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Monday, April 27, 2026

PF fireball "magic trick" feat is great

 

https://www.aonprd.com/FeatDisplay.aspx?ItemName=Magic%20Trick

https://www.reddit.com/r/Pathfinder_RPG/comments/ouuf6e/is_crossblooded_ever_worth_it_for_single_class/

https://docs.google.com/spreadsheets/d/1JcQLSzb84B0B_I0jKV87zWcHpcW8lREam8gJup1xaEY/edit?gid=146374033#gid=146374033

(he had it in there... the Cluster Bomb Magic Trick will do 20d6, without any funny business)


Fireball

Source Chronicle of Legends pg. 16
Vincent the Pyroclastic is a destructive force in the Society. He has caused permanent damage to and condemnation of more buildings in the Inner Sea region than any other agent. For him, incineration became an art. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (fireball) feat to use the trick.

Alchemist’s Inferno (Craft [alchemy] 9 ranks, Spellcraft 9 ranks): Using alchemist’s fire as a material component, your fireball sets everything it touches ablaze. The initial blast deals half as much damage, but targets that fail their Reflex saves also catch fire. A creature that catches fire in this way must attempt a Reflex save against the DC of the fireball spell to stop burning instead of the typical DC. Unattended objects automatically catch fire, though nonflammable objects burn for only 1 additional round.
Cluster Bomb (Spellcraft 6 ranks): You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. The grid intersection of all blasts must be within 30 feet of each other. If a creature is in the area of multiple blasts, it attempts a single Reflex save against the combined damage.
Concentrated Fire (Selective Spell or Widen Spell, Spellcraft 6 ranks): You can reduce the radius of your fireball by increments of 5 feet, to a minimum of a 5-foot radius. For each 5-foot increment you reduce the spell, you increase the spell’s damage by 1d6. This additional damage can exceed the spell’s maximum damage.
Sculpt Flames (Reach Spell, Selective Spell): You can alter the shape of your fireball to send its fire along the path you desire. When casting the spell, you can change the area to one 5-foot square per caster level. The spell’s area must be continuous and unbroken when cast. If its blocked or otherwise interrupted by a 5-foot wide or larger environmental feature like a wall, the spell fails. A creature only takes damage once from a fireball cast in this way, even if the spell’s area intersects with the creature multiple times.
Where There’s Smoke (Craft [alchemy] 6 ranks, Spellcraft 6 ranks): Using a smokestick as a material component, you make your fireball leave behind a thick cloud of smoke in the spell’s area for 1 minute. A moderate or stronger wind dissipates the smoke in 1 round as a smokestick. When using a smokestick in this way, your fireball deals only 1d6 points of damage per 2 caster levels (maximum 5d6).

Fire sorc 1 lvl, then 19 wiz lvl

 via https://paizo.com/threads/rzs2nyxp?Fire-themed-mage

=================https://paizo.com/threads/rzs2rphv

you can also add stuff like :

  • -taking a gnome with the alt racial trait "Pyromaniac" to increase all fire spells caster level by 1 (if you pick a draconic related to fire)
  • - take the trait "Havoc of the Society" let you add 1 force damage to all damage dealing spells

====================


RPG Superstar 2012 Top 16

3 people marked this as a favorite.

Reposting:

Paizo BLASTER CASTER build:
Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.

Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)

Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.

If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.

Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.

End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist.
Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration).
Magical Lineage Trait allows Intensify for free on chosen spell.
Spell Perfection allows free Quicken at higher levels.

===============================================
Play Hints:

Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.

Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.

Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.

At level 12 or higher, change it to Fire Snake.
Use Admixture specializing to change the element on the fly.

Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.

Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.

FEATS
Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+7. Fireball to 15d6, Fire Snake to 20d6+40.

Empower Spell: Increase dmg by 50%.

Quicken Spell: Hit enemy with two spells/rd.

Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.

Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.

Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.

Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting at 5 levels higher then your own.

Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot.
Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165.
= 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.

Base level 5 spell slot is 20d6+40 dmg, 165 dmg.

