit gate as if they were the same square.
66-70 Tome of Leadership and Influence
Permanently gain +1 Commander Rating (if any)
71-75 Diamond Dire Boar (Summon Dire Boar [] remove difficult)
76-80 Agate Ape (Summon Dire Ape [] remove difficult)
81-85 Granite Griffon (Summon Griffon [])
86-100 Roll again


Edited by Jai: Use the formatting i did on the first two tables if you wannamake the rest easier [:)]

Edited by AesD: Done and stay out of my head [)]

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07/08/2005 3:29 PM  
The medium powers of Spinning and Combat Finesse seem like they should be on weapon powers.

The medium power of Dual Powers might look better on the chart near the end (just before the you pick interval).

The Turn power will be interesting if someone rolls up something that is not normally a turnning option (orcs, humans, etc). Of course you have smartly put it at 2 so very few important creatures will be affected.

The list looks very good. I am excited to get some of these new powers into play.


Redgar
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07/08/2005 3:34 PM  
quote:
Originally posted by jai

I have a technical question. Dwarf Caver has:
Melee Attack
+7/+7 (5 magic/5)

this makes sense, as the figure is holding two weapons.

The spell Magic Weapon doesn't distinguish, so both attacks gain +1 and ignore DR.

If i give him a +1 Weapon, do both his attacks go up +1 and do magic damage? Same as, say, giving the Hound Archon a magic weapon? Following the lines of the spell Magic Weapon.

Or do i have to distinguish?



According to the original rules, (and the Magic Weapon spell), check the RPG stat card to see if the figure is wielding one or multiple weapons. If just 1 weapon, then all attacks get the bonus. If multiple attacks, then only one gets the benefit.

Just my 2 ep worth,

Redgar

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07/08/2005 3:45 PM  
quote:
Originally posted by jjbeezer

The medium powers of Spinning and Combat Finesse seem like they should be on weapon powers.

The medium power of Dual Powers might look better on the chart near the end (just before the you pick interval).

The Turn power will be interesting if someone rolls up something that is not normally a turnning option (orcs, humans, etc). Of course you have smartly put it at 2 so very few important creatures will be affected.

The list looks very good. I am excited to get some of these new powers into play.



good calls, and thanks for reminding me, Ill make the creature type chart.

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07/08/2005 3:48 PM  
I left spinning and combat finesse as generic as finesse I felt was more of an armor/helm type thing, effecting your quickness and mind, and spinning as it was close to quickstriking, which is general

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Redgar
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07/08/2005 5:30 PM  
Hi, As it turns out, some of these were already discussed/added... oops [:I]. I have edited the list/ reformatted to produce a better formatted list (original creator Jean-Pierre Schepens)

<font size="2"><b>Table 1: Alternative Weapon Powers<br>d%        Power            Effect</b><br>26-30        Whirlwind        Whirlwind Attack (If the bearer moves no more than one square, may make a melee attack against all adjacent targets at its highest attack bonus)  <br>41-45        Song            Countersong<br>51-55        Animal friend        Beastmaster 4<br>76-80        Pyromancer        Spell: 1st-lesser fire orb [][] (5 fire damage; range 6; ignores Spell Resistance)  <br>96-100        Quick shooter    Rapid Shot [][] (Swift; make a ranged attack at your highest ranged attack)<br><br><b> Table 2: Alternative Medium Powers:<br>Power                Effect</b><br>Elemental resistance 1    Resist 5 Acid, Cold, Electricity, Fire, Sonic<br>True Vision        Gain Blind-sight<br>Precision        Gain Precise Shot<br>Giant Strength        Melee Attack +2 <i>(complements the ‘archery’ power)</i><br>Great Striding        Speed +4<br>Bright Naga        Gain burning hands (unlimited uses) (cone; 5 fire; DC 13)<br>1<i> Rather than the individual minor resistances or as an alternative? Or, bump resistance to 10, and make it an (extra) major power?</i><br><br><b> Table 3: Alternative Major Powers:</b><br>Greater Resistance    Save +4 <i> Here comes a Fire Giant! </i><br>True Strike        Swift action: +20 on next attack roll []<br><br><b>Table 4: Unique Items <br>Wondrous Item        Type        Effect </b><br>Captain's Helmet            Commander 4; commander-effect: +1 attack (Melee and Ranged).<br>Ioun Stone, Dusty Rose    None!        +1 AC<br>Ioun Stone, Pearly WhiteNone!        Regeneration 5<br>Robe of the Archmagi            Spell Resistance; Save +2. (Only usable by spellcasters)  <br>Vestment of Faith            DR 5; as Shield of faith (+2 AC)  <br>Vigilant Eye of Helm    +’X’ Armour    Only usable by commanders; gains additional commander-effect: followers gain +4AC against enemies that have moved this turn.<br></font id="size2"> 



Also, here are a few of my own ideas:

1. Change the name “Glorious Recovery” to “Cure Critical Wounds.” Easier to remember, plus we can then later use “Glorious Recovery” for something more, well, glorious.
2. Aiiiiiiiim...: Gain “Selective Shot 2.” Who needs the Arcane Archer when there is the Valenar Commander? This way, the skill becomes useful.

