Min/Max Boards

Gaming Discussion => D&D 3.5 and Pathfinder => Min/Max 3.x => Topic started by: SorO_Lost on November 10, 2015, 04:36:45 PM

Title: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on November 10, 2015, 04:36:45 PM

(http://cdn.escapistmagazine.com/media/global/images/library/deriv/736/736281.jpg)

Compilation
-
Previous Threads
-
Threads Like This One
Fun Finds Compilation (http://www.minmaxboards.com/index.php?topic=14870.0)
-
Fun Finds v6.0 (http://www.minmaxboards.com/index.php?topic=13562.0)
-
2nd Party Fun Finds (http://www.minmaxboards.com/index.php?topic=12131.0)
(discussion thread (http://www.minmaxboards.com/index.php?topic=14869.msg261354#msg261354))
-
Fun Finds v5.0 (http://www.minmaxboards.com/index.php?topic=11474.0)
-
Fun Finds for 5th Edition (http://www.minmaxboards.com/index.php?topic=15153.0)
-
Fun Finds v4.0 (http://www.minmaxboards.com/index.php?topic=10070.0)
-
Pathfinder Fun Finds v1.0 (http://brilliantgameologists.com/boards/index.php?topic=11886)
-
Fun Finds v3.0 (http://www.minmaxboards.com/index.php?topic=418.0)
-
Pathfinder Fun Finds v2.0 (http://www.minmaxboards.com/index.php?topic=2342.0)
-
Fun Finds v2.0 (http://brilliantgameologists.com/boards/index.php?topic=11926.40)
-
-
Fun Finds v1.0 (http://brilliantgameologists.com/boards/index.php?PHPSESSID=uvbpee674aj3m847hcc6cu4dr1&topic=7173.0)
-

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 10, 2015, 04:46:28 PM
An oldie but goodie - Mounted Fury (http://archive.wizards.com/default.asp?x=dnd/re/20031125a) is hilarious, since your mount gets all of the benefits and drawbacks you get from Rage.

All of them.

A fun combo is Strength of the Charger (http://www.minmaxboards.com/index.php?topic=13562.msg285914#msg285914) + Mounted Fury = you essentially apply your Con bonus from Rage to your Fortitude saves twice.

So I have this on my docket.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on November 10, 2015, 04:53:08 PM
Nice first post!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 10, 2015, 05:36:28 PM
Heeeyyyyy that pic ain't D&D now is it ?!


Fun Find at the end of wotc, Zardnaar was a regular there
all the way back to a month after the forums originally opened.

He has reported (or opined idk) that :  3.0e sold 2x what 3.5e sold
... and that this wasn't known until late '14.  I'm not handy enough
with industry sales data or reporting to verify, but this seems legit.
Can anyone verify this?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on November 10, 2015, 06:00:22 PM
Heeeyyyyy that pic ain't D&D now is it ?!

That's obviously an Valenar Elf Eternal Blade with an abberant dragonmark shaped like a triangle.

As for my fun find...Dungeon 145 has a table for things you can find while picking pockets. Combine with luck manipulation of some sort to get some really weird and useful:

- The Private Journal of a well-known countess. It's explicitly incriminating too.
- A doll with a note sticking out. It details the imprisonment of a small child, and has a map on the back.
- A star chart that doesn't match normal cosmology, with DECIPHERABLE COORDINATES.
- Some gloves made from polar bear fur that have spring loaded claws.
- A white dragon scale with the TRUENAME OF A MINOR DEMON on it.
- A lady's hankerchief soaked in fresh, warm blood.
- A relic of a merfolk god.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on November 10, 2015, 08:19:43 PM
i found this handy page

http://www.minmaxboards.com/index.php?topic=16695.0

seems legit   :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on November 10, 2015, 09:08:39 PM
i found this handy page

http://www.minmaxboards.com/index.php?topic=16695.0

seems legit   :D

Repost from the last page of last thread

Get your act together man!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on November 11, 2015, 02:57:14 PM
Nice first post!
ty.

Heeeyyyyy that pic ain't D&D now is it ?!
It looks like a half-elf opening a kobold's chest in a 10x10 room to me.   :whistle

Sales data is always hard to obtain, companies never really like to quote the exact numbers in favor of spinning a sales pitch. You can check Amazon's best seller list (http://www.amazon.com/gp/bestsellers/books/16215/ref=zg_b_bs_16215_1) for an inaccurate figure since most of 3rd/3.5 and such were sold out of stores.

And speaking of LoZ, if you check the fantasy gaming list (http://www.amazon.com/gp/bestsellers/books/16211/ref=pd_ts_b_nav) the Hyrule Historia out sold D&D 3rd, 3.5, 4th, and Pathfinder.  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: zook1shoe on November 12, 2015, 03:40:52 PM
Been away from the 3.x Fun Finds for awhile... thx for the great comments about me :-p

Even I didn't actually read all the KoK sources, I only browsed for spells.

It's an obscure rule, tucked into a footnote in a sidebar on pg 123 of the Player's Handbook, but Tiny and smaller creatures only get half the normal armor bonus for wearing armor.

Crazy
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 12, 2015, 05:11:58 PM

Even I didn't actually read all the KoK sources, I only browsed for spells.

Most people still  don't read the KoK articles ...  :P


Quote

It's an obscure rule, tucked into a footnote in a sidebar on pg 123 of the Player's Handbook, but Tiny and smaller creatures only get half the normal armor bonus for wearing armor.

Crazy

THAT IS NOT A FUN FIND !! 

 :shakefist   >:(   :fu



edit --- huh, that actually puts a small dent into Carnivore's Pixie builds. 
Ha ha somebody finally "got" Carnivore a wee little bit.  :clap

Summon Carnivore ... it only took 12+ years.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: zook1shoe on November 12, 2015, 06:16:37 PM
Does that apply to the enhancement bonus too? (+1 Leather 2+1=3 /2 = 1; +1 Studded Leather 3+1=4 /2 =2)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 12, 2015, 10:35:48 PM
Lokiyn, please get your own thread. The "New Topic" button in the top right corner is there for a reason.

Seriously, your dick measuring contest with SorO is getting really annoying. On both sides.



Umbral Disciple from MoI (p. 158) gives two... interesting class features.

One is Embrace of Shadows - you get an ([Invested Essentia] * 10)% miss chance that doesn't stack with any other source of miss chance. This would be really shitty if not for the fact that:

A) You get Hide in Plain Sight if you have at least 20% miss chance from Embrace of Shadows.

B) It's uncapped - if you've got a way to increase your Essentia capacity (such as Incandescent Champion or an Azurin Cleric), you can get ludicrous miss chances. I made a build once that could get a 100% miss chance for one round, 3/day.

The other class feature is the capstone; you get +5ft of reach on your turn for each point of Essentia you invest into the class feature. That's... pretty decent, actually.

Too bad the class has Medium BAB, only gives 7 Essentia over 10 levels, and doesn't advance Meldshaping. It also has two dead levels at 4th and 6th. Oh, and you can deal [Invested Essentia] Strength damage on a successful attack once per round at 9th level. Almost forgot about that.

---

Interestingly enough, Ironsoul Forgemaster (MoI p. 124) has class features that boost any shield, weapon, or armor you craft. The best boost is Weapon Bond, which can make any attack with a weapon daze someone, and gives you +2 damage for each Essentia invested in it. It also specifically states that you invest Essentia into them like a Soulmeld, so arguably stuff like the Incarnate's Expanded Soulmeld Capacity would apply to the capacity of your armor, weapons and shields.

Shields you can also use as weapons are clearly the winners here - you can swap between getting Resistance 5 * [Invested Essentia] against Acid, Cold, Electric, Fire, and Sonic damage, and getting +2 * [Invested Essentia] to damage with the shield, where anyone who fails a Fort save against DC 10 + [Invested Essentia] + Con is hazed for a round.

Hilariously enough, the class can give you CL 30 for the purposes of crafting magical weapons and armor - additionally, it gives you access to the Arms, Waist, Shoulders, and Heart chakras... but not any of the weaker chakras.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on November 12, 2015, 11:08:53 PM
I had a build that incorporated Umbral Disciple with that one Monk ACF that gives you total concealment in darkness to be un-targetable all the time. I'll see if I can dig it up when I get home tonight.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: RobbyPants on November 13, 2015, 12:58:30 PM
Lokiyn and SorO_Lost: if you want to carry on the conversation any further please move it here (http://www.minmaxboards.com/index.php?topic=16708.0), instead.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 13, 2015, 04:32:39 PM
I recall something similar to Psycarnum Metamagic cheese,
when combined with Incandescent Champion that allows
very large #s of essentia pitched around.  It might require
one fo the MoI feats ... idk been a while.


So like X 5? / UmD 3 / IncChamp 4 / piles of cheese
= works like you know  :smirk you want it too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on November 14, 2015, 12:55:43 PM
How to exceed your spells known list for sorcerors...

Collect artifact spells (SoX) then exchange them for normal spells with dragonblood spellpact (DoF). Repeat with new dragons until you've acquired all 1-3+5th level spells. Experience all dragons ganging up on you for a sadistic game of RELEASE!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 14, 2015, 01:30:39 PM
How to exceed your spells known list for sorcerors...

Collect artifact spells (SoX) then exchange them for normal spells with dragonblood spellpact (DoF). Repeat with new dragons until you've acquired all 1-3+5th level spells. Experience all dragons ganging up on you for a sadistic game of RELEASE!

Speaking of Dragonblood Spell-Pact...

It's really good for fixed-list casters, since they know every spell on their spell list.

So if you can find a 10th level Sorcerer at 1st level, you could trade one of your 5th level spells for one of theirs, despite not being able to cast spells of that level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 14, 2015, 02:58:25 PM
 :sparta ... Will No One Face Me !!


uhh ...  :-\ ... will ALL dragons face me (gulp) ??
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 14, 2015, 08:10:52 PM
Introducing a monster that makes a better Monk than the Monk:

The Brood Monkey (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a)!

+4 Dex, Con, and Wis, +2 Cha, -2 Str, and -6 Int... oh, and they get Flurry of Blows with any simple melee weapon based off their HD. Oh, and a little something called immunity to the entire school of Enchantment and anything that duplicates the effects of an Enchantment spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Wingboner on November 14, 2015, 08:51:09 PM
Introducing a monster that makes a better Monk than the Monk:

The Brood Monkey (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a)!

+4 Dex, Con, and Wis, +2 Cha, -2 Str, and -6 Int... oh, and they get Flurry of Blows with any simple melee weapon based off their HD. Oh, and a little something called immunity to the entire school of Enchantment and anything that duplicates the effects of an Enchantment spell.
And LA +2. A Tashalatora PsyWar or Ardent is better...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Lokiyn on November 15, 2015, 10:46:32 PM
Gee's i'm gone for three days and this (http://www.minmaxboards.com/index.php?topic=16695.msg294080#msg294080) nonsense (http://www.minmaxboards.com/index.php?topic=16708.0)
Also @Amechra
It does a huge disservice to allow a falsity to bear the same validity as a truth; its a matter of integrity, not dick-measuring.

anyway

One of the more interesting quirks of the psionic system is the use of Unknown Powers (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestAnUnknownPowerFromAnothersPowersKnown).

The Basic point to make in this situation is that a Psion, utilizing these rules, may carry around powerstones and temporarily add to their spells known, manifesting the power without flushing the powerstone, but paying all the costs themselves. Although not terribly useful in a combat situation, the fact remains that when you do have two to three rounds available, you can round out your psions rather limited power known list with a "utility belt" of various niche powers.

The ability to temporarily use the equivalent of scrolls (powerstones) to add to your known/prepared spells for the day (for a round) is unique to psionics and is not replicated in divine or arcane, (with the exception of runestaffs i believe.)

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 16, 2015, 12:43:33 AM
Also @Amechra
It does a huge disservice to allow a falsity to bear the same validity as a truth; its a matter of integrity, not dick-measuring.

It was dick measuring. Maybe you didn't think it was, but it was.



Two fun things:

Silverwood Arcanist (http://archive.wizards.com/default.asp?x=dnd/re/20031209a) is 5/5 casting and gives your Wild Cohort Share Spells at 5th level. Not the best PrC, but it's decent if you want to make a mounted arcane caster for some reason.

You can have both an Animal Companion and a Wild Cohort - sadly enough, Wild Cohort is stronger than a Ranger's Animal Companion. So it's a straight-up buff for Rangersthat aren't planning on sharing too many spells with their companions.

Fun fact: Since you can select alternate Animal Companions for your Wild Cohort at a delayed rate (which is still better than the rate Rangers get). Therefore, you can arguably use any of the expanded Animal Companion options you can get through feats.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on November 16, 2015, 06:13:58 AM
Silverwood Arcanist (http://Silverwood Arcanist)

You accidentally broke the url. http://archive.wizards.com/default.asp?x=dnd/re/20031209a
Any mod that sees this post, please remove it if link is fixed.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on November 16, 2015, 09:10:09 PM
Silverwood Arcanist (http://Silverwood Arcanist)

You accidentally broke the url. http://archive.wizards.com/default.asp?x=dnd/re/20031209a
Any mod that sees this post, please remove it if link is fixed.

Thanks.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on November 16, 2015, 09:26:02 PM
Silverwood Arcanist (http://Silverwood Arcanist)

You accidentally broke the url. http://archive.wizards.com/default.asp?x=dnd/re/20031209a
Any mod that sees this post, please remove it if link is fixed.

Thanks.
I'd rather just take this (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard), and then that feat that "catches you up" on your AC progression by +4 (like Practiced Spellcaster. I forget the name. If you really want to have an AC and a familiar, you can always take Obtain Familiar.

Sure, at the higher levels your AC will fall behind... but on the plus side, you saved 5 PrC levels that you can spend on something that's actually good, like Iot7V, Incantatrix, or Fatespinner.

I mean... Silverwood Arcanist isn't terrible (at least it doesn't lose CLs), but it does have an opportunity cost.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on November 18, 2015, 08:10:55 PM
A dip into Urban Savant (http://dndtools.pw/classes/urban-savant/) offers a relatively easy way to meet the skill prereqs for Unseen Seer (http://dndtools.pw/classes/unseen-seer/) for a wizard, and they fit together very well thematically.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on November 24, 2015, 10:23:33 PM
I don't see this in the compiliation, and maybe it would better belong in Bunko's, but the Shadow Cloak (https://mission-from-sigil.obsidianportal.com/items/shadow-cloak) is an absolutely amazing item for the price. Ever wanted Abrupt Jaunt on a non-Conjurer? Now you can have it!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on November 25, 2015, 04:08:37 PM
Hmmm, surely this has been mentioned before:

Quote
Once the total of a character’s class levels (not including any Hit Dice from his creature type or his level adjustment) reaches three times his level adjustment, his level adjustment is eligible to be decreased by 1.

The character must pay an amount of XP equal to (his current ECL – 1) × 1,000. This amount is immediately deducted from the character’s XP total. The deduction should reduce the character’s effective character level (ECL) by 1. (If this deduction would not reduce the character’s ECL by 1, the character’s XP total is set at the maximum of the level below his current ECL instead.) This XP cost can’t be reversed in any way, and the payment must be voluntary on the part of the character. The payment must be made immediately upon becoming eligible to reduce the character’s level adjustment.


so, for an LA +1 character with no racial hit dice the minimum needed is 3 character levels. this equals a total ECL of 4. this means a minimum of 6,000xp in order to qualify, since LA+1 counts as one level for xp level calculations. buyoff costs (ecl-1)*1,000xp. for this character to buyoff the LA they will have to spend 3,000xp. this will buyoff the LA and drop the level from 4 to 3. the character now has 3 class levels, the powers from the LA+1 level, no LA, and is 3,000xp behind everyone else.

according to the template as level rules, additional levels of LA can be acquired the same as a normal level. thus to take another LA+1 the character must gain 3,000xp, reaching level 4, and then take the next LA+1 level. This puts the character at ECL 4 with 3 class levels, again qualifying for LA buyoff. this buy off would reduce the character to 3rd level again for another 3000 xp, with the abilities of two level adjustments, no LA, and they would now be 6,000xp behind everyone else.

keep on adding +1 LA ad infinitum at 3000xp a pop. abused, this would result in a 3rd level or 4th ECL character with an insane number of abilities derived from LA-based templates.



i probably missed something, and not that any GM would actually allow this, but if it's right, it's a fun bit of TO.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Prime32 on November 26, 2015, 12:24:57 PM
From Forge of War p120 is the intercepting weapon property (+1 equivalent, melee only). Once per round when someone attempts to charge, bull rush, overrun or grapple you, you can attack them first as a free action which doesn't count as an AoO. If you hit then you deal double damage, and a charging opponent loses their normal +2 bonus to attack rolls.

Combine with steadfast boots to attack charging enemies twice.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on November 26, 2015, 10:18:17 PM
Hmmm, surely this has been mentioned before:
*sigh*
Yes it's been mentioned before.

And so has the next few paragraphs. Because the section you quoted from only applies to LA's of +1.
Quote
If the level adjustment is greater than +1, this process repeats until the creature’s level adjustment reaches +0. Each time, use the creature’s current level adjustment to determine the point at which the level adjustment can go down by 1. For example, a drow (level adjustment +2) may drop to level adjustment +1 after gaining her sixth class level, and then to +0 after gaining an additional three class levels.
Now at this point I'm sure you want to try one of two things.
A. I think repeat means start at 0 and redo 0 NI times!
B. In the single LA entry it uses the word total, that totally applies right?!
And both are them are pretty dumb. You have six examples and a table quantifying the meaning of repeat and you don't get a browny button, or a pass, to ignore them.
Quote
Table 1–1: Reducing Level Adjustments gives the levels at which level adjustments are eligible to be reduced for starting level adjustments of +1 to +6.
And the text entry outside of examples does in fact make a clear distinction of simply "LA" vs starting LA.

And bonus point. I have no idea where you're going with that emphasis on immediately there seeing how it's in total opposite in regard for your intended goal. You have the choice of paying it or not "immediately upon becoming eligible" and eligibility is checked when you reach, ie level up to, the desired value. So if you were ever higher than the desired value, either by refusing to pay now or really sucked at reading, there isn't actually any text supporting the interpretation that you can buy your LA off if your total has already passed up the moment you were at the desired value. It makes sense to allow buy off later on, but if you came in RAWhumburg this or RAWhumbug that, it's the exact thing you wouldn't want to bring up.

Purposely bad reading are as always, purposely bad readings. If you wanted to subvert LA, consider things like True Mind Switch, Fusion, Ability Rip, Manipulate Form, Assume Supernatural Ability, Factotum 15, etc. I mean, there are ways to actually do it without having to pick up a funny smell just to achieve something Spellcasters can already do for free.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on November 30, 2015, 03:19:27 PM
thank you, soro_lost.

i was pretty confident i had missed something, and i was pretty sure i could count on you (or one or two others) to point it out to me.

=D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on November 30, 2015, 06:12:25 PM
thank you, soro_lost.
You took that better than expected.

I think you've learned how to ignore some of my text and pull what's useful out. gj.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on December 02, 2015, 01:49:38 AM
thank you, soro_lost.
You took that better than expected.

I think you've learned how to ignore some of my text and pull what's useful out. gj.

Question:  If you know what's generally going to be useful in your posts, why do you bother putting the other stuff in?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 02, 2015, 02:36:20 AM
Would it change any if you took only acquired templates?  Start off with LA +1, buy it off, acquire new template, buy it off. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ice9 on December 02, 2015, 05:10:15 PM
If you stick to acquired templates, and are able to acquire them at exactly 4th level, then yes.  Unless the "starting level adjustment" is read strictly as applying to LA that was present before taking any levels.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: brujon on December 02, 2015, 05:14:08 PM
Subscribing to new thread :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 02, 2015, 05:23:26 PM
From Forge of War p120 is the intercepting weapon property (+1 equivalent, melee only). Once per round when someone attempts to charge, bull rush, overrun or grapple you, you can attack them first as a free action which doesn't count as an AoO. If you hit then you deal double damage, and a charging opponent loses their normal +2 bonus to attack rolls.

Combine with steadfast boots to attack charging enemies twice.

Niice.  I've been wondering about that
since it came out.  Caelic may have (hazy)
noticed it first, but no connections til now.

Turn jacking and 2 doublings ...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 03, 2015, 01:43:38 AM
Question:  If you know what's generally going to be useful in your posts, why do you bother putting the other stuff in?
If you're going to note your sentence is a question by using a the question mark, why did you start off like that? Also, I'm picking up a sort of harsh tone from that post. Almost a little condescending, but I consider that to be pretty worthless so I've ignored it and picked up what I consider to be relevant out of your message: "you're sassy today".  :)

You never know what's going to stick when you start throwing words out, sometimes the extra words help plaint a clearer picture in the mind of the reader and sometimes they have the opposite effect. But one thing is known for sure, no one likes the grammer nazi and I suspect the editor nazi isn't too far off from that position.

Would it change any if you took only acquired templates?  Start off with LA +1, buy it off, acquire new template, buy it off.
Quote from: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm
When a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.
Otherwise that'd be a pretty entertaining thought.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on December 03, 2015, 02:20:41 AM
Personality is key.

I, for one, greatly enjoy all the pizzazz Soro put so much effort into delivering for us :p
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 03, 2015, 03:54:58 AM
Quote from: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm
When a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.
Otherwise that'd be a pretty entertaining thought.

So you're saying that it's impossible to buy off a Level Adjustment that you didn't start the game with?  Interesting.  I'd honestly never considered that, since it's such a straightforward extrapolation. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 04, 2015, 12:53:20 PM
You never know what's going to stick when you start throwing words out, sometimes the extra words help plaint a clearer picture in the mind of the reader and sometimes they have the opposite effect. But one thing is known for sure, no one likes the grammer nazi and I suspect the editor nazi isn't too far off from that position.

Editors are the princes and princesses of men - being able to write and creating a saleable final product that doesn't leave a bad taste in the reader's mouth are different skillsets, sadly enough. There are a ton of shitty movies/books/comics/whatevs that were created by people who had really good reputations - so good, in fact, that they were able to get away with not having an editor touch their work.

Pretty much half the rules exploits in RPGs come about because some editor did a shitty job.

If people yell at the "editor nazi", then they're just being dumb. Because all an editor does is read your shit before other people have a chance to read your shit, so they can yell at you if you do something stupid. They do it so other people don't have to do it later, when they'll honestly be pretty pissed that the promised product doesn't meet their lofty expectations (then again, we have no lofty expectations for you, Sor0, so maybe you don't need an editor?)

*Removes soapbox quietly, exits stage left.*
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 04, 2015, 03:05:50 PM
Quote from: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm
When a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.
Otherwise that'd be a pretty entertaining thought.

So you're saying that it's impossible to buy off a Level Adjustment that you didn't start the game with?  Interesting.  I'd honestly never considered that, since it's such a straightforward extrapolation.

hmm yeah Interesting.

So we wouldn't know whether this text
was an attempt at including "normal" LAs
and Acquired LAs together.

The language can be read as separating the 2.
If so ... Acquired's can't go get LA buy-off ,
= s.o.l. , except for PHB2 Rebuilding.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 05, 2015, 01:50:40 AM
Well done amechra. But yeah we've all seen the trick. It's sort of an obvious "don't allow the benefit to stack more than once" per LA tier. I throw it in the "monk's aren't proficient with their unarmed strikes" bucket. No one plays that way.

without flushing the powerstone
No. You're not the first one to be mislead about this. I've traced through this with rules quotes before and no one ever says thank you when I do.

Back on topic ... I don't have any fun finds. Just a nagging suspicion that I'm missing the last decent 3rd level buff for my chameleon. I can only find 5 of them.  :-\
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 05, 2015, 02:53:41 AM
Well done amechra.

 :???
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SolEiji on December 05, 2015, 03:16:35 AM
Heeeyyyyy that pic ain't D&D now is it ?!

That's obviously an Valenar Elf Eternal Blade with an abberant dragonmark shaped like a triangle.

As for my fun find...Dungeon 145 has a table for things you can find while picking pockets. Combine with luck manipulation of some sort to get some really weird and useful:

- The Private Journal of a well-known countess. It's explicitly incriminating too.
- A doll with a note sticking out. It details the imprisonment of a small child, and has a map on the back.
- A star chart that doesn't match normal cosmology, with DECIPHERABLE COORDINATES.
- Some gloves made from polar bear fur that have spring loaded claws.
- A white dragon scale with the TRUENAME OF A MINOR DEMON on it.
- A lady's hankerchief soaked in fresh, warm blood.
- A relic of a merfolk god.

Interesting.  I may create such a chart on the D&D wiki (and steal a few of those, because why not) because this is a really cool idea.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 05, 2015, 04:26:51 AM
without flushing the powerstone
No. You're not the first one to be mislead about this. I've traced through this with rules quotes before and no one ever says thank you when I do.

You might have to walk me through the logic on that one.  I know you said you've done it before, but I can't find the post.

To me, it sure looks like "using a power stone" and "manifesting an unknown power from another's power's known" are two totally different things.  They require totally different actions, use totally different Manifester Levels, and failure results in two totally different penalties.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Satori on December 06, 2015, 05:39:17 AM
I don't see this in the compiliation, and maybe it would better belong in Bunko's, but the Shadow Cloak (https://mission-from-sigil.obsidianportal.com/items/shadow-cloak) is an absolutely amazing item for the price. Ever wanted Abrupt Jaunt on a non-Conjurer? Now you can have it!

Is that from an official 3.5 source?





I've been looking through the DSP d20 SRd, and found this in the entry for Enlightened Monk:

Ki Psionics: The enlightened monk’s internal mastery brings forth her psionic potential in the form of Ki. Through intense training and meditation, she opens up more and more of her psionic self. The enlightened monk gains bonus power points from her Wisdom score as if her manifester level was equal to her enlightened monk level. These power points can be spent to fuel some Ki styles, as well as allowing her to attain psionic focus, among other uses. Any class which increases any specific monk class features, such as AC bonus, unarmed damage, speed, or flurry of blows, stacks with her enlightened monk levels for the purpose of Ki psionics.

Enlightened monk1/Psionic class manifesting based on wisdom 19

Feats: Monastic training, Tashalatora (Psionic class manifesting based on wisdom)

By my read, You get powerpoints as an Enlightened monk of level 20, that is, the PP you get from WIS for ML 20.  That's in addition to the PP you get as a Psywar 19, including bonus PP from WIS for ML 19.

This can get even weirder with Lucid Cenobyte from Hyperconcious, which adds half your level in one psionic class to your effective monk level for a bunch of things.  So with Tashalatora, you get level x1.5 towards monk abilities on one psionic class.

With Monk1/psy-war18/Lucid Cenobyte, you have Monk fists as a level 29 monk, and get bonus PP for ML 29.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on December 06, 2015, 02:21:08 PM
I don't see this in the compiliation, and maybe it would better belong in Bunko's, but the Shadow Cloak (https://mission-from-sigil.obsidianportal.com/items/shadow-cloak) is an absolutely amazing item for the price. Ever wanted Abrupt Jaunt on a non-Conjurer? Now you can have it!

Is that from an official 3.5 source?
Yes, Drow of the Underdark.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on December 08, 2015, 10:55:00 PM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on December 09, 2015, 06:57:34 PM
Its single use though for a 2nd level spell, and the wording seems like they would have to actually roll.  Potentially useful anyway with ways of lowering a save.

Sneaky.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on December 09, 2015, 07:29:52 PM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Reach + Chain this before using Wishes to boost your party's stats?  :lmao
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 09, 2015, 07:51:26 PM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on December 10, 2015, 09:39:52 AM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)

Can't you voluntarily fail a saving throw?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on December 10, 2015, 03:26:04 PM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)

Can't you voluntarily fail a saving throw?

Here we go again!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 10, 2015, 03:42:13 PM
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.
Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)

Can't you voluntarily fail a saving throw?

You can voluntarily forgo a saving throw. Similar, but different.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 10, 2015, 05:47:28 PM
...
As for my fun find...Dungeon 145 has a table for things you can find while picking pockets. Combine with luck manipulation of some sort to get some really weird and useful:

- The Private Journal of a well-known countess. It's explicitly incriminating too.
- A doll with a note sticking out. It details the imprisonment of a small child, and has a map on the back.
- A star chart that doesn't match normal cosmology, with DECIPHERABLE COORDINATES.
- Some gloves made from polar bear fur that have spring loaded claws.
- A white dragon scale with the TRUENAME OF A MINOR DEMON on it.
- A lady's hankerchief soaked in fresh, warm blood.
- A relic of a merfolk god.


Interesting.  I may create such a chart on the D&D wiki (and steal a few of those, because why not) because this is a really cool idea.

Niiice, and a bit dangerous too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 13, 2015, 12:46:05 AM
You might have to walk me through the logic on that one.  I know you said you've done it before, but I can't find the post.

To me, it sure looks like "using a power stone" and "manifesting an unknown power from another's power's known" are two totally different things.  They require totally different actions, use totally different Manifester Levels, and failure results in two totally different penalties.
From the erudite handbook discussion:
You say "So if you have a bunch of power stones with psionic powers in them, you can take a round of physical contact, make your psicraft check, then manifest it next round. You can do this all day long, as long as you are willing to take one round to "understand" the power before you use it" but you forgot to add the some important words to the end of that last sentence: "from the stone, flushing it." Otherwise any old wilder could just run around with 1 powerstone of each power and "manifest them normally," ignoring the entire intent of spells known (which Erudite doesn't have to worry about much anyways). This also clears up your later confusion. See CP105 if you need proof.


Same caster supremacy from '04-'06 http://archive.wizards.com/default.asp?x=dnd/mm/20040130a

"Glovis sighed, pocketed the sighthelper IV and cast arcane eye, invisibility, true seeing, stoneskin, and fly. Glovis was always prepared."

"He flew up as fast as he could. The creature stopped chasing him as soon as he left the ground."

"he cast force cage on the creature. Then he teleported home to make his report."

'very difficult' equal CR challenge? What challenge. You're a caster! The above example would have included a cloudkill, but casters don't need to worry about little things like winning encounters.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on December 14, 2015, 12:30:33 AM
Quote
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).

So there seems to be no mention of a Maximum pool of inspiration...

That's interesting, but i'm probably silly for trying to interpret it this way.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 14, 2015, 12:38:08 AM
Don't even go down that rabbit hole.  The Factotum is a mess, and requires liberal application of house rules to even function because the printed version is so poorly edited. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on December 14, 2015, 12:41:55 AM
Don't even go down that rabbit hole.  The Factotum is a mess, and requires liberal application of house rules to even function because the printed version is so poorly edited.

I can go with that.

But I'm curious, what all is wrong with the class that makes it a mess?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 15, 2015, 09:57:34 AM
I went looking for hilarious and dumb things to use with Exemplar, and I found Undead Empathy (http://dndtools.pw/feats/eberron-campaign-setting--12/undead-empathy--3013/). "My underwater basket weaving will mollify the dead!"

Also, check out Wanderer's Diplomacy (http://dndtools.pw/feats/players-handbook-ii--80/wanderers-diplomacy--3087/). More specifically, the wording on Social Agility.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 15, 2015, 11:44:25 PM
But I'm curious, what all is wrong with the class that makes it a mess?
It forgot to say that the inspiration points that aren't used during an encounter are lost (as implied)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 16, 2015, 12:49:29 AM
But I'm curious, what all is wrong with the class that makes it a mess?
It forgot to say that the inspiration points that aren't used during an encounter are lost (as implied)

Also, Arcane Dilettante.  And Opportunistic Piety.  And the +1d6 Sneak Attack one.  There's a bunch of class features that require a lot of interpretation on how exactly they're supposed to work. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Dr_emperor on December 22, 2015, 10:12:20 AM
So I was looking up weapons of Legacy and noticed monster of legacy and the epic rules.  If epic exists in your campaign world.  Monster of legacies don't need to ever get the feat or do rituals for powers.  Which means if you apply monster of legacy to a 21 hit die creature should get a 15 level equivalent spell 3x a day.  I like twinned wishes personally.

I also don't endorse epic in any way. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 22, 2015, 11:10:41 AM
I also don't endorse epic in any way.
Actually Epic is, if anything, more balanced than pre-Epic if you observe the fact that DM's must approve of any Epic Spell.

Monster of Legacy straight out tells you it's not for PCs and any LA the creature has when the Template is applied is removed. Not reduced to 0, actually removed as in a dash entry. Some of the designers are aware that certain traits are more powerful than others in the long run and it's why creatures/Templates like the Vampire have a higher LA than CR adjustment.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 22, 2015, 02:54:45 PM
Arcane Dilettante.  And Opportunistic Piety.  And the +1d6 Sneak Attack one.  There's a bunch of class features that require a lot of interpretation on how exactly they're supposed to work.
What's wrong with those three? Besides that they make rogues feel sad. You didn't mention that Cunning surge is of course broken with THE factutom feat. Cunning strike is weak because it must be spent before "the attack roll" so it doesn't easily stack for TWF/etc

Some of the designers are aware that certain traits are more powerful than others in the long run and it's why creatures/Templates like the Vampire have a higher LA than CR adjustment.
This is like the most accurate and sensible quote for why pathfinder's "just use the CR value!" is totally misguided. Someone please sig this.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 22, 2015, 05:51:05 PM
I went looking for hilarious and dumb things to use with Exemplar, and I found Undead Empathy (http://dndtools.pw/feats/eberron-campaign-setting--12/undead-empathy--3013/). "My underwater basket weaving will mollify the dead!"

Also, check out Wanderer's Diplomacy (http://dndtools.pw/feats/players-handbook-ii--80/wanderers-diplomacy--3087/). More specifically, the wording on Social Agility.

hmm, I had spotted W.D. for Money Bags, and He Hate Me (intentional check flub).
But yeah, Bluff for 1 Standard action Diplomancer, where's that +30 to Bluff feat/spell ??


edit --- Ooo OOoooo , get Fanatic via that and the fanatic effect sticks around, even after the later step hostile.
I now  think you're a d-bag, buutttt I still believe I'll go fight that Dragon for you.  Cheers.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on December 23, 2015, 04:18:23 AM
Arcane Dilettante.  And Opportunistic Piety.  And the +1d6 Sneak Attack one.  There's a bunch of class features that require a lot of interpretation on how exactly they're supposed to work.
What's wrong with those three? Besides that they make rogues feel sad. You didn't mention that Cunning surge is of course broken with THE factutom feat. Cunning strike is weak because it must be spent before "the attack roll" so it doesn't easily stack for TWF/etc

They're not "broken," they're poorly written.  For example, Arcane Dilettante specifies that you "mimic a spell as a spell-like ability," but then goes on to reference a whole bunch of rules that don't apply to SLAs, such as spell preparation, material components, and metamagic feats. 

It's clear (to me) how the ability is supposed to work, but I could certainly see how someone could come up with an entirely different yet equally reasonable idea of how to handle it. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Dr_emperor on December 23, 2015, 06:37:14 AM
I also don't endorse epic in any way.
Actually Epic is, if anything, more balanced than pre-Epic if you observe the fact that DM's must approve of any Epic Spell.

Monster of Legacy straight out tells you it's not for PCs and any LA the creature has when the Template is applied is removed. Not reduced to 0, actually removed as in a dash entry. Some of the designers are aware that certain traits are more powerful than others in the long run and it's why creatures/Templates like the Vampire have a higher LA than CR adjustment.

Clarifying: I meant it was broken with a sadistic power gaming DM.  To me its on the same level as that crab and half dragon hawks.  I've just never seen it mentioned before.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 23, 2015, 12:26:44 PM
Eh if your DM is sadistic he doesn't need to power game to kill you, he could just use an adventure Mr Gygax wrote.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Wingboner on January 14, 2016, 11:52:41 AM
Faiths of Eberron, page 91: Ritual of Oalian's Voice.
Special: If you are an initiate of the Wardens of the Wood, you can make wild empathy checks with magical beasts as if they were animals.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: 7h39 on January 18, 2016, 05:04:45 AM


Quote from: Races of the Dragon pg.8
"Dragonborn Racial Traits"
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1–1, page 10), she enters middle age.

Age character to Venerable, and build the egg with starting money... Rebirth and Repeat?!

Does this mean - at least - +3Int +3Wis +3Cha for 100gp? do you think that Phisical Mali carry over?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 18, 2016, 01:23:07 PM
From the way the text reads it's impossible to perform the Rite a second time unless you were say Reincarated at some point or something, a none-Dragonborn in for a Dragonborn out.

And the general consensus is Aging doesn't stack, either you flagged for Old and picked up Old's changes or you're not Old and have no Bonus/Penalty. The text only says the changes stack with each step, and for most Races there is only three to be had.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on January 28, 2016, 09:46:32 PM
Not sure if this is a repost or not, but I discovered these "Dead Levels" Articles on WotC

http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a
http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on January 28, 2016, 11:24:54 PM
Yup, those are reposts.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: brujon on January 29, 2016, 12:25:50 AM
Worst part about these, is that they don't even try to address the huge discrepancy between casters and non casters. It doesn't really matter that the druid, cleric or wizard have dead levels, because they have spells. Even if they did not have any other class features, with spells alone they'd already be leaps and bounds above the mundanes.

Worst of all, it doesn't even try to address the monk because he has no dead levels. Like that in and of itself means squat when these abilities are complete ****.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 29, 2016, 01:07:06 PM
Eh the Monk does fine, his ACFs and traits make him one of the best "mundanes" in the game.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on January 29, 2016, 03:27:10 PM
Not sure if this is a repost or not, but I discovered these "Dead Levels" Articles on WotC

http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a
http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x

It's kinda off  , that wotc goes the other way for 5e.
They treat access to a new spell level = not a dead level.

I don't think that's what the fanbase thought of dead levels
or what they wanted.  (iirc) Surveys were clear people
wanted more stuff happening for most levels.

I'm all for 1 class being the ultra simple to learn
and ultra simple to smash in combat.  But just 1.

4e didn't help this either, what with everything
pretty much or absolutely the same, noticeably so.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on January 29, 2016, 04:59:04 PM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on January 29, 2016, 08:01:00 PM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.

I state it in my Scroll Handbook, be it a little incomplete. No idea on how much it should costs though
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on January 29, 2016, 11:42:07 PM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.

Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on January 29, 2016, 11:52:01 PM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.

Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?

The speedreader that can cast 6 fireballs in one round ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on January 30, 2016, 12:20:30 AM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.

Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?

Actually, just the spell you used is consumed. The others are just fine.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on January 30, 2016, 12:35:12 AM
Am I the only person who didn't know that you can have multiple spells on one scroll?
 (http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.

Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?

Actually, just the spell you used is consumed. The others are just fine.

Ooooooooh...I like this. Unfortunately Schemas don't get the same treatment because they explicitly say a single spell :-(
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 30, 2016, 12:09:23 PM
Ooooooooh...I like this. Unfortunately Schemas don't get the same treatment because they explicitly say a single spell :-(
Yeah but it doesn't really matter. You're not going to want to load a single item with a bunch of Spells anyway, it just makes it a bigger target to be stolen/sundered/etc.

Sort of like any Scroll you will buy is typically best to keep separate, combining them can save you a Move Action if you're going for combinations like a CC effect to damage but if Scrolls are your primary option in combat you've got some problems going for you. Mostly combined scrolls is just a process for randomly generated loot to have an increased chance to contain the Spells a Wizard would like or a Sorcerer would need for versatility.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Argent Fatalis on February 02, 2016, 10:06:40 AM
Unsure if it has ever been accounted for, but Dragon #313 has lycanthropes as a race-class hybrid system, but more uniquely a set of feats and quasi-traits, one of which has mechanical bonuses and penalties, I have never seen mentioned:

Racial Traits:
Racial Traits: As base creature.
+2 Wisdom
Special Qualities: Low Light Vision
Favored Class: Becomes your Lycanthrope Heritage.
Size: As base creature (in humanoid form). Otherwise, see Lycanthropic Heritage (in hybrid form).

Notes: Amusingly from the way this reads, you're not explicitly obligated to take levels in your lycanthropic heritage, it is just that you can do so. Only applicable to humanoids and giants, but a free +0 LA "not-template" with 0 RHD doesn't seem bad at all and even a single level dip in your race-class isn't horrible for some martial characters.

Class Traits:
Notes: In regard to having your feats forcefully replaced, it explicitly says you can request to take your feats normally. On another positive and random note, they're explicitly giving you the way to calculate effectively any lycanthrope's pseudo-Savage Progression, using the formula of "3 (or 2 for Afflicted) + Animal Hit Dice" of levels you can take. It words it in a manner that suggests it isn't limited to just these animals either, only instead explicitly citing the Monster Manual in this submission.

Feats:
Crushing Hug
Gore Toss
Hamstring Attack
Hibernate
Moonwarrior
Pack Feint
Pack Tactics
Quick Change
Spirit of the Beast
Sprinter

Notes: Crushing Hug is one of the real winners for any grapple based build, as doubling your Strength to damage is a worthwhile addition. Pack Feint isn't horrific either if you're dedicated to feinting and or have other classes (namely rogues or those with Iaijutsu Focus) about, as they automatically profit from your action.

Character Traits:
Defiant Roar (Weretiger)

Notes: Simple, but you gain a +1 bonus to Intimidate checks, and those familiar with weretigers get a +3 bonus to Sense Motive checks made against you. You tell me how often you run into those readily familiar with weretigers.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on February 09, 2016, 11:45:34 PM
The Atavist (https://tools.rem.uz/classes/atavist/) is... interesting. If it worked with a proper Psionic class or advanced Psionics, it would be pretty great.

Maybe I'm biased - Mindlink is such great utility that it isn't even funny.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on February 10, 2016, 02:38:15 AM
Quote
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

Is it me or does the Paragnostic Apostle's Knowledge is Power class feature seem ripe for Bloodline fun?

Then again, I am not even gonna be remotely upset if I am  wrong, I won't even pretend to have any expertise in the intricacies of bloodlines.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 10, 2016, 04:57:33 PM
The Atavist (https://tools.rem.uz/classes/atavist/) is... interesting. If it worked with a proper Psionic class or advanced Psionics, it would be pretty great.

Maybe I'm biased - Mindlink is such great utility that it isn't even funny.

hmm ... so lets say it works with Soulbow
"A mind arrow can be charged with a psychic strike as if it were a mind blade."
Then it should be possible to use the standard
Bloodlines, LegacyChamp, UncannyTrickster cheese,
to build both the Soulknife and Soulbow stuff.
Monk Tash stuffed on it too, obviously.

If it worked on the PsyWar Soulknife-y acf
and it advanced +1 ML it would be niche
but kinda interesting to that niche.

Maybe some more possible things buried away ...  :-\
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Satori on February 14, 2016, 08:20:38 PM
The Atavist (https://tools.rem.uz/classes/atavist/) is... interesting. If it worked with a proper Psionic class or advanced Psionics, it would be pretty great.

Maybe I'm biased - Mindlink is such great utility that it isn't even funny.

DSP Elightened Monk and DSP Soulknife.

Thanks to wording changes, it advances your full mindblade, and advances Ki psionics so at least you're getting power points out of the deal.

Still kinda sucks, but eh.

Soulknife 2/Monk1/Marksman1/PsyWar2/Soulbow1/Atavist10/Ghostbreaker3

Mindblade as a 16th level DSP Soulknife (7th level blade), ML 11 for Ki psionics, ML 4 for Psywar to get hustle, ML 2 for Marksman for dissolving weapon.

free action summon mindarrows, Free action expend focus for standard action (atavist 10), spend standard action to buff, Hustle as swift action to gain move action, use move action to regain focus and activate "Wind Reader", full attack with mindarrows (use Rapid shot, and if you took Flowing Blade, also flurry of blows)

Repeat.  If you don't have anything else to do with that standard, manifest dissolving weapon on all your mindarrows for 1 pp.

4 pp expenditure per full attack, 1d8 + wis piercing, 4d6 Acid, +dex and wis to attack roll, reroll attack rolls and take best due to Lucky arrows trick.

Total one trick pony, but with mindfeeder on those arrows, your PP costs are very low.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on February 25, 2016, 01:47:42 PM
So, um, I saw the Spellcarved Soldier PrC and it looks kinda bleh. However, 4 levels for 2 extra magic items slots (Rune of the Archmage -> wear an extra ring and wear magic robes over Warforged's composite plating) could be kinda nice in the right circumstances. It's the same level you get to use 2 runes at once, so you could also have crit immunity, or maybe a free Extend Spell and +5 dispel DC of a spell or infusion cast on you (you don't need to cast it yourself and you can affect one spell/infusion at a time), or perhaps a +2 bonus on saves vs. mind-affecting (one of these things seems less useful than the others).

Maybe something to cap off a gishy Artificer build? 16 levels is enough for 6th level infusions and the second-to-last bonus feat (say, Extra Rings for a total of 5 rings at once, although I'm not sure the wording lets them stack). Rune of the Archmage even lets your Spellcarved Soldier levels count for caster level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on February 25, 2016, 03:07:57 PM
(one of these things seems less useful than the others).

WotC has always seemed to overvalue save bonuses, especially vs. a specific source.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TenaciousJ on February 25, 2016, 03:51:07 PM
Maybe something to cap off a gishy Artificer build? 16 levels is enough for 6th level infusions and the second-to-last bonus feat (say, Extra Rings for a total of 5 rings at once, although I'm not sure the wording lets them stack). Rune of the Archmage even lets your Spellcarved Soldier levels count for caster level.

Theoretically 15 is the level that matters for Artificers, because they can craft as 17th level spell casters, meaning 9th level spells.  The last infusion I remember really mattering is 3rd level, because it negates metamagic costs on spell trigger items (Metamagic Item, iirc).  That is of course all dependent on getting time to craft high level stuff.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 26, 2016, 12:41:20 AM
Theoretically 15 is the level that matters for Artificers, because they can craft as 17th level spell casters, meaning 9th level spells.
Well, it's Arty+2 (and that's Arty+2 not Arty's cl+2, PrCs are worthless) for meeting Item Prerequisites. Example text implies this should apply to the minimum caster level needed to actually cast a spell which isn't quite the same thing and example text has a history of being wrong. It's kind of this side of needing a houserule patch to work.

And while crafting your own items offers no mechanical advantage, WBL doesn't care and MiC says you can find what you want anyway, the Arty creates the most expensive magical items in the game. It's because the text states that costs are always determined using the item's minimum caster level or the artificer's actual level (which ever is higher). Like a 15th level Arty makes a Wand of Lesser Vigor at CL15 with no choice to go lower, so his Wand costs 11250 or 9gp per HP (vs 750gp or 1.3gp/hp). I'd never really ever take an Arty past level 8, assuming you won't just buy a Minor Schema of Item Alteration seeing how that Infusion's primary benefit requires another Spellcaster's Spell Choice. Consider something like Ur-Priest to Contemplative after that.

Through you're better off making a Lawful Nuetral Cleric of Mystra, balancing your "good" actions with ritual sacrifice. Free Metamagic cost in her temples, free XP for crafting, access to Anyspell, the AMF ignoring Initiate Feat, and a better class base to work with (d8 vs d6, good fort vs bad fort, turn undead vs homunculus, bonus domains vs very limited bonus feats). But I suppose that is Faerun vs Eberron, through sacrifice & the Spell Domain applies in any setting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on February 26, 2016, 04:34:13 AM
Could you avoid that forced CL = to Artificer level by having some one else cast the spells for you during item creation? (Like, say, a cohort?)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 26, 2016, 01:21:36 PM
Could you avoid that forced CL = to Artificer level by having some one else cast the spells for you during item creation? (Like, say, a cohort?)
You'd think it would, but the text is literally "Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher)." which reads off like it'd  trump that. Like I said, it's in need of some minor fixes.

I actually have a theory that it was originally meant to be a common NPC Class to explain all the little trinkets in Eberron that went full bloom to a PC cost in the late stages of development and it just never got properly proof read and edited. Like as the text flat out states, the Artificer is not a Spellcaster. It has no Spellcasting, Infusions are not Spells, he substitutes UMD to the Spell Requirement of item creation and has a patched in effective CL for item Prerequisites. So, how does it meet the Requirement of having a Caster Level for say Craft Wondrous Item without some kind of patchwork from intent? And don't get me wrong I hold the intent higher than anything else but seriously you didn't get a Class & PrC entry for it fixing the text issues until fifteenth months later when Magic of Eberron came out. Someone dropped the ball pretty freaking hard right there.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: bobtheapple on March 09, 2016, 06:46:00 PM
Actually, Artificers have a caster level just fine. 
(click to show/hide)

To contribute to the topic, other than that bleh find in the paragraph above, this is hard... Really, even Bane of Infidels? ...Unfinished Savage Progression Vampire into Vampire Lord... no, PBMC got that... hrmm... Okay, here is a weird situational item a player pulled out on me a while ago:

Illithid Mindscorch, a poison from DotU, has the following rules text: "Illithids immediately try to devour the brains of anyone they catch with this substance."  By RAW this item works as an Illithid detector when displayed openly, as any Illithid that sees it will instantly drop everything they are doing, drop all illusions and disguises, and rather than perform any action in their better judgement will attempt to melee the individual to extract their brain.  Essentially, it turns reasonably powerful psionicists and spellcasters into Romero zombies with no save.  Hang a vial (clearly labeled, of course) of it around the neck of Billy the Torchbearer and you even get a free turn on the suckers with no risk to the party as they busy themselves ripping his skull open.  It'll run you 1000gp, sure, but in a mindflayer heavy campaign it will easily save your life, and its not even consumed (unless Billy drinks it by mistake.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on March 09, 2016, 11:11:18 PM
Actually, Artificers have a caster level just fine.
Most of your post just boils down to how little you understand the differences in CL and spellcaster level and how "caster level" gets used to reference either of those and I find my self not really caring to explain it to you, mostly because WotC already admitted there was a problem and published an update that doesn't ambiguously use the term and gives the Artificer an effective spellcaster level. So I don't know why you are trying to commit a huge affirming the consequent fallacy by saying if every spellcaster has a CL then having an Infusion-CL must mean they are a spellcaster.

