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    Basic Crate Pack: For Maptools & V-Tabletops

    Tuesday, January 18, 2011, 5:26 PM

    This is a Basic Crate pack for use with the Maptool program.

    There are 40 Basic Cargo Crates in this pack.

     

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    Well I'm Back

    Monday, January 25, 2010, 11:43 AM
    Categories: General

    Due to a system error I was unable to log into my account for awhile. Eventually those systems errors turned into a USER SUSPENDED error.

    The tech team finally seems to have gotten my account fixed and I am back. Hopefully will be back to posting again soon.

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    Whispers from a Dungeon #2: New PC Race the Revenant, New Feats, Pathfinder

    Friday, September 25, 2009, 12:21 PM

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    This week I give you a few news 'toys' for your Pathfinder or 3.5 Campaigns. 3 New feats and a new player class, The Revenant. For awhile I wanted to personally play an undead race that did not have a crazy ECL or level adustment. I didn't want to strip and undead down to bare bones (hehe) to play it. Instead I took the Eberron Warforged race and modified it to suit the role of an undead hero. If all goes as planned the next article will include adventure hooks, racial feats, a new spelland some specialized equipment for Revenants.

     

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    Revenants

    The cruel truth of life, the one thing that truly is the same among all races of the world is everyone dies. From the most humble farmer to the most heroic of warriors, everyone meets there end. But what happens when ones time comes to soon? When ones will to continue on is stronger even than the grip of death? A Revenant is born, that is what.

    Revenant are a generally calm, cool and collected, though their individual personalities are generally shaped from their base race. They have no cities of their own, instead they wander or make a place for themselves wherever they are accepted. While not utterly shunned by most races they are not generally trusted, death is not something one is supposed to shake off and many of those who come into contact with one assume hey have their hands in shady dealings.

    Physical Appearance: A Revenant Physical Appearance is based on their base race. With one exception, their skin always appears a few shades paler. Their wounds heal similar to other living creatures, except they heal into bluish grey scars.
    Society: Revenant have no real societies of their own. Instead they try to become accepted amongst the societies they were involved with during life. Though sometimes it take many years for an individual to become accepted.
    Relations: Generally they retain the same outlook towards races as they did in life.
    Alignment & Religion: A Revenant's alignment and religious beliefs are as varied as the races and cultures they are born from. Though death does have a way of changing ones outlook so many tend toward neutrality. Most believe coming back is a gift from the gods and as such tend to gravitate more towards gods that have death or undead in their portfolio.
    Adventurers: Revenant adventurers nearly always have a goal. Sometimes they adventure to avenge a fallen loved one, to take revenge on those that harmed or killed them, even to champion a specific cause. Some Revenants do not venture out at all, but instead hermit themselves away pulling strings, sending others to do their dirty work for them.


    Revenant Racial Traits

    Living Dead Subtype (Ex):
    Revenant are undead with the living dead subtype. Sometimes the will to continue on can be stronger than death, in these rare circumstances a Revenant is born. Revenants are living dead that combine aspects of both undead and living creatures, as detailed below.

    • Darkvision out to 60 feet
    • Immune to Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, effects that cause the sickened condition, and energy drain.
    • A Revenant cannot heal damage naturally
    • As living dead, Revenants can be affected by spells that target living creatures as well as by those that target undead. Damage dealt to a Revenant can be healed by a cure light wounds spell or a inflict light wounds spell. However spells such as Cure and Heal are only half as effective on Revenants. They are also more vulnerable to harmful magic as spells like Circle of Death and Undeath to Death will both effect an Revenant.
    • A Revenant responds slightly differently from other living creatures when reduced to 0 hit points. A Revenant with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and not greater than his constitution score, a Revenant is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Revenant does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • As a living dead, a Revenant can be raised or resurrected.
    • An Revenant does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
    • Although living dead do not need to sleep, a Revenant wizard must rest for 8 hours before preparing spells.


