View unanswered posts | View active topics * FAQ    * Search
* Login 




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 6275 posts ]  Go to page Previous  1 ... 57, 58, 59, 60, 61, 62, 63 ... 126  Next
BrainSplitter
 
PostPosted: Sun, Aug 29 2010, 11:27 AM 

User avatar

Player

Joined: 06 Apr 2005
Location: Victoria, Australia

ticket wrote:
I know that every new DnD edition introduces different mechanics, but does it also introduce new lore? Does a new edition of DnD advance the age of the DnD world?


Every new edition tends to include an advancement of the timelines in respective settings.

ticket wrote:
What are the years that each edition covers?

3.x goes to -about- 1380. I forget the exact year.

ticket wrote:
What edition does Amia adhere to?

Forgotten Realms 3.x, however as detailed in Rules and Lore, there's alot of changes, especially in the timeline.

ticket wrote:
What's the difference between the 3e and 3.5e?

3.5e is simply a revision / retweak of 3e. Overall it has remained identical, and the lore is the same. Purely a mechanics and systems review.

ticket wrote:
What book should I get if I'm just interested in the lore and the DnD universe? I'm not really interested in the mechanics of the game.

Player's Guide to Faerun

ticket wrote:
WTF is the forgotten realms?

Need more specific. Forgotten Realms at its core is simply a campaign setting.

ticket wrote:
What's included and what's not included in it?

Everything relevant to the setting. Deities, Locations, Planes, Cities, Races, etc.

ticket wrote:
What are the other universes in DnD?

There's many, but some of the more common ones are;
Greyhawk ('Core' DnD.)
Oriental Adventures (Asian-Esque)
Eberron (Steampunk)
Ghostwalk (Gothic, Undead, etc)

_________________
Mostly Retired


 
      
ticket
 
PostPosted: Sun, Aug 29 2010, 12:18 PM 

User avatar

Player

Joined: 02 Jan 2009

Thank you for those quick answers!

I originally thought that Greyhawk was just another country/continent and Oriental Adventures just covered the east (Tuigans).

But if they're completely different universes... do they still use the same mechanics as FR (beyond the combat system, I mean)? From scanning the pages in the DnD Players' Handbook, I can see that the races, classes, deities, and spells that are in Amia/NWN/FR are also listed in the handbook! How does that work?

Does these other campaign settings specify a different lore for them?
I think I've also read somewhere before that it's possible to travel from Greyhawk to FR? (Thus making me think that it was just a different continent.) Is that right?

_________________
♪ Primera Gemfinder ♪


 
      
Yurell
 
PostPosted: Sun, Aug 29 2010, 12:19 PM 

User avatar

Player

Joined: 06 Jan 2008
Location: ANU, behind the coffee mug (+10 GMT)

The mechanics are pretty much the same between them (save some lore-centric stuff), in general the only difference is lore and the fluff.

_________________
2009's Second Most Overall Contributing Player

يمكنني استخدام مترجم جوجل


 
      
hendrack
 
PostPosted: Sun, Aug 29 2010, 12:29 PM 

User avatar

Player

Joined: 24 Sep 2007
Location: Vienna

ticket wrote:
I think I've also read somewhere before that it's possible to travel from Greyhawk to FR? (Thus making me think that it was just a different continent.) Is that right?


Maybe you mean the Ravenloft Setting, it tends to pluck out individuals from several planes.


 
      
Yannickbl
 
PostPosted: Sun, Aug 29 2010, 12:37 PM 

User avatar

Player

Joined: 16 Aug 2008
Location: Ghent, Belgium

Planescape is more likely to be the mentioned setting.

_________________
Thoruil Amarillis


 
      
ticket
 
PostPosted: Sun, Aug 29 2010, 12:47 PM 

User avatar

Player

Joined: 02 Jan 2009

Yurell wrote:
The mechanics are pretty much the same between them (save some lore-centric stuff), in general the only difference is lore and the fluff.


So Yondalla can be a halfling god to all these different settings but have a totally different personality and history depending on the setting? That steampunk world that brain mentioned would also still have druids running around? Orcs and drows too?

hendrack wrote:
Maybe you mean the Ravenloft Setting, it tends to pluck out individuals from several planes.