BY LEVEL

At level 1, your Burning Hands should be 2d4+4 (avg 9)

At level 2, its unchanged.

At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.

At 4th, 6d4+12 (27), Intensified BH.

At 5th, Intensified BH, 7d4+14 (31.5).

At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.

At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).

8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)

9th - Intensified, Specialized Fireball is 11d6+22 (51).

10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.

12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.

14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)

15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1.
Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.

16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.

Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.

If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.

==+Aelryinth


Elemental Bloodline (Fire) Gnome Sorcerer with Pyromaniac Racial Trait would be my first opinion. The ability to turn Cone of Cold and Chain Lightning into fire spells means as you get spell levels you are really collecting different shapes to do different amounts of d6 per caster level (+1 extra d6 due to pyromaiac) to (also once Fireball caps actually still be doing d6 per caster level (+1 extra d6) with the higher level spells.) Pick up Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus along with Spell Penetration and Greater Spell Penetration and you'll be lighting people on fire all over the place.

Also a Sorcerer who runs into a Fire Elemental can always cast Cone of Cold as cold damage, whereas a Wizard who has prepared a Fireball with Metamagic can't.

PF sorc build ideas - vid game dude with crazy fire chain lightning build

 https://m.youtube.com/watch?v=ePxzRTCS4c0&t=343s

[[[[maybe do this and go acid all the way,huh. "Outdated, and Elemental now gives more bang, being able to Elemental Ray if you pick it first. D6, which beats Arcane D4. I like to go Cold or Acid, but YDY."]]]]

Some crazy good ideas like

  • Cross blood Dragon and another fire dragon (rly?!)
    • Something time 2:40 about cant get spell one whole level after normal wizard (vid game btw)
    • WAS VID GAME EXPLOIT, cannot (so replace with halforc +1 fire right?)
    • Cannot do spell specialization at lvl 1 anymore
  • Elemental blood allows change 
  • Level 14, one level in wizard to pick ELEMETAL SPECIALIST.  to convert all dmg to fire. And at lvl 15, spells half of dmg is untyped dmg. Wow. 
COMMENTOR 1 yr ago: I have been using Aasimar, the azatablood is +2 in cha and dex.

FAMILIAR - harr (fore hare?) gives better init

FEATS 

  • Spell focus- evocation , DC +1
  • Greater spell focus evoc
  • Empower spell kimda early
  • Spell specialization (more dice on a spell) … and can change the spell each level up. Soooo, start with double fire bloodline (and an halforc reskinned for +3 per die) … pixk Flaminge Hands, change it later to scorchi ray then fireball… then when fb is maxed at 10d6 at lvl 11, switch back to scorch ray for a while. Then chain lightning 
  • Bolster Spell (metamagic)
  • At lvl 11, Elemental Focus, incr dc+1 to fire. 
  • Greater elem focus
  • Precise shot
  • Point bank shot at lvl 15+




Spells 
  • Grease
  • Burn hands
  • Burning arc
  • True strike (for scorch ray etc)
  • Scorch ray
  • Fireball
  • Haste (for party)
  • (((Controlled fireball))) what is that, time 12:20… can reduce dmg to Allies
  • Greater inviz
  • Etc etc fb and scorch are the dmg ones
  • Hellfire ray (best single target)
  • Chain lightning infinite dmg what, the 20d6 isnt true what???!!! Time 15:40. Azata Zippy Magic (((oh that is Mythic level stuff past lvl 20))) w chain lightning it hits all enemies twice???!!!
  • With 1 lvl in wizard elemntalspecialist at lvl 14, u can now do Chain Fire-lightning!!
====== is this worth it (i mean, ...... cant u just take the feat to change element type==
1 level of crossblooded sorcerer, then admixture evoker for the rest of your career.

===========




======simple idea, fire fire fire
Gnome, Pyromaniac (alt. racial trait, fire DC+), crossblood/wildblood Primal(Fire)/Draconic(Brass) Sorcerer1, Admixture Evoker from there. Take Magical Knack (Wizard) trait.



====== crazy cool idea, make a fire immune item for Ally

Definately Sorcerer.

