https://www.dandwiki.com/w/api.php?action=feedcontributions&user=141.101.70.108&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T14:34:35ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Cryomancer_(3.5e_Prestige_Class)&diff=565589Talk:Cryomancer (3.5e Prestige Class)2012-05-21T08:40:36Z<p>141.101.70.108: /* comment: */ new section</p>
<hr />
<div>== A Brilliant Idea ==<br />
This needs a list of ice based puns. --[[User:T G Geko|T G Geko]] 10:44, 4 June 2009 (MDT)<br />
<br />
: ICE TO MEET YOU. --[[User:TK-Squared|TK-Squared]] 12:38, 4 June 2009 (MDT)<br />
<br />
::Have an ICE day. -[[User:Sarrow|Sarrow]] 20:44, 13 June 2009 (MDT)<br />
<br />
:::ICY what you did there... -- [[User:Eiji|Eiji]] 20:53, 13 June 2009 (MDT)<br />
<br />
:::: These puns are CHILLING. --[[User:TK-Squared|TK-Squared]] 20:55, 13 June 2009 (MDT)<br />
<br />
::::: Nothing written here thus far really makes me catch on fire. All I feel is cold and dead inside. [[User:Surgo|Surgo]] 21:14, 13 June 2009 (MDT)<br />
<br />
:::::: Allow me to break the ice. &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:53, 13 June 2009 (MDT)<br />
<br />
::::::: Oh Hooper, always trying to be cool. But I have snow idea how to begin. -- [[User:Eiji|Eiji]] 23:44, 13 June 2009 (MDT)<br />
<br />
::::::::Ready, Set, SNOW! (woot, I got the most retarded one yet) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 01:51, 14 June 2009 (MDT)<br />
:::::::::SNOW way in hell could ICY where this discussion is heading [[User:SteelOrochu|Steel]]<br />
<br />
<br />
::::::::::This is what I imagine the script looked like for all of Swarzenegger's lines as Mr. Freeze in Batman. &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 11:31, 14 June 2009 (MDT)<br />
<br />
:::::::::::Ghehe, awesome... But this thing is up for deletion, right? That would really suck, I like it very much and I was about to use it (as soon as my party gets into the mountains, actually). I think (but am not yet sure) there are more of TK's contributions that are really cool (pun actually not intended), and it would be a shame if they'd get deleted. Plus, TK helped me very well when I first wandered into the Tavern. Is there any way they could just, I don't know, stay? Or could I at least just copy this one, since it is so very very, well, cool!<br />
<br />
:::::::::::Plus, you forgot the easiest one: FREEZE! [[User:Deranged|Deranged]] 09:26, 14 August 2009 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:You'll still be able to find it [http://dungeons.wikia.com/wiki/Cryomancer_(3.5e_Prestige_Class) here]. -- [[User:Jota|Jota]] 11:30, 14 August 2009 (MDT)<br />
<br />
:: What, he started his own wiki? Damn, that sucks >:/. [[User:Deranged|Deranged]] 10:37, 15 August 2009 (MDT)<br />
<br />
::: See [http://www.dandwiki.com/wiki/User_talk:Green_Dragon#What_the_Hell here] and [http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Make Love, Not War here] for the reasons of leaving. For some reason that has not been given yet, Green Dragon saw fit to ban Surgo, Sulacu and myself before going out and demoting and banning his admin staff. For these rash and illogical actions, I have lost faith in this being a so-called "community" rather than people beneath a despot. A number of us have moved due to these events and are under a more community run wiki. You are free to stay here and use our wiki all you wish. --[[User:TK-Squared|TK-Squared]] 12:56, 15 August 2009 (MDT)<br />
<br />
== comment: ==<br />
<br />
This class is too imba. Good fort and good will for a wizard prestige? ALso the NA bonus is a bit ridiculous. The theme is cool but the progression of class abilities is way too fast. I also would imagine that the cryomancer would have to gain some penalty in a warm environment (e.g -1 to attacks). Constant endure elements does not fit the theme. Spellcaster level in this prestige class is also ridiculous half class level as a bonus and no limit for cold spells...come'on. At most a prestige could grant is like +2 caster level.<br />
<br />
wolf</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Mind_Flayer_(4e_Race)&diff=563908Mind Flayer (4e Race)2012-05-16T20:42:15Z<p>141.101.70.108: /* Mind Flayers */</p>
<hr />
<div>{{needsbalance|Powers need some work; encounter and at-will powers should not cause ongoing conditions; burst 5 is excessive; too many traits - suggest dropping some, or changing "stalk the senseless" to a feat.}}<br />
== Mind Flayers ==<br />
<br />
'''''Cunning and Deadly, an aberrant Race of Deadly Villains and Glorious Leaders.'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'60''-6'50''<br />
|weight=120-200lbs<br />
|abilities=+2 Intelligence, +2 Charisma or Wisdom<br />
|size=Medium<br />
|speed=6<br />
|vision=Darkvision<br />
|languages=Common, Deep Speech, Telepathy 10<br />
|skills=+2 Arcana, +2 Diplomacy<br />
|trait1=Aberrant Origin<br />
|description1=You are considered an Aberration for the purpose of effects that relate to creature origin.<br />
|trait3=Superior Will<br />
|description3=You have a +1 racial bonus to your will defense.<br />
|trait4=Aberrant Charm<br />
|description4=You have a +1 racial bonus to attack rolls with powers that have the charm keyword.<br />
|trait5=Mind Blast<br />
|description5=you have the ''Mind Blast'' power.<br />
|trait6=Feed<br />
|description6=As an Illithid, you feed on the brains of fallen enemies. If a large or smaller living humanoid enemy has died within the last hour, you can eat its brain, regaining hit points equal to your Intelligence modifier.<br />
|trait7=Extract<br />
|description7=To extract a brain from a large or smaller living Humanoid creature an Illithid must succeed one grapple check to attach each tentacle. Each tentacle attached will grant the flayer +2 to the next grapple check. After four tentacles have been attached, the flayer may chew through the skull of its victim and extract and devour the brain killing its target instantly. <br />
}}<br />
{{4e Power<br />
|name=Mind Blast<br />
|owner=Race<br />
|class=Mind Flayer<br />
|type=Attack<br />
|usage=Encounter<br />
|flavor=Your enemies don't look so cocky now that they painfully squirm and twitch, tasting how their puny mind is worthless against yours. <br />
|keyword1='''Psychic'''<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=3<br />
|target=Each enemy in burst.<br />
|attack=Intellicence+2 or Wisdom+2 or Charisma+2 <br />
|defense=Will <br />
|hit=1d4 + Intelligence modifier psychic damage, the target is dazed (save ends) and has -2 to attack rolls and defenses (except AC) until the end of its next turn.<br />
11th Level:2d4 + Intelligence modifier, -4 penalty to enemy.<br/><br />
21st Level:3d4 + Intelligence modifier, -8 penalty to enemy.<br />
|special=When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and do not change the power’s other effects.<br />
}}<br />
{{4e Power<br />
|name=Brain Drain<br />
|owner=Race<br />
|class=Mind Flayer<br />
|type=Attack<br />
|usage=At-Will<br />
|flavor=Your enemy feels its own consciusness flow away as you dig your tentacles into its head and devour its brain.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|target=grabbed, dazed or stunned large or smaller living Humanoid enemy<br />
|attack=Strenght+2 or Dexterity+2 of Constitution+2<br />
|defense=Fortitude<br />
|hit=1d6 + Dexterity modifier damage and the target is dazed (save ends). If this power reduces the target to 0 hit points or fewer, you devour its brain, killing it instantly. As you kill the target, you get a +1d4 bonus to attack rolls and 1d4 temporary hit points.<br />
11th Level:2d6 + Dexterity modifier, +1d6 bonus.<br/><br />
21st Level:3d6 + Dexterity modifier, +1d8 bonus.<br />
|critical=the enemy is killed istantly,<br />
|special=When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and do not change the power’s other effects.<br />
}}<br />
<br />
Mind Flayers, also known as Illithid, are monstrous a race of aberrant psionic humanoids ruling in the Underdark. they are feared even by other evil races such as Drow and Aboleth.They believe themselves to be the dominant species of the multiverse and enjoy using other intelligent creatures as thralls, slaves, and chattel. Powerful psionics and cunning fighters, Mind Flayers follow their goals with diabolical cleverness.<br />
<br />
Play as a Mind Flayer if you want:<br />
* To eat brains.<br />
* To be member of a race famous for its cruelty, but also for its reason.<br />
* To beat enemies with your intelligence and then crush them with your mind.<br />
* To be a member of a race that is best in Sorcerer, Artificer, Swordmage, Wizard and Warlock classes.<br />
<br />
=== Physical Qualities ===<br />
<br />
[[File:Illithid.jpg|right|thumb|Illithid Warlock defeating a Wizard fellow.]]<br />
<br />
