Https://www.1eonline.info/4ddg/nehwon.htm
Dont forget Eric of Melnibone
Https://www.1eonline.info/4ddg/nehwon.htm
Dont forget Eric of Melnibone
UPDATe; Owlbear Rodeo might be best. SIMPLEST, and mostly free. And ... dont have to buy a bunch of modules that you are stuck with. Just do rules and monster stats outside it.
https://www.reddit.com/r/MapTool/comments/ialkpr/need_some_advice/
If all you want is a battlemap, and you manage initiative and HP on your own (like you would in person), you don't need to mess with macros at all.
Yes. It is. Very much so. I tried both initially and found them terribly confusing. Then I came across this guy's youtube channel and it just clicked. Maptool is simple (save for macros, I still don't get those). It's easy.
https://www.youtube.com/playlist?list=PLD4i-ngGs9thEXoHaxzRqD0b3zWcmpAOn
I watched a handful of the videos (about light, fog of war, vision blocking layer, tokens, etc.) and felt competent enough to start DMing right then.
>>It depends on what you want from it, and what you're willing to put into it.
The biggest advantage for Roll20 is that because it runs in a browser, it "just works" without much in the way of technical knowledge.
MapTool, on the other hand (assuming by "online" you mean remote players), requires you to set up some form of port forwarding on the server. This can be simple, and often is, using the "Use UPnP" setting when you start the server. But not all routers support that, or work right with it, so sometimes you have to do it the hard way.
Other than that, the most basic functions, share a map, and drop some tokens on to push around, isn't much different than any other VTT. Where MapTool really shines is the macro language, which can do pretty much anything if you put enough effort into it. If you play a popular game, like D&D, there's a good chance someone has built a framework for it that you can download and use without too much effort.
But if you want to customize it, you have to learn the macro language, which is complicated, not very intuitive if you have no programming experience, and can be very, very frustrating. However. . .
The other place MapTool really, really shines is the support community. The forums and the Discord channel are both very welcoming of newbies, even newbies with stupid questions they've answered a million times already, and they are genuinely helpful. (And the devs are frequent participants, so if you run across a bug, they'll get it fixed quickly.)
So the answer is, if you're willing to put some effort into learning how to do stuff more complicated than "map, tokens to push around," MapTool is a good choice because you can do almost anything. But it can be a steep learning curve, so it requires some effort.
See wikiped
Captcorajus has good yt.
See his “rpg retro review:the lost city” … quite good review. Enjoyed the info on ppl remaking old modules to be 5e compatible.
https://www.patreon.com/monkeydm
https://pathfinderwiki.com/wiki/Siabrae
What about... they mention 6th level spells minimal: https://pf2.d20pfsrd.com/creature-family/siabrae/
SUPER VERSION here, like a fullfledged LICH STYLE: https://2e.aonprd.com/Monsters.aspx?ID=1898
> Did the 3 gems for winnery rly come from the
druids? He, the Siabrae, says "stolen".
>>> ‘Insight check… lying?
>
>>> Ravens say was gift from ancient good druid ish type person. Could it be true… from this undead guy??? Maybe he was evil even back in the day and had this planned out. MAYBE he was more good/neutral back then, but as the undeath took him over, became further and further bitter and evil tendencies. Or maybe just crazy bad wants to beat Strahd, and sees others who aren't with his "tribe/followers" as expendable.
-=-=-=-=Undead druid = Siabrae, by name of
https://momlovesbest.com/druid-names
A giant sphere of energy, (invul to attacks, blocks sound) invisible from afar, is detectable here… only just. Within it you see but cannot hear what is going on.
Blights kneel all around him. They do not move.
He floats in the air… skulls all around under, hanging from tree. Sixkly greenish glowing power exudes from him, flowing into the tree.
As you approach, he comes out of the trance… his eyes having rolled back into his head now peer at you. The gaint energy sphere (immune to attacks) wavers amd changes.
Miniboss speech “Who dares tresspass here??! No one, especially the vampire, may see or hear the ULTIMATE GULTHIAS rituals in this sacred place…. Wait… wait… what have you done? You have destroyed my newest creations, the [tree blights!!!]. Fools!!. Strahd believed we serve him, but in time, in TIME he could have been challenged and destroyed.
(he looks up at the sky, gestures across the woods)..
Soon we would have had enough POWER… an complete army of powerful Blighted Plant Monsters. I could have been ruler once again!!! No matter, with the Gulthias tree and MY POWER growing stronger every year, we will rebuild in time.
Perhaps…
(He looks your way…)
yes perhaps there is another way. ..You are strong… join me NOW and we can defeat Strahd together! Do this… or perish.“
(3 other druids and 6 berserkers appear from woods.)
Plus my miniboss has-
LEGEND of wereravens. Their ancestors told of story… a powerful being, (undead druid) that stood in lightning storms w no dmg hands in air. Stood on those Yesterhill rocks.
Side creatures that protect him: Shambling MOUND(s)??? Blighted shambling mound??
Wood woads??? The other ones were already corrupted, so they musta been blighted too.
A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they’re people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.
With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature’s service. A small few are able to use their newfound power to save their lands, and so the ritual’s legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.
A siabrae gains the earth and undead traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind.
A siabrae gains the following abilities.
