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Random DM nagging.

Started by Anastasia, August 06, 2011, 10:56:41 AM

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Yuthirin

Quote from: Anastasia on March 19, 2012, 05:25:59 PM
Yes, one suit of armor. What about it?

I was hoping to make a really sweet lamp post out of it.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Quote from: Yuthirin on March 19, 2012, 05:29:22 PM
Quote from: Anastasia on March 19, 2012, 03:06:59 PM
Beta. If you have comments get 'em in now.

Shapeshift feats:
Spoiler: ShowHide


These should be familiar. Comments on them welcome.

Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.

Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.

Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.

Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.

Earthen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a rocky appearance, as if partially made of stone. This grants all of your shapeshift forms the earth subtype, granting them a burrow speed of 15ft. In addition, your natural attacks count as adamantine to overcome damage reduction.
Special: You do not gain the benefits of this feat if you shift into a form composed of air, such as the air elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Airy Shapeshift feat.

Airy Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a airy appearance, as if partially made of wind. This grants all of your shapeshift forms the air subtype, granting them a fly speed of 30ft (perfect). In addition, your gain the benefit of the Weapon Finesse feat while shapeshifted.
Special: You do not gain the benefits of this feat if you shift into a form composed of earth, such as the earth elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Earthen Shapeshift feat.

Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.

Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.

Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.


Epic Shapeshift feats:
Spoiler: ShowHide


Epic shapeshift feats come in two flavors. There are feats that affect every form. These benefits are useful but not overly potent. Feats focused on a single form are much more powerful. This sets up a good structure to make more feats with.

Sharp Nose [Epic, Shapeshift]
Prerequisite: Shapeshift ability, wis 19
Benefit: Your nose is as sharp as that of any predator. All of your shapeshift forms gain the scent special ability.

Wild Ferocity [Epic, Shapeshift]
Prerequisite: Mighty Shapeshift, wis 21
Benefit: The natural attacks of your shapeshift forms rise in power. The die size of each of your natural attacks while shapeshifted increase by one step. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. A d12 does not increase in size.

Eagle Eye [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Skill Focus or Epic Skill Focus (Spot), wis 25
Benefit: Your eyes are as keen as an eagle's. All of your shapeshift forms gain the low-light vision special quality, as well as a +8 racial bonus to spot checks.

Improved Predator Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Predator form with mobility, wis 19
Benefit: Your predator form evolves, gaining greater powers. While in predator form, the bonuses to strength and natural armor rises by 4, and your land speed rises to 80ft. Further, you gain the benefits of the Spring Attack feat when in predator form.

Improved Aerial Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Aerial form with flyby attack, wis 21
Benefit: Your Aerial form improves, granting you new abilities and improved capacities. While in aerial form, the bonuses to strength and reflex saves rises by 4, and your fly speed rises to 70ft (good). Further, you gain the benefits of the Improved Flyby Attack feat when in aerial form.

Improved Ferocious Slayer Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Ferocious Slayer form with improved critical, wis 23
Benefit: Your Ferocious Slayer form becomes stronger. While in Ferocious Slayer form, the bonuses to strength, fortitude saves and natural armor rises by 4. Further, you gain the benefits of the Power Critical feat when in Ferocious Slayer form.

Improved Forest Avenger Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Forest Avenger form with damage reduction 5/slashing, wis 25
Benefit: Your Forest Avenger form becomes even more potent, like the greatest redwoods. While in Forest Avenger form, the bonuses to strength, fortitude saves, will saves and natural armor rises by 4. Further, your damage reduction in Forest Avenger form rises to 10/slashing.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your Elemental Fury form gains even greater powers. While in Elemental Fury form, the bonuses to strength, fortitude saves, reflex saves, will saves and natural armor rise by 4.


Putting stupid biases aside, I think they're pretty good. :D

Okay then, barring any other feedback, I'll add them to the house rules topic tonight.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Quote from: Anastasia on March 19, 2012, 05:25:59 PM
Yes, one suit of armor. What about it?