What I do know is my main point was the Artificer is very poorly written and in between your special pleading to avoid talking about things in detail you pointed out how the Artificer Bonus Feat requirements and assumed that the lack of text proves you right. Well it doesn't and the desired text on your part is missing because it's very poorly written so we're back full circle about how crappy the entries are and that's a lot of text to simply agree to that.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: bobtheapple on March 11, 2016, 07:31:12 AM
(click to show/hide)
I realized after writing this that we are debating two entirely different things, you merely pointing out that in the strictest RAW you find the artificer class confusingly worded, which is not really something I can debate.  I am debating that whether or not the RAW seems confusing, it is mechanically sound as written, and conforms nicely to the intended use of the class.  I'll leave this here anyway.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Thurbane on March 11, 2016, 07:48:06 AM
Fairly sure that this would have been covered before, but the Poison Ring (Dragon Compendium p.115) is simple light weapon. The obvious intention was for it to be a poison delivery method. However, as far as I can tell, it has the "side effect" of being a weapon that always uses a touch attack roll to deal damage. The wording is a bit weird as to how exactly it is used, but I'd say there's a good case for my reading. I think the RAI was that you can't use it to deliver poison/touch attack if anyone spots that it isn't just a normal ring.

I can imagine that being pretty useful for Sneak Attacks and similar...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on March 11, 2016, 10:35:47 AM
(click to show/hide)

Fairly sure that this would have been covered before, but the Poison Ring (Dragon Compendium p.115) is simple light weapon.
I always loved the Collar of Venom.
Quote from: BoVD pg114
Collar of Venom: A creature wearing this heavy iron collar gives all of its natural attacks an additional poison attack (Fort DC 14) that deals 1d10 points of Constitution damage as its initial and secondary damage.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, poison; Market Price: 50,000 gp; Weight: 3 lb.
It allows a Monk's Unarmed Strike to deliver Venomfire's damage, Druids need love too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 11, 2016, 03:57:53 PM
(googles)

heh found this "collar" pic idk if it's n/sfw border ... it might hurt your eyes
http://www.sharenator.com/image/26279/

 :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on March 11, 2016, 04:00:13 PM
Venomfire on unarmed strike sounds nasty.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on March 17, 2016, 04:56:35 PM
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on March 17, 2016, 05:43:35 PM
Balancing Lorecall: (http://kahdnd.pbworks.com/w/page/29683077/Balancing%20Lorecall) Also known as "the reason you take more than 1 rank in Balance."

10 ranks lets you balance on walls and water; if you have a Dexterity of 20, you're set.



The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.

That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds. You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!



Also: Lord of the Sky (http://dndtools.pw/spells/dragon-magic--62/lord-of-the-sky--1071/). If you're Dragonblooded, that's a 60ft Fly (Good) and a bug zapper - the main benefit being that you can slow down other flyers with it. It looks like there's no save against the reduction; if you hit their touch AC, their fly speed is halved. Period.



Also, you might be noticing that dndtools.pw is back now.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on March 17, 2016, 10:01:38 PM
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.

That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds. You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!
Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on March 17, 2016, 10:59:19 PM
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.

That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds. You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!
Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).

Well, just making sure in case there's something awesome that requires Improved Uncanny Dodge.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ksbsnowowl on March 17, 2016, 11:22:14 PM
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.
This tidbit is extremely useful once a DM's PC's start combining Mindblank with Superior Invisibility...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on March 17, 2016, 11:30:23 PM
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.
This tidbit is extremely useful once a DM's PC's start combining Mindblank with Superior Invisibility...

Everyone forgets about the limitations of invisibility.

Listen won't work against Superior Invisibility (http://dndtools.pw/spells/spell-compendium--86/superior-invisibility--3920/), though. That one masks sound (and scent), too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ksbsnowowl on March 18, 2016, 01:25:05 AM

Everyone forgets about the limitations of invisibility.

Listen won't work against Superior Invisibility (http://dndtools.pw/spells/spell-compendium--86/superior-invisibility--3920/), though. That one masks sound (and scent), too.
Must have been an earlier point in the campaign that I'm remembering, then. Even if it was just versus greater invis, it caught my PC's by surprise.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on March 18, 2016, 02:01:05 AM
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.

The sentence right before that notes that the DC is at least equal to the creature's Move Silently check, so it's not always a static DC.  Also, you get a penalty to Listen checks based on the ambient noise around you, so if other people nearby are in combat the DC goes up by 10. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 18, 2016, 03:44:53 PM
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.

That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds.

You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!

Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).

Well, just making sure in case there's something awesome that requires Improved Uncanny Dodge.

... aha , so Pun-pun gets a smidge of an infinitie better.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on March 18, 2016, 04:23:57 PM
Well, just making sure in case there's something awesome that requires Improved Uncanny Dodge.
Which I think is "nothing".

The sentence right before that notes that the DC is at least equal to the creature's Move Silently check, so it's not always a static DC.  Also, you get a penalty to Listen checks based on the ambient noise around you, so if other people nearby are in combat the DC goes up by 10. 
Well that and no matter how successful your Listen Check is they still have Total-Concealment. You can't target them, they have a 50% chance to ignore each attack, you're treated as Flat-Footed against them, you cannot make any Attack of Opportunity they provoke, etc.

Listen only removes the Battleship element of things. A hidden creature can move after attacking and now like the Battleship game you have a huge grid that he's hiding in. For each attack you can make you can bomb one square but in a nasty rules twist the Ship still have a 50% chance to dodge you so even if you miss you can't be sure they are not there.

Blindsense, Scent within 5ft, the tentacle armor, Listen, and I think Tremorsense "ping" the battleship's location. They are still totally hidden from you in their fancy smacy square but at least you have the address to rain death over the area and hope a few connect. Alternatively, you can just carpet bomb the entire area with a few Fireballs & nukes which is what the Spellcasters do.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on March 22, 2016, 08:39:39 PM
Ooh, here's a fun one:

The Warforged Juggernaut gets Superior Bull Rush at 3rd level. It adds bonus damage to any Bull Rush you make equal to your armor spike damage + your Strength; more importantly, it also adds your bonus damage from Powerful Charge a second time if you were charging.

For a standard, medium sized Warforged Juggernaut 5, that's +1d8+2d6+Str damage when you Bull Rush on a Charge. It scales up with size increases really well; we're talking +12d6+Str bonus damage for a Colossal Warforged Juggernaut.

Yes, it stacks with Dungeoncrash Fighter. Explicitly.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on March 22, 2016, 10:25:41 PM
The Warforged Juggernaut gets Superior Bull Rush at 3rd level. It adds bonus damage to any Bull Rush you make equal to your armor spike damage + your Strength; more importantly, it also adds your bonus damage from Powerful Charge a second time if you were charging.

For a standard, medium sized Warforged Juggernaut 5, that's +1d8+2d6+Str damage when you Bull Rush on a Charge. It scales up with size increases really well; we're talking +12d6+Str bonus damage for a Colossal Warforged Juggernaut.

Yes, it stacks with Dungeoncrash Fighter. Explicitly.
Umm no.

Quote
When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when you make a charge. It does not work when you are mounted. If you have the ability to make multiple attacks after a charge, you may only apply this extra damage to one of those attacks.
The damage is simply 6d6 for Colossal, not 1d8 for medium and 12d6 for, well hell I have no idea.

Also as you can see it needs a hit to trigger.
Quote
Superior Bull Rush (Ex): Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well.
SBR does not attack, it Bull Rushes and applies damage. PC or GPC are expressly added, once, to the effect.

So you deal your armor Spikes (1d6 medium or 4d6 colossal) plus PC (1d8 medium, 6d6 colossal), plus your StrMod or simply a max 10d6+Str. Dungeoncrasher takes this to 18d6+(Str*4), or about 116avg @34Str &+5 Spikes. Inversely a +5 Colossal Greatsword deals 8d6+5+(Str+50%)*4 @34Str, or 204 damage without needing a nearby wall.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on March 22, 2016, 11:16:49 PM
Oh, damn it, I see where the problem is: I done fucked up.

The fixed version:

0. Have 3 levels of Warforged Juggernaut.
1. Take a Brutal Surge weapon. (It's a +1 equivalent - you've got room.)
2. Charge; you apply your bonus damage from Powerful Charge.
3. Activate Brutal Surge to get a Bull Rush as part of the attack.
4. You get your bonus damage from Superior Bull Rush. Because the Bull Rush is part of a charge, you get to apply Powerful Charge's bonus damage to the bonus damage from Superior Bull Rush.
5. ???
6. Profit.

As for the damage:

1d8 + 2d6 + Str: [Armor Spikes 1d8] + [Powerful Charge 2d6] + Str.
12d6 + Str: [Armor Spikes 6d6] + [Powerful Charge 6d6] + Str.



I hope that clears everything up.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on March 23, 2016, 10:22:55 PM
I hope that clears everything up.
Probably, to be honest I rarely check math because I hate to. I've just toyed with too many Monk builds to know that a d4+d8 doesn't change into 12d6 and things just snowballed.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on March 24, 2016, 12:11:53 AM
Colossal armor spikes are 4d6 (+4 sizes from 1d6 @ Medium), not 6d6, unless I'm missing some extra +1 size effect from Warforged Juggernaut. That's only 10d6, not 12d6.

Also, I'm not sure if Brutal Surge on a charge would count as the bull rush being part of the charge or a separate thing. It's less clear than I would like, although the wording of the version I read makes me lean towards it working together as you said (the bull rush being part of the charge). I figured I'd bring it up just in case someone sees something I'm missing, though.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on March 24, 2016, 09:12:56 AM
Colossal armor spikes are 4d6 (+4 sizes from 1d6 @ Medium), not 6d6, unless I'm missing some extra +1 size effect from Warforged Juggernaut. That's only 10d6, not 12d6.

Also, I'm not sure if Brutal Surge on a charge would count as the bull rush being part of the charge or a separate thing. It's less clear than I would like, although the wording of the version I read makes me lean towards it working together as you said (the bull rush being part of the charge). I figured I'd bring it up just in case someone sees something I'm missing, though.

Warforged Juggernaut 5 gives you 1d8 Armor Spikes.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on March 25, 2016, 02:18:11 PM
Hang a vial (clearly labeled, of course) of it around the neck of Billy the Torchbearer and you even get a free turn on the suckers with no risk to the party as they busy themselves ripping his skull open.  It'll run you 1000gp, sure, but in a mindflayer heavy campaign it will easily save your life, and its not even consumed
Lol. Specific, but nice.

does the Paragnostic Apostle's Knowledge is Power class feature seem ripe for Bloodline fun
It's not just you. It's been in my build compendium for years  :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 18, 2016, 09:37:10 PM
Ever notice that none of the size categories start with the same letter?

I like that.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on April 19, 2016, 12:50:44 AM
Well if you disclude Colossal and Colossal+ anyways, but the latter is kind of a pseudo size if I remember correctly
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 19, 2016, 04:10:49 PM
Well if you disclude Colossal and Colossal+ anyways, but the latter is kind of a pseudo size if I remember correctly
Pretty much.

Per the 3.5 update, and even the RC, there are nine official Size Categories. Colossal+ is like a Size-orientated buff, like how a Bard can grant extra HD that's totally not Hit Dice or Epic BAB increases your BAB but not your number of attacks. C+ offers all the bonuses of increasing your Size minus the actual change in Size, your bodily dimensions remain the same but everything else is increased as normal, including Reach.

It's also important to remember that Weapon Sizes are keyed to the intended user rather than the actual Size of the weapon. Like you can craft a Colossal++ Dagger and it can be used as a Two-Handed Weapon by any Colossal Creature with a -4 penalty to Attack rolls. Theoretically there really isn't a limit even through there appears to be a hard cap on how large a creature can actually be.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Tonymitsu on April 19, 2016, 04:59:23 PM
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.

I'm not sure it's quite that simple.

Creatures are entitled to make a Move Silently check any time they please. Per the skill description, it's part of their movement or whatever other action they might be taking.

At that point, can you really make the argument that a creature with Improved Invisibility is "in combat", even if detected, if all he is doing is trying to be sneaky and is not actively threatening anyone?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on April 19, 2016, 07:02:32 PM
I recall 3.0e size categories for weapons,
to be effectively un-capped.  By now, where
I got that idea, has drifted off into my kitty avatar's past life(s).

There's just a little bit too much Collosal++ fire out there
for the constant bubbling up, to be nothing.
Conceptually, it should work no problems.


I did find this reference at giantitp :

Runestar - Elder evils has the leviathan.
1 version is 50-ft space, with 20ft reach.
The 2nd advanced version is 60-ft space, but still 20ft reach.
Natural weapon damage and physical stats seem to have been improved arbitrarily (eg: its slam damage improves from 4d6 to 5d6, but tail slap remains unchanged).
Str and con increased by +4, NA by +10. Again, no apparent link.

http://www.giantitp.com/forums/showsinglepost.php?p=9982956&postcount=8

I can't confirm. No access to Elder Evils.
It doesn't look to me like an actual Size Category,
it does represent something rather close to that.

idk  :???

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Tonymitsu on April 19, 2016, 07:55:17 PM
The primary entry for the Aspect of the Leviathan is a CR 16. The advanced version is a CR 20 and is described as part of a specific encounter. The stats are as he describes.
There is no entry for Advancement in either table.

It seems that they simply increased it's HD by 9 (33 to 42) and increased it's BAB also by 9 (24 to 31), but given that it has Aberration hit dice, the math on the BAB still works out: 3/4 of 33  is 24.75, and 42 is 31.5, which rounds down appropriately. 9 HD only account for two stat point increases, and I'd have to extrapolate the skills to be sure, but I think his instinct is right. They just increased it by whatever amount seemed good.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 20, 2016, 12:39:52 PM
I did find this reference at giantitp :
Everything from GitP needs to be scrutinized  and you can argue about it all day if you like. But the basic fact is D&D just really doesn't cover the idea of a creature being over 100ft tall (or w/e colossal caps at) much like D&D's rules don't cover space exploration and life on other planets or various other concepts. There are loopholes that force questions on such an area but no answers.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on April 20, 2016, 02:07:22 PM
Quote
Special Spell Effects
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.
Attacks
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.

This came up in a thread on 3rd party pathfinder products but the wording is the same in 3.5.

Does this sentence cause spells to interact strangely with aspects of the game?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 20, 2016, 02:39:04 PM
This came up in a thread on 3rd party pathfinder products but the wording is the same in 3.5.
Seeing how some Spells are literally tagged harmless in D&D, I'm going to need a citation on your claim that it's in D&D before being convinced that Haste is a harmful attack.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on April 20, 2016, 03:44:20 PM
This came up in a thread on 3rd party pathfinder products but the wording is the same in 3.5.
Seeing how some Spells are literally tagged harmless in D&D, I'm going to need a citation on your claim that it's in D&D before being convinced that Haste is a harmful attack.

Deadkitten's quote was from the 3.5 SRD (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#specialSpellEffects).

Fun fact: You can tell it's from the 3.5 SRD and not the PF SRD because the PF version (http://www.d20pfsrd.com/magic#TOC-Special-Spell-Effects) fixed the missing period in the first paragraph (but is otherwise word for word the same).

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 20, 2016, 06:23:31 PM
When people tend to bring up wording errors I hit the RC (which doesn't say that) and the PHB.
Quote from: SRD/PHB
Some spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies / Summon monster I and similar spells are not attacks because the spells themselves don’t harm anyone.
And the PHB's tone pushes it's specifically talking about spell descriptions rather than a general rule of what is or isn't an attack.

The SRD does this too since they both start off with the same sentence but it's not as readily apparent and easily missed on a quick skim.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on April 20, 2016, 10:18:11 PM
When people tend to bring up wording errors I hit the RC (which doesn't say that) and the PHB.
Quote from: SRD/PHB
Some spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies / Summon monster I and similar spells are not attacks because the spells themselves don’t harm anyone.
And the PHB's tone pushes it's specifically talking about spell descriptions rather than a general rule of what is or isn't an attack.

The SRD does this too since they both start off with the same sentence but it's not as readily apparent and easily missed on a quick skim.

Alrighty, no problem with me on that one. I admit to a quick skim on this one. I was out and about on business when I viewed the original thread that brought this to my attention. I messaged a buddy who had the  updated collectors edition of the players handbook and he checked and said the wording was the same.

So I posted it in the fun finds cause I thought that the discussion would be interesting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 21, 2016, 01:22:03 AM
Oh, damn it, I see where the problem is: I done fucked up.

The fixed version:

0. Have 3 levels of Warforged Juggernaut.
1. Take a Brutal Surge weapon. (It's a +1 equivalent - you've got room.)
2. Charge; you apply your bonus damage from Powerful Charge.
3. Activate Brutal Surge to get a Bull Rush as part of the attack.
4. You get your bonus damage from Superior Bull Rush. Because the Bull Rush is part of a charge, you get to apply Powerful Charge's bonus damage to the bonus damage from Superior Bull Rush.
5. ???
6. Profit.

As for the damage:

1d8 + 2d6 + Str: [Armor Spikes 1d8] + [Powerful Charge 2d6] + Str.
12d6 + Str: [Armor Spikes 6d6] + [Powerful Charge 6d6] + Str.



I hope that clears everything up.

There's actually an easier way to trigger this if you've got a feat to burn: Pushback (http://dndtools.pw/feats/miniatures-handbook--75/pushback--2310/). It's one/round and explicitly can't be used for stuff like Dungeoncrasher, but it's a decent damage bonus 1/round that you pretty much automatically meet the requirements for, so...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 21, 2016, 01:34:25 AM
Here's a fun one:
1. Take Wolfpack (http://dndtools.pw/feats/races-of-the-wild--84/wolfpack--3163/)
2. Give a trained housecat Gloves of Man and a teeny-tiny Reach weapon so it has 5ft reach.
3. Let Kitty sit on your shoulders.
4. Kitty uses Aid Another on you, so you can use Drive Back.
5. Bull Rush, with a bonus equal to the damage you rolled.
6. ???
7. Cake party.

Sadly, there's a cap on how large something you Bull Rush can be, otherwise I'd say that smacking the Tarrasque flying because Mr. Kitty is a helper is hilarious.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on April 21, 2016, 02:27:03 AM
Drive Back also has a 5' limit regardless of your Bull Rush results, so you couldn't sent him flying back.  Still, it's funny.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 21, 2016, 04:18:48 AM
Drive Back also has a 5' limit regardless of your Bull Rush results, so you couldn't sent him flying back.  Still, it's funny.

Dang it - forgive lack of reading skills.

Sleepy.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 21, 2016, 12:41:27 PM
Celebration is hilarious. (http://dndtools.pw/spells/spell-compendium--86/celebration--4014/)

Too bad it requires that the creature fails three Will saves to suffer the full effects. Still, it basically goes minor penalty to Save or Suck to Save or Die.



Fugue (http://dndtools.pw/spells/spell-compendium--86/fugue--4541/) is also interesting due to the school. If you can consistently beat a Perform DC of 40 (you're at least 10th level; of course you can), you get a freaking Swiss army knife of battlefield control options. A Fell Drain Fugue and a DC of 15 lets you smack targets of your choice with a negative level each round.

Oh, and of course it only allows one save and isn't Mind-Affecting. The only way to be immune is to be deaf.



EDIT: Incite (http://dndtools.pw/spells/spell-compendium--86/incite--3892/) + Inhibit (http://dndtools.pw/spells/spell-compendium--86/inhibit--3911/) can potentially reshuffle the whole initiative order, especially if you .

Hell, pull the Scandal Luigi trick - drop a Chain Inhibit on the party. Now the entire party goes on the initiative count before yours.

Not terribly useful? How about:

Initiative A: You go. You use Chain Inhibit on all of your party members but one.
...
Initiative B: The buddy you didn't Inhibit uses White Raven Tactics. You act again on Initiative Count B-1. More usefully, the people you Inhibited now have their Initiative count set to B and stop delaying.
Initiative B-1: You act.

If you and the guy with White Raven Tactics pump initiative, you can basically move your entire party to the front of the turn order. Rocket tag may then ensue.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 21, 2016, 04:33:24 PM
That edit is nice, and it has a synergy with a Bard/Crusader.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 21, 2016, 05:15:31 PM
The best part? If you've got some way to cast Incite and Inhibit on the same turn, and optimize your initiative...

You've got true Scandal Luigi (OK, that and if your buddies can slaughter everyone before they get to move).

Another fun trick is having two Bards cast Inhibit one after another:

Bard A uses Inhibit! Enemy Delays until initiative A+1 next turn!
Bard B uses Inhibit! Enemy Delays until Initiative B+1 next turn!
Bard A uses Inhibit! Enemy Delays until initiative A+1 next turn!
...

It's especially nasty since Delaying by (SRD) RAW prevents you from taking any actions.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Quillwraith on April 23, 2016, 10:40:34 AM
And Inhibit's only a first level - find a good way to boost the DC and you could have a pair of minions cast it.

Fugue is some really impressive BFC. I can't find anything in Complete Mage or Arcane that applies to evocations and seems useful here, but I bet there's some way to take advantage of the fact that it's not an enchantment.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 23, 2016, 04:27:17 PM
And Inhibit's only a first level - find a good way to boost the DC and you could have a pair of minions cast it.

Fugue is some really impressive BFC. I can't find anything in Complete Mage or Arcane that applies to evocations and seems useful here, but I bet there's some way to take advantage of the fact that it's not an enchantment.

The first thing I noticed was that it is anally difficult to defend against unless you've got Silence ready to go or are deaf.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on April 23, 2016, 05:24:40 PM
Has anyone played around with Spell Thematics at all? It's an interesting feat that actually looks like straight up garbage until one futzes around a bit.

It gives +5 to DCs for spellcraft checks to identify your spells, and lets you pick a theme. All your spells display that theme, with the examples given as 'fire, ice, screaming skulls', and some actual language detailing that.

The first example is a 'fire' themed mage casting Magic Missile. The missiles look like bolts of fire.

The second example is a 'screaming skulls' themed mage casting Fireball. The fireball looks like a skull. It screams (producing actual sound, but the sound doesn't add the sonic descriptor or anything), and when it detonates, the smoke cloud takes the shape of a giant screaming skull.

From these examples, we can discern two things.

1. This feat adds visual manifestations to spells. Corollary: This feat adds visual manifestations to spells that don't have visual components.

2. This feat can add sound-based manifestations to spells. Corollary: This feat can add sound-based manifestations to spells which don't have sound-based components.

The theme you pick is fixed, but you can be pretty creative with it, based on the listed examples. The reason this is interesting is because this feat can do things like add sound to a Silent Image, or a visual effect to a spell which normally lacks it.

Like, oh, I don't know, Locate City?

Why is this important? Because if you're a Dread Witch, you have this lovely feature:

Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might


Using this allows you to basically make EVERYONE shaken, and if you're also a third level Nightmare Spinner, inflict 1d6 points of nonlethal damage on them. Which for say, commoners, basically lets you knock everyone in the area unconscious.

I'm not sure that this is super relevant to anything but a campaign's BBEG, but being able to knock an entire kingdom unconscious is nothing to sneeze at.

But wait, there's more! If we apply the metamagic feat "Fell Frighten" to Locate City, enemies that fail their will saves and take the 1d6 subdual damage are shaken again, escalating to Frightened, for one minute. They attempt to escape the spell radius by any means possible, including magic. This becomes a fantastic way to get rid of casters, since they'll either teleport or plane-shift out of the affected area if they fail their save.

If we apply the metamagic feat "Fell Drain" to Locate City, all creatures that fail their save gain a negative level. Any creature with only one Hit Die immediately dies on the spot. So basically most small animals, and the entire commoner community of the area.

Remember how I said this would be useful for a BBEG? Here's why: If we apply the last of the fell metamagic feats, Fell Animate, to the spell, it takes up an 8th level slot, and any creature killed by the spell rises as a zombie at the start of your next turn. Of course you can't raise more undead than twice your caster level, but that's what ludicrous caster levels via Circle Magic are for. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on April 24, 2016, 01:28:30 AM
Wall of Incarnum is hilariously OP. You can get it via the Incarnum domain or Sorc/Wiz 3, and it creates what is essentially a Wall of Force, except without the vulnerability to Disintegrate spells. The wall is smaller (5 ft square per CL, rather than WoF's 10ft per CL), but totally invulnerable to physical damage or spells. It can only be dispelled.

It lasts for a MINUTE PER CL.

Unlike a wall of force, creatures can pass through it if they're ethereal, or if they make a will save successfully. In either case, they take 1d4 points of Essentia damage.

But what if they don't have Essentia? I'm glad you asked! In that case, they take 1d4 points of Wisdom damage.

The wall is Opaque and by RAW has no special exception for teleportation to pass through it (so you'd still need to make a will save and take Wisdom damage). The range is medium (100 ft. + 10 ft./level), so you can create it at hilariously extreme distances compared to Wall of Force. It's also one inch thick, so you can stack multiple walls on top of each other, each requiring a separate save and generating separate wis damage.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on April 24, 2016, 11:59:55 AM
The wall is Opaque and by RAW has no special exception for teleportation to pass through it (so you'd still need to make a will save and take Wisdom damage).
It doesn't need a special exception. It would need a special exception if it actually blocked teleporation. The default is for Teleportation to bypass walls. Otherwise you couldn't even teleport into a building.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 24, 2016, 02:18:22 PM
Teleportation is also not some form of quick movement, it's extraplanar movement. All teleportation effects take you to and from the Astral Plane so the "distance" covered is never across the room to begin with. Some of them do have LoS checks, but several don't. Like DDoor works by LoS or by stating the distance which allows you to teleport through any effect that doesn't prevent planar travel or expressly prevents teleportation.

Minor tangent, I'm really sick of media's new standards. Teleportation is just super speed or you can go big and throw out "quantum tunneling" because no one understand that, time stopping is just super speed, time travel is totally f*cking pointless (time is set in stone or many worlds). Remember the days when people didn't half-ass stuff? Teleportation works because it does, time travel doesn't create new worlds and you can alter the timeline, stopping time works because it's time travel. In their poor effect to explain how all they do it create new problems. Like if stopping time is just superspeed, how are you not a living hadron collider causing nuclear explosions by running into air molecules and how do you throw or interact with anything to begin with? *sighs*. At least comics/books don't care.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on April 24, 2016, 06:11:48 PM
Ah, I didn't know it jumped planes, that's interesting. Ah well.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on April 24, 2016, 06:23:39 PM
Like if stopping time is just superspeed, how are you not a living hadron collider causing nuclear explosions by running into air molecules and how do you throw or interact with anything to begin with? *sighs*.

Because that'd eat up so much of the SFX budget.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 25, 2016, 11:24:16 AM
Ah, I didn't know it jumped planes, that's interesting. Ah well.

Quote from: http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#teleportation
Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
For more information.
Quote from: Manual of the Planes
ASTRAL PLANE
It is the space between everything. It is the road that goes everywhere. It is where you are when you aren't anywhere else. The Astral Plane is the space between the planes. When a character  moves through an interplanar portal or projects her spirit to a different plane of existence, then she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane, such as dimension door, briefly touch the Astral Plane.
Technically speaking, your Bag of Holding is really just an interplanar portal too. It connects to a temporary extra dimensional space that floats fourth dimensionally in the Astral Plane and every time an object passes in or out of your bag they briefly appear & vanish on the plane.

It has a TO application that Pun-Pun's infinite Reach/Actions can be used to Sunder/Attack anything using teleport or a Bag of Holding through really anyone using a Ready Action long enough could reasonably Encounter something...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on April 25, 2016, 01:07:19 PM
So I'm going through the DragonDex looking at assorted 3.0 prestige classes. (mostly hunting for Bard options), and one that jumps out at me is the Dragon Warrior. Modest entry requirements, if a need for a decidedly meh feat. (toughness, iron will, weapon focus greatsword, BAB+6, concentration 3 ranks, knowledge (religion) 3 ranks).

Two levels in it gets you Wis to AC (deflection bonus), and Wis mod to their HP for each level they take in the class. d10 HP, full BAB. The other features are interesting too, but a two level dip seems the most straightforward, especially for say, a Cleric. 


EDIT: There's a vastly superior version of Arcane Strike in dragon 310.

Prerequisites: BAB+4, Ability to cast arcane spells.
Benefit: As a free action usable once per round, you may sacrifice one of your arcane spells for the day to grant benefits to your next melee or ranged attack. For each level of the spell sacrificed, you gain a +2 bonus to hit, and deal an extra 1d6 points of amage. The bonus you gain cannot exceed your BAB, but the damage bonus can. This feat is a (Su) ability.


This is pretty interesting, and way superior to the Comp Warrior version, especially as it actually enables ranged stuff.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on April 25, 2016, 01:52:35 PM
Yep, that one is in the X State to Y Bonus thread.  :p
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on April 25, 2016, 04:36:04 PM
I'm sure this has been previously noted, but since this thread has more re-posts.... getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on April 25, 2016, 04:41:49 PM
I'm sure this has been previously noted, but since this thread has more re-posts.... getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.

Naughty naughty Niji ... :devil ... and you complain about r.a.w. Ardent trickery.

 :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on April 27, 2016, 08:25:31 AM
I'm sure this has been previously noted, but since this thread has more re-posts.... getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.

Naughty naughty Niji ... :devil ... and you complain about r.a.w. Ardent trickery.

 :D

Hey, the author's interpretation of the raw he wrote are what I base my statements on regarding the ardent.  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on April 29, 2016, 04:41:19 PM
 :) but but  :bigeyes surely you can see the difference between :

lesser than r.a.i. multiclassing for ToB and 4e

and

1 step away from Pun-pun

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on April 30, 2016, 09:17:23 PM
The real question is...


Can anyone here see why kids love Cinnamon Toast Crunch?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on April 30, 2016, 11:41:00 PM
http://www.debate.org/opinions/can-adults-see-why-kids-love-the-taste-of-cinnamon-toast-crunch
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on May 01, 2016, 10:33:45 PM
I'm going to go with the paycheck they got for the commercial.  That or sugar.  Lots of sugar.

Or Suggestion.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 02, 2016, 05:12:49 PM
I overdosed once, on the Peanut Butter flavored version of Toast Crunch.

It's an addiction with no cure, my taste buds crying at me all the time ... I got the peanut butter toast crunch blues.

 :-\
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on May 02, 2016, 10:45:51 PM
Something terribly roundabout and very, very useless, but...

Sword of the Arcane Order (http://dndtools.pw/feats/champions-of-valor--28/sword-of-the-arcane-order--2875/): You can prep Wizard spells in your Paladin or Ranger spell slots.
Silver Pyromancer (http://alcyius.com/dndtools/classes/silver-pyromancer/index.html): "In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list."

1. Get into Silver Pyromancer with 3rd level Wizard casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.

If you're one of the people that interpret Sword of the Arcane Order as giving you arcane spellcasting, this gets even better.

0. Take Sword of the Arcane Order as a Mystic Ranger.
1. Get into Silver Pyromancer with 3rd level Wizard Mystic Ranger casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.
4. You have Paladin, Wizard, and Ranger casting on one solid, gishy, chassis.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on May 03, 2016, 02:12:37 AM
That calls for a Rainbow Servant capstone to add on the Cleric list and a couple domains.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on May 03, 2016, 11:38:28 AM
Something terribly roundabout and very, very useless, but...

Sword of the Arcane Order (http://dndtools.pw/feats/champions-of-valor--28/sword-of-the-arcane-order--2875/): You can prep Wizard spells in your Paladin or Ranger spell slots.
Silver Pyromancer (http://alcyius.com/dndtools/classes/silver-pyromancer/index.html): "In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list."

1. Get into Silver Pyromancer with 3rd level Wizard casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.

I don't get it. Isn't that all what Silver Pyromancer does? What's the Sword of the Arcane Order do for you there, unless you're separately planning on investing in Paladin levels on top of your Wizard and Silver Pyromancer levels?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on May 03, 2016, 12:40:29 PM
Something terribly roundabout and very, very useless, but...

Sword of the Arcane Order (http://dndtools.pw/feats/champions-of-valor--28/sword-of-the-arcane-order--2875/): You can prep Wizard spells in your Paladin or Ranger spell slots.
Silver Pyromancer (http://alcyius.com/dndtools/classes/silver-pyromancer/index.html): "In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list."

1. Get into Silver Pyromancer with 3rd level Wizard casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.

I don't get it. Isn't that all what Silver Pyromancer does? What's the Sword of the Arcane Order do for you there, unless you're separately planning on investing in Paladin levels on top of your Wizard and Silver Pyromancer levels?


I believe he is saying that if you have three levels of wizard while being a mystic ranger/ Silver Pyromancer, that Paladin spells would then be considered viable to take with Sword of the Arcane Order, cause they are considered to be on your wizard spell list.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 03, 2016, 01:14:59 PM
I believe he is saying that if you have three levels of wizard while being a mystic ranger/ Silver Pyromancer, that Paladin spells would then be considered viable to take with Sword of the Arcane Order, cause they are considered to be on your wizard spell list.
Sort of.

What I see is Amechra's deal is a loose interpretation that a multiclass Wizard/Paladin (or ranger) can use SotAO to prep his Wizard Spells rather than the default & unmodified Spell List that everything else grants. The key difference here is this allows him to add Silver Pyro's modification in. This also means all of the Paladin's Spellcasting is Intelligence based rather than being split between Wisdom & Intelligence because he simply prepares everything through SotAO.

Interpretation of the Feat aside, as a four level investment to pull off it's pretty harmless to allow on the tabletop to begin with. Buffed Mystic SotAO Ranger compensates just fine without having to waste his levels and Wizard X / Silver 1 is still a better caster so it's like that same Wizard is trading some CLs to gish out and it has to compete against things like an Arcane Swordsage, Sor/War/JPM, Bard, Trickster Spellthief, etc.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on May 03, 2016, 01:47:50 PM
Yeah, it's mostly so you can use Intelligence for all your Paladin casting, and so you can toss together scrolls of Paladin spells as both Divine spells and Arcane spells.

It's a "hey, these interact in an interesting way", not a "hey, these interact in a powerful way".

EDIT: When I say "3rd level Wizard casting", I mean "capable of casting 3rd level Wizard spells". Sorry for any confusion.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 03, 2016, 04:10:39 PM
So with Keldar's idea, this starts to look like the Warmage play it the right way handbook, yes?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on May 09, 2016, 11:55:55 PM
I dig Amechra. Isn't there a way to add on druid casting too? What about bard spells?

getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.
Are you sure?

Of course you can't raise more undead than twice your caster level, but that's what ludicrous caster levels via Circle Magic are for.
Now I finally know what all those crappy "you control more undead HD" effects are for. How high can we get it? There are tons of those! Assuming a CL40 cap, just a few doublings could get you a vast portion of a kingdom. Do HD control for undead follow D&D maths?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: littha on May 10, 2016, 07:06:18 AM
I
Of course you can't raise more undead than twice your caster level, but that's what ludicrous caster levels via Circle Magic are for.
Now I finally know what all those crappy "you control more undead HD" effects are for. How high can we get it? There are tons of those! Assuming a CL40 cap, just a few doublings could get you a vast portion of a kingdom. Do HD control for undead follow D&D maths?

There should also be some way of casting enough copies of Command Undead to control them all somehow.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 10, 2016, 04:13:07 PM
Do HD control for undead follow D&D maths?
Probably.

Also temporarily CL boosts and Animate Dead are a horrible idea. I suppose there is a bad argument to be had when your HD cap is checked, IE it should only be checked when I cast animate dead!, but the reality of it is allowing temp CLs to matter is a very bad road to go down for any game. It means for example the Monk can use a Wand of Animate Dead even through he has no CL to speak of, or as you put it CL40+ specific castings even through your CL is normally 20 or less. The intended cap it's self is technically meaningless too, like you may control 80HD directly, but each of them controls another 400HD and everything has been ordered to follow you. So it really comes down to are you wanting to break it vs remain just overpowered? And changing your CL really isn't even the method to do either.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on May 11, 2016, 01:43:32 PM
Arcane Consumption (http://dndtools.pw/feats/players-handbook-ii--80/arcane-consumption--89/) is an interesting feat. I'm reasonably certain that there's a use for it outside of Undead creatures.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Quillwraith on May 11, 2016, 02:14:09 PM
The prereqs are terrible, though.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on May 12, 2016, 12:26:49 AM
Arcane Consumption (http://dndtools.pw/feats/players-handbook-ii--80/arcane-consumption--89/) is an interesting feat. I'm reasonably certain that there's a use for it outside of Undead creatures.

"Once per day"

wat.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on May 15, 2016, 05:19:08 PM
One very important aspect of 3.x is that it is also d20. And if one is playing the default setting with no alteration, (which happens to be Greyhawk, in case any were not aware) then it already includes by default sci-fi elements automatically (see Blackmoor, the Egg of Coot, and the City of the Gods adventure). Which is a roundabout way of justifying the use of d20 Modern, Past, Apocalypse, Future, and more options and items.

Note in d20 Past the feats Sidekick and Minions, which are respectively the Leadership feat's cohort and followers broken out into two sections. The discerning minmaxer, realizing that these are technically different feats could enterprisingly take all three. Especially as no restriction is placed on taking them in relationship with Leadership.

Even Apocalyptic fantasy can fly, after all, if it worked for Shanara, why can't it work for you?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on May 16, 2016, 05:04:22 AM
But D&D is based on Apocalyptic fantasy.  Jack Vance's Dying Earth.   Mystara and Blackmoor were Apocalyptic fantasy.  I mean, where do you think all those damn dungeons come from?   :p
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 16, 2016, 01:31:41 PM
Which is a roundabout way of justifying the use of d20 Modern, Past, Apocalypse, Future, and more options and items.
fyi, Beam Swords Lightsabers are 2d8 fire 19/x2 and weigh one pound.

Speaking of Modern you do not need the DM to set a certain time era for energy weapons. The Kroath weaponry is simply campaign default making it open to all of Modern. You just can't buy it on the Legitimate or Black Markets but you can try to obtain one a little more creatively, like teleporting to their home planet or something. A Dark Plasma Rifle deals 4d6 (dc 15 fort halves) and cane be Burst Fired for 6d6 per attack action.

Imagine the local Wizard supplying his Undead powered gun turrets with 4d6 laser guns that referencing a damage type no one has Resistance to, hell they don't even count against your WBL. So figure CL 20, 80HD, TWF & Autofire,  640d6s, up to 2,240 damage. A successful DC 10 Reflex Save reduces the damage by 14 and you can make 160 of those but I bet a lot of those fail. Oh, and you're attacking a 10x10 area (hence reflex negs), AC is irrelevant.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 16, 2016, 05:46:42 PM

... justifying the use of d20 Modern ...

So like all of these:
https://en.wikipedia.org/wiki/D20_Modern#Rulebooks

What have these been called?
They're 1st party, but they aren't d&d.
 :???
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on May 16, 2016, 11:11:36 PM
At one point, the Ruby Knight Vindicator (TOB 122) was called Devoted Enforcer. This is evidenced by it erroneously referring to itself as such in the spellcasting advancement ("If you had more than one spellcasting class before becoming a divine enforcer, ..."). Nothing major, but kinda neat.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 17, 2016, 06:12:42 PM
At one point, the Ruby Knight Vindicator (TOB 122) was called Devoted Enforcer. This is evidenced by it erroneously referring to itself as such in the spellcasting advancement ("If you had more than one spellcasting class before becoming a divine enforcer, ..."). Nothing major, but kinda neat.

 :) ... d&d shows the way for "O"-fficial re-fluffing.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on May 21, 2016, 12:19:34 PM
Hengeyokai(Crab) + Multiweapon Fighting + 4 Knee Blades = Might just be the best ECL 1 diminiuitive sneak attacker with 6 attacks. Could even go samurai if you add the sun blade quality. High level options like hivemind and giant vermin keep it interesting. Cancer the Crab!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on May 21, 2016, 07:28:22 PM
Hengeyokai(Crab) + Multiweapon Fighting + 4 Knee Blades = Might just be the best ECL 1 diminiuitive sneak attacker with 6 attacks. Could even go samurai if you add the sun blade quality. High level options like hivemind and giant vermin keep it interesting. Cancer the Crab!

DM: Your character is cancer. Literally cancer.
You: Yes, yes it is.  ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on May 21, 2016, 11:57:15 PM
Hengeyokai(Crab) + Multiweapon Fighting + 4 Knee Blades = Might just be the best ECL 1 diminiuitive sneak attacker with 6 attacks. Could even go samurai if you add the sun blade quality. High level options like hivemind and giant vermin keep it interesting. Cancer the Crab!

DM: Your character is cancer. Literally cancer.
You: Yes, yes it is.  ;)
Then it should definitely have some levels in Cancer Mage...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 22, 2016, 07:18:44 PM
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128a
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.

Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on May 22, 2016, 08:01:37 PM
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128a
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.

Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!

I'm trying and failing to figure out how that works mechanically.

Like, would you use Monster of Legend? Or are we talking Legacy Composite Plating here?

(I wish I'd known about that when GitP was doing the Legacy Champion Iron Chef. That would've been priceless.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on May 22, 2016, 08:11:03 PM
Sounds like the latter, legacy composite plating.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on May 22, 2016, 08:29:18 PM
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128a
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.

Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!


Thats a cool one! Thanks a bunch for finding it, the fun finds has been a bkt of a desert as of late and I have been thirsty.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 22, 2016, 09:50:10 PM
Thats a cool one! Thanks a bunch for finding it, the fun finds has been a bkt of a desert as of late and I have been thirsty.
Well in that case, have another one.

Quote from: http://archive.wizards.com/default.asp?x=dnd/re/20031201a
Fhildul's Home Brews
Fhildul is a human barbarian whose family served as the shamans and healers for his tribe. However, when he was very young, a plague wiped out all but a few members of the tribe, including all the other members of his family. Left to his own devices, Fhildul traveled the world, and eventually the planes, looking for a place to fit in. He finally found it with the Itinerant Bazaar. He maintains a very simple stall from which he sells potions, poultices, alchemical mixtures, and barbarian charms. Sadly, because his parents died before they could teach him the family trade completely, Fhildul's products are not always as potent or effective as they ought to be, so he sells them for 15% below the usual market price. Whenever someone uses one of his products there is a 20% chance that it will fail to have any effect, and a 5% chance that it will do 1 point of temporary Constitution damage to the person using it instead of doing what Fhildul stated it would do.
Technically on average it costs more but with a reroll ability you can take advantage on the 15% discount.

Quote from: http://archive.wizards.com/default.asp?x=dnd/re/20031124a
Outfitter's Paradise
Another stall that is present everywhere the Itinerant Bazaar stops is known as Outfitter's Paradise, which consists of an impossible jumble of hanging rods laden with animal pelts, display racks overflowing with all manner for strange devices, and shelves of air-tight storage bottles filled with an incredible array of powders, dried meats, poultices, and several unidentifiable substances. Outfitter's Paradise is run by the bazaar's other proprietor, a gnome named Nana Júichi. Nana is very outgoing, and she seems to enjoy talking with her customers even more than making sales. She claims to have "everything you'll ever need when you visit the wilder places of the world." This includes odd devices such as a collapsible canteen, a vial of "instant campfire," and a map of the constellations that folds down small enough to fit in one's pocket. Perhaps the most unusual, and popular, is a folding knife that, when the proper activation word is spoken, can turn into a fork, toothpick, hand mirror, quill, or lockpicking tool. Everything in the stall is priced 10-30% lower than the usual market price. However, the greater the discount, the more likely the item is to break or malfunction in some way. (This is a fantastic place for the DM to introduce unusual or unique items he or she wishes to add to the campaign.)
It seems like you can pick up anything you'd call an adventuring tool, magical or not, from here and Mending is only a Cantrip...

And one final one form the Random Encounter archive.
Quote from: http://archive.wizards.com/default.asp?x=dnd/re/20020715a
Inside the bundle were five weapons: two longswords, a trident, a dwarven waraxe, and a light flail. ... He priced them at 1,500 gp each ... The weapons animate and attack anyone who touches them who is not also their owner.
Killer Weapons* (5): CR 2; Medium-size construct; HD 2d10; hp 11; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Atk +2 melee (1d6+1, slam); SQ construct traits, hardness 10; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
Fire a bunch of weapons with Telekinesis and they all start attacking your target for you...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on May 22, 2016, 10:52:47 PM
Nicholas Cage would be proud.

On a more serious note, are they just CR 2 animated objects that happen to be weapons?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 23, 2016, 12:22:53 AM
On a more serious note, are they just CR 2 animated objects that happen to be weapons?
Probably, the stat block does claim 11hp but 2d10 & Construct forces 31 hp and with that it matches.

The idea is great and they would really have some nice Aid Other bonuses too. Cost wise it depends on the DM. If you use Spellcasting Services and can buy a CL30 Animate Object (1,800gp), then a CL 14 Permanency (15,700gp) and fifteen Greatswords (750gp) comes out to 18,250gp. The Bazaar charges 1,500g[ per or 22,500gp total for Telekensis's cap. However if the DM doesn't allow you to pick up CL30, you know because the PHB says 9th level Spells which by possible extension means CL17 and higher are not guaranteed to begin with, you'll have to cast Animate twice (CL 14 & 16) which means two Permanencies and that comes out to 33,950gp making the Bazaar cost cheaper.

Interestingly this can be an easily added tick for a higher level Bard. Using Metamagic Song to reduce the cost of a Reached Chained Greater Humanoid Essence through a little Domain robbery will allow you to Inspire them. It's similar to the trick with Shadow Guardians except instead of creating fifteen little shadow constructs you're buffing already fired weaponry because w/e the hell you're dealing with has way too much HP.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 23, 2016, 03:21:50 PM
An "old" find, but I did promise more reposts :p
ww2.wizards.com has been gone for months apparently. Need to back some stuff up, some of it all I can find is the original Fun Find posts :(

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 23, 2016, 04:35:42 PM
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128a
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.

Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!

I'm trying and failing to figure out how that works mechanically.

Like, would you use Monster of Legend? Or are we talking Legacy Composite Plating here?

(I wish I'd known about that when GitP was doing the Legacy Champion Iron Chef. That would've been priceless.)


I clearly remember either BG or early mmx
a Warforged Monk throwing it's battle fists
around with it's boddy still attached.

I also said something like :
most people believe their hand is masterwork.

 :P funnier in context of course


edit --- sort of found parts of the idea
http://brilliantgameologists.com/boards/index.php?topic=8011.0
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 23, 2016, 04:46:46 PM

An "old" find, but I did promise more reposts :p
ww2.wizards.com has been gone for months apparently. Need to back some stuff up, some of it all I can find is the original Fun Find posts :(
<snip>

Ouch, I'd forgetten about ww2.wizards.com
and even Wayback gave a 302 response and
kicked it over to the www.wizards.com crawls.

That sucks.  There's a lot of weirdly lost material.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on May 23, 2016, 08:55:21 PM
I just realized that Awesome Smite (http://alcyius.com/dndtools/feats/complete-champion--57/awesome-smite--158/index.html) is a lot better than I thought it was.

So, I was contemplating a ranged smiter, and was annoyed that I couldn't use Awesome Smite with it. But looking at it more closely...

Quote from: Power Attack
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Quote from: Awesome Smite
This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -1). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.

1. Power Attack doesn't actually require you to be using a melee weapon.
2. Awesome Smite just says you have to be using the Power Attack feat. It says nothing about only working on melee attacks, since...
3. Smite Evil only normally affects melee attacks.

In other words, if you can Smite creatures with a ranged attack (like, oh, taking the Ranged Smite Evil (http://dndtools.pw/feats/book-of-exalted-deeds--52/ranged-smite-evil--2357/) feat), you can also use Awesome Smite.

Which makes Paladin Archers into an interesting build idea, since your Smite attacks now let your arrows ignore miss chance, pierce DR, or trip people at a range.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 23, 2016, 09:38:12 PM
How about instead of trying to butcher the rules you just use Hank's Bow (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) which allows you to Power Attack with fired arrows?

Arrows that mind you deal 2d6 force damage which can nail Incorporeal/Ethereal creatures, and you don't actually have to buy arrows to use it...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on May 23, 2016, 10:03:41 PM
and its your item familiar and your a kensai and have bloodlines and

nm, i just get excited by hanks bow... :bigeyes
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on May 24, 2016, 03:04:16 AM

Quote from: Power Attack
...subtract a number from all melee attack rolls and add the same number to all melee damage rolls...

1. Power Attack doesn't actually require you to be using a melee weapon...

Uh, what? Just use SorO's Bow idea. It's a good feat then.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on May 24, 2016, 01:49:42 PM
some of it all I can find is the original Fun Find posts :(

(click to show/hide)

Would you like the full text of this?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 24, 2016, 10:45:54 PM
Would you like the full text of this?
Yes please plz.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on May 26, 2016, 12:49:32 AM
(click to show/hide)

Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on May 26, 2016, 09:41:54 AM
We just took the bad habit of never having to think about it, because you will remind it to us anyway  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on May 26, 2016, 10:16:01 AM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on May 26, 2016, 12:12:45 PM
How about instead of trying to butcher the rules you just use Hank's Bow (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) which allows you to Power Attack with fired arrows?

Arrows that mind you deal 2d6 force damage which can nail Incorporeal/Ethereal creatures, and you don't actually have to buy arrows to use it...
Or 3 levels of Peerless Archer from Silver Marches.  And you can make your own dang arrows.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: littha on May 26, 2016, 04:26:45 PM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.

Pretty much this
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on May 27, 2016, 05:13:41 AM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.

Pretty much this

Yup.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on May 27, 2016, 07:54:27 PM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.

Pretty much this

Yup.

Better awareness for me. I tend to ignore sigs after a while. Whenevery you answer a question, cite the book/page/index/whatever from your thing, instead of the actual rulebooks. Either people will start habitually using it, or they won't bother checking the source.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: geniussavant on May 27, 2016, 08:46:49 PM
Im the same way, so it wasn't until note that I had seen it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Unbeliever on May 29, 2016, 11:42:59 AM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
I'm confused.  So, following this post, I clicked on the sig and it took me to the Meta-Compendium thread.  It's not entirely clear what's in it.  Is it D&D Tools plus handbooks? 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 29, 2016, 03:11:03 PM
I'm confused.  So, following this post, I clicked on the sig and it took me to the Meta-Compendium thread.  It's not entirely clear what's in it.  Is it D&D Tools plus handbooks?
Based on the name I'd say it's a collection of metadata, but WotC already provides consolidation lists and Crystalkeep's pdfs already provide basic information so I've never bothered because I don't need either of those.

And then there is this:
Seriously though, today I considered adding nerfs onto the Truenamer class after taking into account the MetaCompendium's 3.5 fixes.
It's also apparently a homebrew 3.5 fix.  :huh
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on May 29, 2016, 08:04:45 PM
I'm sure this is nothing new, but my google-fu indicates this next fun find as rarely mentioned.

The Belt of the Reinforced Form from Drow of the Underdark lets you quicken a trasmutation targeted on yourself once a day at 5.4k gp. It also provides an untyped +4 bonus to saves against trasmutation spells and spell-likes and any other form-altering ability.

