View Profile: MonkeezOnFire - Morrus' Unofficial Tabletop RPG News
  • MonkeezOnFire's Avatar
    Friday, 16th November, 2018, 03:37 PM
    I once had an encounter composed entirely of quicklings from Volo's. They are labelled CR1 but they've got more bang than some CR 2 creatures I've used. They have 3 attacks, each with +8 to hit. AC 16 is already fairly respectable but on top of that attacks have disadvantage unless they are incapacitated or restrained which not all groups will have ready access to at low levels. You might then be...
    50 replies | 2109 view(s)
    2 XP
  • MonkeezOnFire's Avatar
    Wednesday, 14th November, 2018, 04:31 PM
    Terrak was an Earth Genasi Eldritch Knight Fighter I had made for a Planescape game. He was a fledgling member of the Transcendent Order and he was very proud of his planar heritage believing that it was a sign he was destined to become a great warrior. He had a fun dynamic with his twin brother (another PC) who was born a Tiefling and hated it. Our group did odd jobs given to us by a beholder...
    41 replies | 1022 view(s)
    0 XP
  • MonkeezOnFire's Avatar
    Wednesday, 14th November, 2018, 04:03 PM
    Using a puppet master type villain might be a good way to go about things. The crimes are carried out by innocent civilians that have been dominated. This way the true perpetrators never have to get their hands dirty themselves so they can't be identified by witnesses. The victims will not know anything about the plan themselves so magical interrogation will not work. All they know is they...
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    4 XP
  • MonkeezOnFire's Avatar
    Thursday, 8th November, 2018, 10:02 PM
    1) If a product advertises itself as 5e compatible I would expect the full stat blocks and 5e conversion to be there so that I don't have to do the work myself. But if it was billed as a more generic adventure my expectations would be different. 2) A summary of setting details that are relevant to the adventure is always appreciated. While I mostly run in homebrew settings this type of...
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  • MonkeezOnFire's Avatar
    Monday, 29th October, 2018, 03:09 PM
    If the beholder is solo and it doesn't have any minions serving it that need to get around the lair that means we can really abuse it's flight. The entire floor should be hazardous. At the very least have each tile have the caltrop effect, but for higher level you could fill the entire lair with acid or lava for continuous damage to anyone that's in contact with it. Treat any of the hazards as...
    25 replies | 741 view(s)
    3 XP
  • MonkeezOnFire's Avatar
    Monday, 29th October, 2018, 02:33 PM
    Most creatures with Lair actions are intended to be bosses, but they seem to be willing to experiment with it. Mordenkainen's Tome of Foes as the Merrenoloth which has lair actions. It's only CR 3, and it's lair actions are more utility focused abilities on giving boons to a ship that it is in control of to fit with its ferry-man flavour.
    49 replies | 1684 view(s)
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About MonkeezOnFire

Basic Information

Date of Birth
March 4
About MonkeezOnFire
Introduction:
Newbie DM, undergrad student, wannabe game designer, Hero of Moga Village
About Me:
I'm a computer science student that has always been more interested in games than my studies. Unfortunately I read more about tabletop games than I get to play them. I'm eager to get some experience under my belt.

I started DMing recently and I'm always looking for some advice.
Location:
Canada
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No
Sex:
Male
Age Group:
19-24
My Game Details

Details of games currently playing and games being sought.

Town:
Oshawa
State:
Ontario
Country:
Canada
Game Details:
Playing a Thorin expy in a homebrew setting in the middle of a human civil war.
My Character:
Aland Stonebeard: A dwarf prince whose home has been conquered by frost giants. With the aid of his dwarven god and his friends, will he be able to save his home? The day? The girl?

