View Profile: ElectricDragon - Morrus' Unofficial Tabletop RPG News
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    Friday, 17th May, 2019, 03:44 AM
    Robe of Bones Moderate Necromancy (Evil), CL 9 Prerequisites: The complete skins of 2 goblins, 2 human commoners, and 2 wolves; 12 dead bodies (4 goblins, 4 human commoners, 4 wolves); 12 gems (4-25 gp black opals, 6-50 gp black opals, and 2-100 gp black opals); Craft Wondrous Item feat; animate dead; fabricate; shrink item; Hollow Night holiday; Hollow Night ritual site. Note: Skinning a...
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  • ElectricDragon's Avatar
    Thursday, 16th May, 2019, 10:01 AM
    Mace of Terror Strong Necromancy, CL 13 Prerequisites: A masterwork heavy mace; Craft Magical Arms and Armor feat; fear; an obsidian altar dedicated to Nethrancor and prepared with unhallow and bless; ~5 lbs. of sulphur; ~ 5 lb. of brimstone; and a cold iron brazier (500 gp). Offering: A lock of hair from a marilith Offering: A horn of a horned devil (cornugon) or a tooth of a bone devil...
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    Monday, 13th May, 2019, 10:59 AM
    Life-Drinker Strong Necromancy, CL 13. Prerequisites: Masterwork cold iron greataxe; 1 vampire (bound with magical chains sequester, and 1 day] and beheaded with the greataxe); a sacrificial altar dedicated to Nethrancor; an iron unholy symbol of Nethrancor; Craft Magical Arms and Armor feat; an iron brazier; 1 ounce of sandlewood (25 gp) and 1 ounce of sulphur (10 gp); and a gem of at least...
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  • ElectricDragon's Avatar
    Sunday, 12th May, 2019, 01:50 AM
    Please excuse my long absence, it was unavoidable. The Trappings of Death The last type of dark secret that Nethrancor will trade and only to undead creatures consists of recipes for magic items associated with death, undeath, and necromancy. These are further categorized as common items (those listed in the Core Rules) and special items (those created by Nethrancor or his followers). Common...
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About ElectricDragon

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January 19, 1959 (60)
About ElectricDragon
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I eat lightning.
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Wednesday, 9th January, 2019

  • 07:19 AM - Samloyal23 quoted ElectricDragon in post Thievery at a gallop.
    Alternatively, you could use Ride-By Attack and Improved Disarm to grab an item from the hand(s) of a wandering nobleman or mage. Disarm sounds better than Grapple. Any other mechanics or abilities I should consider for this class?

Monday, 7th January, 2019

  • 03:41 PM - Celebrim quoted ElectricDragon in post Proper Burials & Undead Origins
    If such is true about negative energy building in an area, so too should positive energy in certain places; suppose if an area were subjected to multiple resurrections, could not a spontaneous resurrection also happen? I guess in theory that could happen, but it would be a truly sacred place indeed, and I've never considered placing anything like that in the world. More likely, with just mortal levels of intervention, you just end up with spontaneously consecrated or hallowed ground. And equivalently level of necromantic taint would just animate bodies as zombies, but would kill living beings that entered into the area. Which, come to think of it, can happen. I should note that there is not in my campaign full equivalence between access to negative energy and access to positive energy. After the God's War, the gods of evil left access to the negative elemental plane more or less unguarded. There is such a thing as a Necromancer. Access to destructive power is comparatively easy. But, t...
  • 06:44 AM - doctorbadwolf quoted ElectricDragon in post Proper Burials & Undead Origins
    If such is true about negative energy building in an area, so too should positive energy in certain places; suppose if an area were subjected to multiple resurrections, could not a spontaneous resurrection also happen? That groks, for me. But, I don't think we have to assume that what happens with negative energy also happens with positive energy. They are different. Perhaps while negative energy festers and feeds on itself, positive energy tends to diffuse and "fill the space", unless acted upon to do otherwise. Also, perhaps positive energy is naturally annihilates negative energy, but when negative energy is present in a much greater amount than the present positive energy, it consumes the positive energy.

Friday, 31st August, 2018

  • 03:13 AM - Celebrim quoted ElectricDragon in post Arrays
    Standard 11,11,11,10,10,10 Nonelite 13,12,11,10,9,8 Elite 15,14,13,12,10,8 Heroic 17,16,15,13,12,10 Legendary 19,17,16,15,14,12 I don't yet understand your intention in posting, but I strive very hard to make most of my NPCs have inferior 'point buys' than my PCs. The PC's are intended in my game to be truly special extraordinary individuals. Only major characters in my game world have 'point buys' equal to the PCs. The BBEG in my game has the same point buy as the PCs. This stands in stark contrast to the stat blocks of most published NPCs, going all the way back to 1e, which tend to have much higher point buys than PCs - often so high as to vastly overshadow the PCs in terms of native talent. I understand why NPCs might need high attributes if they are meant to be foes of the PCs, but this huge inflation in NPCs compared to the PCs always struck me as coming somewhat from a place of DM favoritism and a desire to impress the PC's with the DMs NPCs. Since I really intend to have 1...

