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FrontPage

This version was saved 15 years, 11 months ago View current version     Page history
Saved by Axcalibar
on April 24, 2008 at 12:45:12 pm
 

Welcome to Heroshi

 

 

Realm of HE who is ROund and SHort... with an I at the end.

 

News

 

 

Thursday, April 24, 2008

 

I love the fact that when I edit the History page, in the All Changes log it is noted as:

 

"Axcalibar changed History".

 

Awesome. EDIT: Well it used to anyway. Now it just says "edited". Lame!

 

Campbell: What have you done? You've changed history. You've created a Time Paradox!

 

STFU, Roy. I put events in their proper order. So now things in the first age go basically like this:

  • The gods make Heroshi, which consequently creates Edenova.
  • Edenova puts out decay waves which make people depressed, pissed, and die.
  • The gods evolve the Heroshim into the modern races.
  • Ameadaeus gathers followers, kills the titan and ascends. He creates Daema.
  • Several others ascend to maintain the cosmic balance.
  • Daema make trouble on the material plane while the celestials and fiends battle one another.
  • Minmaxar ends the war, making Erhad and Nuegalon and imprisoning the factions in them.
  • Venarri ascends and leads her people across the ocean.
  • Venarri then Sunders the world and dies from it. The barriers are broken as a result, and the Wall of Water comes about as a result.

 

- Adam, feeling okay

 


 

Wednesday, April 17, 2008

 

I added the World Geography page to fill out some of the details on the world as a whole. Speaking of the (w)hole, let me draw your attention to the FAQ page. It's become a dumping ground for things I don't at the time know how to categorize, with me making up all the Qs. You know... you guys should AQ more F.

"F! F! F! F! MMF! MMFF! MF! MF! Noise noise noise. 1 2 1 2 3, noise noise noise, D&D D&D, rollin' twenties, rollin' crits. Who backs the crits? We back the crits! Rollin' crits and backin' em..."

 

- Adam, still insane

 


 

Wednesday, April 16, 2008

 

For some reason I spend the morning adding details about animals and how they're used, pretty much straight from the livestock entry on wikipaedia. The second fix of the Pathfinder RPG should be out this week. Hopefully that'll soothe my addled brain. Still don't know what the compass juice is. Cannot sleep yet still the dreams come! What the hell am I talking about?

 

- Adam, quite insane

 


 

Thursday, April 10, 2008

 

One more tribute to Mr. Gygax.. New York Times: link

 

Oh and there's a fun picture: link

 

- Will

 


 

Monday, April 7, 2008

 

Made some awesome changes to the Meteorals and Stellars on the New Creatures page.

 

Starting with the next game, we'll playtest using the following rules for special combat maneuvers. This rule is adapted from that proposed by Paizo in their Pathfinder RPG alpha preview. It's quick, streamlined, and it retains the versatility of the 3.5 rules. When you think about it, these maneuvers have followed common rules the whole time. Here's the breakdown.

 

Combat Maneuvers

Combat Maneuver Bonus (CMB) = BAB + STR mod + Size = Grapple (3.5)

Opposed checks where appropriate.

Use CMB for: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip

 

Steps:

1) AoO? Don't have the feat for this maneuver, get AoO'd.

2) Opposed CM checks.

 

Special:

Bull Rush - Push back 5' + 5'/5 over DC

Disarm - Fail by 10, lose your weapon. Succeed, opponents weapon drops in their square or 5' away for every 5 you beat them by. If you get it to your square and have a free hand you can grab it.

Grapple - Different results based on amount over DC. +5 every round (to +15) they don't break the grapple. CM or Escape Artist to break. -4 to grapple without empty hands. Grappling creatures take a –2 penalty to their Dexterity unless involved in a pin. Grappling creatures do not enter each other’s squares.

DC Held. Cannot move away, but can move around you and otherwise act normally.
DC+5 Grabbed. Cannot move at all, and cannot perform actions requiring two hands. Spellcraft

check to cast.

DC+10 Grappled. Can only take actions that do not require free hands to perform. Spellcraft check to cast,

and then only if the spell has no somatic components.

DC+15 Pinned. Can take no actions except to attempt to break the grapple or actions that require only speech or thought (such as casting a spell with only verbal components). Spellcraft check to cast. The target takes a –5 penalty on checks made to break the grapple. Pinned creatures (both the grappler and the target) are considered f lat-footed.

Overrun - Move thru. If 5 over DC. then opponent is knocked prone. Can choose to avoid instead.

Sunder - Damage damages the object (Broken condition) and may destroy it if the attacker chooses.

Trip - Fail by 10, you are knocked prone. Succeed, they are.

 

So there you are. The differences are light, and the resolution easy.

 

- Adam

 


 

Tuesday, April 1, 2008

Added a new race, PrC, and a weapon. Hope we can get some use out of these, possibly this Saturday. I think you'll find them interesting. Now I just need to work on that Heart Elemental.

 

- Aolann

 


 

Sunday, March 31, 2008

Allen messaged me on facebook about the new celestials. This was my reply:

 

Actually I got the idea for the theme from the planetar in the MM. Planetars guard the planets, which, in Heroshi, are orbs the size of an office block that are dispersed around Erhad. Entering one is much like entering a painting in Mario 64. This is how I make the core planes usable if I need to. I've never needed to, however.

 

Mario: "Lets'a go! Wahooo!" *transition*

Modron: "Welcome to Mechanus!"

Mario: "Mama-mia!" *jumps on modron out of habit*

Primus: "Silence the dischord!"

 

...and that's why there are no more Modrons in D&D. THE END.

 

Isn't storytime fun?

 

- Adam

 


 

DnD Insider Usernames

Will - Shadowsnipe

Adam - Axcalibar

Clifton - Butcher_Jackson

 

 

 

 

Links

Sluggy Freelance Domain of the Apocalypse Wikipedia GameFAQs RPGamer Newgrounds Hypertext d20

 

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