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Welcome to Kramerland...

Started by Sacrificial Lamb, December 26, 2008, 11:06:59 PM

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Sacrificial Lamb

#375
Okay. Before I continue, I'm gonna give a brief recap of things. This is a D&D 3.5 campaign, in which we use a wide variety of feats and whatnot from various supplements. Here is the current list of characters...

* Reven Tyge (Mutt): Reven is a 9th-level Dragon Shaman. His appearance is that of as a large, imposing, burly human wielding a well-crafted bastard sword. He's a skilled swordsman, but the true source of his strength lies in the wide array of bizarre, magical powers at his disposal, such as breathing fire, healing, breathing under water, and more. If something is flammable, he likes to burn it, if it wears a skirt, he likes to bang it, and if something is valuable, he likes to take it. That sure sounds like a Dragon to me...:)

* Blumpy Boo (Blumpy_boo): Blumpy is the resident Cleric of the group, appearing as a non-descript Human, and is classed as a 5th-level Cleric/2nd-level Radiant Servant of Pelor, with the "Saint" template. Part of his shtick is that he's taken a Vow of Poverty, and thus wanders aimlessly about with only the clothes on his back. If necessary, he'll be armed with a crossbow and either a mace or club....though often, he won't even have that, due to his donating most of his worldly possessions to the Church of Pelor.

* Horatio Tortolla (imurrx): Horatio is a 9th-level Human Artificer, also non-descript in appearance. He is calm, focused, and usually resorts to diplomacy when matters become stressed. His magical abilities are infusions, rather than spells, and thus, are usually useful when placed on Constructs or inanimate objects. Horatio continues to act as the party's magical engineer and primary source of non-magical artillery. He also remains our primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 5th-level Fighter/4th-level Warforged Juggernaut, and could be classified as a walking, talking tank. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. It's strange, but it's kinda cool. He's currently immune to healing spells that repair Hit Point damage, so that makes aiding him very complicated...:hmm:

* Hrothgar (me): Hrothgar is a 9th-level Battle Sorceror, appearing as an athletic Human armed with multiple weapons, though his primary weapon is an enchanted maul (large hammer), which he uses to crush his enemies. He possesses a wide array of spells, such as artillery magic (Magic Missile, Flaming Sphere, Lightning Bolt), shaping spells (Wood Shape, Stone Shape), and healing magic (various Cure spells).

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar (companion familiar), and occasional comic relief. He still can't fight for shit, and is the constant recipient of verbal abuse from the rest of the group (they often threaten to eat him ), yet he remains a valuable member of the party. His speed, night vision, and flying ability all make him an excellent scout, and he's still an excellent conduit for many of Hrothgar's spells....

* Chinook (me): Chinook is the newest member of the group; an intelligent wolf, curious about everything, and constantly hungry....also acting as Hrothgar's animal companion (companion familiar). He acts as a passable tracker, and as Hrothgar's personal bodyguard. He follows the rest of his unusual human "pack mates", considering them to merely be "odd-looking wolves on two feet".

Take note that my character, Hrothgar, has both an animal companion (as a 5th-level Druid) and a familiar (as a 9th-level Wizard/Sorceror), due to options and feat selections in Unearthed Arcana and Complete Arcane. Additionally, I created a custom feat that would make both animal buddies more useful to me. Here it is...

COMPANION FAMILIAR
Your animal companion becomes more like a familiar, and your familiar becomes more like an animal companion.

Prerequisite: Ability to have an animal companion or a familiar.

Benefit: If you have an animal companion, it gains the Intelligence score and the special abilities of a familiar of equal level, though it retains its own natural armor adjustment and other animal companion basics. For example, an 8th level Druid's animal companion retains its own abilities, while gaining the abilities of an 8th level Wizard's familiar (INT 9, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of its Kind, +4 Bonus HD, +4 Natural Armor Adjustment, +2 STR/DEX Adjustment, 3 Bonus Tricks, Link, Devotion). An 8th level Ranger's animal companion gains the Intelligence score and special abilities of a 4th level Wizard's familiar.

