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Archade's Tower - Use The Force Saturday, 29th December, 2018 06:41 AM

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Saturday, 17th January, 2015

  • 04:39 AM - Zelekendel quoted Archade in post Coverting N1 - Against The Reptile God to 5E
    Didn't give up ... ran my first session last week ... the party walked right up to the innkeeper of the Golden Grain Inn and asked what was up with the missing people ... several poisoned drinks and mayhem later, the party explored the caves below, and are now on their way into the woods with Ramne's weasel. We're playing again in 2 weeks, so I'll be posting again, never fear! BTW, thinking about it, I added in a story bonus of 100 xp for each cultist family sussed out ... hasn't really come in to play yet ... :) Excellent - keep up the good work, and thank you!

Saturday, 10th January, 2015

  • 01:43 PM - Nebulous quoted Archade in post 5th Edition Book of Houserules
    Here you folks go! I've finished up to post #23 in the thread, and I laid out the formatting, and added some of my own house rules. I can chip away at this, or if anyone wants to join in the posting to the doc, let me know! https://docs.google.com/document/d/1Y7rDPJo7lXX1llUTMa9wnjZd1LlIzvhSMupwVlApep8/edit?usp=sharing That's fantastic, Archade. And there's quite a bit of juicy stuff after Post 23 as well. I tried to compile everything earlier on this page for easy reference and keep updating it periodically as more content is posted by people. http://www.enworld.org/forum/showthread.php?403922-5th-Edition-Book-of-Houserules/page4&p=6490222&viewfull=1#post6490222 Eventually we'll need a good Table of Contents at the beginning. Looks great!
  • 01:35 PM - Nebulous quoted Archade in post 5th Edition Book of Houserules
    ediited.

Thursday, 8th January, 2015

  • 02:47 PM - Nebulous quoted Archade in post 5th Edition Book of Houserules
    These are great! What about someone starting a google doc and giving access to edit? I could set that up if you like ... If you don't mind, Archade, that would be great. We need a place to compile info. I mean, it's great here to brainstorm and just throw ideas out, but eventually it will need to be better organized.

Sunday, 4th January, 2015

  • 07:33 AM - PeterFitz quoted Archade in post D&D 5th Edition DM SCreen
    Well done! However, isn't the DC for concentration for taking damage half the damage taken, not 8 + damage? That's a fair cop — I'd forgotten about that. I have more stringent requirements for maintaining concentration in my own campaign, so that's what I've included on the screen. I'll make a little by-the-book-rules-correct insert that can be glued over the top of my alteration.

Sunday, 28th December, 2014

  • 06:39 PM - Tormyr quoted Archade in post Calculating NPC CRs
    I'm taking the time to convert the 4-5 npcs from the adventure, rathher than use npc stat blocks. That being said, the cultist npc is going to get a lot of use. Snigrot in the module has a +1 dagger ... I was trying to tone that down (along with a bunch of the other treasure), with a poisoned dagger instead. I may have to rethink that for CR calculation, if nothing else. So far, the module seems right, with CR 1-3 encounters, except for the CR 8 spirit naga. I guess I have to look at Ramne and see what sort of difference he might make ... The poisoned dagger is much more deadly than the +1 dagger. The +1 dagger only gives a 5% better chance to hit and only adds 1 damage. So you get 5 damage done on that 1 extra hit and 1 damage overall vs. 1d6-3d6 (whatever you choose) on each hit. CR favors the poison. I would suggest keeping the +1 dagger. Daggers are hardly ever used. This might be an interesting opportunity to see if someone chooses something "suboptimal".
  • 05:28 AM - Tormyr quoted Archade in post Calculating NPC CRs
    So, let me see if I have this right ... Snigrot is posing as an unarmored cook, with an AC of 12, and 18 hit points. He's not technically that dangerous. Let's say for argument's sake that Relentless Endurance adds +1 to effective AC, and Cunning Action (comparing to the similar goblin ability) grants +2 to effective AC, that would set the defensive CR at 1/4. Offensively, he has a dagger poisoned with serpent venom, It would do 1d4+2 normally (4.5), putting him at CR 1/4. Sneak +2d6 attack adds +7 damage on the first round, and serpent venom adds +3d6 damage, or +10 for the first three rounds. Assassinate creates an automatic critical on a successful surprise attack, so call it another 2 points of damage on the first round. That means damage would be 24, 15, and 15 damage, or 18 points average damage, butting his offensive CR at 2. Having a +5 to hit moves it to CR 3. If I average the two, it should bring the final result to CR 2. Does that sound correct? Okay, with th...
  • 05:12 AM - Leatherhead quoted Archade in post Calculating NPC CRs
    Offensively, he has a dagger poisoned with serpent venom, It would do 1d4+2 normally (4.5), putting him at CR 1/4. Sneak +2d6 attack adds +7 damage on the first round, and serpent venom adds +3d6 damage, or +10 for the first three rounds. Assassinate creates an automatic critical on a successful surprise attack, so call it another 2 points of damage on the first round. Crits roll all damage dice again, including the Sneak attack +2d6 So 2d4+4d6+3d6(or 6d6 if your venom allows for no save) +2 for the first round attack. So 32~ or 42 damage on the first round.