An average Mind Flayer is a thin but strong (and sometimes muscular) humanoid with long arms and legs, has a squid-like head with four prehensile tentacles and a lamprey-like mouth. Their eyes are pale white, and see perfectly as in light as in darkness. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together. Their slippery skin can be pale gray, grayish blue of dark purple. Even if it insn't dangerous for them, Mind Flayers ferociously hate sunlight. The most horrible thing about Mind Flayers, except their deadly psionic powers, such as mind control, is their diet: they need to devour brains of sentient creatures, using their tentacles to slide into the prey's head and extract its brain. Even if they have masculine or feminine personalities, Mind Flayers are hermaphrodite and spawn tiny larvae, who live in the Elder Brain's pool for 10 years. Those who survive are implanted into a humanoid's head, and upon being implanted the larva grows and consumes the host's brain, absorbing the host's physical form entirely and becoming sapient itself, a mature (but still young) Mind Flayer. This process is called ceremorphosis. Sometimes, experiments with non-humanoid hosts are made, but ceremorphosis involving other creatures usually fails, killing both host and larva; but if it works, terrible abominations can be created. All Mind Flayers share their spite for Drow and Giths, and absolute hate for undead.<br />
<br />
=== Playing a Mind Flayer ===<br />
<br />
By considering themselves superior, a Mind Flayer would be rude and authoritarian with its non-illithid companions, even treat them with spite, but with time it would probably begin to feel affection and sense of responsibility for them(even if still considering them inferior), self-proclaming its duty to guide and support them. Mind Flayers are vicious, but rational and lawful too, and they prefer words to blades. By having a very nasty reputation and diet, a Mind Flayer would cause fear and disgust in its non-illithid companions, but if it will be able to be friendly and helpful, they would change their ideas about it, even accepting it as a friend.<br />
<br />
'''Mind Flayer Characteristics:''' clever, cunning, rational, calculatory, calm, vicious, cruel, deceptive, natural leaders, authoritarian.<br />
<br />
'''Names:''' Maanzetharid, Xallibossk, Illiordell, Quasthelid, Xalliator, Illicorian, Althid, Quasthid, Quascorian.<br />
<br />
=== Mind Flayers Adventurers ===<br />
<br />
Three sample Mind Flayer adventurers are described below.<br />
<br />
Xallibossk is a Mind Flayer Swordmage. while a gith attack was ravaging its city, it was completing the ceremorphosis, and the Elder Brain assigned it to become a blade master. after focusing its power, Xallibossk made itself a name in gith society as it rushed into a monastery, overpowering many githzerai monks with its serrated cutlass and mind-controlling the grand master in butchering his own students.<br />
<br />
Quasthelid is a Mind Flayer Wizard, well-known for have been an acolyte in many arcane sects which himself destroyed by feeding of the masters's brains, getting the knowledge of many interesting spells.<br />
<br />
Althid is a Mind Flayer Artificer. he was captured by drow raiders to be used as a slave by a high matriarch...eventually, it became her best secret counsilor, using his knowledge of alchemy to manipulate and poison her enemies. as it earned her thrust, it fed of her brain and made of her a thrall, eventually manipulating the drow army into a tremendous mbush and defeat.<br />
<br />
=== More on playable Mind Flayers ===<br />
<br />
A discussion on playable Mind Flayers can be found at http://community.wizards.com/go/thread/view/75882/25676165/Illithid_Playable_Race_(Mind_Flayer)?sdb=1&pg=last#487778721<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Aberration Subtype]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Mind_Flayer_(4e_Race)&diff=563907Mind Flayer (4e Race)2012-05-16T20:40:40Z<p>141.101.70.108: /* Mind Flayers */</p>
<hr />
<div>{{needsbalance|Powers need some work; encounter and at-will powers should not cause ongoing conditions; burst 5 is excessive; too many traits - suggest dropping some, or changing "stalk the senseless" to a feat.}}<br />
== Mind Flayers ==<br />
<br />
'''''Cunning and Deadly, an aberrant Race of Deadly Villains and Glorious Leaders.'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'60''-6'50''<br />
|weight=120-200lbs<br />
|abilities=+2 Intelligence, +2 Charisma or Wisdom<br />
|size=Medium<br />
|speed=6<br />
|vision=Darkvision<br />
|languages=Common, Deep Speech, Telepathy 10<br />
|skills=+2 Arcana, +2 Diplomacy<br />
|trait1=Aberrant Origin<br />
|description1=You are considered an Aberration for the purpose of effects that relate to creature origin.<br />
|trait3=Superior Will<br />
|description3=You have a +1 racial bonus to your will defense.<br />
|trait4=Aberrant Charm<br />
|description4=You have a +1 racial bonus to attack rolls with powers that have the charm keyword.<br />
|trait5=Mind Blast<br />
|description5=you have the ''Mind Blast'' power.<br />
|trait6=Feed<br />
|description6=As an Illithid, you feed on the brains of fallen enemies. If a large or smaller living humanoid enemy has died within the last hour, you can eat its brain, regaining hit points equal to your Intelligence modifier.<br />
|trait7=Extract<br />
|description7=To extract a brain from a large or smaller living Humanoid creature an Illithid must succeed one grapple check to attach each tentacle. Each tentacle attached will grant the flayer +2 to the next grapple check. After four tentacles have been attached, the flayer may chew through the skull of its victim and extract and devour the brain killing its target instantly. <br />
}}<br />
{{4e Power<br />
|name=Mind Blast<br />
|owner=Race<br />
|class=Mind Flayer<br />
|type=Attack<br />
|usage=Encounter<br />
|flavor=Your enemies don't look so cocky now that they painfully squirm and twitch, tasting how their puny mind is worthless against yours. <br />
|keyword1='''Psychic'''<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=5<br />
|target=Each enemy in burst.<br />
|attack=Intellicence+2 or Wisdom+2 or Charisma+2 <br />
|defense=Will <br />
|hit=1d4 + Intelligence modifier psychic damage, the target is dazed (save ends) and has -2 to attack rolls and defenses (except AC) until the end of its next turn.<br />
11th Level:2d4 + Intelligence modifier, -4 penalty to enemy.<br/><br />
21st Level:3d4 + Intelligence modifier, -8 penalty to enemy.<br />
|special=When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and do not change the power’s other effects.<br />
}}<br />
{{4e Power<br />
|name=Brain Drain<br />
|owner=Race<br />
|class=Mind Flayer<br />
|type=Attack<br />
|usage=At-Will<br />
|flavor=Your enemy feels its own consciusness flow away as you dig your tentacles into its head and devour its brain.<br />
|actiontype=Minor Action<br />
|range=Melee<br />
|target=grabbed, dazed or stunned large or smaller living Humanoid enemy<br />
|attack=Strenght+2 or Dexterity+2 of Constitution+2<br />
|defense=Fortitude<br />
|hit=1d6 + Dexterity modifier damage and the target is dazed (save ends). If this power reduces the target to 0 hit points or fewer, you devour its brain, killing it instantly. As you kill the target, you get a +1d4 bonus to attack rolls and 1d4 temporary hit points.<br />
11th Level:2d6 + Dexterity modifier, +1d6 bonus.<br/><br />
21st Level:3d6 + Dexterity modifier, +1d8 bonus.<br />
|critical=the enemy is killed istantly,<br />
|special=When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and do not change the power’s other effects.<br />
}}<br />
<br />
Mind Flayers, also known as Illithid, are monstrous a race of aberrant psionic humanoids ruling in the Underdark. they are feared even by other evil races such as Drow and Aboleth.They believe themselves to be the dominant species of the multiverse and enjoy using other intelligent creatures as thralls, slaves, and chattel. Powerful psionics and cunning fighters, Mind Flayers follow their goals with diabolical cleverness.<br />
<br />
Play as a Mind Flayer if you want:<br />
* To eat brains.<br />
* To be member of a race famous for its cruelty, but also for its reason.<br />
* To beat enemies with your intelligence and then crush them with your mind.<br />
* To be a member of a race that is best in Sorcerer, Artificer, Swordmage, Wizard and Warlock classes.<br />
<br />
=== Physical Qualities ===<br />
<br />
[[File:Illithid.jpg|right|thumb|Illithid Warlock defeating a Wizard fellow.]]<br />
<br />