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Monsters that punch above their CR Friday, 16th November, 2018 03:37 PM

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Friday, 31st October, 2014
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My Game Details
Town:
Oshawa
State:
Ontario
Country:
Canada
Game Details:
Playing a Thorin expy in a homebrew setting in the middle of a human civil war.
My Character:
Aland Stonebeard: A dwarf prince whose home has been conquered by frost giants. With the aid of his dwarven god and his friends, will he be able to save his home? The day? The girl?
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Thursday, 9th August, 2018

  • 07:54 PM - Oofta mentioned MonkeezOnFire in post Character Building Options: Do you use them all?
    I think things like the tables can be a decent starting point for generating ideas. As MonkeezOnFire mentioned random generators aren't perfect so it's just a starting point. I have also used it a couple of times for important NPCs ... once again as something to jog my creativity. There's a few online generators I use as well that do something similar.

Thursday, 14th June, 2018

  • 05:06 PM - Hawk Diesel mentioned MonkeezOnFire in post Separating the Way of the Four Elements Monk
    Thanks for the feedback, MonkeezOnFire! That being said I'm not a big fan of the direction you took with the Way of Earth. Out of all of the abilities only the move earth cantrip and One with Earth are actually related to earth. All of the other abilities are just about being tough. When I play an earth bender I want to be hurling boulders, creating crude rock structures, whipping up sand, or sinking my enemies into the ground. Not just be a regular melee fighter with some dirt on his face. In most of the elemental material in 5e so far the earth variant is almost always just a tough melee bruiser and it's something that irks me as I want to see something more interesting. I agree. Part of the problem I faced when developing these archetypes is trying not to replicate what other archetypes have done. For example, throwing around ranged attacks is much of what is already done by the Way of the Sun Soul. I want something more than reflavoring their ranged blasts from radiant to bludgeoning damage. So from a mechanical ...

Monday, 17th August, 2015

  • 08:33 PM - MoutonRustique mentioned MonkeezOnFire in post Imposing dis-advantage on saves
    Okay, you've asked two related question: how to impose disadvantage on saves, and how to be an effective summoner. Let me tackle these separately. [cut]Thank you very much. As it stands, much of what you propose isn't viable for my character (but then again, you did not possess that information) - but that simple fact tells me I'm better off simply bitting the "druid-bullet" and leaving aside much of my character's history. Either way, I'm going to need a cookie (a small one - refluff the druid), (a very big one - make the conjure spells 1 action casts and/or give planar binding options to make it viable). MonkeezOnFire Thank you for the honest advice.

Tuesday, 2nd June, 2015

  • 12:56 AM - Minigiant mentioned MonkeezOnFire in post Magic items and Technology of the less popular Races
    ...ds or staves, but those that do will search for items that let them throw [I]fireballs and lightning bolts. Hobgoblins are disciplined, merciless soldiers who put victory over all other considerations. Thus, they favor any magic item that is effective in war. Unlike orcs, hobgoblins appreciate the value of defense as well as offense, and will eagerly pursue magic weapons and armor of all types. Items that allow them to control the battlefield or deliver strikes to enemy formations are highly prized among hobgoblins, as are the war-casters able to wield those items. Halflings are not warriors, and have little interest in weapons or armor. Their favorite items are those that provide creature comforts and entertainment; magical instruments are a great favorite among halflings. Adventuring types want items that aid them in stealth. I agree with a lot of this. Orcs would favor offense. I doubt D&D orcs would make magic items and would get them from their allies or conquest like MonkeezOnFire mentioned. Hobgoblins are smarter and prefer balance of offense and defense. They are also boring so I see a lot of +1/+2/3 weapons, shields, armor, and staffs of the war mage if someone is stupid enough to let some hobgoblin war mages to sit peaceful in a fort too long. Halflings would not go the weapon and armor route like others said. I could see instruments, tools, and stealth items.

