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(3 edits)

thank you, makes sense :)

Four more questions :)


The magic arrow spells, how do you gain them and use them?


Some spells, like multi armed does not have any duration. Is it for an entire fight? Or are they permanent?


The banish talent says that it banishes creatures, but has alot of lines on undead. Does it only banish undead?

Im having a hard time knowing how alot of the combat maneuvers work with zonemapping and no grid.
how does flanking work with zonemapping? With shield bash what consequence does the 5' pushback effect have?

I don't know how I forgot to reword the maneuvers! Uploading that edit now.

Being hustled out the door by my wife, so I will address the other questions when I get home LOL!!!

Magic Arrows: however you want. 

I treat them like spellbooks or scrolls. A one-time use item, or something that can be used at least once per day depending on the Talents you take.

If a player wanted to create a "Fey Hunter" sort of character I would have them take "Scholar of the Unseen University" and start them out with 3 enchantments they could place on the arrows in their quiver. If they wanted more utility out of them the "Manifold Cerebrum" would also be a good choice.

I might say that when they chose to use a magic arrow it was like they created a psychic bolt, rather than using a mundane arrow that round. Stuff like that. 

Missing Spell Durations: Whoops. I always default to [L] or [HL] rounds/Turns depending on what makes the most sense. The duration of the encounter also works perfectly well.

Banish: This is specifically an undead thing for people who like that aspect of D&D clerics. Though you don't need to be a cleric to take the Talent.