    Base Race: When creating a Revenant you choose your base race, this is the race your character was before dying. Your choices are (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Human or whatever other races your DM deems acceptable) Once chosen this can never be changed. Your base race determines your base speed, size modifiers, weapon familiarity and starting languages.


    Ability Modifiers: +2 Constitution, +2 Intelligence, -2 Charisma: Revenants are Tough and Smart. But death has made them take a much harder outlook on things, to most they come off as to cold and calculating.


    Unnatural Perception
    : +2 bonus on Perception


    Unnatural Presence: +2 bonus on Intimidate


    Weapon Familiarity: Revenants are proficient with the weapons of their base race.


    Languages: Revenant speak the same starting languages as their base race, Revenants with high intelligence may choose any language as their bonus language, except for secret languages.


    Speed: A Revenants speed is determined by their base race.

    Medium or Small: As Medium undead, Revenant have no special bonuses or penalties due to their size. If the base race chosen was a Small creature, a Revenant gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.



    Special Notes: Though Revenants have some aspects of a template rolled into their Race they are not a template. They are meant for those who are interesting in starting out as an undead character without a level adjustment. Warforged was used as a base for the creation of this race and as such if you feel a Warforged in balanced then you should have no issues with this race.

     

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    New Feats

     

    Cleaving Assault (Combat)


    After dropping a foe in battle you spin around, determined to finish off any who still stand in your way.

    Prerequisites: Power Attack, Cleave (PCR)

    Benefit: If you deal enough damage to drop a creature's hit points to 0 or below, you may make a single extra melee attack immediately against an enemy no more than 5' (1 Square) away, you must use the same attack modifier that dropped the previous creature.

    Special: This is a combat feat and as such a fighter may choose this as one of his bonus feats.

    This is a variation of the original cleave. It has been modified to and renamed work along with the new vision of cleave as presented in the Pathfinder Core Rulebook.


    Greater Cleaving Assault (Combat)


    After dropping a foe in battle you spin around, determined to finish off any who still stand in your way.

    Prerequisites: Power Attack, Cleave, Cleaving Assault, Great Cleave (PCR)

    Benefit: This feat works just like Cleavin Assault, only there is no limit to how many times you can use it per round.

    Special: This is a combat feat and as such a fighter may choose this as one of his bonus feats.

    This is a variation of the original great cleave. It has been modified to and renamed work along with the new vision of cleave as presented in the Pathfinder Core Rulebook.

     

    Sundering Critical


    Your Critical hits strike so hard they may cause damage to your opponents armor.

    Prerequisites: Strength 15, Critical Focus

    Benefit: If you confirm your critical hit you may make a Sunder attempt against your target's armor as a free action that does not provoke an attack of opportunity.

    Special: This is a combat feat and as such a fighter may choose this as one of his bonus feats.

     

     

    Thats it for now.

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    Whispers from a Dungeon #1: Tips on using older RPG books in your Campaigns

    Friday, September 18, 2009, 11:11 AM

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    Chances are if your like me you have garnered quite a collection of Role-playingbook over the years. It is even possible like me you do not like the idea of getting rid of your old books even if you upgrade (or even downgrade) to a different edition of Dungeons and Dragons. On occasion you may even pick up older books (Basic, Expert,  AD&D) to peek through.

    There are many ways in which you can get good use out of  these books. Here are some ideas for them as well as some examples on how to use them. Many of these tips here will be likely something you experienced players and DM’s have done. But for those of you who have not been playing or DM’ing quite as long may find some useful ideas here. You older player’s may even find something here that is useful.

    Lore: The simplest and most obvious is the lore. Most books out there have quite a bit of information about geography, races, organizations, world histories and more. The best part about this is it requires no conversion to use these in a different edition of your favorite game.

    A similar idea also works with different campaign settings. Just because you are running a campaign in Eberron does not mean you can’t cherry pick some things from other settings. If you think about it there are some great ideas from Forgotten Realms and Dragonlance that could be used. If your campaign heavily revolves around Dragons you could always introduce Dragonlances to your game.