Thursday, 18th December, 2014

  • 08:34 PM - Tormyr mentioned MonkeezOnFire in post Multiclass Martial Classes and Extra Attack
    ...ng, i think it is a far more strict reading (as the entire thing is a bit ambiguous). i would argue that my reading is still in line with balance and power. you still arent going to beat the system, spells are locked in at the same level for everyone in 5e, example - fireball will never be available to any character before their 5th overall level. so anyway, (SORRY OP, DIDNT MEAN TO HIGHJACK YOUR POST) to bring it back to the original poster, that is why i believe the stacking of martial levels if you will actually works well. maybe count a valorous bard as a half level progression for these purposes (non martials obviously count as 0s). as long as you are hitting the same milestones on when the martials should be getting their second attack, then i dont see the problem. The multiclass rules reference the individual classes to determine which spells can be known, but it specifically restricts the player from using all the available spell slots from multiclassing. To steal from MonkeezOnFire 's post: "You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. <SNIP> If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells." This means that the multiclassing player only use the individual class levels for determining spell availability. It specifically states that that you can have higher level spell slots than you can prepare. Using MonkeezOnFire 's example of the Ranger 4 / Wizard 3, the player assesses which spells a ranger 4 can know instead of which spells a ranger 7 can know. Similarly the player separately assesses which spells a wizard 3 can learn instead of which spells a wizard 7 can learn. If the Ranger 4/ Wizard 3 could prepare the spells of a Ranger 7 and Wizard 7, the second part of the quote would be impossible to atta...

Tuesday, 4th November, 2014


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Sunday, 18th November, 2018

  • 06:25 PM - Zardnaar quoted MonkeezOnFire in post Monsters that punch above their CR
    I once had an encounter composed entirely of quicklings from Volo's. They are labelled CR1 but they've got more bang than some CR 2 creatures I've used. They have 3 attacks, each with +8 to hit. AC 16 is already fairly respectable but on top of that attacks have disadvantage unless they are incapacitated or restrained which not all groups will have ready access to at low levels. You might then be tempted to use area of effects to take them down, but they have evasion meaning its hard to damage them with Dex saves based effects, which I find to be one of the most common for lower level spells. To top it all off with 120 feet of movement they can pretty much get anywhere they want on the battlefield if there's enough room for them to maneuver. So yea, half of the party went down that fight and one of my players will probably never let me hear the end of it :D I puilled something like this off in 2E. It had an ac of -3 (23 in modern D&D) and with improved invisibility it became -7 (27). It only h...

Saturday, 17th November, 2018

  • 08:36 AM - Harzel quoted MonkeezOnFire in post Monsters that punch above their CR
    I once had an encounter composed entirely of quicklings from Volo's. They are labelled CR1 but they've got more bang than some CR 2 creatures I've used. They have 3 attacks, each with +8 to hit. AC 16 is already fairly respectable but on top of that attacks have disadvantage unless they are incapacitated or restrained which not all groups will have ready access to at low levels. You might then be tempted to use area of effects to take them down, but they have evasion meaning its hard to damage them with Dex saves based effects, which I find to be one of the most common for lower level spells. To top it all off with 120 feet of movement they can pretty much get anywhere they want on the battlefield if there's enough room for them to maneuver. So yea, half of the party went down that fight and one of my players will probably never let me hear the end of it :D At least per the DMG CR guidelines, the published CR of 1 seems to be a pretty blatant miscalculation. Their offensive CR is 5, so even thou...
  • 05:23 AM - iserith quoted MonkeezOnFire in post Monsters that punch above their CR
    I once had an encounter composed entirely of quicklings from Volo's. They are labelled CR1 but they've got more bang than some CR 2 creatures I've used. They have 3 attacks, each with +8 to hit. AC 16 is already fairly respectable but on top of that attacks have disadvantage unless they are incapacitated or restrained which not all groups will have ready access to at low levels. You might then be tempted to use area of effects to take them down, but they have evasion meaning its hard to damage them with Dex saves based effects, which I find to be one of the most common for lower level spells. To top it all off with 120 feet of movement they can pretty much get anywhere they want on the battlefield if there's enough room for them to maneuver. So yea, half of the party went down that fight and one of my players will probably never let me hear the end of it :D Yeah, I jacked up a party of 4 8th- and 9th-level PCs last session with 12 quicklings. The way the dungeon was laid out made it easy for ...

