View Profile: MechaTarrasque - Morrus' Unofficial Tabletop RPG News
  • MechaTarrasque's Avatar
    Sunday, 14th July, 2019, 12:04 AM
    I suggest adding one "flashy" legendary action that isn't something the monster could normally do with its actions. The Solar in the MM has some good examples. Give it a couple of actions cost, and even if it is tactically a worse option then making 2 basic attacks, it will be memorable (and you will probably only use it once). For a hydra, I would do something like: Animate Servered Heads...
    9 replies | 313 view(s)
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  • MechaTarrasque's Avatar
    Tuesday, 9th July, 2019, 04:38 PM
    Technical problems fixed. I added everything from Ghosts of Salt Marsh, Creature Codex is up through CR 14.
    80 replies | 14903 view(s)
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  • MechaTarrasque's Avatar
    Tuesday, 9th July, 2019, 04:31 AM
    Sorry. Technical problems. It doesn't seem to want to upload the latest version. I will try again tomorrow.
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  • MechaTarrasque's Avatar
    Monday, 8th July, 2019, 04:35 AM
    A couple of the NPC warlocks have 4e-style transformation abilities. Instead of transforming into a lot of different things like the druid, it turns into one thing that gets stronger as the warlock levels up. There are no shortage of fiends, abberations (for the GOOlock), and maybe a yeth hound for the feylock that the forms could be based on... I would base the damage on the barbarian (but...
    15 replies | 613 view(s)
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  • MechaTarrasque's Avatar
    Friday, 21st June, 2019, 09:58 PM
    If I recall correctly, D&D Asuras had flaming wings and bird feet. I think they were CN with good tendencies or CG (although most of the descriptions leaned towards CN with good tendencies).
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  • MechaTarrasque's Avatar
    Thursday, 20th June, 2019, 09:51 PM
    I am more interested in what other classes and subclasses are up for alternative class features. Mike Mearls isn't a fan of the design of the paladin and the bladelock, so they seem likely choices (I'm guessing the bladelock will get a specific magic weapon, ala 4e); also, I notice that there are a couple of NPC warlocks (the fathomer and the spider one that I think was in Volo's) that can...
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  • MechaTarrasque's Avatar
    Thursday, 20th June, 2019, 05:14 PM
    I'm calling it, D&D's 2020 crunch book will be basically be D&D Unchained (obviously not that title). Wikipedia will melt from all the people searching to see how long from PF Unchained until the PF2 playtest, and we will be inflicted with "it is going to be 1 year 8 months until 6e" type statements for the next 5 years.....
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  • MechaTarrasque's Avatar
    Wednesday, 19th June, 2019, 10:15 PM
    How about: Level 2: Greater animal friendship. You know the animal friendship spell (doesn't count towards druid spells known/prepared). You can bond with one beast you have used the spell on. A bonded beast will be friendly towards you and follow you until it dies, you bond with a different beast, or you dismiss the effect with a bonus action. . The beast will act according to its...
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  • MechaTarrasque's Avatar
    Wednesday, 19th June, 2019, 03:42 PM
    Don't forget that the beasts count as fey and are affected by spells like protection from evil and good. That would negate pack tactics on at least one front-liner.
    9 replies | 429 view(s)
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  • MechaTarrasque's Avatar
    Wednesday, 19th June, 2019, 03:23 PM
    I occasionally have an unreliable NPC tell the party's wizard that there is no arcane magic. The secret trickster god, LaMoSheCuJo, has been playing a game for years, getting otherwise intelligent beings to make ridiculous hand gestures, say stupid things, and hold bat poop in their hands in exchange for spells working. The NPC then prophesies the coming of the 4th spell component, dance...
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  • MechaTarrasque's Avatar
    Tuesday, 18th June, 2019, 08:39 PM
    You could enforce the multiclass stat score restriction, but not for humans. Or: Human Ingenuity: the first time a human multiclasses, he/she gets +1 to one stat in the multiclass restriction for the new class. Does all this mean humans will multiclass? A lot of them will, but that gives them a little more mechanical identity than just being the baseline.
    21 replies | 1066 view(s)
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Tuesday, 16th July, 2019