If you have a familiar, it gains the Strength and Dexterity Adjustments and special abilities of an animal companion of equivalent level, though it retains its own natural armor adjustment. For example, an 8th level Sorcerer's familiar retains its own abilities, while gaining the Strength and Dexterity adjustments and special abilities of an 8th level Druid's animal companion (INT 9, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of its Kind, +4 Natural Armor Adjustment, +2 STR/DEX Adjustment, Link, Devotion) You do not lose experience points if it is slain. If it is released from service, you may gain a new one or revive the previous one by performing a ceremony requiring 24 uninterrupted hours of prayer or meditation. This ceremony can also replace a familiar that has perished.

The companion familiar is a magical beast, but you can bestow harmless spells on it as if it were an animal, magical beast, familiar, or animal companion. Due to the strengthened bond you have with the companion familiar, you may use the Share Spells ability at a range of close (25 ft. + 5 ft./2 levels). This strengthened bond extends to the Empathic Link, which now allows you to see through its eyes, hear what it hears, smell what it smells, and even communicate with it telepathically.

Companion familiars can always speak both with their masters and with each other.

Okay. And now, to be continued..... (dun-dun-dun!!) :D

Sacrificial Lamb

#376
There!! Finally!! Cripes. It took me fucking forever to figure out a way to post a map of the city. :mad: Okay, we're on the street between number 4 and number 5. Number 4 is Shank's Shivs (weapon shop) and number 5 is Brindol's Market. So now I shall continue....



=THE SESSION IN BRINDOL CONTINUED=

At this point, we've holed up behind a barricade with a group of town guardsmen, just down the street from Brindol market. Soon thereafter, a group of Hobgoblins march down the street toward us. They're accompanied by a pair of Manticores.

Reven has already gulped down a Potion of Fly, and zips up to the roof of the building to attack one of the Manticores. He's accompanied by Banjo.

Horatio goes onto another roof, where a couple guardsman are crouched low, waiting for the enemy.

Aaaaand....crap. I'm falling asleep again. I'll finish this after I wake up. Sorry, boys. :o

P.S. Just to remind everyone what the numbers on the map stand for, they are as follows:

(1.) City Gates
(2.) Stone Wyvern (inn)
(3.) Axenhaft Security (mercenaries)
(4.) Shanks Shivs (weapon shop)
(5.) Brindol Market
(6.) Thirsty Zombie (tavern)
(7.) Red Magic & Sundries (magic shop)
(8.) Shrine of Yondalla
(9.) Kraven Raven Tavern
(10.) Valorian's (playhouse)
(11.) Brindol Academy (finishing school)
(12.) Laughing Manticore (tavern & brewery)
(13.) Kaal manor
(14.) Teskerwill Manor
(15.) Discreet Departures (coffin-maker shop)
(16.) Cathedral Square
(17.) Cathedral of Pelor
(18.) Brindol Keep
(19.) Haskinar Mansion
(20.) Brindol Cemetery
(21.) Temple of Weejas

imurrx

#377
Quote from: Sacrificial Lamb;335866imurrx, you lucky duck. I totally missed that. :o One more level, and you'd be unaffected by Raise Dead or Resurrection spells. However....

....I'm still gonna devise some custom spells and incantations designed for both Constructs and inanimate objects, because the existing spells are too limiting for my purposes. I shall post something here within the next few days....

I now plan to take two levels in the reforged prestige class. its a 3 level class and basically makes a warforge more like a living creature. you loose all warforge based feats but thats at 3rd level. the first two levels allow you to heal and to be healed and gain some of you wisdom and interpersonal skills back. the kicker is you can actually take it as a warforged jugernaut (if taken all the way you loose some power, but who said about getting gimpy).

What Horatio should make is a few ammulets of emergency healing/repair for the party. It would essentially kick in if you fall below -9 hp. it gives you a 1d4+5 HP to get you above -10hp. This would have for sure saved both Reven and Kratos from being raped by the DM.

If we survive this last encounter or two and kratos gets resurected. I will probably retrain him in the reforged asap before the final section of this campain. Right now I kinda guessing we are acutally under classed for the creatures we are going agaginst. Why, the Unearthed Arcana XP/level table award XP less than the traditional XP table in 3.5 I did some calcualtions ago in this thread that we are getting shorted about 20% oe more XP. We started Red Hand and the reviews I read was that you go up in level in each section. Granted we may have not finished all the sections (no I have not read the module) but we have done or should have done enough to be two levels higher.