An average Mind Flayer is a thin but strong (and sometimes muscular) humanoid with long arms and legs, has a squid-like head with four prehensile tentacles and a lamprey-like mouth. Their eyes are pale white, and see perfectly as in light as in darkness. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together. Their slippery skin can be pale gray, grayish blue of dark purple. Even if it insn't dangerous for them, Mind Flayers ferociously hate sunlight. The most horrible thing about Mind Flayers, except their deadly psionic powers, such as mind control, is their diet: they need to devour brains of sentient creatures, using their tentacles to slide into the prey's head and extract its brain. Even if they have masculine or feminine personalities, Mind Flayers are hermaphrodite and spawn tiny larvae, who live in the Elder Brain's pool for 10 years. Those who survive are implanted into a humanoid's head, and upon being implanted the larva grows and consumes the host's brain, absorbing the host's physical form entirely and becoming sapient itself, a mature (but still young) Mind Flayer. This process is called ceremorphosis. Sometimes, experiments with non-humanoid hosts are made, but ceremorphosis involving other creatures usually fails, killing both host and larva; but if it works, terrible abominations can be created. All Mind Flayers share their spite for Drow and Giths, and absolute hate for undead.<br />
<br />
=== Playing a Mind Flayer ===<br />
<br />
By considering themselves superior, a Mind Flayer would be rude and authoritarian with its non-illithid companions, even treat them with spite, but with time it would probably begin to feel affection and sense of responsibility for them(even if still considering them inferior), self-proclaming its duty to guide and support them. Mind Flayers are vicious, but rational and lawful too, and they prefer words to blades. By having a very nasty reputation and diet, a Mind Flayer would cause fear and disgust in its non-illithid companions, but if it will be able to be friendly and helpful, they would change their ideas about it, even accepting it as a friend.<br />
<br />
'''Mind Flayer Characteristics:''' clever, cunning, rational, calculatory, calm, vicious, cruel, deceptive, natural leaders, authoritarian.<br />
<br />
'''Names:''' Maanzetharid, Xallibossk, Illiordell, Quasthelid, Xalliator, Illicorian, Althid, Quasthid, Quascorian.<br />
<br />
=== Mind Flayers Adventurers ===<br />
<br />
Three sample Mind Flayer adventurers are described below.<br />
<br />
Xallibossk is a Mind Flayer Swordmage. while a gith attack was ravaging its city, it was completing the ceremorphosis, and the Elder Brain assigned it to become a blade master. after focusing its power, Xallibossk made itself a name in gith society as it rushed into a monastery, overpowering many githzerai monks with its serrated cutlass and mind-controlling the grand master in butchering his own students.<br />
<br />
Quasthelid is a Mind Flayer Wizard, well-known for have been an acolyte in many arcane sects which himself destroyed by feeding of the masters's brains, getting the knowledge of many interesting spells.<br />
<br />
Althid is a Mind Flayer Artificer. he was captured by drow raiders to be used as a slave by a high matriarch...eventually, it became her best secret counsilor, using his knowledge of alchemy to manipulate and poison her enemies. as it earned her thrust, it fed of her brain and made of her a thrall, eventually manipulating the drow army into a tremendous mbush and defeat.<br />
<br />
=== More on playable Mind Flayers ===<br />
<br />
A discussion on playable Mind Flayers can be found at http://community.wizards.com/go/thread/view/75882/25676165/Illithid_Playable_Race_(Mind_Flayer)?sdb=1&pg=last#487778721<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Aberration Subtype]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Talk:Sprinting_Zombie_(3.5e_Creature)&diff=559061Talk:Sprinting Zombie (3.5e Creature)2012-04-09T18:54:45Z<p>141.101.70.108: /* Sprinting Zombies */ new section</p>
<hr />
<div>no con score... so should these be undead? also under : Living Death it mentions undead immune to acid. Are these supposed to be immune to acid or are you trying to say undead are immune to acid (which most aren't)? also dr -4 from blunt isn't right/ dr 4/ piercing or slashing would be how that is written, but undead usually don't have dr/ piercing since that kinda implies they bleed out. maybe dr5/ slashing (like zombies) would work better. also its BAB is higher than its HD which is impossible according to the rules. and its attacks are wrong. attack should be 1 primary attack (1 not 2 claws) and its full attack need numbers. having an int entitles it to feats (1 for its hd) its touch ac should be 12, and it looks like it has a point of natural armor, that should be mentioned in ac break down. its init should be 2. And are these movie inspired? if so which flick? '28 days later' "zombies" are very different from 'dawn of the dead' zombies (28 days later leaves you alive but rabid, Dawn has actual undead zombies). this has great potential, but it needs some work. --[[User:Name Violation|Name Violation]] 05:52, 18 March 2010 (UTC)<br />
<br />
== Sprinting Zombies ==<br />
<br />
I like the idea of superfast zombies (i.e. 28 days later, or I am Legend) but there is a flaw in your build. Undead can't sprint.... sorry if i'm sounding like a rules lawyer but you can only sprint for as many rounds as your con modifier, therefore no undead can sprint. Did i read somewhere that ghast can come about from humans eating flesh... therefore not needing to be undead? Could be a possible build idea?<br />
<br />
== Sprinting Zombies ==<br />
<br />
I like the idea of superfast zombies (i.e. 28 days later, or I am Legend) but there is a flaw in your build. Undead can't sprint.... sorry if i'm sounding like a rules lawyer but you can only sprint for as many rounds as your con modifier, therefore no undead can sprint. Did i read somewhere that ghast can come about from humans eating flesh... therefore not needing to be undead? Could be a possible build idea?</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Talk:Sprinting_Zombie_(3.5e_Creature)&diff=559060Talk:Sprinting Zombie (3.5e Creature)2012-04-09T18:54:25Z<p>141.101.70.108: /* Sprinting Zombies */ new section</p>
<hr />
<div>no con score... so should these be undead? also under : Living Death it mentions undead immune to acid. Are these supposed to be immune to acid or are you trying to say undead are immune to acid (which most aren't)? also dr -4 from blunt isn't right/ dr 4/ piercing or slashing would be how that is written, but undead usually don't have dr/ piercing since that kinda implies they bleed out. maybe dr5/ slashing (like zombies) would work better. also its BAB is higher than its HD which is impossible according to the rules. and its attacks are wrong. attack should be 1 primary attack (1 not 2 claws) and its full attack need numbers. having an int entitles it to feats (1 for its hd) its touch ac should be 12, and it looks like it has a point of natural armor, that should be mentioned in ac break down. its init should be 2. And are these movie inspired? if so which flick? '28 days later' "zombies" are very different from 'dawn of the dead' zombies (28 days later leaves you alive but rabid, Dawn has actual undead zombies). this has great potential, but it needs some work. --[[User:Name Violation|Name Violation]] 05:52, 18 March 2010 (UTC)<br />
<br />
== Sprinting Zombies ==<br />
<br />
I like the idea of superfast zombies (i.e. 28 days later, or I am Legend) but there is a flaw in your build. Undead can't sprint.... sorry if i'm sounding like a rules lawyer but you can only sprint for as many rounds as your con modifier, therefore no undead can sprint. Did i read somewhere that ghast can come about from humans eating flesh... therefore not needing to be undead? Could be a possible build idea?</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Lantiama_(3.5e_Deity)&diff=556768Lantiama (3.5e Deity)2012-03-26T21:45:00Z<p>141.101.70.108: </p>
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<div>{{3.5e Deity<br />
|hdligo= g<br />
|sym= A white tree, around which are 3 stars, each represents a form that she has. <br />
|plane= She orginaly came from the Material Plane.<br />
|align= Neutral Good.<br />
|port= Love, life, music, wine, reproduction, fertility, Nature, elegance and the balance of forces.<br />
|calign= Neutral Good, Chaotic Neutral, Chaotic Good.<br />
|dom= Animal, Good, Healing, Plant or Protection.<br />
|favweap= A two-bladed sword<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Lantiama or Latia for short. She has 3 forms, a silver dragon, a star and a elf.<br />
