Firebelly wings

Artillery / Magic dodging AI would be fine, if AI would categorize this behaviour to certain units.

2022.09.28 13:44 _Constellations_ Artillery / Magic dodging AI would be fine, if AI would categorize this behaviour to certain units.

I don't know how it looks like from a programming point of view, but assuming it's a sort of modular thing that can be applied to individual units the same way as skirmisher behaviour is only applied to ranged units, artillery dodging AI behaviour wouldn't be frustrating if only units that we can reasonably expect to do so, would be able to do it.
Keep in mind, this is for AI behaviour during battle. This is to make individual races more unique, and hardly a balance concern. It does not effect multiplayer balance at all, and arguably has little effect on singleplayer balance, if not none. This is to get rid of the frustrating bullshit AI behaviour where it just doesn't make sense. I can justify a wardancer dodging artillery, but I cannot justify a mindless machine such as a skeleton warrior, do the same. The changes below are aimed at making units behave REASONABLY.
As if you hit them or they dodge: pretty much all units dodge right now in live version. It can't get worse, if you are afraid of that.
As such, I have created 3 categories:
  1. AI behaviour: dodging artillery
  2. AI behaviour: dodging magic
  3. AI behaviour: dodging magic + artillery
Now we should look at all the units in the game, and apply this behaviour to only select few of them that we can reasonably expect to behave like that. A magically sensitive or faith related character should be able to detect magic, while an exceptionally skillful unit should be able to dodge artillery.
In order of race selection in unit browser:
Beastmen:
Bretonnia:
(skipping Daemons of Chaos, see individual gods)
Dark Elves:
Dwarfs:
Empire:
Grand Cathay:
Greenskins:
High Elves:
Khorne:
Kislev:
Lizardmen:
Norsca:
Nurlge:
Ogre Kingdoms:
Skaven:
Slaanesh:
Tzeench:
Tomb Kings:
Vampire Coast:
Vampire Counts:
Warriors of Chaos:
Woodelves:
Any unit with "fire whilst moving" passive that I may have missed should have Artillery dodge.
Any unit casting spells (not necessarily abilities, SPELLS) that I may have missed should have Magic dodge.
submitted by _Constellations_ to totalwar [link] [comments]


2022.09.19 05:00 Gibblibits Realmwalker's Guide to Pyropia, a new homebrew community setting.

Realmwalker's Guide to Pyropia, a new homebrew community setting.
We've unfortunately hit the character limit for this post! Ive continued to record entries in a comment down below, PLEASE feel free to continue commenting, I will still include your entry and add it to the map if applicable.
Hail fellow Lore seekers, and welcome to Pyropia, the Ember Paradise. This is an evolving collaborative setting, set in the realm of Aqshy, it is 100% community created and driven. (This is a sequel to the Prismatica homebrew city) The goal will be to have an evolving shared narrative that any Age of Sigmar player can use for their army and lore. Whether it's for AoS, Soul bound, warcry, or any other thing you may wish to use it for. Special thanks to u/sageking14 for all of their help and support, they were a huge contributing force! Below I will provide a small introduction to the setting and one of the major factions present, a Dawnbringer crusade.
“Jactos' Arm is a far-flung strongpoint of Hammerhal Aqsha established some time ago in the bay of Pyropia, a landmass located edgeward from the Great Parch. It is accessible only through a massive Realmgate found on Vitriol Sea, Jactos' Arm encompasses the bay surrounding their side of the Realmgate. With fortifications built along both “arms” of the bay and a series of megaliths chained to the portal. The strongpoint of Jactos' Arm has survived to see three additional settler fleets sent by the Order of Logisticians, who have deemed the settlement a success. Though who can say what the future may hold…”

https://preview.redd.it/eb4zd9w05iq91.jpg?width=3072&format=pjpg&auto=webp&s=b08107e373e4858b9af146ada61fd860e7da7361
How to Participate
It's simple to join, all you have to do is leave a comment. Below I will provide a list of things that can be added to the setting, ill try to keep it varied, but if you'd like to add something that isn't there, feel free to do so! Some categories will only have room for one suggestion, so the first person to comment a lore-friendly suggestion will get that spot. Each section will be continually updated with your contributions. Feel free to reference or build off of others' comments. For the sake of fairness, please limit yourself to one big contribution. That being said you can have as many smaller contributions as you like (within reason). We want everyone to have a chance to participate after all. Feel free to write as much as you like, I will abridge your contribution when adding it to the post. You will be given credit and I will provide a link to the original comment down below. If you like you can specify where on the map your entry is located, using other landmarks and the 4 cardinal directions. If you do not specify a location, I will place it in an appropriate spot for you. Once I've collected the majority of entries, I will populate the map with graphics and names representing your individual entries. I'll make a follow-up post and update this one with the new map once it is finished. Please be respectful by not claiming too much land.
Remember to title your comment with the entry type for clarity. Any entry with a "+" next to it is no longer available. I will be using time stamps to verify who was first, so please double-check before posting.
All lore-friendly suggestions are welcome (anything that is cannon, could fit in the cannon, or doesn't break the cannon).
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Factions

+Grand alliance death faction (1/1): The Dead Adrift: Anaïs Du Rivaih, matriarch of the Du Rivaih clan, is a vengorian lord who prowls the seas with her sired offspring. Worshipping a minor death Deity known as the God of the Drowned Dead, She and her kin hunt sea worthy vessels of all kinds. With the use of a cursed maelstrom that can appear and disappear in the blink of an eye, she is truly a force of nature on the open sea. With her eyes set on Pyropia, the waters of the Ember Paradise have never been more perilous. (original comment and full backstory)
+Grand alliance Destruction faction (1/1) The Boilerplatez: A Gargant stomp lead by the massive Kraken-Eater "Grenol the Roaster", this stomp is unique in that they share a fascination for "fine dining" with Ogors. The Boilerplatez have traveled to Pyropia for "in-greedy-ins", all the while lugging a massive pot behind them. The Gargants treat any unlucky traveler as a sample, any village as an appetizer dish and any foolish army as the main course. (original Comment)
+Grand alliance Chaos faction (1/1) The Euphoric Cults: Aramm Silvereye, an exiled Duardin architect whose obsession with building more elaborate and dangerous structures was only eclipsed by his desire to see all rival structures decimated by fire. During the Age of Chaos, he won the favor of a Keeper of secrets named Jinnin who promised to give Aramm all the slaves he needed to create the grandest of cities if he swore fealty to Slaanesh. Aramm, of course, immediately accepted this offer and would eventually march on the holy city of the western peninsula with an army of daemons. Razing most of the city to the ground, it was then rebuilt as the pleasure city Euphoric Citadel along the leftmost arm of the continent. Constantly expanding, yet never content with its constantly aging architecture, the fortress's denizens unleash ecstatic hell upon those of the western arm for daring to match Aramm's brilliance. (Original Comment)

Minor factions

Whether it's a small Lumineth scouting party or a feral pack of orruks, almost all factions can be found on Pyropia. There are even order factions that do not align with the strongpoint of Jactos’ Arm.
The Blazing Conclave: A gathering of Ogor firebellies that have been wandering the continent since before the settling of Jacktos arm.They are led by the Cinder Tongue, a position that is determined in a Cook-off called the Great Brazing that happens once every ten years on top of the peaks of Igna. They are respected diplomats upon the continent of Pyropia and have a long history with the nearby Major factions. Supposedly it was the first Cinder Tongue that taught the Boilerplatez how to season their food, and the Great Brazing always brings a lot of unusual folk to the local cities. Despite the local free guilds best efforts the city gets rowdy around this time especially with the local population of Orruks and Ogors increasing as the Great Brazing is seen a pilgrimage of sort to the Races of Gorka-Morka. (original comment)
The Ebony Tusks: Deep in the forests lurks a particularly maligned beastherd. Black of tusk and filled with rage they consider it their sworn purpose to eradicate the Red Oilers Freeguard. Not only do they intrude upon their land and destroy their home, they forge weapons from the woods which they roam. In return, the Red Oilers are stalked and hunted whenever possible, with their broken guns being thrust into the trees from when they came as a reminder that "these woods will not be disturbed" (Orginal Comment)

Allies

There are many who seek to ally themselves with the fledgling strongpoint, whether for altruistic reasons or for personal gain. These factions make up Jactos arms trading partners, military alliances, and more.
Cloud-Pluckers Company: The Kharadron Overlords' admiral board approved the team proposal for the cloud-plucker company. Lead by one of the best but most eccentric Aether-Khemist that the academies of Barak-Urbaz ever produced, Brafome Vyason, and one of the youngest but most promising Endrinmasters from Barak-Zilfin, Azmed Oyvind. The proposal consisted of an expedition to the newly discovered lands of Pyropia to carry out scientific research in all related fields. In exchange, the board of admirals would receive all the material profits and the rights of the trade routes. The Cloud-Plucker Company established a base camp on a plateau to the north of the Great Prairies of Fol'Igna, from there they send their expedition ventures to explore the rest of the landmass. (original Comment)
The Haddlith Wagon Company: There are those among the Free Peoples of Pyropia who look upon the Gigadillos and see a potential new beast of burden to be tamed. The husband and wife duo Haddrim, a retired Cogsmith, and Taralith, a daughter of an Aqshian Fleetmaster, have other plans. They believe they can teach the creatures to pull great Wagon-Fortresses across the Prairies. Should their mad schemes succeed, dozens of Gigadillo wagon-fortresses laden with ballistae and cannons could patrol the borders of Jactos' Arm and the Trailway of Armaregem. (original Comment)
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Locations