Basically human (extra spells option)
Traits- Magical Lineage (fireball)

1- spell focus evoc, spell specialisation.
3- craft wonderous
5- intensify spell
7- B- Imp Initiative, Imp Familiar (Nosoi or Dust Mesphit or Imp)
9- Empower Spell
11- Dazing Spell
13- Quicken Spell
15- Spell Perfection
17- Piercing Spell
19- Maxise

Now this Sorcerer up to 11 is a Blaster.
Swap specialised spells from
Magic Missile
Burning Arc

These let you add 2 cl to blasts that can hit enemies safely for your allies.
Whack it on fireball ASAP for damage but watch out for buddies.
When.you get Dazing your fireball or Burning Arc becomes a damage+save or daze spell.

Use it for an opening blast and make enemies stand there dazed while your buddies kill them.

It by 15(spell perfection-fireball)

You can blast a Dazing, Intensified, Empowerd fireball for 22d6 w/3 round daze
6th level spell save dc using a 7th level slot.
You made your fighter a wonderous item that grants fire immunity.so hitting him won't hurt at all.

  • Which is why the 'save or daze' arcane bloodline sorcerer is so powerful
  • He can daze all day long for big damage with fireball.
  • He can switch to electricity and not hit allies, while still casting other spells (Dazing Ball lightning lasts rds/level and can be directed as a move action)
  • He can blast in every shape in every energy (Intensified Dragons breath)
  • He gets a TON of extra spells known for all the wizardly utility you need.


======2 AWESOME FEATS

https://paizo.com/threads/rzs2nyxp?Fire-themed-mage

Elemental Spell (Metamagic)

You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)

Special: You can gain this feat multiple times. Each time you must choose a different energy type.

also... for a blaster to make lower level spells useful

Intensified Spell (Metamagic)

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)



========written guide 2 years back when the build exploitworkedall the way on the vid game===

Written Guide Sorcerer - Crossblooded Human Pickpocket 14/14/12/8/8/20 Persuasion/UMD Level 1 - Spell Focus Evocation, Greater Spell Focus Evocation, Spell Specialization - Burning Hands, Red Dragon, Gold Dragon Level 2 - Spell Specialization - Burning Hands Level 3 - Metamagic - Bolster, Metamagic, Spell Specialization - Burning Hands, Grease Level 4 - Cha, Level 5 - Spell Penetration, Spell Specialization - Burning Arc, Magic Missiles, Burning Arc Level 6 Level 7 - Greater Spell Penetration, Imp Init, Spell Specialization - Fireball, True Strike, Scorching Ray, Fireball Level 8 - Spell Specialization - Fireball Level 9 - Elemental Focus Fire, False Life, Haste, Greater Invis Level 10 - Spell Specialization - Scorching Ray Level 11 - Greater Elemental Focus Fire, Spell Specialization - Scorching Ray, Displacement, Greater False Life, Animal Growth Level 12 - Spell Specialization - Controlled Fireball, Mirror Image Level 13 - Metamagic Empower, Toughness, Spell Specialization - Chain Lightning (For the rest of the levels), Dimension Door Level 14 - Wizard - Elemental Specialist, Metamagic Heighten, Hare Familiar, Enchantment Illusion Necromancy, Fire Focused Element, True Strike, Magic Missle Level 15 - Outflank or Skill Focus Persuasion, or Point Blank Shot/Precise Shot Level 16 - Cone of Cold, Greater Dispel Magic, Legendary Proportions Level 17 - Outflank or Skill Focus Persuasion, or Point Blank Shot/Precise Shot Level 18 - Firebrand, Seamantle Level 19 - Improved Crit Ray Level 20 - Great Fortitude or Blind Fight, Frightful Aspect, Mind Blank Communal Mythic - Level 1 - Closer to Heaven, Ascendent Element Fire Level 2 - Abundant Casting Level 3 - Imp Abundant Casting Level 4 - Mythic Spell Pen, Superpower Zippy Magic Level 5 - Second Bloodline - Brass Level 6 - Sorcerous Reflex, Superpower Favorable Magic, Echolocation Level 7 - Greater Abundant Casting Level 8 - Mythic Crit Ray or Mythic Imp Init, Superpower Incredible Might Level 9 - Favored Metamagic Bolster Level 10 - School Mastery Evocation Amulet - Vellexia's Magnifying Amulet Armor - Deadly Rays/Haramaki of Divine Guidance Shirt - Robe of the Seven Sins Belt - Belt of Physical Perfection Gloves - Treacherous Flame Boots - Ronneck's Sacrifice Helm - Darkness Caress Goggles - Cinder Goggles Cloak - Cloak of Carnage Rings - Ring of Pyromania, Red Salamander/Ring of Triumphant Advance Bracers - Bracers of Armor Weapons - Ashmaker


