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Scarred Lands: Ask the Sage

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Phoenix_Knightwind said:
I just finished with all of the "splat" books that are out for the Scarred Lands PC classes. I can honestly say tha6t they did more for me as far as educating on the world and itys flavor than any of the hardbacks. They are full of information and ideas and are great for players to read to get them more involved with the world.
Mm sounds good. Might have to remember that for tossing it to my players. For me I found it informative certainly, but nothing I found exceptionally extrodinary in some respects. This not to say I didn't enjoy the stuff on military/schools of and forming your merc band good. Nor the stuff on barbaric tribes wasn't enlightening. Certainly the information on druidic magic and place magic along with sacred text was fun. And the stuff on various wizard traditions, sorcerous bloodlines, and bardic epic was great. But I guess I just felt it ADDED more than enhanced my understanding of the world. Course I DO spend nearly every waking minute there so probably that's why. :p :)
 

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Nightfall said:
Yes I do. It is in the web based S&SS Insider mag. Here's the link: S&SS Insider/WW Quarterly

Thanks - now, being wiser, I honestly wish I had not asked .....
From a definitely (overly ) powerful spell "shocking Missile" turns into a wimpy long range "Shocking Grasp"...... (and not even that anymore, Shocking grasp having been upgraded to 1D6/level, max 5D6 in V3.5) oh well, with the delay of casting it on an arrow first and then actually delivering it to the target, itnot being a touch attack anymore..... I guess there are definitely more effective and even some more "stylish " spells to choose as second level ammunition.. ..

Similar thoughts for "Stone Bolts" - not being force and needing a ranged touch attack to hit as well, Magic Missile is again king of the Heap.... Wonder who is going this one, even the Fire Bolt variant is more useful (especially with targets vulnerable to fire, and Energy Substitution for those pesky Efreet's painful surprise etc.. )

still, thanks- Now I am certain that not only does S&SS has some issues with double checking their rules, but now I know, that if the Nerf, they NERF in spades.

:mad: :mad: :mad:

uzagi
 

uzagi_akimbo said:
From a definitely (overly ) powerful spell "shocking Missile" turns into a wimpy long range "Shocking Grasp"...... (and not even that anymore, Shocking grasp having been upgraded to 1D6/level, max 5D6 in V3.5) oh well, with the delay of casting it on an arrow first and then actually delivering it to the target, itnot being a touch attack anymore..... I guess there are definitely more effective and even some more "stylish " spells to choose as second level ammunition.. ..

still, thanks- Now I am certain that not only does S&SS has some issues with double checking their rules, but now I know, that if the Nerf, they NERF in spades.

This probably isn't going to make you feel any better, but within a short amount of time of the errata coming out in the Quarterly for Shocking Missile, it was later retracted with an "oops..." I don't recall if yet a third, "proper" version was offered up or not, but if so, I'm not completely certain where it would be found.

Ahh well.
 

Harlock said:
Saw your post in another thread, Nightfall. Teleportation is limited how and where?
Harlock,

It's only limited in my games. I don't know of ANY one else that uses it. But using only teleport and teleport without error, there's a 10% chance of it running afoul of what ever cause the arcane heat. This will randomly send people MUCH further from their destination. Add to that, I add a 20% to the roll for each distance over 100 miles. Of course I also subtract -10% from the roll if the caster is above 15th level.

uzagi_akimbo said:
Thanks - now, being wiser, I honestly wish I had not asked .....
From a definitely (overly ) powerful spell "shocking Missile" turns into a wimpy long range "Shocking Grasp"...... (and not even that anymore, Shocking grasp having been upgraded to 1D6/level, max 5D6 in V3.5) oh well, with the delay of casting it on an arrow first and then actually delivering it to the target, itnot being a touch attack anymore..... I guess there are definitely more effective and even some more "stylish " spells to choose as second level ammunition.. ..

Similar thoughts for "Stone Bolts" - not being force and needing a ranged touch attack to hit as well, Magic Missile is again king of the Heap.... Wonder who is going this one, even the Fire Bolt variant is more useful (especially with targets vulnerable to fire, and Energy Substitution for those pesky Efreet's painful surprise etc.. )

still, thanks- Now I am certain that not only does S&SS has some issues with double checking their rules, but now I know, that if the Nerf, they NERF in spades.

:mad: :mad: :mad:

uzagi
Well I dunno about nerfing but my version of both, shocking missile did 1d8+1/ per level (max of 1d8+10) and lasted for 1 minute per level

Stone missiles just had an upper limit of seven. Doesn't seem THAT nerfed to me.
 

cannot be helped

Well - its not gonna make me feel better, but am going to do my own " house nerf" then ( which I was about to do anyways, but I would have liked to have an idea just how they envisioned the spell intially ( - probably around (1D8+1) /2 levels, with a maximum of 5D8 +5 or something. Pretty hard to compete aganist Scorching Ray these days.
I find it sobering though, how shoddy S&SS is editing at times and then errataing (?) their D20 stuff - while I really love the Scarred Lands stuff, I have always wondered if they actually playtest the material or just say "hey cool, idea, lets print that". Writing some errata sheet and publishing them in an easy to find/acess spot on their web-page would be a nice thing, once in a while.

