Lore Assistance

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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WeWhoEat
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Re: Lore Assistance

Unread post by WeWhoEat »

DM MR wrote: However, a tiefling who has taken all of the Fiendish Heritage feats could certainly RP being some sort of "uber-tiefling," so to speak. His fiendish physical characteristics might be especially pronounced. And by virtue of possessing all of the Fiendish Heritage feats, he can certainly do things that other tieflings cannot.

It is actually neat to be able to look at the PnP versions of the feats and see what sort of goodies such people wood get that are not possible / available in this engine.
FEY HERITAGE [HERITAGE]
You are descended from creatures native to the fey realms. You
are naturally resistant to the most common effects produced
by your ancestors.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +3 bonus on Will saving throws against
enchantment effects.
FEY LEGACY [HERITAGE]
The magical powers of your ancestors manifest in you.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 9th.
Benefit: You gain the following spell-like abilities, each
usable once per day: confusion, dimension door, and summon
nature's ally V. Your caster level equals your character level.
FEY POWER [HERITAGE]
Your fey heritage augments the power of certain types of
magic.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: Your caster level and save DCs for enchantment
spells and warlock invocations increase by 1.
FEY PRESENCE [HERITAGE]
You share your ancestors' knack for playing tricks on the
minds of others.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: charm monster, deep slumber, and disguise
self. Your caster level equals your character level.
FEY SKIN [HERITAGE]
Your fey heritage guards you against all weapons except those
crafted from the dreaded cold iron.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: You gain damage reduction (overcome by cold
iron) equal to 1 + the number of feats you have that list Fey
Heritage as a prerequisite (including such feats that you
take after gaining this one). For example, if you have Fey
Skin and Fey Presence, you would have damage reduction
3/cold iron.
This value stacks with any similar damage reduction you
might have from your type, subtype, race, or class, but not
from other sources, such as spells or magic items.
FIENDISH HERITAGE [HERITAGE]
You are descended from creatures native to the Lower Planes.
You share some of your ancestors' natural resistance to poison,
and you are resistant to the magic of good foes.
Prerequisite: Non-good alignment.
Benefit: You gain a +4 bonus on Fortitude saving throws
against poison.
You also gain a +1 bonus on saving throws against spells
or other effects produced by good creatures.
FIENDISH LEGACY [HERITAGE]
The magical powers of your ancestors manifest in you.
Prerequisites: Non-good alignment, Fiendish Heritage,
character level 9th.
Benefit: You gain the following spell-like abilities, each
usable once per day: teleport (self plus 50 pounds of objects
only), summon monster V (fiendish creatures only), and unholy
blight. Your caster level equals your character level.
FIENDISH POWER [HERITAGE]
Your fiendish heritage augments the power of certain types
of magic.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: Your caster level and save DCs for evil spells and
warlock invocations increase by 1.
FIENDISH PRESENCE [HERITAGE]
You share your ancestors' ability to tamper with the minds
of weak-minded fools.
Prerequisites: Non-good alignment, Fiendish Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: cause fear, detect thoughts, and suggestion.
Your caster level equals your character level.
FIENDISH RESISTANCE [HERITAGE]
Your bloodline inures you against corrosion and fire.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: You gain resistance to acid and fire equal to three
times the number of feats you have that list Fiendish Heritage
as a prerequisite (including such feats that you take after gaining
this one). These values stack with any resistance to acid
or fire you might have from your type, subtype, race, or class,
but not from other sources, such as spells or magic items.


Next question, and kind of an odd and vague one: Are Warlock Epic Spells cast in the same way as the equivalent Wizard Epic Spells? ICly, I mean.
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Charraj
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Re: Lore Assistance

Unread post by Charraj »

WeWhoEat wrote:Next question, and kind of an odd and vague one: Are Warlock Epic Spells cast in the same way as the equivalent Wizard Epic Spells? ICly, I mean.
Yeap.