There are many landmarks and places of interest that dot the landscape. There is no limit to what could exist here, from abandoned ruins to massive mountains.
Jactos’ Arm: named after the Lord-Celestant Jactos Goldenmane, the strongpoint has existed for a number of years now, and is steadily expanding.
  • The Stranded Kraken: Within the harbor of Jactos Arm lies a duardin paddleboat, beached too far to be pushed back in the water, and a makeshift array of entrances and beer gardens made of wood bracket its exterior. Formerly the Kraken, her pilot, Basil Westerlund, a duardin, ran it aground. Serendipitously, it was the prime location for a bar, and a minor name change later the boilers were turned to brewing facilities and the lower decks to a tavern, while crew quarters became inn spaces. Basil has on his employ an orruk bouncer, Tezza the Toof, who keeps even the rowdiest of sea-dogs from drawing cutlasses or pistols.Basil denies any accusation of managing a smuggling business below decks. (original comment)
  • (0/1) Major Stormkeep (Hammers of Sigmar):
  • (0/3) Minor stormkeeps (any stormcast faction)
  • Freeguild guard
    • The Red Oilers: the most brasher coalition of gun companies the continent has ever seen. Each member of the guild's companies personally makes their own long rifles. Fireoil Wood is particularly favored for creating the wooden frames of said rifles. (original Comment)
    • The Prairie Patrollers: are outsiders who patrol the borders of Sigmar's Empire in Pyropia. The guild's steed of choice is the Pyropian Ostritch. The incredible speed and resilience of these fiery-feathered flightless birds allow patrollers to cover more ground than in a day than a horse could in two. (original Comment)
    • The Daughters of Armaregem: A small lance of Demigryff knights who adorn themselves in armor made of Gigadillo plates, as such they rely heavily on the trade posts of the Brothers Sidabras and are quick to come to their defense. Though the original band of knights was all daughters of the noble families of Jactos' Arm, any knight that can complete their entry trials is allowed to join regardless of gender or origin. (original Comment)
4 Peaks of Igna: When the Age of Chaos broke across Aqshy the Ignan, the ancient Duardin people whose empire once dominated the Ember Paradise, found themselves blocked off from routes to flee to Azyr. The ruins of their once mighty empire lay scattered, burgeoning with untouched treasure vaults and tombs. Greatest among these ruins are the karaks of the Tetrarchs of Old Igna, four mountains coated in volcanic glass at the heart of the continent. (Credit to u/sageking14)
Ruin's of the Temple-Cities: South of Jactos' Arm lay the ruin's of the once proud temple cities. Each is dedicated to one of the gods of the ancient pantheon of order, now shattered and lost to time. (Credit to u/sageking14)
Great Prairies of Fol'Igna: Azure, crimson, and verdant grasses stretch across this vast region once dominated by the Ignan Tetrarchy. In the Age of Myth a hundred sparkling city-states dominated these plains and coastlines, but when the Age of Chaos came, each great city was torn down one after the other. (Credit to u/sageking14)
the Bridge-Towns: Located in the Armaregem Trail Canyon, these shanty towns are made up of layered wooden platforms, connected by chain bridges, that loom miles above the ground in case Armaregem ever makes a reappearance. These towns are named for the brothers who founded them: Fort Auksas, Fort Sidabras, and Fort Bronzos. Directly below these three towns is a vast oasis, created by run-off from the settlements' Aqualiths. (original Comment)
Redfell: A logging town located to the east of Jactos' Arm. Its proximity to the Hearthwoods bathes it in a perpetual smokey haze. It is one of the largest suppliers of Fireoil wood to Fol'Igna, making it an important trading partner for many within the region. The Emberjacks that harvest the trees are hardened individuals, which has lent the town a rough reputation. These men and women tend to be easy to spot, due to their pitch-black hands, which have been dyed by the oils and resins of the fireoil trees. Redfell has a group of Red Oilers stationed within its walls, as the town and militia have a mutual business arrangement.
  • The splinter: A large, 30-foot wide canyon has been dug out, separating Redfell and the Hearthwood forest from one another. This is to act as both a fire break and a way to contain the forest from encroaching into Fol'Igna.
The Hearhtwoods: A sizable forest comprised of almost exclusively fireoil trees. The smoke from the perpetual fires lit within can be seen for miles away. It is an important ecosystem for the local plowhorn population, but hunting and logging from the nearby town of Redfell have drastically changed the environment.
Thirsty Sisters: Three well-built, stone windmills with thatched roofs dominate vast farmland below. Each windmill, well over 100 feet tall, is equipped with four sails covered in bone-white sailcloth that is meticulously embroidered with sigmarite iconography. At the base of masonry towers, adjoining the structures, you can see additional constructions. Two stories houses with stables and ample storage space. The windmills are mostly used to pump water from underground wells and mill grains harvested from neighboring farmland. The ground between the sisters is paved with stones, forming an area where local farmers can set up stalls and trade the fruits of their hard labor, but it's also a center for inhabitants where they can gather to celebrate various religious and social events, although truth be told religious aspect is far more prevalent in this community. (Orginal Comment)
Otros Folly Parish: Composed of dozens or more little hamlets and farm villages scattered around what's called Parched Greenswards, which is a gentle meadowy land stretching for many miles. To get to Otros Folly, one must travel north from Redfall, avoiding Hearthwoods. Tracts leading that way are scarcely patrolled and traveler need to be wary of dangers, be it beastman or local brigands who, less beastly in appearance, can be as much savage as unclean mutants. The first sign of Otros Folly borders can be discerned by sigmarite wayshrines situated at the edge of vast fields. Roads connect the villages with one another and the main road leads further north to the Thirsty Sisters. These lands offer an abundance of crops thanks to ashen loaded wind from Hearthwoods, depositing all the nutrients in the soil. Fields need to be tended carefully, and despite fertile soil, it's a very demanding task. Plagues of Embermice, wildfires spread by Ember Ravens are not uncommon, many a times' community was devastated by such events, sweat and blood drenching months worth of work gone in smoke or eaten by a vermin. In such a times only tight-knit bonds between the people and most importantly, iron strong faith in Sigmar saved the parish from destruction. (Orginal Comment)

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Characters

Whether it's a general of an army or a lowly peasant, all types of individuals can be found here. Describe your character, let us know if they belong to any factions or not. what have they done in the setting so far? Are they native to the continent or have they come for some reason?
Anaïs Du Rivaih: matriarch of the Du Rivaih clan, is a vengorian lord who prowls the seas with her sired offspring. (original comment and full backstory)
Grenol the Roaster: A massive Kraken-Eater and Leader of the Gargant stomp The Boilerplatez. (original Comment)
Aramm Silvereye: An exiled Duardin architect whose obsession with building more elaborate and dangerous structures lead him to serving Slaanesh. (Original Comment)
Brafome Vyason: Leader of the cload-pluckers company, and one of the best and most eccentric Aether-Khemist that the academies of Barak-Urbaz ever produced. (original Comment)
Quaking Qhihona: A former gargant slave of chaos, she would eventually be gifted with a higher intellect through the use of a strange artifact. Eventually breaking free of her captives, she would roam the planes of Pyropia, playing music and eating the occasional monstrosities that attacked villages. A friendly soul, she longs to explore and conversate with the locals. (Original comment)
Supreme Overlord Halfel The Magnificent: Also known by many other Names. Hailing from the Great Parch and exiled following a coup by his ungrateful underlings, Halfel is ostensibly a Bright sorcerer of great renown whos adventures are the stuff of legend. The truth, however, is far less impressive as Halfel is in reality a third-rate pyromancer who spends about as much time on fire as he does not, who was exiled from his previous township and only arrived on Pyropia following the destruction of the merchant ship he was working on by a Kraken-Eater Gargant. He has been in the middle of more than one battle where he has been rescued by incredible strokes of luck. Because of this, some speculate that he is an agent of Tzeentch, but once again, the truth is far stranger. (Original Comment)
Teh-Venno and Sotek’s Chosen: Responsible for many of the myths surrounding Halfel are the Skink Chieftain Teh-Venno, the Skink Priest Teh-Enno, and the 3 Chameleon Skinks known as Paal’Ett, Se’ramix, and Sa’halsa, who comprise the team referred to as Sotek’s Chosen, who were deployed to protect Halfel from various attempts on his life due to his unusual ability to cause the plans of Chaos to plunge into complete disarray merely by coming into contact with them and a Slann Starmaster determing that he was among the most valuable assets against Chaos in Aqshy, despite his bad luck. Teh-Venno and the three Chameleon Skinks were sent due to their track record with preventing Chaos from succeeding being exceptional, whilehis long-suffering spawn-kin Teh-Enno was sent along to ensure that their kin’d enthusiasm for using Chotek’s Flame secretions didn’t wind up accidentally killing Halfel and also to ensure that Halfel himself didn’t wind up blowing himself to pieces during his various misadventures, as well as serving to communicate between their Temple-Ship. (Original Comment)
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Events

