Mar07Geek Together Evergreen 003 - Trek Alone
Ryan and Cathy jump back to November 2013, when the podcast was in its infancy. Ryan brings up the Star Trek movies, specifically where the TOS movies succeed and the TNG movies suffer. Then, Cathy brings geeking alone, and how sometimes the best geeking happens in solitude.
Featuring Catherine Dolan.
Mar04Geek Together 006 - Guardians of the Supernatural
All Ryan could think about for a good three days was how amazing the Guardians of the Galaxy trailer was. It's amazing he had any time to fit in five seasons of Supernatural. But he did, and now he and Cathy are ready to discuss both.
Featuring Catherine Dolan.
Feb24PS0236 – To GM or Not To GM
Many game groups fall apart for want of a Game Master. You only need one GM for every five, six, even seven players, and yet that can be a challenge. This episode asks “why?” Why do some players shy away from GMing? Why do others flat out refuse?
Written by Ryan. Costello, Jr Friday, 08 July 2011 10:07
Monster Manual IV
Publisher: Wizards of the Coast
Monster Manual III came out in August of 2004. For two years, it held on as the most current monster resource for Dungeon Masters, with Wizards of the Coast’s focus apparently shifted to specialty books that expand on specific monster types, like Libris Mortis. When Monster Manual IV was finally released in July of 2006, there was no denying a new Monster Manual was due. But this Monster Manual was different. The state block layout had evolved. Each monster entry was a two-page spread with new standard subsections. There were pregenerated 0 HD monster characters. With so many changes, was this what 3.5 gamers wanted from Monster Manual IV?
Written by Administrator Sunday, 12 June 2011 15:46
Publisher: Wizards of the Coast
Written by: Richard Baker (Matthew Sernett, Frank Brunner)
Nine martial styles to turn the swing of a warrior’s blade into the stroke of an artist’s brush. Book of Nine Swords marked a major departure in the eyes of players from the traditional combat experience. That alone made it one of the most contentious Wizards of the Coast releases of the 3.5 era. Then, it was cited as an early example of how 4th edition would play out. What can a book that made up the middle ground of the edition wars bring to your 3.5 game?
Written by Ryan. Costello, Jr Wednesday, 24 February 2010 12:22
In Golarion, the Pathfinder Society is an organization of adventurers. The Society isn’t out for the betterment of the world or even for personal gain. Collectively, they are want answers, knowledge, a complete history of the known world. Seekers of Secrets contains the answers, knowledge, and complete history required to run the Pathfinder Society in your game.
Written by Ryan. Costello, Jr Wednesday, 10 February 2010 16:53Publisher: Jon Brazer Enterprises
Written by Administrator Wednesday, 25 December 2013 09:32
A jolly fat man, lively and quick, with human-like features behind a beard as white as the snow, looks around with twinkling, judging eyes and extended claws as sharp as ten blades.
Saint of Claws CR 14
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft., waking awareness 200 ft.; Perception +24
Aura aura of merriment
AC 29, touch 14, flat-footed 25 (+5 armor, +4 Dex, +10 natural)
hp 200 (16d10+112)
Fort +17, Ref +11, Will +15
Immune cold; Resist fire 15; SR 25
Speed 20 ft.
Melee 2 claw +26 (1d8+8/19–20 plus grab)
Ranged hot coal +20/+15/+10/+5 (1d3+8 plus 1d6)
Special Attacks smite naughtiness, stocking stuffer
Spell-Like Abilities (CL 16th; concentration +23)
Constant—detect evil, detect good, tongues
At will—charm person, haste, levitate
Str 26, Dex 18, Con 24, Int 15, Wis 21, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 38
Feats Cleave, Combat Reflexes, Dazzling Display, Greater Weapon Focus (claw), Improved Critical (claw), Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Acrobatics +21, Bluff +26, Handle Animal +26, Intimidate +26, Knowledge (geography) +21, Perception +24, Sense Motive +24, Stealth +21
Languages Common, elven
Environment any (winter)
Organization solitary, team (1 saint of claws, 8 reindeer, 2–7 elf warriors)
Treasure bag of holding (type IV), +1 hide armor, triple standard
Aura of Merriment (Su) A saint of claws’ broad face and round little belly cause creatures within 30 feet to laugh when they see it in spite of themselves. The first time a creature sees a saint of claws, it is subject to hideous laughter for one round (DC 22 Will negates). The DC is charisma-based.
Smite Naughtiness (Su) A saint of claws casts judgment on all for their behaviour of the past year. On its turn, the saint of claws can check the naughty list as a swift action for a specific creature’s name. If the saint of claws spends two consecutive rounds checking the naughty list for a specific creature, it adds its Charisma bonus to attack rolls and adds its HD to all damage rolls made against the target of smite naughtiness. Additionally, while smite naughtiness is in effect, the saint of claws gains a deflection bonus equal to its Charisma modifier to its AC against attacks made by the targets of smite naughtiness. A saint of claws can gain the benefits of smite naughtiness against as many targets as it studies. These benefits last for 24 hours.
Stocking Stuffer (Ex) When a saint of claws successfully maintains a grapple, it can force the creature it grapples into its bag of holding. The creature can crawl out as a full round action, unless the saint of claws ties the bag as a move action first. As long as the bag of holding remains tied, a creature inside must beat the saint of claws’ CMD to escape. Untying a bag of holding from the outside is a move action.
Unbelievable (Su) Saints of claws are so believed to be myths that very few creatures can actually see them. A saint of claws is naturally invisible, and might be undetectable were it not for the scents of holly and gingerbread permeating from its beard. Any creature within 60 feet of a saint of claws may make a Will save (DC 22) to ignore its invisibility. Creatures gain a bonus to this save equal to the number of other creatures (other than the saint of claws and its allies) who can see it. If the saint of claws attacks a creature, that creature is automatically aware of and able to see it.
Waking Awareness (Su) A saint of claws knows who is sleeping, knows who is awake, and knows the exact location of any creature awake in a 200 foot radius. Creatures who do not sleep are immune to this effect.
Up in the north, under cover of snow,
Sleeps a cult of saints. Your sins, they know.
Every year, when the world goes white,
They rise from their beds to stalk for just one night.
Most people believe surviving winter takes family, friends.
The saints of claws believe winter is when each sinner’s life ends.
They come without mercy, they attack with their claws,
So rare is true virtue that they attack without pause.
Armed with a list of every sinner’s every sin,
A saint of claws is here, let the killing begin.
Written by Administrator Tuesday, 10 July 2012 17:36
Perram was good enough to share with the listeners the initiative screen tents he talked about in Know Direction 42.