It's well-established in the lore that warlock magic comes from pacts. Whether it's an eldritch blast or turning invisible, warlock invocations are directly derived from some powerful entity. Unlike a wizard, a warlock casts his invocations through sheer force of will, and the somatic component of his invocations is much simpler than that of a wizard's spells.

However, epic spells are NOT warlock invocations. Epic spells are learned, not granted.
In PnP, for example, every epic spell must be laboriously developed from the ground up. http://www.d20srd.org/srd/epic/spellsIntro.htm
(Actually, in PnP, a warlock usually can't even qualify to learn epic spells. The closest thing they usually get is epic invocations.)
For the purposes of our server though, warlocks can obviously learn epic spells if they've done the necessary research (ie: have the requisite ranks in Spellcraft).

Once they've learned an epic spell, they would cast it like any other caster would.

All that having been said, epic spells are similar to warlock invocations in one way: "A developed epic spell becomes an indelible part of the caster . . ." http://www.d20srd.org/srd/epic/spellsIn ... ellcasting
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Hoihe
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Re: Lore Assistance

Unread post by Hoihe »

Reincarnation... Is it mentionable IG? Even... would characters based on reincranation be legal?


(Talking about the PnP Druid spell)
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Charraj
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Re: Lore Assistance

Unread post by Charraj »

It's mentionable IG. I mean, characters mention Miracle and Wish, so I don't see why not Reincarnate.

Characters based on Reincarnate, though... You should probably PM the DM team about the specifics if you have an idea in mind. I could see it being allowed in some situations, but not in others.
Molly Longshot - Wheeee!
Sempo - Former butler, wandering priest
Mara - Paladin of Jergal
Tabby - Hedge witch, former bandit
Charraj Cain - Mystran. Dead.
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Hoihe
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Re: Lore Assistance

Unread post by Hoihe »

Alright thanks... i doubt i'Ll be using it anytime soon... Just the idea ran through my head.
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A character belongs only to their player, and only them. And only the player may decide what happens.
WeWhoEat
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Re: Lore Assistance

Unread post by WeWhoEat »

Bump for seeking clarification on Mage Runes and the Curse of Mystra.

Magic in the Realms - Mage Runes

Every sorcerer or wizard of Faerûn who desires to do so can adopt personal rune or mage sign that marks that mage's work. These are sometimes simply marks of ownership or territory, but it is best to assume that every last rune graven on a doorway or boundary stone holds at least one spell waiting to be triggered - usually by handling the item or casting magic upon it.

No two mage runes are identical. A design chosen for a rune simply won't function as such if it accidentally resembles one used by another mage (either active or in the past). Most who cast spells in Faerûn choose one rune for their entire lives, never changing.

By the will of divine Mystra herself, the High One visits a heavy curse upon those who falsely use the rune of another creature. As the old apprentice rhyme reminds us:

Whenever magic one doth weave
'Tis never, ever, wise, to deceive.

- Elminster of Shadowdale
Mage Runes and the Curse of Mystra
All arcane spellcasters create a personal sigil or rune. This rune is used to identify belongings, as a warning and as a signature. As the goddess of magic, Mystra takes it upon herself to protect powerful spellcasters (above 10th level) maligned by another using their rune with deceitful intent. If anyone (spellcaster or not) willfully copies a sigil with the intent to trick another or usurp the owner's identity, that person must make three DC 15 Will saves to avoid the trifold Curse of Mystra.

* If the offender fails the first save, he sustains 2 points of permanent Strength drain.
* If the offender fails the second save, he sustains 2 points of permanent Intelligence drain and the effects of a feeblemind spell.
* If the offender fails the third save, he sustains 2 points of permanent Wisdom drain and loses all bonus spell slots gained from a high ability score for a period of one month.
What I wonder is this: are Bards and Warlocks entitled to a protected rune of their own? The first quote says Wizards and Sorcerers, but the second says all arcane spellcasters. At the time of the release of this sourcebook, warlocks were not available as a class.
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Charraj
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Re: Lore Assistance

Unread post by Charraj »

Warlocks do not cast spells, remember. Although they do work arcane magic, they are not spellcasters per se. They work through invocations.
On a more "intuitive" level, I simply do not think that Mystra would go out of her way to protect the personal marking of a warlock.