Her true form is that of the female elf, this elf is perfect in every way, she is beutiful to the eye of any that look at her. her hair is jet black and her eyes are emerald green. She is most commonly seen wearing a transparant dress made of spider silk. She is a peace loving goddess, however when her race or the innocent are in danger she will unite them and fight, with the most ferocity. In a war she dresses in a suit of elven chain. She has lived for over 20,000 years, in which time she has made a multitude of enemies, but she only has one true hate, this is the Gorunn. She became a goddess when she was killed by one of the Gorunn, but then in heaven she fell n to the pool of light. Before falling in to the pool she fell in love with another elf, his name was Estragon. eversince he has been at her side, helping in all her deeds out of pure love. They have 2 children; Iella and Karno. Both of which are now demigods.<br />
<br />
=== Dogma ===<br />
<br />
She encourages care and loving on to all that deserve it. She discourages taking advantage of anyone, and will make you a personal enemy if you harm or oppress the innocent or elves. She rewards charitable work well. <br />
<br />
=== Clergy and Temples ===<br />
<br />
Her Temples are always grown in to trees. They are often attract marriages as she is the goddess of fertility and love. Her clerics are a sisterhood of warrior priestesses, they wear rodes of silk, much like her own, except that they all have har symbol embroidered on the chest. They always offer shelter to the needy.<br />
<br />
=== Pantheon ===<br />
<br />
She is an elf, so her Pantheon is Elven<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Talk:BSAA_Agent_(3.5e_Class)&diff=556425Talk:BSAA Agent (3.5e Class)2012-03-24T22:21:34Z<p>141.101.70.108: </p>
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<div>== Called Shot Clarification ==<br />
<br />
Does Called Shot proc for every single time you hit with your crossbow? That is, if you had twf tree + rapid shot, could you make the same number of unarmed strikes as you do crossbow shots as long as each one hits? --[[User:Ghostwheel|Ghostwheel]] 07:05, 25 July 2009 (MDT)<br />
<br />
<br />
== Clarification ==<br />
<br />
It only works once a round. Thanks for pointing out the error.<br />
<br />
<br />
== Thoughts ==<br />
<br />
*Full BAB, 2 Saves High, 10 HD, and 4+ Skills. = Better than a Paladin. Lame.<br />
*This is obviously just some fanboy's dream of whatever 'RESIDENT EVIL 4' would look like in D&D. And it's done without consideration for class roles or game balance. This class deserves deletion or, at minimum, ...a copyright notice. Bleh. --[[User:Jay Freedman|Jay Freedman]] 02:07, 4 July 2011 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 0/5''' I give this class a 0 out of 5 because 'High Bab, 2 Saves High, 4+ skills, Full Hit Dice, plus Special Features. Which is better than a Paladin. And that is wrong. This class is also built without regard to class roles and gameplay mechanics.' --[[User:Jay Freedman|Jay Freedman]] 02:11, 4 July 2011 (MDT)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because 'Spelling and grammer errors where Un-hazardous.' --[[User:Jay Freedman|Jay Freedman]] 02:11, 4 July 2011 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 0/5''' I give this class a 0 out of 5 because 'Missing Epic and Npc.' --[[User:Jay Freedman|Jay Freedman]] 02:11, 4 July 2011 (MDT)<br />
<br />
'''Flavor - 3/5''' I give this class a 3 out of 5 because 'This is just a badly designed fanboy's dream of RESIDENT EVIL 4. Bleh.' --[[User:Jay Freedman|Jay Freedman]] 02:11, 4 July 2011 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because the class has nice ablities make it a class that will become powerful. --[[Special:Contributions/141.101.70.108|141.101.70.108]] 16:21, 24 March 2012 (MDT)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because it is well written. --[[Special:Contributions/141.101.70.108|141.101.70.108]] 16:21, 24 March 2012 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it is very well laid out. --[[Special:Contributions/141.101.70.108|141.101.70.108]] 16:21, 24 March 2012 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it is a shout out to Resident Evil and playing a class that represents the iconic series is sure to be a lot of fun! --[[Special:Contributions/141.101.70.108|141.101.70.108]] 16:21, 24 March 2012 (MDT)</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Lasgun_(D20_Modern_Equipment)&diff=556376Lasgun (D20 Modern Equipment)2012-03-24T17:42:56Z<p>141.101.70.108: Created page with "{{d20M Weapon |PL=7 |country=Imperium of Man |descriptor= M36 Kantrael Pattern |type=Lasgun |proficiency=Personal |damage=3D6 |damagetype=Energy |magnumber=150 shot |magtype=Powe..."</p>
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<div>{{d20M Weapon<br />
|PL=7<br />
|country=Imperium of Man<br />
|descriptor= M36 Kantrael Pattern<br />
|type=Lasgun<br />
|proficiency=Personal<br />
|damage=3D6<br />
|damagetype=Energy<br />
|magnumber=150 shot<br />
|magtype=Power Cell<br />
|crit=19-20 x2<br />
|size=Medium<br />
|weight=15 lbs.<br />
|range=90 ft.<br />
|rof=Semi-Automatic<br />
|cost=12<br />
|restriction=Mil (+3)<br />
}}<br />
<br />
==== Description ====<br />
<br />
The Lasgun is an energy based weapon, and is the most common and widely used type of laser weapon in the Imperium. It is standard issue for all Imperial Guard infantry and most lower-ranked officers. Lasguns are reliable, easy to maintain and produce, and are readily available on most Imperial worlds. They have longer range and higher ammunition capacity than a Laspistol (the laspistol power packs having roughly 80 shots before depletion, compared to roughly 150 shots for a lasgun), but are nowhere near as powerful as a Lascannon. They also lack the rapid fire quality of the Multi-laser or the Hellgun. <br />
<br />
==== d20 Modern Rules ====<br />
<br />
Lasguns are generally ineffective against heavy armour. If a character with a Lasgun fires at an enemy in Medium Armour, then the lasgun's damage is reduced to 2D6. If the enemy is in Heavy Armour, the lasgun's damage is reduced to a paltry 1D6. If the enemy is wearing Super-Heavy Armour, such as Terminator Armour, then the lasgun does 1D4!<br />
<br />
If the enemy is using a personal shield, this is also very irritating to the Lasgun user because lasrounds are generally less effective against shielded targets. For example, if the enemy has a Shield of 50 points, and you deal 8 damage to the shields, then the shields take half damage, which reduces the shield strength to 46, instead of 42. This means that if a Terminator with a shield takes a hit from a lasgun, the lasgun can do a maximum of 2 damage!<br />
----<br />
{{d20 Modern Equipment Breadcrumb}}<br />
[[Category:d20M]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
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[[Category:Mundane]]<br />
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[[Category:Weapon]]<br />
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[[Category:Ranged Weapon]]<br />
[[Category:Rifle]]<br />
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[[Category:Progress Level 7]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Improved_Spit_(3.5e_Feat)&diff=547084Improved Spit (3.5e Feat)2012-01-18T09:51:53Z<p>141.101.70.108: Created page with "{{3.5e Feat |name=<!-- Improved Spit --> |types=<!-- General --> |summary=<!-- If one must show utter contempt --> |prereqs=<!-- None --> <!-- Delete any of the following if they..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=<!-- Improved Spit --><br />
|types=<!-- General --><br />
|summary=<!-- If one must show utter contempt --><br />
|prereqs=<!-- None --><br />
<!-- Delete any of the following if they are not used --><br />
|prereq_feat1=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|prereq_feat2=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|prereq_feat3=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|prereq_feat4=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|prereq_feat5=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|prereq_feat6=<!-- The title of a homebrew feat that is a prerequisite to this feat. --><br />
|benefit= you can now spit any object smaller than 1cm in height or depth or length and lighter than a gram, a distance of 10 ft per level, with an roll of +10<br />
|normal= Your spitting ability is average<br />
|special= automatically get this feat if you are an orc or half orc <br />
}}<br />
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---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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--></div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Elves,_Fey_(3.5e_Race)&diff=543364Elves, Fey (3.5e Race)2011-12-19T19:46:01Z<p>141.101.70.108: Undo revision 499751 by 75.164.127.68 (talk)</p>
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<div>{{stub|Missing text in a lot of areas.}}<br />
{{x0<br />
|la=+2<br />
|ecl=3st<br />
|type=Fey (Elf)<br />
|ability_adjust=&minus;2 Str, +4 Dex, &minus;4 Con, +4 Char<br />
