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Thread: Footsteps #1

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    Default Re: Footsteps #1

    I suppose this is somewhat random, but if the Hare's Foot were to be somehow destroyed by, say, a Disintegrate spell, would the possessing character be pretty much dead?

    Great job. I think this will be a pretty good magazine to read every so often. I'm sure many will incorporate items from these posts into their games.
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    Default Re: Footsteps #1

    [Morbo]ARTIFACTS DO NOT WORK THAT WAY![/Morbo]

    *ahem*

    Artifacts (which I believe the hare's foot is) generally have one specific method of being destroyed, and cannot be destroyed by any other means.

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    Default Re: Footsteps #1

    Quote Originally Posted by Lord Iames Osari View Post
    [Morbo]ARTIFACTS DO NOT WORK THAT WAY![/Morbo]

    *ahem*

    Artifacts (which I believe the hare's foot is) generally have one specific method of being destroyed, and cannot be destroyed by any other means.
    Correct. It can be assumed from the text that the only method of destruction for a Hare's Foot is to burn it within a hallowed area. This would mean that disintegration would not be an option, while a fireball might in the hands of a lenient DM.

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    Default Re: Footsteps #1

    Just a note, the e-mail that was originally in our submission guidelines was in error. It is [email protected], not [email protected].
    I am a poor man, some say I’m half crazy,
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    Lady I pledge you my sword and my honor,
    my heart and my pride and my life
    --Bella Doña, by Joe Bethancourt
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    Alas, poor Draknir. By Mephibosheth

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    Default Re: Footsteps #1

    Quote Originally Posted by Jack Mann View Post
    Now that I'm no longer being driven to distraction by my laptop's performance, connection to my neighbor's wireless, or the board's own speed, I can finally address this. No, I've never heard of Footprints, so this is accidental. I was referencing the motif of the boards, as well as the hope that this will be the first step on a new path. And we'll just have to see where it takes us.
    Just an amusing coincidence, then. If you're not aware of Footprints, chances are you aren't aware of the other resources Dragonsfoot has to offer either (or perhaps even of Dragonsfoot). It's an excellent model for the online publication of semi-professional (and professional) material and a great example of what can be achieved. I highly suggest that you take a look.
    Quote Originally Posted by Jack Mann View Post
    Just a note, the e-mail that was originally in our submission guidelines was in error. It is [email protected], not [email protected].
    Heh, heh. I suspect that was my fault; I apologise for the subliminal influence.
    Last edited by Matthew; 2007-10-26 at 04:36 AM.
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    Default Re: Footsteps #1

    Ah yes, that explains a lot, thanks. Incoming submissions. Two of them, in fact.
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    Default Re: Footsteps #1

    Nice work guys, I have to ask is the Rabbits foot inspired by the reason episode of Supernatural? I'm still reading it all but a lot of this may be making it in to my games.
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    Default Re: Footsteps #1

    Quote Originally Posted by StickMan View Post
    Nice work guys, I have to ask is the Rabbits foot inspired by the reason episode of Supernatural? I'm still reading it all but a lot of this may be making it in to my games.
    Guilty as charged

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    Default Re: Footsteps #1

    Very nice work, I haven't read it fully yet.

    I spotted some errors in the section on knowledge checks about Gremlins:
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    Gremlin Lore
    Characters who have ranks in Knowledge (nature) [1] can learn more about corhydrons [2]. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. A characters who has ranks in Knowledge (the architecture and engineering) can attempt this check, but the DCs increase by 10.

    Knowledge (Dungeoneering) [1]
    [A table goes here]
    [1]It says Knowledge (nature) in the text, but Knowledge (Dungeoneering) at the top of the table - I presume that should say nature, since the Corhydrons used Dungeoneering.
    [2] Corhydrons instead of gremlins
    Last edited by Bryn; 2007-10-26 at 07:43 AM.

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    Quote Originally Posted by Z-Axis View Post
    Very nice work, I haven't read it fully yet.

    I spotted some errors in the section on knowledge checks about Gremlins:
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    [1]It says Knowledge (nature) in the text, but Knowledge (Dungeoneering) at the top of the table - I presume that should say nature, since the Corhydrons used Dungeoneering.
    [2] Corhydrons instead of gremlins
    Ah, the dangers of copy-and-paste. Fixed.
    I am a poor man, some say I’m half crazy,
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    Lady I pledge you my sword and my honor,
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    Alas, poor Draknir. By Mephibosheth

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    You will be missed, dear 'stache...

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    Default Re: Footsteps #1

    OK I just finished the Maneuvers of Madness and Loup du Noir both will be getting added to my games. And Great story by the way, never trust the bloody stinking rogue.
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    Default Re: Footsteps #1

    Chances are I missed something, seeing as it's around 4 am, but what is the main skill and preferred weapons of the Far Realms discipline?
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    Default Re: Footsteps #1

    Quote Originally Posted by StickMan View Post
    OK I just finished the Maneuvers of Madness and Loup du Noir both will be getting added to my games. And Great story by the way, never trust the bloody stinking rogue.
    Thanks. If you have any questions about the Loup du Noir, let me know. I have a nonpsionic version floating around somewhere too, if that is more to your taste.

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    Quote Originally Posted by Krimm_Blackleaf View Post
    Chances are I missed something, seeing as it's around 4 am, but what is the main skill and preferred weapons of the Far Realms discipline?
    I haven't the faintest idea what you're talking about.

