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Dragonlance Chronicles

Flickr Dungeons and Dragons Tag Feed - Mon, 05/25/2015 - 08:51

b316728 has added a photo to the pool:

Dragonlance Chronicles

Dragonlance Chronicles by Margaret Weis & Tracy Hickman, British Collector's Edition, TSR/Penguin, 1988. ISBN 0-14-011540-4.

Categories: Dungeons and Dragons

Dekanter Goblin

Flickr Dungeons and Dragons Tag Feed - Sat, 05/23/2015 - 18:30

ridureyu1 has added a photo to the pool:

Dekanter Goblin

Bizarre, mutated goblinoids from the Dekanter mines little resemble their kin.

Categories: Dungeons and Dragons

Caller In Darkness

Flickr Dungeons and Dragons Tag Feed - Sat, 05/23/2015 - 18:30

ridureyu1 has added a photo to the pool:

Caller In Darkness

Many spirits have joined together, becoming a cacophany of the netherworld.

Categories: Dungeons and Dragons

Nightmare

Flickr Dungeons and Dragons Tag Feed - Fri, 05/22/2015 - 12:00

Alma de Boneca has added a photo to the pool:

Nightmare

Categories: Dungeons and Dragons

Di Undici Foglie - Subcreation of the First Illustration - Dino Olivieri

Flickr Dungeons and Dragons Tag Feed - Thu, 05/21/2015 - 08:15

! / dino olivieri / www.onyrix.com has added a photo to the pool:

Di Undici Foglie - Subcreation of the First Illustration - Dino Olivieri

this is the subcreation process of the first illustration of my next real book (not an ebook) "Di Undici Foglie".

Please support me and pre-order at:
www.kapipal.com/di-undici-foglie

illustrazione tratta dal mio nuovo romanzo cartaceo (non un ebook) "Di Undici Foglie".

Perfavore contribuite alla causa e pre-acquistate su:
www.kapipal.com/di-undici-foglie

Illustration from ebook "Di Undici Foglie" by Dino Olivieri
Luce - Di Undici Foglie © Dino Olivieri (low res)
all rights reserved.

More amazing stories on www.onyrix.com
More productions on www.umamu.org
Follow me at twitter.com/OlivieriDino
FB: www.facebook.com/dino.olivieri.35
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Videos: www.youtube.com/user/onyrix/

Categories: Dungeons and Dragons

In honor of Letterman: Top 10 Funniest Things PC’s Said

dungeonmastering.com - Thu, 05/21/2015 - 01:57
Tonight, David Letterman (along with the help of the irreplaceable Bill Murray) read his very last Top Ten List.  In homage to Dave & the countless laughs he caused, here is a D&D list of the...

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Fire Snake

Flickr Dungeons and Dragons Tag Feed - Wed, 05/20/2015 - 18:39

ridureyu1 has added a photo to the pool:

Fire Snake

And now the SNAKES are on FIRE!!!!

Categories: Dungeons and Dragons

Feats

Wizards of the Coast D&D - Mon, 05/18/2015 - 13:55
Type: FeaturesAuthor: Jeremy CrawfordSubtitle: Sage AdviceBanner: Thumbnail (869x490): Text: 

This month’s Sage Advice is concerned with some feats that have sparked questions. Remember that feats are available to your character at the discretion of your Dungeon Master. As you read the answers to the questions below, keep chapter 6, “Customization Options,” of the Player’s Handbook handy. In a few spots, you’ll see a reference in parentheses to a page in that book.

If you have questions for a future installment of Sage Advice, please send them to sageadvice@wizards.com.

Crossbow Expert

Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you normally suffer disadvantage (PH, 195). The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow.

When designing a feat with a narrow use, we consider adding at least one element that can benefit a character more broadly—a bit of mastery that your character brings from one situation to another. The second benefit of Crossbow Expert is such an element, as is the first benefit of Great Weapon Master. That element in Crossbow Expert shows that some of the character’s expertise with one type of thing—crossbows, in this case—transfers to other things.

Do the first and third benefits of Crossbow Expert turn a hand crossbow into a semiautomatic weapon? The short answer is no.

The first benefit of the feat lets you ignore the loading property (PH, 147) of the hand crossbow if you’re proficient with that weapon. The upshot is that you can fire it more than once if you have a feature like Extra Attack. You’re still limited, however, by the fact that the weapon has the ammunition property (PH, 146). The latter property requires you to have a bolt to fire from the hand crossbow, and the hand crossbow isn’t going to load itself (unless it’s magical or a gnomish invention). You need to load each bolt into the weapon, and doing so requires a hand.