|size=Small<br />
|favored_class=Sorcerer<br />
|desc=The mystical fey elves are the rarest of all elves, being closer to the faeries than other elves they retain most fey abilities.<br />
}}<br />
<br />
=Races=<br />
<br />
==Introduction==<br />
<br />
==Physical Description==<br />
<br />
<!-- Insert here your races average height, weight, skin color, eye color, and other such physical features --><br />
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==Personality==<br />
<br />
<!-- Insert here how your race tend to act in a normal day --><br />
<br />
==Relations==<br />
<br />
<!-- Insert here how your race gets along with other races --><br />
<br />
==Alignment==<br />
<br />
<!-- Insert here the alignment, if any, your race choose the most often --><br />
<br />
==Classes==<br />
<br />
* [[Adept, LoD (DnD Class)|Adept]]: <br />
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* [[Arcanist, LoD (DnD Class)|Arcanist]]:<br />
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* [[SRD:Barbarian|Barbarian]]: <br />
<br />
* [[Cleric, LoD (DnD Class)|Cleric]]: <br />
<br />
* [[Monk, LoD (DnD Class)|Monk]]:<br />
<br />
* [[Paladin, LoD (DnD Class)|Paladin]]: <br />
<br />
* [[Ranger, LoD (DnD Class)|Ranger]]: <br />
<br />
* [[SRD:Rogue|Rogue]]: <br />
<br />
* [[Warlock, LoD (DnD Class)|Warlock]]: <br />
<br />
* [[Warrior, LoD (DnD Class)|Warrior]]:<br />
<br />
<br />
==Lands==<br />
<br />
Fey elves do not have land of their own, they dwell in forest with other feys. Sometime a fey elf may be able to introduce and get acceptance from another elven community. Sylvan elves are amongst the few who may accept a fey elf in their communities.<br />
<br />
==Religion==<br />
<br />
Fey elves worship nature, they believe the mother earth (Gaïa) is the only true goddess. They believe in reincarnation in the afterlife.<br />
<br />
==Language==<br />
<br />
Fey elves talk both sylvan and elven, overall they prefer sylvan.<br />
<br />
==History==<br />
<br />
==Art & Culture==<br />
<br />
==Society==<br />
<br />
==Romantic and Sexual Behaviour==<br />
<br />
==Names==<br />
<br />
<!-- Insert the way you race acquires names --><br />
<br />
==Racial Traits==<br />
<br />
* &minus;2 Strength, +4 Dexterity, &minus;4 Constitution, +4 Charisma: Fey elves are weak and extremely frail but their are very graceful and beautiful.<br />
* Fey: Fey elves are fey, being closer to the Faeries than other humanoid elves, they however remain elves.<br />
* ''[[SRD:Small|Small]]:'' As a [[SRD:Small|Small]] creature, a fey elf gains a +1 size bonus to [[SRD:Armor Class|Armor Class]], a +1 size bonus on [[SRD:Attack Roll|attack rolls]], and a +4 size bonus on [[SRD:Hide Skill|Hide]] checks, but she uses smaller weapons than [[SRD:Humans (Race)|humans]] use, and her lifting and carrying limits are three-quarters of those of a [[SRD:Medium|Medium]] character.<br />
* Fey Elf [[base land speed]] is 20ft.<br />
* ''Fey Glamour'' (Ex): Add Charisma Modifier to Caster Level for enchantment spells and spell-like abilities.<br />
* ''Fey Sense'' (Ex): +6 to [[SRD:Listen Skill|Listen]], [[SRD:Search Skill|Search]], [[SRD:Spot Skill|Spot]] <br />
* ''Fey Mind'' (Ex): Immunity to mind-affecting effect.<br />
* [[Spell-Like Ability]]: At will &mdash; [[SRD:Charm Person|Charm Person]]. Caster level is equal to total HD. The save DC is Charisma-based. 3/Day &mdash; [[SRD:Charm Monster|Charm Monster]]. Caster level is equal to total HD. The save DC is Charisma-based.<br />
* [[Automatic Languages]]: Elven, Sylvan. [[Bonus Languages]]: Any (except secret)<br />
* [[Favored Class]]: [[SRD:Sorcerer|Sorcerer]] <br />
: [[Legacy of Darkness (DnD Campaign Setting)|LoD]]: [[Warlock, LoD(DnD Class)|Warlock]] (Nature).<br />
* [[Level Adjustment]]: +2<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br/><br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings|Campaign Settings]] &rarr; [[Legacy of Darkness (DnD Campaign Setting)|LoD]] &rarr; [[Races (Legacy of Darkness Supplement)|Races]]<br />
{{Quote (Legacy of Darkness)}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Fey Type]]<br />
[[Category:Elf Subtype]]<br />
[[Category:LA2]]<br />
[[Category:Setting]]<br />
[[Category:Supplement]]<br />
[[Category:Legacy of Darkness Setting]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Ruyi_Jingu_Bang_(3.5e_Equipment)&diff=542165Ruyi Jingu Bang (3.5e Equipment)2011-12-04T23:31:36Z<p>141.101.70.108: </p>
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<div>{{Weapon Stats2<br />
|weap= Ruyi jingu Bang<br />
|sme= E<br />
|lot= T<br />
|crit= 18-20/x3<br />
|type= Bludgeoning<br />
|range= Tiny: 0ft, Small: 5ft, Medium: 10ft, Large: 20ft, Huge: 40ft, Gargantuan: 60ft<br />
|hard= Unbreakable<br />
|cost= PRICELESS |lcost= PRICELESS<br />
|fdmg= |ddmg= |tdmg= 2d6 |sdmg=2d8 |mdmg= 2d10 |ldmg= 4d8 |hdmg= 5d12 |gdmg= 15d8 |cdmg=<br />
|swght= 17,820 lbs |mwght= 17,820 lbs |lwght= 17,820 lbs<br />
|mhp= Unbreakable<br />
}}<br />
<br />
The Ruyi Jingu Bang (Ruyi Bang or Jingu Bang for short) is a magic staff that grows, and shrinks at will by its user. It seems to be weightless to the person it chooses, but nobody else can lift it as it weighs 17,820 lbs.<br />
<br />
It is a solid red color, with intricate gold tips on both ends. The staff cannot be re-shaped, magically or otherwise, but can be enchanted and/or have jems added.<br />
<br />
When wielded by the Heir of the Monkey King, they gain +5 to attack rolls, and +1d6 to damage rolls. Attack bonus increase by +1 every 3 levels and damage increased by +1d6 every 3 levels. The heir will gain the additional bonuses whenever the staff has been retrieved. (Found at Level 7 : +7 on attack rolls +3d6 on damage rolls.)<br />
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----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Exotic Weapon]]]<br />
[[Category:Two-Handed Weapon]]<br />
[[Category:Bludgeoning Weapon]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Ruyi_Jingu_Bang_(3.5e_Equipment)&diff=542164Ruyi Jingu Bang (3.5e Equipment)2011-12-04T23:25:00Z<p>141.101.70.108: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap= Ruyi jingu Bang<br />
|sme= E<br />
|lot= T<br />
|crit= 18-20/x3<br />
|type= Bludgeoning<br />
|range= Tiny: 0ft, Small: 5ft, Medium: 10ft, Large: 20ft, Huge: 40ft, Gargantuan: 60ft<br />
|hard= Unbreakable<br />
|cost= PRICELESS |lcost= PRICELESS<br />
|fdmg= |ddmg= |tdmg= 2d6 |sdmg=2d8 |mdmg= 2d10 |ldmg= 4d8 |hdmg= 5d12 |gdmg= 15d8 |cdmg=<br />
|swght= 17,820 lbs |mwght= 17,820 lbs |lwght= 17,820 lbs<br />
|mhp= Unbreakable<br />
}}<br />
<br />
The Ruyi Jingu Bang (Ruyi Bang or Jingu Bang for short) is a magic staff that grows, and shrinks at will by its user. It seems to be weightless to the person it chooses, but nobody else can lift it as it weighs 17,820 lbs.<br />
<br />
It is a solid red color, with intricate gold tips on both ends.<br />
<br />
When wielded by the Heir of the Monkey King, they gain +5 to attack rolls, and +1d6 to damage rolls. Attack bonus increase by +1 every 3 levels and damage increased by +1d6 every 3 levels. The heir will gain the additional bonuses whenever the staff has been retrieved. (Found at Level 7 : +7 on attack rolls +3d6 on damage rolls.<br />
<br />
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{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Exotic Weapon]]]<br />
[[Category:Two-Handed Weapon]]<br />
[[Category:Bludgeoning Weapon]]</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Americana_(3.5e_Campaign_Setting)/Magic&diff=541138Americana (3.5e Campaign Setting)/Magic2011-11-20T03:02:02Z<p>141.101.70.108: /* Divine Magic */</p>
<hr />
<div>Magic is a fact of life in Americana. There are certain forces which defy the laws of physics set by normal science, in the rebuilding years since the Great War. And as far as anyone is concerned, that's just the way it is. There are legends, of course--some of the oldest legends, now almost completely forgotten or ignored--which claim that at one time, there was no magic in Americana. But whether that is true or not, there's certainly no getting rid of it now.<br />
<br />
== Background Magic ==<br />
<br />
Unlike coal, gold, or steel, magic is not a resource which any Americ nation can control. The entire continent is saturated with "background magic"--ethereal energy which which ebbs and flows like water wherever it seems to see fit. Most people cannot see or interact with this mystical energy, and in some ways, they're the lucky ones. Being magically attuned in Americana makes a person extremely sensitive to background magic; while this means one can harness this power and use it to aid them as they see fit, it also means they risk swamping themselves with that same power and going under.<br />
<br />