While Bards do cast spells, they are not typically regarded as "powerful spellcasters," so I do not think Mystra would go out of her way to protect their marks either.

In the context of the material provided, I would have to say that Mystra would only protect the runes of sorcerers and wizards. Also, see here: http://www.d20srd.org/srd/spells/arcaneMark.htm
d20srd.org wrote:Arcane Mark

Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters . . . .
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Hoihe
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Re: Lore Assistance

Unread post by Hoihe »

A question on how Elemental Weapon of dragon warriors work, I've been thinking of doing a not-straining breath on the weapon, which leaves a residue of the element.. but clarification would be good... also, it can be used bare-handed.
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beneviolent
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Re: Lore Assistance year 1347

Unread post by beneviolent »

it is year 1347 correct?

what is the pw conseguence of year 1344 Year of Moonfall with Elven retreat?
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Charraj
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Re: Lore Assistance

Unread post by Charraj »

Hoihe wrote:A question on how Elemental Weapon of dragon warriors work, I've been thinking of doing a not-straining breath on the weapon, which leaves a residue of the element.. but clarification would be good... also, it can be used bare-handed.
This is up to you, how you want to RP it.
beneviolent wrote:it is year 1347 correct?

what is the pw conseguence of year 1344 Year of Moonfall with Elven retreat?
Yes, it is 1347. The elven retreat is underway, so the elves that you see on the server are probably among the few that are sticking around the Sword Coast.
Molly Longshot - Wheeee!
Sempo - Former butler, wandering priest
Mara - Paladin of Jergal
Tabby - Hedge witch, former bandit
Charraj Cain - Mystran. Dead.
DM Mister Rogers - It's such a good feeling to know that we're lifelong friends.
BeefEater
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Re: Lore Assistance

Unread post by BeefEater »

Question:

Would it be terribly out of character for a cleric of Torm to be offering blessings for a donation at the FAI Campfire or nearby? Thoughts behind it would be that the cleric would keep most of the money for himself but tithe say 20-30% of funds raised through this method to the church.

I have done this on one occasion and it was fun. I have also seen an NPC priest of Torm near the FAI campfire before offering blessings for money so I don't think it is terribly out of character but just wanted to see what the great Loremasters of the server thought about it.

Thanks.
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Charraj
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Re: Lore Assistance

Unread post by Charraj »

Some might disagree with it, and I suppose it's not the MOST generous thing your PC could do, but it would not be out of character in the setting. Clerics can charge for blessings.
Molly Longshot - Wheeee!
Sempo - Former butler, wandering priest
Mara - Paladin of Jergal
Tabby - Hedge witch, former bandit
Charraj Cain - Mystran. Dead.
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Passiflora
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Re: Lore Assistance

Unread post by Passiflora »

DM MR wrote:Some might disagree with it, and I suppose it's not the MOST generous thing your PC could do, but it would not be out of character in the setting. Clerics can charge for blessings.

Heck, clerics almost ALWAYS charge for blessings.

Just look in the BG game series, even cleric of Ilmater asks you money to get healed magically.
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Atlas
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Unread post by Atlas »

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Last edited by Atlas on Tue Jul 17, 2018 8:54 am, edited 1 time in total.
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Passiflora
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Re: Lore Assistance

Unread post by Passiflora »

Atlas wrote:We have a bit of a problem over at the Order of the Radiant Heart, one of our Initiates (if indeed he is still one of Initiates or ever was) has been scribed on the roster as being a Paladin of Mielikki. I wasn't aware Paladins could worship Mielikki with her being a Ranger deity and all, does anyone here know whether this is true or false?
There is a mention of a Paladin of Mieliki on the Wizard of the coast website.

http://www.wizards.com/default.asp?x=dnd/rp/20031203a

Aside from that, never heard of it.
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