Saturday, 23rd June, 2018

  • 12:37 AM - Greenfield quoted ElectricDragon in post Looking for a spell D&D 3.5 or PF
    Hmmm, I was thinking of Donjon card from deck of many things. But how to make someone draw it? That's pretty easy, actually. There have been many descriptions of the Prestidigitation cantrip over the years/editions. One included the phrase "Perform minor tricks as a professional magician could do". I used to be a professional magician. Give me a deck of cards, and I'll let you select "randomly". You'll pick the card I want you to nine out of ten times. It's called "forcing a card", and there are dozens of ways to do it. If you don't like using the Cantrip approach, recall that it simulates specific Sleight of Hand maneuvers a person can do in the real world. That means they should also be possible with a good Sleight of Hand skill check. A person who sees a card force coming, and is determined to pick the top or bottom card, or maybe the seventh card or some such, can foil many types of card forces. But if the choice is truly random, on your part, there won't be anything random about th...

Thursday, 15th March, 2018

  • 02:51 PM - kagayaku quoted ElectricDragon in post How would you roleplay this character? A charismatic but stupid, small, monsterous songsmith.
    made up for the actual fearsome features with an innocence and total belief that he was the smartest, wisest, most beautiful, and strongest. He imitated everyone he met and everything he saw. ... I remember the 1/2ogre jumping from the top of the mast of a ship (one mage enlarged him in mid-air) to belly-flop onto a werewolf. Did I mention he wore silver full plate? Hah! Wish I'd have seen it, sounds like a great comic relief character. The belly flop one is actually a very creative, if not entirely sensible, use of that silver plate. xD I like the imitation idea, sounds like an "anything you can do I can do better" character that always gets proved wrong. He's so small and just cute - after he cleans himself up a bit - so people react well to him. He can take advantage of the fact that he is being treated like a precocious kid (13 yrs old?) rather than a full-grown adult. He could have a gift for limericks or four-line "doggerel" poems. I like the 'football cheers' idea; for a twist, s...

Monday, 8th January, 2018

  • 01:54 AM - ad_hoc quoted ElectricDragon in post The Bard's Inspiration Die...
    For Cutting Words, I am unsure what would be appropriate, an across-the-board -1 to all opponents in range seems too powerful for a reaction which assumes instantly affected and not saved until they try something. So maybe Cutting Words doesn't need to be able to affect multiple opponents. Unless it is for a large amount of opponents this is quite a bit weaker than their current ability. Being able to use it after the roll is very powerful. A -1 to attacks likely won't have any effect in the battle. This is the same reason why Shield is stronger than Mage Armour.

Monday, 11th September, 2017

  • 03:39 PM - Horwath quoted ElectricDragon in post Regarding the Mage Hand cantrip spell...
    But whether the "weight no longer held" hits its target or not should be resolved with a die roll, meaning skill. Otherwise dropping things on character's heads would become the go-to tactic of all monsters. "No, I don't have to roll because he is right below me, why did we have to learn how to use swords when this is so much easier?" Have you ever tried to aim with something dropped towards a target 30 feet away? It is difficult at best. Wind, movement of the target, movement of yourself, and not being able to "eyeball it" to see that your aim is true would all come into play. Being 30 feet away would make aiming next to impossible. Yes, the mage hand can drop things, but hitting something with a dropped item should be more of a happy accident rather than the norm. Distraction is easier, just sort of in a general direction, close to its target with no chance to hit. That being said, I would not be opposed to a feat that would allow this feat (haha, get a feat to perform a feat) and maybe one other...