I may have gotten the idea from that setting, yes. (Always thought of Ravenloft as just another NWN server/another place in FR.) :P So it could be possible to cross-over different settings by passing through Ravenloft? Or the Planescape thing that Yannickbl mentions...

This is crazy. I suppose I'm better off focusing on just the FR. Players Guide to Faerun.

_________________
♪ Primera Gemfinder ♪


 
      
Logicality
 
PostPosted: Sun, Aug 29 2010, 19:28 PM 

User avatar

Player

Joined: 23 Apr 2008
Location: The Otherworld

Logicality wrote:
Okay. What about the hill? You referred to it is a plateau; does that plateau extend throughout walled Cordor? If so, does that mean that the areas around Cordor are slightly below sea level? (If WYSIWYG, Cordor is a foot above sea level.)

I'm just trying to get a visual... would this be similar to the view of Helm's Hill from north and/or west of Cordor?

Image

or maybe this?

Image


(Also, I now see what the deal was with that piece of land connecting Cordor Central with Cordor West; it is indeed only accessible by bridge from Cordor Central, thus implying it's its own piece of land.)



Bump, so it doesn't get lost.

_________________
"A somebody was once a nobody who wanted to and did." - Anonymous


 
      
TormakSaber
 
PostPosted: Sun, Aug 29 2010, 21:12 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

To expand on the "What books to learn about Faerun?" thing, there's also the Forgotten Realms Campaign Setting, which is the equivalent to the DMG of the Player's Guide to Faerun PHB. And for full timeline fluff, there's the Grand History of the Forgotten Realms, which is nothing but a big history encyclopedia about FR, from the beginnings all the way to the start and just into 4th edition, I believe.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Magiros
 
PostPosted: Mon, Aug 30 2010, 9:24 AM 

User avatar

Player

Joined: 28 Nov 2006

Hia! I would like some information regarding Kohlingen. I have read Amiawiki Kohlingen but.. Somehow it didn't give me much.. I would like to know what trades.. and such.. I am not actually sure what I am looking for.. expect lore.

If you can please post some links and I will be more tha happy to check them out, Thanks!

_________________
http://www.d20srd.org/indexes/spells.htm


 
      
TormakSaber
 
PostPosted: Tue, Aug 31 2010, 3:50 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

What exactly are you looking for, regarding Kohlingen? It has a long and very colorful history.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Rotkreuz
 
PostPosted: Tue, Aug 31 2010, 7:32 AM 

User avatar

Player

Joined: 08 Aug 2008
Location: In America!

What god would be good for a Spy/Scout? Someone a CN Goblin could worship

_________________
Oh, whoops! Oh! I dropped my monster condom that I use for my magnum dong.


 
      
TormakSaber
 
PostPosted: Tue, Aug 31 2010, 7:56 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Maglubiyet. The goblin god. Not much choice here.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Magiros
 
PostPosted: Tue, Aug 31 2010, 14:20 PM 

User avatar

Player

Joined: 28 Nov 2006

Well definetyl abotu it's history, so far what I have found out checking the forums have been rather small.. Perhaps more detailed history.. That would at least a good point to start.. ^^

_________________
http://www.d20srd.org/indexes/spells.htm


 
      
Gunz
 
PostPosted: Tue, Aug 31 2010, 18:08 PM 



Player

Joined: 01 Jul 2006
Location: The City of Fallen Angels, Ca

Rotkreuz wrote:
What god would be good for a Spy/Scout? Someone a CN Goblin could worship


Your alignment doesn't matter, unless you're a priest. Maglubiyet and the other Goblin gods would be your most likely choices though. But you can go with Shar, Mask or Cyric, who would fit. But yeah, you can go with anything you like, basically. Doesn't mean the god will particularly like you though.

_________________
My Characters:
Yuilith Kethil Menaiivan Garadeth


 
      
TormakSaber
 
PostPosted: Tue, Aug 31 2010, 19:04 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Magiros wrote:
Well definetyl abotu it's history, so far what I have found out checking the forums have been rather small.. Perhaps more detailed history.. That would at least a good point to start.. ^^


IS this something your character is researching or is this your idle curiosity?