    Maybe you could introduce the Netheril Empire into Eberron. Maybe they are a long dead empire making a comeback or perhaps you could use them at the start of their rise to power. You can even build your own world from scratch, dropping in the ideas you like most from various settings. Some of the best campaign worlds I have played in were comprised of different ideas from different worlds.

    Maps: Again simple and obvious. Using the maps from older editions is a simple enough task. Perhaps you can use an old AD&D map of an area. One of the player’s in the group starts with a map that has been handed down for generations. The problem is his people are so cut of from other populations that the map is extremely out of date. That alone could spark some extremely interesting encounters.

    NPC’s: Changing an NPC over is a fairly simple process. Most of the effort here revolves around time. The time it takes to convert lets say Elminster from 3rd edition up to 4th edition and this only takes time if you want to actually have his full sheet on hand. If you just need him as an NPC, well you don’t even need a book for that one. You can also take a pre-existing NPC from the edition you are currently playing and plop the name of the NPC from the older edition on him. Finding an existing character with stats that are similar to the character you want to use can be easier, if you can find one that is close enough for your tastes.

    Equipment & Magic Items: Basic Equipment is the easiest to transfer over. Say you want to transfer the Fullblade from 3.0 to 4.0. Fairly simple task. Just compare a few weapons from both editions together and then compare the Fullblade to weapons from both editions. It should only be a few minutes work to get a working version up.

    Magic items can be trickier. Sometimes an ability or spell from one edition does not exist in the edition you want to use. In this case look at one the items main concept is. Then find an equivalent that will work. You can of course spend more time to convert the ability over to your current game.

    Spells: Much like magic items spells can be either easy or hard to convert depending. A good way to do this would be similar to what we do with Equipment. Compare spells that appear in both editions to that are similar to each other, then compare the spell you wish to convert over to both of them. This should help give you an idea of what to do.

    Rules: Much like everything else rules can be transferred over as well. Personally I prefer 3.5/Pathfinder over 4th Edition. But one thing I love about 4th Edition is the minion system. If you have not played 4th edition I will explain it for you. What the minion system does is allow you to simulate large battles or scenarios where you players are outnumbered without turning it into an instant party annihilation.

    Basically you have your standard version of the monster, straight out of your book. Then you have the minions, which are the same in every way to the standard version (Same Attacks, Saves, Abilities etc.) with one difference. They only have 1 Hit Point. This can still be pretty dangerous as lvl 12 minion will still have the same change to hit as the standard creature. But they go down faster. They also can help make feats that require lots of prerequisites to be more worthwhile. Whirlwind attack is well worth having when your group is running a campaign with minion rules, not to mention damn fun for that character who spends all those feats to utilize it.

    Classes, Monsters an PrC’s are a bit harder to transfer over so I left those out of here. Hopefully you found some useful information here. Thanks for taking the time to read the first edition of this blog. There will be more to come soon, I promise!

    ~Fallenbane (Jim)

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    New Community Features

    Wednesday, September 9, 2009, 12:57 PM
    Categories: General

    I am digging the new comunity features here. As an Internet junkie I can definately see myself using these features a decent amount.

    Let me do a quick introducton.

    Hi, My Name is Jim (AKA Fallensbane).

    For years I was a Lurker on these forums, eventually I started interacting under the name dzombiex. Eventually I changed over to the user id Fallensbane. I sort of abandoned the forums here for awhile but I plan on becoming much more active over the coming months.

    Feel free to add me as a friend, I am always looking for new people to shoot the **** with, so to speak.

    And if you have some time please visit me on Deviant Art and Zazzle. I am working on a Product line for my fellow Roleplayers out there, some simple designs but things I think alot of you will enjoy likely enjoy.

    Haynz Designs: T-Shirts, Hats, Posters, Bumper Stickers, Buttons, Pins, Keychains and more designed by Fallensbane.

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