Basicly Red Hand takes characters from 7th level to 12 level by the end. There are five parts of this adventure. Vrath keep levels 7-8, The lake and evles 8-9, Ghost lord 9-10, Brindol 10-11. last one is 11-12. Right now we are levels 7,9,9,9,9,9.

If we used the 3.5 table we would be one level higher and close to the next level. Here is an example.

if we fought a moster with a CR of 10 and the player is level 9, the player would be awarded 4500 xp in the 3.5 rules and 7200 in the UA rules. Now it takes only 9000 XP to go from 9-10 in 3.5 and 24,000 XP in UA. So if you use 3.5 you get 50% of the xp you need to advance and if you use UA you get 30%.

Granted you get more XP for killing lower level monsters in UA than 3.5 but lets see if that makes a differnnce. If you faught 5 5th level monster,s 3.5 you get 4875 xp while in UA you get 9000. That in 3.5 you would again get about 50% toward the next level while 37.5%. Again you are falling behind

Lets look at the higher level monster say, 15th CR. In 3.5 you would get 21600 xp vs 38000 xp. In 3.5, you would go from 9th to 11th level (by a couple of thousand xp). In UA you would go from 9th to mid 10th level. Again Unearth Arcana XP system falls behind again.

Here is where UA shines. Lets say you kill 30 1st level goblins. XP grants crap at 9th level and UA gives a whopping.... 9000 xp.

How about monsters of 2nd level vs 9th level guy. 15 monsters of cr 2 would give 3.5 player 3375 xp and about 37.5% of the xp to advance; UA  would give 9000xp and gives the % of advancement as 3.5 does.

It gets worst, as we advance more in the game, the desparity of XP lost between both systems gets worst.

So, who's in with me recalculating all xp from the begining of Red Hand. We have a complete catalog of XP and where we were before hand. It would take me a few hours to calculate the XP.
MADE IN THE USA

Sacrificial Lamb

=THE SESSION IN BRINDOL CONTINUED ONCE AGAIN=

....aaaaand continued from before.

I'd like to take note that for once, we actually used a battlemat. We rarely do this. Doing so changed the feel of things, just a bit. Anyway....

....the rest of us are behind the barricade, waiting for the Hobgoblin marauders to advance. Reven then breathes a gout of fire upon them, and then prepares to engage one of the Manticores in combat.

Horatio, Blumpy, and the guardsmen are exchanging missile fire with the Hobgoblins, and arrows are flyin' everywhere. I then have Hrothgar summon a Flaming Sphere to lay waste to our enemies with a cleansing fire...

Chinook is silently guarding Hrothgar, while Kratos waits for the right moment to attack. Eventually, Kratos climbs over the barricade to engage the enemy...

It's a hard battle, though we finally triumph. Reven defeats the Manticore, while Horatio and Blumpy focus on pincushioning the enemy with crossbow bolts. I'm not happy though, as Hrothgar is using up his spell energy at an alarming rate. We barely have a second to breathe, as a second wave of opponents arrive.

We're approached by a group of Goblins mounted on Worgs (large evil wolves) and these giant lizards known as Bluespawn Thunderlizards. Hrothgar is able to identify them with a Knowledge skill check. Yes, those Knowledge skills come in handy sometimes...:)

The second attack is disastrous. The lizards have a ranged electrical attack, and when they arrive, they proceed to electrocute the shit out of Reven. It's not that he doesn't manage to beat the crap out of many of his opponents, but our enemies' electrical attack is just devastating, plus, we made the mistake of not properly working together as a group. I can't remember exactly, but I think he kills a Worgrider, and a possibly a couple of the Bluespawn Thunderlizards, but it's just not enough. I have Hrothgar send Chinook out there to help him, and continue to pound the enemy with a Flaming Sphere spell. However, I was unaware of how much damage Reven was truly suffering from the enemy...

Kratos finally makes it over the wall, and proceeds to slap around the Worgriders, but he too, is having problems. He cannot be easily or casually healed, and I was also unaware of much damage he was incurring. This would soon be a problem. :mad:

One of the lizards manages to injure Hrothgar with an electrical attack, so Blumpy steps over, mutters a brief chant, and heals him. Meanwhile, Horatio is firing a barrage of missile attacks at the enemy. He has crossbow bolts infused with a magical enchantment of Paralyzation, and continues to harass our opponents, while Reven and Kratos engage them in melee combat.