Sunday, 14th July, 2019


Monday, 8th July, 2019


Tuesday, 25th June, 2019


Monday, 24th June, 2019


Thursday, 20th June, 2019


Wednesday, 19th June, 2019


Friday, 7th September, 2018

  • 06:49 PM - Satyrn mentioned MechaTarrasque in post New Class Brainstorming. Magekinght.
    Think I will go with the "if you hit you can cast a spell thing". Not sure if I will have it for free, use the reaciton or bonus action. When I first read MechaTarrasque's suggestion, it looked like she was suggesting that casting the slell required the spell's normal casting time. Like for a 5th level character (with extra attack): Round 1: Take the attack action, hit twice, receive a 2nd level spell slot. Round 2: cast a 2nd level spell. And: Round 1: Take the attack action, hit twice, receive a 2nd level spell slot. Round 2: Take the attack action, hit once, that slot increases to 3rd level. Round 3: cast fireball!

Monday, 30th July, 2018

  • 09:04 PM - Oofta mentioned MechaTarrasque in post Resurrecting dead from millenia?
    It depends on the campaign. MechaTarrasque's answer isn't wrong, but it's Forgotten Realms specific. The true resurrection spell only works for creatures less than 200 years old or less and assumes you have access to the body and that the creature is willing and able to return to life. Of course if it makes sense for the campaign, it can always happen, it would just take more than a simple spell. Even a 9th level spell. In my campaign, even raise dead is iffy and getting someone out of Helheim is virtually impossible but there are exceptions to every rule. For example, a lich has their soul trapped in a gem. If you had access to the gem and the lich wanted to come back to life a dark ritual might work.

Friday, 16th March, 2018

  • 06:57 PM - 77IM mentioned MechaTarrasque in post Warden (Ranger Archetype)
    ...right, translating something like this from 4E to 5E is never going to work quite right. You have to pick and choose what to retain and what gets lost. I like to start with the "story" of a character archetype and then see where it fits in. To me, the warden's story is smack dab in between ranger and druid, and too similar to either to stand alone as its own class. I also can't see a warden base class supporting many good subclass ideas -- you could base subclasses on the paragon paths, but they all feel pretty samey to me, and don't have a strong basis in fantasy fiction. I thought about making it a paladin subclass, but re-reading the paladin's flavor text, it just didn't feel right; paladin is very oath-oriented, with a strong dose of self-righteousness, which is the opposite of the "surrender to nature" vibe I get from the warden. I definitely think you could start from a druid base the way vincegetorix suggests, and might explore that option next. I am also intrigued by MechaTarrasque's idea of making the warden a subclass of a generic shapeshifter base class. There's actually a class like this in EN5ider's "Touch of Class," the shifter, but it doesn't really float my boat for some reason.

Wednesday, 14th February, 2018

  • 03:02 PM - Coroc mentioned MechaTarrasque in post Classes - Primary Stat Secondary Stat
    MechaTarrasque #18 I much prefer your Approach over the OP. The only Combo i tend to disagree is Artificer being Int Str, rather do Arti Int Dex and Bladesinger Int Str, the rest is thought out really good. Otoh i would totally allow the houserule that Fighters can intimmidate with Str instead of Cha, Barbarians and Dwarf Fighters alternatively with Con. I see no Problem to key of some skills from other than the normal Attribute like 5E already does for athletics / acrobatics.

Friday, 15th December, 2017

  • 11:11 PM - Oofta mentioned MechaTarrasque in post How to destroy or close a portal to the Nine Hells?
    Oofta - it's a bit late for that... Tiamat has appeared and she's not happy :) But good advice for any following in my footsteps! D'oh! Well then maybe they should find a book on how to build a SpellJammer ship. :uhoh: But I like MechaTarrasque 's idea - trick her into destroy her own portal. Set up traps so that either she retreats back to hell or she gets decapitated as the portal closes. That or get her so PO'ed that she chases a volunteer into hell while the others close the portal. Noble sacrifice time! :angel:

Thursday, 21st September, 2017

  • 12:22 AM - Saeviomagy mentioned MechaTarrasque in post Planar Ally is it the most powerful conjuration spell in the game? How do you run it?
    MechaTarrasque - spamming is handled by the DM getting annoyed with you and simply having creatures refuse your bargain. As for all long casting times being rituals? That would be problematic. There's quite a few that would have serious implications if they could be used without a resource cost. That said, I believe the authors could have been a lot more liberal with the ritual tag. There's some obvious candidates like this spell, magic circle, hallow etc.