The Great Brazing: A grand cookoff that happens once every ten years on the mountaintops of Igna. It is here that the new ogor Cinder Tounge is chosen. Many worshippers of Gorkamorka flock to Pyropia for this special event. (original comment)
The First Fleet: The original settlers of Jactos' arm were brought to the continent via the first fleet, and some of the oldest buildings in the strongpoint were made from the wood of the first ships.
Third Colonization Fleet: One of the great fleets of four sent so far, its arrival was a momentous occasion for Jactos' Arm. With it came much-needed supplies, missives, and care packages from home, and families seeking to join their brave kin on their homesteads.It also brought the Brothers M'tallo, seven Aelven lords from Chamon, who were assigned to lead Dawnbringer Crusades to extend the Arm's borders, bringing it yet another step closer to becoming a true Free City. After a week-long festival, the brothers led their columns of settlers, each numbering around five hundred souls in total.
  • Starsilver Extensions: The name given to the 7 divergent Crusades led by the M'tallo brothers. Of the 7 sent out, only three succeeded. Of the four that fell, the four brothers leading them died to allow what survivors there were to join up with the successful crusades. Two brothers made attempts to settle in the ruins of a Temple-City of a forgotten god, only to be slaughtered by Orruks, a third suffered was hounded and run down by traitors, and the fourth vanished from the Realm.The surviving brothers mourned the loss of their own but remained undaunted. Together they carved three settlements into the Armaregem Trail, that grand canyon-trailway created by the Father of Gigadillos, a species of titanic Armadillo native to Pyropia. This settlement would collectively be known as the Bridge-Towns. (original Comment)
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Artifacts

Princelings' Gifts: An artifact with a rich history dating back hundreds of years. This charm first made its way to Pyropia with the First Expeditionary Fleet. The artifact was in the possession of a captain of the Kindling Roadwardens, a militia contracted to help protect the settlers of Jactos' Arm. After the group feel apart, the charm was lost somewhere in the Ember Paridise. Said to enhance once abilities, it would make a might prize for any that could find it. (Orginal Comment)
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Resources

Fireoil trees: Prized for its fire-resistant properties, fireoil wood has been used all over the Ember Paradise from ship and house building to tools and other equipment. Its oils and resins have similarly been in high demand due to its versatile nature as an alchemical substance and medical balm. Due to the flammable nature of these trees, they are exceedingly hard to harvest, as well as dangerous. Emberjacks use great beasts of burden to pull the trees straight from the ground, rather than risk chopping them down with an axe and sparking an inferno.
Arma Scuti: A local currency that has arisen among the bridge-town residents. These rectangular coins are made from the plates of dermal bone that form a Gigadillo's natural armor, with the runic sigil of House M'tallo stamped on them. A single Scut has the buying power of half a drop of Aqua Ghyranis. (original Comment)
Spelleater Iron: a very valuable resource with abundant deposits in mountainous regions and mining in the Meltfrost Fjord that possesses much the same malleability of conventional iron, but has the additional benefit of rendering anything made from it almost immune to the ravages of arcane forces. This results in it being of considerable interest to anyone seeking a weapon to use against more mystical foes such as daemons or sorcerers. Unfortunately, it is this exact same property that has drawn the eyes of several mighty warbands who seek to claim it for their own ends. (Original Comment)
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Wildlife

Fireoil Trees: These trees have a thick, fire-resistant bark. However, at the same time, they produce aromatic oils and resin, which are highly flammable. With them, the fireoil trees can stir up small bushfires into a large inferno. (full original comment)
Ashwaste lizards: These black-pinkish reptiles live in matriarchal communities, where the female can grow to the size of a cow and collects a harem of males. These subterranean lizards are known for their poisonous bite, and ability to eat and digest prey whole, bones and all. This has made them a series pest for settlers, despite this, some have trained and domesticated them. (full original comment)
Plowhorns: This reptilian animal reaches the size of a wild boar and has a pair of shovel-like horns on its head, as well as a strong, stout beak. Its main food sources are seeds and various roots and tubers. It digs them out of the ground with its shovel-esque horns. Similarly, it digs burrows for its clan to live in. Underground they can ressist forest fires on the surface. The plowhorn can be dangerous but is often hunted as game by frontier men. (full original comment)
Glimmerfin Minnows: A small, brightly colored fish that can be harvested with nets, and can be used for bait or eaten whole. They have a slightly metallic taste and are most frequently found around regions with large numbers of undersea thermal vents. When dried and crushed they produce a small spray of sparks, and when combined with a sufficiently alcoholic breath results in a party trick known as the Drake’s Breath. Their scales are also valued for their alchemical properties and among Ogor Mawtribes’s Firebellies for their flavor. (original comment)
Cinderscale Trapjaw: This large, predatory fish can be found in the water surrounding regions with active thermal vents, where their mottled gray and red skin gives them a high degree of camouflage, making them a very successful ambush predator. Due to their high consumption of glimmerfin minnows, they are capable of gnashing their teeth to produce a shower of sparks that can set anyone unfortunate enough to fish up this irate fish ablaze. Despite this, their meat is valued for its rich flavor and buttery texture, as well as their teeth being valued for alchemical purposes. (original comment)
Chotek’s Flame: This unusual ambushing predator, located in the 4 Peaks of Igna, is noteworthy for its golden hide, which is prized by many. It is capable of secreting a flammable oil that ignites its body in a cloak of flame. Choteks will wait in or around pools of magma with only their eyes visible as it waits for passing prey. Once the prey enters its range, Chotek’s Flame will scoop up a mouthful of semisolid magma, and then proceed to regurgitate a blazing, corrosive projectile, searing them with its magma. It favors large prey, and many an unsuspecting Ogor or Orruk has found themselves prey of this vicious beast. (Orginal comment)
Embermice: A small mammal who favors the plains and possesses dull red fur and an orange underbelly. They are viewed as pests by many of the locals, however, their distinctive, firey coloration and intelligent nature make them highly prized by pyromancers who take great pride in having a well-groomed embermouse, resulting in many being exported to foreign wizards to act as pets or familiars. In times of famine, however, embermice are viewed as a last resort due to their intelligent nature making them troublesome to catch, even for ratting dogs. (Orginal comment)
Blazewing Divers: High above the plains, these bright red and orange 4 winged hawks swoop and dive on the updrafts, 2 keen eyes focused on the ground below them and 2 above, these birds seek out any prey available, with the embermouse being amongst their favorite food sources. Because of this, they can be captured by anyone with sufficient knowledge of falconry. A Blazewing Diver is capable of shearing through plate armor of up to 7 centimeters with ease, making them a lethal threat. If it is trained well, however, it will be a loyal and vicious companion, but they can also be sold for a tidy sum, with the Khadron in particular taking an interest in them to act as messengers. (Orginal comment)
Gigadillo: The offspring of the god beast Armaregem, these massive armadillo-like creatures roam the Prairies of Fol'Igna. Prized for the dermal exoskeleton, they are also seen as a potential beast of burden by particularly ambitious individuals. (original Comment)
Firetusks: This stoat 4-tusked mammal roams the woodlands of asqhy in small herds and eats all matter of plant material and fresh charcoal if it needs to. Like most natives to Ashqy its well adapted to heat. However it lives close to rivers and lakes, into which it retreats in case it is too hot. It has a very thick hide, which protects it well against attacks, similarly its tusks are great defensive tools as well. By chafing its four tusks against each other it can ignite small sparks. These sparks can ignite resin and sappings of fireoil trees, which are stored in special sacks in the mouth, allowing the creature to spew a small burst of flames out of its mouth. This is used to keep predators and rivals at bay. And this makes forest even more dangerous during their mating season. (Original Comment)
Ember Ravens and Glow Vultures: Where there are wildfires, there are dead animals. These two species of birds learned to use this very quickly. Glow Vultures can smell and see fire from enormous distances. And they arrive as one of the first scavengers whilst the last glimpse of the fire are still glowing, and smoke is everywhere. Immune to toxic fumes of all kinds, they find a feast before them, starting with the largest bodies they can find. The Ember Raven is a raven with spotted black-grey feathers, mimicking ash particles. It too likes to feast on the victims of a wildfire. However, it doesn't have the size to compete with the vultures for larger bodies and is less resistant to fumes and heat. What the clever birds do instead is to start small, and local bushfires on their own. The smart birds learned to steal fire from human settlements, or one of Ashqy's active fire spots, and drop it unto a dry area. After the small bushfire is over, the Ember Raven can eat all the burned beings. (Original Comment)
submitted by Gibblibits to AoSLore [link] [comments]


2022.07.04 00:10 thebaziel The Pixie Shepherd: A Slightly Larger than Random Encounter for Hither

I wrote a cute little encounter vaguely inspired by the "Where are all the fairies?" post. This shepherd is a pixie who needs the party's help to recover her flock of moths.
Link to the homebrewery