=====updated comments say

Great build it was actually my first unfair playthrough. A few things to add that would make this hit even harder. - You can get arcane trickster to level 10 the capstone ability that gives you automatic Sneak attack damage to all your rays for 4 rounds a day - combine that with the Azata ability refresh spells and its basically whenever you want. I used that + Grandmasters rod with two Hellfire rays ( 1 quickened) to deal +2000 damage a round. - The best staff for any mage is the Quarter staff of the war mage - you not only get the +2 DC but +4 boost to spell penetration which always helps. - Get that in the ivory sanctum - You are sleeping on Sirocco - Almost every annoying enemy hits the floor at late game DCs ( especially good against Vavakia's) - since its hits every round its only a matter of time. Not sure if selective still works with it but I used that and sent my melee in to get AoOs.


Sunday, April 26, 2026

Sorc build fav so far

Human - gets extra spell known very frequently!!!??

NOTE - crossblood means pick 2nd bllodline, u ONLY get spells and a class skill from that 2nd one  

——

Dude, level 9 Elemwntal bloodline gets Elemental blast : 1d6 per sorc lvl and AND makes them vuln to that type (for a round) if fail save!!!!

——— 

Ppl say Draconic/orc combo allows crazy hi fb dmg  

—————-


https://m.youtube.com/watch?v=VP4MqGMZjX4&t=329s&pp=2AHJApACAQ%3D%3D&ra=m


Michaelb27075 years ago (edited)

Cross blooded orc/draconic then at 7th level take blood havoc (magic tactics toolbox) with bonus feat. + 2 damage per die1 on all spells and +3 per die on draconic element. Elemental spell is a must for blaster. With this set up 10d6 fireball becomes 11d6+33 and 10d6+22 if you change it to acid. This can be done at 7th level with gifted adept trait, varisian tattoo, and spell specialization (spell focus 1rst level). You will have to take intensity spell at 7th level to keep up with with caster level. Either go human or use human favorite class bonus on half orc to round out spell list with some options. A lot to put in to fireball but remember spell specialization can be changed.




https://m.youtube.com/watch?v=OPyKVG3XobE&t=304s


(((Well was this in error? Guy saysbllod mutation is from wildblooded, wildblooded is NOT compatible w crossblooded arctype. 


***crossblooded arctype, combo draconic/elemental then trade bloodline powers for blood mutation abilities. Gives - any spell your element. Add +1 dmg per dir from two sources, stacks. Some Free uses of intensify spell. Shred enemy element resist and spell res by ur char modifier a few times per day.  This combo is brutal AF. 





Pathfinder 1e wizard vs. sorcerer -


At level 10, wizard has one more spell slot per day than Sorc KNOWN per day (AND the wizard has those higher level spells.). 

  • https://www.d20pfsrd.com/classes/core-classes/wizard/
  • https://www.d20pfsrd.com/classes/core-classes/sorcerer/


Pathfinder 1e Sorcerer Builds - I want DPS but not Orc or Aasimar

QUESTION: How do I get to change the energy type consistently? 


Step by Step build your guy on roll20, convenient links: https://roll20.net/compendium/pathfinder/Generating%20a%20Character#content


BLOODLINE

Arcane Bloodline again, this time RPGbot.