What sort of armor? I don't recognize it. Should I?
<Steph> I might have made a terrible mistake

Anastasia

Any one suit, subbing in stone for metal. This makes leather/padded impossible, but anything heavier should be fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1129
Progress v2.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
10. Work on new PrC and polish it up.
11. Aurora topic update.
12. Magic section. No really, since I started it and got derailed. Sigh.
13. Look at Owl's Insight.
14. Look at spells below.
15. Add shapeshift feats to house rules.
16. Add Lightblood Stone to custom material and house rules.
17. Add Gisfal and related things.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Owl's Insight will be capped at +10 insight bonus to wisdom. That feels like plenty of performance for the spell level. This will be added to the magic section when I finally redo it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Old magic section of house rules. Keeping this here for future reference.

Magic:
Spoiler: ShowHide


General magic notes: [spoiler]

Alignment spells:

Any spell that functions on an alignment also functions on it's more extreme version. Holy Word works on both evil and vile creatures in the exact same way, for example.

Death spells:

Spells that cause instant death are banned. This is in recognition that spells that instantly kill or end fights aren't particularly fun or productive, especially with the houseruled changes to resurrection.

Permanency:

Permancy rules can be found here in depth. Yes, I have a sense of humor on occasion.

Polymorph spells:

Polymorph spells that do not have one fixed form are banned, as is baleful polymorph. Spells from the polymorph subschool curtsey of splatbooks are allowed. These spells allow one fixed form with different rules for how they work.

Resurrection magic:

Resurrection magic is altered, see below in resurrection rules.

Sanctified and vile magic:

You must be the appropriate extreme alignment (Exalted and Vile, respectively) to cast these spells. In addition, spontaneous spellcaters who meet this prerequisite can select these spells if they desire. Also, clerics cannot spontaneously cast any sanctified spell.

Second chance and reroll magic:

There is a light ban on these spells. Yes, there's a chance you might still roll a 1 even with a +50 save modifier or somehow blow a roll otherwise. Live with it, no risk means no rewards.

Epic magic:

See below in the epic section, as there are considerable changes to epic magic.


Banned spells:
Spoiler: ShowHide


Banned specific spells:

The following spells are banned and may not be selected. This is addition to the above spell types that are already banned. The reason why is noted in parenthesis.

Scintillating Scales (Fucks with touch AC balance and is abusive.)
Serene Visage (It's a little too good at what it does. A 2nd level version would be more acceptable.)
Celerity (+Lesser/Greater variants) (It's broken and hugely abuse prone. No, casters don't get to take their turns whenever they want.)
Make Manifest (+Mass) (Giant headache of a spell to deal with. Not worth it.)
Thunderlance (Too good at what it does.)
Wraithstrike (Hideously broken. If you don't know why, consider how much of mid/high level monster's AC is from natural armor.)
Find the Gap (See above. Mildly less abusive the way its set up, still nothing I want going around.)
Hunter's Mercy (Automatic critical hit with a 1st level spell isn't really the sort of balance I want.)
Energy Immunity (Is an epic spell. See 10th level epic magic; I feel energy immunity via magic should be placed back into epic.)


Minor spell changes:
Spoiler: ShowHide


For minor changes to spells that don't warrant rewriting the entire spell, or affects multiple spells.

Holy Word (and its cousins): These spells all allow a saving throw with a -2 penalty. These spells are horribly powerful otherwise.
Prismatic spells: Prismatic spells use two substitutions. Green inflicts 2d6 con damage and fortitude negates. Blue stuns for 1d6 rounds and fortitude negates.
Consecrate (and its evil twin): Adds 1d6 to the turning damage dice.
Summon spells: Any summon spell with a duration of 1 round is reduced to 1 standard action.
Ray of Stupidity: This now inflicts a penalty to intelligence instead of damage, and thus cannot lower intelligence past 1. It's not an instant win vs animals or anything with a low int score.
Greater Mighty Wallop: This now gives a flat +2 size category bonus to the targeted bludgeoning weapon.
Trap the Soul: Is now a necromancy spell.