The Pixie Shepherd

Description
Have the players roll a perception check. On a 14 or higher:
As you wade through the soft ground of the marshes of Hither, you enter a small thicket of mangrove trees. You notice that from the branches of the mangroves dangle dozens of large pastel chrysalises, heavy as fruit on a tree. They're eerily beautiful. Small caterpillars in pastel colors travel along the trunks, eating nearby vegetation.
Whatever the roll, add:
A pixie, unaffected by the difficult terrain of the marsh, drops down out of the mangrove trees in front of you. "Whoa, whoa, whoa! What do you think you're doing here messing with the rest of my flock?"
Lambstail is a pixie shepherd. Her flock are not sheep, but *Iridescent Satyr Moths*, a species of moths with wings as big as human hands, native to the feywild.
If questioned, Lambstail will offer any of the following information:
If the party offers to seek out the moths, Lambstail enthusiastically accepts their help.
Finding the Moths
Players may look for the moths by walking about, rolling investigation checks. Consider putting in one of the smaller random encounters here: finding a raft, marsh gas, or maybe hobgoblin stiltwalkers. Not something so big as to distract the party. When a player gets a 11 or higher in investigation, they hear a tune similar to pan pipes playing an anxious tune.
If they follow the music, they find a swarm of moths with a two wingspan hand span. If your players want to know what the moth looks like, please obtain a picture of the adorable cryptid The Venezuelan Poodle Moth.
Unfortunately, Lambstails suspicions were correct. The swarm off moths has been drawn to the glowing lights on the bellies of 3 Firebellied Toads, who would love nothing more than to snack on the moths.
Dealing with the Toads
The toads, the party may be surprised to learn, actually breathe fire from their glowing bellies. The party should be able to kill them without too much trouble, but the toads may attack, and on a success eat, one moth every turn in lieu of attacking the party.
In the spirit of Wild Beyond the Witchlight, there are ways to deal with the Firebellied Toads that don't involve combat. Some examples include:
For higher leveled parties:
Other Rewardable Behaviors
Players may find other ways to help Lambstail besides returning her moths. Other options include:
Development
If the party helps Lambstail, she bestows one or more of the following items as you see fit, depending on the varieties of help, and how many moths were eaten by frogs. Lambstail may be more generous with parties who are clear about their goal to overthrow Bavlorna, returning Hither to its previous ecological balance, or vow to defeat the brigands, who steal so much on the hag's behalf.

Silent Moth Silk Cuirass
Magical armor, uncommon
A light armor forged of tightly woven moth silk that provides an AC of 13 + your Dexterity modifier, as well as allowing the character advantage on all Stealth checks.

Silent Moth Silk Handkerchief
Wondrous item, uncommon
A handkerchief of fine moth silk which allows the caster advantage on saves against being scryed on. Once per day, they also allow the bearer to cast Silence.

Charming Moth Silk Gloves
Wondrous item, uncommon
Gloves of fine moth silk that allows the bearer to cast the Light cantrip 3 times per day. It also grants the wearer advantage on persuasion checks towards insects, granted they are able to be understood by them.

Stat Block

Fire Bellied Toad
Small beast, unaligned
Armor Class 11 (natural armor)
Hit Points 11 (2d6 + 4)
Speed 30 ft., swim 30 ft.
STR: 7 (-2)
DEX: 15 (+2)
CON: 10 (+0)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 3 (-4)
Immunities Resistance to fire damage
Senses darkvision 60 ft., passive Perception 12
Languages None
Challenge 1/4 (50 XP)
Amphibious. The toad can breathe air and water
Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions
Fire Breath (Recharge 3-6). The toad exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 4 (1d6 + 1) fire damage on a failed save, or half as much damage on a successful one.
submitted by thebaziel to wildbeyondwitchlight [link] [comments]


2021.11.24 13:52 Juggernaut9993 The marketing campaign of Warhammer 3 so far...

Here's a list of marketing videos released by CA on their YouTube channel (does not include videos given to "associates").
Teasers:
Azyr Stirs...
Heed the heavens...
Sigmar protect us all
And all this on Geheimnisnacht Eve...
Total War: Warhammer 3 Gameplay Reveal Tease
Blood Will Flow...
Movie Trailers:
Total War: Warhammer III Announce Trailer
Trial By Fire Trailer
Enter the World of Kislev
Enter the World of Khorne
The Dawn of Grand Cathay
Enter the world of Grand Cathay
Enter the world of Tzeentch
Join the Ogre Kingdoms
Enter the world of Ogre Kingdoms
A Covenant with Chaos
Unit Spotlights:
Kislev Winged Lancers
Kislev War Sleds
Khorne Flesh Hounds
Khorne Bloodthrones
Terracotta Sentinels
Flamers of Tzeentch
Pink Horrors
Stonehorns
Firebellies
Gameplay Trailers:
Global Gameplay Reveal
Khorne vs Kislev Survival Battle Gameplay (same as above)
Siege "Rework" ( = re-skin)
Grand Cathay Vs Tzeentch Great Bastion Battle
Oracles of Tzeentch vs Grand Cathay Battle Gameplay
New Battle Features
All these amount to a total of:
5 teasers
10 movie trailers
9 unit spotlights
5-6 gameplay trailers
How much do you think this marketing campaign took as its % share of the whole budget for Warhammer 3?
submitted by Juggernaut9993 to Volound [link] [comments]


2021.10.30 23:50 kkkktttt00 Ghost kitchens

Has anyone else noticed all of these ghost kitchens in Astoria lately? I was scrolling through Seamless and sorted by walking distance since I wanted to go pick something up, and I noticed there were a lot of new specialty restaurants near me. Like a lot a lot. I left the city to travel for a month and just got back the other day, but there was no way that many new restaurants could pop up in that time. I then realized that they all had the same address. I looked it up, and it was Bel Aire Diner. They have fifteen restaurants listed on Seamless.
They're all comprised of items on the Bel Aire menu, just split into specialties, and every single one of them has terrible reviews. This isn't illegal, but I've never seen it happen on such a grand scale. I did some more scrolling, and it looks like Katch has a ton as well.
Does anyone know of any others?
submitted by kkkktttt00 to astoria [link] [comments]


2021.07.23 20:25 XxImmortal79xX New Dm sharing what I have, and asking for help with ideas/ linking story

As the title says, I'm now Dming my first game, and I'm trying to make this a good campaign to make an impression. But not just that, I wanna express some creativity and I just kind of might need ideas or advice on how to piece everything together if anyone wants to help me.
The game takes place in a world called Danamar, a land that is now suffering from the backlash of divine powers. Background: before the events of the campaign the land was a standard magical realm. This land was diverse in its creatures but many stuck to their own. Well, a powerful black dragon came along (I've named him Zero) who was evil, and he started amassing an evil dragon army. These dragons then started attacking the good ones in an attempt to claim Supremacy over them. Zero killed (or forced them to work for him) the leaders of the other evil aligned dragons to form a larger army. This dragon wanted nothing more than to become more powerful than any dragon ever and to rule as a god. And, he nearly succeeded too. The evil dragons were winning their war, and as they killed other dragons Zero become even more powerful. He terrorized the world and then reduced the capital of the world, once teeming with life, to a wasteland. Using this army, he then crafted a plot, and then killed a god and took his power for his own. The gods in this universe paid little attention to the horrors and atrocities happening in the world as it did not affect them. But, upon hearing of Zero becoming a god killer, they then started to. In an act of self preservation, they granted power to a dragonborn sorcerer, who then with the help of the king of the gold dragons, stopped Zero. He stopped him by trapping him in another dimension.
Afterwards, the gods seeing a problem that this could happen again, cursed all dragons to try and prevent this from ever occurring again. Since that day, no dragon can be born as they pretty much die young, and even the ones still hiding away either rot of hid from it.
Campaign: During the adventurers time, the world is attempting to heal after this tragedy. They travel to a small village to the left of where the great desert is (This desert was once the capital but it got demolished and life is forever changed there). Around this town there is a cult that lurks in the background of this campaign as a threat. They are the "Black hand", cultists who wish to save their dark master who they believe deserves to be the true God rather than the existing ones.
This town I've named it "Vanderburg" once held the sorcerer who was their great protector, and they even had small shrines dedicated to him. But after Zero was sealed the Sorcerer was never seen again, leaving a lack of defense in this area. Seeing the opportunity, a group of bandits moved nearby and then used force to extort and rob the citizens commonly to build up their treasure.
The players: The first player is a rogue winged tiefling, 2nd is a Aaracokra monk, 3rd is a large crab person barbarian who is an anomaly in this world. It was a crab struck by lightning that become sentient (not very intelligent though) 4th is a gnome artificer who is starts off by being miss summoned to this world by a cultist. (He actually was am npc character from a different campaign but we gave him a character arc) This gnome carried a curse where when he died 2 replicas of himself came back, so he was a cursed replicating gnome. To prevent this from being too op, we said that as a point in time he was "cured" meaning they don't split anymore. But he still resurrects. And in order to prevent a problem with this we setup small rules already.
The way I've devised progression in the campaign is through segments of sort each ment for the next level and this is where I needed the advice
Level 1: The adventurers aid the town, repel a bandit assault on the village, and then finally attack their camp and stop their scheme. They also had secret dealings with the surrounding cult.
During this the party encounters a shady gnome who claims to have been the assistant to the sorcerer and asks the party to retrieve a focus that was stolen in exchange for gold.
Level 2: The adventurers encountered some cultists but learn more of their plot as they encounter more in the forest who are manipulating and controlling the peaceful tribal Aaracokra that lives in a secluded society. The monk in this party originally came from themselves, but he is shocked to see this fate in them. Some of their population then is converted to the cult, and among them one killes the previous leader and appoints himself chieftain. (He is being totally controlled by a cult member but is manipulated as a figurehead). The party then Aids a some of the lingering rebellious Aaracokra and seige where this chieftain is and have an intense battle against this war veteran. (I plan for him to at first use sword maybe shield as well, but upon reaching half health he then acts like a berserker and goes full bloodlust mode). They also find a small relic dagger that was the sorcerors as well
Level 3: the party returns to the village to find the mayor gone, Apparently the creatures of the southern dark forest attacked. The players must then go in to attempt to save the mayor aided by a few town citizens armed. The players learn the dark forest is inhabited by massive spiders and is a forest infested with webs and them. The players fight spiders as they come from burrows, or attack from the trees above until they reach the cave. This is a cave where the mayor was taken, and inside is an ettercap that leads these spiders in the area. The cave is full of small webs meant for alerting the inhabitants when they are triggered, so to avoid doing so they need successful wisdom saves. Inside the ettercap speaks common, is cocky, and wants to see himself as a king. (Infact he wears small articles of human clothing to do so and hoardes). The players must then battle him and his spiders. Upon getting wounded the ettercap swears his revenge and escapes through webs. It is all too bad, because the players discover the mayor but he's already dead. Inside the cave will be a few magical cool items just to give a nice reward
Levels beyond: I want to have a secret area to the north that the party must travel through mountains to reach. This area is a swamp inhabited by human like frog people, (similar to bullywugs) that lives in a sort of city state way. There are 4 tribes that all are unique in their ways and styles but there is one that acts as a sort of leader.
I want that gnome I mentioned to be a sort of mini villain. He lied about his past and he uses the two sorceror objects to try and gain power. The party discovers him doing so but are too late to stop him as an imp jumps out of a portal to block them. A black shadowy hand then grabs him and pulls him into the portal and he's gone until he is later seen in the frog area. I think I want him to suddenly return more crazy but with fire type powers. He will later be seen with a tribe of them known as the "molten skull children" who are firebellied toad like bullywugs who are primal and worship a fire God. They dislike the other tribes because the others lost their primal natural bullywug ways. Along with this gnome and some imps they plan to attack the other tribes
*Now finally, the part I needed help with**** -I'm not sure how to chain the segments between 1, 2, and 3. I originally didn't have the 2nd in place but I had to inorder to level the party enough to be able to do the ettercap encounter. -Second thing I wanted help with, I really want one of the tribes to have a lingering stain of influence from Zero/dragons/the gods dragon curse. I wanted a cave near them to have something like this. I really want to do an encounter with a custom dragon I got which is one that's a dragon who's lived with the curse and is a rotted gross beast. It's wings are leathery flaps, it's a husk of a diseased creature that breathes suffocating ash and is a ghost of its former self. Like a sulfur breathing dragon that's obviously going to be weaker and I feel like this is his perfect spot but I'm not sure. I can't really justify balancing it to be super weak. I plan on making it an adult only but that's still min cr 13, although I could move it to maybe an 11 or 10. That still makes it impossible to place here. I need help on how to do so or move the campaign to allow it, I'm just not sure -I don't mind ideas or more unique twists to mine if anyone wants to share
can provide more info, but I've definitely typed a large enough text wall. Thanks for any that respond TLDR: The bottom contains things I wish to have help on in my campaign the rest is the story and how I've planned everything so far. I'm just seeking help from more experienced dms or people with good ideas
submitted by XxImmortal79xX to NewDM [link] [comments]