Oh. Another thing. We fucked up in regards to Horatio being able to draw his weapon and attack in the same round. Without the Quick Draw feat (which he doesn't have), Horatio would have been able to draw his crossbow as a Move Action, and then make a single attack in the round with a Standard Action. After that, he could resume his normal number of attacks with a Full-Round Action. That mistake was partly my fault, imurrx, as Senor Kramer took my word on it. You wouldn't have had to skip an entire round just to draw your weapon. My bad. :(

Okay. After this point, the situation becomes monumentally fucked up. I'm not sure, but I think Reven is electrocuted into unconsciousness by the Thunderlizards. Banjo and Chinook manage to avoid this fate by dodging these attacks via the Improved Evasion ability.

After Reven has already fallen to the ground, one of the Worgriders ceases to fight Kratos (the big, hulking Warforged), or the town guardsmen. Instead, he turns around, and shoots Reven dead with his bow, after he's already unmoving on the ground. Everyone was sorta like "what the fuck"?!

Banjo was furious, and flew across the street in a frantic attempt to peck the offending Goblin's eyes out. :rant:

Somehow, Reven's death made no sense. Imagine that you've got this huge, walking, talking humanoid metal tank that is in your face, and trying to chop your head off. Are you gonna turn around to gimp the guy down the street who's already on the ground and not moving? The answer to that is a resounding "no", because it makes no fucking sense whatsoever. If he did this, he'd open himself up to an Attack of Opportunity from Kratos, who was right next to him.

But the Worgrider didn't suffer an Attack of Opportunity.  :mad:

You suffer an Attack of Opportunity....when making a ranged attack if you are in a threatened square. The Worgrider was in a threatened square, as he was right near Kratos. Kratos could have just pimp-slapped the guy.....but somehow, that just didn't happen.

As a result of this, we suffered our next setback. Somehow, we didn't pound our enemies quite fast enough, and Kratos then suffered a debilitating attack that killed him as well!! Amazingly, we soon managed to finish off our remaining opponents, but the victory was bittersweet. Two of our guys are dead, and we have to pull a rabbit out of our hats to somehow make them playable for next week. 3.x is a great game, but it does not lend itself to fast character generation...:(

So now we are up Shit's Creek, and will likely be forced to attempt a couple of Hrothgar's resurrective incantations. That'll be interesting...:cool:

Blumpy_boo

I have the knowledge religion covered (+18 or some such thing) for the incantation.  Hrothgar and Horatio have to cover the rest.  If not, I get to explode a wight or other undead, which would be colorful and impressive.  If I remember, I have a +6 (from vow of poverty and saint template) in an untrained slot (one of the checks needed for the infusion I think).  How does that work--if at all?

Now that I have a bunch of immunities and turning attempts, this is becoming fun.  How about this Monday and Tuesday?  Work, kill monsters, skip sleep, work, kill monsters, skip sleep.  Who needs sleep anyway?  Sleep is for the weak.

imurrx

My biggest beef was the initiative order. Some how for a decent part of the fight, we were all out of order. The last two rounds was very critical to Kratos demise.

2nd to last round of Kratos's life, apparently Kratos went ahead of the two Blue thunderspawn lizards. Kratos attacks the last Worg rider. Then the lizards went and zapped him with their electrical attack for about 58 points of damage. Kratos had 6 HP at the end of the round.

Last round of Kratos's life, Horatio healed Kratos with a repair scroll, and Kratos was at about 44 hp. The the initiative order was restored and the lizard went before Kratos. They again shot off their electrical attacks and kill Kratos at -11 HP.

Now, this is total ass of a last few round. If the order of the last two rounds went in correct order. Kratos would likely be alive.

Lets say the lizard went before Kratos. and they reduce him to 6 HP. Kratos would then have charged and broken through the wall to get away from the lizards. Kratos would have not stayed in harms way with certain death.

Now, if Kratos failed to get away and got killed , I would be cool with that. But having the Lizards essentially get 4 total attacks on him doing a total  of ~109 HP before any action is completely unfair and stupid.

Normally I would not bitch too much, and when Horation got killed back when he was level 3, that did not bother me as much because of my stupid actions.