Sunday, 21st December, 2014

  • 01:00 AM - Quickleaf quoted Archade in post New Rogue Subclass - Scoundrel (in progress)
    Hey all, I'm looking at building a new subclass for rogue that doesn't involve stealing or assassination, but instead uses fast talking and quick action. This would be appropriate for Han Solo, Fafhrd, Goblin (The Black Company), or Silk (the Belgariad). Here's my rough ideas, and I'd love some feedback or suggestions A fine endeavor and a concept much needed in the game! 3rd level - Fast Talker - allowed to make a Persuasion roll as an Action at disadvantage. 3rd level - Nimble Feet - allowed to make a Dex check vs. DC 10 + Attack Bonus to move past without AoO. I would change this up: 3rd Level - Scoundrel's Cunning: When using your bonus action granted by Cunning Action you may Tumble, X, Y, and Z. 3rd Level - Fast Talk: When engaging an enemy who can hear and understand you, you may attempt to fast talk. You may only fast talk one creature each round. Make a Charisma (Deception or Persuasion) check, opposed by their Insight wisdom check. If you succeed, the creature can...

Saturday, 20th December, 2014

  • 11:26 PM - jadrax quoted Archade in post New Rogue Subclass - Scoundrel (in progress)
    3rd level - Nimble Feet - allowed to make a Dex check vs. DC 10 + Attack Bonus to move past without AoO Suggestions or thoughts? This overlaps (and is actually worse) with the optional Tumble action in the DMG. Actually and I would think you can also just make a Charisma (Persuade) skill check in combat as an action anyway, so that ability is removing a restriction that I do not believe exists?

Thursday, 28th August, 2014

  • 05:41 PM - doctorhook quoted Archade in post Ran Defiance in Phlan Tonight
    * 1st level characters are squishy. * That being said, leveling up is too quick for my taste ... I will be slowing it down to 1/3 progression. 1st level adventures in my game will need to give xp for traps or social challenges so someone makes it to 2nd level ... I think your post is mostly spot-on with my own experience, but I just wanted to reply to these two points. With regards to 1st-level HP, I'm thinking of allowing characters to just start with their 2nd- or 3rd-level max HP total (depending on what the average level of the party is). They'll still only have 1 hit die per level (i.e.: 1 hit dice at 1st level), but they'll start with higher HP. When they level-up, they'll get another hit die, but not any more HP for the time being. This way the characters aren't really getting any extra HP in the long run, they just have them a bit earlier. As for leveling-speed, be careful! Levels 1 and 2 are designed to progress quickly, but 3rd and beyond aren't! Be mindful of this if you triple t...
  • 05:08 PM - TheGorramBatman quoted Archade in post Ran Defiance in Phlan Tonight
    After sleeping on it, I'm thinking of adding a more expensive 'surgeon's kit' that has 10 uses but restores 1d4 hit points with a short rest. If I make it 100 gp it's just a poor man's bag of inferior cure wound potions ... I don't have my book handy at the moment, but isn't there a feat which revolves around making the medicine kit more effective? Have you considered making that baseline with a couple modifications? Maybe that feat's healing can only be used once after each encounter. It isn't like anyone is ever going to take that feat otherwise. Healing like this is really an issue for low level parties. A 100gp solution isn't a low level solution.
  • 04:57 PM - Syntallah quoted Archade in post Ran Defiance in Phlan Tonight
    < snip > * Healing kits and the medicine skill should really do more ... house ruling something ... < snip > I allow a Medicine check of [DC 20] to mirror the effect of the downed player rolling a natural 20 (i.e. they are revived at 1hp). a) it rewards the character who is skilled in medicine, and the player who takes time out during battle to help a downed ally b) it gets the player of that downed character back in the game instead of just watching
  • 04:20 PM - DMZ2112 quoted Archade in post Ran Defiance in Phlan Tonight
    So, I've run the first bit of Lost Mines of Phandelver for two different groups, and now the first two chapters of Defiance in Phlan for a third group ... I'm getting more comfortable DM'ing this edition ... Awesome! * Not knowing whether rerolls on skills are allowed is nagging at the back of my brain, but I'm allowing it with a secret cumulative +2 to the DC ... I don't see why not, so long as you note that time has passed between and during the checks. Sometimes that matters, sometimes it doesn't. * Bugbears are bad news!My party has actually debated whether it was /safe/ to tie up a bugbear rather than just have someone guard him at swordpoint, because were he to break or slip his bonds he might get a surprise attack and one-shot somebody. :D * I've no sense of economic scale ... is 500 gp a lot? What can they buy with it? Without magic items, I may put some high end mundane gear into my world. Maybe some power components for spells. Thinking about it.The word from the Adventurers League...
  • 03:20 PM - fba827 quoted Archade in post Ran Defiance in Phlan Tonight
    So, I've run the first bit of Lost Mines of Phandelver for two different groups, and now the first two chapters of Defiance in Phlan for a third group ... I'm getting more comfortable DM'ing this edition ... Hope you're having fun! * Healing kits and the medicine skill should really do more ... house ruling something ... I am speaking from memory so I void be wrong but I think there is a feat that improves those * That being said, leveling up is too quick for my taste ... I will be slowing it down to 1/3 progression. 1st level adventures in my game will need to give xp for traps or social challenges so someone makes it to 2nd level ... I believe leveling after the apprentice tier slow down greater so after you pass these initial few levels it will slow down on it's own Anyway I love seeing reports on peoples play and dm experiences so far. Thanks for sharing