{{quote|The brain of a magic-user acts as a conductor, drawing power from the background flow of magic and harnessing it to do such things as shooting fire from one's fingers or flying without wings. But like any conductor, the brain has a limit to what it can handle--and every person's limit is different, making it impossible to calculate with accuracy. If a magic-user goes over this limit, KRAK! The conductor burns out.|orig=Nicholas Newcomben, scientist and electrician, at a seminar in Minneapolis.}}<br />
<br />
== Arcane Magic ==<br />
<br />
Arcane magic-users--wizards, sorcerers, and the like--are those who draw on the local background magic and channel it into various spells. Occasionally this requires a focus, either in the form of a temporary one such as a spell ingredient or a piece of a ritual, or in the form of a more permanent one such as a crystal ball, which allows extra power to be channeled. Such magical talent manifests itself in different ways--in the case of wizards and sorcerers, the ability is innate from birth, but wizards have to train themselves in the art of controlling magic whereas sorcerers find it more instinctive. This is why sorcerers are more aggressive, more powerful in most cases, and also much rarer--such independence and self-education leads to a burnout rate about twice that of the relatively more sedate wizards and usually at much earlier ages.<br />
<br />
Other methods of attaining skill in the arcane arts are rumored, but not officially sanctioned by any of the great magical schools. Practicing such talents is sure to draw the ire of the great institutions.<br />
<br />
The three major schools of arcane magic are centered around the three major magical academy-states--Seattle in the far northwest, under the constant rain, the oasis at Phoenix, driven underground to escape the heat, and the floating city of Indianapolis, drifting above the blasted wasteland of the northeast. Each school is tied to an element--Seattle to water, Phoenix to fire, and Indianapolis to air--and similarly specialize in certain talents--Phoenix in offense, Indianapolis in defense, and Seattle in a balance between the two.<br />
<br />
Telling the difference between practitioners of the schools is quite simple--all three share the magic-user's uniform of tricorne hat, coat, and breeches, but have different colors associated with them. Seattle's is slate gray, Phoenix is sandstone red, and Indianapolis is buff yellow. Wearing a uniform in the school colors without actually being a member or graduate of the school is a very bad idea--independent users are encouraged to wear the same outfit but to use colors of their own choice.<br />
<br />
As there are four classical elements, rumors abound of a fourth, lost school of magic centered around a great tower located somewhere in the wilds north of Chicago, but the trackless wastes in that region have not been charted since long before recorded history--so for now, it remains rumor, and the nation-states of the north have little inclination to go hunting for a legend with so many problems at their own doors.<br />
<br />
== Divine Magic ==<br />
<br />
The gods are alive in Americana, and they make their presence felt through their avatars on earth--from the lowest parish clergyman to the Grand Aide of Presidism. Such divine power, when channeled, gives the clerics and paladins of the holy orders their might--and their flashy effects. But as with arcane magic, trying to call upon more than you can handle is a very bad idea. Depending on which god you call upon or even their mood that day, the gods may well either simply refuse--or dutifully send the ambitious clergyman what they know to be too much.<br />
<br />
There are two major and countless minor religious factions in Americana. The largest is the Presidential religion, centered around the city of Atlanta, which worships the ancient and mysterious gods known as the Presidents. Following it in size and might is the Holy Audience of Los Angeles, which worships a pantheon so large it has never been counted, headed by a legendary ur-god known as the Executive Producer. These two religions have spread themselves and their adherents to neighboring city-states, with slow and gradual success.<br />
<br />
However, they are not the only options. Countless minor religions, from the ancestor-worship of the Meheek to the druidic nature rituals of the Inana of the Great Plains to the ancient vodoun of New Orleans, exist in smaller numbers and closer locales throughout the Americ nations. Do take note, however--all of them are polytheistic.<br />
<br />
There is a good reason for this. The largest monotheistic religion in the Americ nations is the one that nobody, anywhere, is interested in touching--the blood-magic, human-sacrificing, apocalyptic religion known as Geddonism. Following the belief that the One True God will some day return to earth to sweep it clean in fire and salt, and that by killing as many people as they can they can speed up this timetable, the Geddonites were the original inhabitants of Atlanta, until they were driven out by General Roger Sanheros, one of the three founders of Presidism. Since then they have been driven underground, and have been hunted mercilessly by the Atlantean Secret Society.<br />
<br />
== Bardic Magic ==<br />
<br />
Bardic magic is a distant cousin of arcane magic, and uses the same principal of drawing power from Americana's background magic--but whereas mages can do this innately, bards must rely on their instruments to assist them, in the same way that certain tools like crystal balls or wands can assist a mage in performing powerful spells by acting as focuses.<br />
<br />
Bardic magic is safer in that if too powerful a spell is attempted, the instrument is what breaks rather than the bard's brain (which is not to say that injury from whip-snapping strings or flying splinters isn't still a very real possibility in such a case). But a proper bardic instrument is not a cheap piece of work--a true masterpiece can take a lifetime's earnings to buy--and as such bards tend to be very protective of their kit. Rare is the bard who can afford to smash guitars at the end of a performance--rare, and usually respected.<br />
<br />
There are three major musical schools of thought in Americana--two old, one new. The oldest, Jazz, is the great musical style of New Orleans, and is intricately woven into the social structure of that city. Jazz ''virtuosos'' are as strongly respected in Nawlins society as the blood nobility, and as such Jazz is one of the most common routes for an ambitious peasant to try and better his lot in life. Jazz is usually smooth, primarily defensive or supportive when used in combat (though you don't want to be on the wrong end of a saxophonist's attack lick), and often uses enormous brass ensembles to boost the power of its spells--though Jazz soloists are a force to be reckoned with. Additionally, its improvisational style makes it difficult to learn--and even more difficult to defend against.<br />
<br />
Metal, only barely younger than Jazz, is the great rival of that storied school and the darling child of the tribes of Portland. It evolved out of the sonic magic the tribes used during the Great War, and today forms the backbone of both their culture and their warfare. It is impossible, nowadays, to become a Portland chief if you don't have at least a rudimentary knowledge of one of the Four Pillars--vocal, guitar (rhythm or lead), bass, and drums. Metal is almost exclusively offensive, loud and punchy, and usually uses smaller groups of musicians--though, like with Jazz, you don't want to mess with a Metal bard who's good enough to go solo. Its learned, steady rhythms make it somewhat predictable, but the sheer power the school packs has always been enough to carry Portland through.<br />
<br />
The third school is the compromise--Rock and Roll. Formed by the legendary "King" of Las Vegas to bring an end to the "Bardic Wars"--conflicts of interest which threatened to turn into open fighting between New Orleans and Portland citizens wherever they met--Rock and Roll blends elements of both schools to create a compromise style. Though not as good at either offensive or defensive magic as Metal or Jazz are, Rock is quite capable of handling both, and uses elements of both in its sets. Rock bands vary in size from four members to eight, and Rock music can switch between free improvisation and devastating measured sets with incredible ease. And, as always, you don't want to mess with a proper Rock soloist.</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Americana_(3.5e_Campaign_Setting)/Magic&diff=540817Americana (3.5e Campaign Setting)/Magic2011-11-13T19:53:51Z<p>141.101.70.108: /* Arcane Magic */</p>
<hr />
