llamaenterhear

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21
Citadel Tavern / Re: Dice Talk
« Last post by Gossamer on August 16, 2015, 12:38:18 PM »
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Citadel Tavern / JULY 2015 HIGHLIGHTS
« Last post by Kevin Cook on August 16, 2015, 09:56:59 AM »
If you are not interested in new or rare dice that were added to the worlds largest collection of dice this month ... Please ignore this post



Click on the Giant Aaron Boggs D20 above for highlights of dice added in June 2015



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Citadel Tavern / Re: Dice Talk
« Last post by Kevin Cook on August 16, 2015, 09:56:14 AM »
Did you see this Kickstarter from Wyrmwood? Roll those rare dice in style!

Those are not Wyrmwood dice ... they are supplied to them by Artisan Dice

<< Sorry for the delay in reply >>
25
Fields of Challenge / Re: Freetext Friday
« Last post by Dragonlordmax on August 14, 2015, 05:54:35 PM »
I will get right to commenting on those. But first, let me announce the new freetext: Belt. Maybe it's a magic belt that gives you giant strength, a girdle that ostensibly grants invulnerability, a power belt that lets you use your super powers, an awarded belt to show that you're the best, or an ordinary belt that just holds up your pants. But you know... belts are a big deal.
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Sagely Advice / Re: Roleplaying Advice for a Wood Elf Healer
« Last post by Veretrix on August 14, 2015, 02:30:16 PM »
Honestly, I'd consider making their home society less idealistic. Because morally and technologically superior Elves from Peaceful Special Snowflakia will annoy people to no end.
Conflict and challenge makes for growth. Incidentally, also for good plots. Notice how you had to ask "why would he want to leave"?

Perhaps...
Make their society lack some crucial resource.
Invent some curse (a.k.a. the Broken Water Chip!) that will lead to his homeland's demise if he does not find a way to lift it.
Make the society far more tumultuous, with ancient elven sages plotting their subtle game of power over centuries, and your poor elf having been caught between the millstones. To the outside, the society would appear peaceful, because the sage elves work their ploys so slowly.
Perhaps the cherry trees have an agenda of their own, and your elf is the only one to escape the Ma-Tree-X? "The Tenth of the Mother Trees"
Make him fall in love with an outsider.
Ooohh. Those are some pretty interesting ideas. I'll bear them in mind for the future, as I may still use that land. We ultimately decided as a group that we wanted a less serious campaign for now, so we're going with a party of 3 kobolds (or at least 2, we haven't confirmed that the third person will for sure be a kobold). I decided I'll probably be a green kobold necromancer.
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Sagely Advice / Re: Roleplaying Advice for a Wood Elf Healer
« Last post by EchoMirage on August 14, 2015, 11:21:37 AM »
Honestly, I'd consider making their home society less idealistic. Because morally and technologically superior Elves from Peaceful Special Snowflakia will annoy people to no end.
Conflict and challenge makes for growth. Incidentally, also for good plots. Notice how you had to ask "why would he want to leave"?

Perhaps...
Make their society lack some crucial resource.
Invent some curse (a.k.a. the Broken Water Chip!) that will lead to his homeland's demise if he does not find a way to lift it.
Make the society far more tumultuous, with ancient elven sages plotting their subtle game of power over centuries, and your poor elf having been caught between the millstones. To the outside, the society would appear peaceful, because the sage elves work their ploys so slowly.
Perhaps the cherry trees have an agenda of their own, and your elf is the only one to escape the Ma-Tree-X? "The Tenth of the Mother Trees"
Make him fall in love with an outsider.
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Sagely Advice / Re: Roleplaying Advice for a Wood Elf Healer
« Last post by valadaar on August 13, 2015, 10:27:14 PM »
Learn some wonderful secret from an ent-like creature?

Witness the once in a millennia blooming of a legendary plant/migration of creatures.
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Sagely Advice / Roleplaying Advice for a Wood Elf Healer
« Last post by Veretrix on August 13, 2015, 04:58:15 PM »
Hey everyone! So I am going to be starting a campaign soon with my friends and my friend who is also a regular DM will be DMing it. Though it is not too relevant to the topic at hand, the system will be D&D 3.5. He is using a custom world, but is really only fleshing out the province we will begin in, so he gave me free reign to design my homeland.

What I came up with was essentially elves with a mostly Japanese culture in terms of architecture, music, and art. They also have narrower eyes and almost always have black hair. They live in a mountain valley that consists of six towns and a massive cherry blossom forest. Each town was built near very specific trees that are the size of redwood trees. These massive trees' sap has very potent healing properties, and so healers of the region have been able to cure many fatal diseases entirely and help the people recover from any injuries quickly. The elves also worship the trees in a sense, since there are no gods in this world. These elves are also very peaceful, having never fought an offensive war, but also defending their land with incredible ease. Even civil conflicts have never ended in bloodshed. Because of this lack of conflict, these elves have managed to make technological advances long before races like humans even thought of them. While not at the level of guns (yet), they are getting close to developing a type of gunpowder, although they likely would not even think to use it as a weapon unless immediately provoked.

My wood elf cleric is a member of the Lifetree Order, a group of a few hundred monks and clerics that have a special connection with the massive cherry blossom trees. He left his seemingly utopian mountain valley so that he could experience the lands of constant bloodshed and war that his people generally only whisper of. He wishes to help those who are afflicted with easily preventable illness and warriors who need not die an unnecessary death.

I am mainly looking for advice on how a character like this might interact with other PCs (I have no idea what class or alignment they intend to be, but one has a tendency for evil). Also, what might be something that he could be seeking, such as a magic item or a location? This is more just to give him a defined goal aside from whatever the main plot is.

Advice on making healing interesting and not as simple as "I roll a d8 and you're good now". I've never played a character centered around healing until now, and it is by choice, as I wanted to try something new. On that note, what sort of non combat things would a longbow-wielding tree-cleric do in his spare time in a godless world that could also be interesting and maybe even pull in the rest of the party?

All suggestions are appreciated!
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Greetings Traveler / Re: Hellos from a new DM
« Last post by Murometz on August 13, 2015, 04:43:45 PM »
Helo!
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