Wednesday, 17th October, 2018


Thursday, 20th September, 2018

  • 09:08 PM - robus quoted MonkeezOnFire in post An "Insightful" Question
    I rule that a failed insight check represents failing to find any meaningful evidence of deception. It is then still up to the player what conclusion their character draws. Right - the DM can only say what the character senses, not what they do with that sense. So a failed check simply means the character is unable to spot an obvious tell that the NPC is lying. The player is under no obligation to believe the NPC. If they want to role play that they're going to assume the NPC is trustworthy that's great. So just communicate what the character senses, not what the character decides to do with the information.

Saturday, 28th July, 2018

  • 11:07 PM - gyor quoted MonkeezOnFire in post What Gods and Monsters do you think will appear in Ravnica?
    I'm wondering if it would be sufficient to utilize some of the existing races even if they don't share the same name. Triton could be an easy way to represent merfolk. Using dragonborn or lizardfolk for the Viashino might also cut it. Personally, I'm really interested in the monster section. Ravnica has some weird stuff. Particularly I really dig the Nephilim and anything that comes out of a Simic lab. I think Viashino are too agile, but I could be wrong, maybe they will just reuse Lizardfolk, I don't know. I thought of Triton, but MtG Merfolk have subraces. Several of the MtG Planeshift articles did Merfolk and each had different subraces, maybe we will see then all, I don't know.

Friday, 27th July, 2018

  • 04:19 PM - Chaosmancer quoted MonkeezOnFire in post [5E] Unearthed Arcana: Races of Eberron (July 2018)
    The changeling shifting doesn't sit right with me. The text is taken almost directly from Alter Self which is a 2nd level spell. Other races that cast 2nd level spells can't do so until a higher level and even then only get it once per day. The changeling can morph at will at level 1. While Alter Self isn't the most powerful 2nd level spell, its still a huge boost to the social pillar that feels too powerful to come from a racial ability. However, you can't have Changelings without it. Their entire purpose and schtick is "I can look like anyone" Also, while powerful, I'm not sure it is too powerful, especially in the social pillar when a disguise kit can be used for much the same effect. Changelings still need to deceive someone if they appear as someone they know. And looking like someone else is no guarantee, especially in a world where changelings are known to exist. A paranoid lord with the Macguffin might set up a password with his guards to open the Super Vault, and if he doesn't give i...

Thursday, 26th July, 2018

  • 01:38 AM - FelixJ quoted MonkeezOnFire in post [Homebrew]Dragonborn Revisited.
    I really like this! Dragonborn are one of my favourite races so it's nice to see them finally get some love. At first I thought giving +2 Con, +1 Cha and +1 to other was a bit over powered, but thinking about it the half elf and mountain dwarf do set the precedent of giving more than the regular stat boosts while also getting nice racial abilities. Had you considered giving stat boosts that don't match the skill proficiency? You could make a case for white to get +Str while getting survival as they are the more primal hunter type. But that might just be me wanting to see more +Str races... Also some of the alt breath weapons seem more useful than the increased damage of the chromatic breaths. Putting something to sleep will result in an auto crit that can easily make up the difference. But all in all awesome. I'll see if I can get my players on board to start playing with this. Hey thanks for the read over and feed back! I did consider the stat distribution but the tie into the skill just felt...
  • 12:31 AM - gyor quoted MonkeezOnFire in post [5E] Unearthed Arcana: Races of Eberron (July 2018)
    The changeling shifting doesn't sit right with me. The text is taken almost directly from Alter Self which is a 2nd level spell. Other races that cast 2nd level spells can't do so until a higher level and even then only get it once per day. The changeling can morph at will at level 1. While Alter Self isn't the most powerful 2nd level spell, its still a huge boost to the social pillar that feels too powerful to come from a racial ability. It's not like Alter Self, for example the Changeling ability doesn't grant the, ability breath water, natural weapons, or dark vision. It's more like disguise self that trades the benifits of effecting your clothes for the benifit of not being an illusion. In fact disguise self is usually better then the Changeling's shape changing ability in any situation that doesn't involve touching, so if you a changeling sex worker or your expecting to be strip searched your power is better disguise self, otherwise disguise self is better. Oh and a couple of Genasi s...
  • 12:07 AM - CapnZapp quoted MonkeezOnFire in post [5E] Unearthed Arcana: Races of Eberron (July 2018)
    The changeling shifting doesn't sit right with me. The text is taken almost directly from Alter Self which is a 2nd level spell. Other races that cast 2nd level spells can't do so until a higher level and even then only get it once per day. The changeling can morph at will at level 1. While Alter Self isn't the most powerful 2nd level spell, its still a huge boost to the social pillar that feels too powerful to come from a racial ability.On the other hand, a Changeling that can't change would be a disappointing Changeling indeed.

