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  1. Dire Human

    D&D 5E 2/18/13 L&L column

    The question everyone is asking is, should the Core require Cleric healing? And I think that's what's causing all this strife, because we're all focusing on different parts of the question. So, without further ado, here's a quick survey so that we all know where we stand. Fill in the blanks. 1...
  2. Dire Human

    D&D 5E 2/18/13 L&L column

    At what level do you get Dispel Agent Orange?
  3. Dire Human

    D&D 5E 2/18/13 L&L column

    I was more indicating no healing as class feature, rather than no healing at all. Resting and medicine kits and Heal checks are ways to get rid of damage that don't preclude someone playing a certain class or role in every game, which is the point.
  4. Dire Human

    D&D 5E 2/18/13 L&L column

    Fantastic! We have an agreement. No healing in core, magical or mundane. Sound good?
  5. Dire Human

    [Design Exercise] I Got 17 Problems but a Mark Ain't One

    Woah! Threatening Roar, while a cool idea, is way too powerful for an At-Will (or in general for that matter, since it doesn't have an attack roll). I vote against that one.
  6. Dire Human

    D&D 4E Balancing a Necromancer's 'Create Undead' for 4e

    Thanks, all, for your huge help! The Dread Necromancer playtest is up at the Huge Nerd Games site here. Here's the version I went with in the end (of course, since it's a playtest, it's still up for revision):
  7. Dire Human

    D&D 4E Balancing a Necromancer's 'Create Undead' for 4e

    I'm OK with the risen monster only getting to use at-will abilities; essentially, the Necromancer is trading an encounter power for a few turn's use of a dead enemy's turn. It's much like a conjuration with an attack. I'm just wondering how many turns it should get to act? It could: Be alive...
  8. Dire Human

    D&D 4E Balancing a Necromancer's 'Create Undead' for 4e

    How about this, for a bit more longevity?
  9. Dire Human

    D&D 4E Balancing a Necromancer's 'Create Undead' for 4e

    First off, there's a little blurb at the end of the power that says that the target can't regain hit points, so it's stuck with 1HP until it dies on the next turn. Note that it says "dies", not "is reduced to 0 hit points", to discourage it from being used on allies to get them back in the...
  10. Dire Human

    D&D 4E Balancing a Necromancer's 'Create Undead' for 4e

    I'm currently working on a Dread Necromancer-type class, and I've hit a snag. To make a long story short, the class uses a Psionic-like power point system to upgrade at-wills, but has a class feature that costs all of its available points that works like an encounter power: Is this an acceptable...
  11. Dire Human

    Fighter Maneuvers

    Hey, guys! I've got a great idea to put some 'umph' back into the 5e Fighter: a replacement class feature. Check this out: Do you like it? Surely this class feature is interchangeable with the previous +2 bonus to weapon damage.
  12. Dire Human

    Hulking Hurler Paragon Path

    Alright then, let's see if we can clean this up. Changes are in red. A few notes: Creatures can no longer be used as weapons outside of hurler's rage. Effects that used to facilitate wielding creatures have been rolled into the power. I've added a nod to the old weight-based shenanigans of the...
  13. Dire Human

    Hulking Hurler Paragon Path

    Hello! I'm Dire Human, and I'm doing the finishing touches on a ranged barbarian build using Heavy Thrown weapons (coming soon!). I've just polished up one of the paragon paths for the class: the Hulking Hurler, based off the old 3.5 prestige class. While nowhere near as game-breaking as the...
  14. Dire Human

    The Tomahawk Project: Ranged Barbarians

    Level 3 Encounter Evocations Close Combat, Barbarian Attack 3 Your foe thinks he has you cornered. He’s wrong. Encounter ✦ Primal, Weapon Immediate Reaction, Melee or Ranged weapon Requirement: You must be wielding a melee weapon or a heavy thrown weapon. Trigger: An enemy willingly...
  15. Dire Human

    The Tomahawk Project: Ranged Barbarians

    10/11/11: Wooo! Gettin' this party started. You gain the swift instinct power. Swift Instinct, Barbarian Feature The blood of your foe fills your nostrils, clearing your mind and sharpening your reflexes. Encounter ✦ Primal Free Action, Personal Trigger: Your attack reduces an enemy to 0 hit...
  16. Dire Human

    The Tomahawk Project: Ranged Barbarians

    At the same time, however, both of those are Superior Weapons, which means burning a feat (the same way a Ranger would have to burn a feat to get a Greatbow), so it all washes out in the end.
  17. Dire Human

    The Tomahawk Project: Ranged Barbarians

    Dual Throw, Barbarian Attack 1 Twice your foes shall bleed. At-Will ✦ Primal, Weapon Standard Action, Ranged weapon Requirement: You must be wielding two heavy thrown weapons. Target: One or two creatures Attack: Strength vs. AC Hit: 1[W] damage. If you are raging, one attack that hits deals...
  18. Dire Human

    The Tomahawk Project: Ranged Barbarians

    Hello! Once again, I'm going to test my creativity (and my patience) by subjecting myself to a new project! Last time, I wrote up a full race and Warlock pact; this time, it's going to be a Barbarian build based on Heavy Thrown weapons. Like last time, I'll post at least one new thing every...
  19. Dire Human

    Unicorn: A Terrible, Adorable Idea

    The arrival of a unicorn to Redpeak Valley one night was a cause for celebration and awe; when the unicorn announced that, following the death of the previous baron, a little-known bylaw made the oldest living Common-speaker in the mountain region the new baron, there was only stunned silence...
  20. Dire Human

    Unicorn: A Terrible, Adorable Idea

    Frighteningly enough, I have thought more about my unicorn race, and have decided to rebalance it. I know, I'm just as frightened as you are. Let the prettiness commence! Unicorn Ability Scores: +2 Charisma, +2 Wisdom or +2 Strength Size: Medium Speed: 7 Squares Vision: Low-light Languages...
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