Also, RAW bracers of murder from the same book, same page, grants you reroll 1s on any dice if you have sneak attack or sudden strike, not just sneak attack dice as is clearly the intent.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 30, 2016, 10:59:06 AM
Also, RAW bracers of murder from the same book, same page, grants you reroll 1s on any dice if you have sneak attack or sudden strike, not just sneak attack dice as is clearly the intent.
Actually "RAW" doesn't say any dice, it says the dice.

Like "I went to Burger King and ordered the fries" doesn't at all mean I also tried stopping at Chucky Cheese's for fried potatoes as well.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on May 30, 2016, 11:58:42 AM
I think I fail to see your point due to english not being my first language.
Well, whatever. It's not like I'm trying to get that item to work that way in a game.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 30, 2016, 01:29:26 PM
I think I fail to see your point due to english not being my first language.
And I'd make a terrible English teacher so I'm not sure I could explain it. Luckily through, google can help.
The (determiner)
1. denoting one or more people or things already mentioned or assumed to be common knowledge.

Like in my example, going to Burger King and ordering the fries doesn't mean I also ordered fries from someone where else because the the part of "the fries" directly links back to the food service previously mentioned.

In DotU the Bracers of Murder say "If you have sneak attack or sudden strike, reroll any result of 1 on the dice". You have taken the determiner of the dice as it can mean any die, or in other words dropped the thing previously mentioned in favor of partially reading the sentence as "reroll the dice" and how it can really equal all the dice. It's not what the bracers actually say.

And if you're even more confused, I warned you that I'd suck at explaining it. :p
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on May 30, 2016, 01:58:38 PM
You don't suck at all, I got it now.
Quote
You [...] dropped the thing previously mentioned in favor of partially reading the sentence
In fact I actually did read it as if the two were separate sentences, as in "if A then B". Lack of fluency led me to excess of strict logic, a generally flawed practice in spoken language.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on May 31, 2016, 10:15:53 PM
Raggamoffyns (Monsters of Faerun) can dominate a target, infesting it and granting it the Construct Type via the Captured One template, which has LA of 0.

This lets you qualify any race for the Incarnate Construct template. Because of spell targeting rules, after you turn them back into a fleshbag, you can remove the Raggamoffyn with no consequence. You now have a race with whatever your racial stat bonuses were before, whatever movement modes you had before, and basically nothing else- but you also have -2 LA.

So if you've always wanted a Half Water Elemental Lesser Planetouched Sharin, now you can have it!

Type: Humanoid (Aquatic, Planetouched, Water)
Stat Bonuses: +6 Strength, +4 Dex, +2 Int, +2 Wis, +2 Con, +2 Cha
Natural Armor: +1
Speed: 30 ft land, 40 ft swim
Immunities: Disease, [Water] effects.
Spell-Like Abilities: 1/day (HD): Obscuring Mist (1), Fog Cloud (3), Water Breathing (5), Control Water (7), Ice Storm (9), Cone of Cold (11), Acid Fog (13), Horrid Wilting (15), Elemental Swarm (17), Plane Shift (19)

If you want to give your DM an Aneurysm, there's nothing preventing you from re-applying the Raggamoffyn to the target, turning them BACK into a construct, then casting Incarnate Construct on them again, to give them another -2 LA and letting you basically apply all the templates ever.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Quillwraith on June 02, 2016, 10:36:27 AM
If you want to give your DM an Aneurysm, there's nothing preventing you from re-applying the Raggamoffyn to the target, turning them BACK into a construct, then casting Incarnate Construct on them again, to give them another -2 LA and letting you basically apply all the templates ever.
Does negative LA from the same source stack?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on June 02, 2016, 11:15:58 AM
If you want to give your DM an Aneurysm, there's nothing preventing you from re-applying the Raggamoffyn to the target, turning them BACK into a construct, then casting Incarnate Construct on them again, to give them another -2 LA and letting you basically apply all the templates ever.
Does negative LA from the same source stack?

I don't see why it wouldn't when the template is acquired through the casting of a spell on a legal target. The description of the LA seems to suggest that they're floating points and not genuine negative LA, which might make a difference. (ie: you have an effective minimum value of 0, but your actual value is -2, any templates with +LA eat into the -2).

Given  how template stacking works, I generally would not assume you can just apply a template more than once unless it is conferred via some repeatable ability.

So you can't be a 50xHalf-Celestial, but if you want to perform the Ritual of Blooding on yourself a couple times in a row, that's something you could do.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 02, 2016, 03:21:28 PM
Does negative LA from the same source stack?
Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.

More technically, Raggamoffyn's Control Host ability works like Dominate Monster & Constructs are immune to Mind-Affecting effects. Without some heavy RAI the creature doesn't even work. The MMII is quite possibly the worst written books in all of D&D, and yes I am familiar with Complete Psionic.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on June 03, 2016, 01:37:32 AM
Does negative LA from the same source stack?
Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.

More technically, Raggamoffyn's Control Host ability works like Dominate Monster & Constructs are immune to Mind-Affecting effects. Without some heavy RAI the creature doesn't even work. The MMII is quite possibly the worst written books in all of D&D, and yes I am familiar with Complete Psionic.

What even happens if a creature gains immunity to mind-affecting after, having previously been affected by a permanent duration mind-affecting effect?

I mean, I know the usual charop thing is that effects only care about legality during targeting, it's why haunt shift works. Would a creature gaining the construct type after being dominated break that hold? Or is its wording of 'as though it were dominated' be a strong enough example of specific vs general to override that immunity?

Generally I just assume it works, or it's something like timestamp order. Otherwise we get things like the class that turns you into a dragon that breaks the universe if you hit level 10.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 03, 2016, 02:11:20 AM
Does negative LA from the same source stack?
Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.

This is not strictly true.  The stacking rules apply to bonuses.  It says so right in the header - "Bonuses" if you're looking in the RC, or "Bonus Types" if you're looking in the DMG (in an amusing coincidence, both sections happen to fall on page 21 in their respective books).  If something isn't a bonus, then the stacking rules never come in to play.  So what's a bonus?  Conveniently, the PHB gives us a definition:  A positive modifier to a die roll.  Level Adjustment is not a positive modifier to a die roll, so it's not a bonus, and so the stacking rules do not apply. 

To flip this question around, does taking the same template over and over again give you higher LA each time?  The answer is obviously yes.  Why then wouldn't it work this way for negative LA?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on June 03, 2016, 01:55:23 PM
That's a very good point. Because if it worked otherwise, then nothing would work. Can't hit an enemy more than once with your sword because damage from the same source doesn't apply more than once.

Oops, the universe.

EDIT: Although that could make for an interesting setting- where a given specific discrete application of a weapon only works once to inflict damage on a specific enemy.

So rogues are festooned in daggers they cycle through until an enemy dies, monsters are all multiattackers or use AoE SLA stuff that doesn't play by those rules. Big dumb fighters have some sort of versatile attack style in which they never hit the same way with the same weapon twice- slash, stab, flat of the blade, deflect, other physical combat.

Could be interesting, but rather more than likely to just be annoying.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on June 03, 2016, 06:51:40 PM
Is there a rule stating that templates can be taken multiple times unless the template states otherwise?  Or is it the reverse, where templates cannot be taken multiple times unless the template expressly says so?  Because if the latter is true, then you already have the template and cannot acquire it again, unless you lose the template (and therefore its -2 LA) beforehand.

I checked the MM, which says that you can add multiple templates, but does NOT say you can add a template multiple times.  Which strongly supports the concept that a template cannot be added more than once, unless the template says otherwise.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: geniussavant on June 03, 2016, 08:36:06 PM
Iirc the entry for evolved undead calls this out. Specifically that evolved undead is an exception to the (otherwise unwritten) rule that you can only take a template once.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on June 03, 2016, 11:32:27 PM
You are correct.  It also says in parentheses that most other templates can only be applied only once.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 04, 2016, 12:06:51 AM
This is not strictly true.  The stacking rules apply to bonuses.  It says so right in the header - "Bonuses" if you're looking in the RC, or "Bonus Types" if you're looking in the DMG (in an amusing coincidence, both sections happen to fall on page 21 in their respective books).  If something isn't a bonus, then the stacking rules never come in to play.  So what's a bonus?  Conveniently, the PHB gives us a definition:  A positive modifier to a die roll.  Level Adjustment is not a positive modifier to a die roll, so it's not a bonus, and so the stacking rules do not apply.
Going to stop you right there before you go full retard on me Link.

The question is can or can't you stack a same source value by taking the same Template multiple times (minor tangent, something LM says you can't do to begin with). The two major fronts on this is if it were a bonus, then to logically follow that through it'd be unnamed and thus stacks. I refuted the possibility that it'd be a bonus, implied for all we know it'd be an effect which doesn't stack.  Your reply was to prove that it's not a bonus and then immediately attempt a propositional fallacy, if it's not a bonus then it's not an effect either. Which of course drew my response of what the fuck man? But about one third of the way into pointing out that propositional logic being one of the reasons why we should all support eugenics I actually found my self thinking what if Link is still just prattling off about stuff he doesn't know? Like I'd love to see him explain how I can't stack wearing Leather & Full-Plate together because your AC isn't a rolled value so "armor bonus" can't be a bonus  :rolleyes

Anyway, I figured when I said effect you simply have no idea what I meant. The Stacking Effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects) govern most everything in the game, and it's what I meant by effects. All items be it magical or alchemical or not as well as breath effects, draconic auras, soulmelds, invocations, martial powers, mysteries, psionic powers, utterances, and even vestiges all directly follow those rules even through many of their respective sources didn't initially say such and many of those are not even magical (like many maneuvers are extraordinary abilities).

If Templates were also meant to be treated as such, which the Evolved Entry in Libris Mortis supports, that would mean attempting to take the same Template again wouldn't change your LA. But more to the point, it also wouldn't provide you with another set of bonuses to your Ability Scores or new Special Abilities since none of those stack to begin with. To copy the Feat entry, "in general, having a template twice is the same as having it once."

It that interpretation directly supported by RAW? No.
But it's better than falsely summarizing bonuses then claiming Templates are not one as support to concluding that Templates are not effects and pushing that pile of self-disrespecting shit on people like it's fact.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 04, 2016, 05:07:56 AM
SorO, have you ever heard of the Canons of Construction (https://en.wikipedia.org/wiki/Statutory_interpretation)?  It's the set of basic guidelines that judges use when adjudicating legal cases, and it works really well for interpreting RPG rules (because when it comes down to it, the law is just a set of rules).  You're violating a couple of those canons here.

When the books give us a definition for a word, we should use that definition before going to a dictionary.  This principle is called "Terms of Art."  Words like "Bonus" or "Template" are all Terms of Art that the books define for us, and we should use those definitions unless doing so would lead to an absurdity.  (As an aside, Armor Bonus is a type of bonus because the book says it is, despite not fitting the definition of Bonus.)

There's also the principle of "Ejusdem generis", which means "of the same nature."  When you say that "effect" in the "Stacking Magical Effects" rule can mean literally anything, you're going against this principle.  "Effects" should be interpreted to mean "things that act like magic."  Psionics, Maneuvers, Truenaming, Incarnum... these are all things that act like magic.  Templates and Level Adjustment do not act like magic. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on June 04, 2016, 05:42:49 AM
Linklord, you would appear to have a point, in general. Recall, however, that some subscribe to the paradigm 'If the rules don't say that I can, then I cannot.' Also, in this particular instance, please note geniussavant and Kethrian's mentions of parenthetical rules in Libris Mortis regarding the inability to re-apply most templates. SorO also refers to this, but then apparently dismisses it in favor of the effects rules, and making feat's fit templates (which look fine as house-rules).

There appear to be no other rules regarding re-applying a template. If this is actually the case, then TO could use the 'squid-DM' rules and let infinite templating happen, but actual usage would require some sort of ruling. The LM reference makes me lean toward one-time Templating, unless the template allows otherwise, or there are multiple non-exclusive versions of said template (half-dragon, for example)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 04, 2016, 07:11:46 AM
Linklord, you would appear to have a point, in general. Recall, however, that some subscribe to the paradigm 'If the rules don't say that I can, then I cannot.' Also, in this particular instance, please note geniussavant and Kethrian's mentions of parenthetical rules in Libris Mortis regarding the inability to re-apply most templates. SorO also refers to this, but then apparently dismisses it in favor of the effects rules, and making feat's fit templates (which look fine as house-rules).

In my defense, I dropped the specific issue of taking the same template multiple times as soon as that quote was brought up.  Whether or not that line implies that Evolved Undead is the only template that can be taken multiple times is an entirely different debate. 

Mostly my argument is with SorO's insistence that things don't stack unless they say they do; when in point of fact it's the opposite:  Things stack unless they don't
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on June 04, 2016, 02:29:13 PM
Linklord, you did not look up "Stack" in the glossary of the PHB, did you?  That covers much more than just bonuses.

Quote from: PHB, p. 313
stack: Combine for a cumulative effect.  In most cases, modifiers to a given check or roll stack if they come from different sources and have different descriptors (or no descriptors at all), but do not stack if they have the same descriptors or come from the same source (such as the same spell cast twice in succession).  If the modifiers to a particular roll do not stack, only the best bonus or worst penalty applies.  Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.  Spell effects that do not stack may overlap, coexist independently, or render one another irrelevant, depending on their exact effects.

Notice that while it does cover bonuses, it also covers penalties and other roll modifiers, as well as spell effects or the like, which do not have to modify rolls at all.  While it does not expressly state templates, it would appear that the stacking rules would apply to them as well.  Ergo your argument against SorO is, in effect, invalid, as you had not applied your "Canons of Construction" to your own argument.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 04, 2016, 03:35:38 PM
Linklord, you did not look up "Stack" in the glossary of the PHB, did you?  That covers much more than just bonuses.

I did, in fact.  I didn't mention it because it doesn't say anything new.  Nothing in that quote goes against my claim. 

Notice that while it does cover bonuses, it also covers penalties and other roll modifiers, as well as spell effects or the like, which do not have to modify rolls at all.  While it does not expressly state templates, it would appear that the stacking rules would apply to them as well.

The only time it mentions spells that do not modify a roll is to say how they might interact outside of the stacking rules, such as by "coexisting independently."  I fail to see how this supports the notion that templates would act like spells that give a bonus or penalty. 



This thread has been derailed enough.  If the mods wish to move this conversation to a different thread, I would be happy to continue the conversation.  Otherwise I'll make no further comments on the matter.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on June 04, 2016, 07:21:18 PM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!

Also I don't want to have important information (spell indexes, for instance) interrupted by nonimportant information (homebrew pathfinder PrCs) and neither would anyone else who actually used the metacompendium. Therefore I first asked the mods for a subforum. They refused. Spamming the handbooks area with mmmm 1,178 sorted, searchable files/entries was not really an option.

You are welcome to do the above for me, though.

It's not entirely clear what's in it.  Is it D&D Tools plus handbooks?
And indexes, and lists, and errata and FAQ and unofficial author entries and builds to show people how to list/build good D&D characters and ...

Yeah it's everything my sig says and more. If you find something you actually use while building 3.5 characters that isn't in the MetaCompendium, I want to know what it is. I'll add it.

It's also 3.5 fix[ed].  :huh
Yup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium.  :cool

But fine I'll add an outline people who are too timid to download a flat-file D&D resource or don't read sigs...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on June 04, 2016, 07:50:12 PM
Therefore I first asked the mods for a subforum. They refused. Spamming the handbooks area with mmmm 1,178 sorted, searchable files/entries was not really an option.

Everyone knows the mods here are half again worse than the GitPG mods...  :flutter
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on June 04, 2016, 09:31:10 PM
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!


You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on June 04, 2016, 10:01:02 PM
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!


You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.

Yeah, I don't care about having an offline copy.  The only things that I have offline copies of are official stuff Wizards put on their boards.  I've lived this long without the MetaCompendium so I'm not going to do any work to see if I can use it now.  Also, I have no need of your homebrew fixes which is a lot of what you reference.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 04, 2016, 11:32:23 PM
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!


You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.

Yeah, I don't care about having an offline copy.  The only things that I have offline copies of are official stuff Wizards put on their boards.  I've lived this long without the MetaCompendium so I'm not going to do any work to see if I can use it now.  Also, I have no need of your homebrew fixes which is a lot of what you reference.

Same.

And given what I've seen of your homebrew, I'm... unsure... as to whether or not your fixes are what I'd be looking for.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Quillwraith on June 06, 2016, 10:37:04 AM
I downloaded it, but I honestly usually find the internet easier to search than my own computer, so I'm not particularly in the habit of using it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 08, 2016, 01:28:34 PM
Here's one I doubt most people know... and it's in the SRD too!

If you check the table for armor for unusually sized creatures, creatures who are Tiny or smaller halve the armor bonus of any armor they wear.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on June 08, 2016, 05:57:55 PM
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.

To answer your question (at least for me): It's going to take not having to download it.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!

Also I don't want to have important information (spell indexes, for instance) interrupted by nonimportant information (homebrew pathfinder PrCs) and neither would anyone else who actually used the metacompendium. Therefore I first asked the mods for a subforum. They refused. Spamming the handbooks area with mmmm 1,178 sorted, searchable files/entries was not really an option.

You are welcome to do the above for me, though.

It's not entirely clear what's in it.  Is it D&D Tools plus handbooks?
And indexes, and lists, and errata and FAQ and unofficial author entries and builds to show people how to list/build good D&D characters and ...

Yeah it's everything my sig says and more. If you find something you actually use while building 3.5 characters that isn't in the MetaCompendium, I want to know what it is. I'll add it.

It's also 3.5 fix[ed].  :huh
Yup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium.  :cool

But fine I'll add an outline people who are too timid to download a flat-file D&D resource or don't read sigs...

I dont know if OneDrive does, but DropBox does have a preview option for pdfs that lets you look at the document before downloading it. It might be more useful that way so people can just click the link or scroll through.
Alternatively, GoogleDocs might be a decent option too, dont know how friendly it is with pdfs though.

Whatever gets it viable easily in a browser over having to download and reopen and such will probably help though.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on June 09, 2016, 05:50:22 PM

It's also 3.5 fix[ed].  :huh

Yup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium.  :cool

I* once was lost but now I*m found.
* hey, I didn't know my kitty avatar's Tail  could sing?

Or maybe it's like Morpheus looking for Neo.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 19, 2016, 02:40:04 AM
If you're immune to Con damage (or can cast Body Ward or shape Strongheart Vest to absorb it), have an odd-numbered Con score, or otherwise don't care about 1 point of Con damage, a Gal-Ralan (Fiend Folio, pg. 151) is basically a Cloak of Resistance for 62.5% of the normal price that also gives an extra +2 on saves against death effects, energy drains, and effects that affect the wearer's soul.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 19, 2016, 12:13:35 PM
Mastery of Twisted Shadows (https://dndtools.net/feats/players-guide-to-eberron--13/mastery-of-twisted-shadow--1908/) is an excellent feat for any Illusionist, since it turns any Illusion spell you cast into a defensive buff.

It's also is great for Beguilers. Or would be, if bluffing to distract people wasn't a god-damn standard action.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on June 22, 2016, 03:04:46 AM
Combust (https://dnd.arkalseif.info/dndtools/spells/spell-compendium--86/combust--4039/) seems pretty solid for a familiar to deliver.

"A hummingbird lands on the duke's shoulder. He pauses for a moment to marvel at this rare moment, then promptly bursts into flames and dies horribly"
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 22, 2016, 04:16:48 AM
Combust (https://dnd.arkalseif.info/dndtools/spells/spell-compendium--86/combust--4039/) seems pretty solid for a familiar to deliver.

Combust is also a fantastic base spell for metamagic stacking.  It's a spell level higher than Lesser Orb of Fire, but damage scales twice as fast.  It's a Touch spell, but as you noted you can pass it to a familiar or a Spectral Hand. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on June 22, 2016, 01:36:13 PM
On topic, if you've ever wanted to mess with your annoying smite-happy party paladin, spend 5k on the Shrine of Sertous [FotY-t WE] and gain a mild evil aura despite being CG! Besides, getting cloudkill at 12HD isn't bad.

Also, I have no need of your homebrew fixes which is a lot of what you reference.
Ah the irony. Either you A) have a nebulous 'don't break shit' rule 0 (which doesn't work over the boards for many reasons), or you have B) a strict set of banned things, even outside TO. So unless you allow pp-recharging psions into your campaigns, you are using some of my balance fixes even if you don't know you are. Ideas aren't mutually exclusive after all.

You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.
Aside from internet connection dependency, which wiki?

given what I've seen of your homebrew, I'm... unsure... as to whether or not your fixes are what I'd be looking for.
Your sample size is, what, 1 base class (with a near impossible goal), and the 10 commandments of homebrewing? I suppose the dirty handbook trick fixes qualifies, since its all about fixing RAW. Is there a numbered entry in there that you don't want fixed, and do want to see played at your table?

Also new material and balance tweaks are vastly different things.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 22, 2016, 01:41:17 PM
And things went exactly where I'd expect them too.

All authors will viciously defend their homebrew, no matter how terrible or unofficial you perceive it to be, in any thread it comes up. IT's a great way to derail a thread if that's you're goal but less than useful otherwise...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on June 22, 2016, 01:46:28 PM
I just don't play with asshats to try to break the game.  That's worked out pretty well for me.  So I'm closer to your option A than anything which has ALWAYS worked in every PbP game that I've been involved with on the boards.

Whoever your target audience is for your homebrewed fixes, I'm not it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 22, 2016, 03:01:21 PM
I just don't play with asshats to try to break the game.  That's worked out pretty well for me.  So I'm closer to your option A than anything which has ALWAYS worked in every PbP game that I've been involved with on the boards.

Whoever your target audience is for your homebrewed fixes, I'm not it.

And I'm in the boat where I don't really give a fuck about 3.5 being broken anymore. I've stared into the Abyss, and have seen much worse. Save-or-die is a lot more fun than Perfect-or-die, let me tell you.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on June 22, 2016, 05:47:11 PM
WRONG THREAD FOLKS. TAKE IT OUTSIDE.
(christ, why am I the one doing this? I feel like I'm yelling at my parents)

On-topic: Why isn't Invisible Stalker something people permanently PAO into more often? Being COMPLETELY invisible is kind of awesome.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on June 22, 2016, 05:53:25 PM
(christ, why am I the one doing this? I feel like I'm yelling at my parents)

 :lmao

I've been around forever, I can argue wherever I want. :p
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on June 22, 2016, 05:53:44 PM
Invisible Stalker is a large air elemental w/ SU invis.

Unbodied has the incorporeal subtype
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 22, 2016, 07:33:06 PM
Shimmermantle (http://archive.wizards.com/default.asp?x=dnd/wn/20031119a): Sor/Wiz 4, 10 minutes/level, has a 20% chance to negate ANYTHING. It can only absorb up to 10 damage/level (max 150), but non-damaging effects count as fairly little (DC - 10), so they don't run the spell out very quickly unless they're tied to something that deals damage also.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 22, 2016, 08:44:45 PM
Speaking of...

Breathbarb (http://archive.wizards.com/default.asp?x=dnd/wn/20030423a) is mostly a strictly better version of Explosive Runes.
* It triggers from a 5ft proximity rather than being read.
* It's 5d8 cap is 1.5 higher on average than 6d6.
* It hits a 20ft area rather than 10ft.
* It has the advantage of dealing whatever your breath weapon's damage type is.
* If dispelled it blows up just like Explosive Runes.
The only thing it's limited by is it's duration is 1/day per CL opposed to Permanent.

Glorytongue (http://archive.wizards.com/default.asp?x=dnd/wn/20020925a) is a pervert's dream. It's an animated tongue, your tongue, that can grow up to 100ft in length as a Free Action. While holding it you can use it to deliver Touch Attacks, see through it's tip, and taste things. Oh, and it's only a 1st level Power so you can grab it with Hidden Talent.

The Incorporeal Sentinel Template (http://archive.wizards.com/default.asp?x=dnd/wn/20030521a) keeps bringing you back to life if you die, you no longer need Material Components, your Paralyzing Breath option is 1d6+12 rounds, for some reason it decreases your CR by -4, but there is no way to obtain it so really I'm just providing a list of reasons why the BBEG Lich's Phylactery is so hard to recover.

More Animate Dead options, the Bone Lurker & Bonesting (http://archive.wizards.com/default.asp?x=dnd/wn/20020327a).
Bypass the Attune Gem Feat (http://archive.wizards.com/default.asp?x=dnd/wn/20040225a).
Muritho's Randomscatter (http://archive.wizards.com/default.asp?x=dnd/wn/20031231a) gives you Resistance 5 to six energy types as a 2nd level Spell.
There was also Shimmer Sands but I closed the tab and lost it, Ranged Touch to deal CLd6 damage for CL/rounds as a 3rd or 4th level Spell, it expressly notes it breaks all glass items too. Not a bad damage Spell really.

And to section off just for a moment, Kaupaer's Quick Book (http://archive.wizards.com/default.asp?x=dnd/mb/20050112a) has Quickblast which as a Swift Action deals five damage, if you happen to be a Stormcaster then will trigger your Thunderbolt allowing you to chuck a 1st level Slot as a Swift Action at someone to Stun them. Reflexive Strike is also nice because it adds the ability to make an extra AoO even if your Flat-Footed, which means you can finally AoO hidden or Invisible Creatures or even ones that simply won Initiative.

Buried even deeper in the FR stuff is the Magic-Infused Template (http://archive.wizards.com/default.asp?x=dnd/al/20041222a) which can be obtained by effectively visiting a rare location. It's mostly weak, for +1 LA to can reduce Spell-related damage by 1d6 per round which really isn't worth it, but the Template can be removed by Dispel Magic (it's CL is 24). It presents an interesting way to tinker with the Level dynamics of the game since you can increase or decrease your level effectively on a whim and there may be useful ways to harness this.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 22, 2016, 11:04:51 PM
Hornhead Surials (http://archive.wizards.com/default.asp?x=dnd/frx/20030528a) are large-sized humanoids. It's competing with Troglodytes as the premier Alter Self form for humanoids. Only one of the natural weapons (the tail) gets the increased reach from the larger size, not the claws or weapons you wield. Good for size-based stuff (trip, grapple, etc.) and if you want to wield oversized weapons, I guess.

Flyer Surials (http://archive.wizards.com/default.asp?x=dnd/frx/20030528a) are small-size humanoids with a natural fly speed. Great Alter Self form for the movement mode. Then they get good natural weapons and natural armor to boot.

Edit: Multiple Head Casting feat (http://archive.wizards.com/default.asp?x=dnd/fc/20010223a) lets you turn partial actions (the 3.0 equivalent of move standard actions) into spellcasting. It would be wonderful action economy breakage if there were any multi-headed races that made good spellcasters.
Correction: Standard action equivalent, not move action. But it's also actually saying a "free partial action" so I think it's actually an extra bonus action on top of your normal set of actions, but I dunno. It almost certainly evolved into Savage Species's Multivoice.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 23, 2016, 12:17:22 AM
Edit: Multiple Head Casting feat (http://archive.wizards.com/default.asp?x=dnd/fc/20010223a) lets you turn partial actions (the 3.0 equivalent of move actions) into spellcasting.
That's not even close to right, Partial Actions are equivalent to a Standard Action and you can already cast off them anyway.
Quote from: 3.0 SRD
Partial Action: As a general rule, a character can do as much with a partial action as a character could with a standard action minus a move. Typically, a character may take a 5-foot step as part of a partial action.
They were all so fully removed from the 3.5 Update. Like 3.0's Haste granted a Partial Action allowing you to double cast and looks what's become of it now.

Also the Feat you're talking about is superseded by Savage Species's 3.5 supporting replacement.
Quote from: SS pg37
MULTIVOICE [MONSTROUS]
If you have two or more heads, you can cast more spells than usual in a round.
Prerequisite: Dex 15, Int 15, two or more heads, Improved Two-Weapon Fighting, Multiattack, Quicken Spell, Two-Weapon Fighting.
Benefit: As a full-round action, you can cast one additional spell (or use a spell-like ability in combination with a spell or another spell-like ability) each round. Each spell used in this way must have a casting time of 1 action; a spell-like ability must also take no more than a standard action to use. Using this feat provokes an attack of opportunity.
If your concentration is interrupted during this simultaneous casting or spell-like ability use, whether by taking damage or by some other means, a Concentration check is required for each spell or spell-like ability. Failing either Concentration check negates both spells or spelllike abilities.
You can also use one head to cast a spell or use a spell-like ability while another head activates a head-based special attack, such as a breath weapon or an eye ray.
Normal: Without this feat, you can cast only one spell per round and cannot combine spellcasting with other actions.
Special: You still cannot exceed the limit of one quickened spell per round (assuming you also have the Quicken Spell feat) when using this feat.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 23, 2016, 12:22:50 AM
My bad. Thanks for the correction.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 23, 2016, 01:05:29 PM
My bad. Thanks for the correction.
np, most people really don't know too much about 3rd and even if they started in it they were too young or too inattentive to pay attention to the details. Hell the only reason I know them is to better handle updating to 3.5.

Savage Species also has the Multiheaded Template which allows you to take advantage of it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on June 23, 2016, 04:35:42 PM
Multiheaded might be workable.

If the racial of the racial hit dice, are Dragon or Outsider
then 2 RHD + 2 LA for the obvious goodie, isn't too bad.
idk if Tier 4 is the right tag for it, for the first 4 levels.

LA buy-off of course, and some of the usual suspects
for mid level optimizing.  Casters seem kinda restricted
violating 4 caelic commandments for 12 or so levels,
but Combat builds should be do-able.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 23, 2016, 05:09:36 PM
If it's a high level game you can just use accelerated casting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 23, 2016, 06:48:41 PM
Neat combo:
• Diverting Defense (https://dndtools.net/feats/complete-warrior--61/elusive-target--841/) makes the first attack your Dodge target makes against you automatically miss, and causes them to roll that same attack against another creature flanking you. Requires that you're getting flanked.
• Defensive Throw (https://dndtools.net/feats/complete-warrior--61/defensive-throw--558/) gives you a trip attack against your Dodge target if they miss an attack against you. Counts towards your attacks of opportunity. Combos well with Improved Trip (which is a prereq).
• Deceptive Dodge (https://dndtools.net/feats/dragon-compendium--109/deceptive-dodge--3346/) lets you, once per turn while fighting defensively, cause an opponent attacking you that misses to instead attack a creature adjacent to you that's within their reach.
• Robilar's Gambit (http://gaming.corellonshand.com/feats/RobilarsGambit.html) gives you an attack of opportunity against anyone who attacks you, in exchange for giving them a +4 to hit and damage.

So let's say you get surrounded by a group of assholes. You fight defensively and designate the Rogue as your Dodge target. They attack you.

Next thing anyone knows, the Rogue just shanked two of his allies (or one of his allies and himself, if you can convince your DM that he's within his own reach), he's on the ground, and you punched him in the gut twice. You turn and grin at the rest of your enemies - that attack of opportunity let you shift your Dodge feat to another poor bastard.

Too bad this takes so many feats...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 23, 2016, 10:18:47 PM
Too bad this takes so many feats...
So what you're saying is you found a use for Psychic Fighter?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 23, 2016, 11:14:26 PM
Too bad this takes so many feats...

So what you're saying is you found a use for Psychic Fighter?

That could work. What would be really nice is getting 15ft reach with your unarmed strikes so you can use Great Throw (https://dndtools.net/feats/oriental-adventures--96/great-throw--3695/) to cancel full attacks made against you.

"What's that, Mr. Ubercharger? You were going to charge and Pounce for a full attack? No. Instead, you get to go sit in the corner."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on June 24, 2016, 10:45:54 PM
Well, Psychic Warriors already have a use since they are T3.

And they get an extra boost because of the Reach power at http://archive.wizards.com/default.asp?x=dnd/psm/20040827e.

If they had the Inhuman Reach and/or Deformity: Tall feats then there's some amusing stuff to be done.  But damn that's a lot of feats.

Going into 2nd party for a bit, there's the Temerad Mastery I martial arts style in Dragon Mag 309 that the Dodge feat's dodge bonus to +2 and lets to split it into +1 against two attackers instead of +2 against one.  Alas, it requires getting Mobility and Spring Attack on top of the other feats.

Hey, let's add even more feats!  Combat Defense (http://alcyius.com/dndtools/feats/players-handbook-ii--80/combat-defense--393/index.html) lets you change the target of your Dodge feat as an immediate action, and if you have 3 or more Combat Form feats (so just one more besides this one and its prereq) then you get an extra +1 dodge against the target of your Dodge feat.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 24, 2016, 11:54:02 PM
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on June 25, 2016, 01:23:10 AM
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.

I looked up the feat in the book itself, and from how the prerequisites are parsed ('Prerequisite' is singular, all 4 choices are separated with commas and last has an 'or'), you just need any one of the four requirements in order to take the feat.  That makes it pretty sweet.

Quote from: PoF p. 58
Prerequisite: Cleric or paladin 4th, Heretic of the Faith (Risen Sun), Heretic of the Faith (Three-Faced Sun), or Servant of the Fallen (Amaunator).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 25, 2016, 01:45:25 AM
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.

I don't remember how  or if it worked, but I seem to recall a trick that involved that feat + some way to get the Fire descriptor on every spell to spontaneously cast your whole list.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 25, 2016, 01:56:40 AM
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.

I don't remember how  or if it worked, but I seem to recall a trick that involved that feat + some way to get the Fire descriptor on every spell to spontaneously cast your whole list.

Probably Snowcasting (add cold descriptor to every spell) + Energy Substitution (replace cold descriptor with fire descriptor), or something like that.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 25, 2016, 02:00:14 AM
I'm pretty sure that doesn't work - while Snowcasting + Energy Substitution (Fire) lets you cast, say, Divine Might as a [Fire] spell, it doesn't mean that you have Divine Might on your spell list as a [Fire] spell.

It might work with the Spirit Shaman, though, since they can grab metamagic versions of spells for their spells "known".
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 25, 2016, 02:58:32 PM
I don't think it works with Spirit Shaman either. I mean you're right that a SS Known mechanic can retrieve an Empowered Spell but...
Quote from: CD
If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.
But you're still using the Spell, IE retrieving a Maximized Cone of Cold is still choosing Cone of Cold, except the Slot is 8th and it's Maximized which is pretty much how a Wizard already does things anyway.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Eldritch_Lord on June 25, 2016, 03:53:25 PM
Would Initiate of Amaunator + Elemental Savant (Fire) let you spontaneously cast any damaging spell with an energy descriptor?  In that case, the qualifying spells themselves are automatically cast as [Fire] spells, rather than needing a second step of applying Energy Substitution to be a [Fire] spell.

Further, would a cleric/wizard/geomancer with Initiate of Amaunator be able to spontaneously cast [Fire] spells from both the cleric and wizard lists via Spell Versatility?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 25, 2016, 04:40:44 PM
Would Initiate of Amaunator + Elemental Savant (Fire) let you spontaneously cast any damaging spell with an energy descriptor?
It's exactly the same deal, the Elemental Savant replaces the Energy Descriptor when the Spell is Cast.

Further, would a cleric/wizard/geomancer with Initiate of Amaunator be able to spontaneously cast [Fire] spells from both the cleric and wizard lists via Spell Versatility?
Not really.

A Cleric and/or Wizard does not meet the requirements for Spell Versatility to begin with. The short gist is there is a huge mechanical differences between the two (such as one casts prepared spells and spontaneously substitutes them and the other doesn't prepare and expends slots) and even the RC flat out says a Cleric's Spontaneous Casting obeys the spontaneous rules, such as in the case of Metamagics, but otherwise still functions as Prepared Spellcasting on page 139.

It also probably doesn't work on the Wizard's Spells either. It's one of those grey areas I've never fully done into, but there is quite a bit of context that keys stuff like Feats to tie into how you're meeting the Requirements. But there is one known exception, the FAQ's ruling that the Duskblade's Arcane Channeling works with any Spell. It seems cut and dry, Feat means Cleric only cus Duskblade is Class without Requirements, but I'm still procrastinating on looking into it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on June 26, 2016, 05:45:45 AM
Quote from: Underdark
Familiar Spell
Prerequisite: Familiar, Spell Mastery
Benefit:You are able to prepare one spell of any level that you have mastered with the Spell Mastery feat in your familiar's mind instead of your own, treating the extra preparation as if you had one extra spell slot per day, which can only be used for a mastered spell. You can cast this spell normally as long as your familiar is within 5ft of you. Once cast, the spell is used up as normal. Your familiar cannot cast this spell itself even if it has the ability to cast spells otherwise.

Special: You may gain this feat multiple times. Each time you take it, your familiar can hold one additional spell per day.

An amazing feat, at the cost of Spell Mastery tax.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Eldritch_Lord on June 26, 2016, 11:30:48 AM
Further, would a cleric/wizard/geomancer with Initiate of Amaunator be able to spontaneously cast [Fire] spells from both the cleric and wizard lists via Spell Versatility?
Not really.

A Cleric and/or Wizard does not meet the requirements for Spell Versatility to begin with. The short gist is there is a huge mechanical differences between the two (such as one casts prepared spells and spontaneously substitutes them and the other doesn't prepare and expends slots) and even the RC flat out says a Cleric's Spontaneous Casting obeys the spontaneous rules, such as in the case of Metamagics, but otherwise still functions as Prepared Spellcasting on page 139.

It also probably doesn't work on the Wizard's Spells either. It's one of those grey areas I've never fully done into, but there is quite a bit of context that keys stuff like Feats to tie into how you're meeting the Requirements. But there is one known exception, the FAQ's ruling that the Duskblade's Arcane Channeling works with any Spell. It seems cut and dry, Feat means Cleric only cus Duskblade is Class without Requirements, but I'm still procrastinating on looking into it.

I think you're thinking of Versatile Spellcaster (http://alcyius.com/dndtools/feats/races-of-the-dragon--83/versatile-spellcaster--3057/) here.  I'm talking about the Geomancer (http://alcyius.com/dndtools/classes/geomancer/index.html)'s Spell Versatility class feature:

Quote
Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.

Specifically, while Spell Versatility is also a change-the-spell-at-casting-time ability, if a cleric can say "my wizard spells are cleric spells" for the purposes of determining that he can spontaneously convert them into cure spells, then it stands to reason that he can say the same for the purposes of determining what [Fire] spells he can cast with Initiate of Amaunator, because the feat says "This functions the same way as spontaneous cure spells do."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 26, 2016, 12:45:15 PM
I think you're thinking of Versatile Spellcaster (http://alcyius.com/dndtools/feats/races-of-the-dragon--83/versatile-spellcaster--3057/) here.
Yeah I was.

I'm talking about the Geomancer (http://alcyius.com/dndtools/classes/geomancer/index.html)'s Spell Versatility class feature.
It's entry pretty much answers it now don't it? If Geo allows you to spontaneously convert your Wizard Spells to Cure using the Cleric's conversion, contextually it'd work even if Initiate of Amaunator were originally intended Cleric.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: KellKheraptis on June 26, 2016, 01:52:19 PM
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 26, 2016, 05:15:42 PM
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...
You make both those Classes sound better than they actually are.

Geomancer without an accelerated casting PrC is pretty much a kick to the crotch, trading four levels of spell progression so you can ignore ASF and use your less-than-useful Wisdom in place of either superior Charisma or Intelligence. But be mindful of the Geo's limitation that if the Initiate of Amaunator is tried to Cleric, and it certainly should, your Cleric level must also be higher enough to pull it off. IE Wizard 3 / Cleric 3 / Geo(wizard) 3 cannot replace a Wizard Spell with Orb of Fire because his Cleric side has no access to 4th level Spells.

And the Shai'ir is a quick reminder that it often seems like Dragon Magazine was written by some of the worst homebrewers on the 339. It's biggest hangup is it's completely unusable at low levels. It takes 1d6+1 minutes to prepare a spell that's instantly lost after an hour and that's assuming you can even make the successful Diplomacy Check which for a 1st level Divine Spell starts at an effective 28 with a +2 per previous failure. Somewhere around level eight it becomes reliably and useful, but I just can't help but think of how much more effective it'd be just to take Arcane Disciple in a better Domain given that 90% of those Domain Spells are on the Wizard's list anyway and if you're aiming for high levels a Warmage / Rainbow Servant is superior in every possible way.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on June 27, 2016, 12:46:36 AM
Contender for longest duration non-permanent effect: A Spider Eater's poison (http://www.d20srd.org/srd/monsters/spiderEater.htm) can paralyze for 1d8+5 WEEKS!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on June 27, 2016, 08:27:53 AM
Contender for longest duration non-permanent effect: A Spider Eater's poison (http://www.d20srd.org/srd/monsters/spiderEater.htm) can paralyze for 1d8+5 WEEKS!


I wonder why they thought that was ever necessary...

EDIT
I guess for the egg laying, but I dont know it seems easier to just let it reapply it every day =P.
Really though, egg laying doesnt need to be a noted special ability either.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on June 27, 2016, 09:01:19 AM
Except a Spider Eater ain't gonna be healing its target every day and being constantly paralyzed isn't a viable condition for the target to gain healing every day through natural healing so really even after all of this stuff considered on both sides, the target is going to die by dehydration and/or starvation long before the implanted eggs hatch and eat their way out.

So I guess who ever wrote that just figured it was moot because you'd either be A) Dead regardless or B) Your party will fix you.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kerrus on June 28, 2016, 03:17:56 PM
With regards to the spontaneous fire casting bits, in theory metamagic should work as a guide for spell research. Going by at least one reading of the spell research rules, if a spell already exists but isn't on your list, you can just straight up add it to your list for cheap, whereas inventing something whole cloth requires a lot more time and effort.

With that in mind, being able to scribe a scroll of a metamagically enhanced spell should justify scribing that 'version' of the spell into your spellbook.

So for example, learning a [fire] descriptor version of Cone of Cold should only cost 900 gp, and takes one day of research, provided you know the energy substitution metamagic feat, and know Cone of Cold. The cost would go up if you don't know Cone of Cold, or need to hire a spellbook based arcane caster with the relevant feat- or both.

Using such an option would actually introduce a very interesting aspect to the game from a DM perspective, namely 'rare spells'. Metamagic cost reducers exist, after all, so it's entirely feasible that a properly equipped wizard might research a maximized, empowered, widden, quickened fireball with metamagic reduction out the ass (such as via arcane thesis) that takes up only a slightly higher spell slot.

That could then exist as a 'rare spell' that wizard players might quest for, or could be found as loot (in the BBEG's spellbook, for example). It would also give wizards incentive to dump their money on shit other than just more magic items.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: KellKheraptis on June 29, 2016, 03:06:04 PM
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...
You make both those Classes sound better than they actually are.

Geomancer without an accelerated casting PrC is pretty much a kick to the crotch, trading four levels of spell progression so you can ignore ASF and use your less-than-useful Wisdom in place of either superior Charisma or Intelligence. But be mindful of the Geo's limitation that if the Initiate of Amaunator is tried to Cleric, and it certainly should, your Cleric level must also be higher enough to pull it off. IE Wizard 3 / Cleric 3 / Geo(wizard) 3 cannot replace a Wizard Spell with Orb of Fire because his Cleric side has no access to 4th level Spells.

Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on June 29, 2016, 03:09:03 PM
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...
You make both those Classes sound better than they actually are.

Geomancer without an accelerated casting PrC is pretty much a kick to the crotch, trading four levels of spell progression so you can ignore ASF and use your less-than-useful Wisdom in place of either superior Charisma or Intelligence. But be mindful of the Geo's limitation that if the Initiate of Amaunator is tried to Cleric, and it certainly should, your Cleric level must also be higher enough to pull it off. IE Wizard 3 / Cleric 3 / Geo(wizard) 3 cannot replace a Wizard Spell with Orb of Fire because his Cleric side has no access to 4th level Spells.

Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?

Geomancer (http://alcyius.com/dndtools/classes/geomancer/index.html) is only 10/10 for one of the progressions.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on June 29, 2016, 07:19:44 PM
Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?
If DK stands for Dragonwrought Kobold you should stab your self in the face.

On the other hand if you meant MT as in Mystic Theurge yes in theory you could, probably.
I forgot about it because MT is a trap without accelerated casting classes (sensing a theme yet?).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: KellKheraptis on June 30, 2016, 10:06:19 AM
Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?
If DK stands for Dragonwrought Kobold you should stab your self in the face.

On the other hand if you meant MT as in Mystic Theurge yes in theory you could, probably.
I forgot about it because MT is a trap without accelerated casting classes (sensing a theme yet?).

Dweomerkeeper, actually.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on June 30, 2016, 02:01:45 PM
Here's an interesting one:

The Twisted Lord (https://dndtools.net/classes/twisted-lord/) prestige gate from Shattered Gates of Slaughtergarde is pretty neat. At lower levels, you get some Intimidate boosters and some quick, temporary invisibility.

But the really neat class features are Twist Target, Twist Perceptions, and Twist Mind. Each targets a Shaken creature you are adjacent to and forces them to make a Charisma based Will save.

Twist Target lets you force them to make a single melee attack against any creature you please. Twist Perceptions let's you stun the creature. Twist Mind lets you take control of the creature.

The best part? Twist Perceptions lasts until they successfully make a save to break out of the stun (they get a Will save at the end of each turn). Twist Mind lasts until you stop spending Standard actions or until they make their save... and did I mention that it isn't listed as mind-affecting?

=---=

As a side note, is there a list anywhere of all the modules that added new prestige classes? I know about Expeditition to the Demonweb Pit and The Shattered Gates of Slaughterguarde, but I'm curious if there are more.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on June 30, 2016, 05:23:39 PM

... As a side note, is there a list anywhere of all the modules that added new prestige classes? I know about Expeditition to the Demonweb Pit and The Shattered Gates of Slaughterguarde, but I'm curious if there are more.

Hey yeah, good question.
I remember some rare Dungeon Mag stuff, floating around.
But idk if there was ever a list.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on June 30, 2016, 06:56:38 PM
Wikipedia List of Prestige Classes (https://en.wikipedia.org/wiki/List_of_prestige_classes) lists PRCs by source.

Picking out modules:
Return to the Temple of Elemental Evil - Doomdreamer (3.0)
Expedition to Castle Ravenloft - Knight of the Raven
Expedition to the Demonweb Pits - Demonwrecker / Jaunter
Shattered Gates of Slaughtergarde - Dark Scholar / Serene Guard / Solar Channeler / Twisted Lord

Dragon magazine has published over 200 prestige classes. Many of these prestige classes were reprinted in sourcebooks later.
274 The Mystic
275 The Duelist
280 Divine Champion / Eldritch Master
281 Zerth Cenobite / Arcanopath Monk / Truth Seeker / Psi-hunter
282 Blessed of Gruumsh
283 Shining Blade of Heironeous / Radiant Servant of Pelor / Fleet Runner of Ehlonna / Mighty Contender of Kord / Flame Steward
284 Dragonkith
285 Lightbearer / Silverstar
286 Elder Druid / Nightcloak
287 The Athar / The Cipher / The Sensate / The Sinker / The Taker / The Xaositect / Fiend Slayer / Dreadmaster
288 Lifedrinker
289 Poison Fist / Ghost-faced Killer / Weightless Foot
290 Justicar / Dancer of Sharess
291 Gnome Giant Killer
292 Cave Stalker / Fiend Binder / Prairie Runner / The Darkwood Stalker
293 Nightsong Enforcer / The Glaive of Azharadian
294 Windsinger / Nightsong Infiltrator / The Green Hunter
295 Primal Rager / Fierce Grappler / Brawler / Master Siege Engineer
296 Dragonscribe / Knight of the Scale / Heartseeker / Vengeance Sworn / Dragon Mystic / Sphere Minion / Illithidkin / Snake Servant / Waker of the Beast / Acolyte of the Fist
297 Shadar Sentinel / Soulreaver / Arcane Lord / Bow Master / Perfected One / Stalwart Warden / Unholy Ravager / World Guardian / Master of the Secret Sound / Knight of the Chase
298 Deep Avenger / Gloomblade / Gray Sage / Bloodsister / Nightshade / Kabuki Warrior / Dragon Warrior
299 Reaper's Child / Monk of the Enabled Hand / Dwarven Thane / Orc Blademaster
300 Faceless Ones / Deep Thrall / Shoal Servant / Tiger Mask / The Flesheater
302 The Tainted / Mask of Johydee
307 Battlepriest of Cormyr / Council Mage of Cormyr / Noble Adventurer / Moon Drover of Cormyr / Royal Scout of Cormyr / Whitehorn / Follower of the Skyserpent / Tree-Friend / Artist's Vengeance / Ranger of the Night’s Watch
308 Aeromancer / Ordinator / Empowered
310 Branch Dancer / Mole / Jobber / Magic Filcher / Stoneface
311 Battle Howler of Gruumsh / Green Whisperer / Memory Smith / Metal Master / The Mourner / Worldspeaker
312 Oppressor / Poisoner / Replacement Killer
313 Mind Mage
314 Heartfire Fanner / Master of the North Wind / Master of the South Wind / Master of the East Wind / Master of the West Wind / Darkwater Knight / Earthshaker / Firestorm Berserker / Icesinger / Purebreath Devotee
315 Silverhair Knight / Companion of the Dead / Shark Cultist / Harmonium Peacekeeper / Anarchromancer / Omatu Master / Eagle Knight / Jaguar Knight / Boge of Nomog-Geaya
316 Master Inquisitive
317 Osteomancer / Flux Adept / Cerebrex / Ranger Knight of Furyondy / Battleguard of Tempus
318 Scout Warlord / Battlemage Warlord / Driven Leader Warlord
319 Aerial Avenger / Shen
321 The Infused / Barber / Corsair / Holy Slayer / Mamluk / Arvoreen's Keeper / Arvoreen's Warder
322 Shadow Apostle / Deathstalker of Bhaal
323 Spirit Speaker
324 Sworn Slayer
325 Bowman Charger
326 Shaper of Form
328 Chimeric Champion of Garl Glittergold / Itinerant Warder of Yondalla / Justice Hammer of Moradin / Mystic Keeper of Corellon Larethian / Force Missile Mage
329 Thrall of Pazuzu
330 Jester
333 Thrall of Fraz-Urb'luu
335 Charlatan
337 Thrall of Zuggtomy
338 Wormhunter
339 Incantifier / Son of Mercy
340 Master Astrologer
341 Thrall of Baphomet
345 Thrall of Kostchtchie
349 Thrall of Dagon
353 Thrall of Malcanthet
354 Totemic Demonslayer
357 Spell Sovereign / Thrall of Demogorgon
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on June 30, 2016, 11:20:23 PM
Something potentially useful: Vril from Drow of the Underdark. They have the ability to daze enemies for 1d4 rounds 1/day, provided you spend 2 feats. A third feat makes it a Swift action.