To dig deeper into this point, take a look at the following sentence in the definition of the ammunition property: “Drawing the ammunition from a quiver, case, or other container is part of the attack.” The sentence tells us two important things. First, you’re assumed to be drawing—that is, extracting with your hand—the ammunition from a container. Second, the act of drawing the ammunition is included in the attack and therefore doesn’t require its own action and doesn’t use up your free interaction with an object on your turn.

What does that all mean for a hand crossbow? It means Crossbow Expert makes it possible to fire a hand crossbow more than once with a feature like Extra Attack, provided that you have enough ammunition and you have a hand free to load it for each shot.

Does Crossbow Expert let you fire a hand crossbow and then fire it again as a bonus action? It does! Take a look at the feat’s third benefit. It says you can attack with a hand crossbow as a bonus action when you use the Attack action to attack with a one-handed weapon. A hand crossbow is a one-handed weapon, so it can, indeed, be used for both attacks, assuming you have a hand free to load the hand crossbow between the two attacks.

Lucky

How does the Lucky feat interact with advantage and disadvantage? The Lucky feat lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have disadvantage, since the feat doesn’t say it gets rid of it, but you do get to pick the die.

The Lucky feat is a great example of an exception to a general rule. The general rule I have in mind is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they conflict with each other (PH, 7).

Magic Initiate

If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell.

If you have spell slots, can you use them to cast the 1st-level spell you learn with the Magic Initiate feat? Yes, but only if the class you pick for the feat is one of your classes. For example, if you pick sorcerer and you are a sorcerer, the Spellcasting feature for that class tells you that you can use your spell slots to cast the sorcerer spells you know, so you can use your spell slots to cast the 1st-level sorcerer spell you learn from Magic Initiate. Similarly, if you are a wizard and pick that class for the feat, you learn a 1st-level wizard spell, which you could add to your spellbook and subsequently prepare.

In short, you must follow your character’s normal spellcasting rules, which determine whether you can expend spell slots on the 1st-level spell you learn from Magic Initiate.

Polearm Master

The first sentence of the Polearm Master feat mentions reach weapons, and goes on to benefit the quarterstaff.  Does this make the quarterstaff a reach weapon if its user has this feat? No, the feat would tell you if the quarterstaff gained the reach property.

Can I add my Strength modifier to the damage of the bonus attack that Polearm Master gives me? Yep! If you have the feat and use the Attack action to attack with a glaive, halberd, or quarterstaff, you can also strike with the weapon’s opposite end as a bonus action. For that bonus attack, you add your ability modifier to the attack roll, as you do whenever you attack with that weapon, and if you hit, you add the same ability modifier to the damage roll, which is normal for weapon damage rolls (PH, 196).

A specific rule, such as the rule for two-weapon fighting (PH, 195), might break the general rule by telling you not to add your ability modifier to the damage. Polearm Master doesn’t do that.

About the Author

Jeremy Crawford is the co-lead designer of fifth edition Dungeons & Dragons, as well as the game’s managing editor. He was the lead designer of the new Player’s Handbook and one of the leads on the Dungeon Master’s Guide. He has worked on many other D&D books since coming to Wizards of the Coast in 2007. You can reach him on Twitter (@JeremyECrawford).

Publication date: 05/18/2015Introduction: Sometimes you want to customize your character, and the character’s class doesn’t have what you’re looking for. In that situation, feats are a great option.Tags: Featuresexternal_urls: Texture banner: HideBanner video: 

8 ways to make PC’s somewhat ‘super’ with Hero Points

dungeonmastering.com - Mon, 05/18/2015 - 01:54
So Superheroes are pretty much everywhere & are only going to become more widespread.   In addition to the plethora of these movies that have already come out, (seriously, we kept losing track...

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Mantis Bears: The Silent Killer

Flickr Dungeons and Dragons Tag Feed - Sat, 05/16/2015 - 20:06

ridureyu1 has added a photo to the pool:

 The Silent Killer

Nobody ever warns you about mantis bears!