Friday, 22nd August, 2014

  • 12:38 PM - Thaumaturge quoted Archade in post Ask me Monster Manual questions!
    What are the naga types and CRs? Bone Naga (CR 4) Spirit Naga (CR 8) Guardian Naga (CR 10) Wait, are we allowed to answer questions about the MM? Warder Yes. It's best if you don't post pictures. Sometimes those are taken down. Don't post complete statblocks or anything. EDIT: What strange series of events led me to answering you inside my quoting you is already lost to the annals of time. Thaumaturge.

Thursday, 21st August, 2014

  • 07:54 AM - Lanefan quoted Archade in post Any interest in the not-quite-so-wild mage?
    Already wrote up a more serious wild magic surge table, with fey leanings for our campaign... D100 Wild Magic Surge Effect ... Thanks - I just yoinked about 6 of those entries for my already-massive WMS table. :) A few suggestions to lob in: - have some of the options possibly affect caster or target or what I call SPIN (Some Poor Innocent Nearby) rather than just caster; and note this can include the opponents as well - have a few opposite effects e.g. one of your entries is to have caster gain resistance to all damage for a minute; why not have a second entry where caster gains vulnerability to all damage for a minute (or half a minute, whatever)? These could be at 1% chance each rather than the one being at 2% chance. Lanefan

Sunday, 20th July, 2014

  • 02:16 PM - KarinsDad quoted Archade in post The Potion of Healing
    That's the thing ... I don't think wands or potions of healing will be as necessary. So how come WotC handed a dozen of them out as treasure in the Starter Set? I think WotC thinks that they are necessary to the point of them being the number one magic item handed out. By a factor of 12 to 1 AFAICT. Course at higher levels, potions of healing will be next to worthless. By the time one is quaffed in combat, a monster will hit that PC for 2x or 3x as much damage.

Saturday, 19th July, 2014

  • 10:22 PM - Tony Vargas quoted Archade in post The Potion of Healing
    That's the thing ... I don't think wands or potions of healing will be as necessary. With hit dice and second winds and flexible casting lists, external healing might not be as necessary. Hit dice aren't accessible in combat, second wind is 1/rest (and short rests are unlikely to be a whole lot more frequent than long ones), and a party shouldn't be absolutely required to have a 'heal bot.' So potions serve their purpose in campaigns where healing spells are unavailable for whatever reason. Keep in mind that there are no wealth/level guidelines, so 50gp could be prohibitively expensive or dirt cheap to a party at any given level, depending on how much treasure their DM felt like giving out.
  • 09:45 PM - DEFCON 1 quoted Archade in post The Potion of Healing
    I'm playing my first 5E game tomorrow, so we'll see, but I'm thinking magic items are going to be less integral to play ... That's exactly what I think they were going for. Not an assumed part of the play experience.


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Archade's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
D&D 3.5 Spell Grimoire
3.5 Spell Grimoire.
1077 +1 1 Tuesday, 12th November, 2013, 03:01 AM Tuesday, 12th November, 2013, 03:01 AM
Class Worksheets (3.5)
A PDF for each core 3.5 class.
3572 +1 6 Tuesday, 12th November, 2013, 03:00 AM Tuesday, 12th November, 2013, 03:00 AM
Age of Worms 3.5 Character Sheet
Age of Worms 3.5 Character Sheet
255 0 1 Tuesday, 12th November, 2013, 02:58 AM Tuesday, 12th November, 2013, 02:58 AM
Forgotten Realms 3.5 Character Sheet
Forgotten Realms Character Sheet
1331 +1 1 Tuesday, 12th November, 2013, 02:55 AM Tuesday, 12th November, 2013, 02:55 AM
Savage Tide Character Sheet
Some people over at Paizo were asking for a Savage Tide theme character sheet. So I thought I'd post it here - the background is a bit dark, but I threw this together in 5 minutes ...
286 0 3 Tuesday, 12th November, 2013, 02:53 AM Tuesday, 12th November, 2013, 02:53 AM

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