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The texture are tileable in X and Y direction and have a resolution of 2048×2048.
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Personal Blog about anything - mostly programming, cooking and random thoughts
The texture are tileable in X and Y direction and have a resolution of 2048×2048.
All textures are licensed under CC-BY 4.0
Ingredients for Simple Pizza Sauce for ~4 Pizzas:
Add all ingredients into a pot and heat it until the sauce starts to cook. Leave the sauce simmering for approx. 30 minutes with the cover on but not closing the pot completely. The sauce is ready once most of the water is evaporated. If you don't like your sauce chunky use a mixer to create a smooth sauce.
Ingredients for 1 Pizza:
Mix flour and salt and dissolve yeast in water. Add water and oil to the flour and knead it until the dough is smooth. Let the dough rest for at least 30 minutes, better overnight in the refrigerator.
This character is the result of severals campaigns. He started at level 6 and was recently retired at level 11, when we decided to start with new characters and new adventures. As a result his equipment is a bit arbitrary and worth more than allowed when constructing a new level 11 character. He has the craft wondrous items feat, which would allow to create his equipment for a lower price.
Name: Blimmderox Rattlezak
Race: Gnome
Class: Wizard/11
Raw: STR: 5 DEX: 14 CON: 15 INT: 20 WIS: 8 CHA: 13
Equipped: STR: 5 DEX: 16 CON: 15 INT: 26 WIS: 8 CHA: 13
(Point Buy 20: STR: 7 DEX: 14 CON: 13 INT: 18 WIS: 8 CHA: 11, +2 CON/CHA -2 STR Race Bonus, +2 INT from level 4+8)
Hit Points: 11D6 + 33
Initiative: 11
Reflex: 6 Fortitude: 5 Willpower: 6
Armor Class: 20 Touch: 16 Flat-footed: 17
CMB: 1 CMD: 14
Quaterstaff: Attacks: +2 Damage: 1d4-3 Crit: 20/x2
Ranged Attacks: Attacks: +8
(6 regular + 2 wizard bonus + Scribe Scroll)
Forbidden Schools: Necromancy, Divination
Extended Illusions: Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blindedfor 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field: At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
(82000 GP at level 10, crafting allows to spend up to 164000)
As this character is the result of multiple campaigns. It acquired gear worth 106800 gp, mainly by crafting the more expensive items.
(ranks only, 3 skills maxed by headband, 7 ranks per level)
Skill | Rank | Total |
---|---|---|
Knowledge (dungeoneering) | 11 | 22 |
Perception | 11 | 18 |
Knowledge (arcana) | 11 | 22 |
Spellcraft | 11 | 22 |
Bluff | 11 | 12 |
Stealth | 11 | 18 |
Knowledge (planes) | 9 | 20 |
Disguise | 9 | 10 |
Craft(Sculpting) | 7 | 20 |
Linguistics | 5 | 16 |
Fly | 4 | 10 |
Knowledge (nature) | 4 | 16 |
Knowledge (nobility) | 1 | 13 |
Knowledge (engineering) | 1 | 13 |
Knowledge (religion) | 1 | 13 |
Knowledge (geography) | 1 | 13 |
Knowledge (history) | 1 | 13 |
Knowledge (local) | 1 | 13 |
Situational Bonus:
Ghost Sound is one of my favorite spells. It's a great utility spell, that can be really powerful in many situations. It can be used in combat as well as in role playing.
Ghost Sound is a level 0 illusion spell available to bards, sorcerer and wizards. Gnome Magic allows gnomes to use Ghost Sound once per day as a spell like ability. It last 1 round per caster level and produces as much noise as 4 humans per caster level. The produced sound can be virtually anything.
The usage of Ghost Sound always depends on the situation. In combat it can be used to create a distraction, may allowing your allies to land attacks of opportunity or delaying actions of your enemies. Out of combat Ghost Sound can be used to support a lie or distract guards. I gathered some examples below.
This was one of the first times I successfully used Ghost Sound. My group fought a bunch of goblins in a cave. We were out numbered, the melee fighters were completely surrounded. As I had no higher spells left I used Ghost Sound to do something. Creating the sound of 16 charging Knights in the tunnel leading into the cavern, I were able to convince some goblins, that our back up troops arrived. Most of them tried to flee allowing the fighters to get the upper hand in the fight.
To use Ghost Sound in such a way, it is important to make it convincing. Firstly the source of the sound should not be directly visible to the target. Not even goblins will believe you, if you create the sound of an charging army on an empty plane. Secondly the produced sound should fit into the surrounding. If you are in a cave use the sound of giant insects, goblins and kobolds instead of bisons. The Bestiaries provide lists of monsters for every terrain type. At last choose sounds creating fear in your enemies. The descriptions of monsters often state their enemies or fears. You might can find something by knowledge rolls.
As a gnome you can use the metamagic feat Threatening Illusion to flank a foe. The targeted field is considered as threatening enemies. The feat raises the spell level by one but a threatening Ghost Sound is still a good choice for level one spells. The effect probably will only last one round, but your rogue will thank you.
The real strength of Ghost Sound comes into play once combat is over. The spell can be used in almost any situation.
Causing distraction is probably the most common use of Ghost Sound. It begins at the towns gate by creating the sound of a brawl to distract the guards to avoid paying 2 silver coins per feet. When you reach the market distract a merchant with the sound of fighting chickens in his cages, to allow your rogue to acquire a splendid lunch. Whenever a NPC has to be distracted, Ghost Sound is a good first choice.