Disclaimer: You need the errata to actually use the ability though. WotC outright forgot to put their statblock into the book. Like, completely forgot it existed.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on July 01, 2016, 01:02:30 AM
The Twisted Lord (https://dndtools.net/classes/twisted-lord/) prestige gate from Shattered Gates of Slaughtergarde is pretty neat. At lower levels, you get some Intimidate boosters and some quick, temporary invisibility.
The items are not to bad either.

Luminary Tabard heals when you Save against a Fear Effect equal to the CL/HD of the source as an Immediate Action. While it notes a Fear effect that forces a Save every round only works once, it has no cap of Fear from a single target allowing you to simple draw off Intimidate Checks. It's effectively a source of infinite party healing for 3,000gp and flavor wise it's pretty much the party sitting around the camp fire telling ghost stories to feel better about them selves.

Feral Bracers is a must for Druids through anyone with some kind of shape altering magic might consider it if they can turn into an Animal. With an hour of meditation you can key it to an Animal and when you turn into it you gain one temp HP per ECL and it also grants a 60ft detect said Animal. 2,500gp.

And finally the Weapon of the Celestial Host Template costs 4,000gp + the Masterwork Weapon. It grants a +1 Enhancement Bonus to Attack/Damage, a +1 shield Bonus to AC, and emits light (or doesn't) like a Bullseye Lantern as a Free Action. So presumably you can further add an Enhancement Bonus to it's Shield side as a way to avoid the Buckler's penalty to Attack Rolls.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on July 02, 2016, 03:13:39 PM

Luminary Tabard heals when you Save against a Fear Effect equal to the CL/HD of the source as an Immediate Action. While it notes a Fear effect that forces a Save every round only works once, it has no cap of Fear from a single target allowing you to simple draw off Intimidate Checks. It's effectively a source of infinite party healing for 3,000gp and flavor wise it's pretty much the party sitting around the camp fire telling ghost stories to feel better about them selves.
Finally a way to make Fighters useful!  They can be the party healer, freeing the Cleric to go god-mode.   :lol
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on July 02, 2016, 10:31:12 PM
Man this place is like an echo chamber: no answers to questions, just statements. Ah well, I'll keep the discussion going (because that's what people supposed to do).

Breathbarb would have been a great proximity mine except it can be disabled and is typed damage & Magic-Infused Creature doesn't say it removes the LA when the dispelled...

So does a Twisted Lord's Peripheral Invisibility allow him to use a mirror and detect his own invisibility? It's a bit of a philosophical call, understandably. But if so, it would allow him to know if anyone is making successful spot checks vs his willingly failed hide checks.

It's ashame that classes' dominate requires shaken (which is a fear effect). Dread witch to the rescue!

viciously
:lmao :lmao
All
I'll give you the benefit of the doubt. You meant to negate that universal quanitfier: ie. "no one". That happens to me sometimes (when thinking in pure logical symbols but forgetting a negation somewhere).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Argent Fatalis on July 06, 2016, 07:40:35 AM
I stumbled into another pair of human subraces in d20 Modern - Urban Arcana on page 23 and 24, of which I do not believe have ever been mentioned. There's another later on in the chapter at page 28, but it has a level adjustment. Even then, they might be decent to niche builds.

Shadowkind Human is a +0 LA human variant which retains the iconic bonus feat but trades away the bonus skill points for a +1 species (racial) bonus to all saving throws. The only downside is, is that the list is limited instead of freely open.

Snakeblooded Human is a +0 LA human variant that counts as yaun-ti, gets Wild Talent or Magical Heritage, counts as having all martial weapons, gains a +2 racial bonus to saving throws versus poison, a +1 racial bonus to Reflex saving throws and a -1 racial penalty to Will saving throws. They also manage a +2 to Disguise and Hide and the ability to read, write and speak yaun-ti.

Dragonblooded Human is a +1 LA human variant that gets bonuses to Strength, Constitution and Charisma, have natural claws, low-light and Darkvision, +4 racial bonus to saving throws against sleep or paralysis, +2 to Intimidate and Spot, bonus martial or simple weapons, and may read, write and speak draconic.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on July 06, 2016, 05:09:39 PM
Niice.

Shadowkind is basic i.p. proofing.

Snakeblooded is perfect for Cleric Ardent, and almost any +2 Will caster class.  Gish that @#$% up !!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on July 17, 2016, 08:56:02 PM
Quote from: Fiendish Codex II: Investiture Spells
The investiture descriptor indicates a category of spells that invest the essence of an outsider into a mortal. Unlike other spells, effects gained from different (though not the same) investiture spells stack. So, two different investiture spells that grant resistance to fire 5 to the same target would actually grant a total resistance of 10. However, investiture spells are intense and draining. Targets of these spells are fatigued for 1 minute once the duration expires (or the spell is dispelled or ended through some other means). If an investiture spell expires on a target fatigued from a previous investiture spell, the duration of the fatigue increases by 1 minute.

The Chain Devil, Erinyes, Harvester Devil, Ice Devil, Orthon, and Spined Devil are all half-decent, but the rest are really bad for their levels (be it for the short duration or just bad effect for a high level spell).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on July 18, 2016, 11:11:08 AM
Snakeblooded Human is a +0 LA human variant that counts as yaun-ti, gets Wild Talent or Magical Heritage, counts as having all martial weapons, gains a +2 racial bonus to saving throws versus poison, a +1 racial bonus to Reflex saving throws and a -1 racial penalty to Will saving throws. They also manage a +2 to Disguise and Hide and the ability to read, write and speak yaun-ti.

*cough*manipulateform*cough*
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on July 18, 2016, 02:33:48 PM
Hmm...

Hand of the Winged Masters (https://dndtools.net/classes/hand-of-the-winged-masters/) is an interesting PrC. Mainly for Improved Dragonfire Strike and Master's Gift.

Master's Gift doubles the duration of any "harmless" spell cast on you. That stacks with Extend and all that other fun stuff.

Improved Dragonfire Strike gives you +1 damage per die whenever you use Dragonfire Strike (which already gives you an extra +1d6).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Tonymitsu on July 21, 2016, 10:41:14 PM
Hmm...

Hand of the Winged Masters (https://dndtools.net/classes/hand-of-the-winged-masters/) is an interesting PrC. Mainly for Improved Dragonfire Strike and Master's Gift.

Master's Gift doubles the duration of any "harmless" spell cast on you. That stacks with Extend and all that other fun stuff.

Improved Dragonfire Strike gives you +1 damage per die whenever you use Dragonfire Strike (which already gives you an extra +1d6).

Draconic Senses is interesting too. You get it for free at 2nd level, and the feat states that if you have three Draconic feats you also get Darkvision out to 60 ft. This PrC also gives you Dragonfire Strike for free so that's two. A build that includes Draconic Heritage (to change the energy type of your strikes) gets you three.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on July 21, 2016, 11:09:22 PM
Pact-Bound Adept (https://dndtools.net/classes/pact-bound-adept/) could be totally worth it. Depends on whether or not you think the Pacts are worth it, I guess.

Also, Draconic Surge (https://dndtools.net/classes/swift-wing/) might be the most disappointing capstone ever.

=---=

Speaking of Dragon-based PrCs... Dispassionate Watcher of Chronepsis (https://dndtools.net/classes/dispassionate-watcher-of-chronepsis/) is a really solid way to end an Apostle of Peace build, especially if you had Frightful Presence from elsewhere.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on July 21, 2016, 11:15:10 PM
Oh, and this one is solid fucking gold.

Dragonkith (https://dndtools.net/classes/dragonkith/) requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.

Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on July 22, 2016, 12:20:41 AM
Oh, and this one is solid fucking gold.

Dragonkith (https://dndtools.net/classes/dragonkith/) requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.

Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.

Neat. Thats a good one.

Although I do find it funny that "Mighty Attack" is a measly +3d6 AT 12th LEVEL!!! :banghead
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on July 22, 2016, 12:32:48 AM
Oh, and this one is solid fucking gold.

Dragonkith (https://dndtools.net/classes/dragonkith/) requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.

Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.

Neat. Thats a good one.

Although I do find it funny that "Mighty Attack" is a measly +3d6 AT 12th LEVEL!!! :banghead

Once per day - because otherwise it would be too strong.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on July 22, 2016, 12:51:19 AM
Pact-Bound Adept (https://dndtools.net/classes/pact-bound-adept/) could be totally worth it. Depends on whether or not you think the Pacts are worth it, I guess.

Also, Draconic Surge (https://dndtools.net/classes/swift-wing/) might be the most disappointing capstone ever.

=---=

Speaking of Dragon-based PrCs... Dispassionate Watcher of Chronepsis (https://dndtools.net/classes/dispassionate-watcher-of-chronepsis/) is a really solid way to end an Apostle of Peace build, especially if you had Frightful Presence from elsewhere.

I believe SorO and I looked at Dragon Pacts and deemed most of them decent options for Sorcerers.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on July 22, 2016, 04:53:22 PM
I believe SorO and I looked at Dragon Pacts and deemed most of them decent options for Sorcerers.
Yeah, custom pacts are amazing and some of the defaults are pretty nice too. Basically you trade X level Spell for an SLA of the level below it plus a bunch of complimentary ones.

Like Shadow trades a 8th level Slot for Expeditious Retreat 3/day, Nondetection 3/day, DDoor 3/day, and Shadow Walk (aka lesser planeshift) 2/day or in other wards you've traded one of those six 8th level Spells to fulfill an extraplanar movement role without consuming precious Known Slots. Obviously through I like the one that gives Silent Image better of course but you probably get the point.

They can also work for the True Dragon too since they can issue any number of Pacts. It's actually possible to fully embrace the concept of Glass-Cannon and sell all your HP for more 9ths and that really works with something like Hide Life which negates death from HP loss. It really is a nice Sorcerer-only perk.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on July 22, 2016, 07:02:02 PM
Quote from: Forge of War
Protective Interposition
Conjuration (Teleportation)
Level: Cleric 1, Paladin 1
Components: V, S, DF
Casting Time: 1 Swift action
Range: Touch
Target: 1 Willing Ally
Duration: Instantaneous
Save/SR: None/No

When you cast this spell, you and one willing ally trade positions. If you occupy different spaces, you must occupy at least one square previously occupied by the larger; the larger creature's new space must completely cover the space previously occupied by the smaller, and you must start and end adjacent to each other.

Your ally gains a +2 Sacred bonus to AC and Saves for 1 round, and you gain a +2 sacred bonus on melee attack rolls you make in the same round when you cast this spell.

I didn't notice the last sentence of the first paragraph when I first read this, so I thought it would be really abusive with Reach Spell (and the stupidity of Split/Twin/Chain), but it turns out this spell is best in a wand chamber.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on July 22, 2016, 07:48:14 PM
er, am i reading or missing the fine print correctly about a custom Undead dragon pact? o.0
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on July 28, 2016, 01:49:00 AM
Can we discuss custom Affiliation benefits from PH2? Cause at least two of them are stupidly abusive as-written. Dreamwalker allows you to prepare one spell (either at random or just one you don't already know, depending on the reading) from anyone else's mind, with no restrictions on spell list in sight. You can also call in a favor to gain access to a 5th level or higher spell (permanently) at 1/4 the normal price. I know that last one probably referred to hiring a spellcaster, but as written it can just give you permanent access to it for a spellbook.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on July 28, 2016, 05:16:57 PM
"You can also call in a favor to gain access to a 5th level or higher spell (permanently) at 1/4 the normal price."

Automatic and out-of-sight of authorities, compared to :
+3 Towns on average have 1 caster with arcane level 5s, needs Diplo and luck.
+6 Towns almost always have some arcane level 5s available, still needs Diplo and some luck.
+9 Towns should have at least 1 PsyRef -fester around via Leadership = most  arcane level 5s, but needs even more Diplo.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on July 30, 2016, 03:40:02 PM
Celestial Scion feat from DMag #315 has some interesting bits ---> http://www.realmshelps.net/charbuild/feat/Celestial_Scion

All options of it, have either a Diplomancy or a He Hate Me attitude thingie.

Cranden is perfect for my Money Bags idea, and any Aristocrat build.
Darmen is Rerolls for Bluff lies.
Garasteth adds Wizard as a favored class ... legitimating some multiclass cheeses.
... and wtf , Naelax is True Seeing vs Devils + Demons cloaking abilities.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on July 30, 2016, 05:30:59 PM
Celestial Scion feat from DMag #315 has some interesting bits ---> http://www.realmshelps.net/charbuild/feat/Celestial_Scion

All options of it, have either a Diplomancy or a He Hate Me attitude thingie.

Cranden is perfect for my Money Bags idea, and any Aristocrat build.
Darmen is Rerolls for Bluff lies.
Garasteth adds Wizard as a favored class ... legitimating some multiclass cheeses.
... and wtf , Naelax is True Seeing vs Devils + Demons cloaking abilities.

Celestial Scion (Torquaan) + Mercantile Background = Expert at the buying and selling.

You sell stuff for a 50% markup (75% of the base price instead of 50%), and get a 10% discount. Once per week, you get a 25% discount (buy stuff for 75% rather than 100% of the base cost). This either stacks linearly (buy for 90% most of the time, 65% once per week) or multiplicatively (buy for 90% most of the times, 67.5% once per week)... but either way, that's a nice solid way to do business.

Splash in Apprentice (Craftsman) to get a 10% discount on raw materials when crafting things, Resourceful Buyer to make sure more things are available...

=---=

Blood Artisan (from the 3.5 update of OA) cuts the GP cost for magic item creation to 75%, but forces it to be a cursed item (randomly rolled, of course).

Extract Demonic Essence (https://dndtools.net/feats/fiendish-codex-i-hordes-of-the-abyss--66/extract-demonic-essence--1054/) can cut the XP cost to create a magic item in half, but gives you a 10% chance that it's a cursed magic item. More interestingly, it can also be used to cut the XP cost of spells in half, if you don't have some other cheese to get around that.

There's probably some other way you can get a discount by making the item triple cursed, but heck if I know what it is.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on August 02, 2016, 01:01:35 AM
Hey kids, did you ever want to break Turning even more?

Light of Wisdom (https://dndtools.net/spells/complete-champion--57/light-of-wisdom--590/) has your back.

=---=

Edit:

The Rank 5 benefit of worshipping Ehlonna (Complete Champion p. 9) lets you Smite Evil like a Paladin... except it never specifies what your effective Paladin level is for the purposes of how much damage you deal. Oops.

Boccob's Rank 4 benefit (p. 13) is much cooler - 1/day, counter a spell without identifying it or having that spell prepped. Wee Jas' (p. 20) is even better - she gets the same ability, but her Tier 3 ability is +1 to the CL for any one school.

Elves take the cake for borkedness - the 3rd Tier benefit of the Church of True Aim (p. 24), which can only be joined by elves and half-elves, is to double the bonus from Power Attack or Combat Expertise 1/day. Due to the way it's worded, you've got 3 damage per point of penalty as long as you are wielding the weapon in two hands, so anything that doubles it uses that as the base.

That's not the end, oh no... the 4th Tier benefit adds half your character level to the save DC of a spell of 3rd level or lower once per day.

It might be interesting to dig through the Domain Churches and find interesting ones - Chaos looks like it might be interesting...

=---=

EDIT EDIT:

Actually, quickly looking through the Domain Churches, the one for the Knowledge Domain is wonderful for anyone running Knowledge Devotion.

The benefit for having an Affiliation score of 30+ is:

"Once  per day,  negate a single
ability  of an  enemy  creature that
you've discovered  using a  successful 
Knowledge check. This  effect  lasts  for 
1  minute and  is a supernatural  ability. 
The  creature can  attempt a  Fortitude 
save  (DC  10 + your character  level +
your  Int modifier)  to  negate this  effect. "
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 04, 2016, 10:58:27 PM
Quote
Raging Inferno: Once per day, any weapon you wield (melee or ranged) deals an extra 1d6 points of fire damage for 1 round/character level (duration need not be consecutive).
:???  :banghead
I think it means for 1 round per character level per day you can deal an extra +1d6 but no Action to enable/disable is noted. It's also pretty easy to hit 30 points too, anytime you humiliate a follower of Water you gain a point. Put on your best stand up routine bashing hecklers water worshipers for instant overnight success. The +1 bonus to Initiative Checks is a nice boon too.

Luck Domain is also a shoe in, "Wins a battle as a result of careful preparation: +4". As a Cleric you have to prepare for all your battles in the morning when you pray for your Spells to prepare them. It's negatives are failing in battle and double natural 1s, which depending on your tabletop is synonymous with your character's death anyway. As a result you can access it's forced 1/day reroll pretty easily.

Strength has an interesting benefit for providing a +1 unnamed bonus to Strength permanently. So based on that permanent part if you were to lose your score, such as by worshiping something else, you'd keep the benefit even if you lost the rank. Affiliation points are also pretty easy to gain, an uber charger can expect to gain 125% of his target's CR

Trickery kind of answers the question on Fire in that it should be a Swift Action, it grants a same 1rnd/level/day benefit but it's Invisibility.

At the risk of inciting a "Lightning Maces Daggers!" debate War grants, "General: Apply any feat that normally applies to a single weapon to all the weapons with the same damage type in an entire weapon class. For example, if you have Weapon Focus (longsword), you can apply its benefit to all martial slashing weapons."

Edit - there is a hidden clause through. Accessing the 5th Rank abilities requires a 12,500gp tithe and that's honestly pretty costly for their various minor effects. Very few become worth it (such as knowledge, well I think death's +4 turn res is cheaper than the cloak too but meh).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 05, 2016, 03:34:15 PM
There's a spell in Shadows of the Last War that lets you form a telepathic bond with a mindless undead under the effect of a casting of Control Undead. This spell lasts 1 day/level, but Control Undead only lasts 1 minute/level. And yes, it requires you to affect the undead with Control Undead, not just rebuke it. And to top it all off, Control Undead isn't a Cleric spell (it's on the Undeath Domain in the SC though), but this spell IS a Cleric spell.

Just more bad editing.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on August 05, 2016, 05:50:36 PM
There's a spell in Shadows of the Last War that lets you form a telepathic bond with a mindless undead under the effect of a casting of Control Undead. This spell lasts 1 day/level, but Control Undead only lasts 1 minute/level. And yes, it requires you to affect the undead with Control Undead, not just rebuke it. And to top it all off, Control Undead isn't a Cleric spell (it's on the Undeath Domain in the SC though), but this spell IS a Cleric spell.

Just more bad editing.

Also note you can pick my Control Undead with Divine Magician in addition to the Undeath Domain.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 06, 2016, 12:26:32 AM
The module Bastion of Broken Souls has a weaker version of Astral Projection. I say weaker because it doesn't duplicate equipment or allow planar travel, but it still allows you to explore a dungeon without fear of dying. Also the wording on it prevents you from using teleportation effects that require the Astral Plane, Plane of Shadows, or Ethereal Plane.

And a 300xp penalty, but who cares about 300xp when you're literally casting it to gain more?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on August 08, 2016, 06:54:15 PM
Dungeon Mag #100 has a level 8 spell Dire Reincarnation.
I googled and found only this 1 mention of it :


... As to the OP's question, if you're okay with playing as a dire animal, there is this web enhancement (http://paizo.com/dungeonissues/100/Dungeon100Enhancement.pdf), featuring Dire Reincarnation. "I died of cholera in childhood, and my dad used a scroll he found in the woods as a desperate attempt to bring me back. I came back as a bear. A really, really big one. With spikes!"

Ta-da indeed.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on August 18, 2016, 07:33:32 PM
This is stupid ... -ly awesome.

steps 1+2
Psychic Weapons Master + Planar Vanguard = your sword(~psicrystal) is now a demi-plane

step 3
Hulking Hurler = now you can wield and throw it.

step 4
minor clean-up which it obviously needs.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on August 18, 2016, 08:00:24 PM
uh, i thought it said the crystal blows up?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on August 19, 2016, 12:08:36 AM
Domain droughts are actually pretty nifty for non-clerics.

While 3k is a bit expensive for a one shot item, some domains actually have abilities that are worth just buying as an option rather than going the Planar Touchstone and Catalogues of Enlightenment route.

The drought gives you access to a domain granted power for 24 hours so you can get into some nifty stuff that way.

Most of the alternate turning granting domains give them to you as separate pools distinct from turn undead, so 3+Cha uses of say turn plant might actually be a cool one shot item.

However, I would also love access to the deathbound domain in a bottle.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on August 19, 2016, 03:35:53 PM
I really should iron this one out.

Awesome pic , via http://static6.comicvine.com/uploads/scale_super/2/28028/661977-host_9.jpg
(click to show/hide)


uh, i thought it said the crystal blows up?

Yes, and turns into the now demiplane.

It is a little shaky.

Soulknife into Psychic Weapons Master got a specific ruling.
I don't have that ruling.  R.A.I. it's supposed to work.
That's somewhen around '03 to '04, long before I had
any idea a wotc psi board existed.
edit --- may also have been ruled during 3.0e

PsyWar Soulbound Weapon acf, was recognized as
the Soulknife port onto the PsyWar chassis.
If Soulbound = Soulknife, for this purpose then it's OK.
I don't think there was ever a specific ruling. 
edit --- nope no ruling at all.
R.A.I. it's ~supposed to work.
Probably the shakiest part of the whole thing.

Hulking Hurler 2 is necessary, who knows what it weighs so HH1 doesn't work.

Near the end of BG, PsyWar Soulbound discussion (edit --- yes)
iirc the weapon could be made into a Trebuchet,
which is totally crazy and certainly not r.a.i.

So then the assumption is that the PWM is a psicrystal
(which it clearly is for some  things) and can also be turned
into the PV 10 ability, which uses some of the same wording.
I vaguely recall some Elemental Envoy into PV 10 discussion.
(edit --- yes)
If so ... boom.


Totally T.O. and useless to, because instead of being
infinite damage or trillions of damage, it's "Demi-plane" of damage.
And the not so little problem of how much damage can this
the demi-plane itself take, while it's being used as a weapon?

bad aDMg :bash bad


edit --- Build goes something like PsyWar 2 / X Y for qualifying / PWM 1 / Planar Vanguard 10 / HH 2
Lots of possibilities for the qualifying part, say with Jaunter + Psiotheurgist + Martial Monk + later Tash.
Real game play would be possible, weak tier 4 range, until PV 10 happens = t.o.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on August 24, 2016, 05:04:32 PM
(click to show/hide)

I imagine that you could calculate the weight of everything inside of the demi-plane for the damage....
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on August 25, 2016, 04:47:35 AM
I'd rather it did 3d6 damage or something playable.  Because slapping people upside the head with a demiplane is too awesome to be buried in T.O.!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on August 25, 2016, 04:16:24 PM
 :)

Titan Bloodline 12 ability would get a 6d6 weapon 2 handed, going.
Hulking Hurler 2 would let you throw it, needs the Returning mod.
Monk Flurry applies to Light weapons (now also gargantuan).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 25, 2016, 04:31:44 PM
Because slapping people upside the head with a demiplane is too awesome to be buried in T.O.!
Meh.

You don't need to butcher the flying crap out of how a crystal stops being a crystal to blow up to claim you can wield something as an improvised weapon. I mean you could honestly try using a shape altering effect to claim just about anything is a "bolt" to an imaginary creature size for the purposes of Launch Bolt or w/e. Likewise given the prevalent of extrademsional spaces in D&D you could always ask your DM about casting Magic Weapon on your Handy Haversack before waylaying them solo-Banjo style with something that houses thousands of lives (just stuff swarms into it).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on August 25, 2016, 04:50:03 PM
Quote
Versatile Spellcaster
( Races of the Dragon, p. 101)

[General]

You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite
Ability to spontaneously cast spells,
Benefit
You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.

Quote
Exploit Vestige (Su): At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige's granted abilities in order to gain one additional arcane spell slot per day of any level up to the highest you can cast. Thus, if you bind the vestige Dantalion (see page 28), you could give up the read thoughts ability he grants you in exchange for a bonus spell slot that day.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a —5 penalty on your binding check. If you make a good pact despite this penalty, you gain a bonus spell slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell slot, and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige's awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.

So I don't really know if this has been discussed before, and im not an expert by far when it comes to this sort of thing, but it seems that if you combine anima mage+beguiler+versatile spellcaster, you can gain a true spell slot one level higher than the norm for your class. Which is kinda neat I guess.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 25, 2016, 05:32:25 PM
So I don't really know if this has been discussed before
As of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.

The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.

However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.

Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on August 25, 2016, 05:52:13 PM
So I don't really know if this has been discussed before
As of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.

The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.

However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.

Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)

Oh, I was aware of Versatile Spellcaster+ Beguiler. Shenaningans being a common thing and rather old.

I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before. 

And as for miminimum caster level thing, I can see your point on that.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 25, 2016, 07:58:15 PM
I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before.
Yeah and a couple variants exist too, like Elven Generalist is typically used to grant the second new Slot to reestablish VA's chain. And sometimes people like to go the whole nine yards and tries to trade away School Specialization (which includes specializing in generalist) to combine Spontaneous Divination and Elven Generalist just so you can do it at the 1st level. ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: IlPazzo on August 26, 2016, 05:11:09 AM
Sorry for the off topic, but this has been bugging me since the thread on infinite spells per day by chemus: why is it that you (Soro) refer to versatile spellcaster as "VA"?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 26, 2016, 11:21:19 AM
Sorry for the off topic, but this has been bugging me since the thread on infinite spells per day by chemus: why is it that you (Soro) refer to versatile spellcaster as "VA"?
Probably because I suffer from an undiagnosed mental condition called poor judgement on time allocation. But to be fair my professional life is one of those things I'm at the whim of morons trying to unsuccessfully kill someone so I'm not even sure what it's like to ever go uninterrupted in anything.

Edit - I also realized that doesn't really explain "VA" does it? Around here the Veterans Administration's Hospital is simply called the VA so like a word missed because the spellchecker didn't underline it, "VA" to me is a known abbreviation and missed just as easily.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on August 26, 2016, 02:37:02 PM
Hey... at least the spellchecker didn't change it to VD...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on August 26, 2016, 08:09:19 PM
I was reading it as Versatile Arcanist and getting increasingly confused.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on August 27, 2016, 02:49:02 PM
Working in the VA is an honorable thing to do.

(paraphrasing) :  to be fair my downtime is one of those things I'm at the whim of morons trying to unsuccessfully kill R.A.I. , so I'm not even sure what
 :)


Because slapping people upside the head with a demiplane is too awesome to be buried in T.O.!
Meh.

You don't need to butcher the flying crap out of how a crystal stops being a crystal to blow up to claim you can wield something as an improvised weapon. I mean you could honestly try using a shape altering effect to claim just about anything is a "bolt" to an imaginary creature size for the purposes of Launch Bolt or w/e. Likewise given the prevalent of extrademsional spaces in D&D you could always ask your DM about casting Magic Weapon on your Handy Haversack before waylaying them solo-Banjo style with something that houses thousands of lives (just stuff swarms into it).

Call Weaponry is a normal item.
Soulbound is a specific item (twice) and is masterwork to be a +1 magic item.
Mundane Crystal equal masterwork.
http://www.d20srd.org/srd/psionic/items/specialMaterials.htm#crystalMundane

SRD has 3 Genesis's (genesii ?) ... but Planar Vanguard 10 has a lot more stuff it can do.
It can set the Elemental Traits, so Earth + Positive = 2e style Mineral = lots of crystals.
"has total control over the landscape at the moment of creation, so she can decide whether it will be foreboding, mountainous wasteland, or bucolic forest."
Bucolic forest is more complicated than simple crystal.

If the problem of the psicrystal part,
is that it's not enough of a psicrystal to get turned into the demiplane,
you could always have a actual psicrystal, fest Fusion on the weapon and psicrystal,
and then PAO the combo into itself to make it permanent.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on August 28, 2016, 12:14:15 PM
So I don't really know if this has been discussed before
As of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.

The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.

However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.

Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)

Oh, I was aware of Versatile Spellcaster+ Beguiler. Shenaningans being a common thing and rather old.

I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before. 

And as for miminimum caster level thing, I can see your point on that.
Everyone misses that.  Every single time.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on August 30, 2016, 02:19:47 PM
Lightning Blade (http://dnd.arkalseif.info/spells/complete-arcane--55/lightning-blade--506/) might have some shenanigans WRT stuff that add bonus damage to spells.

For example, I think an Energy Substitution (Fire) Lightning Blade with Blistering Spell would add the Blistering Spell damage to each attack made with your Lightning Blade (for Xd6+4 damage per attack).

=---=

I also think Holy Warrior (http://alcyius.com/dndtools/feats/complete-champion--57/holy-warrior--1405/index.html) is a pretty nice feat for spontaneous casters with access to the War Domain. Then it's essentially "your weapon attacks deal bonus damage equal to the highest unexpended spell slot you have."

=---=

Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.

If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 30, 2016, 03:27:39 PM
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.

If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?

No, it requires divine casting (and only progresses divine casting).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on August 30, 2016, 09:57:26 PM
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.

If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?

No, it requires divine casting (and only progresses divine casting).

Alright, so it's a case of the scribes at [REDACTED] messing up. Gotcha.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on August 31, 2016, 02:15:06 AM
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.

If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?

No, it requires divine casting (and only progresses divine casting).

You're exactly correct that it only advances divine spellcasting, but it only requires Kn(Rel) 8, access to any one domain, and the Worldly Focus feat. That only requires that you worship the Sovereign host.

If you're saying that Arcane Disciple doesn't actually provide 'access' to the domain the spells are granted from, then I see your point. Though it's not completely out of bounds to read it either way, IMO.

Now, only a caster of cleric spells gets any utility out of the benefit of the WF feat, namely that you can cast cleric spells without a divine focus, but the Wiz could take it and perhaps Arc. Disc. or Divine Oracle, and get into S.Spkr. He'd just get the domain access and no effective caster class levels granted.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 02:50:21 AM
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.

If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?

No, it requires divine casting (and only progresses divine casting).

You're exactly correct that it only advances divine spellcasting, but it only requires Kn(Rel) 8, access to any one domain, and the Worldly Focus feat. That only requires that you worship the Sovereign host.

If you're saying that Arcane Disciple doesn't actually provide 'access' to the domain the spells are granted from, then I see your point. Though it's not completely out of bounds to read it either way, IMO.

Now, only a caster of cleric spells gets any utility out of the benefit of the WF feat, namely that you can cast cleric spells without a divine focus, but the Wiz could take it and perhaps Arc. Disc. or Divine Oracle, and get into S.Spkr. He'd just get the domain access and no effective caster class levels granted.

Quote from: Faiths of Eberron
Able to cast divine spells, must worship the Sovereign Host without favoring one god over the others, access to at least one cleric domain (Eberron adepts meet this requirement).

If you're referencing D&D Tools, be aware that the text is incomplete in multiple articles. This is the text copied straight from a PDF.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on August 31, 2016, 07:32:03 AM
Interesting.  My pdf doesn't have that line -- but it does have a blank line exactly where that line would be.  I added a sticky note to mark the correction (not that that helps anyone else here)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on August 31, 2016, 11:26:54 AM
If you're referencing D&D Tools, be aware that the text is incomplete in multiple articles. This is the text copied straight from a PDF.
Interesting.  My pdf doesn't have that line -- but it does have a blank line exactly where that line would be.  I added a sticky note to mark the correction (not that that helps anyone else here)
Actually, that line is uncolored in my PDF; when I select the text there, an copy it, it does indeed say "Special: Ability to cast divine spells, must worship the..." (that's copypasta)

Apologies for doubting you ST; I'd 'researched' Sov.Host in the recent past, so I'd just re-checked the 'book' and then corrected you. Incorrectly, as it turns out.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 31, 2016, 12:28:55 PM
I despise PDF errors like that.  :shakefist

A lot of mine have additional spaces, tabs, or oddly placed line breaks :(
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on August 31, 2016, 01:25:33 PM
Yeah, the OCR screws up many instances of 'fl' and 'fi' to be disconnected from the rest of the word (fl ogging, defi ant, etc), apparently due to font recognition or some such. I usually correct those prior to posting pasted text, while I remove the text 'reflow', if I recognize the error.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 02:31:57 PM
I despise PDF errors like that.  :shakefist

A lot of mine have additional spaces, tabs, or oddly placed line breaks :(

My original PDF of PH2 was missing every page that showed Celerity, including the spell list section. I ended up finding a better one later on.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 03:20:09 PM
The Shaper of Form (DraComp) is a rather mediocre class to take to 10th level, but a 1 level dip gives a stupidly abusive class feature: Like Begets Like.

It doesn't do much; it lets you turn one object into another with some fairly strict regulations on what can be done (think FMA's alchemy). I makes one stupid little caveat that utterly breaks the class: it can be used to double the value of any item permanently. That 100gp cost for Identify? Halved if you use the ability once. Quartered for twice. Balking at the cost of True Res? Just give a SoF a couple of days. Goodbye WBL problems! These are permanent changes.

Also the 6th level class feature lets you create magic items at no cost, up to 1,000gp per SoF level. But that costs 3 levels of spellcasting if you want it (although non-full casters can qualify for this class fairly easily). The item lasts for 1 round/level, but whatever. And getting that 6th level gives you either 1 or 2 additional daily uses of the Like Begets Like ability.

Edit: Just saw the capstone: No save, no SR single-target Disjunction (item only). That's outright broken if you can tank the CL loss (an Ur-Priest can qualify for it).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on August 31, 2016, 04:20:11 PM
I can think of plenty of magic items where only having it for 30 seconds is enough to abuse it majorly.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 04:46:28 PM
I can think of plenty of magic items where only having it for 30 seconds is enough to abuse it majorly.

Yeah, no kidding. A Robe of Useful Items, for example, lets you make real items that ignore the duration.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on August 31, 2016, 06:40:59 PM
Actually, that line is uncolored in my PDF; when I select the text there, an copy it, it does indeed say "Special: Ability to cast divine spells, must worship the..." (that's copypasta)

That worked - blank when seen normally, but text is there with copy-paste.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on August 31, 2016, 07:44:14 PM
The Shaper of Form (DraComp) is a rather mediocre class to take to 10th level, but a 1 level dip gives a stupidly abusive class feature: Like Begets Like.

It doesn't do much; it lets you turn one object into another with some fairly strict regulations on what can be done (think FMA's alchemy). I makes one stupid little caveat that utterly breaks the class: it can be used to double the value of any item permanently. That 100gp cost for Identify? Halved if you use the ability once. Quartered for twice. Balking at the cost of True Res? Just give a SoF a couple of days. Goodbye WBL problems! These are permanent changes.

Also the 6th level class feature lets you create magic items at no cost, up to 1,000gp per SoF level. But that costs 3 levels of spellcasting if you want it (although non-full casters can qualify for this class fairly easily). The item lasts for 1 round/level, but whatever. And getting that 6th level gives you either 1 or 2 additional daily uses of the Like Begets Like ability.

Edit: Just saw the capstone: No save, no SR single-target Disjunction (item only). That's outright broken if you can tank the CL loss (an Ur-Priest can qualify for it).
I believe they have mistakenly misnamed this class. It was supposed to be called the "Breaker of Wealth".
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on August 31, 2016, 08:27:45 PM
reading on Shaper of form;

can reproduce magical effect with spellcraft check for a thing they see. sounds very restrictive.

checking bunkos, lots of fun if your dm is liberal w/ the spellcraft thing.

then it dawned on me, scrolls... very few (the really good ones) are over the 6k price floor. very handy... for a cohort :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 09:01:33 PM
reading on Shaper of form;

can reproduce magical effect with spellcraft check for a thing they see. sounds very restrictive.

checking bunkos, lots of fun if your dm is liberal w/ the spellcraft thing.

then it dawned on me, scrolls... very few (the really good ones) are over the 6k price floor. very handy... for a cohort :D

Ok, duplicating a 1/day scroll of any level is stupidly broken. The most expensive scrolls are well out of range of this ability, but a scroll of Gate isn't (although that's almost the same price as a Candle of Invocation anyway).

A Truenamer can recreate the item if it breaks upon use (spell tiles).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on August 31, 2016, 09:21:43 PM
I was just on my way to edit my post for the Candle, 8400.

even by the strictest reading, needing a candle to spellcraft check against... its a free one, everyday.  :love
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 31, 2016, 10:50:21 PM
It also has Modify Self, you can change your Race (no level adjustment, no type change, no ability bonuses) four times during the Class allowing you to combine multiple Racial PrC/Feats. So for example a Gnome Wizard 5 / Shadowcraft Mage 5 / Shaper of Form 1 / Changling Recaster 3 is possible.

There also appears to be a very tiny nerf in "As Above As Below" you all missed too. It keeps bringing up seeing an item and don't forget the Spellcraft Check to ID it. So it's not an ominious ability, rather a duplicating one. Which is a good thing because it means it's on scale with other duplicating effects like Lucid Dreaming or w/e.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on August 31, 2016, 10:54:15 PM
It also has Modify Self, you can change your Race (no level adjustment, no type change, no ability bonuses) four times during the Class allowing you to combine multiple Racial PrC/Feats. So for example a Gnome Wizard 5 / Shadowcraft Mage 5 / Shaper of Form 1 / Changling Recaster 3 is possible.
Wouldn't that disqualify you from prior racial requirements when you change Race?

I would have to see the ability's full text.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on August 31, 2016, 11:45:18 PM
It also has Modify Self, you can change your Race (no level adjustment, no type change, no ability bonuses) four times during the Class allowing you to combine multiple Racial PrC/Feats. So for example a Gnome Wizard 5 / Shadowcraft Mage 5 / Shaper of Form 1 / Changling Recaster 3 is possible.

There also appears to be a very tiny nerf in "As Above As Below" you all missed too. It keeps bringing up seeing an item and don't forget the Spellcraft Check to ID it. So it's not an ominious ability, rather a duplicating one. Which is a good thing because it means it's on scale with other duplicating effects like Lucid Dreaming or w/e.

Needing to see the item is trivial (Scry the item you want to duplicate, then make the utterly irrelevant Spellcraft check to ID it).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on August 31, 2016, 11:52:01 PM
Wouldn't that disqualify you from prior racial requirements when you change Race?
Not really.

As discussed in the FAQ thread, creating a false dilemma from a totalitarian ruling drawn from misunderstanding creates complications in the rule base. In other words, hard ruling an over emphasis on the wrong parts of CW's entry invalidates entire PrCs like the Dragon Discipline and Ur-Priest as well as a specific ruling of the FAQ. A more accurate interpretation, that doesn't ignore rules, would at least concede that a PrC cannot invalidate it's self and if it would void another many benefits are not lost.

Needing to see the item is trivial (Scry the item you want to duplicate, then make the utterly irrelevant Spellcraft check to ID it).
Scry works on creatures, not items, and most other forms of remote sensing require what amounts to an already stocked up safe house.

A safe house that someone paid for. So why not just stack your scrolls on a shelf in a portable hole to shove your head in as needed?

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on September 01, 2016, 12:51:54 AM
Re: SoF's Modify Self [Renaissance], as SorO says, you can pick another race. It appears that you'd lose/gain most racial traits other than ability bonuses. It's silent regarding templates... and losing/gaining traits. Granted, there are laughably few +0 templates worth anything, but if you wanted to be Amphibious without losing Dex, SoF 1 looks like it has an answer. And just the dip loses no CL... And like Mindbender, it has goid Fort and Will saves...

In TO Land, the templates that are LA: ― might be 'no level adjustment'. If so, then MMV's Phantom would be my Go-to in a heartbeat! (HD>4, Swift action become incorporeal/corporeal, use str while incorp, etc. No type change)

Obviously, LA: ― is extremely likely to be treated as LA: ∞, but it's kinda nifty to contemplate the other.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on September 01, 2016, 03:53:13 AM
Quote
Renaissance: The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. Thus, if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.

Beholder Mage without Polymorph Any Object shenanigans?  Beholder has no LA, after all. 

Edit:  By the way, Dragon Compendium is 2nd party, so this whole conversation should probably be moved to that thread (http://www.minmaxboards.com/index.php?topic=12131.0).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on September 01, 2016, 06:34:34 AM
Beholder Mage without Polymorph Any Object shenanigans?  Beholder has no LA, after all.

As I said, LA: ― is more like LA: ∞ than LA: 0, outside of Theoretical Optimization.

Quote
By the way, Dragon Compendium is 2nd party, so this whole conversation should probably be moved to that thread (http://www.minmaxboards.com/index.php?topic=12131.0).
Quote from: Dragon Mag Comp. p2
...This Paizo publishing game product...

Well so it is! I never really thought to look that closely at the horse's teeth...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 01, 2016, 07:53:22 AM
Wouldn't that disqualify you from prior racial requirements when you change Race?
Not really.

As discussed in the FAQ thread, creating a false dilemma from a totalitarian ruling drawn from misunderstanding creates complications in the rule base. In other words, hard ruling an over emphasis on the wrong parts of CW's entry invalidates entire PrCs like the Dragon Discipline and Ur-Priest as well as a specific ruling of the FAQ. A more accurate interpretation, that doesn't ignore rules, would at least concede that a PrC cannot invalidate it's self and if it would void another many benefits are not lost.

Needing to see the item is trivial (Scry the item you want to duplicate, then make the utterly irrelevant Spellcraft check to ID it).
Scry works on creatures, not items, and most other forms of remote sensing require what amounts to an already stocked up safe house.

A safe house that someone paid for. So why not just stack your scrolls on a shelf in a portable hole to shove your head in as needed?

We could use some of the various Affiliations that allow you to borrow magic items to get "free" scrolls of any relevant price.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on September 01, 2016, 07:59:24 AM

can reproduce magical effect with spellcraft check for a thing they see. sounds very restrictive.



There also appears to be a very tiny nerf in "As Above As Below" you all missed too. It keeps bringing up seeing an item and don't forget the Spellcraft Check to ID it. So it's not an ominious ability, rather a duplicating one. Which is a good thing because it means it's on scale with other duplicating effects like Lucid Dreaming or w/e.

(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 01, 2016, 11:30:07 AM
(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 01, 2016, 04:46:23 PM
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 01, 2016, 04:57:14 PM
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?
Homebrew wise? Probably Bhu. Official rules through, no LA value means it's not for a Player.

Distinguishing null, 0, string, and actual numbers are something everyone is supposed to learn in school. Well, maybe less about string since programming isn't part of the standardized testing thus no one in congress cares about it but that's another story for another day.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on September 01, 2016, 09:10:10 PM
Wouldn't that disqualify you from prior racial requirements when you change Race?
Not really.

As discussed in the FAQ thread, creating a false dilemma from a totalitarian ruling drawn from misunderstanding creates complications in the rule base. In other words, hard ruling an over emphasis on the wrong parts of CW's entry invalidates entire PrCs like the Dragon Discipline and Ur-Priest as well as a specific ruling of the FAQ. A more accurate interpretation, that doesn't ignore rules, would at least concede that a PrC cannot invalidate it's self and if it would void another many benefits are not lost.
While it's perfectly reasonable to assume, for example, Dragon Disciple doesn't create an infinite qualification/disqualification loop, it would be a different story to combine, say, Halfling Outrider and Eye of Gruumsh via this ability.

Simply put; once you changed race to qualify for the second PrC, you would no longer meet the prerequisites for the first.  This isn't from the PrC's themselves, but rather an outside factor.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 01, 2016, 10:12:18 PM
Simply put; once you changed race to qualify for the second PrC, you would no longer meet the prerequisites for the first.  This isn't from the PrC's themselves, but rather an outside factor.
Actually it's a PrC making the change so I'm not sure how you're calling it an outside factor. Dragon Disciple is "externally" outsourcing to the Half-Dragon Template too you know, and you should probably check the FAQ's expansion on CW's second paragraph in that depending on how you no longer meet requirements you may only lose what is directly required.

But to be honest, I will concede it probably doesn't work in the first place after rereading it abit. The problem is Type/Subtype are part of a Race's Racial Features and there isn't rules on what you gain only what you don't which certainly says no on at least several Class Features. In other words a Human to Elf is still a Humanoid(Human) and there are no rules proving it picks up Low-Light Vision. Further the sentence this is called out in is primarily discussing your appearance. I don't feel it truly points in the direction of an actual Race change to count for a new PrC which would also mean it can't invalidate the last anyway.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on September 01, 2016, 11:10:20 PM
Dragon Disciple granting Half Dragon-> disqualification due to type change is an internal factor.  It is one of the PrC's features itself that disqualifies you, so it can be assumed that it actually does not.

Shaper of Form changing race -> disqualification from racial requirement PrC's is an external factor.  This is not the PrC that requires a particular race disqualifying you.  This is a separate thing.

It's like if you took levels in Soul Eater, then went through and completed Walker in the Waste.  Soul Eater didn't disqualify you from Soul Eater, Walker in the Waste did.

EDIT:
Quote
Renaissance: The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. So if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.
It looks like this should be enough to qualify for different race stuff in most cases.  It says nothing about subtypes one way or another, but it does say the race does change.  Now, it wouldn't work for, say, turning from a Human into an Elan and trying to take Rapidstrike, as your type would still be Humanoid, but it could work for qualifying for Elan Resilience, Enhanced.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 02, 2016, 12:44:34 PM
It looks like this should be enough to qualify for different race stuff in most cases.
Maybe but you can't have it both ways Snake.

Quote
Modify Self (Ex): At 1st level and every three levels thereafter (at 4th, 7th, and 10th level), the shaper of form can gain one effect from the following list, achieved through applying shaping magic to her own body. The effect is permanent. The shaper of form can choose the same ability more than once—the effects of each ability stack with themselves.
Human->Elf stacks with Elf->Human so you would look funny but more importantly you'd count as a member of of the Human & Elf Races because no one proof read the entry before cranking it out.

The problem is, and as I spoke of last go, counting as a member of a Race may not be sufficient. We're essentially walking down a road that Changlings have already been down with their Racial Emulation Feat except that Feat was kind enough to further explain counting as a member of a race only goes so far as for Magic Items & Spells rather than the mechanical traits requirements check. Further, while the PHB2's Changing Your Race section does go on to confirm PrC loss, it also requires loss of your previous Racial Traits which is something Modify Self does not do.

I will swipe the more improved line of internal/external thought through. It's nice to see some cohesive logic for a change.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on September 02, 2016, 01:45:04 PM
bloodlines / legacy champ?  :lol
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on September 02, 2016, 07:57:45 PM
...We're essentially walking down a road that Changlings have already been down with their Racial Emulation Feat except that Feat was kind enough to further explain counting as a member of a race only goes so far as for Magic Items & Spells rather than the mechanical traits requirements check...

Rehashing:
Quote from: Races of Eberron, pp110-111
...Though you do not gain any of the humanoid’s traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example)...

Emphasis mine.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 02, 2016, 11:11:19 PM
An update to an old combo: We all remember the Abyssal Specialist (DotU)+Planar Wizard 10 (PLH)+Chaotic Spell Recall (FC1) trick right? Well, according to the text, you can still take Focused Specialist. The cost is steep (10 levels of Wizard, no PrCs until then, can't use Martial Wizard), but the payout is GODLIKE POWER BEYOND ANY SPECIALIST VARIANT.

(click to show/hide)

Is it a dirty trick? Yeah, but this one is indisputable by RAW and RAI. Oh, and since you're spending so many levels in Wizard, you can trade your 5th level feat for the Domain Granted Power to get the benefits of the Chaos domain (+1 CL to any Chaotic spell, which is again every spell you can cast).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on September 02, 2016, 11:54:40 PM
 :clap

Focused specialist, +1 CL for Chaotic spells...

Go full on roquefort and add on ScM... Dumping evocation, of course.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on September 03, 2016, 09:17:17 AM
Chaotic Spell Recall: 1/day/2 Abyssal Heritor feats you possess you can use a Swift action to regain an expended spell that has the Chaotic descriptor. Due to prereqs it's usable 2/day at the start, and you can use Embrace the Dark Chaos (don't need Shun at all) to get more uses without sacrificing your build's feat selection. At half the cost of the normal DCFS effects.

I don't understand how Embrace the Dark Chaos gets you more uses.  You can change your feats but you still have the same number of feats, thus the same number of chaotic spell recall uses.  What am I missing?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 03, 2016, 10:06:46 AM
I don't understand how Embrace the Dark Chaos gets you more uses.  You can change your feats but you still have the same number of feats, thus the same number of chaotic spell recall uses.  What am I missing?
You trade away Scribe Scroll, same number of Feats but now you have one less Item Creation and one more Heritor.

Now imagine tacking on a fallacy of association over how Feats can buy Proficiencies to claim Race/Class Granted Proficiencies are Feats and then you can take even more.

We all remember the Abyssal Specialist (DotU)+Planar Wizard 10 (PLH)+Chaotic Spell Recall (FC1) trick right?
Yeah, I just updated and posted it but I used Dragon Magazine to snag the Chaotic Descriptor (and +1cl vs lawful targets) at the first level of Wizard giving you plenty of room to pick up Shadowcraft Mage & Mage of the Arcane Order as well. And don't forget Nightmare Spinner's bonus Illusion Slots.  :)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 03, 2016, 02:34:56 PM
Chaotic Spell Recall: 1/day/2 Abyssal Heritor feats you possess you can use a Swift action to regain an expended spell that has the Chaotic descriptor. Due to prereqs it's usable 2/day at the start, and you can use Embrace the Dark Chaos (don't need Shun at all) to get more uses without sacrificing your build's feat selection. At half the cost of the normal DCFS effects.

I don't understand how Embrace the Dark Chaos gets you more uses.  You can change your feats but you still have the same number of feats, thus the same number of chaotic spell recall uses.  What am I missing?

Embrace lets you trade out feats for more Heritor feats, and Chaotic Spell Recall can be used 1/day/2 Heritor feats.

And SorO:
Quote
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

You covered Scribe Scroll. All that's needed are some class-granted bonus feats that don't have a value to you to shuffle away. Several PrCs grant such things, or Monk 1 to grant 2 bonus feats.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 03, 2016, 03:03:37 PM
And SorO:
That doesn't say Minotaur's Proficiency with a Great Axe is a Feat or refute that it's Feat entry says it only gains three for it's HD which excludes it's separate Proficiency entry. Likewise it doesn't change the entry on RHD/Type or assert Class-granted are multiple Feats either.  :P

It's just a special snowflake that by it's specific wording gets to play. And if you're a Spellcaster, picking up Feats through WBL is better than losing levels for them.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 03, 2016, 09:30:04 PM
So a couple of the Truenamer spells are actually pretty interesting, providing you can make the DCs work for you (a little Guidance of the Avatar never hurts, does it?). The good news is the law of resistance doesn't apply to them, so the DCs are "static".