2021.07.23 15:03 XxImmortal79xX New Dm seeking advice and help for my campaign +sharing what I have

As the title says, I'm now Dming my first game, and I'm trying to make this a good campaign to make an impression. But not just that, I wanna express some creativity and I just kind of might need ideas or advice on how to piece everything together if anyone wants to help me.
The game takes place in a world called Danamar, a land that is now suffering from the backlash of divine powers. Background: before the events of the campaign the land was a standard magical realm. This land was diverse in its creatures but many stuck to their own. Well, a powerful black dragon came along (I've named him Zero) who was evil, and he started amassing an evil dragon army. These dragons then started attacking the good ones in an attempt to claim Supremacy over them. Zero killed (or forced them to work for him) the leaders of the other evil aligned dragons to form a larger army. This dragon wanted nothing more than to become more powerful than any dragon ever and to rule as a god. And, he nearly succeeded too. The evil dragons were winning their war, and as they killed other dragons Zero become even more powerful. He terrorized the world and then reduced the capital of the world, once teeming with life, to a wasteland. Using this army, he then crafted a plot, and then killed a god and took his power for his own. The gods in this universe paid little attention to the horrors and atrocities happening in the world as it did not affect them. But, upon hearing of Zero becoming a god killer, they then started to. In an act of self preservation, they granted power to a dragonborn sorcerer, who then with the help of the king of the gold dragons, stopped Zero. He stopped him by trapping him in another dimension.
Afterwards, the gods seeing a problem that this could happen again, cursed all dragons to try and prevent this from ever occurring again. Since that day, no dragon can be born as they pretty much die young, and even the ones still hiding away either rot of hid from it.
Campaign: During the adventurers time, the world is attempting to heal after this tragedy. They travel to a small village to the left of where the great desert is (This desert was once the capital but it got demolished and life is forever changed there). Around this town there is a cult that lurks in the background of this campaign as a threat. They are the "Black hand", cultists who wish to save their dark master who they believe deserves to be the true God rather than the existing ones.
This town I've named it "Vanderburg" once held the sorcerer who was their great protector, and they even had small shrines dedicated to him. But after Zero was sealed the Sorcerer was never seen again, leaving a lack of defense in this area. Seeing the opportunity, a group of bandits moved nearby and then used force to extort and rob the citizens commonly to build up their treasure.
The players: The first player is a rogue winged tiefling, 2nd is a Aaracokra monk, 3rd is a large crab person barbarian who is an anomaly in this world. It was a crab struck by lightning that become sentient (not very intelligent though) 4th is a gnome artificer who is starts off by being miss summoned to this world by a cultist. (He actually was am npc character from a different campaign but we gave him a character arc) This gnome carried a curse where when he died 2 replicas of himself came back, so he was a cursed replicating gnome. To prevent this from being too op, we said that as a point in time he was "cured" meaning they don't split anymore. But he still resurrects. And in order to prevent a problem with this we setup small rules already.
The way I've devised progression in the campaign is through segments of sort each ment for the next level and this is where I needed the advice
Level 1: The adventurers aid the town, repel a bandit assault on the village, and then finally attack their camp and stop their scheme. They also had secret dealings with the surrounding cult.
During this the party encounters a shady gnome who claims to have been the assistant to the sorcerer and asks the party to retrieve a focus that was stolen in exchange for gold.
Level 2: The adventurers encountered some cultists but learn more of their plot as they encounter more in the forest who are manipulating and controlling the peaceful tribal Aaracokra that lives in a secluded society. The monk in this party originally came from themselves, but he is shocked to see this fate in them. Some of their population then is converted to the cult, and among them one killes the previous leader and appoints himself chieftain. (He is being totally controlled by a cult member but is manipulated as a figurehead). The party then Aids a some of the lingering rebellious Aaracokra and seige where this chieftain is and have an intense battle against this war veteran. (I plan for him to at first use sword maybe shield as well, but upon reaching half health he then acts like a berserker and goes full bloodlust mode). They also find a small relic dagger that was the sorcerors as well
Level 3: the party returns to the village to find the mayor gone, Apparently the creatures of the southern dark forest attacked. The players must then go in to attempt to save the mayor aided by a few town citizens armed. The players learn the dark forest is inhabited by massive spiders and is a forest infested with webs and them. The players fight spiders as they come from burrows, or attack from the trees above until they reach the cave. This is a cave where the mayor was taken, and inside is an ettercap that leads these spiders in the area. The cave is full of small webs meant for alerting the inhabitants when they are triggered, so to avoid doing so they need successful wisdom saves. Inside the ettercap speaks common, is cocky, and wants to see himself as a king. (Infact he wears small articles of human clothing to do so and hoardes). The players must then battle him and his spiders. Upon getting wounded the ettercap swears his revenge and escapes through webs. It is all too bad, because the players discover the mayor but he's already dead. Inside the cave will be a few magical cool items just to give a nice reward
Levels beyond: I want to have a secret area to the north that the party must travel through mountains to reach. This area is a swamp inhabited by human like frog people, (similar to bullywugs) that lives in a sort of city state way. There are 4 tribes that all are unique in their ways and styles but there is one that acts as a sort of leader.
I want that gnome I mentioned to be a sort of mini villain. He lied about his past and he uses the two sorceror objects to try and gain power. The party discovers him doing so but are too late to stop him as an imp jumps out of a portal to block them. A black shadowy hand then grabs him and pulls him into the portal and he's gone until he is later seen in the frog area. I think I want him to suddenly return more crazy but with fire type powers. He will later be seen with a tribe of them known as the "molten skull children" who are firebellied toad like bullywugs who are primal and worship a fire God. They dislike the other tribes because the others lost their primal natural bullywug ways. Along with this gnome and some imps they plan to attack the other tribes
*Now finally, the part I needed help with**** -I'm not sure how to chain the segments between 1, 2, and 3. I originally didn't have the 2nd in place but I had to inorder to level the party enough to be able to do the ettercap encounter. -Second thing I wanted help with, I really want one of the tribes to have a lingering stain of influence from Zero/dragons/the gods dragon curse. I wanted a cave near them to have something like this. I really want to do an encounter with a custom dragon I got which is one that's a dragon who's lived with the curse and is a rotted gross beast. It's wings are leathery flaps, it's a husk of a diseased creature that breathes suffocating ash and is a ghost of its former self. Like a sulfur breathing dragon that's obviously going to be weaker and I feel like this is his perfect spot but I'm not sure. I can't really justify balancing it to be super weak. I plan on making it an adult only but that's still min cr 13, although I could move it to maybe an 11 or 10. That still makes it impossible to place here. I need help on how to do so or move the campaign to allow it, I'm just not sure -I don't mind ideas or more unique twists to mine if anyone wants to share
can provide more info, but I've definitely typed a large enough text wall. Thanks for any that respond TLDR: The bottom contains things I wish to have help on in my campaign the rest is the story and how I've planned everything so far. I'm just seeking help from more experienced dms or people with good ideas
submitted by XxImmortal79xX to DnD [link] [comments]


