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Immortal's Handbook continuation thread

Upper_Krust said:
Hey poilbrun mate! :)

...and no of course I haven't forgotten to remind you that "28 Days Later" is due for release in Belgium on April 11th. ;)
Last week end, I checked the movies that will be released this year, and when I saw 28 Days later, I immediately thought about your advice not to miss it! Oddly enough, the 3rd movie from the Lord of the Ring trilogy is not yet scheduled to be released in Belgium! :confused:
 

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Hi Impeesa mate! :)

Impeesa said:
My players finally hit 20 the other day... pester WotC to hurry up with the SRD updates, eh? ;)

Will do! :D

Impeesa said:
Incidentally, I have a question... one of these characters has a higher strength than he should thanks to the 2E->3E conversion guide for extremely high strength. I'm trying to make him retroactively legal, or at least balanced ECL wise, so I'm wondering... what would you charge for ECL (i.e. under the existing ECL rules) for a flat +10 to strength? I'm leaning towards +2....

+1 would seem sufficient.

Since thats what it would be using the CR/EL pdf.
 

Hey poilbrun mate! :)

poilbrun said:
Last week end, I checked the movies that will be released this year, and when I saw 28 Days later, I immediately thought about your advice not to miss it!

Just remember my warning...its scary. :eek:

poilbrun said:
Oddly enough, the 3rd movie from the Lord of the Ring trilogy is not yet scheduled to be released in Belgium! :confused:

I am sure it will be released exactly a year after the last one.
 

I saw a preview for it the other day, it looks pretty cool. But I am unsure when it will be released in the US. :confused:

Eversmiting -
A being hit critically by this weapon, suffers, for the rest of their life, 3d12 damage per round. This damage has no qualities of the weapon (silver, holy, magic, etc..) for the purposes of DR.

Shadow Walking -
The wearer of this armor gain the following spell like abilities to use as a free action at will:
Blur, Greater Teleport, Improved Invisibility, Plane Shift

Acidic Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 acid damage per round to all within 15 ft.

Burning Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 fire damage per round to all within 15 ft.

Freezing Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 cold damage per round to all within 15 ft.

Shocking Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 electric damage per round to all within 15 ft.

Booming -
Each time this weapon strikes anything, all within 3000 ft, excluding the weilder, make a Fort save (DC 38) or take 9d6 sonic damage and are deafened.

And I just make up the DCs.
 

Dark Wolf 97 said:
Shadow Walking -
The wearer of this armor gain the following spell like abilities to use as a free action at will:
Blur, Greater Teleport, Improved Invisibility, Plane Shift
Why doesn't this armor also allow Shadow Walk?
 

Hmmm, seems there are enough weapon / armor qualities to make a book solely for that purpose....

Armor of Chronoduplication
This armor allows the wearer to transport himself forward in time, for a short moment only. For the next 1d4+2 rounds, the wearer dissappears. Yet, after the rounds have expired, two duplicates of the wearer appear at the location where the wearer dissappeared. The wearer has effectively transported himself forward in time to join his future self in the fight. One of the duplicates will dissappear after the same number of rounds have passed, as the time during which he was not present. Since the duplicate is effectively the wearers past self, any damage taken will be transfered to him. Thus, using the special ability makes the wearer able of performing two actions at once, yet make him vulnerable to Area of Effect spells, since he will effectively take double damage if both himself and his Chronoduplicate is affected.
 

Originally posted by Knight Otu
quote:
--------------------------------------------------------------------------------
Originally posted by Dark Wolf 97
Shadow Walking -
The wearer of this armor gain the following spell like abilities to use as a free action at will:
Blur, Greater Teleport, Improved Invisibility, Plane Shift

--------------------------------------------------------------------------------


Why doesn't this armor also allow Shadow Walk?

I didn't have my PHB with me and was thinking of spells off the top of my head.
 
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Hi Dark Wolf mate! :)

Dark Wolf 97 said:
I saw a preview for it the other day, it looks pretty cool. But I am unsure when it will be released in the US. :confused:

Its a good movie. Put your trust, in Krust. ;)

Dark Wolf 97 said:
Eversmiting -
A being hit critically by this weapon, suffers, for the rest of their life, 3d12 damage per round. This damage has no qualities of the weapon (silver, holy, magic, etc..) for the purposes of DR.

Maybe +200 if there was no way to stop it short of living within anti-magic.

It would eradicate 20 points of Fast Healing or Regeneration with every strike (for those with the ability).

Dark Wolf 97 said:
Shadow Walking -
The wearer of this armor gain the following spell like abilities to use as a free action at will:
Blur, Greater Teleport, Improved Invisibility, Plane Shift

I may change the 'Shadow' ability thats already given in the DMG.

Dark Wolf 97 said:
Acidic Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 acid damage per round to all within 15 ft.

Burning Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 fire damage per round to all within 15 ft.

Freezing Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 cold damage per round to all within 15 ft.

Shocking Aura -
The wearer of this armor may activate, at will as a standard action, the aura. This aura deals 3d6 electric damage per round to all within 15 ft.

I have something like this as a Salient Divine Ability.

I try to keep weapon/armour abilities and salient divine abilities as seperate as possible (even though obviously there is some cross pollenation).

Dark Wolf 97 said:
Booming -
Each time this weapon strikes anything, all within 3000 ft, excluding the weilder, make a Fort save (DC 38) or take 9d6 sonic damage and are deafened.

You are always better giving people the lowest common denominator for these weapons and then showing them how to scale it.

Dark Wolf 97 said:
And I just make up the DCs.

:D
 

Hi Clay_more mate! :)

Does your avatar smilie change every week?

Clay_More said:
Hmmm, seems there are enough weapon / armor qualities to make a book solely for that purpose....

Indeed. We already have three or four times the abilities presented in the Epic Level Handbook and Dungeon Masters Guide I'll warrant!? :)

Clay_More said:
Armor of Chronoduplication
This armor allows the wearer to transport himself forward in time, for a short moment only. For the next 1d4+2 rounds, the wearer dissappears. Yet, after the rounds have expired, two duplicates of the wearer appear at the location where the wearer dissappeared. The wearer has effectively transported himself forward in time to join his future self in the fight. One of the duplicates will dissappear after the same number of rounds have passed, as the time during which he was not present. Since the duplicate is effectively the wearers past self, any damage taken will be transfered to him. Thus, using the special ability makes the wearer able of performing two actions at once, yet make him vulnerable to Area of Effect spells, since he will effectively take double damage if both himself and his Chronoduplicate is affected.

Very interesting! I wonder did you ever encounter the Hollow Naga I designed in the Creature Collection 2: Dark Menagerie book from Sword & Sorcery Studios? It had an ability not totally unlike the one you mentioned above.

Incidently I have been asked by S&SS to write up three of my submissions for CC3 ("Savage Beastiary"); but don't worry that won't affect anything with regards the Immortals Handbook. ;)
 

Bonjour!

Upper_Krust said:
Very interesting! I wonder did you ever encounter the Hollow Naga I designed in the Creature Collection 2: Dark Menagerie book from Sword & Sorcery Studios? It had an ability not totally unlike the one you mentioned above.

It is also very close to the Tempus Twins from that same book. Don't know who writtten it, though. It would have been nice if they followed the same pattern as in the Tome of Horrors.

Upper_Krust said:
Incidently I have been asked by S&SS to write up three of my submissions for CC3 ("Savage Beastiary")


I'm not surprised to hear that ! By the way, I've a command also :) :cool: !
 

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