Friday, 7th July, 2017


Saturday, 15th April, 2017

  • 01:12 PM - dave2008 mentioned MechaTarrasque in post 5e Hardcore: Monster Manual
    About a year ago, while working on my 5e Epic Monster Updates, I collaborated with MechaTarrasque on 5e updates of the Archons. I had planned to submit them to the DMs Guild. I worked on the stat blocks, Mecha provided the flavor text and stat block design help, I commissioned artwork, and then I got side tracked. We as part of this project I decided to dust them off and polish them up a bit. So please go to the Celestials section and let me know what you think of the: Hound, Lantern, Owl, Sword, Throne, Throne (General), Trumpet, Warden, & Warden (Guardian) archons. In addition, these will probably form the basis of my first submission to the DMs Guild. I would like to start a "Hardcore Monsters" series and archons are by far the closest thing I have to something that is ready to publish. I have all the parts now: stats, text, format, art, etc., I just need time to put it all together.

Saturday, 18th February, 2017

  • 01:11 PM - Charles Rampant mentioned MechaTarrasque in post Let's Read: Volo's Monsters
    ...tly. These get mechanics that are basically the same as the Spawn of Kyuss, but in a CR 1/2 format, so this looks like a good way to add some horror to an undead section of your campaign - Skeletons don’t really have much body horror to provoke, while having maggots burrow into your skin and try to gnaw on your heart most decidedly does. At CR 1/2 it is easy enough to add them to even tier one adventures, while they are quick enough to run that adding a bunch to tier two combats in undead dungeons isn’t going to slow things down too much. A solid entry, not that exciting but serving a definite niche, albeit one that the Spawn of Kyuss also fulfills at a higher CR. With that, we reach THE END. I’m not going to cover the NPC statblocks - both because they seem self-evident, and also because, to be honest, I don’t want to. Thank you for reading this far, and I hope that the discussion here between myself and others - with thanks to Leatherhead RotGrub Chaosmancer MechaTarrasque fuindordm dave2008 Hemlock Bitbrain ArchfiendBobbie and anyone else I’ve forgotten - helps you to use this fine book to improve your campaign. The first post now has hyperlinks to all the monsters covered in the series, so hopefully this can serve as a useful resource in the future, unless the forum falls over and explodes again or something. So long, and thanks for all the crits.

Wednesday, 8th February, 2017

  • 06:37 PM - dave2008 mentioned MechaTarrasque in post 5e Hardcore: Monster Manual
    Per a suggestion from @MechaTarrasque on another thread, I have added the Vargouille Swarm to the fiends section. I have wanted to create a larger swarm for some time and this gave me a chance to give it a try. Let me know what you think. If this concept seems to work I could make swarms for dretches, imps, lemures, manes, and quasits too.

Monday, 23rd January, 2017

  • 04:12 PM - Igwilly mentioned MechaTarrasque in post D&D Fluff Wars: 4e vs 5e
    Remathilis I believe 3e did it. 2e did it – it encouraged to create your own world and you perfectly can build your own cosmology, but all published settings ended up using Spelljammer and Planescape. 5e does not, however, having set the default setting as FR. Xeviat I think the core 4 races are generic enough to be in any setting. The other races can be presented as plug-and-play – like it, use it; don’t like it, don’t use it. MechaTarrasque that’s why published settings should exist. They should be separate from the core rules, however.

Thursday, 22nd December, 2016

  • 05:09 PM - dave2008 mentioned MechaTarrasque in post 5e EPIC MONSTER UPDATES
    I have added the Excel spreadsheets and Word documents I use to create these epic monsters to the Downloads page linked to in the OP. These are the most up to date versions for those who already have them. I have added some instructions and an improved DPR calculator based on the one MechaTarrasque gave me. Please note: There are 2 excel spreadsheets in the download, but they are the same file. I accidentally posted it twice and now I can't seem to delete one.