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
brooksthegreat
 
PostPosted: Wed, Sep 01 2010, 1:24 AM 

User avatar

Player

Joined: 03 Jun 2007
Location: Eastern US

reaching out on this one, and it may be my most nichey question I've ever asked.

Having been playing a marooned sailor for some time now, it hasn't been a huge issue, but eventually I'll need to know more - what is the state of technology regarding ships and naval warfare in the realms?

Firstly in terms of what era of ships we're talking about. Large differences between the shallow-drafted ramming ships intended to be powered by both oar and sail, and the later triple-masted galleons.

Similarly, what are naval tactics about in FR? Earliest ships merely rammed the enemy and tried to sink them, or boarded and engaged in close-quarters. Bowmen/crossbowmen would become handy later. Or as the ship-models in game would suggest, the gnomes already have guns somewhere, IIRC.. do ships have cannon? (I've seen a ship in south cordor with cannon ports)

How does magic effect the world of naval combat? If priests of Umberlee weren't able to cause enough havok, a simple fireball spell, wand or scroll is enough to cause all kinds of havok aboard an enemy vessel.

_________________
Captain William Jackson Malloy of the Debra Sanchez!
also staring:
Elyon Vassius, Paladin of Kelemvor
Kael Jericko, gentleman of fortune.
Marcus Tyberius of the Eternal Order


 
      
TormakSaber
 
PostPosted: Wed, Sep 01 2010, 3:23 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

FR supports the largely medieval romanticized era of ships, with big sails, lots of oars, pirates, naval sailor armies, etc.

As far as naval tactics, warships oftne mount ship mounted ballistae, along with a ship's priest and a ship's mage, for combat. Magic, as you have correctly guessed, affects the world of naval combat very sharply: Typically a shipmage's job is to simply counterspell and neutralize another mage.

The ships you've seen with cannon were specially related to a plot and not general purpose. 99% of ships do not have cannon. Gunpowder doesn't exist in FR beyond a very basic blackpowder in Lantan.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Magiros
 
PostPosted: Wed, Sep 01 2010, 8:27 AM 

User avatar

Player

Joined: 28 Nov 2006

To Tormak, both, though if I migth add, not idle curiosity. I want to know about it's history and my char wants to know about it's history. Unfortunately I don't have the time find things in game currently, plus I didn't find anything from the Libraries of Amia page and I found little on the lore page...

My character wants details, I want details, yet I have difficulties finding them nor much time to be spent online, which will hopefully change soon.

I am rping that my character is searhing the libraries of Amia, Cordor, Kohlingens mostly, for knowledge about the city of Kohlingen, it's history, relations, trade... etc..

And I aim to use this knowledge with my character in game.

Edit: Unusual idea came to me, as I am unable to access the game most of the time now, not including weekends, perhaps I could roleplay this in the forums..? Though I ain't much of a writer.. (Being a bit desperate as I really want this to go forward, to have information and such, for my char, but can't find it from any thread I have read so far. Both IC and OOC.

_________________
http://www.d20srd.org/indexes/spells.htm


 
      
KnightOfKelemvor
 
PostPosted: Wed, Sep 08 2010, 8:10 AM 

User avatar

Player

Joined: 25 Nov 2008

Quick one. Kan a tiefling be of Imp blood and if so can I use a hafling as base race to symbolize the effect of being Imp blood... A short one :)

_________________
Player of:
Essedeavenix
Sigurdis Haraldsdottir
Ulfhild


 
      
Gers
 
PostPosted: Wed, Sep 08 2010, 8:15 AM 

User avatar

Player

Joined: 30 Apr 2005
Location: Kentucky, USA

Tiefling is one of the universal subraces, so yes, you can apply it to a halfling for a short tiefer.

_________________
Image
Named Most Influential Character, Amia Awards 2011


 
      
KnightOfKelemvor
 
PostPosted: Wed, Sep 08 2010, 8:19 AM 

User avatar

Player

Joined: 25 Nov 2008

Gers wrote:
Tiefling is one of the universal subraces, so yes, you can apply it to a halfling for a short tiefer.


Can i play it as if it has Imp blood or cant imps mix whit humans?