Altered domains:
Spoiler: ShowHide


Fey Domain

Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

1. Faerie Fire
2. Charm Person
3. Inspired Aim
4. Command Plants
5. Tree Stride
6. Heroes' Feat
7. Liveoak
8. Changestaff
9. Summon Nature's Ally 9

Hope Domain

Granted Power: Once per day, you may add +4 to any one attack roll, skill check or saving throw. This must be declared before you make the roll.

1. Bless
2. Aid
3. Heroism
4. Good Hope
5. Atonement
6. Greater Heroism
7. Greater Restoration
8. Greater Planar Ally
9. Miracle

Lust Domain

Granted Power: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.

1. Charm Person
2. Invisibility
3. Clairaudience/Clairvoyance
4. Charm Monster
5. Scrying
6. Symbol of Persuasion
7. Refuge
8. Sympathy
9. Mass Charm Monster

Moon Domain

Granted Power: You gain a +2 bonus to hit and damage versus lycanthropes.

1. Faerie Fire
2. Moonbeam
3. Moon Blade   
4. Fear
5. Moon Path
6. Permanent Image
7. Insanity
8. Maddening Whispers
9. Moonfire

Renewal Domain

Granted Power:  If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to –10 hit points or lower, you die before this power takes effect.

1. Charm Person
2. Lesser Restoration
3. Remove Disease
4. Reincarnate
5. Atonement
6. Heroes' Feast
7. Greater Restoration
8. Clone
9. Freedom

Suffering Domain

Granted Power: You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.

1. Bane
2. Bear's Endurance
3. Bestow Curse
4. Enervation
5. Feeblemind
6. Harm
7. Waves of Exhaustion
8. Horrid Wilting
9. Energy Drain

Sun Domain

Granted Power: You gain Empower Turning as a bonus feat.

1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere

Trickery Domain

Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

1. Disguise Self
2. Invisibility
3. Nondetection
4. Confusion
5. False Vision
6. Mislead
7. Screen
8. Irresistible Dance
9. Teleportation Circle

War Domain

Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.
   
1. Magic Weapon
2. Spiritual Weapon
3. Magic Vestment
4. Divine Power
5. Flame Strike
6. Blade Barrier
7. Power Word Blind
8. Power Word Stun
9. Foresight


Altered and new spells:
Spoiler: ShowHide


New material component: Vampire.

Spells with the vampire component can only be cast by vampires. A vampire is a creature with the vampire template that drains blood to live forever.

Annalise's Kiss
Necromancy
Level: Sor/Wiz 7
Components: V, S, Vampire.
Casting Time: 1 standard action.
Range: Close (25ft + 5ft/2 levels)
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: Yes.

On casting this spell, three ghostly fangs assail the target and attempt to suck its blood. Make three ranged touch attacks against your opponent. For each fang that hits, the target suffers constitution drain to them as if you had drained their blood. This drain is one dice size lower than usual. For example, a drain of 1d8 would become 1d6, and 2d4 would become 2d3. The blood drained by this spell is instantly absorbed by you as if you had bitten the target.

At your discretion, creatures slain by this spell may die normally or be condemned to rise as a vampire spawn or vampire. Creatures cursed to become living dead in this way are treated as if you turned them.

Crushing Fist of Talos
Evocation [Electricity]
Level: Thunderborn 9
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures a storm cloud from which a massive fist of lightning smites a single foe. You  must succeed on a ranged touch attack to hit with the first. A successful hit deals 25d8 points of electricity damage. Despite the size of the fist, it only damages the target.

Note that this spell requires at least 30ft of space above the target's head to work, otherwise the spell fizzles.