Monday, 12th December, 2016


Monday, 21st November, 2016

  • 02:11 PM - dave2008 mentioned MechaTarrasque in post 5e EPIC MONSTER UPDATES
    I have added Prince Talisid to the Celestials section (Talisid and his Companions). Thank you MechaTarrasque for your contribution! This finishes off the Demi-gods and Celestials section for now. However, I think after I wrap up the rest of the sections I will come back and add a bunch of Demi-gods. I see this space as a good area for icon heros (heracules, etc.) and lower level epic threats that could flesh out a high level (if not epic level) campaign.

Monday, 7th November, 2016


Monday, 10th October, 2016

  • 07:54 PM - Phazonfish mentioned MechaTarrasque in post Planar Binding
    MechaTarrasque I had considered this, but do you really think the target is gonna fail its save to shrug off Hold Monster every round for the spell's entire duration? As you said, Hold Monster is a 5th level spell, so even a warlock, being able to spend all their slots as 5th level, only gets 2 tries. Maybe substitute Hypnotic Pattern for Hold Monster, as it only allows 1 chance to save?
  • 05:46 PM - CapnZapp mentioned MechaTarrasque in post Planar Binding
    Sorry MechaTarrasque gonna agree with Phazonfish here - you cannot call it good design to offer a spell that's designed to force outsiders to do your bidding, but not then ensure a reliable supply of such outsiders. Any outsider that agrees to sitting still for a whole hour doesn't need to be bound. So that can't be the use case. There must be a way to pacify a hostile outsider long enough to take control over it. That's what the discussion is about. If there are no such ways, then Planar Binding sucks. And that assumes you can even find such an outsider. In every edition past, you could always conjure up your own. If that isn't possible in 5E, then Planar Binding sucks even more. As for stories involving outsiders - if you don't need a spell to summon the monster, it's reasonable to expect you don't need one to bind it either. So what's the spell even for? Perhaps there once was more support for summoning and binding of outsiders, but Planar Binding certainly isn't good enough on its own. Right now...

Monday, 8th February, 2016

  • 12:18 AM - Lanliss mentioned MechaTarrasque in post Help with a sorcerer homebrew, Twisted Soul
    ...you still throw a ball of Fire, but it puts off a cold mist instead of smoke, for example.) If you choose to change the damage type on a spell you cannot combine it with the original damage type. If you choose fire you can have Cold+Acid, but you cannot have Cold+Fire, or Fire+Acid. Element 6th level 14th level Fire cold acid Cold lightning fire Acid poison lightning Lightning Acid poison Poison fire cold Chaos Form Starting at 6th level you can also shape shift into an aberration of CR 1 or lower. At 14th level this increases to CR 2, and you gain access to Oozes as an option for shape shifting. At 18th level you can change into an aberration or ooze with a maximum CR of 3. Each shift costs 2 sorcery points, and lasts for 1 minute. At 14th level this increases to 10 minutes, and at 18th level you can hold your form for up to 1 hour. (This one is very likely to change before I am happy with it.) I want to mention that most of my help at this point has come from @MechaTarrasque . Thanks a ton. This is still very shaky, in my opinion, as I am not really happy with the chaos form. It may be a good lay out, and the problem is just in my head, so if you think it looks fine as is, let me know. Right now, I may suddenly think of something better, IMO, and change it. For now I have a decent layout, so I need to do some play testing. For anyone else interested in trying it, please feel free to provide any feedback you can. This is my first real homebrew, but I don't mind some criticism, no matter how harsh. EDIT: changed around the Elemental Chaos table, because I realized Fire dealt Cold and Acid, while Lightning dealt Acid then Cold. Now there are no elements that get the same layout. Also clarified that you cannot use the original element of a spell with the Chaos elements. You can also now hold your Chaos Form longer as you gain levels in this class.