_________________
Player of:
Essedeavenix
Sigurdis Haraldsdottir
Ulfhild


 
      
Gers
 
PostPosted: Wed, Sep 08 2010, 8:38 AM 

User avatar

Player

Joined: 30 Apr 2005
Location: Kentucky, USA

Imps and other fiends are highly magical, and as a result can interbreed with almost anything. Same goes for celestials and dragons.

_________________
Image
Named Most Influential Character, Amia Awards 2011


 
      
KnightOfKelemvor
 
PostPosted: Wed, Sep 08 2010, 8:38 AM 

User avatar

Player

Joined: 25 Nov 2008

Okay thx for the quick answer :D

_________________
Player of:
Essedeavenix
Sigurdis Haraldsdottir
Ulfhild


 
      
Dwagin
 
PostPosted: Wed, Sep 08 2010, 14:49 PM 

User avatar

Player

Joined: 08 Aug 2006
Location: The Land of Nod

Gers wrote:
Imps and other fiends are highly magical, and as a result can interbreed with almost anything. Same goes for celestials and dragons.


Inbreeding sounds so blase. At least for Dragons. I prefer 'Playing with one's food.'

_________________
Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.

-Extraordinarily ordinary in the mostest of ways.


 
      
Glyph
 
PostPosted: Wed, Sep 08 2010, 16:34 PM 

User avatar

Player

Joined: 10 Jun 2010

um, I must say i'm slightly just a bit confused about subraces in general, all the way back to 2nd ed when half orcs arrived...but I know what half orcs are that ones not so hard...

I have to assume demons/devils don't mix, nor do any of the latter with celestials, or does that make dragons O_o also is feytouched exclusive to elves, and actually is there a source that goes into this topic?

I imagine it would be one of the less heard of books, if at all...and I can think of many more random non-compatible examples or at least you'd think they wouldn't be. (gobbolds...for one...)


 
      
Jaydn
 
PostPosted: Wed, Sep 08 2010, 16:56 PM 

User avatar

Player

Joined: 21 Nov 2006
Location: I'm around

Broad topic, but i'll try to narrow it down.
I know what they do mechanically, but i'd like to know more about them:

Ioun Stones? What are they and where do they come from?

_________________
Image


 
      
Glyph
 
PostPosted: Wed, Sep 08 2010, 17:26 PM 

User avatar

Player

Joined: 10 Jun 2010

Quote:
Ioun stones (pronounced EYE-oon[6]) are based on similar artifacts from Jack Vance's Dying Earth series.[7] When functioning, they float in a circular pattern around their bearer's head, and grant various benefits based on their color and shape. Two stones of the same type will repel each other, and when drained of power, a stone becomes a dull grey, but still possesses the characteristic floating. While useless to a mage, burned out stones can still yield a single psionic power point to a psionic character in 3rd and 3.5 editions. In the original Jack Vance stories IOUN stones are highly prized by arch-magicians, and are acquired from a race known as the archveults, who mine them from remnants of dead stars (in his book Rhialto the Marvellous). In 2E Dungeons & Dragons it had been conjectured in Dragon magazine that Ioun stones instead come from the Positive Material Plane. Dragon #174 featured an article that included many dozens of new types of ioun stone,[8] as well as an article about an elemental lord who hordes ioun stones on his home plane of radiance.[9] Under 3.0/3.5 editions of the rules they are instead manufactured by spellcasters in the same manner as other magical items.


sorry about all the junk its a copy pasta from wikipedia...and as far as I know dragon magazine -is- a vaible source of info but in this case it seams to be more a suppliment to the original stones. however saying that, I could have swore I heard about a white ioun stone in amia >_>

I think the most relevant info here though to your question would be "In the original Jack Vance stories IOUN stones are highly prized by arch-magicians, and are acquired from a race known as the archveults, who mine them from remnants of dead stars"

what the original jack vance series is however I do not know. if I find out i'll update here.

ed: ioun stones wern't in first edition either, so don't be looking too far back in the past...

ed2: it seams dying earth was before dnd, so gygax must have loved the creative writting and decided to add a few things. um, as for FR lore, i'll get back to you on that.

last ed: it looks like most of the lore is infact from suppliments and dragon magazine, and kobold quarterly which i've never read before >_> but um, here's a link with alot of referances from these places, basics though, but its the best I can find at the moment. http://www.d20source.com/2008/09/ioun-stone-complete-guide


 
      
Dark Immolation
 
PostPosted: Wed, Sep 08 2010, 20:46 PM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Jaydn wrote:
Broad topic, but i'll try to narrow it down.
I know what they do mechanically, but i'd like to know more about them:

Ioun Stones? What are they and where do they come from?