<div>Magic is a fact of life in Americana. There are certain forces which defy the laws of physics set by normal science, in the rebuilding years since the Great War. And as far as anyone is concerned, that's just the way it is. There are legends, of course--some of the oldest legends, now almost completely forgotten or ignored--which claim that at one time, there was no magic in Americana. But whether that is true or not, there's certainly no getting rid of it now.<br />
<br />
== Background Magic ==<br />
<br />
Unlike coal, gold, or steel, magic is not a resource which any Americ nation can control. The entire continent is saturated with "background magic"--ethereal energy which which ebbs and flows like water wherever it seems to see fit. Most people cannot see or interact with this mystical energy, and in some ways, they're the lucky ones. Being magically attuned in Americana makes a person extremely sensitive to background magic; while this means one can harness this power and use it to aid them as they see fit, it also means they risk swamping themselves with that same power and going under.<br />
<br />
{{quote|The brain of a magic-user acts as a conductor, drawing power from the background flow of magic and harnessing it to do such things as shooting fire from one's fingers or flying without wings. But like any conductor, the brain has a limit to what it can handle--and every person's limit is different, making it impossible to calculate with accuracy. If a magic-user goes over this limit, KRAK! The conductor burns out.|orig=Nicholas Newcomben, scientist and electrician, at a seminar in Minneapolis.}}<br />
<br />
== Arcane Magic ==<br />
<br />
Arcane magic-users--wizards, sorcerers, and the like--are those who draw on the local background magic and channel it into various spells. Occasionally this requires a focus, either in the form of a temporary one such as a spell ingredient or a piece of a ritual, or in the form of a more permanent one such as a crystal ball, which allows extra power to be channeled. Such magical talent manifests itself in different ways--in the case of wizards and sorcerers, the ability is innate from birth, but wizards have to train themselves in the art of controlling magic whereas sorcerers find it more instinctive. This is why sorcerers are more aggressive, more powerful in most cases, and also much rarer--such independence and self-education leads to a burnout rate about twice that of the relatively more sedate wizards and usually at much earlier ages.<br />
<br />
Other methods of attaining skill in the arcane arts are rumored, but not officially sanctioned by any of the great magical schools. Practicing such talents is sure to draw the ire of the great institutions.<br />
<br />
The three major schools of arcane magic are centered around the three major magical academy-states--Seattle in the far northwest, under the constant rain, the oasis at Phoenix, driven underground to escape the heat, and the floating city of Indianapolis, drifting above the blasted wasteland of the northeast. Each school is tied to an element--Seattle to water, Phoenix to fire, and Indianapolis to air--and similarly specialize in certain talents--Phoenix in offense, Indianapolis in defense, and Seattle in a balance between the two.<br />
<br />
Telling the difference between practitioners of the schools is quite simple--all three share the magic-user's uniform of tricorne hat, coat, and breeches, but have different colors associated with them. Seattle's is slate gray, Phoenix is sandstone red, and Indianapolis is buff yellow. Wearing a uniform in the school colors without actually belonging to the school is a very bad idea--independent users are encouraged to wear the same outfit but to use colors of their own choice.<br />
<br />
As there are four classical elements, rumors abound of a fourth, lost school of magic centered around a great tower located somewhere in the wilds north of Chicago, but the trackless wastes in that region have not been charted since long before recorded history--so for now, it remains rumor, and the nation-states of the north have little inclination to go hunting for a legend with so many problems at their own doors.<br />
<br />
== Divine Magic ==<br />
<br />
The gods are alive in Americana, and they make their presence felt through their avatars on earth--from the lowest parish clergyman to the Grand Aide of Presidism. Such divine power, when channeled, gives the clerics and paladins of the holy orders their might--and their flashy effects. But as with arcane magic, trying to call upon more than you can handle is a very bad idea. Depending on which god you call upon or even their mood that day, the gods may well either simply refuse--or dutifully send the ambitious clergyman what they know to be too much.<br />
<br />
There are two major and countless minor religious factions in Americana. The largest is the Presidential religion, centered around the city of Atlanta, which worships the ancient and mysterious gods known as the Presidents. Following it in size and might is the Holy Audience of Los Angeles, which worships a pantheon so large it has never been counted, headed by a legendary ur-god known as the Executive Producer. These two religions have spread themselves and their adherents to neighboring city-states, with slow and gradual success.<br />
<br />
However, they are not the only options. Countless minor religions, from the ancestor-worship of the Meheek to the druidic nature rituals of the Inana of the Great Plains to the ancient vodoun of New Orleans, exist in smaller numbers and closer locales throughout the Americ nations. Do take note, however--all of them are polytheistic.<br />
<br />
There is a good reason for this. The largest monotheistic religion in the Americ nations is the one that nobody, anywhere, is interested in touching--the blood-magic, human-sacrificing, apocalyptic religion known as Geddonism. Following the belief that the One True God will some day return to earth to sweep it clean in fire and salt, and that by killing as many people as they can they can speed up this timetable, the Geddonites were the original inhabitants of Atlanta, until they were driven out by General Insert Name, one of the three founders of Presidism. Since then they have been driven underground, and have been hunted mercilessly by the Atlantean Secret Society.<br />
<br />
== Bardic Magic ==<br />
<br />
Bardic magic is a distant cousin of arcane magic, and uses the same principal of drawing power from Americana's background magic--but whereas mages can do this innately, bards must rely on their instruments to assist them, in the same way that certain tools like crystal balls or wands can assist a mage in performing powerful spells by acting as focuses.<br />
<br />
Bardic magic is safer in that if too powerful a spell is attempted, the instrument is what breaks rather than the bard's brain (which is not to say that injury from whip-snapping strings or flying splinters isn't still a very real possibility in such a case). But a proper bardic instrument is not a cheap piece of work--a true masterpiece can take a lifetime's earnings to buy--and as such bards tend to be very protective of their kit. Rare is the bard who can afford to smash guitars at the end of a performance--rare, and usually respected.<br />
<br />
There are three major musical schools of thought in Americana--two old, one new. The oldest, Jazz, is the great musical style of New Orleans, and is intricately woven into the social structure of that city. Jazz ''virtuosos'' are as strongly respected in Nawlins society as the blood nobility, and as such Jazz is one of the most common routes for an ambitious peasant to try and better his lot in life. Jazz is usually smooth, primarily defensive or supportive when used in combat (though you don't want to be on the wrong end of a saxophonist's attack lick), and often uses enormous brass ensembles to boost the power of its spells--though Jazz soloists are a force to be reckoned with. Additionally, its improvisational style makes it difficult to learn--and even more difficult to defend against.<br />
<br />
Metal, only barely younger than Jazz, is the great rival of that storied school and the darling child of the tribes of Portland. It evolved out of the sonic magic the tribes used during the Great War, and today forms the backbone of both their culture and their warfare. It is impossible, nowadays, to become a Portland chief if you don't have at least a rudimentary knowledge of one of the Four Pillars--vocal, guitar (rhythm or lead), bass, and drums. Metal is almost exclusively offensive, loud and punchy, and usually uses smaller groups of musicians--though, like with Jazz, you don't want to mess with a Metal bard who's good enough to go solo. Its learned, steady rhythms make it somewhat predictable, but the sheer power the school packs has always been enough to carry Portland through.<br />
