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@pathfinderandsuch
My Comic is complete! One of our final projects for Intro to Illustration. Iâm really proud of this one. I cant wait to do more comics!

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my latest character is a rogue whos entirely deaf in one ear due to a birth defect of the ear canal. i was thinking about how that would work mechanic wise. maybe disadvantage in perception involving hearing??? 5e. what do you think.
Thatâs quite reasonable, and very easy to implement. It would be my first recommendation, for simplicityâs sake.
Now, if you want more detail, consider why we have two ears in the first place: yes, they amplify the sound a little more than one ear would, but mostly itâs in order to pinpoint the location of the sound source - its distance and direction. It also helps to make out specific sounds among ambient/background noise.
So if you want a better simulation at the expense of more bookkeeping, hereâs what you can do:
Roll perception [hearing] checks with disadvantage only when thereâs a lot of noise around, otherwise roll normally.
The DM shouldnât reveal where the sound is coming from (unless you crit or itâs obvious).
That would be the most immersive method, and it would actually make a difference in game. Eavesdropping inside an otherwise quiet building? You got this. But in a rowdy tavern? Thatâs hard. And what if a strange noise comes from somewhere in the dungeon, possibly made by hidden or invisible foes? You heard them, but you canât tell where they are. That would be my second recommendation.
Pick what suits you best, and good luck with your rogue. :)
Great addition by @8tabbs:
/tg/ request for a little girl asking her favourite orc gladiator for an autograph.
Oh my god Iâm screaming this is so cute!!!
@tiredorcbutch
This is amazing and good. My skin has cleared, my crops are growing, my soul is cleansed, my experimental recipes all taste amazing.
Ideas for non-combat encounters/events
For when you want some variety for your tabletop RPG. Â These events will also give your players a chance to use character skills they donât often have opportunities for.
Natural Disaster - Have the town the PCs are in catch on fire and see what they do! Â Do they cut their losses and run? Â Do they heroically try to save trapped townspeople? Â What do they do about the aftermath? Â Natural disasters are an interesting challenge because there can be lots of danger and drama without necessarily having a villain. Â It may also get your PCs to use skills they donât commonly have a chance to. Â You could also try floods, earthquakes, raging storms while at sea, etc.
Powerful Fortress - Put one of your partyâs goals in a location where they wonât be able to prevail through combat alone (Example: a fortress where they are vastly outnumbered). Â Your players will have to rely on either stealth or guile (or both) to accomplish their goal. Â The pacing of such events can be frustrating to some players, but few sessions are as rewarding as a creatively executed heist or infiltration.
Dangerous Crossing - Give them a dangerous physical obstacle to overcome. Â A canyon, or a raging river, or quicksand or an old battleground littered with traps and mines.
Festival - Have the PCs encounter a festival or tournament! Â With lots of contests! This could be a good opportunity for them to build their fame and fortune (especially if you allow gambling). Â Some of my favorite sessions have involved festivals.
Entertainment - Put the PCs in a situation where they have to entertain someone. Â What do they come up with?
Letter - Have one of the PCs receive a letter, either from an NPC theyâve dealt with before or from someone involved with their backstory. Â This is a good way to make the consequences of their actions seem more real. Â You can also use it to introduce new plotlines/sidequests.
Crafting Challenge - Put the PCs in a situation where they need to craft something in order to accomplish their goal. Â Maybe they need to make something in order to fix a mechanism? Â Or in order to satisfy some local gift-giving custom? Â Or they need a forgery? Â Maybe as part of an exchange for something else they need?
Lost and Found - Have your PCs discover someone or something that is clearly lost. Â Maybe they find an infant in the wilderness. Â Or a key with a strange inscription, or some kind of talisman. Â Throw in a clue or two to present your players with a tantalizing mystery. Â
Inhospitable Wilderness - Have the PCs go somewhere itâs an effort just to survive. Â A barren desert, a treacherous swamp with poison gasses, a forest so dense the ground never sees the sun, or even the bottom of the ocean. Â Test their endurance and survival skills!
Dinner Party - Have the PCs be summoned to a formal event! Â Test them on the battlegrounds of social grace and etiquette! Â Even better if itâs in a dangerous environment or an alien culture.
Thief - Have something important stolen from the PCs. Â See how they handle it.
Needle in a Haystack - Give the PCs something very difficult to find. Â Like a single specific housecat in a sprawling metropolis, or a legendary weapon of which there are many fakes/copies. Â
Really, if you need any more inspiration, look at your playerâs character sheets and see if theyâve invested any points in a skill they havenât gotten to use much. Â Then invent a challenge they could feasibly use that skill for. Â If you canât think of a situation that could be helped by an Appraise, Craft: Calligraphy or Handle Animal check, you need to practice your own creative problem solving skills!
