Upparoachable East - your questions answered

Re: Re: Re: Upparoachable East - your questions answered

DM Magic said:

This is a good point. However, most people took Amidex to reduce the penalties slightly; now those penalties are automatically negated when taking the TWF feat.
While Ambi may not be a prerequisite for TWF feat, it was a prerequisite for ITWF. Now that TWF is absorbing the benefit of Ambi, it is not needed. It makes one less feat to worry about.
 

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Orias said:

If I remember correctly, it's Sea Elves from the Sea of Fallen Stars. Isn't one of the two big mainland lakes (Sea of Fallen Stars, Lake of Steam) salt water & the other fresh water? That may denote the difference.
If they're calling the freshwater sea race from the Sea of Fallen Stars as Star Elves, what will they be calling the saltwater version?
 

I'm glancing at the table of contents and wondering about a couple things:

What generally speaking are the prcs for (I guess "who" would work better).

For instance:

Griffonrider - some sort of flying prc in the vein of the one in Lords of Darkness and Races of Faerun

Black Flame Zealot - guessing an evil-ish warrior prc?

Durthan - no clue

Master of Yuirwood - druid-ish, ranger-ish, possibly archer prc?

Nar Demonbinder - sounds interesting, arcane prc Im assuming

Netyar Hunter - ranger-ish?

Raumathari Battlemage - previewed online already, nice take on spellsword

Runescarred Beserker - Barb prc

Shou Disciple - could it be? Monk prc??

Talatour Blightlord - evil druidish?

Telflammar Shadowlord - Mask?

Thayan Slaver - something to go along with the one in Lords of Darkness I imagine.


What are the "beserker" line of feats useful for? What does long reach do?

Are there any "famous personalities" detailed?

Wow, thats more than I thought, feel free to answer what you want.

Technik
 

Question for Morrus:

1. Are the Volodni humanoids or plants?

2. How good are the suggestions in chapter 7?

3. [Edited because I asked a question that Morrus had already covered.]
 
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Question, Morrus:

How much "crunch to fluff" do you feel it has? In particular, does the Rashemen section have any great detail about the Warrior/Witch Relationship? One thing I've always wanted to try with another player is kind of the "Minsk and his witch" relationship from the Baldur's Gate games, but I've always wanted more information about the custom itself, without having to create it. :)
 
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JPL said:
Thayan slaver prestige class...

What's that all about?

"Thayan slavers are cruel marauders who use their awful abilities to abduct creatures and break their wills.

Requirements:

Race: Human
Align: Any evil
Skills: Appraise 10, Intimidate 10, Use Rope 5
Special: Sneak attack +2d6
Special: Must qualify to select Thay regional feats

Class features:

*Small number of arcane spells
*Ruthless Beating
*Enervating Attack
*Break Will
*Sneak Attack
*Crippling Strike
*Stunning Blow

Does the book offer any details on Impiltur? If so, do you see any new info that differs significantly from the entries in the Forgotten Reams Campaign book?

Grrr... no index!

Impiltur gets half a page at the back, with a pargraph or two each about Ilmwatch and Sarshell. Very much a skimpy overview.

If they're calling the freshwater sea race from the Sea of Fallen Stars as Star Elves, what will they be calling the saltwater version?

Star Elves are much like Moon Elves. A few special qualities:

*Otherworldly Touch - ghost touch ability on any melee weapon/armour at night
*Extraplanar - affected by spells and effects which affect extraplanar creatures
*Fav Class: Bard

Are the Volodni humanoids or plants?

They're plants.

How good are the suggestions in chapter 7?

Not bad. The chapter covers various organisations and areas (as you can see from the table of contents) and devotes a paragraph or two to each. Nothing you couldn't come up with yourself, but it's a short chapter. Also includes the encounter tables.

How much "crunch to fluff" do you feel it has? In particular, does the Rashemen section have any great detail about the Warrior/Witch Relationship?

Fairly crunchy. Less so than FRCS, but not much. The Rasheman section contains quite a lot of fluff about races, cultures, society, law and order, religion and so forth.

What are the "beserker" line of feats useful for? What does long reach do?

Ettercap Berserker: Requires rage as prereq. Gives permanent +2 poison save and, when raging, extra Con bonuses.

Extended Rage: Rage as prereq. Can rage for 5 additional rounds.

Great Stag Berserker: Rage as prereq. When charging get +4 atack, -4 AC.

Ice Troll Berserker: Rage and 13 Con as prereq. +2 AC when raging, +4 if greater rage.

Long Reach: Spear/shortspear reaches 5-10 feet, longspear reaches 10-15 feet, only applies when attacking, not to threatened areas.

Are there any "famous personalities" detailed?

Cities have their usual entries of Authority Figures, Important Characters etc. Other people are detailed in the text briefly (e.g. LG male half-elf Ftr 14). I'm not familiar enough with this area of the Realms to know who is important or not though, so I couldn't tell you if there were any notable absences.

What generally speaking are the prcs for

OK, here goes. Just a line or so each, though:

Aglarondan Griffonrider: kinda self explanatory. Rides a griffon, is from Aglarond. Various flyby attack, aerial evasion, mounted combat, power dive, hover etc. abilities.

Black Flame Zealot: Stealth and magic, evil, poison, sneak atatcks, flaming weapons, spells.

Duthan: Evil mask-wearing spellcasters. Cold resistances, telepathic spriit companion creature.

Master of the Yuirwood: Elf/Half-elf wilderness type.

Nar Demonbinder: Demon summoners, fiendish familiar, sounds like it would be evil, but no requirement as such. 7 level class.

Nentyar Hunter: Forest defender. Barb/Ranger type. Kinda like a Druid. 5 level class.

Bauthmathari Battlemage: Evokers. Sword focus, free action to cast spell though melee weapon.

Runescarred Berserker: Barbarian with runes carved into flesh. Lots of rage and resistance abilities.

Shou Disciple: Martial artists. Maximise weapon abilities at expense of some supernatural abilities. 5 level class.

Talontar Blightlord: Priests who like decay. Like them things from Dark Sun... err... forgot the name. Immune to disease; can cause diseases. At 10th level changes into a plant.

Telflammar Shadowlord: Thieves Guild. Must have shadow walker template. Lots of shadowy abilities (shadow jump, shadow blur, shadow walk, shadow pounce etc.) 6 level class.

Thayan Slaver: mentioned above.
 


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