<br />
The third school is the compromise--Rock and Roll. Formed by the legendary "King" of Las Vegas to bring an end to the "Bardic Wars"--conflicts of interest which threatened to turn into open fighting between New Orleans and Portland citizens wherever they met--Rock and Roll blends elements of both schools to create a compromise style. Though not as good at either offensive or defensive magic as Metal or Jazz are, Rock is quite capable of handling both, and uses elements of both in its sets. Rock bands vary in size from four members to eight, and Rock music can switch between free improvisation and devastating measured sets with incredible ease. And, as always, you don't want to mess with a proper Rock soloist.</div>141.101.70.108https://www.dandwiki.com/w/index.php?title=Americana_(3.5e_Campaign_Setting)/Magic&diff=540815Americana (3.5e Campaign Setting)/Magic2011-11-13T17:51:05Z<p>141.101.70.108: </p>
<hr />
<div>Magic is a fact of life in Americana. There are certain forces which defy the laws of physics set by normal science, in the rebuilding years since the Great War. And as far as anyone is concerned, that's just the way it is. There are legends, of course--some of the oldest legends, now almost completely forgotten or ignored--which claim that at one time, there was no magic in Americana. But whether that is true or not, there's certainly no getting rid of it now.<br />
<br />
== Arcane Magic ==<br />
<br />
Unlike coal, gold, or steel, magic is not a resource which any Americ nation can control. The entire continent is saturated with "background magic"--ethereal energy which which ebbs and flows like water wherever it seems to see fit. Most people cannot see or interact with this mystical energy, and in some ways, they're the lucky ones. Being magically attuned in Americana makes a person extremely sensitive to background magic; while this means one can harness this power and use it to aid them as they see fit, it also means they risk swamping themselves with that same power and going under.<br />
<br />
{{quote|The brain of a magic-user acts as a conductor, drawing power from the background flow of magic and harnessing it to do such things as shooting fire from one's fingers or flying without wings. But like any conductor, the brain has a limit to what it can handle--and every person's limit is different, making it impossible to calculate with accuracy. If a magic-user goes over this limit, KRAK! The conductor burns out.|orig=Nicholas Newcomben, scientist and electrician, at a seminar in Minneapolis.}}<br />
<br />
<br />
The three major schools of arcane magic are centered around the three major magical academy-states--Seattle in the far northwest, under the constant rain, the oasis at Phoenix, driven underground to escape the heat, and the floating city of Indianapolis, drifting above the blasted wasteland of the northeast.<br />
<br />
Rumors abound of a fourth, lost school of magic centered around a great tower located somewhere in the wilds north of Chicago, but the trackless wastes in that region have not been charted since long before recorded history--so for now, it remains rumor, and the nation-states of the north have little inclination to go hunting for a legend with so many problems at their own doors.<br />
<br />
== Divine Magic ==<br />
<br />
The gods are alive in Americana, and they make their presence felt through their avatars on earth--from the lowest parish clergyman to the Grand Aide of Presidism. Such divine power, when channeled, gives the clerics and paladins of the holy orders their might--and their flashy effects. But as with arcane magic, trying to call upon more than you can handle is a very bad idea. Depending on which god you call upon or even their mood that day, the gods may well either simply refuse--or dutifully send the ambitious clergyman what they know to be too much.<br />
<br />
There are two major and countless minor religious factions in Americana. The largest is the Presidential religion, centered around the city of Atlanta, which worships the ancient and mysterious gods known as the Presidents. Following it in size and might is the Holy Audience of Los Angeles, which worships a pantheon so large it has never been counted, headed by a legendary ur-god known as the Executive Producer. These two religions have spread themselves and their adherents to neighboring city-states, with slow and gradual success.<br />
<br />
However, they are not the only options. Countless minor religions, from the ancestor-worship of the Meheek to the druidic nature rituals of the Inana of the Great Plains to the ancient vodoun of New Orleans, exist in smaller numbers and closer locales throughout the Americ nations. Do take note, however--all of them are polytheistic.<br />
<br />
There is a good reason for this. The largest monotheistic religion in the Americ nations is the one that nobody, anywhere, is interested in touching--the blood-magic, human-sacrificing, apocalyptic religion known as Geddonism. Following the belief that the One True God will some day return to earth to sweep it clean in fire and salt, and that by killing as many people as they can they can speed up this timetable, the Geddonites were the original inhabitants of Atlanta, until they were driven out by General Insert Name, one of the three founders of Presidism. Since then they have been driven underground, and have been hunted mercilessly by the Atlantean Secret Society.<br />
<br />
== Bardic Magic ==<br />
<br />
Bardic magic is a distant cousin of arcane magic, and uses the same principal of drawing power from Americana's background magic--but whereas mages can do this innately, bards must rely on their instruments to assist them, in the same way that certain tools like crystal balls or wands can assist a mage in performing powerful spells by acting as focuses.<br />
<br />
Bardic magic is safer in that if too powerful a spell is attempted, the instrument is what breaks rather than the bard's brain (which is not to say that injury from whip-snapping strings or flying splinters isn't still a very real possibility in such a case). But a proper bardic instrument is not a cheap piece of work--a true masterpiece can take a lifetime's earnings to buy--and as such bards tend to be very protective of their kit. Rare is the bard who can afford to smash guitars at the end of a performance--rare, and usually respected.<br />
<br />
There are three major musical schools of thought in Americana--two old, one new. The oldest, Jazz, is the great musical style of New Orleans, and is intricately woven into the social structure of that city. Jazz ''virtuosos'' are as strongly respected in Nawlins society as the blood nobility, and as such Jazz is one of the most common routes for an ambitious peasant to try and better his lot in life. Jazz is usually smooth, primarily defensive or supportive when used in combat (though you don't want to be on the wrong end of a saxophonist's attack lick), and often uses enormous brass ensembles to boost the power of its spells--though Jazz soloists are a force to be reckoned with. Additionally, its improvisational style makes it difficult to learn--and even more difficult to defend against.<br />
<br />
Metal, only barely younger than Jazz, is the great rival of that storied school and the darling child of the tribes of Portland. It evolved out of the sonic magic the tribes used during the Great War, and today forms the backbone of both their culture and their warfare. It is impossible, nowadays, to become a Portland chief if you don't have at least a rudimentary knowledge of one of the Four Pillars--vocal, guitar (rhythm or lead), bass, and drums. Metal is almost exclusively offensive, loud and punchy, and usually uses smaller groups of musicians--though, like with Jazz, you don't want to mess with a Metal bard who's good enough to go solo. Its learned, steady rhythms make it somewhat predictable, but the sheer power the school packs has always been enough to carry Portland through.<br />
<br />
The third school is the compromise--Rock and Roll. Formed by the legendary "King" of Las Vegas to bring an end to the "Bardic Wars"--conflicts of interest which threatened to turn into open fighting between New Orleans and Portland citizens wherever they met--Rock and Roll blends elements of both schools to create a compromise style. Though not as good at either offensive or defensive magic as Metal or Jazz are, Rock is quite capable of handling both, and uses elements of both in its sets. Rock bands vary in size from four members to eight, and Rock music can switch between free improvisation and devastating measured sets with incredible ease. And, as always, you don't want to mess with a proper Rock soloist.</div>141.101.70.108