Categories: Dungeons and Dragons

Dragons of the Hourglass Mage

Flickr Dungeons and Dragons Tag Feed - Sat, 05/16/2015 - 04:13

b316728 has added a photo to the pool:

Dragons of the Hourglass Mage

"Dragons of the Highlord skies", The Lost Chronicles Volume III, by Weis and Hickman, WOTC, 2010. ISBN: 978-0-7869-5483-4

Cover art by Matt Stawicki.

PLOT SUMMARY FROM WIKIPEDIA
Licensed CC-BY-SA

Dragons of the Hourglass Mage reveals the motivations behind Raistlin's aspirations to become a god. The events of this novel entirely take place during the same time frame as the events described in Dragons of Spring Dawning.

After Raistlin Majere became a wizard of the Black Robe, he travels to Neraka, the lord city of the Dark Queen, under the excuse of joining her forces, but in reality, he plots his own rise to power. When Takhisis discovers that the dragon orb has entered her city, she dispatches Draconians to find it and to destroy the wizard who protects it. However, Raistlin uncovers Takhisis' plot to seize control of all magic, and he moves to stop her. Meanwhile, Kitiara uth Matar, Raistlin's older sister, follows Takhisis' orders to set a trap for the Gods of Magic on the Night of the Eye.

Categories: Dungeons and Dragons

Venger

Flickr Dungeons and Dragons Tag Feed - Thu, 05/14/2015 - 08:47

Alma de Boneca has added a photo to the pool:

Venger

Categories: Dungeons and Dragons

Dice Rolling Rituals

Wizards of the Coast D&D - Wed, 05/13/2015 - 14:42
Type: FeaturesAuthor: Shelly MazzanobleSubtitle: Community PollBanner: Thumbnail (869x490): Text: 

Sure, we all want to believe we didn't totally bite it falling off that cliff because we’re athletic powerhouses, or that ship captain was compelled to toss his passengers overboard in favor of taking you and your party to your final destination because you’re so darn cute and charming. More likely it was the result of a successful die roll.

The dice in D&D carry a lot of power. Your fate is (literally and figuratively) in your own hands. Because of that, we know you’re not above encouraging fate to lean a little in your favor. Do you blow on your dice before rolling? Maybe only roll them to the left of your Player’s Handbook? Perhaps you roll all of your d20’s upon first sitting down and discard any that roll below a 12?

Whatever you do, we want to hear about your dice rolling rituals.

Your submission may appear in a future issue of Dragon+ or on a D&D social media site.

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Rituals Heard Around the Office

We asked some D&D players around the office if they have any dice rolling rituals. Here’s a few from those willing to cop to it:

Test your dice! Roll each of my d20’s (because seriously, who only carries one?) to see which one is rolling well. But never stop rolling one if it hits a 20. The next one probably won’t be another 20. – Emi Tanji

I never trust random sets of dice, or borrowed dice. They always betray me. I have a dice bag full of trusted sets that won't fail me. If a d20 ever rolls two 1s in a row, it needs to be set off to pasture. Pasture is normally across the room. – Chris Dupuis

I keep my dice in a bag made by one of my favorite artists, Beth Trott. Even if I have only one of everything else, I have at least three d20 in case one of them is cold. Then I can switch it up. I never use dice that I think are ugly. – Kate Irwin

I don't have a ritual “pre-roll” but I will punish them if they roll poorly by putting them in time out back in my dice bag. – Hilary Ross

If one of my d20s is rolling particularly poor during a game session I will take it out of the rotation, basically bench it on the sideline for the rest of the game. Then when I get home I’ll take all of my d20s and line them up in front of the microwave then take the “bad” d20 and put it in the microwave and slowly and deliberately hit the buttons. I hit start and it is the longest 5 seconds in any d20s life. It isn’t long enough to hurt the die but it does send a message to the rest of them. – Anonymous

Publication date: 05/13/2015Introduction: We know you got ‘em. Time to share!Tags: Featuresexternal_urls: Texture banner: ShowBanner video: 

Green Dragon

Flickr Dungeons and Dragons Tag Feed - Tue, 05/12/2015 - 18:11

ridureyu1 has added a photo to the pool:

Green Dragon

They spew acidic poison! And chlorine.

Categories: Dungeons and Dragons

Drow Temple Revamped (Hill Giant)

Flickr Dungeons and Dragons Tag Feed - Tue, 05/12/2015 - 15:49

cpfitz3 has added a photo to the pool:

Drow Temple Revamped (Hill Giant)

This is the temple that is connected with the Hill Giant Lair in our rendition of the old school G1. We turned it into a full blown dungeon crawl.