Monday, 7th August, 2017

  • 03:43 AM - Ilbranteloth quoted ElectricDragon in post Deities and 5th Edition
    Deities and Demigods 3.0 and Epic Level Handbook 3.0; There are conversions for 3.5. But is 3.5 similar enough to port them over without overhaul? Deities and Demigods had complete rules for creating your own deity, listing domains, salient divine abilities, portfolios, etc. as well as generic deific abilities available to all gods of a certain rank. I have no trouble making up the gods, I have them done and integral to the campaign. I just wondered if anyone had thought about doing a deity book for 5e (not campaign specific) with rules for making your own gods. Or is it up to me? It is a big job that would take a while, but if there is one in the works already, I can wait. It seems though that this aspect of the game is not being updated, improved, or converted. Am I alone in wanting more than a name for a god? I haven't seen anybody comment on one. Being that it's a "generic" book, that seems like it would be a good one to convert to 5e for DMsGuild. I haven't checked that out in a long time, did...
  • 02:16 AM - Ilbranteloth quoted ElectricDragon in post Deities and 5th Edition
    I recall earlier editions where great adventures were to be had involving the gods personally interacting with the players. Not novice characters, but seasoned adventurers after a long road to fame/infamy. I see Tiamat and want more. I want rules to make my own deities in 5e. Not just lists of domains and holy symbols and alignments; but actual personalities that will work with and in the campaign. And yes, sometimes people just feel the need to take it to the next level and challenge a god. I as DM still want to be prepared for that. The best rules I've seen are a combo of the epic rules and the deity rules from 3.xe (both full of holes and questionable abilities). But I would like to change my campaign to 5e from 3.5 and have lots of gods that no one else has that kind of set the theme of my campaign. Without such framework within which to build my brand of the "heavens and hells" that support and threaten the mortal world; I feel the atmosphere will be lacking a dimension that I feel is a par...

Thursday, 3rd August, 2017

  • 08:52 PM - Tequila Sunrise quoted ElectricDragon in post Permanent Increases in Intelligence Question
    It would still work sometimes, sniff sniff, because there are skills it is useful to have at least one rank in: you can't try them if you don't have a rank in them (mostly what I classify as rogue-type skills, so the skill monkeys should take care of most of them, but a point in a little-used knowledge skill could give you a try for DC 15 knowledge checks whereas without that point, the info is beyond your capability to know). But I agree, the stipulations are somewhat realistic but gameplay suffers. Ah yes, it can be strategic to put just 1 rank in this skill, and only enough ranks in that one to get a +x bonus. I just like to KIS. :) I'd stipulate that you get your level* in skill points before doing the usual level-up skill point calculation. Otherwise you might wind up with a N/PC with an extra skill point or two. Likewise if a character permanently loses an Int-boosting level, stipulate that the character first loses his level-up skill points, and then his level* in skill points. Alternative...
  • 12:37 AM - Greenfield quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Ok, here's what I've got so far. Help, Comments? Intelligence affects your current total skill points as well as your modifier to Intelligence-based skills. When you gain a point of Intelligence that increases your number of skill points/level; you suddenly find that you understand the skills you had been working on better than before. In game terms: A. you gain a number of skill points equal to your level that must be spent on skills that you have at least one rank in but are not maxed out for your level. B. If you have no skills that fall into this category, these extra points are lost. Descriptive Text You get better at using your Intelligence-based skills just by your Intelligence increasing. You, also, better understand the skills you have already gained. Permanent Intelligence Loss [still not sure why this has to be a part of the rule; but oh well] If the Intelligence loss results in a loss in skill points/level, the number of skill points lost times the level of the character is the num...

Wednesday, 2nd August, 2017

  • 03:09 PM - Tequila Sunrise quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Ok, here's what I've got so far. Help, Comments? I'd drop all the bits you wrote to respond to the "But how can PCs learn skills out of nowhere?!" complaints. So... when I create a character, my typical policy regarding skills is simply to put max ranks into any skill that I put ranks into at all. Same here. Under these rules, what I'd do is simply put 1 rank into a new skill the level before I planned to boost my Int into the next modifier. Then when I achieved the next modifier, I'd max out that skill and top off the skill I took that 1 rank away from. Which'd be annoying, and also demonstrates how unrealistic D&D is in the first place. "My new skill ranks are unrealistic!" --- Complains no player ever.
  • 12:53 PM - Michael Silverbane quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Ok, here's what I've got so far. Help, Comments? B. If you have no skills that fall into this category, these extra points are lost. So... when I create a character, my typical policy regarding skills is simply to put max ranks into any skill that I put ranks into at all. So, for example, playing a human rogue with 10 Intelligence, I have nine skills, each with max ranks. Only when playing a character whose Intelligence changes as they gain levels (an Int-based caster, typically) will I have any skills that are not at max ranks, due to having gained additional skill points at those later levels. This particular bit of this rule would put all of the characters that I make at a disadvantage over characters built using a more haphazard method of skill point allocation. This rule, in fact, causes the characters that I typically would build to lose the skill points that they normally would gain by increasing their Intelligence.