Bulwark of Reality: You need to say your own personal Truename, but it's a more powerful Mage Armor (shorter duration, but whatever). +6 AC for a 1st level spell isn't too shabby, and 1 minute/level is enough time for a few encounters for a dungeon crawl. There's a few other buff spells in here too, but the Cleric ones have a really short duration.

Scramble True Position: My favorite Truespeech Spell. If you make the standard DC 15+CR*2 check, everything in a 10ft radius burst (Close range) gets teleported 10ft in a random direction without being allowed a save. They get a save to avoid being knocked prone by the teleportation, but the only defense is SR (which is trivial for a good Wizard). How good is this? Anticipate Teleportation turns it into an extra turn for the whole party, Greater makes it a Time Stop. Divert Teleport makes it so you can control the teleportation, making combing the Anticipate Teleportation even better.

Warp Truename: A save and still suck for beatsticks, but a real save or be utterly screwed for everyone else. You set their Str/Dex/Con to 10 (!!!), drop their speeds (all of them) to 20ft, and replace all of its natural attacks with a single Slam, regardless of the save's outcome, and then shut off all Ex, SUs, SLs, or spellcasting abilities (and, by transparency, manifesting). They keep BAB, HD, base saves, and magic items. This spell is perfect for Chain spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 04, 2016, 01:16:45 PM
Speaking of Truenaming, the Disciple of the Word (http://alcyius.com/dndtools/classes/disciple-of-the-word/index.html) is an interesting class that can be entered pretty easily with a two-level Monk dip.

Since they aren't Utterances, the different Words don't have to deal with the Laws of Resistance/Sequence. There are also some neat effects, like replacing a bunch of skill checks with Truespeak checks, using a Truespeak check in place of a Reflex save, etc, etc.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on September 04, 2016, 02:54:55 PM
Speaking of Truenaming, the Disciple of the Word (http://alcyius.com/dndtools/classes/disciple-of-the-word/index.html) is an interesting class that can be entered pretty easily with a two-level Monk dip.

Since they aren't Utterances, the different Words don't have to deal with the Laws of Resistance/Sequence. There are also some neat effects, like replacing a bunch of skill checks with Truespeak checks, using a Truespeak check in place of a Reflex save, etc, etc.

"Hey, you know that class that is a silly hodgepodge of ki abilities? Let's add more and gate it behind a skill nobody uses."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 04, 2016, 03:02:59 PM
"Hey, you know that class that is a silly hodgepodge of ki abilities? Let's add more and gate it behind a skill nobody uses."
Pretty much.

Speaking of the Spells you should have mentioned Unname. It's obscure enough anyone would simply try to Resurrect them normally and fail which is nice. But it can serve as a thoughtful touch if your PCs are expecting a quest to locate a lost soul of the dead guy and instead receive a quest to locate the only guy that ever cared to record the Spell. It can also serve to increase the hype of a BBEG, instead of a generic "oh he was banished by such and such" you could be like "He who we cannot name is not a silly pun as he is in fact an unnamed creature. The gods them selves banished him from the world for his deeds in such a way that the reality rejects the very presence of his true name. It cannot be said for it cannot be known."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 04, 2016, 08:52:54 PM
Speaking of Truenaming, the Disciple of the Word (http://alcyius.com/dndtools/classes/disciple-of-the-word/index.html) is an interesting class that can be entered pretty easily with a two-level Monk dip.

Since they aren't Utterances, the different Words don't have to deal with the Laws of Resistance/Sequence. There are also some neat effects, like replacing a bunch of skill checks with Truespeak checks, using a Truespeak check in place of a Reflex save, etc, etc.

"Hey, you know that class that is a silly hodgepodge of ki abilities? Let's add more and gate it behind a skill nobody uses."

It also both advances and doesn't advance Flurry of Blows. Now that's fancy.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 05, 2016, 12:39:29 PM
It also both advances and doesn't advance Flurry of Blows. Now that's fancy.
I'm pretty sure the third paragraph is an extension of the second, or a continuance of if you are not a Monk. I agree it could have been written better though.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 05, 2016, 10:21:56 PM
It can also serve to increase the hype of a BBEG, instead of a generic "oh he was banished by such and such" you could be like "He who we cannot name is not a silly pun as he is in fact an unnamed creature. The gods them selves banished him from the world for his deeds in such a way that the reality rejects the very presence of his true name. It cannot be said for it cannot be known."

(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 06, 2016, 04:05:45 PM
Truespeak Monk eh?  Too bad it works off of Stunning Fist uses. 
Skill Checks go +++ much more obviously and easily, than Caster Level checks.
Still, that keeps pace with the Big Guns ...

We all remember the Abyssal Specialist (DotU)+Planar Wizard 10 (PLH)+Chaotic Spell Recall (FC1) trick right?
Yeah, I just updated and posted it but I used Dragon Magazine to snag the Chaotic Descriptor (and +1cl vs lawful targets) at the first level of Wizard giving you plenty of room to pick up Shadowcraft Mage & Mage of the Arcane Order as well. And don't forget Nightmare Spinner's bonus Illusion Slots.  :)

Ahh nice add on, to a very tasty combo.  Dr#357 has the feat to skips over Planar Wizard 10. (oh yep SorO references in his guide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 08, 2016, 10:03:57 PM
Shockwave and Force Hammer (both from Sharn, City of Towers) are low-level Save or Daze. Shockwave is a 3rd level 20ft radius out to close range (ideal for Sculpting), and Force Hammer is a 2nd level ray (metamagic the hell out of it). Unfortunately neither affects Constructs or Undead, but getting a little (nonlethal) damage in and dazing multiple targets is good for a pair of Evocation spells.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on September 11, 2016, 01:37:03 PM
Dungeon Mag #100 has a level 8 spell Dire Reincarnation.
I googled and found only this 1 mention of it
Um. It's in the Dungeon Mag find thread that I made years ago...

I even used it in my ultimate Beary Bear bear build.

Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?
I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 11, 2016, 04:03:58 PM
I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).
Quote from: PBMC's idea of a "serious inquiry" about the difference between no LA vs LA --
I maintain that the designers were just too scared to assign reasonable LA to many of the LA: -- templates. It haunts their dreams along with casters in heavy armor and other over powered munchkinry.
I'd like to remedy this.
If you want to critique an LA, please do!
Here's a critique, I don't think after bitching about how the designers decided the list of monsters were not suitable for PCs you provided homebrew that apparently no one was interested in should offered as some kind of unchallenged rule breakdown over how missing a number is different than missing a number and one of those is totally a number is the kind of plug you should be selling for that thread.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on September 11, 2016, 06:35:56 PM
Shockwave and Force Hammer (both from Sharn, City of Towers) are low-level Save or Daze. Shockwave is a 3rd level 20ft radius out to close range (ideal for Sculpting), and Force Hammer is a 2nd level ray (metamagic the hell out of it). Unfortunately neither affects Constructs or Undead, but getting a little (nonlethal) damage in and dazing multiple targets is good for a pair of Evocation spells.

Along those lines, Sound Burst in core is worth a mention as a 2nd-level spell for Bards and Clerics. Only a 10-foot radius and the damage is fixed at 1d8 (sonic, rather than nonlethal), but it stuns instead of dazing. Given that the other two don't affect nonliving creatures anyways, the difference in stunnable foes vs. dazable foes isn't all that huge, especially at low levels (constructs and undead are out for both, and elementals, oozes, and plants are the only creature type difference), although it doesn't stun creatures that can't hear either. Still, stunning is even better than dazing against the creatures it affects, as it adds in an AC reduction and an automatic disarm on top of the action loss.

Edit: Neat, this is my 4000th post!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 12, 2016, 03:31:02 PM
Dungeon Mag #100 has a level 8 spell Dire Reincarnation.
I googled and found only this 1 mention of it
Um. It's in the Dungeon Mag find thread that I made years ago...

I even used it in my ultimate Beary Bear bear build.

Googled s'more to find that 1 over at BG.
Ah, a true singleton.
Sorry PLZ appearances to the contrary, my kitty avatar's Tail don't follow you around like a puppy.
 :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 12, 2016, 03:37:45 PM

I also think Holy Warrior (http://alcyius.com/dndtools/feats/complete-champion--57/holy-warrior--1405/index.html) is a pretty nice feat for spontaneous casters with access to the War Domain. Then it's essentially "your weapon attacks deal bonus damage equal to the highest unexpended spell slot you have."

hmm ... could value that at a 1st level spell + persist meta.  Cheap or very cheap, depending on how Gishy the gish.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on September 13, 2016, 02:17:26 AM

I also think Holy Warrior (http://alcyius.com/dndtools/feats/complete-champion--57/holy-warrior--1405/index.html) is a pretty nice feat for spontaneous casters with access to the War Domain. Then it's essentially "your weapon attacks deal bonus damage equal to the highest unexpended spell slot you have."


I had a Four Horsemen themed cleric that I played for a while who made good use of this feat.  Start out with the Hunger and Pestilence domains, dip Ordained Champion to get War, then Contemplative for Death, and 2 levels of Prestige Paladin for the horse (required some DM leniency, but the concept was awesome enough). 

Holy Warrior + Chaos Devotion + Collision weapon made for some pretty heavy swings.  Even more so when comboing it with Cloud of Knives (http://kolidascope.wikia.com/wiki/Cloud_of_Knives) and other sorts of free-action weapon attacks. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on September 13, 2016, 06:54:55 PM
I don't think after bitching about how the designers decided the list of monsters were not suitable for PCs you provided
... apparently no one was interested in should offered as some kind of unchallenged rule breakdown...
I understand your opinion. But I still find the designers not adventurous enough there and still I do find it a challenge :)

You'll find tons of new homebrew material that no one is interested in. Go try to rain on their parade. They are better trolling targets anyways than dead end discussions about existing printed material. I don't find integer assignment that ... controversial?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jowgen on September 13, 2016, 08:37:54 PM
I got something that (according to a quick site search) appears to be genuinely novel/fun/useful.

DMG2 has Bonding Rituals, which let a character ignore the normal prerequisites for creating an item (such as the ability to cast a certain spell), the exception being non-item-creation feats and caster level, which must either be met otherwise or be equal or less to current character level. The character must still expend the GP and EXP, meet the prequesites of the ritual (can be met by 3rd level), and they can only have one Bonded Item at a time.

The fun part: the Ritual of Faith (pre: Knowledge Religion (3 ranks), 2nd level divine spells) specifically mentions that it can be applied to phylacteries. This means that any character capable of casting 2nd level divine spells that has the means to boost his CL to at least 11 (e.g. Ghostwalk Circle Magic) can construct themselves a Lich's Phylactery, if he has enouch exp/cash to burn.

tl;dr: Ritual of Faith theoretically allows 3rd level Clerics to acquire the Lich template without wasting permanent resources.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 14, 2016, 10:10:28 PM
Is it just me, or does the wording of the Anarchic Initiate's Chaotic Surge allow Wilders with Overchannel to effectively double-dip? After all, it modifies either Wild Surge or Overchannel, and you can technically use both on the same power...

EDIT: Derp, I checked the Overchannel feat and not Wild Surge. Yeah, you can't combo them.

In apology for wasting everyone's time, the Knight of the Iron Glacier (http://alcyius.com/dndtools/classes/knight-of-the-iron-glacier/index.html) is... interesting. That capstone essentially translates to "you have DR 3/- and +2 on AC and saves vs. non-mooks" by the time you get it.

Shame about the copious dead levels!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 15, 2016, 05:09:55 PM
Well, Wilder into Anarchic Initiate is a standard way to reduce Psychic Enervation chances. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on September 15, 2016, 05:12:05 PM
I got something that (according to a quick site search) appears to be genuinely novel/fun/useful.

DMG2 has Bonding Rituals, which let a character ignore the normal prerequisites for creating an item (such as the ability to cast a certain spell), the exception being non-item-creation feats and caster level, which must either be met otherwise or be equal or less to current character level. The character must still expend the GP and EXP, meet the prequesites of the ritual (can be met by 3rd level), and they can only have one Bonded Item at a time.

The fun part: the Ritual of Faith (pre: Knowledge Religion (3 ranks), 2nd level divine spells) specifically mentions that it can be applied to phylacteries. This means that any character capable of casting 2nd level divine spells that has the means to boost his CL to at least 11 (e.g. Ghostwalk Circle Magic) can construct themselves a Lich's Phylactery, if he has enouch exp/cash to burn.

tl;dr: Ritual of Faith theoretically allows 3rd level Clerics to acquire the Lich template without wasting permanent resources.

hmm ... both of those ideas are very interesting and worth a solid look.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Sinfire Titan on September 15, 2016, 08:54:32 PM
Well, Wilder into Anarchic Initiate is a standard way to reduce Psychic Enervation chances.

Except Wilder lacks Knowledge (The Planes), so you need a feat tax or a dip into another PrC to qualify. :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on September 18, 2016, 02:19:59 PM
Quote
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?
I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).

"--" has specific rules meaning, it equals non-ability. the monsters without an LA line could be assumed to be the same, but that is not stated anywhere i'm aware of.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 18, 2016, 02:36:47 PM
"--" has specific rules meaning, it equals non-ability. the monsters without an LA line could be assumed to be the same, but that is not stated anywhere i'm aware of.
Basically per MM1 the line is included if it's meant to be playable Race, reverse cast would be any entries that omits it is not. An no value entry (the dash) is a second way to say it's not a playable Race. The second is a technically better filing system because you have to confirm 'no' rather than imply it and relaying on if the entry was missing or not can cause all sorts of problems.

Like Unseelie Fey is a great example, the Template lacked a LA entry because it's not for PCs outside of Cohorts (with I think a +2 adjustment) & Summons but it's highly erroneous example did because Gnome contains an LA entry. Had the Template simply used the dash expression instead of omitance there would have been no ambiguity.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on September 18, 2016, 07:43:39 PM
Although I will say that certain acquired templates that can be applied to characters (especially by the character's action) really should have had actual LA lines.

Spellstitched, I'm looking at you.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on September 25, 2016, 12:24:10 PM
In other news, Page 32 of RotD gives specific rules on lost prereqs. Its in a sidebar, so one could try to look at it from a limited perspective by RAI, but the RAW plainly says "In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place." It goes on to repeat the familiar chassis benefits from CW.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 25, 2016, 02:14:17 PM
In other news, Page 32 of RotD gives specific rules on lost prereqs. Its in a sidebar, so one could try to look at it from a limited perspective by RAI, but the RAW plainly says "In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place." It goes on to repeat the familiar chassis benefits from CW.
Funny thing about RAW is Feats and many Class Features are not Special Abilities and
Quote from: Same Page
The technical details of giving up your previous race and taking on the aspects of the spellscale race are different from those for a character who assumes a creature template.
One can also argue that those rules "in general" expressly apply to Races and Templates do not use those rules.

More on point through, CW, RotD, and SS all agree a change of Race can cause loss of PrC Class Features (not just special abilities) and Templates do not alter actually alter your Race which is the real reason they are exempt when discussing racial changes (through type may be a concern for some).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 27, 2016, 11:04:12 PM
So here's a random one:

For pretty much forever, I've assumed that armor doesn't have a listed HP (because you can't sunder it normally). Pretty much every thread I've looked at gives the same answer.

That answer is actually wrong. If you check the SRD here (http://dndsrd.net/carryingAndExploration.html), you can see that armor has HP equal to 5 x the AC bonus.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 29, 2016, 01:01:04 PM
Here's one that's... unique, as far as I can tell.

The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:

Quote
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.

If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on September 29, 2016, 01:03:21 PM
Here's one that's... unique, as far as I can tell.

The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:

Quote
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.

If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."

My guess is that it's the second one, someone didn't like standardized language when they wrote that...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on September 29, 2016, 03:01:37 PM
Here's one that's... unique, as far as I can tell.

The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:

Quote
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.

If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."

My guess is that it's the second one, someone didn't like standardized language when they wrote that...

 Its definitely not RAW but the only way I can wrap my head around that ability is if it was meant to us the bonus from their defensive blow class feature and something just didn't get caught through editing.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 29, 2016, 04:22:29 PM
I think the ability says "this will break your mind and if you're a grammar nazi it will physically hurt to read the following entry".
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 29, 2016, 04:48:15 PM
I think the ability says "this will break your mind and if you're a grammar nazi it will physically hurt to read the following entry".

In other words, you use it to say "No Mercy lets me make an extra attack of opportunity against each opponent each round" to your DM.

And then stare at them unblinkingly until they just go "fine, whatever."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on September 29, 2016, 09:05:45 PM
Considering No Mercy has a +1 and later a +2 on the table, it's pretty clear that you get that many extra AoOs per round.  It is badly written, but when you look for the "bonus" it refers to, it does make sense.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 29, 2016, 10:03:46 PM
The Kuo-Toa section in MMV has some neat toys. Two of them are restricted to Kuo-Toa, though.

The Kuo-Toan Harpoon, an exotic one-handed¹ throwing weapon that deals 1d10/x2 Piercing damage and has a range increment of 30ft. That's already pretty good - but it gets better.

A) Each time the harpoon damages a creature, they have to make a Reflex save vs. 10 + [Damage Dealt], or else they get harpooned.
B) Harpooned creatures halve their speed, can't charge or run, and has to make a DC 15 Concentration check to cast spells.
C) Pulling out the harpoon takes a full-round action and two free hands - it deals 1d10 damage unless you make a DC 15 Heal check.
D) The wielder can hold onto the attached chain, preventing a harpooned creature from moving more than 30ft away unless they win an opposed Strength check.
E) They can wrap it around a shield they've used the Adhesive ability on as a Swift action to gain a +5 bonus on all such Strength checks.
F) After wrapping it around a shield, they can slam it into the ground as a Standard action, which turns the opposed Strength check to move away into a DC 20 Strength check.

By RAW, D, E, and F can only be used by one monster (the Kuo-Toa Harpooner), but I think any reasonable DM would let you use D even if you weren't a Kuo-Toa (E and F do require a particular racial trait, so you're out of luck there.)

Oh, and the fact that removing the harpoon deals damage to you means that pulling a harpoon out of you doesn't always work.

¹ OK, by RAW it isn't any of the three - I'm picking this up from a statblock here.

=---=

The Kuo-Toa Monasticism and Mind-Shattering Strike are interesting feats for Kuo-Toa Monks.

a) Kuo-Toa Monasticism is a... bit poorly written (it doesn't have a duration), but the important benefit is that you can take a Swift action to make one of your extra attacks from Flurry of Blows automatically hit if your first attack hit.

b) Mind-Shattering Strike gives you an extra usage of Stunning Blow. More importantly, it lets you spend a Stunning Blow usage to make the creature you hit with an unarmed attack attack the nearest non-Kuo-Toa unless they make a Will save vs. 10+1/2 HD+Wis.

=---=

Yep, all of them are poorly written, but they're fun nonetheless.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on September 30, 2016, 05:33:53 PM
That's just a Harpoon with the word Kuo-Toan slapped on the front, all the way through D).  Its in Stormwrack too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on September 30, 2016, 06:58:35 PM

A) Each time the harpoon damages a creature, they have to make a Reflex save vs. 10 + [Damage Dealt], or else they get harpooned.

C) Pulling out the harpoon takes a full-round action and two free hands - it deals 1d10 damage unless you make a DC 15 Heal check.

No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 30, 2016, 07:17:58 PM
No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.
In 3.0 it deal as much going out as in I think, but yeah they nerfed it to 1d10.

Since there is no Attack Roll precision damage doesn't apply and it doesn't note it "hits" again which cuts out virtually all WSAs. However, Quick Draw says throw multiple Harpoons into someone instead of a sticky shield just tie it to an Unmovable Rod using a heavy duty Adamantine chain so they can't really even Break/Sunder the line either.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on September 30, 2016, 10:37:51 PM
No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.
In 3.0 it deal as much going out as in I think, but yeah they nerfed it to 1d10.

Since there is no Attack Roll precision damage doesn't apply and it doesn't note it "hits" again which cuts out virtually all WSAs. However, Quick Draw says throw multiple Harpoons into someone instead of a sticky shield just tie it to an Unmovable Rod using a heavy duty Adamantine chain so they can't really even Break/Sunder the line either.

Made a side-thread for it (http://www.minmaxboards.com/index.php?topic=17625.msg314989#msg314989)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on October 01, 2016, 11:17:08 AM
Here's one that's... unique, as far as I can tell.

The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:

Quote
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.

If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."

The 2nd one.  Like combat reflexes, you get extra AOOs each round, but each opportunity still provokes only 1 AOO.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on October 04, 2016, 09:06:07 PM
Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htm
Targeted Dispel
...
You automatically succeed on your dispel check against any spell that you cast yourself.
Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htm
Area Dispel
...
You may choose to automatically succeed on dispel checks against any spell that you have cast.

Anyone ever notice that dispel magic automatically dispels your own spells when used in targeted form, but lets you choose whether or not you automatically dispel your spells as an area dispel?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Vizzerdrix on October 04, 2016, 09:34:38 PM
Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htm
Targeted Dispel
...
You automatically succeed on your dispel check against any spell that you cast yourself.
Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htm
Area Dispel
...
You may choose to automatically succeed on dispel checks against any spell that you have cast.

Anyone ever notice that dispel magic automatically dispels your own spells when used in targeted form, but lets you choose whether or not you automatically dispel your spells as an area dispel?

Isnt that a major component in exploding rune book bombs?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on October 04, 2016, 10:09:28 PM
That you automatically dispel your own spells is commonly known and used. What I never noticed until now is that in the area version, it's optional, not mandatory.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 05, 2016, 05:42:25 PM
Ice Weird + Snow Weird have the best looking Divination spam :

http://www.realmshelps.net/monsters/block/Weird,_Ice
http://www.realmshelps.net/monsters/block/Weird,_Snow

Prescience (Sp): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: clairaudience/clairvoyance, contact other plane, detect thoughts (DC 18), discern location, find the path, foresight, greater scrying (DC 23), legend lore, locate creature, locate object, tongues, vision. Caster level 18th.

1st thought, is COP is too dangerous to bother with, given how good the rest of it is.

2nd thought, Free Action as an epic spell metamagic-y thing is about +10 spell levels (+20 DC).
Some of these had much longer casting times than 1 round, so the real number is bigger.

3rd thought, how many Free Actions like this can you do per round?
Deities have a clause about that, but idk anything else.
http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#automaticActions

wow  :love

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on October 05, 2016, 06:32:29 PM
Ice Weird + Snow Weird have the best looking Divination spam :

http://www.realmshelps.net/monsters/block/Weird,_Ice
http://www.realmshelps.net/monsters/block/Weird,_Snow

Prescience (Sp): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: clairaudience/clairvoyance, contact other plane, detect thoughts (DC 18), discern location, find the path, foresight, greater scrying (DC 23), legend lore, locate creature, locate object, tongues, vision. Caster level 18th.

1st thought, is COP is too dangerous to bother with, given how good the rest of it is.

2nd thought, Free Action as an epic spell metamagic-y thing is about +10 spell levels (+20 DC).
Some of these had much longer casting times than 1 round, so the real number is bigger.

3rd thought, how many Free Actions like this can you do per round?
Deities have a clause about that, but idk anything else.
http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#automaticActions

wow  :love

So...having one of these as a patron or pet pretty much justifies (almost) any amount of DM metagaming.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on October 06, 2016, 12:33:26 AM
Thats pretty nasty on top of the infinite elementals it can potentially control and 9th level casting.
Too bad it is close to immobile, but then again that can be lost with some Ability Rip Cheese
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 06, 2016, 05:01:30 PM
Druid 5 (or 4) / Planar Shepherd 9 ... is a path, and it works with the Ice plane fluff.

What are the other obscure ways to get (Sp)'s over to full PC control?
(I haven't read up on that in a long time)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Shadowhunter on October 06, 2016, 07:08:10 PM
This is many years late, but I just realized that if you can spend turn undead attempts for additional swift actions (as many times as you have said TU) as a Ruby Knight Vindicator, then there's one piece of shenanigans that isn't mentioned in the cleric handbook. It mentions prestige paladin with the feat, it mentions quickened spells. . . but using Wish to emulate Arcane Spellsurge would allow you to spend your entire payload in one turn more effectively than DMM-Quicken.

Never mind, the spell explicitly states it modifies the casting time for arcane spells. Whoops.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on October 06, 2016, 11:50:24 PM
Ice Weird + Snow Weird have the best looking Divination spam :

http://www.realmshelps.net/monsters/block/Weird,_Ice
http://www.realmshelps.net/monsters/block/Weird,_Snow
Man... WTF is wrong with the morons who wrote these things up?  :witsend How in the F is that a CR 15? It casts like a level 18 sorcerer, and has a ton of other crap it can do...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 07, 2016, 03:58:36 PM
I think the standard way C.O. has dealt with Full Casters,
is the Divination spamming is out-of-combat. 
Here's the 1 thing that can equal or exceed that, and do it IN Combat.
 
Even the statted Deities can't do what these can do.
Urban Savant PrC gets into metagaming, but lacks the orders of magnitude.
Oh man, together it's still under a CR 20.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on October 07, 2016, 06:29:32 PM
I thought the elemental wierd abuse was well known. The free action limitation helps RAI reign in some of the RAW free action silliness (but not the commoner railgun)

Horn of Gorgon allows a better ratio of inherent Str on the 3rd casting. You'll still get +5, but not spend so much XP. The 400 some gp is still a material component, so you can't use crafting cheese with it like you could a tome.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on October 07, 2016, 07:39:41 PM
Horn of Gorgon allows a better ratio of inherent Str on the 3rd casting. You'll still get +5, but not spend so much XP. The 400 some gp is still a material component, so you can't use crafting cheese with it like you could a tome.

Horn of Gorgon + a Fell Energy Wish lets you do it on the first casting if you're Undead at the time.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 07, 2016, 10:52:38 PM
Horn of Gorgon allows a better ratio of inherent Str on the 3rd casting.
You should cite your source, specially when it comes to optional Material Components which no one has ever indexed before.

Horn of Gorgon + a Fell Energy Wish lets you do it on the first casting if you're Undead at the time.
Not really.

For reference,
Quote from: CC,
Horn of Gorgon: Gorgon horns soften when soaked in a particular kind of rare vinegar. If this horn of gorgon is then used as a component in the casting of any spell that enhances Strength—whether by an enhancement bonus, a size increase, or any other means—it adds 2 to the subject's Strength, on top of the spell's normal effects. Price: 575 gp.
The horn actually adds it's own bonus to Strength that's applied on top of the Spell's effect rather than directly increasing the bonus the Spell provides.

So on the one hand you cannot benefit from the Horn's effect more than once due to stacking rules but on the other hand you keep the benefit for as long as the Spell's effect lasts. So technically you still need Wishx3 with Fell Energy on last one will take you to the cap on inherent bonuses. It just happens to be using the Horn an something that will provide a permanent effect is a very good idea.

And truthfully, Strength is by far the easiest score to raise up. You can actually pick up a +4 inherent bonus for 40k using one of the Undead Arms. You save 70,000gp with no downsides (like fiendish ones make you save vs evil or elemental decreases hp). Then I think it's Defenders of Faith that offers the Arm of Nyr which gives a +2 unnamed bonus to Str & Dex and +2 Deflection to AC for 12k. With just those two things you'll exceed the +5 undispellable gain a Tome provides and save money doing it.

And when you get into Spells, Bite of the Werebear gives a +16 Enhancement Bonus & Giant Size offers a +32 technically unnamed but size effects don't stack anyway and both are 7th level Persistable effects. Convince a Wu Gen to help make a Staff with you and just use a Minor Schema of Metamagic Item to apply Persist to it for 25 days of +48 Str for 125,437.5gp which is still less than the price of a +5 Tome.

Pretty much if you track inherent bonuses on your WBL (like you probably should) they just plain are too expensive to waste time buying Tomes or casting Wish.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on October 08, 2016, 09:43:14 AM
Eh, if all you care about is getting a +5 bonus to Strength, Fell Energy Wish + Horn of Gorgon does the trick.

+1 from the Wish, boosted to +3 by Fell Energy Spell, and you get an untyped +2 to Strength on top of it. If you don't want to waste effort on getting more of a bonus, then that's sufficient.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 08, 2016, 09:54:14 PM
Honestly, if all you want is cheap inherent bonuses, 10 Candles of Invocation will get you to +5 for all your stats for cheaper than a single +4 Tome.

Of course, we all know that Candle of Invocation is in the top 5 broken items list, and this is rather tame compared to what else it can do.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 09, 2016, 04:05:42 PM

I thought the elemental wierd abuse was well known. The free action limitation helps RAI reign in some of the RAW free action silliness (but not the commoner railgun) ...

Googling I only found the Illithid Savant tactic, and
the Innate Spellcasting (no mention of the Div spam).
giantitp had ~20 mostly fluff posts.


I think I can get Divine Minion cheese to work with Planar Shepherd.
Might move this down to about level 12, rather late game anyway.
Never-the-less, to my eye it's the Div champ.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 12, 2016, 12:57:56 PM
Quote from: Dragonblood Spellpact (dragons of faerun)
Transmutation
Level: Sorcerer 5,
Components: V, S, M, XP,
Casting Time: 10 min.
Range: Touch
Target: You and one willing creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.
This spell allows two willing dragonblood creatures to trade known spells. The two creatures agree upon a spell to swap. These spells must be of the same level, though not of the same school. This effect does not grant the creatures the ability to learn more spells. When a spell is traded, it is no longer in the repertoire of the trader. Each participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell.

For instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer). They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration. When the trade is decided and the spell cast, each expends 800 XP (100 × 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells). The old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen.

Material Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade.
XP Cost: 100 x the minimum caster level necessary to cast the traded spells. Both participants expend this amount.
Special: Only dragons and dragonblood creatures can cast this spell.
Interestingly this is a straight trade across that doesn't check your List or even casting ability, and no the chapter header doesn't even imply it's dragon only (since it says the spells are employed by dragon slayers). A Sorcerer could trade with a Bard whom could trade with a Rainbow Servant Warmage whom traded with a Wu Gen whom traded with a Child of Eberron Gold, etc.

It freely bleeds any Spontaneous Lists together and it's only slightly more expensive than a Runestaff making it a perfect trader for limited list casters.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on October 12, 2016, 02:48:40 PM
Does "dragonblood creature" count as a race?  Specifically, can you use UMD to emulate it (DC 25) so you can use Dragonblood Spellpact from a magic item?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 12, 2016, 02:51:56 PM
Dragoned-Blooded? No, it's a collective classification.

But you can emulate being a Red Dragon which is essentially Race, I mean Monster Entries & Race are pretty much just separated by being printed in Player books vs having a LA entry in a DM book and many entries are indexed in both even through terminology doesn't often come right out and say Thorg the Hill Giant's race is Hill Giant.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 12, 2016, 08:29:35 PM
That looks like you could, for example, have a Favored Soul and a Dragonblood Sorcerer swap some spells.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 13, 2016, 01:23:45 PM
That looks like you could, for example, have a Favored Soul and a Dragonblood Sorcerer swap some spells.
Yep, it also can cause an inflation of all the good spells.

Like at level 4 a Sorcerer learns Wings of Cover and given it's value he pretty much has his pick of Spells as everyone that can cast the trading Spell (sic every spontaneous caster with a scroll) would want it. At level five the Sorcerer learns Wings of Cover again and trades it away. Same with level seven and nine. The end result is still a Sorcerer with Wings of Cover, but he has four off-list Spells and the economy has four new Wings of Cover shoved into it per 9th level or higher Sorcerer.

And if your goal is to purposely flood the market, at every even level besides the 2nd the Sorcerer can just ditch the traded Spell for a new Wings of Cover. Now combine that with a True Dragon aging trick and in a dragon ran economy after a couple generations you'll have people claiming Divine Spells give you Mummy Rot and Hypnotism was the true way to play because they think the forefathers had it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 13, 2016, 05:13:43 PM
That's very interesting.

It's a wider application than the Dragons Of Eberron list expander thingies.
Kinda a drag specific psyref.

It doesn't have to be delayed until level 9, it can be done earlier with Scrolls.

What happens with a Scroll and the Exp cost ??
Especially if it doesn't involve the original crafter/caster.
(I'm forgetting how the wait-on-it expenses work)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 13, 2016, 08:40:41 PM
Here's a bizzare question: how does it work with Spirit Shamans?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 13, 2016, 11:09:46 PM
Here's a bizzare question: how does it work with Spirit Shamans?
Short answer? Thank Mystra it has an XP cost to prevent constant spam.

I suspect there is a longer answer, but damned if I know it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on October 14, 2016, 04:47:57 AM
Here's a bizzare question: how does it work with Spirit Shamans?
(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 17, 2016, 11:29:59 PM
(click to show/hide)
Even with my cold dead heart, I cracked a smile.
Mostly for getting LE right.  ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on October 18, 2016, 02:49:26 AM
(click to show/hide)
Even with my cold dead heart, I cracked a smile.
Mostly for getting LE right.  ;)

So, LG is actually LN, NG is N, CG is CN, LN is LE, N is correct, CN is CS (Chaotic Stupid), LE is very correct, NE is CN, and CE is SE (Stupid Evil).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 18, 2016, 06:54:30 PM
I actually ate Peanut Butter this morning  :tongue

My kitty avatar's Tail  hates peanut butter, gotten stuck once too often.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 19, 2016, 12:38:09 PM
I actually ate Peanut Butter this morning  :tongue
My kitty avatar's Tail  hates peanut butter, gotten stuck once too often.
I don't really think the D&D fun finds thread is where your supposed to talk about what things you've stuck into peanut butter.
And I'm almost to terrified to ask why you think it is.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 19, 2016, 04:43:21 PM
 :hmm
I counted 4 "e"-s in the :  Heeeey.

My kitty avatar thought it was a fun "find".
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 19, 2016, 04:49:26 PM
Improved Speak Without Sound feat = Telepathy at level 1.
Serpentine Mind = slightly more ppoints, and Pun-pun resistance.

From ---> http://archive.wizards.com/default.asp?x=dnd/frcc/20070627

**

Scion of the Twelve [Regional, Psionic]
Your body and mind hold the essence of one of the twelve scions of Jhaamdath, allowing you to recognize the presence of your kind.
Benefits:
    You can use detect psionics at will as a psi-like ability. Your manifester level is equal to your character level.
    You gain a +2 bonus to your effective manifester level when manifesting powers from the clairsentience discipline.
You may select this feat only as a 1st-level character. You may have only one regional feat.

From ---> http://archive.wizards.com/default.asp?x=dnd/frcc/20070620


Wilder loves the at-will to trigger Surges.
raw Ardent loves the +2 ML.
Divine Mind with Consumption Aura, is a weird recharge on itself.
Should be some PrCs to early qualify, like the Duergar.

**

alt but predecessor Earth Mantle, with the only extra Div Mind Aura
http://archive.wizards.com/default.asp?x=dnd/dd/20060428a

Conflict and Freedom Mantles, and minor extras (scroll down)
http://archive.wizards.com/default.asp?x=dnd/iw/20060302a

**

Kalashtar + Inspired without Psi ... booo
http://archive.wizards.com/default.asp?x=dnd/ebds/20060925a

Kalashtar racial stats
http://archive.wizards.com/default.asp?x=dnd/eb/20040413a

Erudite
http://archive.wizards.com/default.asp?x=dnd/iw/20060406b&page=1

Similarities of Magic + Psi
http://archive.wizards.com/default.asp?x=dnd/rg/20060613a

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on October 19, 2016, 05:31:06 PM
Well done Kethrian.

AdmG you pointed out an elegant recharge setup there (and earned a fix I had overlooked).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on October 20, 2016, 01:50:44 AM
aDMg, all those links are coming up 404 for me.  Is there something I'm doing wrong?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on October 20, 2016, 04:27:17 AM
aDMg, all those links are coming up 404 for me.  Is there something I'm doing wrong?

They work for me.  :???
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Stratovarius on October 20, 2016, 05:55:23 AM
aDMg, all those links are coming up 404 for me.  Is there something I'm doing wrong?

Work for me too (iPhone)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 20, 2016, 05:36:07 PM
idk what caused the 404s, but I do get weird results sometimes when moving from Android to Firefox.

Well done Kethrian.

AdmG you pointed out an elegant recharge setup there (and earned a fix I had overlooked).

My kitty avatar has never heard of this thing called elegant.
 :plotting do we call this the 3 point PLZ edition?  (as in 3.PLZ)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on October 21, 2016, 01:39:01 AM
Strange, they work from my phone but not from my desktop. 
Instead of showing me archive.wizards.com, it redirects me to dnd.wizards.com with a 404 "this article might be outdated or moved" message.  I wonder if I have an extension or something that's causing that.
I use Chrome Mobile on my phone, and regular Chrome on my desktop.

Edit:  Yup, that's what it is.  On my desktop I use an extension to force HTTPS everywhere, which is what's causing the redirect. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on October 22, 2016, 01:05:28 AM
Yeesh. So that's what was doing it! I just disabled HttpsEverywhere for wizards.com, and hey presto!

Thanks linklord.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 26, 2016, 04:47:36 PM
Ahha , that's happened to me a few times via google searches.
 :plotting ... so does this mean archive.wiz is Not safe ?



Hey I want a Fly speed 100' at level 1, both Air and Half-Air  :tongue
http://realmshelps.net/monsters/templates/airelement.shtml
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on October 26, 2016, 07:14:20 PM
maybe its a repost, who knows...

never mind

(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 27, 2016, 12:18:36 AM
idk if technically it's a "repost" since it may have been considered too well known to have been posted before but there awe people that missed the good old days.

Swarmfighting is a method to compress your Leadership granted Followers into smaller squares for Aid-Other abuse. And if you're a Martial Adept, the numbers of War Master's Charge (+1 attack per other attacker, each gains +25 damage too) get pretty silly. And unlike the Feat it's self, there is no cap so your army can clear the battle field no matter the level difference in a single turn.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on October 27, 2016, 01:06:38 AM
the new to me aspect was the +100 to hit (if you get Fine and 100 Dex mod) (that last bit made it spiral into uselessness)

i'd been looking at 1st level, non gestalt, non LA, and wbl attack bonus limits.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on October 27, 2016, 06:23:21 AM
A potential +6 to hit at first isn't anything to sneeze at.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ithamar on October 31, 2016, 07:19:07 PM
Probably not a new discovery, but it is one that I've never come across before.  The Selective Spell (http://alcyius.com/dndtools/feats/shining-south--25/selective-spell--2543/index.html) feat seems to be a way to easily allow yourself to cast in an antimagic field with little to no extra shenanigans.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on October 31, 2016, 07:23:59 PM
Selective Spell has the small issue of removing many of AMF's limited defensive benefits as well. If you're not affected, then that also means you're not protected from targeted spells and other magical nasties produced from outside the field.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ithamar on October 31, 2016, 07:25:48 PM
But most of those other spells can't make it through the AMF dead zone, can they?  Instantaneous conjurations can of course, but nearly everything else...?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Eldritch_Lord on October 31, 2016, 09:45:52 PM
Antimagic field says it suppresses "any spell or magical effect used within, brought into, or cast into the area," which doesn't include spells cast through the area, and Rules Compendium p11 clarifies that antimagic areas don't block line of effect.  So offensive spells can be cast into the hole in the AMF just fine.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on November 01, 2016, 04:39:03 AM
You'd be protected from AoE's and from magic weapons, but not from Rays or Targeted spells. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on November 01, 2016, 07:57:23 AM
If an AoE is centred inside the hole, you would not be protected, though it would only fill that space ...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nifft on November 01, 2016, 08:16:51 AM
If an AoE is centred inside the hole, you would not be protected, though it would only fill that space ...
That means it would be RAW possible to Evade a blast that filled only the exact same area as your body.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ithamar on November 01, 2016, 11:40:52 AM
But Selective Spell doesn't exclude an area, like Sculpt Spell or whatnot does.  It excludes one creature.  So basically you are wearing a skin tight AMF.  So all of your own items and spells should still work fine.  You can walk up to the polymorphed fighter or wild shaped druid and suddenly all of their buffs disappear with no loss to your own.   :cool
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 01, 2016, 04:26:10 PM
Antimagic field says it suppresses "any spell or magical effect used within, brought into, or cast into the area," which doesn't include spells cast through the area, and Rules Compendium p11 clarifies that antimagic areas don't block line of effect.  So offensive spells can be cast into the hole in the AMF just fine.

 :??? ...  :lol ...  :fu ... I think this nerfs the CPsi nerf of Crystal Shard.


to the '73 The Hues Corporation tune Rock The Boat :

Nerf the Nerf
don't nerf the nerf baby
Nerf the Nerf
don't nerf the nerf over
Nerf the Nerf
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on November 01, 2016, 11:26:24 PM
But Selective Spell doesn't exclude an area, like Sculpt Spell or whatnot does.  It excludes one creature.  So basically you are wearing a skin tight AMF.  So all of your own items and spells should still work fine.  You can walk up to the polymorphed fighter or wild shaped druid and suddenly all of their buffs disappear with no loss to your own.   :cool

You're not covered by the protection if you're not affected by the spell. It doesn't matter if it's 'skin-tight' or your 5' square, except for targeting your square; you can still be targeted, and affected, by target or ray spells.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on November 02, 2016, 12:37:04 AM
You're not covered by the protection if you're not affected by the spell.
That's not entirely true.

Also do no be mislead by the title, a Selective Spell isn't "skin tight", Selective spell does not actually alter the area of a Spell, but alters an area-based Spell so it does not to affect a creature. The AMF field still permeates the square the creature is in thus suppressing all magical effects that are not directly tied to the unaffected creature.

We're also getting into a gray area that ultimately leads to two rulings.

A. "Clear Cut" the Creature is immune the Spell is not.
In this the creature's buffs are treated as separate entities that do not share the properties of their owner. This is a little against intent (see B) and does lead to further questions like where is the line drawn? Say you Wished for Inherent Bonuses, which are a magical effect, are those suppressed in an AMF? Golems would suggest no, but again it's a line in the sand that you'll be required to draw with every new question.

B. The simple solution, Magic Items already use Spell Rules so why not finish things and inversely apply what's missing?
In this ruling, Spell Effects are treated like worn items and inherent the properties of the "wearer". This is of course not a simulation answer because the rules are illogical in this area (imaging a pixie holding a 20ft step ladder gets fireballed, 95% of the time the ladder is unharmed). In this type of ruling the creature using this trick keeps his buffs, but any Spell capable of making the crossover also affects him. Like you can't hit him with a Lightning Bolt since it's Instantaneous, you can't hit him with Slow since your Touch Attack is suppressed, but Ray of Enfeeblement? Technically the Spell is only suppressed while in an AMF and as noted an AMF does not block the line of effect, once the Ray is loaded onto the target is gains the same immunity to AMF and affects the creature normally.

You can ultimately rule however you like. I personally favor B because if you go A's route Invoke Magic & Initiate of Mystra become way too powerful as you're creature an totally magic-immune creature that's fully able to use it's own magic just fine. In B's route while it seems a little abusive, at least a Spellcaster can still offensively attack the abuser without exclusively relaying on a few key blasting Spells. Like under B a Balor's Blasphemy is still just as deadly as ever even if it's sword is a little less useful than normal. But I don't think officially there is a clear indication which way to go.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: vaz on November 03, 2016, 12:34:06 AM
It's not really new, but something I like to keep people aware of is the Ardent, and his Alternate Class Feature (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a) to choose within reason what powers he can add to his mantles. Not only can you add, but you can Substitute also. Don't like the 3rd level power? Get rid of it, replace it with something better/more appropriate. You can be as practical, or theoretical with this as you wish.

Now, within reason is something that obviously needs to be interacted with your DM, and I can't make a comment over what your DM can or cannot expect. Most people are pretty okay with the idea of putting any Psychic Power to fit the theme of the mantle. Many (most?) mantles don't actually include 9 powers, so you've already got the leeway, but as mentioned, you can substitute if you wish.

Where this gets fucky (https://i.ytimg.com/vi/DH_rUwxOpbs/hqdefault.jpg), is when you include the abilities of a Spell To Power Erudite. Now, I'm sure many of you think "oh, it's just a Spell to Power Psion, we know all about that", but it's the fact that unlike other StP shenanigans, you don't need the StP Erudite present. (Technically, the Expanded Knowledge trick can do the same, but until you turn epic, that limits you to 8th level spells). However, Epic Manifesting and Epic Psionic Powers are treated in the same manner as spells, effectively Level 10's. This means that all that's needed is an Epic StP Erudite who is able to Manifest Epic Powers, which would let him learn Level 9 Spells as Powers.

Combine that with Divine to Arcane tricks like Wyrm Wizard/Recaster, and suddenly, every spell, Ever, is theoretically an option for a Spell to Power Erudite. Because of the existence of spells like Travel Through Time, and planes with non-typical time traits, this means that as long as at some point in the games setting, an Epic Spell to Power Erudite (or multiple) who have managed to learn every single spell and turned it into a power (it doesn't have to be that one dude, but there has to be at least one Epic StP capable of Epic Manifesting, who collectively have turned/will turn every spell into a power), you can select it as a Power Known.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 08, 2016, 07:12:52 PM
A few things:

1) A Fighter can replace their proficiency with Tower Shields with proficiency with the Exotic Shield Proficiency feat - could be useful.

2) One such exotic shield, the Shield Gauntlet, leaves your off-hand empty. By RAW, you can use a Shield Gauntlet and stuff like Einhander at the same time.

3) Divine Shield (https://dndtools.net/feats/complete-warrior--61/divine-shield--666/) lets you increase your shield bonus to AC by your Charisma modifier for ECL/2 rounds. That's really nice, even if it takes a Standard action and a Turn Attempt. I will take this time to remind everyone of Inlindl School (http://alcyius.com/dndtools/feats/drow-of-the-underdark--93/inlindl-school--3459/index.html)'s existence.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 09, 2016, 04:35:40 PM

2) One such exotic shield, the Shield Gauntlet, leaves your off-hand empty. By RAW, you can use a Shield Gauntlet and stuff like Einhander at the same time.

hmm , I bet CapQ's got some stuff for that.
Could use it with the PsyWar soulknifey thing ... so maybe that opens shield mods into that.
Could use it with Monk + Tash.
Could use 2 of them (or more).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on December 09, 2016, 10:34:45 PM

2) One such exotic shield, the Shield Gauntlet, leaves your off-hand empty. By RAW, you can use a Shield Gauntlet and stuff like Einhander at the same time.

hmm , I bet CapQ's got some stuff for that.
Could use it with the PsyWar soulknifey thing ... so maybe that opens shield mods into that.
Could use it with Monk + Tash.
Could use 2 of them (or more).

There is technically nothing stopping you from using a Shield Gauntlet and wielding a shield in that hand as well (it specifically says you can't wield weapons).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on December 10, 2016, 02:54:44 PM
There is technically nothing stopping you from using a Shield Gauntlet and wielding a shield in that hand as well (it specifically says you can't wield weapons).

If you are going to parse it that way, then what it says is that you can "carry other items".
That would mean you could not "equip" a shield in that hand.

Indeed, that would prevent it functioning with Einhander, as the shield gauntlet does not say it leaves that hand "empty".

If you want to get funky with the Divine Shield + Inlindl School combo, then the path would be "dual" bucklers + spiked cheese.
Oh, and swap your tower shield proficiency for extreme shield, animate it, and add that in for the full limburger.
(We won't talk about tossing girallon arms into the mix.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on December 12, 2016, 06:22:28 PM
It's like you've been reading my builds, Sam... (the one's I haven't made public)

@vaz, ardent isn't necessary for that. Learning any power via chirurgery you want is in the SRD. This is why DMs ban StP
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on December 13, 2016, 01:07:10 PM
It's like you've been reading my builds, Sam... (the one's I haven't made public)

Heh.
It was inspired by a player back when Defenders of the Faith came out who used Divine Shield with two large shield and total defense to tank.
Until of course I pointed it out to the WotC suits during a game at Winter Fantasy, who promptly issued a "clarification" that the armor bonuses from shields do not stack.

"Naturally" the solution for this is to "clarify" that Divine Shield only affects on shield per use, but of course the ship has sailed on that making it into the FAQ. :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on December 18, 2016, 03:38:49 PM
A bit of a crazy thought:

5th level spellthief gets steal spell-like ability. For whatever reason, doing so doesn't use up a use of said spell-like ability; all it does is keep the owner from using it for 1 minute or until the spellthief uses it once. Said theft can be done by sneak attack . . . or by touch from a willing target.

So . . . infinite uses of party spell-like abilities.

A pair of Gnome spellthieves would be . . . irritating.
Drow with some feats would get thoroughly ridiculous.
And of course, subvert a Halfling with a Mark of Healing for unlimited out of combat cure light wounds.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on December 19, 2016, 12:46:44 AM
A bit of a crazy thought:

5th level spellthief gets steal spell-like ability. For whatever reason, doing so doesn't use up a use of said spell-like ability; all it does is keep the owner from using it for 1 minute or until the spellthief uses it once. Said theft can be done by sneak attack . . . or by touch from a willing target.

So . . . infinite uses of party spell-like abilities.

A pair of Gnome spellthieves would be . . . irritating.
Drow with some feats would get thoroughly ridiculous.
And of course, subvert a Halfling with a Mark of Healing for unlimited out of combat cure light wounds.
Add on to that that the Tooth of Leraje gives a spell-like ability.  Free CL20 Greater Magic Weapons all day.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on December 21, 2016, 06:58:38 PM

So . . . infinite uses of party spell-like abilities.


Timeless Pool has one time stop per year as an SLA....
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on December 23, 2016, 12:50:33 AM

So . . . infinite uses of party spell-like abilities.


Timeless Pool has one time stop per year as an SLA....

Between you and snake, this just went from "cute trick as gravy for spellthieves" to "ban this trick at every table"
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on December 23, 2016, 01:49:06 AM
Well, it does have a limit of 1/3rd class level for the spells.
So only a 27th level spell-thief could get 9th level spell-like abilities.

Simple solution would make it use uses just as it uses spell slots.

And . . . duh.
Spellstitched.
And cure light wounds is of course a conjuration spell.
Though at that point, I expect you can find significantly worse to start spamming.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on December 23, 2016, 02:53:35 PM
Or the usual Bloodline + UT + LC abuse for that.


So that's what, just 2 Spellthiefs and 1 spell-like at-will ?
 :clap




back edit , for Thurbane --- that errata is 'bout to get Funky !!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Thurbane on December 27, 2016, 04:40:56 PM
to the '73 The Hues Corporation tune Rock The Boat :

Nerf the Nerf
don't nerf the nerf baby
Nerf the Nerf
don't nerf the nerf over
Nerf the Nerf

Or to the tune of the '75 Parliament track Give Up The Funk...