Pathfinder link says:
Siabraes1 are powerful ex-Green Faith druids who willingly transformed themselves into blighted undead by performing a ritual at the heart of necromantically empowered standing stones.2
A siabrae resembles a petrified skeleton with white orbs for eyes and a pair of stony antlers on its skull.23
tried to protect their land from the encroachment of the Worldwound by absorbing the corruption into themselves, in the process transforming themselves into siabraes.2
As of 4713 AR they continued their fight against the [[[Strahd???]]] demons, but were also filled with bitterness and hatred for all living creatures and viewed living druids as cowards, believing that the Green Faith had to die so the truth and glory of the Stonewilds could emerge.2
THE SUPER VERSION HERE:
Source Book of the Dead pg. 145
Perception +31; darkvision, tremorsense (imprecise) 60 feet
Languages Aklo, Common, Draconic, Necril, Sylvan, Undercommon
Skills Acrobatics +24, Athletics +28, Crafting +26 (can craft magic items), Intimidation +24, Nature +33, Religion +29, Stealth +26, Survival +31
Str +6, Dex +4, Con +6, Int +4, Wis +9, Cha +2
Items staff of nature's vengeance, scroll of true seeing
AC 36; Fort +28, Ref +24, Will +31
HP 218 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances fire 20, physical 15 (except magic bludgeoning)
Miasma (aura, disease, primal) 20 feet, DC 37
Speed 25 feet, burrow 25 feet, earth glide
Melee [one-action] stone antler +28 [+23/+18] (magical), Damage 5d6+12 bludgeoning plus stony shardsPrimal Prepared Spells DC 41, attack +33; 8th earthquake, mask of terror, polar ray; 7th chain lightning, eclipse burst, finger of death; 6th flesh to stone (×2), tangling creepers; 5th cloudkill, cone of cold, tree stride; 4th freedom of movement, rusting grasp, solid fog; 3rd earthbind, wall of thorns, wall of wind; 2nd spider climb, water walk, web; 1st longstrider, pass without trace, ventriloquism; Cantrips (8th) dancing lights, detect magic, produce flame, sigil, tanglefoot
Druid Order Spells DC 41, 3 Focus Points; 7th wild morph, wild shape (any form from animal form, elemental form, insect form, pest form, plant shape, or soaring shape)
Blight MasterySteady Spellcasting If a reaction would disrupt the siabrae's spellcasting action, the siabrae attempts a DC 15 flat check. On a success, the action isn't disrupted.Stony Shards (primal, curse, incapacitation, necromancy) DC 37
Name | Level |
Siabrae | 16 |
Source Book of the Dead pg. 144
A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they're people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.
Druids and wild witches protect Golarion's environment from a host of threats—demonic invasions and undead horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul.
With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.
A siabrae can be made from any primal spellcaster as long as they have the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a siabrae, follow these steps:
A siabrae gains the earth and undead traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind.
A siabrae gains the following abilities.
Darkvision
Tremorsense (imprecise) 60 feet
Negative Healing
Rejuvenation (primal, necromancy) When a siabrae is destroyed, they can attempt a DC 10 flat check (they automatically succeed if they're standing on blighted or diseased terrain, and automatically fail if they're standing on sacred ground). If the flat check succeeds, the siabrae's body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae's body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear.
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances fire 20, physical 15 (except magic bludgeoning)
Speed The siabrae gains a burrow Speed equal to their land Speed and the earth glide ability (see below).
Blight Mastery Any of the siabrae's spells or effects that would normally be restricted to affecting animal can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn't affect their statistics.)
Earth Glide The siabrae can Burrow through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Miasma (aura, disease, primal) 20 feet, DC equal to the siabrae's spell DC – 4. A creature that enters the aura or begins its turn there becomes sickened 2 on a failure (or sickened 4 on a critical failure). An animal, fey, or plant that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae's miasma for 1 minute.
Stone Antlers The siabrae grows a pair of stony antlers or horns from its head, which give it an antler attack that deals 1d6+2 bludgeoning damage for every 3 levels and inflicts stony shards. If the siabrae wishes, they can keep these antlers while polymorphed, using the normal statistics of the stone antler attack.
Stony Shards (curse, earth, incapacitation, necromancy, primal) Tiny shards break off the siabrae's antlers when they attack, lodging in the target's wounds and inflicting a terrible curse. A creature damaged by a siabrae's stone antlers Strike must succeed at a Fortitude save against the siabrae's spell DC – 4 or become clumsy 2 for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.
Once members of the Green Faith, the druids of Sarkoris fought as long and hard as anyone else against the invasion of demons that spewed forth from the Worldwound. When all hope was lost, a faction embraced the ritual to Welcome the Blighted Soul, becoming undead that lurk in the Stonewilds.
Over the years since Sarkoris's fall, these druids developed their own twisted version of the Green Faith, embracing undeath and horror as the ultimate truth of the world. Where most siabraes are solitary beings, the Stonewild Sect is an organized cult, still active in the Sarkoris Scar. For the moment, they resist Tar-Baphon as an interloper, despite their shared undeath, but they're certainly no friends to the living.
Few creations of nature are able to stomach working with a siabrae—their inherent miasma of wrongness is just too powerful. Most siabraes use undead as minions, particularly undead animals. Occasionally they ally with a sentient undead or loathsome fey, but these tend to be alliances of convenience.