D&D stuff
So I have an idea.Â
Anyone can use this in their game if you want, and please be sure to tell me aaaaalll about it.
There is a magical device. You can only learn about its existence from a god. You can only learn how to make it from a god. Once you know about it, you are unable to tell anyone about it. It takes a year to craft total (longer, actually, because people need sleep and food and stuff) The Ingredients are super rare, extremely dangerous to retrieve personally, and prohibitively expensive to purchase. It is a single use device, usable only by the person who made it. Once you use it, it breaks, and you can never craft another. The effects last a single minute. Once the effects end, the character takes two levels of exhaustion and 2 points of Attribute Damage to each of their Attributes (even if this would reduce an Attribute to 0). The Attribute damage cannot be restored for a month (except by a God).
Hereâs what it does.
You succeed automatically. At Everything. If you attack, itâs a critical hit. If you need to roll a saving throw, itâs an automatic success. If you bluff, success If you intimidate, success For one minute, you are the best. You are the boss. You are un-stoppable.
Itâs called The Natural Twenty.

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General Tips For Dungeon Masters
I have already sort of touched on some things in another post and a few things may be a little bit of a repeat.Â
1.Plan, but not too much: When i first started, I would write a lot more than i needed to. It took up a lot of time i didnât really have. Planning stuff like names and making it so you can whip up a map in the middle of play is all you really need to plan for. If you plan alternative quests, maybe just write a quick summary and use your imagination and improv if the players start to follow that path. Improvisation is a little tricky but after a while it gets easier and it is a skill all Dungeon Masters should have.
2. Organization: I talked about a binder i used to keep all my information in. Just remember to keep everything labelled and in the right spot. Also, only write down rules that you know you will need and ones that you might not remember for quick reference. Ex. I tend to write terrain rules in where i need them so i can remember. i also have a section with all of the terrain rules and conditions. The reason i re-write some rules into the adventure that i am going from that night, is because it is a little easier to find. However, if they do something i donât plan for i can easily find the other terrain rules.Â
3. Make sure your players are having fun. You donât want to make them struggle to stay awake while trying to get through your game.
4. make an easy system for keeping track of initiative and other things such as health and conditions: when i use a screen, i write names on a piece of paper and write initiative on there. i also will buy stickers or some other thing i can easily put on them to track conditions. i do it on both sides so players can see what is going on as well. I use to use colorful strips of paper that i would put over the one that was hanging of the screen but that became to hard to clean up after.
5. Make sure you have read the rules: I have made mistakes before in not doing this. Make sure you know what you are doing and if not, make sure you know where to look it up so it doesnât hinder the progress of the game.Â
6. Hide your dice rolls: This is helpful if you make a mistake with making the encounters too high for players. You can correct them by changing some of your rolls.
7. Think visually: try and paint a picture of the area and the people in it. Describe colors, sounds, smells, people. People are all different. give them some special features like scars, limps, clothing that doesnât quite fit in with the setting. ( the only heavily armored man in a peaceful farming village)
Talk fantasy prosthetics to me.
An elf maiden dances on feet of living wood sung into shape, planted in soil and watered when she takes them off. Every year she plants the old ones and sings a new pair. (Incidentally, the pair of peach saplings from three years ago have produced an excellent crop- She makes preserves from them, and despite the inevitable jokes about âtoe-jamâ, they are appreciated.)
A dwarf king has a metal fist, all tiny gears and fine wires, kept wound by a mischievous mine-spirit bound to the spring as punishment- the more it struggles, the tighter the spring.Â
An orc chieftaness is regularly asked for the story of how she earned the name Wyrmthrottler- she boasts of how she strangled the dragon that ate her arm, and had her shaman make a new arm from its bones, with its fangs as the fingers.
A necromancer simply re-attached his old leg bones- Sacrificing a few mice each day keeps it going.
A pirate captain lost her arm to a shark attack: a passing selkie saved her, and gave her tattoos of kraken blood. Now she has an arm made of salt-water, that grows and wanes with the tides, and swings a cutlass as well as the original. (She doesnât sail as far these days though: she doesnât want her wife to worry.)
A wandering swordsman was broken at the waist- his ancestral armour allows him to walk again, as long as he keeps it polished, and burns incense to the ancestors regularly.
A high priestess has an eye made from a crystal ball- to predict the future, all she has to do is wink.
