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  1. High-level Play, Part 4

    Know How Instant Transportation Works
    If you believe youíve been the victim of scrying, for Godís sakes, rearrange the furniture!

    The teleport spell is a legacy spell. In first edition Advanced Dungeons and Dragons the magic-user employed the teleport spell for emergency escapes or transporting really good heavy swag. The first edition Advanced Dungeons and Dragons magic-user didnít try to figure out how to teleport into the kingís bedchamber, slit some royal throat, and teleport ...
  2. High-level Play, Part 3

    Make Yourself Aware of Other Divination Spells
    The universal counter to divinations is the Vecna-blooded template (Monster Manual 5 66-7), which unravels the creature from cosmic tapestry or something, and itís pretty awesome. Thereís nothing else in the game that humps divinations harder than the Vecna-blooded template.

    A wand of extended misdirection [illus] (Playerís Handbook 254) (12th) (13,500 gp; 0 lbs.) moves all the creatureís auras from the affected creature to something ...
  3. High-level Play, Part 2

    Stop the Spying before the Spying Starts
    Although the creature canít do anything about it, if the creature has the feat Whispered Secrets (Races of Destiny 155), after heís the target of the spell but before his Spell Resistanceís checked and before he makes a saving throw, he knows someoneís making an attempt to observe him via a spell in the scrying subschool.

    The scrying and greater scrying spells check for Spell Resistance, and, as Spell Resistance ďis like an Armor Class ...
  4. The Islands: Spellcasting

    (Note: This is ultra-crunchy. So if you were following along hoping for more world info, you're going to have to wait until the next entry.)

    Spellcasting
    All PCs have the Spells class feature. It looks like this:

    Spells: You can cast spells. Your Spells Known are on Table [x].2: [class name] Spells Known. [ability] governs your spellcasting.

    Yeah, thatís the whole thing. And hereís the skinny.

    Divine Spells:
    You cast divine spells because ...
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  5. The Islands: House Rules

    You Play Your Gender: If you are male, youíre characterís male. If youíre female, youíre characterís female. Things are easier on me that way.

    Ability Scores: Your ability scores are 8, 10, 12, 14, 16, and 18, arranged how you want. Okay, Jason, so you donít want an 8. Fair enough. Anyone can instead choose 10, 10, 12, 14, 16, 16. I guess if you wanted to you could go 10, 12, 12, 14, 14, 16 or even 12, 12, 12, 14, 14, 14. Iím not sure why youíd want toóthis is Dungeons and Dragons 3.5 ...
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