2021.05.05 03:59 Justwinbabies There's a lot of restaurants in the Landmark Building

So I'm bored and flipping through DoorDash and there are a lot of restaurants that list 301 N Main as their address. Either it's just a building of restaurants or whoever owns the old restaurant there has an agreement with a bunch of different fake v restaurants to churn out slightly different foods from the same place.
CraveBurger The Taco Pit Firebelly Wings Lucky's Diner Ranch Burger Outlaw Burger...
Oh, and Saskatoon's also sells "grilled cheese" and tendies under different names.
submitted by Justwinbabies to greenville [link] [comments]


2021.04.19 02:26 idontfrickinknowman UberEats 175 Lafayette Street “Restaurants”

Does anyone know why there are like 5 different restaurants with the same address on UberEats, but none of them show up on Yelp?
I believe I’ve seen more in the past, but a few I’m seeing right now with the address 175 Lafayette Street are:
Miss Mazy’s Amazin’ Chicken
Firebelly Wings
Hot Box by Wiz (lol)
And none of them come up in a Yelp search. I’m not familiar with that area, but on Google earth that address appears to be a gas station?
Just genuinely curious about this if anyone has some answers!
submitted by idontfrickinknowman to nashville [link] [comments]


2021.01.29 17:19 thefuzzynugget1 PSA: DOORDASH RESTAURANT COULD BE A GAS STATION

I was browsing doordash last night and noticed 3 "NEW" restaurants in my area.
https://www.doordash.com/store/wild-wild-wings-germantown-1450533/en-US
https://www.doordash.com/store/firebelly-wings-germantown-1451995/en-US
https://www.doordash.com/store/heavenly-wings-germantown-1166468/en-US
I was confused since I don't remember any nearby restaurants with this name. Scrolling down to the bottom of the page it lists the address of the "restaurants". Oh look at that, all three "restaurants" are listed at the same address. It looks like the Heavenly Wings is an actual food truck stationed at that gas station.
Doordash is trying to pander a Circle K gas station/convenient stores wings as 2 "different restaurants" on their website. If not, they're trying to turn 1 food truck into "3 different restaurants". Either way shady af.
submitted by thefuzzynugget1 to doordash [link] [comments]


2020.08.16 22:39 DrRobertson [H] High Elves, Dark Elves, Orcs & Goblins, Misc Fantasy & 40K [W] $$$, High Elves, Dark Elves, Ogres, Dwarfs [Loc] Toronto, Canada

proof
All prices are in CAD, I'll do bulk deals so the more you buy the more I'll discount things. I'm willing to ship overseas but I'd prefer to ship to Canada or the US. I'm also willing to split lots, but priority will go to anyone that wants to take the entire lot.
If you're interested in specific models shoot me a message, I'll get you a price, and we can negotiate from there.
High Elves $565
Orcs & Goblins $515
Dark Elves
Misc
Interested in the following:
submitted by DrRobertson to Miniswap [link] [comments]


2019.02.03 17:04 direckthit Critique my multiclass Monk

I'm not trying to completely min/max it. But, if you see any glaring mistakes or easy improvements, I'd appreciate the feedback.

Aasimar (Musetouched) - Lawful Good

Scaled Fist 11 / Knife Master 4 / Two Handed Fighter 2 / Paladin 2 / Vivisectionist 1
Weapon: Sais

Stats

Starting: 7/16(+2)/15/13/12/15(+2)
Starting: 7/16(+2)/14/14/12/15(+2)
Stat Increases: First to CHA, remaining to DEX

Level Progression (Feats + Skills):

1 - Scaled Fist (Combat Expertise / Crane Style)
2 - Paladin Knife Master
3 - Paladin (Dodge) Knife Master (Accomplished Sneak Attacker / Dodge)
4 - Knife Master Knife Master (Finnese - Sai)
5 - Knife Master (Accomplished Sneak Attacker / Outflank) Vivisectionist (Piranha Strike / Spells Below)
6 - Knife Master (Finnese - Sai) Paladin
7 - Vivisectionist (Piranha Strike / Spells Below) Paladin (Outflank)
8 - Knife Master (Precise Strike)
9 - Two Handed Fighter (Weapon Focus - Sai / Dazzling Display Two Weapon Fighting)
10 - Scaled Fist (Combat Reflexes)
11 - Two Handed Fighter (Improved Critical - Sai Dazzling Display / Crane Wing Improved Two Weapon Fighting)
12 - Scaled Fist (Gold Dragon - Fire)
13 - Scaled Fist (Crane Riposte Shatter Defenses / Barkskin)
14 - Scaled Fist (Leg Sweep)
15 - Scaled Fist (Wings / Improved Initiative Crane Wing / Sudden Speed)
16 - Scaled Fist
17 - Scaled Fist (Lightning Reflexes Greater Two Weapon Fighting / Restoration)
18 - Scaled Fist (Defensive Spin)
19 - Scaled Fist (Great Fortitude / Blind Fight Crane Riposte / Abundant Step)
20 - Scaled Fist

Vivisectionist Spells

EnlargeReduce Person / Shield / Expeditious Retreat / True Strike (or Firebelly?)
Edit 1: Changed from Scaled Fist 10 / Knife Master 5 to Scaled Fist 11 / Knife Master 4 to allow for second Flurry of Blows
Edit 2: Changed Enlarge Person to Reduce Person
Edit 3: Taking Knife Master and Vivisectionist earlier, and Paladin a bit later
Edit 4: Tweaked starting stats to decrease CON and increase INT by 1 point, each.
Edit 5: Looking for advice on the following:
  • May consider swapping the Dazzling Display feat (level 9) with Two Weapon Fighting. I'd lose the +4 Dodge Bonus on Crane Wing but I wouldn't have to worry about the enemy getting an AoO from Crane Riposte. This makes Crane Wing and useless feat (just a prereq for Crane Riposte) though.
  • True Strike or Firebelly from Vivisectionist?
Edit 6: Swapped from Two Handed Fighter back to regular Fighter as I misremembered what Strong Grip did.
Edit 7:
  • Dropped Improved Critical - Sai, taking Dazzling Display 2 levels later, and adding Two Weapon Fighting
  • Dropped Improved Initiative for Shatter Defenses
Edit 8: Dropping Blind Fight and Lightning Relfexes to add Improved Two Weapon Fighting and Greater Two Weapon Fighting. Shuffling around a few feats orderings as well.
submitted by direckthit to Pathfinder_Kingmaker [link] [comments]


2017.11.03 10:25 111phantom Every Single Deity-Exclusive Feat, Trait, Spell, Archetype, and Prestige Class.

These are all options that require worshipping a deity. If something is listed on the deity's page but doesn't say on the page itself that worship is a requirement, then it is not here. Example: Calistria's Guardian Wasps is not a spell that requires worshipping Calistria so it's not on the Spells list. I also felt that adding the spells that can be prepared on various spell lists and extra summons would be messy and take up too much space.
This is because the deity pages on Nethys don't say Prestige Classes and a couple other things, but the search does. Also I wanted a list of all the deity-exclusive prestige classes.
Errors here may be because of Archives of Nethys being in error, it is my only source for this stuff as I do not own the books. Please tell me of any errors so I may fix them.