A bard was struck deaf by illness- he struck a deal with the god of music. Now he wears hearing-trumpets made from his old pipes, and dedicates his every song to the god of music- the better he plays, the better his hearing. (It is said his music could make statues weep, and he can hear a mouse fart at 60 paces.)
A princess has the arm of a golem, enchanted clay with mystic words carved in- her music tutor despairs of how her harp playing has become even worse, but her calligraphy tutor is ecstatic over her handwriting.
A goblin pickpocket has an arm made of whatever he steals- no-one feels his fingers, and even if they did, they couldnât find their possessions amongst all the rest. Â
A witch has eyes made from shadow and starlight, given to her in a game with a demon. Nobody dares to ask what she wagered- they arenât even sure she won.
A warg was born deaf and blind- his people learned of his power when the nearest birds started staring at them, and dogs pricked up their ears as he walked past.
Its back. :D
That warg one is whew goddamn
*SLAMS DOWN ON TABLE* GUYS
IDEAAAAAS
The Rules Matter
Sometimes in tabletop RPG forums youâll come across comments like, âThe rule system doesnât really matter,â as if rules are pork bellies or some other essentially interchangeable commodity.
But they do matter. Games are built with intention. People make new games because they want to put the ingredients together in a new way, to introduce techniques that provide different results.
Luke Crane didnât create Burning Wheel so it could be just like D&D. He wanted a system that would give rise to a particular style of play. Itâs pretty obvious by looking at the two extracts above that one is aiming for grit, while the other for heroics. Thatâs not to say that one is better than the other. Iâve played both games, and I enjoy each for different reasons.
10 More 1 Sentence Hooks!
1. The Paladin wakes up to find a dead prostitute in their bed, and they donât remember a thing.
2. While walking down a remote trail the party finds a baby in a basket with a note that says âItâs your problem nowâ.
3. The local foppish son of a lord has challenged a member of the party to a duel.
4.The party is being chased by some crooked law enforcement and the only place they can hide is the bar of one of the partyâs Ex(girl/boyfriend)(Yes, Casablanca)
5. There is a new designer drug that has hit the streets, it has minimal negative effects and is not addictive, but dealers keep ending up dead.
6. A young peasant needs help wooing the dukeâs daughter, he offers the location of some lost ruins as a reward.
7. Assassins keep attacking the party, they have nothing on them besides a dagger and some odd coins the players donât recognize.
8. The dead keep appearing in this small town, several locals have litterally been scared to death.
9. Use of arcane magic is slowly driving all the mages of the kingdom insane
10. A party member receives an official letter from a magistrate telling them that someone they care about has been murdered
-deo
/tg/ gnome request
Trying out a faster style using simple paint techniques and thinner lines.

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Workout buddies with Rhokiro lol
my friend is trying to tell me Valeros is 100% straight, i cannot stand for the idea he as a follower of cayden cailean is not equal opportunity and frankly when he gets enough ale in him that man in the corner with the pretty face is certainly trying to catch his eye...?
Officially, nothing has been confirmed (that Mod is aware of).
Officially, weâve also said something along the lines that iconics are bisexual until stated otherwise.
Take that as you will, but keep in mind also that Cayden would not approve of drinking to excess, and would definitely not approve of boorish behavior that ignored consent.
Thanks Paizo!
Everything you (n)ever wanted to know about archery
Donât watch Lord of the Rings, the Hunger Games, or Avatar. At least, not for the archery. Hollywood is stock full of misinformation and misrepresentation about archery. Sadly, not a lot of writers have the opportunity to really delve into the practice. So here is my all you wanted to know primer from how bows are constructed, to lining up and releasing the shot, to treating your friendâs nasty broadhead wound.
Keep reading
Some good stuff to keep in mind. Obviosuly in a fantasy setting where magic can do some silly things, some lioberties can be taken. but itâs still good to keep in mind the fundamanetals and understand how things mechanically work.
man all of these really rock something amazing
I love it
These are amazing.
Iâve never seriously questioned my class alignment before, but these make me kinda wonder a bitâŚ
Monk artwork by Jimmy Xu.
Barbarian artwork by Aditya777
Bard artwork by Shadow-Net
Cleric artwork by Alexander Casteels
Fighter artwork by Genzoman
Sorcerer artwork by Sergon
Paladin artwork by unknown
Ranger artwork by Supanova89
Rogue artwork by ChrisCold
Wizard artwork by tadp0l3
^^^ Hero
Yeah, this is what the D&D party thinks theyâre gonna be like, and then they show up and itâs all screaming and rolling 1s and the gnomeâs on fire and the druid is making sarcastic remarks while the paladin disarms traps with his head.