Wednesday, 25th July, 2018

  • 06:53 PM - SkidAce quoted MonkeezOnFire in post What do you want to see in Guildmaster's Guide to Ravnica?
    I agree that the game currently supports summoning. But my question was more about the nature of planeswalkers as it's been a while since I've delved into the mtg lore. Can all of the neo walkers summon? If so it would also be appropriate to add casting a conjure spell X times per day to planeswalking characters. I would probably also rule that the planeswalker can choose exactly what they summon which is against the rulings of Crawford for these spells. I ask because I've seen a bunch of posts now that basically say "planeswalking is just add planeshift as a feature on top of regular class." The summoning is something that in my head is also iconic for those characters so I'm wondering if I just have a wrong understanding of what planeswalkers are capable of. I would also let planeswalkers choose their summons. We never tried to recreate specific planeswalkers in our games, however.... We did develop "planewalkers" of our own off of some of our classic decks, such as Lord of the Pit, Sh...
  • 06:33 PM - Kite474 quoted MonkeezOnFire in post What do you want to see in Guildmaster's Guide to Ravnica?
    I agree that the game currently supports summoning. But my question was more about the nature of planeswalkers as it's been a while since I've delved into the mtg lore. Can all of the neo walkers summon? If so it would also be appropriate to add casting a conjure spell X times per day to planeswalking characters. I would probably also rule that the planeswalker can choose exactly what they summon which is against the rulings of Crawford for these spells. I ask because I've seen a bunch of posts now that basically say "planeswalking is just add planeshift as a feature on top of regular class." The summoning is something that in my head is also iconic for those characters so I'm wondering if I just have a wrong understanding of what planeswalkers are capable of. Nowadays no one really summons stuff. Jace mainly uses mind magic, Lilly makes zombies, etc. Theres no need to have them have inate summoning stuff. If anything a Spark and Walking can just be treated as a background or feat
  • 05:20 PM - SkidAce quoted MonkeezOnFire in post What do you want to see in Guildmaster's Guide to Ravnica?
    Do planeswalkers also have the ability to summon creatures from other planes and bind them to their will? In one of the novels I read Jace, Liliana and Tezzeret all were able to do it. I think the existing summoning and binding spells would work for that. I. e. a druid using "green" magic would use Conjure Woodland Creatures. You would likely want to expand the number of summoning/conjuring spells with some homebrew or 3rd party, 5e is a little light if trying to play a "MtG" style campaign.

Tuesday, 24th July, 2018

  • 08:30 PM - alienux quoted MonkeezOnFire in post Envoy Warforged: You Pass Butter
    The idea of a character whose purpose is to serve others suddenly gaining independence is an interesting one. This is basically the story of 4LOM in the Star Wars EU. Pretty interesting story.
  • 01:00 AM - CapnZapp quoted MonkeezOnFire in post Why Ravnica?
    No additional mechanics systems like psionics or magic item crafting are required to port it over. So that means they can stick with what they are already comfortable designing Which is exactly why it is a letdown. (Not a huge one, given I didn't even know Ravnick existed yesterday, but still..)

Monday, 16th July, 2018

  • 11:39 AM - ChaosGenerators quoted MonkeezOnFire in post Discussion of a 5E Quick Dungeon Generator
    I'd also like to see the inclusion of monstrosities. While they're generally not intelligent to run a dungeon on their own they often make for great minions for creatures that are bold enough to try to tame them. Chimeras, manticores, owlbears, and umber hulks are some of my favourite foes in all of D&D. Monstrosities included! Original purpose is in there as is a reason for going there (through that may need some reworking) I like the idea of "something magical / unusual within" such as a particular trap/portal/hazard/room.