Deathwatch
Necromancy
Level: Clr 1
Components: V, S
Range: 30ft
Area: Cone shaped emanation
Duration 10 min/level
Saving Throw: None
Spell Resistance: No

You can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 10 or fewer hit points left), alive (alive with 11 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject gains a +15 bonus on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Material Component

A leather thong, bound around the arm or a similar appendage.

Lore of the Gods
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level.

Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods. You gain a +5 insight bonus on all Knowledge checks. If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5—even if you did not choose that domain. While you are under the effect of this spell, you may make knowledge checks untrained, even if you would normally be unable to due to the DC being higher than 10.

Magic Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9, Clr 9, Drd 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are treated as being affected as by a targeted dispel attempt. The dispel check uses a modifier equal to your caster level, maximum+30.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are dispelled.

Artifacts and divinities are unaffected by mortal magic such as this.

Note: Mage's Disjunction has been changed from RAW. In the event an ability references mage's disjunction working on it, the DM should assign a caster level and allow the dispel check to work as normal.

Might of the Planetar
Transmutation
Level: Sorcerer/Wizard 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.

Ring the Bell
Evocation [Sonic]
Level: Sorcerer/Wizard 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

As you shake the bell and speak the words, a ball of warped air appears before you, filling the air with a harsh buzzing noise. At your mental command, it blasts forth to strike at your enemies.

The ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 16d6 sonic damage.

Any creature within the area of effect when the ball explodes must make a fortitude save or be permanently deafened. A successful fortitude save also halves the damage done by this spell.

Any inanimate object, crystalline creature, or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the Shatter spell. This effect only affects creatures in a 5 foot radius from the epicenter of the blast.

Arcane Focus: A delicate and ornate spherical bell made of glass and mithral worth no less than 1000 gold.

Surge of Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Initiate of Seira 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except that it grants a +4 morale bonus instead of +2. In addition, the targets are immune to fear for the duration of the spell.
[/spoiler]
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Magic section of houserules cleaned up and streamlined. A few more tweaks will come later with the changed spell section, probably alphabetically or by spell list.

Any missing magic houserules or rulings can be added. Just let me know which ones I missed.  (Rulings on spells in the various misc/odds'n'ends/nagging topics are likely the most abundant source of these.)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Progress v3.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
10. Work on new PrC and polish it up.
11. Aurora topic update.
12. Magic section. No really, since I started it and got derailed. Sigh.
13. Look at Owl's Insight.
14. Look at spells below.
15. Add shapeshift feats to house rules.
16. Add Lightblood Stone to custom material and house rules.
17. Add Gisfal and related things.
18. Army shit and divisions, more on this later.

Gisfal is first, then Yuth's PrC, then army stuff. 5 and 6 are at the bottom of the barrel, barring a change in circumstances.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

[21:39] <Kotono> "Oh, such bravery!" Laughing with an entirely mocking tone now, "Jaela then. I reside in Westenrock Castle. If you're as powerful, resourceful and potent as you think you are, you can find this place. If you can reach there and find me, I'll reward you well."

QuoteWestenrock Castle

[21:40] <Jaela> roll 1d20+23+15 this one I really want to know
[21:40] * Hatbot --> "Jaela rolls 1d20+23+15 this one I really want to know and gets 43." [1d20=5]

[21:42] <Kotono> It's in Limbo somewhere. You heard about it once - a castle forged by a raging titan, who beat slaad who offended him into bricks.
<Steph> I might have made a terrible mistake

Anastasia

Eb, I like your Veserya avatar, but have you considered changing to an Afina one? It sorta feels due at the least.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris


Anastasia

Little small but doable enough. Who is it? (Besides Afina. I mean the source image.)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Some scantily clad fairy.

Corwin

I have a question regarding http://dnd.savannahsoft.eu/feat-1405-holy-warrior.html

Let's say you are in an antimagic zone/field. Do you still get the damage bonus if you have the relevant spells left?
<Steph> I might have made a terrible mistake