Ow, we want the nerf
Give up the nerf
Ow, we need the nerf
We gotta have that nerf
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on January 08, 2017, 06:30:18 PM
Rules Compendium p134 on area effects of spells; the wording seems to retroactively include as an "area effect spell" any spell that has an area in any part of the targeting or effect, regardless of whether it has the "area: x" entry or not.

This allows arcane archers in particular a much wider array of spells than was previously commonly defined. Lines, spreads, bursts, emanations, even the haste spell.

probably previously posted and/or known, but I just noticed this for the first time today. I'm slow like that.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on January 09, 2017, 06:17:02 PM
Rules Compendium p134 on area effects of spells; the wording seems to retroactively include as an "area effect spell" any spell that has an area in any part of the targeting or effect, regardless of whether it has the "area: x" entry or not.

This allows Arcane Archers in particular a much wider array of spells than was previously commonly defined. Lines, spreads, bursts, emanations, even the haste spell.

probably previously posted and/or known, but I just noticed this for the first time today. I'm slow like that.

googles,  BG 0 , MMX 1 but different topic , giantitp 3 but different topics

Might be completely new ...  :clap
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on January 10, 2017, 06:38:31 PM
Rules Compendium p134 on area effects of spells; the wording seems to retroactively include as an "area effect spell" any spell that has an area in any part of the targeting or effect, regardless of whether it has the "area: x" entry or not.

This allows Arcane Archers in particular a much wider array of spells than was previously commonly defined. Lines, spreads, bursts, emanations, even the haste spell.

probably previously posted and/or known, but I just noticed this for the first time today. I'm slow like that.

googles,  BG 0 , MMX 1 but different topic , giantitp 3 but different topics

Might be completely new ...  :clap

It even counts spells that target multiple creatures and/or objects as an area effect spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 10, 2017, 08:19:48 PM
It even counts spells that target multiple creatures and/or objects as an area effect spell.
Form how it's worded it seems like Chain Lightning would count (but not haste).

It just makes you want to roll up a Mystic Ranger / Arcane Archer doesn't it?
No?
Let me help with that then.
Quote
Hunter's Mercy (Spell Compendium, p. 117)
Transmutation
Level: Ranger 1,
Components: S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Your eyes glow red, but you see the world as normal except when you look at your target. A small glowing dot reveals the creature's weakest point.
This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit. If you don't hit in the round following the casting of this spell, the effect is wasted.
It's pretty much always beneficial.
Level 1~5: lose one attack to effectively deal three putting your net gain to +1 over two rounds.
Level 6~10: upgrade to Karoti Resin, -2/+3, net gain of +1 over two rounds.
Level 11~15: -3/+3, no real net change over two rounds but you're guaranteed to trigger in burst-like WSAs.
Level 16+: just use Quicken Spell, as a Mystic Ranger you've had 5th level Slots for six levels now.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on January 11, 2017, 11:55:12 AM
no, haste should be allowed because it affects multiple creatures who can be no more than x distance apart from each other, which under the 'creatures' entry in the RC seems allowed. unless i'm missing something? (always a possibility)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 11, 2017, 02:21:22 PM
Quote from: RC135
Unusual Areas
A few unusual area spells have special rules for how the area works
Creatures: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.
The first chosen target of haste sets the 30ft limit for all other targets which seems like an area (I'd call it more of a range limit through), but more importantly is you can pick and choose which people you play tag with.

Which in hindsight, Chain Lightning is a bad example. You can pick your targets with that one too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on January 11, 2017, 08:32:32 PM
Spells target "enemies within 60 feet" should be ok.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 12, 2017, 12:39:25 PM
Spells target "enemies within 60 feet" should be ok.
Yeah that should work just fine since "some kind" is included. But Chain Lightning uses primary/secondary targets and "You choose secondary targets as you like" so the Spell's rules exclude it even if you verbally announce your intended to target all possible enemies you can so it was a bad example on my end.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on January 12, 2017, 12:40:26 PM
Ah, gotcha.

Thank you - my memory obviously wasn't paying close attention.

Even with those accurate clarifications, that's still pretty useful.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on January 18, 2017, 09:19:14 PM
PSA: Recently I learned something... if you're going to cast Black Tentacles AND Web on a group of baddies... make sure you cast the Web first.

Also... Web is one of the best BFC spells in the game, of any level.

That is all.  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on January 22, 2017, 01:38:55 PM
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on February 02, 2017, 02:30:57 PM
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.

Now we just need a mentor-of-the-month....
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 03, 2017, 02:44:26 PM
Heh, right.

Wizards don't really need this, because they have (I haven't read this in a long time) Taltamir's Safe spell trading protocol (http://www.minmaxboards.com/index.php?topic=11646.0) .

Archivist could use a Druid Mentor and the basic DMG Demographics determining who's (what's) available.

Erudite needs another NPC to have a cohort, and the cohort is the Mentor and preferably an Erudite too.  So we're talking about an extra flaming hoop to jump through , xOR lenient DM , xOR Sigil.  Archivist can also go this route.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 04, 2017, 09:20:49 PM
Call Weaponry (http://www.d20srd.org/srd/psionic/powers/callWeaponry.htm)(blaster rifle (http://archive.wizards.com/default.asp?x=dnd/d20m/20060505a)).

Bonus points, there is an Antimatter Launcher (8d12 damage, 5d12 splash) in FutureTech too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: vaz on February 05, 2017, 12:53:09 PM
It's like you've been reading my builds, Sam... (the one's I haven't made public)

@vaz, ardent isn't necessary for that. Learning any power via chirurgery you want is in the SRD. This is why DMs ban StP

A bit late to the party here in replying sorry, but the Ardent is the only one able to do it innately. Psychic.Chirurgery requires someone else to be there and to willingly give it to you, whereas an Ardent can just have it on hid mantle without use of Chirugery. It simoly requires that such a spell has been made into a power at some point in history/whenever in the timeline, which for 9th level powers requires Epic StP Erudites at some point in time, rather than wishing for a scroll of Teleport Through Time and having to divine that knowledge of their location and then hope they give it to you.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 05, 2017, 01:56:53 PM
Psychic Chirurgery requires someone else to be there and to willingly give it to you,
Actually like all StP Erudite things, it's all about who you can capture. For example, Third Eye(power thieve) lets an Erudite directly steal Psychic Chirurgery from a Telepath using a DC 16 Will Save, he can then Manifest Fission and use the burrowed Psychic Chirurgery to permanently learn it.

We can agree that the XP costs are large, questing for "all the powers" would be tedious, even so far as saying that yeah it requires a world where the StP Erudite cannot be super special snowflake uber-unique God and therefor other 17th level casters exist and things could be taxing. But theoretically, everyone can bleed into other lists easy enough. The StP Erudite just has a natural edge in doing it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on February 05, 2017, 11:00:20 PM
Call Weaponry (http://www.d20srd.org/srd/psionic/powers/callWeaponry.htm)(blaster rifle (http://archive.wizards.com/default.asp?x=dnd/d20m/20060505a)).

Bonus points, there is an Antimatter Launcher (8d12 damage, 5d12 splash) in FutureTech too.

Does the power armor count as a weapon too? ;D

I suppose the call armor power could work otherwise....
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 05, 2017, 11:48:45 PM
Does the power armor count as a weapon too? ;D
Probably not since it's armor and it's integrated "weapon" is specifically just a laser pistol. It's probably the same case with mechs too, but maybe mech weapons would work? The V-14 Antimatter Cannon deals 10d12 per shot (and splashes for 6d12) and any mech can equip it as a two-handed weapon so we know a Large-Sized creature can operate it.

A first level Savage Progression Duergar (http://archive.wizards.com/default.asp?x=dnd/sp/20040213a) Monk approaches a burger food-truck and says "make me one with everything." The Monk pays with a $20 bill, which the vendor takes, puts in his cash box, and closes the lid. "Where’s my change?" the Monk asks. The vendor replies, "change comes from within." So the Monk uses his hidden talents (http://dnd.arkalseif.info/dndtools/feats/expanded-psionics-handbook--65/hidden-talent--1387/) to pull out a gun and points it at the vendor. The vendor says, "Hey calm down. Here is your change. Man, I thought you guys were all about that inner peace." To which the monk replies, "This is my inner piece."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on February 06, 2017, 05:41:04 PM
Does the power armor count as a weapon too? ;D
Probably not since it's armor and it's integrated "weapon" is specifically just a laser pistol. It's probably the same case with mechs too, but maybe mech weapons would work? The V-14 Antimatter Cannon deals 10d12 per shot (and splashes for 6d12) and any mech can equip it as a two-handed weapon so we know a Large-Sized creature can operate it.

A first level Savage Progression Duergar (http://archive.wizards.com/default.asp?x=dnd/sp/20040213a) Monk approaches a burger food-truck and says "make me one with everything." The Monk pays with a $20 bill, which the vendor takes, puts in his cash box, and closes the lid. "Where’s my change?" the Monk asks. The vendor replies, "change comes from within." So the Monk uses his hidden talents (http://dnd.arkalseif.info/dndtools/feats/expanded-psionics-handbook--65/hidden-talent--1387/) to pull out a gun and points it at the vendor. The vendor says, "Hey calm down. Here is your change. Man, I thought you guys were all about that inner peace." To which the monk replies, "This is my inner piece."

^^ amusing anecdote, and nicely adapted.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on February 06, 2017, 09:11:08 PM
It is funny... but why a savage progression duergar? What am I missing there?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 06, 2017, 09:41:30 PM
It is funny... but why a savage progression duergar? What am I missing there?
At the moment it was (and still is) the only way I could think of for a 1st level creature to wield a Two-Handed Large-Sized weapon. Monkey Grip applies to Melee only, all Powerful Build Races have +1 LA, Large Creatures have RHD, etc.

SP Duergar is specifically +0 LA and gets 1/day Enlarge Person.
Edit: And before you ask why specifically 1st level? To plug additional information into the post. You have a trick, something building off the trick, a way to do it on a none-Psywarrior, and even how to pull it off at the 1st level. Plus you got a cool story, it's post optimization.  ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 07, 2017, 04:55:33 PM
Planar Familiar feat http://www.realmshelps.net/charbuild/feat/Planar_Familiar

... can get a Mirror Mephit at level 7.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on February 07, 2017, 11:13:15 PM
Psychic Chirurgery requires someone else to be there and to willingly give it to you,
Actually like all StP Erudite things, it's all about who you can capture. For example, Third Eye(power thieve) lets an Erudite directly steal Psychic Chirurgery from a Telepath using a DC 16 Will Save, he can then Manifest Fission and use the burrowed Psychic Chirurgery to permanently learn it.
Or even just say "Hey DM its core to just pay someone (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices). Here's the money."  Yes it's expensive, but it's explicitly cheese-free. It most it will require you learning chirugery yourself, which is a great idea for a dedicated manifester anyway to reduce how much you spend on NPC castings/manifestings.

@"all the powers": I crunched the math on that once and it was sooooooo not worth it. There are just a lot of medicore/bad spells and powers out there.

Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.
I suppose the Apprentice feat could be abused, but honestly wizards don't pay to have access to other spells anyway.

In fixed 3e, this still isn't a problem due to the maximum spells known limitations.

Planar Familiar feat http://www.realmshelps.net/charbuild/feat/Planar_Familiar

... can get a Mirror Mephit at level 7.
I was about to say you found a fixed 3e loophole in the summons-can't-use-their-SLAs to still get the SLAs of a creature by making it your familiar. But then I realized that this only gets you powerful, unbanned SLAs rather than broken ones. Almost!





And to actually contribute: a little Eberron adventure, SotLW page 23 has an effect worth only 800gp  that gives an extra +1enh bonus if mounted (.125+2k+1k+1k)
Page 20 also has a nifty "see through your undead" spell that is useful if you go by the RAI usual debacle on command vs control spells (plants, undead, etc).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 12, 2017, 02:24:11 PM
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.

Now we just need a mentor-of-the-month....

iirc it was Lycanthromancer that spotted / pimped the Wiz 1 sells his spellbook with >>>+++ level 0 spells, for a big pile of money.
Now a Wiz 1 can do the same thing, but with as many level 1s as a level 10+ Mentor has come across.
T.O. at level 1 for sure.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on February 12, 2017, 05:41:52 PM
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.

Now we just need a mentor-of-the-month....

iirc it was Lycanthromancer that spotted / pimped the Wiz 1 sells his spellbook with >>>+++ level 0 spells, for a big pile of money.
Now a Wiz 1 can do the same thing, but with as many level 1s as a level 10+ Mentor has come across.
T.O. at level 1 for sure.


Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

Cause it could get much more profitable if there isnt any.

I dont know if I was misremembering the rules, but I used to scribe spells into my spellbook that I couldnt cast ahead of time to deal with long adventuring days with no downtime.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on February 12, 2017, 06:57:56 PM
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

I remember when I realized it doesn't even need to be on your spell list to scribe it into your book (though I do think it needs to be arcane)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 12, 2017, 07:17:53 PM
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

Quote from: PHB57
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own (see Adding Spells to a Wizard’s Spellbook, page 178).

Quote from: RC160, the updated entry of PHB178
ADDING SPELLS TO A SPELLBOOK
Spellcasters who use spellbooks can add new spells to their spellbooks through several methods.

Gained Spells
Spellcasters who use spellbooks perform spell research between adventures. Each time such a caster attains a new level in the appropriate arcane spellcasting class, that spellcaster gains spells to add to the spellbook according to the class’s description and any restrictions from specialization. Spells so gained must be of spell levels the caster can cast. Spells gained in this way don’t have the time and money costs for spell’s copied or researched (see Writing a New Spell into a Spellbook and Researched Spells).

Copied Spells
Spellcasters who use spellbooks can add a spell to their book whenever they find one on a scroll or in another caster’s spellbook. The spell to be copied must be on the copier’s class spell list. No matter what the spell’s source, it must first be deciphered. Next, the decipherer must spend a day studying the spell. At the end of the day, if the decipherer can learn the spell, he makes a Spellcraft check (DC 15 + spell’s level). If the check succeeds, the spellcaster understands the spell and can copy it into a spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook unharmed, but a spell successfully copied from a scroll disappears from that scroll. If the check fails, the spellcaster can’t understand or copy the spell. After such a failure, the decipherer can’t learn or copy that spell again until he gains another rank in Spellcraft. A spell that was being copied from a scroll doesn’t vanish from the scroll in this case. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: deadkitten on February 13, 2017, 12:31:24 AM
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

Quote from: PHB57
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own (see Adding Spells to a Wizard’s Spellbook, page 178).

Quote from: RC160, the updated entry of PHB178
ADDING SPELLS TO A SPELLBOOK
Spellcasters who use spellbooks can add new spells to their spellbooks through several methods.

Gained Spells
Spellcasters who use spellbooks perform spell research between adventures. Each time such a caster attains a new level in the appropriate arcane spellcasting class, that spellcaster gains spells to add to the spellbook according to the class’s description and any restrictions from specialization. Spells so gained must be of spell levels the caster can cast. Spells gained in this way don’t have the time and money costs for spell’s copied or researched (see Writing a New Spell into a Spellbook and Researched Spells).

Copied Spells
Spellcasters who use spellbooks can add a spell to their book whenever they find one on a scroll or in another caster’s spellbook. The spell to be copied must be on the copier’s class spell list. No matter what the spell’s source, it must first be deciphered. Next, the decipherer must spend a day studying the spell. At the end of the day, if the decipherer can learn the spell, he makes a Spellcraft check (DC 15 + spell’s level). If the check succeeds, the spellcaster understands the spell and can copy it into a spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook unharmed, but a spell successfully copied from a scroll disappears from that scroll. If the check fails, the spellcaster can’t understand or copy the spell. After such a failure, the decipherer can’t learn or copy that spell again until he gains another rank in Spellcraft. A spell that was being copied from a scroll doesn’t vanish from the scroll in this case. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.

Gotcha, so as long as the copied spell is on your spell list you can add it through that method regardless of you being able to cast it. That is what I thought.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 13, 2017, 01:04:00 PM
Gotcha, so as long as the copied spell is on your spell list you can add it through that method regardless of you being able to cast it. That is what I thought.
Yep, pretty much.

The biggest, and most often overlooked, limit is the Spellbook's limit. The rules use a singular term with a possessive terminology like the wizard's spellbook. For example, "A wizard can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook". There really are no rules on how to change designation and it's easy for higher level casters to auto-succeed on a DC 15+SpellLevel check so people pretty much ignore it. But in all actuality that book has a wealth value assigned to it that the game does acknowledge and due to the one book concept & page limit, even if you claimed your Wizard could cast Arcane Fusion you don't instantly access every single Spell in the game. Rather a finite limit that you do actually have to detail out.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on March 18, 2017, 10:26:12 PM
Quote
Instantaneous Effects
Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

Anyone ever notice this line out of the SRD (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm)?

What exactly does cumulatively mean here...? Is this basically an exception to the stacking rules, considering that it comes right after the "stacking effects" section?

And surely this can be, ah, abused
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on March 19, 2017, 12:26:10 AM
i believe that rule is used cumulatively with the stacking rules, not in place of.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on March 19, 2017, 12:42:29 AM
Instantaneous. That's how magic works normally - Fireballing the same creature deals cumulative damage, rather than only the strongest effect applying.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on March 19, 2017, 12:43:41 AM
@ altpersona: Hmm. For bonuses, that seems to be the case; if there were an instantaneous spell that granted a +2 enhancement Bonus to Str, then casting it 10 times would net you 10 +2 enhancement bonuses to Str. They wouldn't stack, no matter the source. But if there were an instantaneous spell that provided +1 Nat AC (untyped, here) then they would accumulate; 10 castings would have you at +10 Nat AC.

Quick real example: Addiction (BoVD) is instantaneous. Multiple castings would accumulate on one creature if you got them addicted to different things, but they would overlap if you addicted the target to the same thing multiple times.

And it's the rules used in the accumulation of HD and Cha that is Aspect of the Wolf + Awaken.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on April 01, 2017, 09:10:43 PM
Found another possible one:

The wording of the Free Manifesting ability of the Metamind could be technically interpreted as to override the Unique Powers per Day limit of the Erudite.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on April 20, 2017, 11:41:06 PM
Its in the handbook, and iirc I voted "no" on it. It boggles me how little non-musicians understand playing in a concert how often people misinterpret metaconcert.


So uh, honest question about the 1st party / 2nd party distinction, do any of the old Ravenloft books or the KoK books reprint material under copyright by WotC (beyond the d20 license)? I would think they wouldn't do that because WotC would sue them, even if the D&D logo was used for permission.

I found an example of this in the WotC-endorsed Dragonlance setting: ToHSp40 has the Cold Element Creature reprinted from PlHp195 without mentioning the source. I know Dungeon Magazine & Dragon Magazine would both reprint and reference things. Do any other 2nd party groups do any of these things?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 21, 2017, 11:28:08 AM
Do any other 2nd party groups do any of these things?
Dragon Compendium is basically a reprint and the people in charge of Dragonlance published updates to previous books in their newer books which isn't a full reprint but it's at least a revisit. I really don't know much about Kok through other than I love the acronym.

I guess it depends on the license they had drawn up, *shrugs*
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on April 21, 2017, 12:52:47 PM
I could be wrong, but I always thought it was the other way around. Things would appear in Dungeon or Dragon Magazine, and then be published in an official book if it got a positive reception.

Of course, there's a lot of cross pollination between the magazines and WotC. Big name authors did side projects with the magazines, and some of the contributors went on to write for WotC.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on April 21, 2017, 03:48:03 PM
Found another possible one:

The wording of the Free Manifesting ability of the Metamind could be technically interpreted as to override the Unique Powers per Day limit of the Erudite.

+1
I was sitting on this one, so yeah I agree. BUT only after you've doled out your normal allotment of uniques.  Otherwise the "free" is only referring to cost (probable r.a.i.) , with the wording loose enough to allow this.

Especially good with Linked Power.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: PlzBreakMyCampaign on April 24, 2017, 06:26:53 PM
I could be wrong, but I always thought it was the other way around. Things would appear in Dungeon or Dragon Magazine, and then be published in an official book if it got a positive reception.

Of course, there's a lot of cross pollination between the magazines and WotC. Big name authors did side projects with the magazines, and some of the contributors went on to write for WotC.
But besides the reality of the situation, the question is if the material ever does said reprinting for KoK or ravenloft or whatever. I don't think they do (which tells you something), but I can't check.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on April 25, 2017, 03:55:02 PM
Found another possible one:

The wording of the Free Manifesting ability of the Metamind could be technically interpreted as to override the Unique Powers per Day limit of the Erudite.

+1
I was sitting on this one, so yeah I agree. BUT only after you've doled out your normal allotment of uniques.  Otherwise the "free" is only referring to cost (probable r.a.i.) , with the wording loose enough to allow this.

Especially good with Linked Power.

one of my dm's insists that anything linked with that feat also counts against unique powers per day.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 28, 2017, 11:28:02 AM
I was sitting on this one, so yeah I agree.
If you're on the bench ADM then an unreasoned opinion on the matter shouldn't push you.

We know for an absolute fact "free" cannot be interpreted to mean "ignores everything ever" because the Metamind's Free Manifesting Ability still has to pay for Augment & XP Costs. The parenthesis text, intent defining example text, and the entire flavor of the class, is strictly about Point Points and Unique Powers per Day isn't a cost to begin with and limits something else entirely. There is zero overlap and nothing suggestive you can ignore what you like.

one of my dm's insists that anything linked with that feat also counts against unique powers per day.
Seeing how that's how it works in the first place, good.

You don't need BS rulings, shady ways to generate PP, or heck even creativity to break the crap out of the Erudite. Running it exactly as intended for CC/Save-or-X inherently makes it more powerful than a Wizard anyway.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on April 30, 2017, 09:12:02 AM
Quote from: MM3 pg 58
A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action.

It's an exotic weapon, but that doesn't matter since it doesn't use attack rolls.  Seems like you could get more bang for your buck out of poisons since it seems like they would apply to anyone in the AoE.  Moreover, it uses sand as ammunition, which seems to imply the existence of enchanted sand which I find amusing. 

Fake internet points to the person who can come up with a way to full-attack with one, or to increase the range beyond a 10' cone. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 30, 2017, 01:12:50 PM
Fake internet points to the person who can come up with a way to full-attack with one, or to increase the range beyond a 10' cone.
You mean besides just buying more than one of them with Quick Draw right?  :P

Mostly the weapon is about debuffing, so add Splitting and Greater Wounding so they have to make two Saves against the effect and lose four points of Constitution. Enhance Item + Cursespewing would also be an option, as well as any other low-DC WSA. If you really want damage through, add Morphing/Fierce/Splitting to a Manyfanged Dagger which would take you 1d8+DexMod*8 damage each round.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on April 30, 2017, 04:34:13 PM
can you not full attack with a ranged weapon?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 30, 2017, 07:41:14 PM
Yes you can. But, presumably you can only pack one charge into the Sand Blaster which takes a Full-Round Action so for what we're discussing; no you can't. It's why my initial suggested was just to Quick Draw loaded ones as a full attack.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on May 02, 2017, 09:39:16 PM
Quote from: MM3 pg 58
A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action.

Moreover, it uses sand as ammunition, which seems to imply the existence of enchanted sand which I find amusing. 

Might want to check out Sandstorm...

Black sand, Mirror sand, Moon dust, Shadowsand, Shapesand, Slipsand, Slumber sand, and Softsand are all options for your sand blaster.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Captnq on May 07, 2017, 02:37:48 AM
Gee. THANKS. Now I gotta figure out how to price SAND.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on May 07, 2017, 10:51:26 AM
Gee. THANKS. Now I gotta figure out how to price SAND.
Just check out your lawn and garden store; they'll get ya a price. ;)

And normal sand might have a cost in a town or city, but if you were to just go to the river/ocean/desert to get some it'd not have one. And regular sand doesn't appear to be on any price list, just like water isn't, and rocks (for slings) aren't.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Captnq on May 07, 2017, 07:51:26 PM
SANGUINE NOSTRUM
- CHAMPIONS OF RUIN (3.5)
(click to show/hide)

So, the way this reads, if I kill someone, then use this stuff, I can eat its heart in 3 rounds. Now... I know that sounds evil and stuff, but
the sprinkled "on" it's heart does not exactly indicate to me it must be direct. So, An action to mix with the blood, then sprinkling on the chest where the heart is located should suffice. Then, you can rip open someone's chest and consume the heart.

REGARDLESS OF SIZE.

That said, need I make the effort to pry open the chest first, or will simply mixing it with the blood grant me the ability to tear open a corpse's body and consume the heart in 3 rounds?

For example, if I wanted to intimidate a Abolith. I had one captured. I have an abolith corpse nearby. Using said substance, can I then burrow my way into said Abolith corpse (in front of my prisoner) and then eat whatever passes for the central pump of it's pressurized circulatory system?

How many bonuses would I get to my next intimidation roll?

And can I use it on an old heart? I don't expect to get any benefit from eating an old heart. Maybe I just like eating hearts. And if it can be used to consume any heart, can I use it on an Undead who's still twitching? Not because I expect any benefit, nor do I expect it to actually HURT the undead. I just want to spend three rounds eating a Lich's heart while she's shackled to a wall. Why?

Because it'll mess with the player's heads, that's why.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on May 07, 2017, 08:11:14 PM
That definition of sprinkling on the heart sounds very wrong.  If I were to sprinkle salt on the top of a filing cabinet, have I sprinkled the salt on a steak in the 2nd drawer?  No.  In order to sprinkle something on something else, it must make contact.  Otherwise, you're just sprinkling it on whatever is in the way, such as a creature's hide.  In fact, under the effects, it further clarifies that you "season" the heart.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Captnq on May 07, 2017, 09:34:58 PM
That definition of sprinkling on the heart sounds very wrong.  If I were to sprinkle salt on the top of a filing cabinet, have I sprinkled the salt on a steak in the 2nd drawer?  No.  In order to sprinkle something on something else, it must make contact.  Otherwise, you're just sprinkling it on whatever is in the way, such as a creature's hide.  In fact, under the effects, it further clarifies that you "season" the heart.

Yes, but effects, from a RAW stand point have nothing to do with activation. In fact, I have never seen such an activation before.

Quote
The powder must be mixed with a recently killed enemy’s blood and sprinkled on its heart. Preparing and consuming the heart in this way takes 3 rounds.

The powder must be mixed with a recently killed enemy's blood.
The powder must be sprinkled on its heart.

I'm sure the RAI is to sprinkle the mixture of powder and blood on the heart, but the location of the "and" shows that these are two different actions.

Now, those two steps are "preparation" and consuming the heart would be a third action, so one would assume that you mix the blood one round. Sprinkle on the heart in the second, then consume in the third.

Nothing in here indicates that the removal or access to said heart is a requirement.

Now, when you pledge allegiance to the flag, do you place your hand "On Your Heart"?

For your example, does the cabinet have blood? No? Not a valid target.
If it did, does the cabinet have a heart and/or internal organ serving the purpose of pressurizing a circulatory system? No? Not a valid target.
If it did, Is the heart located just under the top of the cabinet? Is the location where I would stab if I was to attempt to cut out a heart?
If we're talking about there only being an inch of oak between me and the heart and it is below where I am sprinkling, then I'm not sure.

if we go with your interpertation, then it's a seasoning and all I need is a knife that I dip in the powder. That will "mix" it with the blood and certainly with "season" the heart. but is it "sprinkling"?

Like I said. Never seen anything like it. Very strange activation, and very strange result.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on May 07, 2017, 10:47:24 PM
If we read it as meaning that the removal of the heart is part of the "preparation" and thus the 3 rounds, then it doesn't really matter whether you interpret "sprinkled on the heart" as meaning directly or not.  Of course, I think a reasonable person could read that and come to the conclusion that you must already have the heart in hand before you can start using the Sanguine Nostrum. 

I think the more interesting bit is that you can eat a blue whale's heart (big enough for a Medium creature to crawl inside of) in less than 3 rounds. 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 08, 2017, 11:50:29 AM
Now... I know that sounds evil and stuff, but
the sprinkled "on" it's heart does not exactly indicate to me it must be direct.
Question, does it say sprinkle on his chest? Maybe it says to sprinkle on his face? His neighbor's pet dog? Hey while we're at it, do you really think if a women in porn gets hit in the face that she will get pregnant? I feel like I was just on yesterday making pretty much the same point... :(

Buying a super expensive version of a Scroll with limited fine print aside. I like the entry that comes before it. At-Will Dominate Person, it even wipes their morals so they just don't get that resave with a +2 bonus for stabbing their friend, and it even comes with a +2 bonus to the Save DC if you worship Shar and hits them with Posion (the spell, 1d10/1d10 con dmg) when the Dominate ends. It's pretty good for it's 7,500gp price tag which is less than half the cost of a Minor Schema and those are limited to 1/day.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on May 08, 2017, 11:22:18 PM
Sorry SorO, that Camellia has a line that says:
Quote
A camellia can be used only once.
after the fort save (mentioning Selûne) and before the CL

So it's not nearly as good of a deal; it too is just a 'scroll+'.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on May 09, 2017, 01:19:22 AM
Quote
Now... I know that sounds evil and stuff, but
the sprinkled "on" it's heart does not exactly indicate to me it must be direct.

Seriously? You're taking the idea of interpretation way off course here -_-'
The moment you tried to make understanding the text for how to use the item to be a grammar lesson based on real world examples you left the confines of the context that is this being D&D.

It doesn't matter if you've never seen any other item with such a unique method or use and/or activation; its unique method prevents anyone from trying to use former precedence on how other items work to figure out how this one works. Thus this one tells you right there how it works. 3 rounds; mix powder with blood, sprinkle powder on heart, eat heart. And it states it must happen within 1 minute of the corpse having died, so you have almost a full minute to haphazardly tear a heart out of a chest; a fairly easy thing when you think of it as almost 10 entire rounds worth of actions.

The only thing tricky to understand about this is using this powder on the heart of massively sized creatures. But then that's become unnecessary semantics because why put so much effort into eating the heart of a colossal creature when you're never going to get a benefit greater than if you just eat the heart of a regular sized medium or smaller person of equivalent HD?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kremlin K.O.A. on May 09, 2017, 04:11:42 AM
I wonder if Gentle Repose, or Quintessence could extend that 1 minute timer.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 09, 2017, 10:42:01 AM
So it's not nearly as good of a deal; it too is just a 'scroll+'.
Ahh bummer. Totally missed that since it's right next to the part I tend to skip.

Still pretty handy through.
I wonder if Gentle Repose, or Quintessence could extend that 1 minute timer.
Quintessence is broadly worded enough that it should work fine, Gentle Repose on the other hand only prevents decay and reanimation.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kremlin K.O.A. on May 10, 2017, 05:55:33 AM
So it's not nearly as good of a deal; it too is just a 'scroll+'.
Ahh bummer. Totally missed that since it's right next to the part I tend to skip.

Still pretty handy through.
It seems like it could have some seriously fun situational uses.
Quote
I wonder if Gentle Repose, or Quintessence could extend that 1 minute timer.
Quintessence is broadly worded enough that it should work fine, Gentle Repose on the other hand only prevents decay and reanimation.
So we need quintessence to make the "Our halfling just ate a Whale heart in 18 seconds flat. What happens when we put tasty stew in our catapults and coat your castle walls with them?" intimidation tactic.
We have a plan.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 18, 2017, 05:18:35 PM
giantitp has a thread using Centipede + Monk + maybe wild shape.
http://www.giantitp.com/forums/showthread.php?524769-100-Fists-The-Centipede-Monk

The subtleties they're getting into, are not my specialty.
Is this a viable concept and/or viable with modifications?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on May 18, 2017, 07:48:58 PM
Wow that entire thread is hilarious but I did learn something. I didn't know that you explicitly had to be a monk to have your unarmed strikes count as manufactured weapons for magic stuff; just having Improved unarmed strike feat doesn't grant that ability.

The more ya know~
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on May 21, 2017, 12:03:01 AM
Fun find from the ELH!

Adamantine Golems, RAW, can't overcome DR/Adamantine.

Would be a perfectly reasonable houserule, of course.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jowgen on May 21, 2017, 06:49:19 PM
Got an obscure and rather useful spell:

Womb of the Earth is a 1st level cleric spell from Dragon 279 p. 35. It's Transmutation, casting time of 15 minutes, Range of Close, an Area of 15 ft burst +10 ft/level, with an Instantaneous (D) duration. In turns an area of natural light vegetation into a miracle-grow field that causes "food plants" (of a type specified of at the type of casting) to grow to harvest maturity in 24 hours. After harvesting the ground returns to its prior condition.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 21, 2017, 07:22:15 PM
Hmm, is that even viable?

Taking corn for example, in the 1860s people averaged around twenty bushels per acre (opposed to say 160/acre in 2010)* (https://www.washingtonpost.com/news/wonk/wp/2012/08/16/a-brief-history-of-u-s-corn-in-one-chart/). An acre has 43,560cuft and a bushel is about 9.3 gallons* (https://www.google.com/search?q=how+large+is+a+bushal) or 148.8 cups or 297.6 servings of corn. So at CL1 Womb of the Earth affects a 25ft wide circle (about 78cuft) for about 0.00005 bushels of corn per casting and that's "1.68010752688172e-7" servings of corn according to my windows calculator. Someone should check my math I think.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on May 21, 2017, 07:41:57 PM
Got an obscure and rather useful spell:

Womb of the Earth is a 1st level cleric spell from Dragon 279 p. 35. It's Transmutation, casting time of 15 minutes, Range of Close, an Area of 15 ft burst +10 ft/level, with an Instantaneous (D) duration. In turns an area of natural light vegetation into a miracle-grow field that causes "food plants" (of a type specified of at the type of casting) to grow to harvest maturity in 24 hours. After harvesting the ground returns to its prior condition.

No Druids?
The forest is going to have a riot over this.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on May 21, 2017, 08:03:20 PM
That math is probably correct, Soro, in that the world doesn't need yet more ways for clerics to cheat the poverty system with mass amounts of free food at 1st or slightly higher level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on May 21, 2017, 08:44:52 PM
That math has to be wrong, as you could easily grow several stalks in that area, and even one ear of corn has to be more than e-7 servings.

Spell Area = pi * r^2 = 3.14 * 25 * 25 = 1962.5 sqft

1962.5 / 43,560 * 297.6 = 13.4 servings
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jowgen on May 21, 2017, 08:48:32 PM
I done a different calculation with the Pomow plant (SoS p. 51), which maxes out at 1-2 ft diameter in size. Tying the WotE to a Hallow and assuming one gives each plant a 1 ft planting berth, you can fit 711 Pomow plants in the area, which is also how many you can harvest in a day. Going by watermelons (maybe pumpins would be better analogy), which are on average a bit over 1.5 ft in diameter (like the pomow), each Pomow should weigh about 8 lb. Giving a bit of leeway, that is about 8 x 700 = 5600 lb of food. The average humanoid needs 1 lb of good quality food/day, so that is the exact number of people that can be fed (not accounting for the 3 days someone can go without food without penalty). That is comfortably within the population range of a Large town or the low-end of a small city. If Plant Growth stacks on top of this, we up the production to about 7500, which is a mid-range small town.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Childe on May 21, 2017, 09:45:46 PM
For kitep's calculation, the one aspect missing is it is 20 bushels/acre, not just 1 bushel/acre. So 1 casting produces 268 servings of corn over 24 hours (assuming the plants are there to begin with).
That's not bad.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on May 21, 2017, 09:57:47 PM
Damn. And thus another broken food generator appears...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jowgen on May 21, 2017, 10:23:51 PM
Damn. And thus another broken food generator appears...

Actually more than that, it is an incredibly broken means of wealth creation. Going by the "edible items table" in A&E, you can get 75 gp per OUNCE of vanilla. Runner up is Saffron at 65 gp. Furthermore, going by the dictionary defintion of food plant "a plant some part of which provides food for human consumption", you can include fruit trees. Including Fey Cherries, which are a damn gold mine. Certain ingested drug plants, like Mertoran Leaf, might also qualify.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on May 21, 2017, 10:39:18 PM
and even one ear of corn has to be more than e-7 servings.
fyi
(http://learn.genetics.utah.edu/content/selection/corn/images/CornProgression.jpg)

But I did screw something up. The more accurate area of 1,962.5cuft is about 4% of an acre. That comes out to about 0.8 bushels or 7.44 gallons or 238 servings which is much better. You could probably plant a garden of several different plants to meet nutritional requirements. It might just come out ahead of several other Spells too, but troll meat is still probably the way to go.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on May 23, 2017, 01:17:38 AM
Sounds like a job for The Three Sisters. (https://en.wikipedia.org/wiki/Three_Sisters_(agriculture))
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Thurbane on May 26, 2017, 11:11:06 PM
Ghostwalk states that Undead can use Charisma to determine the duration of their Rage:

Quote from: Ghostwalk p.155
Barbarian: There are not many barbarians among the undead, but gangs of barbarian ghouls and ghasts are used as shock troops by the more powerful lords of Xaphan. A raging undead barbarian does not gain an increase in Constitution (or anything dependent upon Constitution such as hit points or Fortitude saves) but uses its normal Charisma modifier instead of its Constitution modifier to determine how long a rage lasts. Because undead are immune to fatigue, an undead barbarian is not penalized when a rage ends.

...also, less obscure:

Quote from: Monster Manual p.293
Charisma: A creature’s Charisma modifier affects the save DC for any spell-like abilities it has. Use Charisma for anything pitting the creature’s will against an opponent, such as gaze attacks, charms, compulsions, and energy drain effects. Also use Charisma for any DC that normally would be based on an ability score the creature does not have. For example, undead have no Constitution score, so any poison attack an undead creature has would use Charisma to determine the save DC.

_____________________________________________________________

And it states it must happen within 1 minute of the corpse having died, so you have almost a full minute to haphazardly tear a heart out of a chest; a fairly easy thing when you think of it as almost 10 entire rounds worth of actions.

Heartripper or Clutch of Orcus should seriously reduce the removal time.  ;)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jowgen on June 09, 2017, 08:27:59 AM
Something that I thought would already have been mentioned but doesn't show in the compilation:

Splinter Bolts, from Dragon 349 page 23. 60 gp a pop, these crossbow bolts actually fragment into a 30ft cone upon being fired, doing 1d6 regardless of the crossbow with a DC 15 for half damage. As these are still ammunition fired from a ranged weapon, stuff that adds (flat) damage to weapon damage rolls should apply accross the board. Get your damage per shot high enough (e.g. DFI anyone?) and this can mow down mooks in literal droves.

Less interesting but still fun are Tanglefoot Bolts from the same page, which are just a tanglefoot-bag tipped bolt that does exactly what you think.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Vladeshi on July 01, 2017, 11:46:22 AM
I don't know how I missed this for the 15 years I have been playing 3.0/3.5, but if you look in Deities & Demigods and the Dragon magazine article on Olidammara you can notice that he has an affinity for creatures with shell and carapace.

Well....
(click to show/hide)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on July 01, 2017, 12:34:59 PM
 :lol :lmao
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on July 02, 2017, 01:51:53 PM
I don't know how I missed this for the 15 years I have been playing 3.0/3.5, but if you look in Deities & Demigods and the Dragon magazine article on Olidammara you can notice that he has an affinity for creatures with shell and carapace.

Well....
(click to show/hide)

There are several dozen of those sprinkled throughout Gygax's material. Mostly anagrams, often with homophonic letter swaps, some clipped names, and other random bits of humor.

My favorite that took me a good 20 years to get is this:
In D3 Vault of the Drow you require special vision to see, either infravision, a gem of seeing, or the "cinnabar cusps".
"Cusps" are lenses, or more directly, glasses.
"Cinnabar" is a mercury compound often used as a dye, and causing the usual problems of mercury poisoning as a result, which is to say, insanity. Cinnabar is a deep red color.
"Cinnabar cusps" are thus . . . "rose-colored glasses", of a material that causes madness.
Thus when you look through them, the Vault "is indeed a dark fairyland."

As for deities, Wee Jas (pronounced "ouija", like the board), deity of magic and death, who is exceptionally lawful, is rumored to be having an affair with Norebo, the deity of thieves, who is of course thoroughly Chaotic. Norebo spelled backwards is Oberon, King of the Fairies from a Midsummer Night's Dream.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on July 17, 2017, 12:40:16 AM
Retributive Enervation apparently has no limit on handing out Temp HP allowing every Zombie nearby to gain a +5hp buff for an hour. It's not a lot, specially at level 13/14, but still interesting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on July 26, 2017, 04:25:53 PM
Plotting some NPCs for an adventure featuring as assault on a mountain fortress and the thought occurred to me:

Airstep Sandals + Pegasus Cloak = advanced parachute

Airstep sandals are 10' flight as a move action but must end the round supported or fall.
Pegasus cloak is constant feather fall.

Combined, you fall 60'/round, with 10'/round controlled/modified movement.
Leap from a high enough place and you can cross a street or chasm or whatever to a lower landing point without having full flight.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on July 30, 2017, 09:53:59 PM
Quote
These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.

From Sorcerer's Spells class feature....Does this technically mean Sorcerers can learn spells outside the Sorcerer/Wizard spell lists?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nifft on July 30, 2017, 10:06:45 PM
Quote
These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.

From Sorcerer's Spells class feature....Does this technically mean Sorcerers can learn spells outside the Sorcerer/Wizard spell lists?

That's a tantalizing tidbit that's constantly brought up, but never officially supported either way... EXCEPT in Oriental Adventures, where they give Sorcerers the option of using the (relatively worse) Wu Jen list instead:

Quote from: OA, p.30
Game Rule Information: As described in the Player ’s Handbook. Sorcerers can use either the wizard/sorcerer spell list from the Player’s Handbook or the wu jen spell list in Chapter 7.

But yeah, some DMs would allow a Sorcerer to take off-list spells. That's a house-rule, though, merely inspired by the tantalizing tidbit you quoted.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on July 30, 2017, 10:08:31 PM
Whoa you can learn Wu Jen spells? Cause, much like Paladin spells, theres some real nice gems in all that rough.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nifft on July 30, 2017, 10:13:21 PM
Whoa you can learn Wu Jen spells? Cause, much like Paladin spells, theres some real nice gems in all that rough.

... sure.

You just pay for the privilege by never being able to learn regular Sorc/Wiz spells.

Enjoy those gems.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on July 30, 2017, 10:14:59 PM
Oh I didn't read the "either" part.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on July 30, 2017, 10:21:05 PM
Leadership as always offers a solution. Take a Sorcerer Cohort that choose the Wu Jen Spell List and use Dragonblood Spellpact to trade Spells around. Trading 700xp to gain Body Outside Body is worth it, and by level 16 you can swap a Spell Known to relearn what you traded away anyway.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nifft on July 30, 2017, 10:35:32 PM
Leadership as always offers a solution. Take a Sorcerer Cohort that choose the Wu Jen Spell List and use Dragonblood Spellpact to trade Spells around. Trading 700xp to gain Body Outside Body is worth it, and by level 16 you can swap a Spell Known to relearn what you traded away anyway.
I don't see a line in that spell which requires both participants to be Sorcerers (nor to cast like Sorcerers, though in the example they both do).

If you can use Dragonblood Spell-Pact to get off-list spells, then surely you could use a Dragonblood Wizard / Wu-Jen / Druid / Bard / Chameleon or whatever to get lower-level versions of on-list spells.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on July 31, 2017, 01:12:44 AM
If you can use Dragonblood Spell-Pact to get off-list spells, then surely you could use a Dragonblood Wizard / Wu-Jen / Druid / Bard / Chameleon or whatever to get lower-level versions of on-list spells.
Probably simultaneously yes and no.

It's a Sorcerer-only Spell that trades Known Spells and claiming it works with Wizards is a pretty loaded debate. The tl;dr is it's a typical Glossary vs clear intent debate that'll ignore unanswerable complexities with lots and lots of assumptions. Like Wizards use Spellbooks, writing new spells requires understanding (sic houserule) and if you try say they just need a Spellcraft Check to understand things you're pulling that idea from a section that limits you to your Class Spell List to begin with.

And if you choose to skip the debate you simply need a Spontaneous Spellcasters. Like a Divine Bard / Prestigious Ranger, Warmage / Rainbow Servant, or Child of Eberron Steel Dragon / Silver Pyromancer, Favored Soul, or whatever combinations there of to create a more expensive version of an Erudite. But at least it snags 9ths with no effort.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Amechra on September 04, 2017, 06:18:24 PM
A weird one: Cyrite from PGtE (p 117) is listed as a special material, but implies (when describing the Hardness and HP of the material) that it's a modification you can make to a given metal (which gives you a +1 resistance bonus to saves vs. spells and SLAs for armor and shields, or allows you to bypass DR/magic on weapons). It's pretty cheap for weapons, too - 250gp is very affordable.

A Dwarvencraft Cyrite weapon actually compares quite favorably with a more standard +1 weapon - it's a bit more durable, has the same bonus to attack rolls, and doesn't have a magical aura. Plus, it only costs 850gp over the normal cost of the weapon - that's an absolute steal.

=---=

Also from PGtE, on page 23 there is the Bloodtouched Rite, a ritual that the Blood of Vol performs for people who have impressed them. You drink a bunch of blood, permanently lose 2 Con, and gain the following:

+Cha to your HP.
A +2 Profane bonus to saves vs.  a lot of things.
+1 to your CL for Necromancy.
+1 to your effective Cleric level for Rebuking.

These benefits are free (I mean, you lose the benefits if you get rid of your Con score, but still). If you're in an E6 game, you might not even notice the drawback if your Charisma is high enough.

=---=

EDIT: Oh, yeah, and I just noticed something about the Beauty's Bounty feat from the old Fey web enhancement. It gives you +1 HP for each point of Permanent Charisma you gain. It's still pretty crappy, but it's a bit interesting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on September 04, 2017, 11:59:08 PM
EDIT: Oh, yeah, and I just noticed something about the Beauty's Bounty feat from the old Fey web enhancement. It gives you +1 HP for each point of Permanent Charisma you gain. It's still pretty crappy, but it's a bit interesting.
It's example includes Ability Damage which really isn't what I'd consider "permanent" so like an Amulet of Health, a Cloak of Charisma should affect your HP as well.

The problem is it's one Feat for one Level's worth of HP, it loses half of it's value in one level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on October 19, 2017, 08:24:01 PM
Expanded Psionic Handbook, p62 - reading the power descriptions, saving throws section.

Quote from: Failing a Saving Throw against Mind-Affecting Powers:
If you fail your save, you are unaware that you have been affected by a power.

Mind Thrust (among others) is a damaging power that happens to be both Mind-Affecting and allows a save.

Ergo, fail your save and you don't know you just took damage....  :lmao
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 19, 2017, 09:15:56 PM
Ergo, fail your save and you don't know you just took damage....  :lmao
I think you're be aware of losing HP, you'd just have no idea why.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on October 19, 2017, 09:28:35 PM
Expanded Psionic Handbook, p62 - reading the power descriptions, saving throws section.

Quote from: Failing a Saving Throw against Mind-Affecting Powers:
If you fail your save, you are unaware that you have been affected by a power.

Mind Thrust (among others) is a damaging power that happens to be both Mind-Affecting and allows a save.

Ergo, fail your save and you don't know you just took damage....  :lmao
:lol
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 20, 2017, 04:22:24 PM
Expanded Psionic Handbook, p62 - reading the power descriptions, saving throws section.

Quote from: Failing a Saving Throw against Mind-Affecting Powers:
If you fail your save, you are unaware that you have been affected by a power.

Mind Thrust (among others) is a damaging power that happens to be both Mind-Affecting and allows a save.

Ergo, fail your save and you don't know you just took damage....  :lmao
:lol

Ha !!
My kitty avatar calls this ... Tuesday   :twitch
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 27, 2017, 05:01:16 PM
 :o
Primitive Caster feat is supposed to be casual ... but instead it's bonkers.
http://www.realmshelps.net/charbuild/feat/Primitive_Caster

Stick a Psi Power into a Chameleon Crafter feat Scroll,
learn it via Wiz or Archivist, stick this feat on it, VSM+focus
and even an Exp cost too, just don't have many examples.
That's +4 or 5 CLs for totes cheap.
Minor Creation psi 1 to have the rare M.

Psi can kinda get back into it via a dual caster,
more likely by using near t.o.-ish Magic Mantle, or
Cham Crafter again to bring the modded power->spell->power
into an Erudite repertoire.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 27, 2017, 07:58:54 PM
That's +4 or 5 CLs for totes cheap.
That's not how it works1, I know it's some kind of bad habit a lot of people have but you should try to stop over emphasizing one word and then making up the rest2 instead of reading the entire thing.

1. "You use screeches, wild gesticulations, and extra material components to give your spells additional power."
2. If you 'gave it an xp/focus cost', how much xp is supposed to be spent on it or how expensive should the focus be?
After skipping text and jumping to a conclusion, the only answer you thought was possible was 'free' and ran with it.

Primitive Caster feat is supposed to be casual ... but instead it's bonkers.
Not really, pretty much every Spell has a Verbal and Somatic Component barring the ones designed not to have them (like ddoor has no somatic so you can escape a grapple). So all you really get is a +1CL benefit that requires a successful Wisdom-based Skill Check in something no one will ever have any Ranks in with the catch that you can only make this Check in a very specific environment, and by standards a Feat is worth +1CL or more to begin with. Sure you could waste of Psionic Minor Creation's to access it but that Power can already provide you with optional Material Components without paying some sort of Feat tax.

You should look into Elder Giant Magic and Reserves of Strength. Both easily allow you to increase a CL by +3 by essentially extending the casting time and you can use them both at the same time too. RoS's increased time can even be changed into damage, and it breaks dice caps.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 27, 2017, 08:24:30 PM
Yeah, at most, you could only get +3 caster level to a spell with Primitive Caster, and I don't know of any spells that lack verbal, somatic, and material components.

So, if you did Silent/Still/Eschew Materials, then you could get a +3, but at that point, why are you bothering?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 28, 2017, 03:29:14 PM
 :??? ---> http://minmaxforum.com/index.php?topic=4957.msg330192#msg330192


I'm not sure what the problem is.
http://www.realmshelps.net/charbuild/feat/Chameleon_Crafting
Powers don't have V or S or M or Focus.
Only a few have an Exp component, and well after level 1.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on October 29, 2017, 09:44:02 AM
I'm not sure what the problem is.
My guess? You saw you could create a Psionic Item called a Potion of Mind Thrust and assumed that meant it turned your ability to Manifest Powers into Casting Spells and then you built off that and claimed that you could apply a Spellcasting Feat that affects Spells & CLs to a Manifested Power for an ML increase.