  • https://rpgbot.net/pathfinder/characters/classes/sorcerer/bloodlines/
  • People say, it's closer to a wizard cuz you get more spells. 
  • Spells that the PARTY NEEDS. Oh. I'm not planning to cast Enlarge or buffs at the start of each battle really. ~_~
  •  https://rpg.stackexchange.com/questions/157562/magical-lineage-bloodline-arcana-interaction
    • [[[normally metamagic makes the spell 1 dc lower or something but]]] And, finally, if Ekaj the sorcerer takes a full-round action to cast web bolt modified by the feat Extend Spell, and he possesses both the trait Magical Lineage and the arcane bloodline bloodline arcana, he'd expend a 1st-level spell slot and the saving throw DC against that web bolt spell would be increased by +1.
    •                   

      Magical Lineage says:

      Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

      Arcane Bloodline's Bloodline Arcana says:

      Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.


Draconic Bloodline seems to be 2nd best after Arcane. 

  • More dmg for like type energy (fire spells if you are red, etc.). +1 per die. 

Shadow Bloodline is pretty cool, esp at lvl 15. Also synergy with party .

  • Lvl15 get - Enveloping Darkness (Sp): No save, no Spell Resistance, No darkvision, and they’re entangled. This essentially means you can walk through the area with impunity murdering people for 10 minutes per caster level. You may only get to use it once per day, but this is basically a guranteed win unless your enemies brought Freedom of Movement.
    • Think about it. 150 minutes of auto-win. Sounds too fun. Walking through, mobs are stuck, cant see, I just start casting spells in their face.

RACE

This one sounds good so far. Half-elf blaster:

  • https://www.reddit.com/r/Pathfinder_RPG/comments/yu70lt/sorcerer_build/
  • Half-Elf, b/c gets "most overpowered half-elf only spell in the game, Paragon Surge". 
    • https://www.d20pfsrd.com/magic/all-spells/p/paragon-surge/
    • That allows you to pick a new Feat each day. Can recast change feat if need.
      • which feats? Since seems like feats are stuck to race and bloodline stuff mostly?
    • Also gives a stat bump +2 dex +2 int
Best races voted by this guy (careful, Pathf.2e came out in 2019, are they talking about pathfinder 2e???):

  • For Race, Rakshasa-Spawn Teiflings, and Azata Aasimar are awesome pure castors.  
    • this says it is 2e for those https://paizo.com/threads/rzs43hw9
  • Fey Bloodline is fun, especially with Azata Aasimar. Arcane bloodline is great for those who are getting into sorcery after playing wizards.
Try again.

Saturday, April 25, 2026

Plesiosaurs long neck for ambush?

 I imagine in the dark ocean, having a super long but Stiff neck only has one main benefit.  Ambush.  As a fish, You might not notice the big body if it was distant.  And who is worried about the head, which is about your size, so “not” a threat because it’s mouth (if the head was a whole fish) would be the same as your mouth. Oops, the whole thing is a mouth, bye! 

Am I right? They seemed to be super effective from maybe 200M all the way theu 66Mya. 


Let’s see what the inet says - 

Giant creataceous octopus

 https://www.nationalgeographic.com/science/article/cretaceous-kraken-giant-octopus


22 to 61 ft estimate 

New Elminster spell

 https://www.youtube.com/shorts/3DCfHfZmvUY

Elminster’s Effulgent Spheres

Newfoundland accent man, Puffin. 

Friday, April 24, 2026

Brachiosaurus nostrils not on top?

 https://m.youtube.com/watch?v=DbPJi-_94ms

Maybe not. Good vid. Idea is all land vertibrates have nostrils in front. 

Blood vessels indicate maybe those sauropods like Brachiosaurus did too. 

Neo Geo

 Hah you saw they re releasing the neo geo, new console version still backwards compatible with original cartridges? Out in November 

Backstory 2 maybe

 Elminster Aumar, known as the Sage of Shadowdale, was born around 212 DR in the kingdom of Athalantar. His life changed dramatically when a dragon killed his parents, leading him to seek revenge and eventually become a powerful wizard after being trained by elves and a sorceress, while also experiencing a life of thievery and adventure


Borrow from that.