To simplify what was said before me and from what I know,

In our setting, they are made by high mages, specifically those who have knowledge of the Netherese magic and crafting. This is because they were originally created by a Netherese Arcanist named Congenio Ioun and they were called Congenio's Pebbles in his time.

The knowledge on how exactly they are created is not ever deeply explored, AFAIK. And likely just as well. Not many sources would exist on how to make them(due to the fall of Netheril) and the majority that exist today I'd fathom are remnants of that empire, not new creations.

This is a list of all the kinds found in PnP. http://www.dandwiki.com/wiki/SRD:Ioun_Stone


 
      
Gers
 
PostPosted: Wed, Sep 08 2010, 21:21 PM 

User avatar

Player

Joined: 30 Apr 2005
Location: Kentucky, USA

Dark Immolation wrote:
Jaydn wrote:
Broad topic, but i'll try to narrow it down.
I know what they do mechanically, but i'd like to know more about them:

Ioun Stones? What are they and where do they come from?


To simplify what was said before me and from what I know,

In our setting, they are made by high mages, specifically those who have knowledge of the Netherese magic and crafting. This is because they were originally created by a Netherese Arcanist named Congenio Ioun and they were called Congenio's Pebbles in his time.

The knowledge on how exactly they are created is not ever deeply explored, AFAIK. And likely just as well. Not many sources would exist on how to make them(due to the fall of Netheril) and the majority that exist today I'd fathom are remnants of that empire, not new creations.

This is a list of all the kinds found in PnP. http://www.dandwiki.com/wiki/SRD:Ioun_Stone


Pretty much. Lorewise, they were originally created by the Netherese, I believe. Possibly by Iolaus (at least I think that's the mage's name). IIRC, the secret of creating them has largely disappeared from Toril, except for a few specific cases. Elminster and the Symbul could almost certainly create them, and the lich Larloch is known to have numerous examples of what may well be unique Ioun stones with far stronger powers than normal, which he probably created himself.

_________________
Image
Named Most Influential Character, Amia Awards 2011


 
      
TormakSaber
 
PostPosted: Wed, Sep 08 2010, 23:22 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

The full answer is, of course, any mage that the DM says can make them, can make them. One PC on Amia has created a unique Ioun Stone.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
jafman30
 
PostPosted: Wed, Sep 08 2010, 23:26 PM 

User avatar

Player

Joined: 09 Feb 2009
Location: The Land of Confusion.

I've been looking into my ranger of Mielikki more, and saw the many "sub-classes- for ranger. (Aka; Beastmaster, Archer Ranger, Two-Blade Ranger, so on.) I really think the idea of Beastmaster fits my ranger. Now, as I was reading about it, I got to the good stuff; an extremely trained beastmaster may become a Feral spirit. Now, this isn't an actual spirit.. Read this. http://www.forgottenrealms.wikia.com/wiki/Feral_spirit

The questions:
1.) Is it feasable for a character to become a Feral spirit on Amia?
2.) If so, would someone be so kind as to give me details on the abilities Twin-soul Strike and Feral Diversion?

Of course, if it is feasible without a request, I wouldn't just go about saying how awesome it is I'm a Feral spirit and wouldn't suddenly learn these abilities. I'm not stupid. I would not even use these abilities until a lot of training (Read: RP.) has been put into these abilities and probably only when I am at higher/maxed level.

Thanks in advance!

_________________
--MAINS--
Xanon .: Talonite!
Xiladei .: Amethyst Dragon Disciple.
Ryth .: Returning Elven Archer. Missing for some time.


 
      
TormakSaber
 
PostPosted: Wed, Sep 08 2010, 23:31 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

4e, not doable

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
jafman30
 
PostPosted: Wed, Sep 08 2010, 23:43 PM 

User avatar

Player

Joined: 09 Feb 2009
Location: The Land of Confusion.

Aw, that's too bad. Oh well. So, not even able to RP the instinctive link with animal companion?