This very discussion has been sitting at the top of this forum, and on another forum, for over a week now too. You should check those out.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Esgath on November 21, 2017, 01:27:07 AM
Familiars have Darkvision, nice.

Quote from: MM I, 306
Augmented Subtype: A creature receives this subtype when-
ever something happens to change its original type. Some crea-
tures (those with an inherited template) are born with this subtype;
others acquire it when they take on an acquired template. The aug-
mented subtype is always paired with the creature’s original type.
For example, a wizard’s raven familiar is a magical beast (aug-
mented animal). A creature with the augmented subtype usually
has the traits of its current type, but the features of its original type.
For example, a wizard’s raven familiar has an animal’s features and
the traits of a magical beast.
Quote from: MM I, 311
Traits: A magical beast possesses the following traits (unless oth-
erwise noted in a creature’s entry).
Darkvision out to 60 feet and low-light vision.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on November 30, 2017, 09:38:56 PM
Suddenly realized that the rules on enhancement bonuses adding to the hardness and hp of weapons and armor apply to the soulknife mind blade.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on January 25, 2018, 04:43:03 PM
Since we haven't had anything posted for awhile I might as well post something kind of minor but meh, it's something.

Lyric Spell out of Complete Adventurer allows you to expend uses of Bardic Music to cast Spells, now remember there are a lot of Bard PrCs and how Bloodlines work. Skipping the exact details (too lazy to check requires for a good example), a Bard5/Bloodline3/PrC1x2/Sublime1/PrC1x5/Misc4 that dips roughly 5 PrCs that advance Music will still end up with thirty two uses of Bardic Music before considering the Extra Music Feat. You really don't trade much, other than the fact you used Bloodline Levels and the paperwork of qualifying, but you pocket almost four extra 9th level Spells per day for the heck of it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on January 31, 2018, 06:53:46 PM
A Core find in the Helm of Brilliance.

Among all the fire spells and explodey bits everyone knows about, there's one line that's a bit of a gem:
Quote from:  DMG
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.

That's it.  Notice that there is no cost and, more importantly, no duration listed.  Sure, 1d6 fire damage on a weapon doesn't mean much at the point you have a 125k gp item, but being able to apply that to the weapons of an entire army is a pretty good deal.

I'll be crossposting this to Pathfinder fun finds because not only did they not change this bit, but they made a far cheaper version of the helm that still has this ability!  18k for applying the Flaming weapon quality to as many weapons as you want on top of the items other abilities is nuts.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 01, 2018, 05:10:13 PM
A Core find in the Helm of Brilliance.

Among all the fire spells and explodey bits everyone knows about, there's one line that's a bit of a gem:
Quote from:  DMG
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.

That's it.  Notice that there is no cost and, more importantly, no duration listed.  Sure, 1d6 fire damage on a weapon doesn't mean much at the point you have a 125k gp item, but being able to apply that to the weapons of an entire army is a pretty good deal.

I'll be crossposting this to Pathfinder fun finds because not only did they not change this bit, but they made a far cheaper version of the helm that still has this ability!  18k for applying the Flaming weapon quality to as many weapons as you want on top of the items other abilities is nuts.


Schweeeeeeet.
(reads)

Hey, you can use it as a really big Nuke too.

"If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed."

1hp commoner + takes 31 fire damage + fails dc 15 will =  :flame
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: ketaro on February 01, 2018, 05:29:50 PM
As some one who likes to grab necklaces of fireball and toss em like grenades, making these helms cost effective seems right up my alley.

Also do note that you don't have to activate the helm to blow it up and that's important because you only get the fire resist when the helm is activated. So you could set these off with an alchemist fire and a willingly failed will save.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on February 02, 2018, 04:11:36 PM
Y'know ... this is so big , I'm surprised no one spotted it before.
(googles)

PhaedrusXY mentions post #4 ---> http://secretsofthearchmages.net/Threads/WOTC/2008/D20_Design_Character_Optimization/763667.html
Kreselak recalls it a little earlier ---> http://secretsofthearchmages.net/Threads/WOTC/2008/D20_Design_Character_Optimization/563694.html
Byakugan01 (idk this guy at all) post #35 ---> http://secretsofthearchmages.net/Threads/Wotc/2015/DND_Adventurers_League/4198961.htm

raistlin_devreault probably the original , '03 and wasn't c.o. ---> http://secretsofthearchmages.net/Threads/WOTC/2008/Magic_and_Spells/133806.html

Maybe this was the inspiration for the Orog suiciding the hole in Helm's Deep.

9d6 average damage sub-fireball = I get to be king for a day ... (boom)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: widow on February 04, 2018, 12:26:14 AM
"Expedition to the Demonweb Pits" has planar traits on page 54 that include doubling your caster level with evil and chaotic spells. 

The embassy rod from the Arms and equipment guide make you count as being on your home plane.  Each rod has its own realm it is keyed to.  Now you don't gain this benefit if you are not from that realm.

UMD has emulate race and you could polymorph into say, a envoy of lolth which is native to that plane.  Corrupt spell makes any spell evil.

A lot of work, but would be useful for doubling your buffs caster level.

My current character accidently happens to be a native, has a rod, and corrupt spell so it was a happy accident.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 05, 2018, 02:05:33 PM
Sounds like an Acorn deal to me and UMD only works with activate items, how about we just replace with one of the two Wizard ACFs that make every Spell they cast Evil without Metamagic costs and use Planar Bubble instead? That way it becomes a Spell option that you can add to a generic Focused Abyssal Specialist build.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 12, 2018, 02:29:25 AM
Snakeman mentioned a spell in chat today, I figured I'd just try to optimize it a little bit as I try to swap my hours for tomorrow's shift.


(https://target.scene7.com/is/image/Target/13799840?wid=520&hei=520&fmt=pjpeg)The STFU Caster
Class: Eclectic Learning Warmage 4 / Warlock 3 / Eldritch Theurge 6 / Warmage 2 / Eldritch Theurge +4 / Any 1
Skills: K-Arcana 8, K-Planes 8.
Feats: Snowcasting, Energy Substitution(fire), Energy Admixture, Searing Spell.
Spells: Streamers, (Deeper) Darkness.
Innovations: Vitriolic Blast.
Items: Anything that helps result in a CL of 19 or higher.
Silence is golden but duct tape is silver.

Eldritch Spellweave allows you to apply an Eldritch Essence to a Spell so long as the Spell's level is equal or greater than the Essence's Level. By using Eclectic Learning (PHBII pg66), which can be used to learn Evocation Spells, the Warmage can learn Streamers (FR:SS pg50) as a 6th level Spell instead of 5th. This allows you to apply the 6th level Essence Vitriolic Blast to it since Streamers does technically targets Creatures and it does require melee Touch Attacks. Since you can choose the order of benefits you'll apply Snowcasting to give it the [Cold] Descriptor followed by Energy Substitution(fire) to reset the Acid damage to Fire and to change the Descriptor to [Fire] allowing Searing Spell to be applied to it.

The result is 3+ChaMod/day you can cast a Snowcasted Energy Sub Vitriolic Streamer that deals 5d10+2d6 Fire with lingering effects. It ignores Resistance and still deals 1/2 damage if they would be immune to the damage. It is also a Conjuration Effect that ignores Spell Resistance and assault Magic-Immune creatures like Golems. Unless your target is wielding a weapon, Natural Weapons that count as Magical for bypassing DR are not Magical outside of discussing DR, they are also unable to destroy the Streamers. Their only defense is their Touch AC which by effectively blinding them to the Streamers sets them up to be Flat-Footed against the attacks.

The effect produces four Streamers at once and each time your target takes an Action, any Action, each one of them attacks the target potentially dealing an average of 138 damage. This can literately force a creature with the Fire Subtype to take 69 damage for talking.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on February 12, 2018, 04:38:07 PM
I didn't mention Streamers.  That was Nytemare.

Also, since it's not an Instantaneous effect, Antimagic Field still suppresses it like most spells.  It's only Instantaneous Conjurations that get to bypass AMF.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on February 13, 2018, 05:12:59 PM
The effect produces four Streamers at once and each time your target takes an Action, any Action, each one of them attacks the target potentially dealing an average of 138 damage. This can literately force a creature with the Fire Subtype to take 69 damage for talking.


Only one streamer can trigger per target per action, so subsequent streamers trigger on subsequent actions.
NEVERMIND I was going from memory. They seem to be able to pile on.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 13, 2018, 05:36:38 PM
Also, since it's not an Instantaneous effect, Antimagic Field still suppresses it like most spells.
Rechecked and yeah it should probably be handled like a Summon or something causing it to wink out in Antimagic.

Only one streamer can trigger per target per action, so subsequent streamers trigger on subsequent actions.
NEVERMIND I was going from memory. They seem to be able to pile on.
Yeah, but you do only hit them once for the entire monologue. Still kind of nice, and you can pile on other Metamagic Effects into this too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on February 17, 2018, 07:45:24 PM
Quote from: http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm
Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Unlike Eberron, UA's Action Points works on anything and only costs one point.

Imagine a Fate Spinner with Unfettered Heroism using this.  :)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Shadowhunter on March 30, 2018, 10:37:34 AM
I'm not sure this is a new find, but I've not seen it mentioned anywhere during the years. I came up with this idea quite some time ago, but I'm neither sure it's new nor that it's water tight as far as rules go. Regardless, it involves Cooperative Metamagic and a ring of spell storing.

Here's the gist of it: Incantatrix puts Wraithstrike/Bite of the Wereboar/Greater Blink or something to that effect into a ring of spell storing. Gives it to an ally, let's say a Barbarian. Readies an action to use Cooperative Metamagic to apply Persist to the spell when it's cast from the ring. Barbarian casts the spell out of the ring and you now have a shot at making the effect persistent.

You can apply the same basic principle behind Metamagic Effect as well, though I think you only have one shot at attempting to Persist Wraithstrike since it only lasts 1 round, either via Coop or Effect.

An upside to this is that now you can get full usage of both your 3+INT per day abilities, even if there are no allied spellcasters or a lack of spells they want to persist (Warmage or Beguiler and their lack of buffs comes to min).

The only question of legality comes down to technicalities if a character casting a spell out of the ring makes them a spellcaster at that specific point or not. Metamagic Effect only cares about ongoing spells, so that's all fine, but Cooperative might not work, depending on your DM's interpretation.

So have your party all chip in and pool a Ring of Spell Storing, preferably a Major one by the time you can cast 8th level spells. They'll all enjoy it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 01, 2018, 05:41:47 PM
The only question of legality comes down to technicalities if a character casting a spell out of the ring makes them a spellcaster at that specific point or not.
Better question to ask your self is would you allow that Barbarian to enter the Incantatrix PrC because they have two of those rings?

But as a base rule you cannot apply your Feats to any Magic Item that Stores or Duplicates a Spell Effect and the Incantatrix's Cooperative Metamagic applies to Spell cast by a willing Spellcaster and these two areas don't actually overlap. But still, consider how a Wizard would need to supply some licorice which is consumed as part of casting Haste before he can even store it, but the wearer doesn't need to supply anything. It's almost like he's throwing something out of the ring that someone else stored, it's a shame the author's didn't have a thesaurus to describe that without using the word "cast" through.

But speaking of Eberron/Unearthed's Action Points, they apply to the Incantatrix's abilities too.
And if you really want to get into it.
* Unfettered Heroism: The gateway, +1 Action Point per Round.
* Wand Surge: Spend 1AP to reduce charge expenditure by -1.
* Wand of Metamagic Item: Apply Persist to any Spell Trigger (Sic wand) item.
* Wand of Wand Modulation: make a wand cast any other spell with a level lower than the wand's normal state.

By adding any 4th level Wand into the mix you can use Unfettered to power Metamagic/Modulation and reduce the increased cost. Net gain is after casting Unfettered, you expend 1 Charge off a Wand to Persist any valid 3rd level Spell you like. You could do lower level Spell too, but it's cheaper to by a 3rd & 2nd level Wand and expend those. And you can pass the altered Wand around too, through without Unfettered it consumes two charges for them to benefit from a Persisted Spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Shadowhunter on April 03, 2018, 10:47:21 AM
Yeah, I was never sure it held water properly. When your core argument turns into "Do they need to be a spellcaster, or did the writers just assume that anyone casting a spell would be one" it's on thin ice. Oh well, Metamagic Effect still works (doesn't care who cast the spell, just that it is present). Leaves you with only one shot at Persisting 1 round spells like Wraithstrike, but it'll work. Have to save Co-op for an actual spellcaster.

Interesting about the Wand modulation. It never occurred to me that you could make a item holding an infusion, what a simple thing to overlook. Huh. I've read the handbooks countless times, I'm now amazed at my own ability to avoid realizing this until now. Artificer really is the person who says "screw the rules, I have money" when you start mixing all these ingredients already mentioned.

Unfettered Heroism is such a silly spell. Like, not in itself and not within the context of using it for the basic functions listed in the ECS. But combined with everything else keyed to it... Wand surge working with Staves is probably high up on that list. Then there's Primordial Scholar as well, practically giving you infinite 1st-5th spells.

My idea actually came from trying to figure out a way to have a Blade of Orien that could be very liberal with their teleportations and looking to UH combined with Unlock Dragonmark. Unfortunately, Orien's Fury is keyed to whenever you use your Dimensional Jump as a swift action, and using Unlock Dragonmark is a standard action.

I wonder if there's any substance to a Decisive Strike Monk using UH and Dragonmarked Fist.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 03, 2018, 12:37:49 PM
Artificer really is the person who says "screw the rules, I have money" when you start mixing all these ingredients already mentioned.
Anyone can buy access to Infusions.  ;)

Then there's Primordial Scholar as well, practically giving you infinite 1st-5th spells.
I never understood why people bring that Class up. It takes 2ap to recover a Spell Slot, not 1, so you are limited unless you tap into a real loop like a Mongoose with Raging Luck (assuming it works). Also if your DM allows the UA's version of Action Points.
Quote from: http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm
Spell Recall
Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.
Check out Emulate Feat while you're there too for your Blade of Orien, Martial Study is pretty awesome.

I wonder if there's any substance to a Decisive Strike Monk using UH and Dragonmarked Fist.
Probably, there is an inherent problem with a Monk's Unarmed damage is it's probably even more broken than the existence of charge multipliers but at least there are more ways to play with it. Like you could spam attacks, or hit hard on AoOs while taunting your foe as an expression of awesomeness, or you could just ramp the damage up so high you never need more than a Standard Action to kill your opponent One-Punch Man style.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Shadowhunter on April 03, 2018, 02:10:49 PM
Then there's Primordial Scholar as well, practically giving you infinite 1st-5th spells.
I never understood why people bring that Class up. It takes 2ap to recover a Spell Slot, not 1, so you are limited unless you tap into a real loop like a Mongoose with Raging Luck (assuming it works).

I think you are thinking of:
Quote
Mystery of Xen'drik
Choose one of your known spells, of a level equal to your class level or lower, (only characters with a spellbook or a spells known list can choose this option:) You can spend 2 action points to cast that spell without counting it against your daily limit. If you normally prepare spells, you need not have prepared a spell to cast it in this way.

while I am referring:
Quote
Secret of Power
Spend 1 action point to regain a number of spells (or spell slots, if you cast spontaneously) that you have already cast today. The total levels of the spells or spell slots regained can't exceed your class level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 04, 2018, 10:49:40 AM
I could be blind, of course given both those things accomplish the same end result but one is higher level and requires 2ap and only works on one spell instead of all of them it could just be really terribly written or incorrectly interpreted. They really should have just bought my Facebook information and hired me to create their errata/FAQ.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Shadowhunter on April 04, 2018, 11:27:31 AM
I think the only thing about Mystery of Xen'drik that is worth considering is that for a prepared caster, they needn't have prepared it ahead of time, while Secret of Power can only reclaim spells you've prepped. So another tool alongside Uncanny Foresight and Alacritous Cogitation. Maybe they thought that was worth the higher price.

Still means it's pointless for Sorcerers/Bards though so... it could do with a bit of quality assurance, that's for certain. Then again, it's 3.5 so that applies to a lot of things, and in the end it doesn't matter much what's theoretically possible, as much as what your DM allows. But it does make it wonky for those of us that enjoy crafting builds in a vacuum just to tinker with the tools, that's for sure.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 04, 2018, 06:29:16 PM
I think the only thing about Mystery of Xen'drik that is worth considering is that for a prepared caster,
*Ahem* Echoing Spell.

I also love the extra Magic Item Effects, heck those count as a Fun Find on their own. Page 157, some of the effects are simply flavorful like your footsteps are on fire briefly. But there are some useful minor things like for +50gp your Cloak of Charisma also makes your eyes glow and you gain a +1 circumstantial bonus to Intimidate or adding a +2 bonus to Concentration Check when trying to use the Magical Item for +100gp. +50gp for +1 Cold damage with Unarmed Strike isn't bad either and adds the ability to cool your drink down by punching it. There is also a strange everyone within 10ft tastes honey and you gain a +1 moral bonus to Diplomacy one too, but hey it only costs 50gp and it can be added to any Magic Item so why not.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on April 04, 2018, 08:37:31 PM
Mystery of Xen'drik is the name of the more expensive class ability.  It is not the name of the book.   :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 06, 2018, 11:16:18 PM
Mystery of Xen'drik is the name of the more expensive class ability.  It is not the name of the book.   :P
Pretty close through. :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on April 07, 2018, 04:09:29 PM
Those magic item effects are amazing. "The item appears much larger than normal but functions as a normal sized version" is straight up "here's your anime bullshit stop asking"
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on April 07, 2018, 07:57:40 PM
Those magic item effects are amazing. "The item appears much larger than normal but functions as a normal sized version" is straight up "here's your anime bullshit stop asking"
Combine it with the last one, your eyes become twice as large as normal with modified irises.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TiaC on December 05, 2018, 04:38:31 AM
The Buffeting Fists graft (MoE) is just about the best anti-archer defense. It give you Deflect Arrows for 13k, except that it works 1+Dex mod times per round. Even for characters without dex focuses, this approaches immunity, because it automatically blocks them, and you only need to spend a use if it would hit normally.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 05, 2018, 12:05:41 PM
The Buffeting Fists graft (MoE) is just about the best anti-archer defense.
Nice for mundanes I suppose, but a Wandhilt & UMD can do better.
Quote from: Friendly Fire, EoE27
Abjuration
Level: Drd 4, Sor/Wiz 4, Stf 4; Components: V; Casting Time: 1 immediate action or 1 full round (see text); Range: Personal; Target: You; Duration: Instantaneous or 1 round/level (see text).
With an arcane word, you create a shimmering field of golden light around your body that pulses and wavers before vanishing.
Whenever you are the target of a ranged attack or a ranged touch attack, you can cast this spell to deflect the attack toward another target within 30 feet. Use the same attack roll. If the redirected attack hits the new target, resolve it as normal. Otherwise, the attack fails. If you extend the casting time to 1 full round, the duration changes from instantaneous to 1 round per caster level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Raineh Daze on December 05, 2018, 12:58:08 PM
Unless you're shot more than once. It looks like the graft wins in that case.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on December 05, 2018, 11:47:28 PM
Except that the full-round casting works against every ranged attack, including ranged touch attack spells, for its entire duration.  Spell wins in that instance.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 06, 2018, 06:36:51 AM
It can be instant cast if needed which is a nice option for versatility. But it can be buffed up, or even Persisted, for multi-round protection. And instead of just wasting your opponent's offensive action, it turns it against them.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on December 22, 2018, 02:04:31 AM
Metamagic Wandgrips from Complete Mage (add metamagic to a wand 3/day at the cost of an extra charge per spell leave increase) should work with Eternal Wands. The 2/day means only +1 (or the rare +0 metamagic) will work on them and you'll need three eternal wands to get the full uses of your grips, but there is plenty of buffs that become all day when hit with extend (any third level hour/day spell at minimum CL) that can go on an eternal wand.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: SorO_Lost on December 22, 2018, 06:48:54 PM
Off the top of my head, Metamagic Wandgrip says it works like the Metamagic Spell Trigger Feat.

And Eternal Wands are not Spell Trigger items, they are Command.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on February 04, 2019, 08:19:18 AM
Searching the forum for this feat name didn't bring up anything, so this might not actually be a repost!

In Dragon 315, there's a selection of regional feats for Greyhawk, which was expanded on in Dragon 319 (this latter being the source of the infamous Faerie Mysteries Initiate and Troll-Blooded). So I thought I'd go through 315's Greyhawk feats and see if anything jumped out at me.


Driftwalker

You aren't slowed by snowy terrain, and know how to disguise your movements in the snow.
Regions: Frost Barbarians, Ice Barbarians, Perrenland, Snow Barbarians, Stonehold, wild elf, wood elf.
Benefit: It costs you no squares of movement to move into a snow-covered or heavy snow-covered square. You leave no tracks in snowy terrain and cannot be tracked. You may choose to leave a trail if so inclined.
Normal: Moving into a snow-covered square costs 2 squares of movement. Moving into a square covered by heavy snow costs 4 squares of movement.


I mean, given the finite nature of most campaign planets this doesn't break the speed record or anything, but I can't think of many movement abilities that give quite this much value for investment. Sure, it's situational, but... holy shit.

(And yes, I'm aware that whoever wrote this probably didn't intend for it to do what it does.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on February 04, 2019, 12:38:47 PM
So basically, you have infinite free movement while walking on snow.   Damn.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on February 04, 2019, 02:01:58 PM
So basically, you have infinite free movement while walking on snow.   Damn.

"Want to see me cross Antartica and back?  Want to see me do it again?"
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on February 04, 2019, 03:20:58 PM
I have a chracter with some Magebred Mules with that feat, though I remember it being printed outside of Dragon Mag  :plotting
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on February 15, 2019, 11:37:13 PM
I think the only thing about Mystery of Xen'drik that is worth considering is that for a prepared caster,
*Ahem* Echoing Spell.

I also love the extra Magic Item Effects, heck those count as a Fun Find on their own. Page 157, some of the effects are simply flavorful like your footsteps are on fire briefly. But there are some useful minor things like for +50gp your Cloak of Charisma also makes your eyes glow and you gain a +1 circumstantial bonus to Intimidate or adding a +2 bonus to Concentration Check when trying to use the Magical Item for +100gp. +50gp for +1 Cold damage with Unarmed Strike isn't bad either and adds the ability to cool your drink down by punching it. There is also a strange everyone within 10ft tastes honey and you gain a +1 moral bonus to Diplomacy one too, but hey it only costs 50gp and it can be added to any Magic Item so why not.

What book again, please?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on February 16, 2019, 01:49:54 AM
What book again, please?

Secrets of Xen'drik, p157
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 01, 2019, 09:44:20 PM
There's a section in the Epic Level Handbook on Epic Leadership, and it mentions that you can't have a follower of effective follower level greater than 20 (i.e. no epic commoners/experts/warriors, no adepts or aristocrats of level 19+, and no PC classes of level 18+). This sounds like a reasonable rule... until you crunch the numbers.

See, you get a flat +100 followers of EFL 1 per extra point of Leadership score past 40, you get an EFL 2 follower for every ten EFL 1 followers (rounded up), and you get an EFL N+1 follower for every two EFL N followers where N > 1 (rounded up, except that 0.5 rounds to 0). So, what Leadership score would you need in order to get a follower of EFL 21 and therefore trigger the "no epic followers" rule?

26,245.

You would get 2,621,500 EFL 1 followers, 262,150 EFL 2 followers, 131,075 EFL 3 followers, 65,538 EFL 4 followers, 32,769 EFL 5 followers, 16,385 EFL 6 followers, 8,193 EFL 7 followers, 4,097 EFL 8 followers, 2,049 EFL 9 followers, 1,025 EFL 10 followers, 513 EFL 11 followers, 257 EFL 12 followers, 129 EFL 13 followers, 65 EFL 14 followers, 33 EFL 15 followers, 17 EFL 16 followers, 9 EFL 17 followers, 5 EFL 18 followers, 3 EFL 19 followers, 2 EFL 20 followers, and one illegal EFL 21 follower, for a total of 3,145,814 (or 3,145,815 with the illegal epic follower). For reference, if you took Legendary Commander this would give you about half the population of Han China or the Roman Empire, or 90-95% of the population of Eberron (the whole planet; adding up all the population figures gives about 33.37 million, but there's no population data for Xen'drik outside Stormreach and Dar Qat so the drow, giants and other wilderness inhabitants there aren't included in that number).

Getting a Leadership score of 26,245 probably involves a level somewhere between 20,000 and 25,000; it's pretty trivial for the latter but rather difficult for the former (unless magic item boosts to Charisma are allowed to count toward Leadership; then you only need about level 220 or so, since a Cloak of Epic Charisma +52,000 only costs 27,040,000,000,000 gp and WBL at level 220 is over 383 trillion).

This isn't really a "fun find" in the normal sense of "I'm so taking that", but it's still hilarious and I wanted to share it (as an aside, it does demonstrate how low the population of fantasy worlds tends to be, as Eberron's population is substantially lower than even Classical Earth, let alone mediaeval Earth which had about ten times Eberron's population).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on March 01, 2019, 11:58:57 PM
I been interested in the World of Leadership for a while...

I envision 1 God King and the first tier followers being regional leaders and so on down to lvl 1 soldiers...

3m followers, maybe 100 : 1 (normies : followers)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Vladeshi on March 02, 2019, 08:15:47 AM
Another case of was the guy writing this paying attention.

Blue Dragons have Sound Imitation
Quote
A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Juvenile Blue Dragons don't have frightful presence yet, so what is the DC supposed to be?

In the SRD it turns out they just changed it to a Bluff Vs. Sense Motive check.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 02, 2019, 08:46:49 AM
Another case of was the guy writing this paying attention.

Blue Dragons have Sound Imitation
Quote
A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Juvenile Blue Dragons don't have frightful presence yet, so what is the DC supposed to be?
They don't have frightful presence, but the formula for frightful presence DC (10 + half HD + Cha) can be applied to them. Still a mistake, but a fairly-minor one.
Quote
In the SRD it turns out they just changed it to a Bluff Vs. Sense Motive check.
No, they didn't.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Vladeshi on March 02, 2019, 03:26:26 PM
Quote
In the SRD it turns out they just changed it to a Bluff Vs. Sense Motive check.
No, they didn't.

Turns out I wasn't paying attention and that was the Pathfinder SRD.  :blush
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 03, 2019, 01:39:27 AM
Found a neat trick with the old gish standby of Whirling Blade.

Quote from: Whirling Blade
As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

+

Quote from: Iaijutsu Focus
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.

That bumps Whirling Blade up from "might clear a few mooks" to "Skillmonkey is FIRIN HIS LAZOR"

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 03, 2019, 06:51:19 AM
Found a neat trick with the old gish standby of Whirling Blade.

Quote from: Whirling Blade
As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

+

Quote from: Iaijutsu Focus
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.

That bumps Whirling Blade up from "might clear a few mooks" to "Skillmonkey is FIRIN HIS LAZOR"

Do remember that "flat-footed" =/= "denied Dex to AC". Iaijutsu Focus really is situational.

(Actually, now that I look at it, there's nothing actually saying you have to attack in melee, or with the weapon you drew. So you could just draw a dagger and then shoot someone with a crossbow, or throw the dagger - with Quick Draw you could actually full-attack by drawing and throwing a bunch of daggers. Flat-footed is still a major limiter, though.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 03, 2019, 05:58:07 PM
Still a good trick for an archetype normally limited to single target spike damage.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 04, 2019, 05:45:47 AM
I just noticed the duration of "Trance of the Verdant Domain" is "instantaneous". I don't know if they intended the secondary effect to only be active as long as the fascinate effect is up, or if you leave a lingering mindfuck FOREVER.

Quote
You project an instantaneous surge of mental energy that overwhelms a weak-minded foe.
The target stops and stares blankly, fascinated for 3 rounds.
In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 04, 2019, 08:38:29 AM
I just noticed the duration of "Trance of the Verdant Domain" is "instantaneous". I don't know if they intended the secondary effect to only be active as long as the fascinate effect is up, or if you leave a lingering mindfuck FOREVER.

Quote
You project an instantaneous surge of mental energy that overwhelms a weak-minded foe.
The target stops and stares blankly, fascinated for 3 rounds.
In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.

Actually, since it says "under the effect of this spell", and they're only under its effect for its duration, there's a decent argument that the secondary effect does nothing.

In any case, since it's only the caster's mind-affecting effects, murder's always a solution.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 14, 2019, 11:56:22 PM
I'm reading my way through all of 3.5 Dragon, and the Exiled Dwarves in Dragon 320 are pretty interesting. They lose a lot of what makes dwarves so good, certainly, but +2 Con/-2 Cha and a bonus feat is pretty good all by itself, and they get even bigger bonuses vs. specific enemies and keep weapon familiarity.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Jackinthegreen on March 17, 2019, 10:17:10 PM
Found a neat trick with the old gish standby of Whirling Blade.

Quote from: Whirling Blade
As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

+

Quote from: Iaijutsu Focus
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.

That bumps Whirling Blade up from "might clear a few mooks" to "Skillmonkey is FIRIN HIS LAZOR"

Do remember that "flat-footed" =/= "denied Dex to AC". Iaijutsu Focus really is situational.

(Actually, now that I look at it, there's nothing actually saying you have to attack in melee, or with the weapon you drew. So you could just draw a dagger and then shoot someone with a crossbow, or throw the dagger - with Quick Draw you could actually full-attack by drawing and throwing a bunch of daggers. Flat-footed is still a major limiter, though.)

Requires a slashing weapon, so crossbow bolts are out unless they do that.  I seem to recall a netcutter variant or something along those lines.

Anyway, getting stuff flat-footed en masse can be quite the pain it seems.

Courtesy of http://minmaxforum.com/index.php?topic=8741 it requires:

Going before them in initiative (first round only)
Paralyzing the enemy (much better things to do vs a paralyzed enemy)
Making it balance if the enemy has less than 5 ranks of Balance (use a Sculpted Grease I suppose?)

And that's mostly it against any decent number of enemies.  There are plenty of ways to make a single target FF but they simply wouldn't work against multiple targets in a 60 foot line.  So I guess it requires setup, but there's one oddity I found:

Rules Compendium pg 92 adds in this part to the Hide skill that applies in other circumstances:

"If you’re successfully hidden with respect to another
creature, that creature is flat-footed with respect to you. That
creature treats you as if you were invisible (see page 76)."

But Invisible says nothing about flat-footed, just denied dex to AC.  So this might be a case of the RC being "errata" again.

I stumbled upon an interesting discussion about Whirling Blade over at ENWorld though: http://www.enworld.org/forum/showthread.php?170081-Whirling-Blade-Area-effect-or-just-Effect

One big oddity of Whirling Blade is it says "Effect: 60-ft. line."  Not Area.  It's apparently the only spell like this that's instantaneous but the fact that it doesn't have an area means it can't be Sculpted for example.  But being able to Sculpt it would open up some more interesting options.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 18, 2019, 02:21:25 AM
Requires a slashing weapon, so crossbow bolts are out unless they do that.  I seem to recall a netcutter variant or something along those lines.
I was mentioning it for Iaijutsu Focus in general, not specifically Whirling Blade.

The Compendia are full of weird shit. They imported HoH's fear stacking despite HoH not being intended for non-horror campaigns, and made a concerted effort to make Identify and item slots redundant but did it in a really roundabout way. Not sure if Baleful Polymorph's massive buff was imported from somewhere or a RC "innovation", but that's weird too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 18, 2019, 03:10:22 AM
Wild Touch from Dragon 326 is one hell of a weird feat. 1/day, whenever a magic item requires a random roll or random draw from a deck, you can roll or draw twice and pick which one actually happens.

It seems to be intended for hacking Rods of Wonder, Warpswords and Decks of Many Things, but RAW it should work on damage rolls too. There's also prismatic effects, if you're so inclined.

Doesn't work on Olidammara's Dice, because they have an anti-tampering clause.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on March 18, 2019, 08:09:26 PM
Considered official material due to being licensed, the Legacy of the Blood sourcebook for Ravenloft produced by the now defunct imprint Sword and Sorcery Studios owned by White Wolf has some fun finds; I'll share one that struck me as interesting:

Create Device, a crafting feat that allows one to duplicate magic (and presumably psionic) effects via an explicitly non-magical "device". Despite being described as a "family feat" specific to a certain bloodline (Chapter Seven for those who can find the book), the feat itself is tagged as [General] allowing anybody to take it. Accompanied by a Scientist prestige class loaded with various Weird Science™ effects, as well as new alchemical items.

It costs the same as crafting the equivalent magic/psionic item, however "power sources" must also be crafted which is an additional cost. Devices also burn out (run out of charges) at the same rate as the equivalent magic items, requiring replacement.

More interesting stuff to be found, but I'll let others excavate.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 18, 2019, 08:44:12 PM
Considered official material due to being licensed, the Legacy of the Blood sourcebook for Ravenloft produced by the now defunct imprint Sword and Sorcery Studios owned by White Wolf has some fun finds; I'll share one that struck me as interesting:

Create Device, a crafting feat that allows one to duplicate magic (and presumably psionic) effects via an explicitly non-magical "device". Despite being described as a "family feat" specific to a certain bloodline (Chapter Seven for those who can find the book), the feat itself is tagged as [General] allowing anybody to take it. Accompanied by a Scientist prestige class loaded with various Weird Science™ effects, as well as new alchemical items.

It costs the same as crafting the equivalent magic/psionic item, however "power sources" must also be crafted which is an additional cost. Devices also burn out (run out of charges) at the same rate as the equivalent magic items, requiring replacement.

More interesting stuff to be found, but I'll let others excavate.

Do they work in an Antimagic field?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 18, 2019, 11:04:58 PM
Dragon 328 has the Bard 4 spell Fugue of Tvash Prull. Medium-range, 30ft-spread save-or-suck with effects that scale based on your Perform check hitting each round. The nasty ones are "attacks nearest target" at DC 45 (presumably for the duration of the spell, which is concentration up to 1 round/level), Feeblemind at DC 55 and death at DC 60. Also, if they make the save they still get a -2 to attack rolls and skill checks.

Note that this is [Sonic], but not [Mind-Affecting] or [Death]. Weird, eat your heart out.

EDIT: Ah, it got whacked with the nerf-bat in Spell Compendium. You could make an argument that it doesn't override due to changing the spell name, but eh.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 20, 2019, 06:18:38 PM
couple of DMag #305 feats


Good Neighbor [General]
You have developed positive relations within your community, and its members are willing to offer you assistance when you need it.
Prerequisites: Cha 12+.
Benefits: When in your chosen city, the initial attitudes of regular members of the community toward you never begin worse than indifferent. You also gain a +4 circumstance bonus to Charisma checks for the purpose of influencing the attitudes of members of the community.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town.

 :) Dust off your diplomancer stuff, go run a city.  Even better go to Sigil.


Line of Credit [General]
Your reputation for trustworthiness is such that members of your community are willing to sell you goods and services on credit.
Prerequisites: Cha 12+, Good Neighbor.
Benefits: When purchasing an item or service in your chosen city, you can have a line of credit for a number of gold pieces equal to your Charisma score x 100. (This value can not be higher than one-half the town’s GP Limit based on table 4-40: Random Town Generation in the Dungeon Master’s Guide.)
Once you use this ability, you have one month in which to repay the money owed. If you fail to repay the money owed in one month, while within your chosen city you suffer a –5 penalty to all Charisma-based skill checks. This penalty increases by –5 every month (-10 after two months, -15 after three months, and so on).
After you use a line of credit for any amount, you may not use it again until you repay the outstanding balance.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town, but you must also have taken the Good Neighbor feat for the appropriate community first.

 :twitch Easy enough to crank your Charisma up.  But the real oomph is borrowing money for Spellcasting Services, go adventure, get loot, pay back the money.  It's Finance.  Like the modern kind.  Does someone with a legit (real life) MBA who knows that level of Finance, wanna chime in on simplified basics ?!  Even without any of that, it's quite delicious.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Skyrock on March 20, 2019, 06:22:23 PM
That feat chain makes the Mister Rogers superpower of being the good neighbor everyone wants to have finally official :D
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on March 21, 2019, 12:40:27 AM
couple of DMag #305 feats


Good Neighbor [General]
You have developed positive relations within your community, and its members are willing to offer you assistance when you need it.
Prerequisites: Cha 12+.
Benefits: When in your chosen city, the initial attitudes of regular members of the community toward you never begin worse than indifferent. You also gain a +4 circumstance bonus to Charisma checks for the purpose of influencing the attitudes of members of the community.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town.

 :) Dust off your diplomancer stuff, go run a city.  Even better go to Sigil.


Line of Credit [General]
Your reputation for trustworthiness is such that members of your community are willing to sell you goods and services on credit.
Prerequisites: Cha 12+, Good Neighbor.
Benefits: When purchasing an item or service in your chosen city, you can have a line of credit for a number of gold pieces equal to your Charisma score x 100. (This value can not be higher than one-half the town’s GP Limit based on table 4-40: Random Town Generation in the Dungeon Master’s Guide.)
Once you use this ability, you have one month in which to repay the money owed. If you fail to repay the money owed in one month, while within your chosen city you suffer a –5 penalty to all Charisma-based skill checks. This penalty increases by –5 every month (-10 after two months, -15 after three months, and so on).
After you use a line of credit for any amount, you may not use it again until you repay the outstanding balance.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town, but you must also have taken the Good Neighbor feat for the appropriate community first.

 :twitch Easy enough to crank your Charisma up.  But the real oomph is borrowing money for Spellcasting Services, go adventure, get loot, pay back the money.  It's Finance.  Like the modern kind.  Does someone with a legit (real life) MBA who knows that level of Finance, wanna chime in on simplified basics ?!  Even without any of that, it's quite delicious.

I require this for my Merchant Build (http://minmaxforum.com/index.php?topic=17524.msg312282#msg312282)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 21, 2019, 07:53:06 AM
Heeeeey, remember the Talenta Sharrash from ECS, and how it got nerfed in errata because 19-20/x4 crit was kinda ridiculous?

It got reprinted in Dragon 331's article on polearms. Without the errata.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on March 21, 2019, 09:51:15 PM
Not sure if it counts, but a trio of interesting spells from d20 Modern. Most d20 Modern exclusive spells aren't all that useful in D&D (teleporting through telephone lines in a world without telephones) or are just variants of D&D spells, but these three are neat. (All of these are in the modern SRD. As far as I'm aware only non-OGL spells in Modern are Bless Water in Critical Locations, Shaman spells in D20 Past, Create Crawling Claw in Menace Manual and some in Dark Matter). Urban Arcana actually words the mention of using spells from D&D in Modern in a way that it's considered an alternate campaign setting rather than an actual conversion, though that is more from bringing D&D spells to Modern than the other way around.

Quote from: Power Device
Transmutation
Level: Mage 1; Components: V, S; Casting Time; Attack action Range: Touch; Effect: Powers one electrical or mechanical device; Duration: 10 minutes/level; Saving Throw: None; Spell Resistance: No

This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power.

This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.

"Mechanical device" includes a lot you'd find in a fantasy world. Mount is better for animal power or transport most of the time, but some fun uses. How powerful this mechanical power is isn't clear though, though I'd go with 14 strength quadruped and 60 speed (equivalent to a light horse from Mount). (In Modern you can get some fun out of this with a bicycle.)

Quote from: Clean
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, M; Casting Time: Full-round action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, object of up to 1,000 lb./level, or room of up to 100 square feet/level; Duration: Instantaneous; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)

The clean spell completely eliminates grime, dirt, and bacterial contaminants from the target. Smooth surfaces gain a faint shine, as if they had been polished.

If cast on a room or object, the clean spell destroys dirt, dust, and anything else that would ordinarily be wiped away with a thorough mundane cleaning. The room or object retains no fingerprints, and even the smallest hairs, skin cells, and garment fibers are cleaned away—rendering most evidence collection impossible, for example.

If cast on a creature, the clean spell disinfects wounds (doubling the natural healing rate for that day) and renders the creature scentless for 1 minute. This means that creatures with the scent extraordinary ability won’t be able to detect the subject by scent alone.

Material Component: Bar of soap.

One of Prestidigitation's uses, but supersized.

Quote from: Clown Car
Conjuration (Summoning)
Level: Arcane 4; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: Extradimensional space within an enclosed vehicle capable of holding one creature per caster level; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No

You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold a number of additional passengers equal to the caster’s level. A passenger may be up to Large size and can bring up to a medium load into the extradimensional space; creatures with more than a medium load cannot enter the extradimensional space.

Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same 5-footsquare and are incapable of making attacks while so contained.

Exiting the extradimensional space requires the passengers to physically exit the vehicle as well. If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone in squares adjacent to the vehicle.

Focus: A klaxon, which must be honked when the spell is cast.

Essentially a larger Rope Trick that can only be cast on an enclosed vehicle but can be moved.

Edit: One from Dark Matter (rest are uninteresting or variants of D&D spells like Swift Flight)

Quote from: Zap
Evocation [Electricity]
Level: Mage 2; Components: V, S; Casting Time: Attack action;
Range: Medium (100 ft. + 10 ft./level); Target: One creature or
object; Duration: Instantaneous; Saving Throw: Reflex half
(see text); Spell Resistance: Yes
A lightning bolt from above strikes the target for 1d6 points of electricity damage per caster level (maximum 5d6). If the target is a creature, it is knocked prone if it fails its Reflex save. If the target succeeds on its Reflex save, it takes half damage and is not knocked prone. You must cast this spell in an area with at least 20 feet of vertical space above the target. If you don’t have 20 feet of space above the target, the spell fails.

An OK blast with a rider. The weird thing is this spell could have been dropped in most 3E splatbooks and not been noticed but as far as I can tell doesn't exist in D&D.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 26, 2019, 06:25:25 PM
The Ollam prc in Complete Adventurer is not well regarded , being 3/5 casting and all.

... BUT ...

"If an ollam had no levels in a spellcasting class before taking the prestige class, at 2nd level she gains the spellcasting abilities of a cleric whose caster level is one lower than her class level."

Can someone verify? 
And what the heck does this mean?
Let alone what r.a.i. might be.

If it does what I think it does (i.e. the plain speech of it)
there should be any number of early entry
or multicaster tricks available.

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 27, 2019, 12:48:13 AM
what the heck does this mean?

Well, usually a cleric's caster level = their class level, so it would seem that the Ollam gets cleric casting equal to a cleric with one less level than the Ollam has Ollam levels. Interestingly, it seems to be 4/5 in that case, although this still isn't anywhere near good.

I mean, yes, "her" is imprecise, but it's pretty obvious that "her" is the Ollam and not the hypothetical cleric.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 27, 2019, 05:12:01 PM
Ah, Ollam class level, not what I had in mind.
That makes it an Un-Fun Find.
Strictly worse than dipping Cleric.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on March 29, 2019, 09:12:32 AM
Could you advance it with other Prestige Classes as normal? 
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 30, 2019, 12:03:01 AM
Could you advance it with other Prestige Classes as normal?

It's unclear, since it's not traditional spellcasting. Normal PrCs have the "as if they had gained a level in the previous spellcasting class" language, which debatably covers it since this asks "how many levels in this class do you have?" and should return "for the purposes of spellcasting, I have gained Class+PrC levels"
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on March 30, 2019, 03:40:19 PM
Maybe : just Uncanny Trickster and Legacy Champion, and a hypothetical Epic Ollam prog ?


Or didn't PF do a thing with the War Mind prc that either had it's own prog xOr advanced the PsyWar prog ?


Or having that cleric prog is good enough to extend it with +1 Divine prcs ?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on March 31, 2019, 01:39:20 AM
Maybe : just Uncanny Trickster and Legacy Champion, and a hypothetical Epic Ollam prog ?
The epic Ollam prog is "N/A". Only PrCs that are at least ten levels long can have epic progressions.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on April 08, 2019, 01:54:24 AM
I just realised that Illumian power sigils work in Wild Shape. Aeshkrau makes bonus spells go off Str. Holy crap.

I mean, it doesn't hit save DCs or required-stat, so it doesn't actually change the way Druid optimises, it's just a giant pile of extra bonus spells.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Argent Fatalis on April 13, 2019, 10:19:52 AM
A more or less useless find out of Complete Warrior, but the Nature's Warrior prestige class actually grants druid spellcasting if the character has no divine spellcasting classes.

Quote
Spells per Day: At every even-numbered level gained in the nature's warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature's warrior, she must decide to which class she adds the new level for purposes of determining spells per day.

So if one took four levels, they would cast spells as a 2nd level druid.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on April 17, 2019, 05:48:07 AM
Okay, so I just happened across Ordained Champion's and Spellsword's Channel Spell. Now, before you tell me that these and the abuses are known, or that Ordained Champion got errata-nerfed, I searched the forum and the specific issue I found is not mentioned.

Specifically... you don't cast the spell. You channel it into your weapon, spending the spell slot ("as if you had cast the spell"), and then you poke something with the weapon and it goes off. This bypasses material and XP components.

Ordained Champion's errata-nerf does cut down on the abuses of this, since most cleric spells with material and XP components have long casting times, but it doesn't remove it entirely.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: skydragonknight on April 17, 2019, 09:10:41 PM
Am I reading this right?
https://dndtools.net/feats/secrets-of-sarlona--14/quori-dread--2347/
with
http://therafimrpg.wikidot.com/imperious-command

By RAW a Kalastar can auto-1v1 anything not immune to fear if they spend a move action each round?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on April 17, 2019, 09:55:09 PM
Am I reading this right?
https://dndtools.net/feats/secrets-of-sarlona--14/quori-dread--2347/
with
http://therafimrpg.wikidot.com/imperious-command

By RAW a Kalastar can auto-1v1 anything not immune to fear if they spend a move action each round?

...That appears to be correct.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on April 17, 2019, 11:56:49 PM
Am I reading this right?
https://dndtools.net/feats/secrets-of-sarlona--14/quori-dread--2347/
with
http://therafimrpg.wikidot.com/imperious-command

By RAW a Kalastar can auto-1v1 anything not immune to fear if they spend a move action each round?

It's a stretch, because Imperious Command is clearly referring to the "Demoralise Opponent" use of the Intimidate skill. I suppose if you say demoralising is demoralising, it'd work.

Also, Imperious Command is relatively cheesy to begin with, particularly when combined with Fearsome from the same book.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on April 17, 2019, 11:58:30 PM
It seems like one of those cases where it is using Demoralize as a descriptor, rather than as what is inflicted by the Intimidate skill. It has an effect applied to it on top of and separate from what Intimidate would do, and it lasts indefinitely until you choose a new target or they go out of range. I think that effect is the intent of the ability, not having an auto success intimidate check.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on May 07, 2019, 09:51:18 PM
Blade of Orien is already one of the best non-ToB martial classes in the game, but look at this

Quote
Orien's Grasp (Sp): At 4th level, you learn to teleport small objects into your waiting hand. By expending one use of your dimension leap ability, you can target an object that weighs no more than 5 pounds and is within 25 feet. The object must either be carried on your person or in line of sight. An object on your person can be teleported as a swift action that does not provoke attacks of opportunity; teleporting any other object is a standard action that provokes attacks of opportunity. An object held or in use by another creature receives a Will save against this effect (DC 12 + your Cha modifier).

It's a spell-like ability, meaning no noise or gestures or other way of detecting it. Even past the ability to rip the clothes off someone's back, the ability has plenty of uses. The lowish save is easily fixed by a Hexblade 4/??? 2 (Paladin of Tyranny 3 if Evil) entry and focusing on intimidate, which tanks enemy saves.

The hard part is finding some way to increase the weight limit.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on May 08, 2019, 01:19:47 AM
You don't need to worry about nuking the holder's saving throws, because the ability specifically targets the item

Quote from: http://www.d20srd.org/srd/magicItems/magicItemBasics.htm
Damaging Magic Items

A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

The Caster Level for items is notoriously low.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on May 08, 2019, 03:07:11 AM
Neat. What's a mundane item's saving throw bonus? "even against attacks from which a nonmagical item would normally get no chance to save." implies there is one.

More amusing than useful, but Magic of Eberron has Impact Armor, which is armor that gives DR (3/piercing max, so not too exciting) in exchange for lowering your speed when you're hit. Complete Warrior has an enchantment called Anti-Impact which halves bludgeoning damage that effects most of the body (constriction and falling are the given examples). It's not particularly practical, though not especially impractical, to have Anti-Impact Impact Armor.

One that is useful right under it though is this
Quote from: Armor of the Unending Hunt
This mithral +2 chainmail armor was built by the elves for rangers on long-range patrols. In addition to its protective qualities, it provides the wearer with immunity to fatigue and exhaustion. Moderate Abjuration; CL 8th; Craft Magic Arms and Armor, restoration; Price 21,500 gp; Cost 10,900 gp + 848 XP; Weight 20 lb
Not easy to get immunity to both. You don't need to sleep unless you're a non-cleric caster, plus the obvious uses for Barbarians. I'm sure in Eberron this item is instead meant for meatbags keeping up with Warforged since "Elf Rangers on patrol" isn't really an Eberron thing.

edit:
Tome of Ancient Lore from Complete Divine has a 90% chance each day to hold any arcane spell. It's a relic so you have to take True Believer (or be a theurge to use it). Even if you can't copy spells from it (though RAW only the location changes so you can still work to understand it one day then copy it the next), using a normal spellbook for your staples and this to have a good chance of getting any situational spell you want is solid. This is especially so if you leave slots open and prepare them as you meet problems since preparing spells from it takes half the time.

Quote
the tome of ancient lore (and copies made since the original left Boccob’s library) is cursed with a deliberately confusing, everchanging system of cross-referencing. The pages within the tome rearrange themselves, apparently at random. Finding anything useful by browsing is impossible,
So it's basically Fantasy Craft

Complete Scoundrel has the spell Blockade, a level 1 spell that creates a giant thing of wood.
Quote
You call a cube of solid wood, 5 feet on a side, into being . The cube must be created upon solid ground in an empty square . If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails . The cube weighs 2,000 pounds . It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square . Multiple cubes can be stacked . If it is pushed into water, the cube floats . Material Component: A block of wood, less than 3 inches on a side.

Plenty of uses for a first level spell (Off the top of my head, it can block a door/narrow passage, prevent a target from reaching you with a charge, create cover, break weak floors, or jam room trying to crush you) and it will stay relevant for a long time. The 3 rounds minimum and maximum limits the creative uses, but the real nice thing is this takes only a swift action to use. This is a spell that would still be pretty decent if it was a standard action.