Categories: Dungeons and Dragons

Werebears: Rhora Garda & Cyrus B. Mehitable

Flickr Dungeons and Dragons Tag Feed - Tue, 05/12/2015 - 11:17

erickesler has added a photo to the pool:

 Rhora Garda & Cyrus B. Mehitable

Cyrus B. Mehitable helps the younger lycanthrope, Rhora Garda, learn how to reign in her bestial impulses in the Trollheim hills of the western highlands of the Kingdom of Vestland.

Rhora Garda 20 years old

Magic-User (16,803 XP)

AC 2/1vs first two attacks (bracers of defense AC 4, collar of protection +2); M-U 4; hp 21; #AT staff or spell; D 1d6+3 (str bonus included) or spell ; Move 120' (40'); Save M-U 4 (collar of protection +2); ML 8; AL N; S 13; I 16; W 9; D 9; C 16; Ch 9; THAC0 19/16 with staff (str & mastery bonus included)

Weapon Mastery
Staff [P=A]
Level: Sk; Range: n/a; Damage: 1d6+2; Defense: A: -1 AC/2; Special Effect: Deflect (1)

Dagger [P=H]
Level: BS; Range: 10/20/30; Damage: 1d4; Defense: n/a; Special Effect: n/a

General Skills
Alchemy, Magical Engineering + 4 more

Alchemy: (Intelligence) This skill provides the ability to recognize and identify common alchemical substances, potions, and poisons. Success with this skill will allow a character to create an antidote potion for one specific type of poison—if the DM says that this is possible in his campaign.

Magical Engineering: (Intelligence) This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication of magical artifacts. It does allow the character to recognize most common magical items with a successful skill roll. It doesn't allow a character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones.

Werebear (0 XP)

AC 1 (collar of protection +2 & dex penalty); Werebear: NM (6HD); hp 54; #AT 2 claws, 1 bite & bear hug; D 2d4+2, 2d4+2, 2d8+2 & 2d8+2 (str bonus included); Move 120' (40'); Save F6 (collar of protection +2); ML 8; AL N; S 16; I 16; W 7; D 7; C 18; Ch 8; THAC0 11 (str bonus included)

Werebear General Skills
Self Control, Survial, Tracking + 2 more

Self Control: (Wisdom) A lycanthrope with this skill gains a +2 bonus to saving throws vs. spells when attempting to retain his alignment. In addition a character who has failed to retain his alignment may roll a Self Control check once each turn at a -2 penalty plus any penalties which affected the initial saving throw vs. spells. On a successful check, the werecreature regains his normal alignment. (PC 4)

Survival (mountain/hill): (Intelligence) This skill allows the character to easily find food (especially vegetables and fruits), shelter, and water in a single type of terrain.

A character with the Survival skill forages automatically in fertile areas, even when on the move. If he is trying to supply more than just himself, he must make a skill check at a + 1 penalty to his die roll for each additional person that he is trying to supply. He must roll each day, and failure indicates that he has not found enough food for everyone he is trying to supply.

Tracking: (Intelligence) The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth).y

Werebear Abilities

Natural Attacks: In combat, werebears have three attacks; 2 claw attacks for 2d4 points of damage each; and 1 bite attack for 2d8 points of damage. Werebears can hug for 2d8 points of damage (in addition to normal damage) if both paws hit the same target in one round. Bonus for exceptional strength may be added to the damage inflicted by these attacks.

Involuntary Transformation: Must take bear form the night of the full moon, as well as the night immediately preceding or following. May attempt to resist an involuntary change by making a saving throw vs. spells (use the were-form’s saving throws.) The saving throw is at a -4 if there is a full moon, -2 on the night just before or just after the full moon, and no adjustment for sunrise.

Voluntary Transformation: Character is of sufficient level to transform at will, regardless of the date or time, without a constitution check. The transformation takes 11 rounds.

Resisting Alignment Changes: When transforming, may make a saving throw vs. spells (use the were-bears’s saving throws) to avoid an alignment change. Transforming voluntarily adds a +4 bonus to the saving throw.

Communication: May converse with bears and were-bears while in were-bear form.

Immunity: In bear form, may only be harmed by silver or magical weapons.

Summoning: Can summon 1d2 normal bears (except cave bears), provided some are in the area. Bears arrive in 1d4 rounds if in the immediate vicinity; otherwise, 1d4 turns.