3. Has anyone considered doing a Stratis quest like the GWC?

Just my 2 ep worth,

Redgar

Edit: I'll get it eventually...

Alea jacta est!

Zippy
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07/08/2005 5:33 PM  
TURN power I think should be on par with a cause fear spell and a little stronger (1st level spell, but limited to a specific creature class, and range 12 instead of 6...I think TURN 4 {type} is appropriate). This simulates a special ability rather than a spell and should not be subject to SR.

Proposed creature type list for TURN power (and perhaps others in the future):
Undead
Outsider - combine with extraplanar
Human
Elf
Dwarf
Goblinoid
Orc
Aberration
Animal - combine with magical beast?
Magical Beast - combine with animal?
Elemental
Reptilian Humanoid - too few, nix
Monstrous Humanoid
Giant
Shapechanger
Maenad - only 1, nix
Xeph - only 1, nix
Kobold
Kenku - only 1, nix
Human
Halfling
Gnome
Gnoll
Extraplanar - combine with outsider
Catfolk - only 1, nix
Bullywug - only 1, nix
Construct - limit to living construct only or all?
Dragon
Vermin - only 1, nix
Plant - only a couple, nix
Ooze - only 1, nix

There are 10 kinds of people in the world; those who understand binary, and those who don't.
Reference Thread, H/W List, Champion of the Catoblepas
The Defenestrator
AesophDarkfable
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07/12/2005 10:18 PM  
Ok we need to clarify some items as well.

Medium power: quickstriking (snakes swiftnes [])

Does this work on yourself as a swift action, allowing you to take an extra attack? or is this one shot of the spell you cast on someone else? If its a spell is it range 6 only?

Im out- find me on Hordelings if you want to chat.

Zippy
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07/13/2005 12:41 AM  
My vote, "Quickness" = [] swift, snakes swiftness range self

There are 10 kinds of people in the world; those who understand binary, and those who don't.
Reference Thread, H/W List, Champion of the Catoblepas
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07/13/2005 1:03 AM  
quote:
Originally posted by Zippy

My vote, "Quickness" = [] swift, snakes swiftness range self




Thats how ive always played it thus far, and thats my vote as well.

Im out- find me on Hordelings if you want to chat.

jjbeezer
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07/14/2005 11:13 AM  
I personally see Snake's Swiftness acting as AesophDarkfable and Zippy have written it.

However, the current text for the power gives you a casting of Snake's Swiftness. This would be a range six spell you would have to use on someone else.

I think the wording should be changed so that the person holding the item gains a free, swift attack.

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07/14/2005 11:49 AM  
quote:
Originally posted by jjbeezer

I personally see Snake's Swiftness acting as AesophDarkfable and Zippy have written it.

However, the current text for the power gives you a casting of Snake's Swiftness. This would be a range six spell you would have to use on someone else.

I think the wording should be changed so that the person holding the item gains a free, swift attack.



Im going to rewrite it on this proposed magic item list, I can change it back later if others argue different.

Im out- find me on Hordelings if you want to chat.
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07/14/2005 12:04 PM  
<font size="2"><br><b>Type List</b><br>01-05 Undead<br>06-10 Dragon<br>11-15 Outsider and Extraplanar<br>16-20 Gnome<br>21-25 Human<br>26-30 Elf<br>31-35 Dwarf<br>36-40 Goblinoid<br>41-45 Orc<br>45-50 Aberration<br>51-55 Gnoll<br>56-60 Animal and Magical Beast<br>61-65 Construct (All types)<br>66-70 Elemental<br>71-75 Kobold<br>76-80 Monstrous Humanoid<br>81-85 Giant<br>86-90 Shapechanger<br>91-95 Halfling<br>96-100 Your choice<br></font id="size2">



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07/14/2005 12:06 PM  
Added compiled and numbered type list for bane and turn abilities. also upped turn to turn 4

Im out- find me on Hordelings if you want to chat.

Redgar
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07/14/2005 2:32 PM  
Hi all,

In the miniatures handbook, some of the weapons and armour are +2, rather than plus 1. Perhaps as a hard-to-get minor weapon power, a medium weapon power, and the standard for major weapons should be +2, rather than +1? Alternatively/additionally it might be used to "boost" some powers...

Just my 2 ep worth,

Redgar

Alea jacta est!

jjbeezer
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07/15/2005 11:12 AM  
I had another idea for a non-weapon power:

Beastmaster - Beastmaster (if any) +X

It could scale with minor at 1 or 2 and major at 2 or 4.

The wording would be similar to this major weapon power.

21-25 Deadly Precision Sneak Attack (if any) damage +10

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07/16/2005 10:04 PM  
quote:
Originally posted by jjbeezer

I had another idea for a non-weapon power:

Beastmaster - Beastmaster (if any) +X

It could scale with minor at 1 or 2 and major at 2 or 4.

The wording would be similar to this major weapon power.

21-25 Deadly Precision Sneak Attack (if any) damage +10



hmm I thought I put one of those on. yeah I want one of these. adding.

Im out- find me on Hordelings if you want to chat.
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