_________________
--MAINS--
Xanon .: Talonite!
Xiladei .: Amethyst Dragon Disciple.
Ryth .: Returning Elven Archer. Missing for some time.


 
      
TormakSaber
 
PostPosted: Wed, Sep 08 2010, 23:51 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

If you're still intrerested, make a well thought out request.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
FastKev
 
PostPosted: Thu, Sep 09 2010, 18:41 PM 

User avatar

Player

Joined: 21 Aug 2010

ticket wrote:
I may have gotten the idea from that setting, yes. (Always thought of Ravenloft as just another NWN server/another place in FR.) :P So it could be possible to cross-over different settings by passing through Ravenloft? Or the Planescape thing that Yannickbl mentions...


I picked this out from slightly up above just to mention that if you're going to look at doing a cross-over from a different campaign setting, you probably don't want to use Ravenloft as your mode of movement.

Ravenloft is a demiplane very near the negative energy plane. It's totally evil aligned. One of the frequent things noted about Ravenloft is that getting in is easy. Leaving is almost impossible. I think there was one Ravenloft module that even offered a chance to escape the plane if you woke up the ruler of one of the domains (Lord Soth if you're a Dragonlance fan), set off a series of events, then JUMPED AT A ROSE ON HIS BREASTPLATE HE WAS WEARING.

I own all the novels as well, and maybe one out of the series even had what could be considered a happy ending. Personally I thought it was pretty awesome. I would never want my character to get stuck there.

I'd recommend Planescape for cross-over background first. :twisted:

_________________
Nhalis Sauvan - Flamboyantly Amusing Brasskin-Bard
Zal Marrak - Druid with a case of Shifter [inactive]


 
      
TormakSaber
 
PostPosted: Thu, Sep 09 2010, 20:10 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

The only setting we cross over with is Planescape. Sigil exiss, as does the Greyhawk cosmology. For example, the Houuse of the Triad in the forgotten realms, is a domain that exists in the Seven Mounting Realms of Celestia. Silvanus' land exists in the Beastlands. etc.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
QPR
 
PostPosted: Fri, Sep 10 2010, 1:27 AM 

User avatar

Player

Joined: 21 Sep 2008
Location: Norway

The Complete Rangers Handbook from 2e is a great source for ranger kit inspiration. The Beastmaster entry is very good:

Beastmaster
Description: A wanderer, the Beastmaster has a natural affinity for animals; in fact, he has a limited form of telepathic communication with them. This is often the result of a magical bond with the Animal Kingdom, formed either at the time of his birth or upon reaching young adulthood. Unlike other adventurers, the Beastmaster does not command, train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor is he comfortable in civilized lands.

Requirements: Standard.

Primary Terrain: Any outdoor land.

Role: Beastmasters tend to walk alone, accompanied only by the fierce natural beasts that are their friends and allies. Traveling the fringes of settled lands, the Beastmaster has small use for the trappings of civilization, but even less for the minions of evil, particularly those of a magical or priestly nature. Thus, a Beastmaster will often find himself aiding the oppressed or enslaved, and pitted against the cruelties of evil priests or wizards and their allies.

Secondary Skills: Hunter, Fisher.

Weapon Proficiencies: A Beastmaster is initially limited to weapons that he can make himself: axe (any), club, dagger, dart, javelin, knife, quarterstaff, sling, or spear.

Nonweapon Proficiencies: Bonus: None, but see Special Benefits. Recommended: Agriculture, Bowyer/Fletcher, Endurance, Hunting, Leather working, Running, Swimming, Weather Sense. Optional: See Weaponsmithing (Crude) in the Mountain Man section).

Barred: Armorer, Etiquette, Heraldry, Navigation, Weaponsmithing.

Armor/Equipment: The Beastmaster starts only with leather armor and weapons he has made.

Species Enemy: Standard.

Followers: None, but see Special Benefits.

Special Benefits:

Stealth: The Beastmaster has a +5% chance to hide in natural surroundings.

Animal Henchmen: Although a Beastmaster receives no special followers at high level, he can acquire normal or giant animals as henchmen. He may acquire them at any level, and their number depends on his Charisma. If these animals are slain or driven away, they can be replaced by new animals without penalty (though this may take some time).