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Friday, 21st June, 2019

  • 01:20 AM - Kurotowa quoted MechaTarrasque in post Is it possible that the Revised Ranger is not dead?
    also, I notice that there are a couple of NPC warlocks (the fathomer and the spider one that I think was in Volo's) that can assume alternate forms. A couple years ago Mearls posted an Archfey Lolth Pact blurb from his home game (https://www.sageadvice.eu/2017/11/20/warlock-patron-lolth-the-spider-queen-by-mike-mearls/), which seems to have heavily inspired the Drow Arachnomancer NPC in MtoF. It'd be cool to see some alternative class features for Warlocks, but I'm not sure they'd be enough. I loved the 3e Warlock and I love the flavor of the 5e Warlock. Mechanically, though, I've come around to the opinion that the 5e version tries to split the difference between having spell slots and being all at-will and ends up with two flawed halves that don't add up to a complete whole. Your at-wills aren't strong enough or varied enough to carry the class and the measly two spell slots can't make up the difference. Still, if we get a 2020 player options book that's got a chapter on alternative class ...

Thursday, 20th June, 2019

  • 10:18 PM - vincegetorix quoted MechaTarrasque in post Is it possible that the Revised Ranger is not dead?
    I am more interested in what other classes and subclasses are up for alternative class features. Mike Mearls isn't a fan of the design of the paladin and the bladelock, so they seem likely choices (I'm guessing the bladelock will get a specific magic weapon, ala 4e); also, I notice that there are a couple of NPC warlocks (the fathomer and the spider one that I think was in Volo's) that can assume alternate forms. I would be amused if the alternate sorcerer was all sorcerers wild magic sorcerers, but with different tables for different origins (and hopefully a more dependable way of triggering the table). I wouldn't mind the land druid getting more terrain-specific features. I'm fine with the current bard, but I could see a less magic version. Here's my 2c on what could be alternate abilities for other classes: Barb: No idea, I have a barb variation that build up ''level'' of rage when it gets hit instead of spending a limited resource. I love the concept of the barbarian from Dungeon World, whe...
  • 09:54 PM - Parmandur quoted MechaTarrasque in post Is it possible that the Revised Ranger is not dead?
    I am more interested in what other classes and subclasses are up for alternative class features. Mike Mearls isn't a fan of the design of the paladin and the bladelock, so they seem likely choices (I'm guessing the bladelock will get a specific magic weapon, ala 4e); also, I notice that there are a couple of NPC warlocks (the fathomer and the spider one that I think was in Volo's) that can assume alternate forms. I would be amused if the alternate sorcerer was all sorcerers wild magic sorcerers, but with different tables for different origins (and hopefully a more dependable way of triggering the table). I wouldn't mind the land druid getting more terrain-specific features. I'm fine with the current bard, but I could see a less magic version. Anything that would require changing a main Class feature, which is somewhere Subclasses don't go: perhaps a variant of the Wizard that replaces the Spellbook with, for instance, a small Genie that negotiates for Spells in the Inner Planes after a Long Rest...
  • 05:45 PM - Kobold Avenger quoted MechaTarrasque in post Is it possible that the Revised Ranger is not dead?
    I'm calling it, D&D's 2020 crunch book will be basically be D&D Unchained (obviously not that title). Wikipedia will melt from all the people searching to see how long from PF Unchained until the PF2 playtest, and we will be inflicted with "it is going to be 1 year 8 months until 6e" type statements for the next 5 years..... They could call the book Unearthed Arcana as a reference dating back to 1e, and confusing everyone that it's also the series of articles that appears on the website... I also predict that 6e comes out in 2025.