This obviously bend/broken/dented, yet inspired stuff one wants to use is giving me and my Co-GMs (several camapigns with ,overlapping players/GMs here ) a hard time to coordinate our respective rulings on stuff - and breaking the hard news to the players.
 

uz,

If you want to make it higher, that's fine. But I imagine the guy wanted to do 1d8+1/per level to max of +10 to the 1d8. But that's just me. I do think the upper limit of seven missile every two levels is better than magic missiles WITHOUT ruining the other effects.

I won't comment on playtesting since that's not my field of expertise NOT do I wish to second guess anyone in the S&SS staff on this matter. Now if you want to hear my complaints about Penumbral Lord, different story. ;)
 
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Paladins and other guestions

Paladins: what are the diffence between the paladins of Corean, Madriel, and Hedeada? And is Madriel's order all women or just leans heavly to women?

Next question: What is the deal with the cycle? Is it really broken or has it started anew with the gods in place of the Titans?

Next question: Hornsaw unicorns and ratio to normal unicorns. And why has Tanil or Denev not stopped their growth?

Last question: God-kings? What is up that? Can you throw us a bone on their role in the world of Scarn?
 
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blindrage said:
Paladins: what are the diffence between the paladins of Corean, Madriel, and Hedeada? And is Madriel's order mostly women or just leans heavly to women?
I'll answer this in two parts:

Coreanic Paladins tend to be concerned with aspects near and dear to Corean's heart, that is chivlary, weapons and crafting, and also wisdom and pursuit of evil no matter the boundaries. At least as long as it doesn't upset the natural order TOO much. While not always the case, Coreanic paladins tend to be the demon fighters as well as slayers of great evils. They are the quintessinal paladins, since their god is as well.

Madrielite paladins tend to be more diplomats and healers than warriors. This is not always the case but there are instances. Most are concerned for the downtrodden and weak. They also fight undead a lot

Hedrada (not Hedraeda), paladins are concerned with ideals of law and order. While they favor justice, they are more rigid and unyielding than the other two types. Mostly they serve to mete out retribution where necessary.

Understand you can have variations on these themes from each but that's mostly how I play and I think the upcoming Player's Guide will bear this out as well.

Madriel's order doesn't necessarily FAVOR women or men. It does however view women as purer since they are closer to the goddess' form. While the Sisters of the Sun and the Swan Knight are some of the more well known paladins of Madriel, there are Madrielite paladins that are men and do well in that role.

blindrage said:
Next question: What is the deal with the cycle? Is it really broken or has it started anew with the gods in place of the Titans?
Now that my friend is up to you. :) Realistically the cycle could be seen as just a ploy by the titanspawn to gather sympathy for their plight. Or perhaps there is truth and the cycle is broke. Who can say? It's not like anyone has complete monopoly on the truth. You'll notice NONE of the Gods has "truth" in their portfolio. So they are hardly pure. Nor do any of the titans or their followers. Like they always say the first causality of war is the truth.
So you decide.

blindrage said:
Next question: Hornsaw unicorns and ratio to normal unicorns. And why has Tanil or Denev stopped their growth?
No idea on the exact ratio but I'd say there are more Hornsaw unicorns at least in the Hornsaw than there are unicorns anywhere in Ghelspad. As for stopping their growth, not sure but perhaps they just want to keep them way from poachers. If they are in a remote location and far way....well who will hunt them but the best. Tanil will approve and Denev won't mind the occasional thining of the herd.

blindrage said:
Last question: God-kings? What is up that? Can you throw us a bone on their role in the world of Scarn?
Not sure I myself know. They are enigma. What I am certain is each claims to be the voice and mouthpiece for their god. Thus there is a God king for Chardun, Madriel, Vangal, Tanil, Corean, Belsameth, Enkili, Hedrada etc. I don't believe we'll know for certain until probably the SLCS: Asherak comes our way.
 
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I'd like to add a word or two to this...

Nightfall said:
[..]Coreanic Paladins tend to be concerned with aspects near and dear to Corean's heart, that is chivlary, weapons and crafting, and also wisdom and pursuit of evil no matter the boundaries. At least as long as it doesn't upset the natural order TOO much. While not always the case, Coreanic paladins tend to be the demon fighters as well as slayers of great evils. They are the quintessinal paladins, since their god is as well.[..]

Coreanic paladins are builders and creators, being the only paladins to actively participate in administration of a large city (Mithril) and maintain large paladin military force. Also, Coreanic paladins may be called by means of True Ritual and may freely multiclass with clerics (both ritual and mutliclassing rule included in Mithril City sourcebook).

Nightfall said:
[..]Madrielite paladins tend to be more diplomats and healers than warriors. This is not always the case but there are instances. Most are concerned for the downtrodden and weak. They also fight undead a lot.[..]

Madrielite Order of Dawn is famous for their merciless effectiveness in combatting morgaunt outbreaks (morgaunt == Night of the Living Dead by G. Romero + wicked, if sometimes rudimentary intelligence) and more mundane epidemies. I love the idea of a paladin declaring: "This town is under quarantine. You have three days left to deal with the infestation.".
Of course, typical paladins are pretty rare in OoD, Knight of Dawn prestige class being allowing more moral leeway.

Regards,
Ruemere
 

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