Feats

Any Pantheon: Pantheistic Blessing
Deity with Obediences: Deific Obedience (Labelled as DO for non-core deities), Diverse Obedience Abadar: Divine Dignity, Measured Response, Perfect Casting, DFT(Abadar'sCrossbow) Asmodeus: Conversion Channel, Devilish Pride, Diabolical Negotiator, Firebrand, Verify, DFT(Asmodeus's Mandate) Calistria: Bloody Vengeance, Curse of Vengeance, Seductive Channel, Trick Spell, Wasp Familiar, DFT(Calistria's Poisoned Lash) Cayden Cailean: Bravery in Action, Courage in a Bottle, Drunken Brawler, Liberation Channel, Unbound Bravery, Undaunted Bravery, DFT(Cayden Cailean's Blade and Tankard) Desna: Butterfly's Sting, Guided Star, Trailblazing Channel, DFT(Desna's Shooting Star) Erastil: Erastil's Blessing, Nimble Natural Summons, Savior's Arrow, Thicket Channel , DFT(Erastil's Drastracting Shot) Gorum: Channel Viciousness, Ironbound Master, To the Last, DFT(Gorum's Swordmanship) Gozreh: Channel Endurance, Riptide Attack, Wave Master Green Faith: Green Faith Acolyte, (Not Deific Obedience) Iomedae: Disciple of the Sword, Hands of Valor, Iomedaean Sword Oath, Protective Channel, DFT(Iomedae's Inspiring Sword) Irori: Ki Channel, Master of Knowledge, Steady Engagement, DFT(Irori's Perfected Fist) Lamashtu: Channel Discord, Demonic Obedience, Destroy Identity, Fearsome Finish, Lamashtu's Mark, Nightmare Scars, DFT(Lamashtu's Carving) Nethys: Arcane Insight, Forceful Channel, Magical Epiphany Norgorber: Poisoner's Channel, Reject Poison, Shadow Dodge, DFT(Norgorber's Silent Shiv) Pharasma: Eerie Sense, Fateful Channel, Messenger of Fate Rovagug: Breaker of Barriers, Merciless Rush, Oath of the Unbound, Squash Flat, DFT(Rovagug's Thunder) Sarenrae: Bestow Hope, Glorious Heat, Sun Striker, DFT(Sarenrae's Mercy) Shelyn: Bladed Brush, Clarifying Channel, Divine Expression, Persuasive Performer Torag: Blessed Hammer, Steelskin Channel, Stone Strider, DFT(Torag's Patient Strikes) Urgathoa: Bolster Undead, Potion Glutton, Shatter Resolve, DFT(Urgathoa's Hunger) Zon-Kuthon: Bloodletting, Cruelty, Flagellant, Shade of the Uskwood, Welcome Pain, DFT(Zon-Kuthon's Flensing)
Achaekek: Bloody Sabres, DO Alseta: DO Apsu: Divine Barrier, DO Besmara: DO Brigh: DO Dahak: Hunter of Dahak, DO Ghlaunder: Siphon Channel, DO Groetus: DO Gyronna: Channel Hate, DO Hanspur: DO Kurgess: Intrepid Rescuer, DO Milani: Beacon of Hope, DO Naderi: DO Sivanah: Believable Veils, DO Ydersius: DO Zyphys: DO
Any Archdevil, Infernal Duke, Malebranche, or Whore Queen: Hellish Shackles Archdevils Geryon, Mephistopheles, and Moloch: DO
Any Demon Lord: Channel Discord, Demonic Obedience
Any Eldest: Fey Friend, Fey Obedience
Any Elemental Lord: Elemental Vigor
Any Empyreal Lord: Heroic Interposition Empyreal Lord with Obedience: Celestial Obedience
Minderhal: DO
Any Elder God: Unspeakable Bond Hastur: DO Xhamen-Dor: DO
Any Horseman: Aura of Succumbing
Yamasoth: Demonic Obedience
Mahathallah: DO

Spells

Abadar: Abadar's Truthtelling, Blessing of the Watch, Fairness Asmodeus: Shared Sacrifice, Spellcasting Contract (+lesser, greater) Calistria: Secret Speech, Seducer's Eyes, Vengeful Stinger Cayden Cailean: Drunkard's Breath, Enhance Water, Freedom's Toast, Pick your Poison Desna: Beacon of Luck, Dream Feast, Haze of Dreams, Traveling Dream Erastil: Deadeye's Arrow, Hunter's Blessing, Tracking Mark Gorum: Lighten Object (+mass), Swallow Your Fear Gozreh: Gozreh's Trident, Ice Armor, Read Weather, Sky Swim Iomedae: Burst of Glory, Inheritor's Smite, Light Prison, Weapons against Evil Irori: Abstemiousness, Channel Vigor, Replenish Ki Lamashtu: Monstrous Extremities Nethys: Channel the Gift, Fractions of Heal and Harm, Spell Gauge, Spell Scourge Norgorber: False Alibi, Lose the Trail, Night of Blades, Poisoned Egg Pharasma: Defending Bone, Early Judgment, Smite Abomination Rovagug: Brittle Portal, Face of the Devourer, Rovagug's Fury, Spawn Calling Sarenrae: Shield of the Dawnflower (+greater), Sign of the Dawnflower, Unwelcome Halo Shelyn: Aspect of the Nightingale, Tap Inner Beauty, Trail of the Rose Torag: Fallback Strategy, Firebelly, Hairline Fractures, Hammer of Mending, Ironbloom Sprouts, Tactical Formation Urgathoa: Ghoul Hunger, Plague Bearer Zon-Kuthon: Maddening Oubliette, Sadomasochism, Sympathetic Wounds, Touch of Bloodletting
Besmara: Advanced Scurvy, Cloud of Seasickness Brigh: Semblance of Flesh Groetus: Curse Item Lissala: Lissalan Snake Sigil Milani: Martyr's Last Blessing, Peasant Armaments Ydersius: Constricting Coils Zyphys: Curse of Unexpected Death
Geryon: Heretic's Tongue Mephistopheles: Seer's Bane
Baphomet: Bleeding Strike Deskari: Abyssal Vermin Kostchtchie: Frosthammer
Angradd: Planned Assault Bolka: Dwarven Veil Dranngvit: Bloodsworn Retribution Folgrit: Watchful Eye Grundinnar: Peacemaker's Parley Kols: Oath of Justice Magrim: Invigorating Repose Trudd: Mighty Strength
Ragathiel: Shield of Wings
Zursvaater: Stoke the Inner Fire
Hastur: Yellow Sign Xhamen-Dor: What Grows Within
Szuriel: Black Sword of War, Bloody Tears and Jagged Smile
Mahathallah: Create Drug

Religion Traits

Abadar: Eye for Quality, Eyes and Ears of the City, Honey-Tongued, Lover of the Law, Sense of Order, The City Protects Asmodeus: Contract Master, Demon Hunter, Fiendish Confidence, Liar's Tongue Calistria: Calistrian Courtesan, Enchanting Conniver, Holy Schemer, Opportunistic, Sacred Avenger, Wasp Whisperer Cayden Cailean: Adventurous Imbiber, Fortified Drinker, Good Natured, Strong Willed Desna: Faithful Artist, Good Dreams, Starchild, Stoic Optimism, Thrill-Seeker Erastil: Deadeye Bowman, Erastil’s Speaker, Erastil's Speaker, Patient Optimist, Provider, Wise Teacher Gorum: Battlefield Caster, Iron Grip, Shield-Trained, Strong Heart, Veteran of Battle Gozreh: Child of Nature, Natural Philosopher, Strong Swimmer Green Faith: Eyes of the Wild, Know the Land Iomedae: A Shining Beacon, Divine Warrior, Purity of Faith, Regal Presence, Searing Beacon Irori: Centered, Eternal Understanding, Seer of Reality, Sensing Imperfection, Wisdom in the Flesh Lamashtu: Deformed, Demonic Persuasion, Mother's Rage, Mother's Teeth, Opportune Slayer, Unhinged Mentality, Voice of Monsters Nethys: Arcane Depth, Magic is Life, Thirst for Knowledge, Underlying Principles Norgorber: Poisonous Slayer, Practiced Deception, Secret Knowledge, Shadow Whispers, Venom-Drenched Pharasma: Corpse Hunter, Spirit Guide, Stabilizing Touch, Undead Slayer Rovagug: Bestial Wrath, Destructive Blows, Fury, Hatred of the Gods, Sacred Smasher, Wrecking Wrath Sarenrae: Ambassador, Blade of Mercy, Cleansing Light, Cleansing the Twisted, Dawn Renewal, Envoy of Healing, Flame of the Dawnflower, Illuminator, Light-Bringer, Strength of the Sun, Under Siege Shelyn: Ear for Music, Inner Beauty, Intense Artist, Self-Sacrifice, Unswaying Love Torag: Battlefield Caster, Defensive Strategist, Eye of the Father, Guardian of the Forge, Protective Faith Urgathoa: Corpse Cannibal, Deathspeaker, Denial of Fate, Inoculated Zon-Kuthon: Battlefield Surgeon, Demoralizing Presence, Kuthite Caster, Pain Is Pleasure
Achaekek: Deep Wounding, Frightening Speed Alseta: Opener of Doors Apsu: Inspiring Leader, Scaly Ally Besmara: Besmara’s Name, Cheat Death, Deck Fighter, Expert Boarder Brigh: Nimble Fingers Keen Mind Dahak: Dragon Tracker, Dragonslayer Ghlaunder: Diseased Heart, Potent Concoctions Groetus: Broken Mind Gyronna: Vindictive Strike, Wronged Hanspur: Light Sleeper, River Freedom Kurgess: Strength’s Fanfare, The Flexing Arm Lissala: Loreseeker Milani: Split-Second Defense, Talented Organizer Naderi: Empty Heart Full Heart Nivi Rhombodazzle: Agent of Chance Sivanah: Strip the Veils, Veils upon Veils Ydersius: Serpentine Squeeze Zyphys: Accident Resistant, Fatal Trapper
Any Archdevil: Flames of Hell
Shizuru: Ancestor's Blade, Pristine Reputation
Any Demon Lord: Demonic Persuasion Zura: Blessing of the Feast
Angradd: Angradd's Valor, Battlefield Caster, Rousing Courage, Well-Prepared Bolka: Alluring, Wedded Bliss Dranngvit: Furious Vengeance Droskar: Extended Toil, Resigned, Toilcrafter Folgrit: Blessed Orphan, Folgrit's Bounty, Folgrit's Mercy Grundinnar: Honeyed Words Kols: Strict Judgment Magrim: Gifted Medium Trudd: Battlefield Caster, Guardian Smite, Mighty Protector, Steady Strength
Any Eldest: Shaper of Reality
Any Elemental Lord: Affinity of the Elements
Findeladlara: Structural Knowledge Ketephys: Favored Prey Yuelral: Magic's Might
Any Empyreal Lord: Empyreal Focus Andoletta: Andoletta's Consolation, Enemy of Delusion Arqueros: Eye of Arqueros, Living Bulwark Dalenydra: Scarred by War Ragathiel: Avowed Inspiration, Redeemed by Ragathiel Vildeis: Blind Zeal, Bloody Vengeance, Resilient Martyr
Hadregash: Strength of the Barghest Venkelvore: Restless Hunger Zarongel: Wolf Cub Zogmugot: Flounderer
Any Great Old One or Outer God: Dreamed Secrets
Chaldira: Call for Help, Chaldira's Luck, Lessons of Chaldira, Mischievous Smile, Reckless Luck Thamir Gixx: Always Threatening, Backstabber
Any Horseman: Covenant of Abaddon

