Like the title says, this is a thread for any and all table top games and things related to them.
If you have a question about homebrew, worldbuilding, game mechanics ect this is the thread for it.
what is the most powerful Cleric domain/dominion in 3.5e?
Definitely a Persistomancer who abuses Divine Metamagic to persist short-term buff spells. Persist Greater Consumptive Field and walk past a pile of ants for near-infinite strength all day (or murder a sack full of kittens in a consumptive field ritual). Use Extraordinary Spell Aim to exclude yourself from your persisted Antimagic field.
Undeath Domain gives you Extra Turning. Planning Domain gives you extend spell. Being a human with two flaws and a positive charisma score means that you'll become a demigod rather early in the game. Not sure which deity grants them both though.
So anyone one here building a world? If so what is it based on?
and hear me out here
now here's where shit gets wacky
>but they use mimics for clothing
somebody tell me how this isn't a good idea
Wont said mimic just eat him when he wears them?
yeah, but not if the druid's already made a deal with them that they protect him and in exchange they get to eat everyone he kills
What kind of homebrew creatures have you guys created?
I am wondering was the cocept of giant evil spiders just a thing created in LOTR or did they exist in european mythos?
I think there's something like that in the Dark Sun life shaping handbook.
Do they necessarily need to be mimics, or just abberrations?
Aberrant Druids could become impure princes, and wear a whole wardrobe of abberrant symbiotes.
I DM 3.5e, so the creatures I create are mostly templated and refluffed existing creatures. It makes it easier to calculate CR of monsters and treat the party fairly.
There's plenty of giant spiders in mythology. Them being especially evil was probably more of Tolkien's personal taste.
The "Pyroclastic Barghests" (see >>145336 →
) are my take on on variant Barghests for use in Red Hand of Doom. I decided to use traits of variant fiends to make them closer to Abishai, using the variant half-fiend traits on the old WotC articles. Igave them dragonspawn traits, using pyroclastic dragons, since Pyroclastic dragons are planar dragons of Gehenna. I won't go into specifics of their stats here since I still intend to use more of them in my ongoing campaign.
I've also made statblocks for several monsters in the past year, most of which I never actually got to use since the PCs didn't travel in the direction I expected them to or they ended up not being necessary to the plot. Examples include "Timber Wolves" (Greenbound Horrid Dire Wolves), "Lizard Queen" (Half-Abishai variant half-fiend Female Blackscale lizardfolk, Dragon Shaman 4), an "Ordained Zealot" (Greenspawn Zealot with the Monster of Legend Template, Cleric 1, Talon of Tiamat 2; casts as lvl 7 Cleric), and an "The Great Spirit Lion Ikelos" (Advanced Elder Ghost Brute Horrid Dire Lion, Evolved Undead, Spirit of the Woods).
I didn't actually use any of these guys, but I had their statblocks just in case I wanted to take the story in a different direction.
Red Hand Of Doom spoilers:I'm also working on a certain multi-headed, tauric, monster-of-legend, half-dragon, fiendish lammassu to throw at my party at my party later if the time calls. And of course, plenty of variant Dragonspawn abominations.
Yea its weird, most spiders in mythos are not evil but curent popular media makes them so. I'm trying to figure out how to put dark elves in my homebrew based on more real life myths and legend.
Dark elves in mythos had nothing to do with spiders.
I think at some point they were actually synonymous with dwarves.
How do you keep your games moving? In my games (d&d) ensuring that the party gets to experience at least a set minimum amount of content (about 4 party-level encounters per adventuring day, and one adventuring day per session; social events count if skill is involved) is my highest priority as a DM. I can't stand games where the PCs just stand around talking and not doing anything, or when time stretches into infinity and twelve or sessions are spent in the same week. However, it can be difficult keeping things up to speed, and takes a lot of energy out of me. My sessions tend to go on for a long time, and once I get exhausted I find myself cutting a few corners to not-suck, particularly with NPC dialogue that I sometimes skip when not essential, but that threatens to make my games look like combat marathons and might bore my party in a different way. Keeping pre-written maps/stats/quotes/descriptions/flowcharts on hand helps, but it doesn't help with improvising.
Does anybody have some strategies to share for what makes a fun, action-packed, colorful and descriptive, dialogue-intensive adventuring session? I want to hone my skills to be a better DM for my next game.
Are dark elves not a Original idea from DnD?
Interesting, will see if i cant find more info on them.
By the way, you guys know any good books or what not about european creatures and legends/myths? I want to make my homebrew more european acurate and i need some good info.
I usually just use wikipedia, but I've also seen a couple dragon magazine articles that sometimes give insights into the historic roots of certain races.