Tuesday, 10th July, 2018

  • 03:44 PM - MechaTarrasque quoted MonkeezOnFire in post Orcus Vs Strahd plot help
    Were vampires previously not lawful evil in D&D? I know that vampires are represented in a million different ways in fiction, but lawful evil always made sense to me. I mean Dracula's plan to terrorize London involved legally purchasing properties so that he could set up his lairs there. If that isn't lawful I don't know what is. Given that Orcus' end goal is the destruction of all living things and that vampires require feeding on living things there's a good reason for Strahd to work against his patron. I think there has been the implication in earlier editions that you could have been CE if you were evil and intentionally inflicted chaos on society or damaged the fabric of society (so you could be a CE meticulous bomb-making terrorist). I think the idea was that vampires weakened society (but not destroyed it) so that they could hunt without fear of organized resistance (emphasis on organized). That isn't really CE in the last couple of editions, so they moved them (it might have actual...

Thursday, 21st June, 2018

  • 05:40 PM - Ancalagon quoted MonkeezOnFire in post Paladin: Why Are They Often Considered Highly Powerful?
    I play a paladin in a group with a cleric, monk, and rogue/warlock where we are currently level 6. I find that the paladin is a strong class as in the combat pillar they fill a lot of roles. Tank, damage and support/healing. This is somewhat offset by how short ranged everything I do is. Smites have to be melee, aura range is small, lay on hand and cure wounds are both touch range. Because of this I feel that compared to the fighter the paladin is strong in what they do but less versatile. In a lot of my combat encounters I feel like I either dominate or am useless. In prolonged melee fights I thrive as I'm the only PC built to withstand a lot of damage. But against fast skirmisher enemies or enemies that start at long range I'm not contributing much.The range issue certainly is a balancing factor... although the fact that heavy armor doesn't slow you down in 5e helps, along with misty steps

Thursday, 14th June, 2018

  • 06:39 PM - Hawk Diesel quoted MonkeezOnFire in post Separating the Way of the Four Elements Monk
    How about something like this: As an action you can create a 5 ft cube boulder in a space within 5 ft of you. You can create a number of boulders with this effect equal to your Wisdom modifier at any one time (minimum 1). While you are within 5 ft of the boulder you can use your action to hurl it in a 30 ft line. Each enemy in the line must make a Str saving throw, being pushed to the end of the line and taking 2d8 bludgeoning damage on a failed save. Creatures that make the save are not pushed and take half damage. The boulder is then destroyed. You can increase the damage by spending ki points. Each point you spend to a maximum of 3 increases the damage by 1d8. (Alternatively this could be spend ki points to increase the length of the line) I know that this edition typically values creating things as pretty potent. Wall of stone and Bones of the Earth are high level spells. But this boulder is comparatively much smaller and I feel like this type of effect should be a staple of earth b...
  • 05:06 PM - Hawk Diesel quoted MonkeezOnFire in post Separating the Way of the Four Elements Monk
    Thanks for the feedback, MonkeezOnFire! That being said I'm not a big fan of the direction you took with the Way of Earth. Out of all of the abilities only the move earth cantrip and One with Earth are actually related to earth. All of the other abilities are just about being tough. When I play an earth bender I want to be hurling boulders, creating crude rock structures, whipping up sand, or sinking my enemies into the ground. Not just be a regular melee fighter with some dirt on his face. In most of the elemental material in 5e so far the earth variant is almost always just a tough melee bruiser and it's something that irks me as I want to see something more interesting. I agree. Part of the problem I faced when developing these archetypes is trying not to replicate what other archetypes have done. For example, throwing around ranged attacks is much of what is already done by the Way of the Sun Soul. I want something more than reflavoring their ranged blasts from radiant to bludgeoning damage. So from a mechanical ...


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