Archetypes

Deity with Obediences: Divine Champion (Warpriest) Asmodeus: Asmodean Advocate (Cleric) Gozreh: Crashing Wave (Cleric) Green Faith: Green Faith Initiate (Druid), Green Faith Marshal (Inquisitor) Iomedae: Iomedaen Enforcer (Paladin), Sword of Valor (Paladin) Norgorber: Reaper of Secrets (Inquisitor) Sarenrae: Dawnflower Dervish (Bard), Sunsinger (Skald)
Achaekek: Mantis Zealot (Warpriest) Apsu: Silver Champion (Paladin) Besmara: Kraken Caller (Druid) Gyronna: Hag of Gyronna (Witch)

Prestige Classes

Deity with Obediences: Evangelist, Exhalted, Sentinel Abadar: Balanced Scale of Abadar Cayden Cailean: Brewkeeper Desna: Sphere Singer, Spherewalker Erastil: Hinterlander Gozreh: Storm Kindler Green Faith: Green Faith Acolyte Iomedae: Heritor Knight, Inheritor Crusader, Knight of Ozem Irori: Champion of Irori Sarenrae: Dawnflower Anchorite, Dawnflower Dissident Shelyn: Devoted Muse Torag: Sacred Sentinal Zon-Kuthon: Umbral Court Agent
Kurgess: Darechaser Milani: Rose Warden
Any Demon Lord: Demoniac
Empyreal Lord with Obedience: Mystery Cultist Ashava: Ashavic Dancer Pulura: Stargazer Ragathiel: Crimson Templar Soralyon: Runeguard Vildeis: Scar Seeker
Any Horseman: Souldrinker
Yamasoth: Demoniac
No Deity: Pure Legion Enforcer Not Norgorber: Westcrown Devil

Other

Gorum: Cannot cast rusting grasp. Druids are allowed to wear metal armor but still can't cast and it still doesn't meld. Green Faith: No Clerics. Domains are for druids. Not actually a deity. Lamashtu: Druids/Rangers can use summon nature's ally spells to summon fiendish animals from the same level summon monster list. Nethys: Cannot grant creatures spellcasting abilities if they cannot already use spells or spell-like abilities. Pharasma: Death domain has speak with dead, antilife shell, and symbol of death instead of animate dead, create undead, and create greater undead. Souls subdomain has speak with dead instead of animate dead. Urgathoa: May draw diseases into themselves as they heal their targets with remove disease; they become carriers without suffering ill effects. Contagion spells always use the caster’s spell DC for the disease’s secondary saves. Zon-Kuthon: Inflict spells cause visible slashing wounds but still deal negative energy damage.
Apsu: No oracles. Ghlaunder: Clerics, druids, and rangers can choose to affect vermin instead of animals with animal-oriented spells, such spells no longer affect animals. Milani: Clerics, inquisitors, and warpriests get Legend Lore as a 4th level spell to learn about 1d4-1 previous Milani followers' memories, always same people afterwards, no memories learned on a 0.
Baphomet: Witches can prepare monstrous physique at same levels as wizards. Kabriri: Clerics and oracles can create a ghul or great ghul with create undead from the corpse of a genie (minimum CL 15) and they can add the fiendish template when creating a ghoul, ghast, ghul, or great ghul at double the cost or with a human sacrifice.
Extra notes: the page for Matravash and a couple others are broken for me, but it doesn't seem like they have anything anyway.
This took me 6 hours and has over 14,000 characters.
submitted by 111phantom to Pathfinder_RPG [link] [comments]


2017.09.21 18:26 jbub13 [H] Tyranids, Grey Knights, Sylvaneth, Bretonians, Chaos Horsemen [W] PayPal, Space Marines, AdMech, SoB, Death Guard [Loc] MD, USA

HAVES
TYRANIDS
GREY KNIGHTS
WANDERERS
BRETONIANS
CHAOS HORSEMEN
MISC - all unassembled - some NSFW
WANTS
submitted by jbub13 to Miniswap [link] [comments]


2015.07.12 16:54 dan_legend Best Cheap Wings In ILM?

I love me some wings. But I often can't afford them outside of Wednesdays at Firebellies. So I have 3 quick questions:
Where are the best wings in town since every spot seems to claim they have the best wings?
Where are the cheapest regardless of quality?
Lastly, which place best combines price and cost?
submitted by dan_legend to Wilmington [link] [comments]


2014.08.05 07:15 cuddIefish Where to buy curly wing flies in the US?

Looking to buy some curly wing fly feeders for my firebelly toads, googling only leads me to UK websites though. Has anyone had success sourcing them in the US? I am not interested in breeding them, my parents are tolerating enough of herp hobby as it is. Just would like more variety to just dusted crickets.
submitted by cuddIefish to frogs [link] [comments]


2012.06.06 16:25 kurogane24 Need help fleshing out an artifact flying ship

This is what I have so far
The Phantom Angel Flying Ship
Elf wingship Colossal Vehicle Treated in Sovereign Sealant Seaworthiness +4 Shiphandling +4 Sail Speed 4mph Speed wind x40' (maneuverability: good) Fly speed 8 mph (maneuverability: good) Overall AC -3 Hull sections 12 (sink 4 sections) Section hp 150 (hardness 8) Section AC 3 Rigging Sections 2 Rigging hp 80 (hardness 2) Rigging AC 1 Ram (4d6) Mounts 4 (Cannons [damage]6d6 - [critical]x4 - [range]100' - [type]B/P - [crew]2 - [aim]1 - [load]3 - [speed]10') Space 60' by 10' Height 10' (draft 10') Complement 30 Watch 5 Cargo 30 tons (Speed wind x30' if 15 tons or more) WIngspan 40' Grappling Ramp (Corvus) Colossal Netting Captain's Lantern False Hold (huge)
Other Gear on ship: 4,000 gp worth of materials and weaponery Buoy Barrels Equipment to complete the monthly ritual Angriz's Chest Secure Lines
Foodstuffs held on ship: 2 Casks of Firebelly 2 Casks of Evermead Enough food to feed an entire complement for a long journey
Spells: A variation on the flight & feather fall spells, that allows flying and landing There is a greater air elemental who has been bound to the ship, it runs the ship: from making sure it stays in the air, making the wings move, and filling the sails with wind. The elemental is bound in a pearl that is set above the doorframe to the captains quarters. If anyone tries to steal it they instantly take 10d6 of electricity damage and have to deal with a very angry elemental. The elemental stays with the ship as long as the crew participates in a ritual at the beginning of each month to honor the ship and the elemental.
The Ship is my Home (su) Any designated person gains a +4 atunement bonus to ac while on the Phantom Angle, the captain is the one who designates who gets this bonus, the captain may also cancel the effects of this spell for anyone as a free action.
I'm on a Boat (su) The ship is constantly under the effect of the dimensional anchor spell.
Press-gang (su) Anyone the captain designates as being "press-ganged" into service on the Phantom Angle gains an automatic +5 to profession sailor.
I'm a Doctor Damn it (su) The ships medical bay is under a constant sanctuary spell.
Let's be Honest Here (su) The captains quarters are affected by a modified zone of truth, anyone who carries a lantern token for the ship can lie, those who don't must make a will save DC 18 in order to lie.
Special abilities granted to the captain: Raise the flag (ex) Grant all members of the crew a +2 moral bonus to attack and damage rolls while on the deck of the ship, useable 3/day lasts for 3 rounds plus the captains charisma modifier (min. 1)
Quit Blowing Holes in my Ship (ex) Once a day the captain can use this ability to increase the section ac of the ship by 10, lasts for 3 rounds plus the captains charisma modifier.
Full abroad (ex) Once a day the captain can cause the cannons on on side of the ship to cause an extra die of damage.
The Ritual: At the beginning of each month the captain must call the crew together and each of the five officers, including the captain, take one of the herbs of the ritual; parsley, sage, rosemary, thyme, and lavender. They carry them all over the ship through every room, finishing in front of the pearl, the captain then says, "I, Mateo Raziel, heir of Sid Raziel honor his arrangement and pay my respects to Taiva Skylion.
The Flag: Has a royal blue background with a white ghostly angel in the foreground. Functions as a banner of the Storm's Eye.
I'm trying to come up with some more specials and spells. If anyone has any ideas I'ld be happy to look through them.
Edit: holy crap front page. sweet.
submitted by kurogane24 to rpg [link] [comments]