Animal Telepathy: The Beastmaster can establish telepathic communication with any normal or giant animal within 30', if he does nothing else in the round. The animal must have a minimum Intelligence of 1. This has the following benefits:

· The Beastmaster can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

· The Beastmaster can recruit an animal he has befriended as a henchman if he is not at his limit and if the creature fails a saving throw vs. rods. The saving throw is penalized by -1 for every three levels of experience the Beastmaster has earned. At the DM's option, animals may present themselves for recruitment in the same way that followers appear to other rangers.

Animal Bonding: The Beastmaster forms a mental bond with any animal he recruits as a henchman. There is no distance limit, but this ability does not cross planar boundaries. This bond has the following effects:

· The Beastmaster can communicate directly with any animal henchman to which he has a bond. This gives him the ability to directly explain tricks or tasks he wishes the animal to attempt, or to communicate needs and desires. Conversely, the animal can also communicate its needs and desires to him.

· He can see through the eyes of the animal by concentrating on the mental link. He can see through the eyes of one creature in a round (himself included).

· He has the animal lore proficiency with respect to the bonded animal. Furthermore, if he is mentally linked to the animal, success with the proficiency is automatic.

· Every time the Beastmaster gains a level, all of his current animal henchmen gain an additional hit point.

Animal Horde: At 9th level, the Beastmaster can summon a horde of wild animals to fight for him. They must come from a land that he controls, and it takes one week to gather them.

They can be brought together only for some great purpose that can be explained simply. Up to 100 Hit Dice of animals per level of the Beastmaster will come. For every 10 animals, there will be a pack leader with one additional Hit Die and maximum hit points. The horde will stay together for one week for each level of the Beastmaster. There is no record of a Beastmaster summoning more than one horde in a year.

Optional Rule: The Beastmaster can split his experience award, giving up to half of his earned experience to any or all of his animal henchmen that played a role in the adventure. Such henchmen advance on the Fighter Experience Table, receiving +1 to attack rolls and +3 hit points for every level gained.

Special Hindrances:

Empathic Shock: The Beastmaster feels pain when one of his henchmen is wounded, suffering a -2 penalty to all rolls in the next round. If he is mentally linked with a henchman when it is killed, he suffers a -2 penalty to all rolls for the next 24 hours.

Unruly Allies: The Beastmaster's animal henchmen are free to come, go, or act as they will. Any attempt to arbitrarily restrict or regulate their freedom, or habitually ignoring their needs and desires, will result in resentment, sulkiness, and possible abandonment.

Outcast: The Beastmaster suffers a -1 penalty to reaction rolls by common NPCs, and a -2 when dealing with a civilized aristocracy. Further, his maximum effective Charisma when dealing with his own race is 15.

Limited Funds: The Beastmaster starts with 1d4 - 10 gp.

No Fortress: At no time will the Beastmaster build a fortress. At 9th level, he may establish himself as the protector of an area of land equivalent to a barony.
-------------------------------------------------
Theese are 2e rules, so it is for inspiration only.

_________________
"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Charles1810
 
PostPosted: Fri, Sep 10 2010, 8:20 AM 

User avatar

Player

Joined: 17 Sep 2007
Location: Hubbard, Ohio

The Feys special ability to shift into a elf, was looking for any lore behind it. As well have always rped this as like a druids shapechange ability that you become the shape, and it is not an illusion such as polymorph self

_________________
Lieutenant Belalad Feiwallyan

((Please take note if you PM me and you are ignored resend to me in 1-3days, it is likely due to not realizing I got mail))


 
      
Dergaii
 
PostPosted: Fri, Sep 10 2010, 8:24 AM 

User avatar

Player

Joined: 01 Jun 2007
Location: Waffles, Beer & Chocolate

I wouldn't know about the fey ability. (Besides that their form is always inherent to their nature, which should mean their form could change)

But polymorph self is not an illusion but a transmutation. You actually change into the beast when you cast the spell.


 
      
TormakSaber
 
PostPosted: Fri, Sep 10 2010, 8:33 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

There's no lore behind it at all. It's just there.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Charles1810
 
PostPosted: Fri, Sep 10 2010, 8:43 AM 

User avatar

Player

Joined: 17 Sep 2007
Location: Hubbard, Ohio

TormakSaber wrote:
There's no lore behind it at all. It's just there.