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the politics of light and dark are everywhere in our vocabularyâŚpsa to writers: subvert this, reveal whiteness and lightness as sometimes artificial and violent, and darkness as healing, the unknown as natural
Some ideas for bad things that are white/light:
lightning, very hot fire
snow storms, ice, frost on crops
some types of fungus/mold
corpses, ghosts, bones, a diseased person
clothing, skin tone, hair, etc. of a bad person
fur, teeth, eyes of an attacking animal/monster
bleached out deserts, dead trees, lifeless places
poison
Some ideas for good things that are black/dark:
rich earth/soil
chocolate, truffles, wine, cooked meat
friendly animals/pets/creatures
a characterâs favorite vehicle, technology, coat, etc.
a pleasant night
hair, skin tone, clothing, etc. of a good person
undisturbed water of a lake
the case/container of something important
valued wood, furniture, art
velvet
Think to burn, to infect, to bleach vs. to enrich, to protect, to be of substance.
did i ever tell you guys the story of how my best friend accidentally ruined an entire pathfinder campaignÂ
BUCKLE UP FRIENDS, THIS IS GONNA BA LONG AND WILD RIDE
okay so, for background, this was a heavily homebrewed campaign in an original setting. it was hugely epic, and our dm considered it a crowning achievement of his. it was planned to go on for 40 total levels. it had four acts. the gods themselves were involved. we were reincarnations of the greatest heros of time. that kinda epic.
THE PLOT: we, a group of adventurers, met as children in an abandoned village. we figured out why, survived a horror movie basically, and then a mysterious figure (later revealed to be a god) aged up to maturity and threw us into the future. we became involved with Prince Eric of our home kingdom (the name of which I think was WhiteSomething) after we saved his fiance, Prince Adam of SomethingRose. they were to be married and join their kingdoms to become the new nation of WhiteRose! But everything changed when the Northern Empire Attacked. (actual quote.) Damion, High Douchelord, was trying to take over everything, and actually had taken over WhiteRose. our party was leading the rebellionâs army, and trying to put our friends, the Disney Princes, back on the throne.
so, on this particular night, our level 12 party was far away from our usual base of operations in the capitol, and was trying to get some more troops for our army. the elven king, Bubba (campaign canon, he also had a southern accent) had agreed to send us some troops, but we needed the support of the dwarves as well. our palladin was pretty well hinted to be the reincarnation of not-Durin so we confidant we could do it, but first we had to get to the mountain across some desert. we ran into a squad of the empireâs army, going to do the same thing, so we took them out and started questioning our prisoners, who said that Damian was going to install a fake Prince Eric on the throne.
we liked Eric, he was our fave NPC along with Adam, and so letting Damian steal Ericâs birthright was just Not On. the capitol was a two-week march away, but because of some actual bullshit from our four mages, we made it in just under 24 hours. exactly on the day the pretender was gonna take the throne. there was like a festival going on, and my best friend (who, for the sake of this story will be their character Asra) decided it would be funny to literally rain on Damainâs parade. As a summoner, she had a spell that let her do that, so she did the thing. and promptly got targeted by the magic-sensing guards, who started chasing us. we did the worst thing, and split the party. Asra, because she was specifically targeted, had to roll to see if she would be found and who would find her if she did, and then a luck roll to see what situation she would be in (according to our house rules).
nat 1, nat 1. she literally bumped into the level 43 boss of bosses, High Douchelord Damian.  at level 12. sheâs like âOKAY FUCK. IMMA TELEPORT TO ANOTHER PLANE.â she picks a peaceful one where there is no violence. the dm rolls reflex. âdamain grabbed you. still wanna go there?â âFUCK NO. will you let me roll to change it?â dm says she can roll randomly on a table to see what plane she ends up in. rolls- the plane of Cthulhu. it should be kept in mind we placed by sanity rules, and that plane did d100â˛s worth of damage to your sanity. she took too much damage, went insane, and died.
âokay,â says the dm. ânow iâm gonna roll for damian. he has a perfect 100 sanity so it probably wonât do anything, though.â he rolls.
itâs a perfect 100.
the entire room was silent. âi guess i should roll⌠for damage?â
another. perfect. 100.
nobody even breathed for a minute. âthat was the boss. without him, his army falls apart- you guys win. i canât even. i cannot even think of a better ending than that. you win.â
and that was how Asha accidentally beat a campaign by herself.the best part?
this was the SECOND campaign sheâd ended that way.