Categories: Dungeons and Dragons

Werebears: Rhora Garda & Cyrus B. Mehitable

Flickr Dungeons and Dragons Tag Feed - Tue, 05/12/2015 - 11:17

erickesler has added a photo to the pool:

 Rhora Garda & Cyrus B. Mehitable

Cyrus B. Mehitable helps the younger lycanthrope, Rhora Garda, learn how to reign in her bestial impulses in the Trollheim hills of the western highlands of the Kingdom of Vestland.

Rhora Garda 20 years old

Magic-User (16,803 XP)

AC 2/1vs first two attacks (bracers of defense AC 4, collar of protection +2); M-U 4; hp 21; #AT staff or spell; D 1d6+3 (str bonus included) or spell ; Move 120' (40'); Save M-U 4 (collar of protection +2); ML 8; AL N; S 13; I 16; W 9; D 9; C 16; Ch 9; THAC0 19/16 with staff (str & mastery bonus included)

Weapon Mastery
Staff [P=A]
Level: Sk; Range: n/a; Damage: 1d6+2; Defense: A: -1 AC/2; Special Effect: Deflect (1)

Dagger [P=H]
Level: BS; Range: 10/20/30; Damage: 1d4; Defense: n/a; Special Effect: n/a

General Skills
Alchemy, Magical Engineering + 4 more

Alchemy: (Intelligence) This skill provides the ability to recognize and identify common alchemical substances, potions, and poisons. Success with this skill will allow a character to create an antidote potion for one specific type of poison—if the DM says that this is possible in his campaign.

Magical Engineering: (Intelligence) This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication of magical artifacts. It does allow the character to recognize most common magical items with a successful skill roll. It doesn't allow a character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones.

Werebear (0 XP)

AC 1 (collar of protection +2 & dex penalty); Werebear: NM (6HD); hp 54; #AT 2 claws, 1 bite & bear hug; D 2d4+2, 2d4+2, 2d8+2 & 2d8+2 (str bonus included); Move 120' (40'); Save F6 (collar of protection +2); ML 8; AL N; S 16; I 16; W 7; D 7; C 18; Ch 8; THAC0 11 (str bonus included)

Werebear General Skills
Self Control, Survial, Tracking + 2 more

Self Control: (Wisdom) A lycanthrope with this skill gains a +2 bonus to saving throws vs. spells when attempting to retain his alignment. In addition a character who has failed to retain his alignment may roll a Self Control check once each turn at a -2 penalty plus any penalties which affected the initial saving throw vs. spells. On a successful check, the werecreature regains his normal alignment. (PC 4)

Survival (mountain/hill): (Intelligence) This skill allows the character to easily find food (especially vegetables and fruits), shelter, and water in a single type of terrain.

A character with the Survival skill forages automatically in fertile areas, even when on the move. If he is trying to supply more than just himself, he must make a skill check at a + 1 penalty to his die roll for each additional person that he is trying to supply. He must roll each day, and failure indicates that he has not found enough food for everyone he is trying to supply.

Tracking: (Intelligence) The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth).y

Werebear Abilities

Natural Attacks: In combat, werebears have three attacks; 2 claw attacks for 2d4 points of damage each; and 1 bite attack for 2d8 points of damage. Werebears can hug for 2d8 points of damage (in addition to normal damage) if both paws hit the same target in one round. Bonus for exceptional strength may be added to the damage inflicted by these attacks.

Involuntary Transformation: Must take bear form the night of the full moon, as well as the night immediately preceding or following. May attempt to resist an involuntary change by making a saving throw vs. spells (use the were-form’s saving throws.) The saving throw is at a -4 if there is a full moon, -2 on the night just before or just after the full moon, and no adjustment for sunrise.

Voluntary Transformation: Character is of sufficient level to transform at will, regardless of the date or time, without a constitution check. The transformation takes 11 rounds.

Resisting Alignment Changes: When transforming, may make a saving throw vs. spells (use the were-bears’s saving throws) to avoid an alignment change. Transforming voluntarily adds a +4 bonus to the saving throw.

Communication: May converse with bears and were-bears while in were-bear form.

Immunity: In bear form, may only be harmed by silver or magical weapons.

Summoning: Can summon 1d2 normal bears (except cave bears), provided some are in the area. Bears arrive in 1d4 rounds if in the immediate vicinity; otherwise, 1d4 turns.