Unfortunaly there have been too many mistakes in this combat that basicly resulted in the death of two characters.
MADE IN THE USA

imurrx

#381
here is a simple sheet showing the progression of XP gained in this campaign.

http://spreadsheets.google.com/pub?key=tcaiNKD6aCPGCVuT6DtZ5vQ&output=html

now compare to the Loot and Booty below and see the difference ox XP needed for the next level.

well here is the short version... Reven hrothgar and Kratos would only need 182 XP for the next level but in Unearth Arcana XP table, we need 6050 XP. (99% vs 75% to the next level)

Blumpy would be one level higher and more than half way to 9th level.

Horatio would need 2260 for the next level instead of 11737 xp. (75% vs 51% to the next level).

So, Who's with me changing the XP to the level depended one? we are loosing 25% XP with the Unearth Arcana. Just imagine we used this for the other campaign before this one (the succubus one). We could very well be 10th level if not higher (ok 1 level more).
MADE IN THE USA

imurrx

#382
I did some research on Bluespawn Thunderlizard and it is a typo. It's the same creature as the Bluespawn Stormlizard in Monster Manual IV (page 142).

See link here _Bluespawn_Thunderlizard]http://community.wizards.com/go/thread/view/75866/19506498/[GUY]_Bluespawn_Thunderlizard

Now, in the MM IV pp 142 for its  special attacks for the electricity, it says:

"Electricity Arc (Su) 100-ft. line, once every 1d4 rounds,
standard action, damage 6d6 electricity, Reflex DC 19
half. The save DC is Constitution-based."


Those dam toads ever shooting off their loads one round after another!

Even the Greenspawn Razorfiend  breath gas every 1d4 round and it is a higher challenge rating from these blue toads.
MADE IN THE USA

MeatLips

I was going by the campaign module monster description. It did not say that there was a limit per number of rounds for that electrical weapon. Believe me, I checked and double checked. Also, the dc I had to save was higher than 19. So perhaps the bluespawn thunderlizard is a distant cousin of the bluespawn stormlizard.

I'm glad to know that you've read the module to know what levels characters should be by each section.

Recalculating xp retroactive to the beginning of the campaign? No.

An attack of opportunity on that warg rider? If you had mentioned it, Senor Lamb, I would have allowed it.

imurrx

Quote from: MeatLips;336138I was going by the campaign module monster description. It did not say that there was a limit per number of rounds for that electrical weapon. Believe me, I checked and double checked. Also, the dc I had to save was higher than 19. So perhaps the bluespawn thunderlizard is a distant cousin of the bluespawn stormlizard.

I'm glad to know that you've read the module to know what levels characters should be by each section.

Recalculating xp retroactive to the beginning of the campaign? No.

An attack of opportunity on that warg rider? If you had mentioned it, Senor Lamb, I would have allowed it.

1st, I did not read the module. I remember reading that on the forums and reviews of the module from other websites.

2nd, it only takes a monkey brain to figure out if the cover of the module says for characters of levels of 7-12 and it has five sections that characters would advance 5 levels.

3rd, mentioning the XP system is flawed is bring attention that we should go back to the other system. Perhaps we can do it aft the end of the campaign, but right now it is penalizing us 25%. I do not know why you have such a beef about the XP system. You first refused to allow Horratio to gain the correct amount of XP when he was a lower level (as allowed by character dependent XP). I gave you links to a great XP calculator that takes out all the guess work from calculating XP (it's even available in Open Office for your Linux OS). So we switched to Unearth Arcana system thinking it would be as good. I am bring light that we are not being awarded for the correct number of XP with this alternate system.

4th, the AoO missed is everyone's fault. We all should have caught it. Next time, we won't

5th, No they are not a distant cousin. Since I did not read the module why don't you compare the two. I would bet that they are identical and the module one would have that typo on it. The description in the MM sounded like the one that you gave Sac Lamb.

If it sounds like a duck, moves like a duck, and quacks like a duck, then it must be a duck (or mallard).

Now I am so pissed, I am going to find that dam toad in the module and post it for you.