Ghost Sound can be used to support your statements or to alter the attitude of an NPC. If you want to convince a NPC that the group on the next table is plotting to kill him, we will be more likely to believe you if he hears constant mumbling. The guards might help you if the bandits scream about killing guards and taking their wives. General advise: let the target hear what he wants to hear in order to support your own needs.
As Ghost Sound is a level 0 spell it is tempting to use it all the time. However keep in mind that Ghost Sound is only as effective as your game masters allows it to be. At some point the GM will snap, if you repeat the same trick over and over again. My advise: only use Ghost Sound occasionally and describe it precisely. Also explain what effect you are looking for. You won't always get the wanted effect, but putting more effort in the descriptions makes it more likely.
I've played this character in the previous campaign(s) of our group and it got retired. The idea was to create a strong social character that also fulfills the role of a classical rogue (disabling traps and opening doors). She still has some use in combat, but is very squishy and should stay hidden or behind the tank at any time.
Vashta Nerada (name origin) is a female half-elven rogue. She used to work as a courtesan but found people tend to pay more for the possessions of her clients than the clients for her services. Being a trained courtesan she has no problem to seduce victims and infiltrate mansions and strongholds. Her social skills and profession allow her to penetrate strong security measures and obtain objects of desire while the owner is fast asleep.
Name: Vashta Nerada
Race: Half-Elf
Class: Rogue/10
Raw: STR: 10 DEX: 18 CON: 10 INT: 14 WIS: 10 CHA: 18
Equipped: STR: 10 DEX: 22 CON: 10 INT: 14 WIS: 10 CHA: 20
(Point Buy 25: STR: 10 DEX: 16 CON: 10 INT: 14 WIS: 10 CHA: 16, +2 DEX Race Bonus, +2 CHA from level 4+8)
Hit Points: 10D8
Initiative: 8
Reflex: 13 Fortitude: 3 Willpower: 3
Armor Class: 22 Touch: 16 Flat-footed: 16
CMB: 7 CMD: 23
Shortbow: Attacks: +16/+11 Damage: 1d6+2 Crit: 20/x3
Shortbow(30 feet): Attacks: +17/+12 Damage: 1d6+2 (+5d6 +5 bleed on Sneak Attack) Crit: 20/x3
Dagger: Attacks: +14/+9 Damage: 1d4 (+5d6 +5 bleed on Sneak Attack) Crit: 19-20/x2
(5 regular + 1 skill focus from race)
(4 Normal, 1 Advanced )
(62000 GP at level 10)
(ranks only, 11 ranks per level)
Skill | Rank | Total |
---|---|---|
Acrobatics | 10 | 19 |
Stealth | 10 | 30 |
Diplomacy | 10 | 18 |
Disable Device | 10 | 22 |
Disguise | 10 | 18 |
Sleight of Hand | 10 | 19 |
Sense Motive | 10 | 13 |
Perception | 10 | 24 |
Bluff | 10 | 18 |
Knowledge (local) | 5 | 10 |
Linguistics | 3 | 8 |
Climb | 4 | 7 |
Intimidate | 3 | 11 |
Escape Artist | 2 | 11 |
Swim | 1 | 4 |
Perform (Dance) | 1 | 9 |
Knowledge (dungeoneering) | 1 | 6 |
Situational Bonus:
In a game with a static camera (looking down at the level) it is important to align the character movement with the camera. Failing to do so creates a distorted input feeling as the input and the actions of the player character don't correspond to each other. To achieve a correct movement, the directions have to projected from the screen onto the scene.
Naive implementations of player movement use the axis of the coordinate system as directions. Left and Right correspond to the [1,0,0] direction and Up and Down to the[0,0,1] direction. This implementation is correct and usable as long as the camera is correctly aligned to this axis. If the camera is not aligned the movement directions no longer correspond to the perceived directions of the player (see image above). To correct this we have to extract the directions from the camera.
To compute our new directions we unproject three points from camera space to world space. Most framework/engine have built in functions to do this ( godot, opengl, unity ). We have to preform 3 unprojections for the points: (0,0), (1,0) and (0,1). By substracting the result of latter two from the former we obtain two 3D-Vectors that represent our new directions. To receive planar movement direction set the height value (mostly y) to zero and normalize the vectors.
var p0 = cam.project_position(Vector2(0,0))
var pH = cam.project_position(Vector2(10,0))
var pV = cam.project_position(Vector2(0,10))
camH = pH - p0
camV = pV - p0
camH.y = 0
camV.y = 0
camH = camH.normalized()
camV = camV.normalized()
camH is the horizontal movement direction and camV the vertical. Instead of using the axis of the coordinate system ([1,0,0] and [0,0,1]) as movement directions, use camH for left/right movement and camV for up/down movement.
This is my favorite salad. It's suitable for most occasions and can serve as a main or side dish. It takes around 20 minutes to prepare.
The ingredients (in a copyable fashion):
Cook the pasta as described on the package (al dente). While the pasta is cooking you can cut the mozzarella and the tomatoes. I divide the tomatoes once or twice, depending on their size. The mozzarella is cut into pieces roughly the same size as the tomato pieces.
Add everything to the bowl, except the arugula! It takes a long time mix everything up if you add the arugula directly. Mix the ingredients until everything is coated than add the arugula and mix it again.