Mkay than... thanks Tormak.

_________________
Lieutenant Belalad Feiwallyan

((Please take note if you PM me and you are ignored resend to me in 1-3days, it is likely due to not realizing I got mail))


 
      
Glyph
 
PostPosted: Fri, Sep 10 2010, 14:10 PM 

User avatar

Player

Joined: 10 Jun 2010

I thought the lore behind that one was that since elves are fey it comes naturaly to...other types of fey, to 'shift' into an elf?

fey lore is very not in the core manuals =(


 
      
TormakSaber
 
PostPosted: Fri, Sep 10 2010, 16:29 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

4e trash.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Jyro X
 
PostPosted: Sun, Sep 12 2010, 22:24 PM 

User avatar

Player

Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

If I could get any and all lore on the programming of a golem (non earth elemental-spirit type/completely mechanical), it would be greatly appreciated.

My PC Marister has spent a considerable amount of his time researching them in-game now and has found several sources of information but he has crafted a couple of books in-particular that teach him what he needs to know about crafting a golem and programming it.

These books are:
Golem Field Guide
Golem Secrets

He also has:
Golem Plan (schematic/diagram)

If I could get a DM to PM me with the basic contents of each books (especially golem secrets), so I can continue his RP in a proper way without having to just wing it and make up things as I go (I know it's more than frowned upon), I would be greatly appreciative.

_________________
Image
Image


 
      
TormakSaber
 
PostPosted: Mon, Sep 13 2010, 0:30 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Quote:
(non earth elemental-spirit type/completely mechanical),


Doesn't tend to exist. All golems are powered by the elemental spirit.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Jyro X
 
PostPosted: Mon, Sep 13 2010, 2:10 AM 

User avatar

Player

Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

TormakSaber wrote:
Quote:
(non earth elemental-spirit type/completely mechanical),


Doesn't tend to exist. All golems are powered by the elemental spirit.

As I thought, however in-game research, also fueled by Maias tends to state otherwise.

_________________
Image
Image


 
      
TormakSaber
 
PostPosted: Mon, Sep 13 2010, 2:10 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Then it is ultimately incorrect. All golems have an animating spirit. That's why they're animate to begin with.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Jyro X
 
PostPosted: Mon, Sep 13 2010, 2:20 AM 

User avatar

Player

Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

TormakSaber wrote:
Then it is ultimately incorrect. All golems have an animating spirit. That's why they're animate to begin with.

Let me extrapolate. I wanted to avoid it to prevent spoilers and other players meta-gaming the information.

Building a golem shell with all the traditional components, including the Gear Heart which contains the golem's programming. I would then work/program the Gear Heart to give the golem commands (see: move actions). On the day of the golem's activation, I would thereby activate the Gear Heart to cast the spell Animate Object and then Permanency on the golem to achieve the same effect as enslaving an earth elemental. Transforming the Gear Heart into something of a magical item.

I would program each one to have a kill-switch of sorts that would order the golem to stop moving/acting, etc.

I can give full detailed explanations of each programming routine but I wanted to be able to make sure that I was following proper RP by requesting the contents of these books before I started just spouting what was in them.

Technically, and lore-wise, it is very possible to create a golem without enslaving an earth elemental. Not without magic however, unless someone has supreme technological understanding in Amia and can create real robots. My version would be, for all intents and purposes, a robot. But ran by magic as opposed to electricity.

_________________
Image
Image


 
      
Grymia
 
PostPosted: Mon, Sep 13 2010, 2:23 AM 

User avatar

Player

Joined: 14 Dec 2004
Location: Kohlingen, and a Basement in Canada

I don't see why there couldn't be another researched way, but it'd take time, research, and some damn creative thinking.


 
      
Jyro X
 
PostPosted: Mon, Sep 13 2010, 2:24 AM 

User avatar

Player

Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

Grymia wrote:
I don't see why there couldn't be another researched way, but it'd take time, research, and some damn creative thinking.

That's what Marister has been doing. Lol.

_________________
Image
Image


 
      
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 6275 posts ]  Go to page Previous  1 ... 57, 58, 59, 60, 61, 62, 63 ... 126  Next


Who is online

Users browsing this forum: No registered users and 20 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group