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    Knowledge my of mistakes is treason, citizen.
    I am a poor man, some say I’m half crazy,
    son of the sword and the knife
    Lady I pledge you my sword and my honor,
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    --Bella Doña, by Joe Bethancourt
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    Alas, poor Draknir. By Mephibosheth

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    Default Re: Footsteps #1

    Speaking of Far Realm, there's no mention of classes that can use it. Is this attainable only via feats?
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    Quote Originally Posted by M0rt View Post
    Speaking of Far Realm, there's no mention of classes that can use it. Is this attainable only via feats?
    Its available by taking the Terrible Secrets feat at the bottom of the post. The feat seems well worth it to me as you get immunity to Confusion and to effects that cause Confusion, madness and insanity as well as access to the Discipline.
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    Default Re: Footsteps #1

    Quote Originally Posted by StickMan View Post
    Its available by taking the Terrible Secrets feat at the bottom of the post. The feat seems well worth it to me as you get immunity to Confusion and to effects that cause Confusion, madness and insanity as well as access to the Discipline.
    Ugh... that's what I get for not reading carefully. Thanks.
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    Default Re: Footsteps #1

    I've made a small change to Terrible Secrets. It now grants Knowledge (the planes) as a class skill. Fairly important, being able to take the associated skill...
    I am a poor man, some say I’m half crazy,
    son of the sword and the knife
    Lady I pledge you my sword and my honor,
    my heart and my pride and my life
    --Bella Doña, by Joe Bethancourt
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    Alas, poor Draknir. By Mephibosheth

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    You will be missed, dear 'stache...

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    Default Re: Footsteps #1

    Do Red Spewer spewers have a saving throw associated with there fire breath it seems like they should?
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    Default Re: Footsteps #1

    Quote Originally Posted by Fax_Celestis View Post
    Correct. It can be assumed from the text that the only method of destruction for a Hare's Foot is to burn it within a hallowed area. This would mean that disintegration would not be an option, while a fireball might in the hands of a lenient DM.
    Oops, I thought it was just a random item, my bad. Still equally interesting...

    Thanks, guys. Maybe I'll try to get something in here someday.
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    Default Re: Footsteps #1

    Quote Originally Posted by StickMan View Post
    Do Red Spewer spewers have a saving throw associated with there fire breath it seems like they should?
    Use magic item saving throws: despite this not being a "magic" item, it emulates one enough that it should follow the same rules. Since there is no caster level given, we can compare against a fireball spell that would deal the same 4d6 points of damage--or, a 4th level caster. Since that's below the minimum level needed to cast fireball, use the minimum usable level (5th). To cast a 3rd level spell, one also needs a casting stat of 13 (for a +1 mod). Plugging into the save DC formula for spells, we come up with 10 + 3 (spell level) + 1 (mod), or DC 14.
    Last edited by Fax Celestis; 2007-10-29 at 11:20 PM.

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    Default Re: Footsteps #1

    Oh - a suggestion: Perhaps future issues should include a table of contents, with hyperlinks to each individual post?

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    Default Re: Footsteps #1

    Quote Originally Posted by Lord Iames Osari View Post
    Oh - a suggestion: Perhaps future issues should include a table of contents, with hyperlinks to each individual post?
    There...there is one. Post #2.

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    Default Re: Footsteps #1

    Ahahaha!

    Wow, totally missed that. Good work.

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    Default Re: Footsteps #1

    ...Awesome.

    No time to read through these now, but from the positive reviews they are getting, definitely got to get into this.

    I'd love to contribute pieces here and there, probably mostly creatures. I could also submit a new thing I've started doing: full adventures. I'm going to write full adventures for use, each stand-alone but with tie-ins that can help set each other up if you use more of them. I'm almost done with the first already.

    They are also set in a campaign world I am working on, which I could submit pieces of as well, or even the whole thing perhaps.


    You said you'd prefer material that wasn't shown before. I plan to use my adventures in pbp games once, not only for the actual play of my own adventure, but it will also help me finetune it for gaps that could screw things up for the unprepared DM.

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    Default Re: Footsteps #1

    Quote Originally Posted by Fax_Celestis View Post
    Use magic item saving throws: despite this not being a "magic" item, it emulates one enough that it should follow the same rules. Since there is no caster level given, we can compare against a fireball spell that would deal the same 4d6 points of damage--or, a 4th level caster. Since that's below the minimum level needed to cast fireball, use the minimum usable level (5th). To cast a 3rd level spell, one also needs a casting stat of 13 (for a +1 mod). Plugging into the save DC formula for spells, we come up with 10 + 3 (spell level) + 1 (mod), or DC 14.
    Well actually the item is based off of Burning Hands so I would not be so sure of that. I would think that it would have a DC of about 14 but because of the spell used and the fact it is not listed it seems like it could be lower.
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    Quote Originally Posted by Icewalker View Post
    You said you'd prefer material that wasn't shown before. I plan to use my adventures in pbp games once, not only for the actual play of my own adventure, but it will also help me finetune it for gaps that could screw things up for the unprepared DM.
    That's acceptable. I don't see any reason you shouldn't be able to playtest--even publically.

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    Default Re: Footsteps #1

    Awesome.


    I could also submit my whole campaign world, as some of the adventures will be deep enough into the societies in it that it would be hard to use them outside of it.

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    Default Re: Footsteps #1

    Are there plans for a Far Realm discipline PrC or Weapon of Legacy?
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    Default Re: Footsteps #1

    I just discovered this (it came out during my sabbatical), & I must say that I've very impressed with the level of craftsmanship displayed here. Anyone seen Issue #2? If there isn't one yet, I'd be glad to contribute some of my works to the cause.

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