Bluespawn Thunderlizards (5) CR 6
LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages none
AC 23, touch 8, flat-footed 23
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Attack +6; Grp +18
Atk Options deadly charge, Improved Bull Rush, Improved
Overrun, Power Attack
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Listen +5, Spot +8
Deadly Charge (Ex) A bluespawn thunderlizard typically
begins a battle by charging at an opponent. In addition to
the normal benefits and hazards of a charge, a bluespawn
thunderlizard gains an extra 2d6 points of damage on its
charge attack.
Electricity Arc (Su) As a standard action, a bluespawn
thunderlizard can create a 100-foot-long line of
electricity. Creatures in the line take 6d6 points of
electricity damage (Ref lex DC 19 half ). The save DC is
Constitution-based.
Electricity Link (Su) When bluespawn thunderlizards gather,
electrical energy surges between them. The powerful
energies that roil within their bodies reach out and connect
to each other. As a swift action, a bluespawn thunderlizard
can cause a line of electricity to fire from itself to another
bluespawn thunderlizard within 100 feet. Creatures in the
line take 3d6 points of electricity damage (Reflex DC 19
half). The save DC is Constitution-based.


Bluespawn Stormlizard CR 6
Always LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages —
AC 23, touch 8, flat-footed 23
(–1 size, –1 Dex, +15 natural)
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +18
Atk Options Improved Bull Rush, Improved Overrun, Power
Attack, deadly charge 4d6+12, magic strike
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
SQ Tiamat's blessing (electricity)
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Jump +12, Listen +5, Spot +8
Advancement 7–11 HD (Large); 12–17 HD (Huge); 18 HD
(Gargantuan)
Deadly Charge (Ex) A bluespawn stormlizard typically
begins a battle by charging at an opponent. In
addition to the normal benefits and hazards of a
charge, this allows the bluespawn stormlizard to deal
4d6+12 points of damage with its gore attack.
Electricity Arc (Su) 100-ft. line, once every 1d4 rounds,
standard action, damage 6d6 electricity, Reflex DC 19
half. The save DC is Constitution-based.
Electricity Link (Su) When bluespawn stormlizards gather,
electricity surges between them. As a swift action, a
bluespawn stormlizard can cause a line of electricity
to fire from its horn to that of another bluespawn
stormlizard within 100 feet. Creatures in the line must
succeed on a DC 19 Reflex save or take 3d6 points of
electricity damage. The save DC is Constitution-based.
Tiamat's Blessing (Electricity) (Su) All spawn of Tiamat
within 5 feet of or riding on a bluespawn stormlizard
gain immunity to electricity.

There.

There are like a few differences. obisously who ever wrote this thing did a pretty poor job of coming up with something orginal. If they are cousins and almost do the same damage, doing the lighting  attack from round to round is completely unbalacing than 1d4. You are allready dismayed at Revens fire abality, just immagine if he could do that every round. THATS THE BEEF I HAVE WITH IT.

So get off your high horse and actually take a look at we are bring to your attention. There are plenty of errors and miss judgments to go around. I am just really pissed off that Kratos died a munckined death like when I had the character in GURPS. yea that one that ran out of doge attacks and killed by a over zealous DM. Don't be that DM.
MADE IN THE USA

Blumpy_boo

#385
A munchkin character deserves a munchkin death. A standard death would be an insult.

No matter how we look at it, Kratos and Reven can be resurrected.  We have a staff with one use and Hrothgar with an incantation, or the expensive 10000gp diamond dust at the temple of Pelor.  It is only a matter of Horatio with his six shots per round finishing off the next encounter.

It's a game. Characters die. The bad part is it takes forever to make a new character.  How about that Factotatum or Wizard you wanted to make? I could make a bone knight with tomb-tainted soul and an army of undead and unlimited healing for those with tomb-tainted soul.

Sacrificial Lamb

Okay. If you guys check out some older posts made in this thread, you'll see that I've added several maps. However, I have one problem. I don't know how to get the other maps preceding the Red Hand adventure module on this memory stick thingy onto this thread. We have links in this thread for the maps to the BOO forums, but I want to post individual pages of the files, and I don't know how to do that... :(

imurrx

I can only game on Tuesday. I got transfered to the Easton store and my schedule changed.
MADE IN THE USA

Mutt

I should be able to change my plans.

imurrx

Quote from: imurrx;336283I can only game on Tuesday. I got transfered to the Easton store and my schedule changed.

I will find out to see if I can work every Monday morning. If not. we will probably alternate between mon and tues.
MADE IN THE USA