Tuesday, 1st August, 2017

  • 03:39 AM - Tequila Sunrise quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Funny, I know an edition that's very well-balanced and very 'realistic' as well. Or internally consistent, or whatever term you want to use. But by all means, you know your tastes best, both in games and in flame wars. ;) I asked for help in making the rule better; instead you go off again on the tirade of how it is not a good rule and breaks the game and balance suffers and cats and dogs are living together. But no help. I'm not sure why Greenfield won't let this go, but you're totally justified in doing so. You're not going to get any further help here, no new objections. Just more tired rationalizations of comfortable familiarity and RAW faith. If you discover any personal issues with your house rule, it'll be via play itself, so happy gaming! :)

Sunday, 30th July, 2017

  • 05:25 PM - Greenfield quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Thank you for noticing the troll part, I do want to continue this conversation, without all the heated argument. 1. So my explanation for Int loss is not good for you? Negative mods to the skills equal in value to Int lost until reversed? I must have missed that. Who decides which skills get docked? 2. Spreadsheet? Don't know how to use those. pffbb! I am unsure even how that would help. You do need to note which skills have the neg mod from the "permanent" loss, but the actual training does not go away (you still have the same amount of ranks, just some become irrelavent until reversed). I don't know about you, but most character sheets I know of have lots of empty space to record odd things. "If I don't find ways to fill this space; they won't", is my theory. No skill can be totally unlearned by this rule, no new skills can be learned by this rule. Most computerized character generators/character sheets are based on spreadsheets, either directly as premade templates, or indirectly as emulation...

Friday, 28th July, 2017

  • 01:55 AM - Saelorn quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Saelorn says the bonus from magic items is considered permanent after 24 hours. I can find no reference to this, maybe 4e? He also mentions PF rules for bonuses to specific skills. Tried this, not happy with my attempted implementation, dropped it.I can't find it in the SRD, but I can find it in the PFSRD. Going over the headband of intellect, it specifically calls out that you don't gain extra skills from it, and fox's cunning specifically points out that it doesn't grant extra spell slots or skill points, so that's some evidence that the difference between temporary and permanent was only codified in Pathfinder where 3.5 left it as a series of ad hoc rulings. The reason that a magic item grants extra spell slots then, where the spell does not, is just because it specifically says so.

Thursday, 27th July, 2017

  • 06:11 AM - Greenfield quoted ElectricDragon in post Permanent Increases in Intelligence Question
    I'll reply, but I'm going to try and reduce the volume. We're both pretty long winded. So If I, a mage, gain a point of str permanently (that is what we are talking about permanent changes, quit trying to confuse the issue with temporary). and it increases my attack and damage bonus, I do not get to apply it because I am not a melee combatant when I have to resort to melee combat to save my life? Or are you saying I can't change it on my character sheet until I get into melee combat, which may never happen if I'm lucky? Okay. Your Mage gets a bump in STRength. Will he heft his greatsword and go charging into melee? Or a Longsword? A Battle Axe? A Rapier? A Staple-remover? Not if you want the character to live. It applies, but is pretty close to useless. Write it down immediately, of course, but then you'll go back to playing the Mage pretty much as you always have. Why? Because Strength is almost meaningless for a Mage except under the most unusual circumstances. To clarify the "Future...

Wednesday, 26th July, 2017

  • 12:01 AM - Greenfield quoted ElectricDragon in post Permanent Increases in Intelligence Question
    I think I'll dissect this one piece by piece. The increased Intelligence allows you to more fully understand what you have already learned, you can add skill points only to those skills that are not maxed out yet (Spot and Listen come to mind). This is not the modifier, which shows up as increased utility of the skills, the same roll will be met with better results because the skill gets easier to do, rather than by increased capacity with the skill. A point you left off: Can you suddenly become a boyer (bow maker) or blacksmith, even if you've never even fired a bow nor taken time at a forge? (Trust me, there's a lot more to making a bow than just carving up a likely looking piece of wood.) And, of course, my question was, how do you handle INT losses? Which skills do you retroactively lose? You've yet to answer that one. Whereas anyone gets all Str stat bonuses immediately, as they do with Con, Dex, Wis, and Cha; only Intelligence gets the shaft. Only Intelligence gets two parts of it rem...

Saturday, 22nd July, 2017

  • 04:45 PM - Greenfield quoted ElectricDragon in post Permanent Increases in Intelligence Question
    Why not every 3 levels, wouldn't that allow the fighter to keep ? Or even every 2? I remember in 1e AD&D that fighters got 1 attack/level but only against less than 1 HD creatures (goblins and kobolds mostly it seemed, though there were many others). No playtesting? Fair question. Normal progression for a Fighter is: Iterative attacks at levels 6, 11, and 16. 21 would be next, but that's in Epic range and the rules change there. No more BAB progression. Alternate progression for a Fighter is: Iterative attacks at 5, 9, 13, and 17. 21 would be next etc etc etc... So the fighter gets one extra attack by the end of his BAB progression. The numbers meshed pretty neatly. Additionally the fighter gets his/her first bump at the same level Wizard gets Fireball and Lightning bolt, their first big-boom area spells. Again, the numbers meshed pretty neatly. In a way, though, you could call our last several campaigns the "beta test". We might try a different progression. But four and five interchange...


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