Saturday, 15th June, 2019

  • 06:17 PM - Sacrosanct quoted MechaTarrasque in post Favorite version: White Dragon [poll]
    If I recall correctly, white dragons were brutes (melee focus, lot of damage, not great defense), blues were artillery, reds were soldiers (melee focus, good offense, really good defense), blacks were skirmishers (ambusher specialist or high mobility, not great defense), and greens were controllers. A blue's goal in combat was to stay out of melee range and blast the party, while the party's goal was often to get the blue in melee range. Likewise a black's goal is to turn the combat into a bug hunt, and the party's goal was often to pin the black down. I am pretty sure bronze dragons were artillery, and silver were brutes. I don't recall the specific roles for the other ones, but I do recall thinking it was interesting that they gave them distinct roles. But that's the way they've always been. Maybe not officially designated as roles like 4e did (to everything, not just dragons), but that's essentially the same behavior they've always had. Dragonlance really had a lot of examples of this
  • 06:08 PM - dave2008 quoted MechaTarrasque in post Favorite version: White Dragon [poll]
    If I recall correctly, white dragons were brutes (melee focus, lot of damage, not great defense), blues were artillery, reds were soldiers (melee focus, good offense, really good defense), blacks were skirmishers (ambusher specialist or high mobility, not great defense), and greens were controllers. That is my recollection as well. They then had abilities that reflected those roles.

Friday, 14th June, 2019


Thursday, 13th June, 2019

  • 08:28 PM - Sacrosanct quoted MechaTarrasque in post Favorite version: White Dragon [poll]
    There was a Choose Your Adventure with a white dragon on the cover, and that is the one I always think about. Funny enough, that was the image I was gonna use at first https://images.gr-assets.com/books/1301460480l/878976.jpg

Wednesday, 12th June, 2019

  • 10:16 PM - Mort quoted MechaTarrasque in post Berserker Barbarians: Wait what?
    Isn't being a monk a handicap in itself? :p I kid, I kid....On the other hand, most casters can still spam cantrips when they run out of spell slots, but when the monk runs out of ki points....not to hijack the thread too much, but maybe the monk would be better served as a caster with the gimmick that they can use an unarmed strike to deliver touch spells (obviously need some more touch spells)..... Whether the monk gets enough ki is a separate question. I used to think they didn't, but watching the tabaxi monk in my current campaign has made me change my opinion. But could you imagine how annoying it would be if there was an additional resource cost - say if the monk runs out of ki he gains a point of exhaustion? Yuck. Or how about applying it to casters? Casting is strenuous right? How about if a caster runs out of spell slots at a given level - they gain a point of exhaustion? (big tangent: Though thinking about it - that's actually the perfect way to model spellcasters in Dragonlance....
  • 09:52 PM - ad_hoc quoted MechaTarrasque in post Berserker Barbarians: Wait what?
    The only problem with frenzy is that the best strategy for playing it (saving it for the big fight) is contrary to the fluff of the class (wild person attacking everything). I don't see it that way. It makes the most sense for the Barbarian to be raging the most at their most hated enemy. That's not going to be the wolves or random thugs or whatever attacking them. It's going to be the jerk who is causing whatever it is that the PCs need to stop. When people take Barbarian they expect to rage in every combat. I'm glad that rage is a special thing reserved for the most hated enemies.
  • 09:39 PM - Hawk Diesel quoted MechaTarrasque in post Berserker Barbarians: Wait what?
    Isn't being a monk a handicap in itself? :p I kid, I kid....On the other hand, most casters can still spam cantrips when they run out of spell slots, but when the monk runs out of ki points....not to hijack the thread too much, but maybe the monk would be better served as a caster with the gimmick that they can use an unarmed strike to deliver touch spells (obviously need some more touch spells)..... Fair point, but ki does recharge on a short rest, and monks can always spam martial arts for at least one unarmed strike every round as a bonus action without ki points.

Friday, 31st May, 2019

  • 05:16 PM - Psyzhran2357 quoted MechaTarrasque in post Revised Artificer Survey now available
    I am still thinking things through so as to better put them in the survey, but I think the artificer should have a Masterpiece--one object that they focus all their energies into, whether it is a special wand, a big gun, an extra special magic sword, a clockwork or golem, an elixir, or even an extra special magic book. The Masterpiece would be the center of the class and where most of the power budget goes. That still leaves room for being the intelligence-based skill monkey. What happens if you lose it, it gets stolen, it's destroyed, etc? Wasn't that the problem with the previous version of the Artificer? That if your robot or your gun was destroyed, you were SOL?