Categories: Dungeons and Dragons

5e Magic Item Conversions

Newbie DM - Tue, 05/12/2015 - 08:28

I’m enjoying converting older D&D material into 5e. I’ve done races and monsters, and now I’m tackling magical items.

I put together a document with conversion for items from two older books filled with magic: 2e’s Tome of Magic by David Cook, and 1e’s The Magister by Ed Greenwood.

I obviously didn’t convert all the items in those books, just a selected few. I tried to avoid items that were either too mechanically complex for what (I believe) 5e does with its items, and I also tried to avoid any overlap with existing items.

For some items I had to get creative and use the item as inspiration, rather than a straight up conversion.

Here’s an example of one of the items:

Screen Shot 2015-05-12 at 9.24.07 AM

Anyway, you can find the document here.

I’d love to get some feedback, let me know if you end up using any of them!

If you would like to support NewbieDM.com, perhaps you’d consider visiting Amazon.com for your next rpg related purchase. Check out the following products:

World of Greyhawk AD&D Boxed Set

Menzoberranzan AD&D Boxed Set

Conquest of Nerath: A D&D Boardgame

Legend of Drizzt: A D&D Boardgame


Pritchard "Prit" Crankbit

Flickr Dungeons and Dragons Tag Feed - Mon, 05/11/2015 - 18:29

erickesler has added a photo to the pool:

Pritchard "Prit" Crankbit

Pritchard "Prit" Crankbit is a sky gnome that our heroes encountered in the formerly inescapable Tomb of Amun-Re.

When found, Prit had been tunneling a narrow path between the pyramid stones with a spoon for decades. He was very squirrelly and speaking with a lisp, a consequence of years of solitude in a haunted and enchanted locale.

Prit now resides in the City of Selenica, having recovered his body and mind. Most of his contraptions still incorporate spoons of various sizes.

AC 5 (Ring of Protection +2 & Dex bonus); Sky Gnome Lvl 4 (5 HD); hp 28; #AT 1 spanner and/or 1 spoon; D 1d6 and/or 1d2; Move 120' (40'); Save D4; ML 8; AL L; S 9; I 15; W 13; D 17; C 9; Ch 9; THAC0 15

Weapon Mastery
Basic Skill in all weapons like all demi-humans & one open slot. Prit doesn't carry weapons.

General Skills
Escape, Fantasy Physics, Knowledge of Market Value, Machine Building, Navigation, Piloting (Air Based)

Fantasy Physics: This wisdom based skill is unique to gnomes and is possessed by few other races. If a non-gnomish character takes this skill it suffers a permanent penalty of -1 on skill checks. This skill is the ability to design a device for carrying out some complex function based on pseudo - technological theory. Fantasy physics is the principle that if something looks as if it ought to work, even though its workings may not be physically possible, the odds are that it will work. (PC #2)

Machine Building: This intelligence based skill is unique to gnomes and is possessed by few other races. Non-gnomes may learn this skill but these characters always suffer a penalty of -1 to the skill roll.

This skill is the practical complement to Fantasy Physics. This skill covers the practical application of building absurd gnomish devices. It is the ability to take a Fantasy Physics plan and make it work. (PC #2)

Categories: Dungeons and Dragons

Adventure Time: Elemental Evil

Wizards of the Coast D&D - Mon, 05/11/2015 - 12:22
Type: FeaturesSubtitle: D&D PodcastBanner: Thumbnail (869x490): Text: 

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design.

In this episode, we explore the Princes of the Apocalypse with game designer and author Rich Baker. As a designer at Sasquatch Game Studio, you can also follow Rich at Atomic Dragon Battleship.

And then, it’s Adventure Time with none other than Pendleton Ward! In case you’ve never caught the show (then shame on you!), you can watch clips and full episodes on the Cartoon Network.

Hosts: Bart Carroll, Shelly Mazzanoble, Trevor Kidd

Publication date: 05/11/2015Introduction: We talk with veteran game designer Rich Baker about Princes of the Apocalypse. And then a visit with Adventure Time’s Pendleton Ward!Tags: Podcastexternal_urls:  External url: http://media.wizards.com/2015/podcasts/dnd/DnDPodcast_05_08_2015.mp3External url description: Adventure Time: Elemental Evil Podcast Texture banner: HideBanner video: 
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