Tuesday, 28th May, 2019

  • 08:46 PM - WaterRabbit quoted MechaTarrasque in post 5e Lists of Monsters, Spells, Races, Feats, Etc.
    Good catch. I will fix it tonight. Also, I will add the ships and backgrounds from Ghost from Southmarch. Appendix A is pretty long, so it might be a while before I get to magic items and monsters. Most of the monsters are reprints from other sources. It would be nice if you could fix your formatting so the colors don't extend past the columns in which they are used. Because of this, it makes column insertions a bit of a hassle.

Tuesday, 21st May, 2019

  • 08:11 PM - Kinematics quoted MechaTarrasque in post How do you handle the "economy killing spells" in your game?
    Your entire druid section in this post ignores what druids are. If you read the 5e druid class, they are a class that embodies nature and act as an extension of natures will, not as a master of nature. They also strive to keep nature in balance. Using plant growth to feed people and aid growth is fundamentally opposed to nature and druids simply would not do that on any scale that matters. You might get an individual here or there that aids a single farmer with a single cast of the spell as thanks for some sort of aid or out of friendship, but druids aren't going to disrupt nature the way you are describing. That depends on whether the druids are rigid in their beliefs, and refuse to use their powers for any other purpose than what directly supports nature (though that's already invalidated by the mere fact of having druids as adventurers), or they recognize that increasing crop yields by 20% means saving 10,000 square miles of nature from being turned into farmland. That seems like an e...

Monday, 20th May, 2019

  • 06:05 PM - Gammadoodler quoted MechaTarrasque in post State of the mystic
    I would like the psychic (whatever the name) to be like the caster version of the barbarian: you are a so-so caster, until you supercharge your brain for a short time like the barbarian supercharges his/her body. I am not sure exactly what that would look like though. Wouldn't this just be the sorcerer (more or less)
  • 05:38 PM - lowkey13 quoted MechaTarrasque in post What the Hell?
    You aren't supposed to bring that book up. Reminding anyone of the Inconvenient Truth that Carl Sagan (one of the people in Hell) ???? The book was published in the 70s? Not sure how he could have been dead then?

Saturday, 18th May, 2019

  • 04:36 AM - Whizbang Dustyboots quoted MechaTarrasque in post Announcement after The Descent
    Clearly the Ascent. Take your murder hoboes to the Upper Planes, where they don't care what alignment you have on your sheet, but what you do (and let's face it, most of what the 'hoboes do is pretty evil). Awe as the bard is taken to task for rudeness by the spirits of LG kobolds (under the watchful eye of an ancient red dragon with the radiant dragon template). Be amazed as the sticky-fingered "CN" rogue is thrashed by celestial eladrin were-elementals. Cheer as the skeezy enchantment school wizard gets punched out by a guardianal. Two words: Asmodeus Ascending

Thursday, 16th May, 2019

  • 08:16 AM - Paul Farquhar quoted MechaTarrasque in post New Unearthed Arcana: Revised Artificer
    Since artificers have cantrips (unlike rangers and paladins), I wouldn't be surprised if they errata'd artificer into the feat when the "for publication" version comes out. Of course, if they had said rangers and paladins get exactly two cantrips (spare the dying and true strike) [I didn't say they got two good ones, but both seem reasonable for rangers and paladins to have], they could have made the feat work for all casting classes. It's not just lack of cantrips though, those classes have "signature spells" that are significantly above the curve for their level. That's what makes them such a popular choice for bards. To be fair, so does warlock, which is why I reckon it is such a popular choice for Magic Initiate. Then their is the lore side. It doesn't make sense for someone to be able to use an Artificer spell if they have no tool proficiencies, so an Artificer version of Magic Initiate would have to either have tool proficiency as a prerequisite or come with it built in.
  • 12:08 AM - jgsugden quoted MechaTarrasque in post New Unearthed Arcana: Revised Artificer
    Since artificers have cantrips (unlike rangers and paladins), I wouldn't be surprised if they errata'd artificer into the feat when the "for publication" version comes out. Of course, if they had said rangers and paladins get exactly two cantrips (spare the dying and true strike) [I didn't say they got two good ones, but both seem reasonable for rangers and paladins to have], they could have made the feat work for all casting classes.Agreed, but it might just be a new feat that is similar to magic initiate rather than amending the existing feat.


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