By contrast, it's impossible to cast the spell directly below it normally. Catapult requires the object effected be in your hands (plural) when you cast it but has an S in its component list. Any reasonable GM will pretend it said hand though the spell isn't that great even then it's not a great spell. First level would be reasonable (Pathfinder has this as a cantrip with worse range), but second level is a flat nope.

Evacuation Rune is a 5th level spell that lets you put an Arcane Mark on something and Greater Teleport to it as a swift action within the next 24 hours. It explicitly works if the object is moved. The obvious and intended use is as escape button functionality (for yourself only...), the easiest way to make use of this I can think of to abuse it is Planar Binding something with at will teleport for itself and 50 pounds of gear. That or making a hired Greater Teleport a little cheaper.

Magic item wise...
The aspect mirror is amazing! 4000 GP to communicate with any mirror in the set. Less than half the price of a Speaking Stone, much faster and better range. House Sivas? Who needs 'em?

Bladeshimmer makes item it is slathered on invisible, seemingly indefinitely (or at least till the oil is washed off). There has to be a way to abuse this.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on May 23, 2019, 08:44:03 AM
You don't need to worry about nuking the holder's saving throws, because the ability specifically targets the item

Quote from: http://www.d20srd.org/srd/magicItems/magicItemBasics.htm
Damaging Magic Items

A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

The Caster Level for items is notoriously low.

While magic items' saves are hilariously bad and nonmagical items' nonexistent, they can use the holder's.

Quote from: Player's Handbook p166-167
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always affected by (for instance) a disintegrate spell. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus). Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will saving throw bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better. (Caster levels of magic items are covered in the Dungeon Master's Guide.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 23, 2019, 04:09:12 PM
...
Tome of Ancient Lore from Complete Divine has a 90% chance each day to hold any arcane spell. It's a relic so you have to take True Believer (or be a theurge to use it). Even if you can't copy spells from it (though RAW only the location changes so you can still work to understand it one day then copy it the next), using a normal spellbook for your staples and this to have a good chance of getting any situational spell you want is solid. This is especially so if you leave slots open and prepare them as you meet problems since preparing spells from it takes half the time.

Quote
the tome of ancient lore (and copies made since the original left Boccob’s library) is cursed with a deliberately confusing, everchanging system of cross-referencing. The pages within the tome rearrange themselves, apparently at random. Finding anything useful by browsing is impossible,
...

Niiiiiiiiiiiiiiice.
Right up there with Apprentice(Spellcaster) and Warlock 12.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on May 26, 2019, 06:44:47 PM
Clockwork Wonders was one of the more obscure series of web articles from WotC's website. I found two interesting things here

Xen'drik Flying Boat (http://archive.wizards.com/default.asp?x=dnd/cw/20070129a) is a dhow (not explicitly noted, but they're stated in Stormwrack) that can move as though it has Overland Flight if it gets a second level infusion. While this requires a team of Artificers capable of second level infusions (level 3+) to keep it afloat, it moves almost the speed of a true airship (18.18181818181818 MPH), is slightly cheaper, carries as much cargo (double if it moves at half speed), plus, most importantly by far, doesn't require elemental binding and "Level 3+ Artificer" is exponentially more common than "Someone with the Lesser Mark of the Storms". The Gnomes and Lyrandar are going to want to silence whoever made this thing. edit: Level 3 plus Artificers are in 1/3 thorps in Aundair (http://archive.wizards.com/default.asp?x=dnd/ebds/20040712a)

Universal Key (http://archive.wizards.com/default.asp?x=dnd/cw/20061106a) is a nanite swarm that disassembles objects and is quite cheap for what it can do. For a GM, since this will disassemble and remove items, it provides the fun of a rust monster, but without the wealth by level headaches (since they'll just be dropped at the character's feet).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on May 28, 2019, 05:07:50 PM

Demographics in Eberron (http://archive.wizards.com/default.asp?x=dnd/ebds/20040712a)

Demographics in Eberron, eh?
I like it.
Small but noticeable changes from the DMG.
Down 1% of Commoners, transferred to 1% Magewrights.
Cities go +2 , +4 , +6 , +8 , instead of +3 , +6 , +9 , +12 (and presumably no "Planar Metropolis" boost either).
The classes list is a little confusing.
It squeezes the NPC classes in with the PC classes.
Many of the classes have a "footnote" number tagged on,
instead of a proper superscript # indicating which footnote.
Rather confusing.
No super boosted 5% Druid or Ranger in Thorps.
d8 + 8 metropolis results are capped at level 15 (not the indicated 16).
But yeah, somewhere there's a single Artificer crafting out 9s.

There's slightly more magic available at the low end,
slightly less at the high end.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on May 28, 2019, 11:46:28 PM
Quote
There's slightly more magic available at the low end,
slightly less at the high end.

That's Eberron in a nutshell. "Not high magic, wide magic." is used by the creator regularlly and appears in the 5E book.

As for the formatting, I suspect it's something that was eaten in the move to archive.wizards.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on June 01, 2019, 01:41:40 PM
For the NPC farm team = Trophy Collector (http://dnd.arkalseif.info/feats/players-handbook-ii--80/trophy-collector--2973/index.html).

As long as they aid another during the fight they collect CR*100gp. Which is more than hireling pay :violin
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 02, 2019, 04:46:09 PM
Nothing actually stops multiple people with the feat from each making a trophy off the same corpse either. Any domesticated animal with >=CR4? Sadly Magebred doesn't have a CR increase.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on June 04, 2019, 01:11:08 PM
Wealthiest NPC? Lvl 3 Taxidermist  :love
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 21, 2019, 10:00:02 PM
A fun find for answering an annoying question RAW more than any mechanical value, but Sharn: City of Towers actually has a section on page 192 about how PCs pay their taxes. It says caster PCs can pay their taxes by casting spells for the government, with the given example being Wall of Stone for construction. Sucks for martials I suppose, but then again what doesn't?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on June 21, 2019, 10:20:08 PM
A fun find for answering an annoying question RAW more than any mechanical value, but Sharn: City of Towers actually has a section on page 192 about how PCs pay their taxes. It says caster PCs can pay their taxes by casting spells for the government, with the given example being Wall of Stone for construction.

Wage mage
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 23, 2019, 07:45:43 PM
Stronghold Builders Guide page 70 says "bulky but technically removable" magic items cost half and totally immobile ones cost a fourth the normal price. The Bier of Ressurrect the following page allows unlimited Resurrection with only a 500 gp diamond each. Chamber of Speed for 15,000 halves the completion time of "most tasks" (though is dependent upon 3.0's cheesy, super broken haste).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Craiconn on June 24, 2019, 09:22:07 AM
Stronghold Builders Guide page 70 says "bulky but technically removable" magic items cost half and totally immobile ones cost a fourth the normal price. The Bier of Ressurrect the following page allows unlimited Resurrection with only a 500 gp diamond each. Chamber of Speed for 15,000 halves the completion time of "most tasks" (though is dependent upon 3.0's cheesy, super broken haste).

Nice.  So if you want to craft a magic item that is made for out-of-combat use (like for healing, camping or transportation), make it "bulky".  Once it's used, put it back in the Bag of Holding.

What objective criteria would you use to label a magic item as bulky?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 24, 2019, 02:42:30 PM
Well a "statue, a tapestry, or a rug" is the given example. According to what I found on an internet search, a half inch solid rod is needed to hang a room sized tapestry that weighs ten pounds. Even if we assume something massive and grand, it can't be more than 40 pounds, which is trivial in D&D.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on June 24, 2019, 04:49:07 PM
2 ways to double your money = June 2019.


That brings a 1*1*1800 item down to 450 gp, which is
within the range of Mercantile feat at level 1 starting.

The average commoner 1 in any particular town
still can't carry it = limited to the "treasure" 300 gp,
but they've got it stashed safely at home < 900 gp.
A small place, quite unassuming really.

How many 1st level spells are there (+ there) ?

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Archon on June 24, 2019, 11:18:42 PM
I think bulky is, by definition, not easily carryable. Any working of "bulky" that goes, "and, well, I can carry it trivially" is probably wrong
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on June 25, 2019, 01:10:07 AM
I think bulky is, by definition, not easily carryable. Any working of "bulky" that goes, "and, well, I can carry it trivially" is probably wrong

This is D&D, and MinMax at that. We have magic items that can carry statues and characters that can carry buildings.  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: altpersona on June 25, 2019, 02:50:59 AM
Quote
Removes Statue of Liberty from belt pouch as a move action, activates flame ray as a standard action.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Archon on June 25, 2019, 05:23:23 AM
Okay, when you put it that way.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanshork on June 25, 2019, 09:20:00 AM
Quote
Removes Statue of Liberty from belt pouch as a move action, activates flame ray as a standard action.

 :lmao
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on June 25, 2019, 05:00:52 PM
 :lol

PsyWar 2 with soulknife-y acf says :  "Hey, that's a good idea.  Lemme try that."
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 27, 2019, 06:04:09 PM
2 ways to double your money = June 2019.


That brings a 1*1*1800 item down to 450 gp, which is
within the range of Mercantile feat at level 1 starting.

The average commoner 1 in any particular town
still can't carry it = limited to the "treasure" 300 gp,
but they've got it stashed safely at home < 900 gp.
A small place, quite unassuming really.

How many 1st level spells are there (+ there) ?

You call that optimization? That's literally canon in Eberron! Villages have have communal, unmovable, magic items that increase productivity like a prestidigitation powered laundry machine or a refrigerated storage space for crops/meat (which will then be transferred to Orien's portable fridges for transport). All you've done is create a guy who can rent it out.

Actually, speaking of renting, the Landlord feat from the same book. It provides free funds for stronghold building every level (which accumulate) and doubles the value of further money you put into it. Sadly it requires you be 9th level to take it.

edit: Yes I know Mercantile is from a FR book and tied to locations there. That actually makes it worse because if you actually do something useful with your magic item the Harpers are going to come murder your level 1 ass for making civilization progress beyond what Myth Drannor had (Why are they listed as a Good aligned organization again?).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: KellKheraptis on June 28, 2019, 02:57:39 AM
Anyone else contemplating a Hulking Hurler who full-attacks with Unicrons? (yes, that's not a type - UNICRONs) :-P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on July 06, 2019, 01:05:39 PM
Chain Spell + Leap into Animal

Then slaughter that flock to produce 20 clones of yourself with gear. Yes, up to 100# of gear will also be cloned. Don't forget to share with companion. Go wild nation building
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on July 07, 2019, 04:12:32 AM
Any way to get True Mind Switch as a spell and afford enough metamagic reduction to apply Chain Spell?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Eldritch_Lord on July 07, 2019, 02:19:55 PM
You could use Chameleon Crafting (https://www.realmshelps.net/charbuild/feat/Chameleon_Crafting) to put true mind switch into a staff and then Metamagic Spell Trigger it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on July 07, 2019, 06:01:28 PM
Any way to get True Mind Switch as a spell and afford enough metamagic reduction to apply Chain Spell?
Is it bad that the really interesting part of this idea is what happens with the caster's body?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on July 10, 2019, 04:44:01 PM
Arms and Equipment Guide page 39 introduces basic rules for supply and demand.

Kanto's Lament from Enemies and Allies is a magic sailing ship that flies at over double (40.9 MPH vs. 20 MPH) the speed of an Eberron airship, is bigger on the inside than outside, provides high quality foodstuffs and Unseen Servants for crew/passangers, has some magic balista, armor and ability to Plane Shift once a week. Crafting rules are included. Costs a bit over double a normal airship, but holds five times the cargo (only double with Stormwrack) at double the speed and no need for mark of storms. I think this is the only unique crunch in the entire book aside from the notorious Wrathful Healing.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on July 13, 2019, 02:41:07 PM
Heroic Metamagic + Sudden Maximize (or others) is weird.

Either its all day long for 0 AP; or 1/day free, then 1 AP for each additional use. The sudden feats don't technically fall within the reduction restrictions of the 2nd paragraph.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: redking on July 15, 2019, 08:01:28 AM
Inscribe Rune (http://dnd.arkalseif.info/feats/players-guide-to-faerun--22/inscribe-rune--1657/index.html) + Runecaster Prestige Class (https://www.realmshelps.net/charbuild/classes/prestige/realms/rnc.shtml) + Chameleon Crafting (https://www.realmshelps.net/charbuild/feat/Chameleon_Crafting) + psion.

Everything in this Runecaster handbook (http://www.giantitp.com/forums/showthread.php?296106-Runeblaster-A-Handbook-for-the-D-amp-D-3-5-Runecaster) is possible, AND you can make psionic runes via chameleon crafting.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: redking on July 21, 2019, 07:51:30 PM
The Thrall of Fraz-Urb'luu (https://www.realmshelps.net/charbuild/classes/prestige/evil/thrallfraz.shtml) from Dragon Magazine #333 has a remarkable ability. People have often commented on its capstone ability, Alter Reality before, and it's good, but the 5th level ability Staff Mastery, is even better.

Quote
Staff Mastery (Ex): Upon reaching 5th level, you have mastered the use of magic staffs in emulation of your demonic master's skill with these potent magic items. You can now wield any magic staff, as if it were a +1 greatclub, at no risk of causing the staff itself damage. In addition, the staff is treated as an evil weapon for the purposes of overcoming damage reduction. You are considered to be proficient with the staff for this purpose.

You can use any magic staff as if its spells were on your spell list. Additionally, you may opt to activate a staff using your own lifeforce rather than expending charges. For each charge that the staff activation would normally consume, you instead take 1 point of Constitution damage. If you don't have a Constitution score, or are for some reason immune to ability score damage, you cannot power a staff with this ability and must use the staffs charges to manifest its spells.

Take a level of binder to bind Naberius to get Faster Ability Healing to heal your constitution damage, and you have unlimited ability to expend charges from staffs.

Where the real power is shown is when the staff contains a spell that normally requires XP expenditure. Staff of true creation? Staff of simulacrum? Staff of whatever you want now that you are a virtual god?

You can enter at 7th level at the earliest, and must be chaotic evil (perhaps your your DM will allow you a different alignment adaption). Whether the DM will throw the players handbook at you for deploying this PrC is another matter altogether.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on July 22, 2019, 03:13:41 AM
Just realized gaining immunity to non-lethal damage means you don't need food or water because you need to take non-lethal damage from starvation/thirst to take penalties. Now is there any way to get immunity to non-lethal without explicitly also gaining the not needing to need thing?

Edit: Holy Sword destroys artifacts
Quote
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.
Works in PF too.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kremlin K.O.A. on October 02, 2019, 12:24:41 AM
PFSRD has erratad Holy Sword to not work on artifacts :(

Correction. I checked the 3.5 PHB it also has the 'No Artifacts" clause.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on October 09, 2019, 12:42:57 AM
Aw/oops...

Found Mark of Twelve Moons in Dragonmarked. If you have least and lesser dragonmark feats (Very good feats) you gain a +1 inherent bonus to one of two ability scores (depending on the mark). That's an epic feat.

Edit: Animated Series Handbook is primarily known for the energy bow, but there's a second useful artifact in it: The Hat of Many Spells.

The 25,000 GP hat provides material components for any spell up to 1000 GP. That alone is pretty nifty, but it can also Empower an unlimited number of spells per day* and lets you covert any wizard spell to any spell of that level or lower.

*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 20, 2019, 12:28:01 AM
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).
Closest is Wild Mages, since they get to roll twice and pick which result they want.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 20, 2019, 03:42:50 PM

... Animated Series Handbook is primarily known for the energy bow, but there's a second useful artifact in it: The Hat of Many Spells.

The 25,000 GP hat provides material components for any spell up to 1000 GP. That alone is pretty nifty, but it can also Empower an unlimited number of spells per day* and lets you covert any wizard spell to any spell of that level or lower.

*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).

1000 gp covers just about everything with an expensive component yes?

Is the random/bad effect on both Empower and "converting" ; or is it just the Empower part?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Skyrock on October 20, 2019, 04:08:10 PM
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).
Wild Mage 3 lets you roll twice for Rod of Wonder effects (and similar magic items using random tables) and pick the result you like better.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on October 20, 2019, 07:24:45 PM

... Animated Series Handbook is primarily known for the energy bow, but there's a second useful artifact in it: The Hat of Many Spells.

The 25,000 GP hat provides material components for any spell up to 1000 GP. That alone is pretty nifty, but it can also Empower an unlimited number of spells per day* and lets you covert any wizard spell to any spell of that level or lower.

*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).

1000 gp covers just about everything with an expensive component yes?

Is the random/bad effect on both Empower and "converting" ; or is it just the Empower part?

Raise Dead line is the main thing I can think of. It doesn't appear to have any class restrictions, but its written as part of Presto's stats block despite the cost so there's some unusual wording.

Random effect is very explicitly on both converting and empowering sadly. The components don't seem to have a misfire chance though. Hat isn't clear how effects that target where the rod is pointing/targeting work. Looking at Rod of Wonder effects, you have a 99% chance of not being harmed or suffering very minimal harm (Reduce Person, Faerie Fire) as long as you can keep the rod pointed in a safe direction when using it, only problem is that 1% chance to permanently change color (and dispel might fix that). This gives an almost 2/3rds chance of having it work out of combat, though I can't think of much other than Stoneskin and resist/protection from energy that's that useful for.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on October 23, 2019, 05:48:48 PM
variant rod of wonders (despite the "greater" title)
http://archive.wizards.com/default.asp?x=dnd/dnd/20060807a

... no access to the generator.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on November 16, 2019, 12:31:15 AM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on November 16, 2019, 12:34:35 AM
variant rod of wonders (despite the "greater" title)
http://archive.wizards.com/default.asp?x=dnd/dnd/20060807a

... no access to the generator.

Works for me.  Clicked on (Launch Generator).  Using Internet Edge in case the browser makes a difference.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on November 16, 2019, 10:36:09 AM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on November 16, 2019, 10:52:14 AM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.

It does, it's a construct and is immune to all mind-affecting abilities.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on November 16, 2019, 01:46:15 PM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

I forgot how to calculate epic spell levels. Anyone? Sounds like a good one to spellthieve.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on November 16, 2019, 03:27:04 PM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.

It does, it's a construct and is immune to all mind-affecting abilities.

I forgot immunity to mind-affecting was part of the construct type instead of being a result of mindlessness.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on November 17, 2019, 04:26:52 AM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.

It does, it's a construct and is immune to all mind-affecting abilities.

A rod of construct control will solve that pesky little problem.

And I guess if you can't call it, you could always travel to the plane of Mechanus and find one or more.  Good thing rods don't have charges.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Keldar on November 17, 2019, 09:07:11 AM
Dominate Construct is a thing.  Plenty of ways to make constructs do what you want in the Eberron books.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 18, 2019, 04:29:16 PM
variant rod of wonders (despite the "greater" title)
http://archive.wizards.com/default.asp?x=dnd/dnd/20060807a

... no access to the generator.

Works for me.  Clicked on (Launch Generator).  Using Internet Edge in case the browser makes a difference.

Firefox Linux , the company that supplies the multistation software didn't renew a pile of certificates, and crashed systems across the USA and Canada, etc, and that's before we get to my Weenie filter (which was old news a decade ago)

Kill me now, let our future robot overlords sort it out.

< sorry was I being overly dramatic ? >
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 18, 2019, 04:35:49 PM
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

I forgot how to calculate epic spell levels. Anyone? Sounds like a good one to spellthieve.

"Epic Spell" = SLA ... I don't ever recall anything else like that (doesn't mean it doesn't exist elsewhere).
Epic spell with casting time of 1 round, no focus, no exp burn, etc, is quite the whut !

Locate City + linear Widen til you get to the size, maybe DC 13 +4*X
Apocalypse From The Sky + linear damage increase to the right amount, maybe DC 29 +2*Y
Probably mid 500s, then ...
use the increased casting time mitigation, as a proxy for can't cast it for 100 years.
DM Fiat of course, but custom seeds are normal.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on November 18, 2019, 08:08:35 PM
Many of the epic monsters have epic spells as SLAs. Still have no idea how they're supposed to work as SLAs though. "Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise." is the best I can think of.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on November 19, 2019, 04:53:25 PM
Huh ... I got that book in '03 and didn't start reading C.O. until '05.
I guess everyone If I asked in the intervening 2 years just hand-waved it to "work".

Dream Larva (http://www.d20srd.org/srd/epic/monsters/abomination.htm#dreamLarva) cast Dreamscape (http://www.d20srd.org/srd/epic/spells/dreamscape.htm) as an (sp) twice a day.
wtf
9th level spells as (su) via Dweomerkeeper , is a solid order of magnitude weaker.

" We cast Epic Spells as Spell-likes ; and You don't ! "
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on November 21, 2019, 03:20:35 PM
Looked it up. Epic spells count as 10th level, so a spellthief would have to be 30th level to steal it. After which they could nuke the plane until it turns plaid with spell-likes.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on November 30, 2019, 04:15:19 AM
You know how Dragon Compendium is first party? Well Shackled City Adventure Path is too, and it has some new crunch.

Practiced Magic is nice to know for Dragonmarked characters since their SLAs don't use the caster's HD as their CL. Spellcraft requirement sucks though.

Rime is a 1st level Wizard spell that gives a target a -4 penalty on dex and fortitude saves

Dementia is a +2 equivalent property that makes a creature struck by the weapon have to save against a DC17 will save or be confused for 7 rounds. Stick it on a bow and I'm sure enemies will roll low enough for it to be useful.

Simulacrum Suit is 60,000 GP for a constant polymorph effect into a single creature (fixed per suit) that's within one size category of the wearer. Explicitly usable by any creature, so have fun with animal companions.

edit: OA has some weird spells that the official 3.5 update doesn't touch

Advice is Greater Suggestion. You get unlimited length for the suggestion itself and, more importantly, rather than suicidal commands being impossible they just get a second save with a bonus. Shaman only though. Is there any other way in the system to make a target obey suicidal commands?

Compel changes the target's alignment. Confusingly it's listed as permanent yet "Another compel spell, a wish, or a miracle is required to reverse the effects of the spell". Other than that, it's non-evil, and only 1-round casting time.

Remove Fatigue gives a target the benifits of 8 hours of rest, but doesn't allow an arcane caster to regain spells. Anything with limited daily use aside form those is fair game I guess...

edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.

Dragon 360 has an article on stuff to fill Eberron treasure hoards with. Most of it is art objects with no effect (lots of animated tapestries and portraits), but this one should be useful
Quote from: Dragon 360
mahogany cabinet that continually maintains a cool and dry interior that is suitable for storing perishable items (minor evocation, 2,500 gp).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on January 04, 2020, 01:57:29 AM
I noticed something when looking at the Leadership table.

While the "cohort level" in the table is ECL, the "two levels lower" restriction appears to be character level. So, if your Leadership score is bigger than you need, grab a cohort with an LA.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on January 04, 2020, 06:43:12 AM
edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.
Dragon 360 has Demonomicon: Graz'zt.
Dragon 362 has Shothragot, who's probably the most useful Elder Evil to Implore if you're crazy enough to bind Elder Evils.
Dragon 363 has the 3.5 Epic Destinies and Epic Binder.

A lot of their stuff is either previews of 4th or fluff for 4th, so there's not as much 3.5 crunch as usual for Dragon.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on January 05, 2020, 01:22:04 AM
Looking at the Rod of Wonder

88-90  shoot 10-40 gems, each worth 1gp

That's an average of 25gp, 3 times out of each 100 usages.

Do the math, that 450gp/hr, or 10,800gp/24-hours.
Rods don't use charges, and anyone can use 'em.  Give it to your homunculus, who as a construct doesn't get tired or bored.  One more way to get rich.

Downside - 4 times/100 usages, you get "reduce wielder to 1/12 height, no save".  So that could be a problem.  Wonder if SR applies?

Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kethrian on January 05, 2020, 01:42:34 AM
Nope, no SR against that, as it is not acting like a spell.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on January 05, 2020, 03:17:45 PM
I noticed something when looking at the Leadership table.

While the "cohort level" in the table is ECL, the "two levels lower" restriction appears to be character level. So, if your Leadership score is bigger than you need, grab a cohort with an LA.

Huh you're right, no reference to ECL at all.
https://www.d20srd.org/srd/feats.htm#leadership


edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.
Dragon 360 has Demonomicon: Graz'zt.
Dragon 362 has Shothragot, who's probably the most useful Elder Evil to Implore if you're crazy enough to bind Elder Evils.
Dragon 363 has the 3.5 Epic Destinies and Epic Binder.

A lot of their stuff is either previews of 4th or fluff for 4th, so there's not as much 3.5 crunch as usual for Dragon.

They did the Epic Destinies as a separate 3.5e/4e article too, which surprisingly managed to be saved. 
We've had it here (use the whole thread for links) :
 http://minmaxforum.com/index.php?topic=4570.0

They also had a conversion document for all of the Elder Evils for 3.5e/4e. idk what happened to it (sad).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on January 05, 2020, 05:46:46 PM
Shugenja are only prohibited from learning spells of the opposite element. i.e., they're still on the Shugenja spell list and don't need UMD like a Wizard's prohibited schools do, and you can cast a spell of prohibited alignment if you can do that without learning it (Rainment of the Four, domain staff ect.).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: magic9mushroom on January 09, 2020, 11:49:32 PM
I noticed something when looking at the Leadership table.

While the "cohort level" in the table is ECL, the "two levels lower" restriction appears to be character level. So, if your Leadership score is bigger than you need, grab a cohort with an LA.

Huh you're right, no reference to ECL at all.
https://www.d20srd.org/srd/feats.htm#leadership
The cohort = ECL in table thing is explained under "Special Cohorts" in the DMG, which apparently didn't make it into the SRD.

Quote
edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.
Dragon 360 has Demonomicon: Graz'zt.
Dragon 362 has Shothragot, who's probably the most useful Elder Evil to Implore if you're crazy enough to bind Elder Evils.
Dragon 363 has the 3.5 Epic Destinies and Epic Binder.

A lot of their stuff is either previews of 4th or fluff for 4th, so there's not as much 3.5 crunch as usual for Dragon.

They did the Epic Destinies as a separate 3.5e/4e article too, which surprisingly managed to be saved. 
We've had it here (use the whole thread for links) :
 http://minmaxforum.com/index.php?topic=4570.0

They also had a conversion document for all of the Elder Evils for 3.5e/4e. idk what happened to it (sad).

Yeah, Dragon #360-#363 got published both as separate articles and as the packaged "issue".
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on February 03, 2020, 03:28:24 AM
Heroes of Battle:
Leomund's Billet is pretty much just Secure Shelter, Great with one critical point: It creates a bunch of food... as an arcane spell.
Molton Strike is a lesser fireball that deals 2d6 damage+save or catch fire in a 5foot radius burst.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on March 13, 2020, 03:25:57 AM
Reading the Ghostwalk web enhancement. It's as weird as the book itself!


There's a really juicy gem in here
Quote
FETID BREATH
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Area: Cone
Duration: 1 round (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
This spell functions like stinking cloud, except as noted above and as follows.
You exhale a 10-foot cone of stinking gas. Though the cone persists for only 1 round, creatures who succumb to its effects are still nauseated for 1d4+1 rounds after leaving the area of the cone. A creature that has a special saving throw bonus against poison may apply that to its saving throw against this spell. Creatures immune to poison are unaffected by fetid breath.
Legends maintain that this spell was created either by the yuan-ti or by an arcane worshipper of Khostren.
Material Component: A clove of garlic or an onion, which you must eat

Fort save vs. nauseate for cone of bad guys is pretty damn good for a first level spell. Some fun to be had with an extend rod.

By contrast, the Paladin spell Door to Great Evil is horrible: It sends you (and only you) to a hostile creature of a CR 2 under your level. It's not even useful for Reserve Feat purposes since Phantom Charge exists.

Demonic Blood Infusion gives the willing target the fiendish template, [chaotic] and [evil] subtypes (is there a single other effect to add an alignment subtype on a temporary basis?) and turns the target's alignment to chaotic evil for the duration (likewise, any other source of temporary alignment changes?). Also has a will save or move to chaotic (and evil if already chaotic) at the end with increasing DCs.

Item wise:
Chaniud’s Placard are a single use instant Commune. They're only 875 at market, a fraction of the price of a scroll.
Message Arrow is intended to fit with spells like Animal Messenger, Whispering Wind and Helping Hand, but there's a few critical details to it that open it for abuse. First it's " invisible and insubstantial" when in used, and can go anything as bit as an arrow slit.  You only need to know the recipient's name, not location so with See Invisible you can locate a creature in a 5 mile radius. Finally, the arrow is a physical object that carries a message, and "I prepared Explosive Runes today" is just the most obvious use for sending an item to a character without counter. Any emancipation centered on an object (like Silence) can be abused with it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on March 20, 2020, 03:42:38 PM
Good backup trick for an Arcane Archer.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on March 21, 2020, 11:28:51 PM
From the Random Encounters: Pets of Any Stripe article
Quote
Mind of a Beast
Transmutation [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Mind of a beast transforms the mentality of the subject into that of an animal or beast. The spell suppresses the target's own personality, mental awareness, and memories, and it puts in their place the average mental abilities and knowledge of a creature of type animal or beast whose Intelligence is 2 or lower. The caster selects the animal or beast type (bird, bear, owlbear, and so on) when the spell is cast. The target then acts as a normal creature of that type for the duration of the spell. For example, a target succumbing to "mind of a wolf" might fight to defend young wolves, but might run if a threat presented itself.

Unless another spell is already affecting the subject that changes these traits, it retains its type (for example, "humanoid"), physical traits (Strength, Dexterity, Constitution), body shape, natural attacks and damage, base saves, and speed, and gains the average Intelligence, Wisdom, and Charisma of the creature type. It gains the skills of an average creature of its type (modified by the target's physical abilities rather than the animal's), and it cannot use the skills of the original mentality. The spell does not grant any supernatural, spell-like, or extraordinary abilities of the creature type, and though the target retains its extraordinary abilities, it does not know how to use them if the animal or beast type does not also possess them. The target can use any feats of the original mentality that the creature mentality also possesses. The supernatural and spell-like abilities of the target's original mentality are not available to the animal consciousness, nor are any of the target's memories.

The animal mentality is not surprised or disoriented by its sudden existence, and it does not question that its body does not match the usual for its type. The animal mentality assumes that it belongs in the body it occupies and does the best it can. Thus, a target suffering from mind of a deer would run on two legs instead of trying to run on all fours, and a target suffering from mind of a snake would not try to slither. The animal mentality also does not question how it got into the situation it is in when the spell effect begins. It does have all the racial knowledge of an adult of its type, so it knows how to attack, run, what constitute threats, what it should be eating, and so forth. During the spell duration, others can speak to the mentality using the speak with animals spell if the new mentality is an animal type.

This spell can be made permanent by use of the permanency spell, but the caster must be at least 13th level and spend 2,000 XP in the endeavor. The spell cannot be used on targets that have no Intelligence.

Material Component: A small bit of brain matter from an animal or beast that has been dead no more than one hour. The brain matter may be carefully preserved for later use. The brain matter need not be from the creature type chosen in casting the spell, but it must be from a creature of the animal or beast type.

This is a pretty meh spell, as it's just a variant feeblemind right? It is, but its greater version is worth a look.

Quote
Mind of Another
Transmutation [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

An improved version of the mind of a beast spell, mind of another transforms the subject's mentality into that of an aberration, animal, beast, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin, and there is no maximum Intelligence limit. The caster chooses a creature (for example, "stone giant" or "nymph") upon casting the spell. Making this spell permanent requires a 16th-level caster and the expenditure of 3,500 XP. Otherwise, the spell works exactly the same as the mind of a beast spell.

Material Component: A small bit of brain matter is required, but it can be from any creature of the types listed for this spell.

Anyone know a monster of those types with good mental scores and reasonable personality? Anything that's particularly easy to make into a willing mind slave?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ithamar on March 24, 2020, 01:14:28 PM
Gibbering Orb (https://www.d20srd.org/srd/epic/monsters/gibberingOrb.htm) is pretty nice if you're OK with only having INT 40.

And for a fey, leShay (https://www.d20srd.org/srd/epic/monsters/leshay.htm) gets you a nice CHA score for sure.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on April 12, 2020, 09:23:44 PM
Easter Egg for oriental characters, efficient defender + chahar aina + dastana + chain shirt = +9armor for 200gp. This is mostly better than adamantine body @1stlvl. Plus a samurai aka psw could just call armor and save gold. Even better he can grab invest armor for +18 arrmor of indeterminate duration. Sweet light armor for low levels. Full speed ahead.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nytemare3701 on April 12, 2020, 11:08:21 PM
Easter Egg for oriental characters, efficient defender + chahar aina + dastana + chain shirt = +9armor for 200gp. This is mostly better than adamantine body @1stlvl. Plus a samurai aka psw could just call armor and save gold. Even better he can grab invest armor for +18 arrmor of indeterminate duration. Sweet light armor for low levels. Full speed ahead.

Classic tech makes an appearance to prove the thread title.  :P
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on April 29, 2020, 03:46:42 PM
Setting Sun Strike is a relatively unimpressive feat. It lets you apply Stunning Fist to your Setting Sun strikes with unarmed strikes. For the most part, that doesn't mean much. You can do that anyways with Stunning Fist for the non-throw strikes, so it's only giving you the feat's secondary benefit of +1 to the save DC of the stun and maneuver. However, the entire strike is a stunning attack, and Stunning Fist forces a save vs. stun to anyone damaged by a stunning attack. There are three Setting Sun strikes that deal damage to multiple creatures.
- At 4th level, Comet Throw damages the creature you throw, and if you throw them into a space occupied by another creature, damages that creature as well.
- At 6th level, Ballista Throw damages the creature you throw and all creatures in the 60-foot line you throw them through.
- At 9th level, Tornado Throw lets you double move and throw a creature with every 10 feet of movement.

It's nothing amazing, but having access to an AoE stun (on top of these maneuvers' normal effects) would be fun for an unarmed Swordsage.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on June 21, 2020, 09:18:04 AM
While it's likely difficult to ever be able to use the class...

There are two aspects of Maho-Tsukai that I've long overlooked and originally misinterpreted in my mind, a recent revisit had me realize...

1. It actually has the Wizard and not the Sorcerer progression for spell level known. This might be interesting for Ultimate Magus on the spontaneous side.

2. Conversion allows one to dip into about as many spellcasting classes as one desires, and then upon Conversion the spellcasting list remains available for spells known. Similar usefulness of Generic Spellcaster for particular PrCs such as War Weaver.

3. Conversion converts the level of spellcasting, and is not a replacement of the spellcasting class. By doubling up on spellcasting levels with Mystic Theurge, early entry, nets 9th level spells at 11th level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kremlin K.O.A. on June 24, 2020, 01:36:54 AM
*blink*
Would you kindly stat that out?
I am not fully seeing it.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on June 25, 2020, 04:23:15 PM
Oh, that was messed up of them. At first the language made it seem like they only could keep their previously learned spells as a spontaneous caster, but then they go and say they can learn spells from their previous arcane lists.

Is it just me, or does the maho-tsukai serve as a decent template for Dark Sun magic? Obviously would have to replace the blood component with life-force / defiling, but still, it seems to be a nice framework of rules to start from....
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ryshin on June 28, 2020, 11:20:17 AM
Scampering maw is a psionic aberration monster introduced in the manual hyperconscious p82, it has as an extraordinary special attack SCHISM, now metemorphosis let you transform into aberration and use extraordinary special attacks, so basically at lv7 your egoist psion (or at lv9 any other non egoist or telepath psion) will have free schism. Enjoy.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Stratovarius on June 28, 2020, 09:21:33 PM
Scampering maw is a psionic aberration monster introduced in the manual hyperconscious p82, it has as an extraordinary special attack SCHISM, now metemorphosis let you transform into aberration and use extraordinary special attacks, so basically at lv7 your egoist psion (or at lv9 any other non egoist or telepath psion) will have free schism. Enjoy.

Just going to point out this belongs in the second party thread, not this one.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on July 02, 2020, 01:32:56 PM
Here's the stat out for the Maho-Tsukai

https://docs.google.com/spreadsheets/d/1cDrc1rbZSr-3aNhiU1f1Jiy96kPRMcu3G042lHHrhog/edit?usp=sharing

---

As for Dark Sun, I'm actually currently running the modules from athas.org and converting City by the Silt Sea squeezed in.

Blood -> Life-Force/Defiling in the context of Dark Sun is much closer to the Epic Dragon Magic (Su) feature of the Athasian Dragon - offsetting gold/xp costs.

That said, they don't really conflict.
Environment/Defiling is a modifier on the arcane caster level
Tainted Spellcasting governs DC

I think the way to handle it is make "Defiler Taint" = Taint Score, where every time you Defile or use Blood Magic, it is considered Tainted Spellcasting parameters, and you trigger the Fort Save vs. increasing Taint Score.
Probably have Defiler/Raze feats permanently increase Taint Score as well.

Whether you want to use HoH or UA/OA rules is mostly consequential to the practical upper limit on DCs.

Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on July 02, 2020, 04:46:00 PM

Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.

Must be nice. I can rarely find anyone who will allow psionics other than me around here.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on July 05, 2020, 08:43:03 PM

Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.

Must be nice. I can rarely find anyone who will allow psionics other than me around here.

I'm pretty liberal in terms of what I'll allow, as long as they're not trying to derail the campaign (they don't), and their tactics don't take up (or cause) too much time (sometimes this is a problem). I think they're executing their turns a little quicker than previous experience with classic spellcasters, PP is easier book keeping, and there's less decision paralysis on Ardent/Wilder with their limited powers known.

That said, I try to stick to the peculiarities of the campaign setting, so in this case they're also dealing with pretty thin WBL and lack of metropolis level of magic mart. Items are often also more fragile, so they get blown up easier  :P. In addition, as the modules are written, the encounter level ranges are very wide, so running and surviving is sometimes really the best option. Their meta knowledge of the campaign and monster material is also thinner, so it's also been easier to keep them on their toes without bending rules.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on July 05, 2020, 09:47:18 PM

Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.

Must be nice. I can rarely find anyone who will allow psionics other than me around here.

I'm pretty liberal in terms of what I'll allow, as long as they're not trying to derail the campaign (they don't), and their tactics don't take up (or cause) too much time (sometimes this is a problem). I think they're executing their turns a little quicker than previous experience with classic spellcasters, PP is easier book keeping, and there's less decision paralysis on Ardent/Wilder with their limited powers known.

That said, I try to stick to the peculiarities of the campaign setting, so in this case they're also dealing with pretty thin WBL and lack of metropolis level of magic mart. Items are often also more fragile, so they get blown up easier  :P. In addition, as the modules are written, the encounter level ranges are very wide, so running and surviving is sometimes really the best option. Their meta knowledge of the campaign and monster material is also thinner, so it's also been easier to keep them on their toes without bending rules.

Sounds like it might stick around for a bit!

My one group is always yelling at me for being behind the power curve. I get these wild ideas in my head that D&D doesn't support, so I minmax the crap out of the rules to get my character concept built... and wind up about 5-10 level in power BEHIND the rest of the group because I had to use such an odd and complicated combination of things to make the character concept actually happen... lol.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on July 06, 2020, 04:08:59 PM
Quote from: FRCS Page 87
A strong, healthy slave costs between 50 and 100 gold pieces in lands where slavery is common.

I think this is the only general slave price given in WotC 3E material. Others I can recall are from licensed stuff (I recall a Dragonlance book had pricing guidelines), or for a single buyer (that one source that's based on HD and mostly used as an exploit to let you tell how many HD something has with the Appraise skill).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: awaken_D_M_golem on July 07, 2020, 09:03:19 PM
While it's likely difficult to ever be able to use the class...
There are two aspects of Maho-Tsukai that I've long overlooked and originally misinterpreted in my mind, a recent revisit had me realize...
1. It actually has the Wizard and not the Sorcerer progression for spell level known. This might be interesting for Ultimate Magus on the spontaneous side.
2. Conversion allows one to dip into about as many spellcasting classes as one desires, and then upon Conversion the spellcasting list remains available for spells known. Similar usefulness of Generic Spellcaster for particular PrCs such as War Weaver.
3. Conversion converts the level of spellcasting, and is not a replacement of the spellcasting class. By doubling up on spellcasting levels with Mystic Theurge, early entry, nets 9th level spells at 11th level.

Sweeeeeet.
googles
hmm ... I could see a singular class be counted, but can't see that as the Only possible answer.
Big thread decent arguments, similar direction :
https://forums.giantitp.com/showthread.php?553798-Maho-Tsukai-Madness

Confirmed.   :clap to nunku.

< note : that's a clap , not the clap , to nunku >

So what does HoH Taint do different than OA Taint ??
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Kremlin K.O.A. on July 08, 2020, 05:09:29 AM
Here's the stat out for the Maho-Tsukai

*Big bow of respect*
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on July 11, 2020, 08:14:47 PM
I've got one player who makes horribly complicated builds like that, but has the forethought to make sure to hit certain capabilities at the right times.

---

Heh, so at least Maho-Tsukai has been noticed before.

OA/UA/SRD taint applies a penalty to wisdom score, 1/2 of taint. Spellcasting DC becomes 10 + spell-level + taint. So DC can increase much faster than the normal rate of ability score modifier.
However, this puts you at risk of death by allip, wis poison/etc., and failed wis saves. The classes themselves have bad will saves.
Tainted Spellcasting risks increasing taint score each cast.
ex. 17 Wis, 14 Taint: 10 Wis effective:  10 + spell-level + 14

HoH splits taint up into Corruption and Depravity, and uses at table that sets your taint limits based on the respect con & wis scores.
The same risk applies in terms of death by ability damage, if you get pushed too far on the table.
Tainted Spellcasting is safer since there is more headroom for increasing depravity through casting spells.
p.66 has the OA adaptation
Bonus Spells and Spell Level are determined by Depravity.
Spell DC is determined by Corruption 10 + spell-level + 1/2 corruption.
Because of the way the table scales, you effectively become a Con based caster, acquire severe corruption, and fire off DCs twice that of standard spellcasters.
ex. 17 Con with 30 Corruption: 10 + spell-level + 15

The dirty trick interpretation is that from p.62 an undead player could acquire infinite corruption with no drawback, and thus an infinite DC.

---

Took me some thought on slave prices for Dark Sun. I figured 1 year of hireling time was about right, and that's about in line with the FRCS statement. It is one of the players themes as he is a Thrallherd. He wasn't too excited when I mentioned survival upkeep after getting some price quotes, definitely more excited about disposable believers  :lol.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on July 12, 2020, 11:58:50 PM
Amulet of Warmth from Races of the Dragon flat stops high/low temp from being an issue. Is there any other way to do that? Endure Elements has a cap.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on July 16, 2020, 10:36:45 PM
Here's the stat out for the Maho-Tsukai

https://docs.google.com/spreadsheets/d/1cDrc1rbZSr-3aNhiU1f1Jiy96kPRMcu3G042lHHrhog/edit?usp=sharing

---

As for Dark Sun...

Serendipitous to be discussing both topics at the same time, as it occurred to me a fairly legit & elegant build could be realized with the aforementioned Maho-Tsukai, Ultimate Magus and... Dark Sun's Shadow Templar.

Since Maho-Tsukai has Conversion, with Ultimate Magus there are a potential total of 27 spell levels that can be carved largely however one cares to, and the lowest/highest is of little concern.

Shadow Templar can choose to provide double 9's and/or fill out a bunch of spell slots for Augmented Casting. The required level of Templar doesn't even go to waste due to Conversion.

I updated some skeleton tables in that sheet.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on July 19, 2020, 11:22:59 PM
I've got one player who makes horribly complicated builds like that, but has the forethought to make sure to hit certain capabilities at the right times.

If we start off high enough level, it's not so bad and I can usually keep up, but I'm often still behind a bit.

When my character concept includes a potential power level boost type exploit, like my ghost character did, then I can keep up with the rest of my group.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Arz on August 21, 2020, 09:15:11 AM
Breath weapon of young green dragon. A pseudo-magical location (EH 102)

Demon glass (EH 112) - Sorting/nightmare spell focus 1200gp. Or another pseudo-magical location that makes action points into d10.

Demon glass oracle makes me think of how many die raises I can get on an action point. With a combination of 1&2 step raises theoretically might see something like d20+(d20)+(d100) per roll if you spend 2ap. Especially fun when you roll multiple & keep highest.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on August 23, 2020, 10:29:30 PM
From Tome and Blood
Quote
Secret Component Compartment/Pocket: This is a secret compartment or hidden pocket large enough to hold the components for one spell. A pocket is added to a garment, while a compartment is built into a tool, weapon, or other item. The compartment or pocket must be added when the item is first made. Finding a secret pocket or compartment (if you don’t already know where it is) requires a successful Search check (DC 20).

What's the physically largest thing (instead of variable things like any piece of equipment that was used by a xth level fighter) that's explicitly listed as a spell component?
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: TC X0 Lt 0X on August 24, 2020, 03:05:51 AM
From Tome and Blood
Quote
Secret Component Compartment/Pocket: This is a secret compartment or hidden pocket large enough to hold the components for one spell. A pocket is added to a garment, while a compartment is built into a tool, weapon, or other item. The compartment or pocket must be added when the item is first made. Finding a secret pocket or compartment (if you don’t already know where it is) requires a successful Search check (DC 20).

What's the physically largest thing (instead of variable things like any piece of equipment that was used by a xth level fighter) that's explicitly listed as a spell component?

So we have Apocalypse from the Sky, which uses any Artifact as a material component. I am  pretty sure there are some large artifacts?
Quite amusingly, Sword of Darkness uses a Katana/Longsword/Bastard Sword as a material component. So Matryoshka of Colossal Swords can occur.
Animate Instrument uses any musical instrument, so I guess that depends on how big of a instrument you can construct
Despoil uses the corpse of any living creature, so colossal+ size.
And probably the easiest one to get to any size you want, Shadow Trap uses a Black cloth drape which can cover a target object of the spell, so it can get to the surface area of any object effectively.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on February 09, 2021, 12:13:33 PM
Quote from: Races of the Wild, page 132
Resources
Stormtalons traditionally wield spears in combat, and the
organization has accumulated quite an arsenal of magic spears
over the years. PCs who want a magic spear can get one for
80% of its normal cost if they contact the stormtalons and
request one. Acquiring a spear this way takes one week per
point of enhancement bonus (or equivalent if the spear has
a special ability).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nunkuruji on June 17, 2021, 04:59:11 PM
I hadn't seen anyone specifically note this

For an Abyssal Specialist Wizard, who then goes on to adopt a method to add [evil] to their spells

Quote
Benefit: You are considered specialized, but not in a specific school. Rather, you gain all the benefits of specialization with a group of spells that includes all those of the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. You gain all the standard benefits of specialization as applied to this group of spells, as though it were a school unto itself.

Abyssal is now a school for them, they can presumably then stack up DC/CL as such

Feat
Spell Focus (Abyssal)
Greater Spell Focus (Abyssal)
Tattoo Focus (Abyssal)
Spell Focus (Evil)
Malign Spell Focus
Fiendish Heritage + Fiendish Power
Nocturnal Caster (Abyssal)

Trait
Spellgifted (Abyssal)

As well as the school for Metamagic School Focus
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on June 17, 2021, 09:29:48 PM
Ghostwalk has cheaper paper
Quote from: Ghostwalk
[...] Tereppekian Paper: The people of Tereppek have developed a method of making paper from vegetable pulp, which is cheaper and faster than the cloth-fiber paper created elsewhere. A single piece of paper is about four times the size of a single page from a spellbook
Quote from: Also Ghostwalk
Tereppekian paper (sheet) 1 sp *
Tereppekian blank book 3 gp 3 lb.
Tereppekian spellbook 10 gp 3 lb.

Normally this wouldn't be of note since it's explicitly tied to a single obscure and unpopular campaign setting, but it's actually usable in a far more popular setting due to one quasi-rule.

Quote from: Eberron Campaign Setting page 8
1. If it exists in D&D, then it has a place in Eberron

So yes, your Eberron characters can now save a significant amount of starting cash.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Stratovarius on June 18, 2021, 06:53:06 AM
I hadn't seen anyone specifically note this

For an Abyssal Specialist Wizard, who then goes on to adopt a method to add [evil] to their spells

Quote
Benefit: You are considered specialized, but not in a specific school. Rather, you gain all the benefits of specialization with a group of spells that includes all those of the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. You gain all the standard benefits of specialization as applied to this group of spells, as though it were a school unto itself.

Abyssal is now a school for them, they can presumably then stack up DC/CL as such

Feat
Spell Focus (Abyssal)
Greater Spell Focus (Abyssal)
Tattoo Focus (Abyssal)
Spell Focus (Evil)
Malign Spell Focus
Fiendish Heritage + Fiendish Power
Nocturnal Caster (Abyssal)

Trait
Spellgifted (Abyssal)

As well as the school for Metamagic School Focus

I'm not sure this works. The ability says it functions as if it were a school, not turning it into a school. It's a real stretch to see that changing the way that the rest of game approaches spell schools.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Chemus on December 01, 2021, 03:17:45 AM
(click to show/hide)

Though it's less hardy than a wight (2HD instead of 4, +1 BAB instead of +2, 13hp instead of 26, +2 NAC instead of +4), it's a 3rd level spell (rather than 5th for summon undead V), not a summon, stays under control (caster readies an action to call it off if it's about to get too many attacks against a target), doesn't create spawn, and gets at least 2 claw attacks on a full attack instead of 1 slam, and the damage per attack is the same. In fact, it's been suggested that the caster could choose any 2HD Humanoid as the skeleton... with phaerlock (Und, 97) a strong contender with 15 Str, and 12 Dex (after adjusting for skel), plus a secondary bite attack, for 2 claws at +3, and a bite at -2, each causing neg levels...

What caught my attention is that it's the lowest level spell that gives negative levels that I've found/seen; it can give reasonably controllable negative levels to remove pesky RHD and such... at 5th level. And a scroll of it is reasonably cheap at 375GP...
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on December 05, 2021, 02:01:28 PM
https://www.d20pfsrd.com/magic/all-spells/w/wicker-horse/

It's an improved version of mount with lesser duration, longer casting time and mild environmental requirements, but note these bits
Quote
A wicker horse has the statistics of a light horse or a pony, except it gains construct traits and counts as both an animal and a construct for the purposes of spells and effects. It gains a number of extra hit points equal to your caster level. It has no skills or feats except as noted below.
Quote
A horse made of grasses gains the Run feat and a number of Acrobatics ranks equal to your caster level

A grass horse can run indefinitely thanks to being a construct, and runs at 5x speed thanks to the run feat. It's a pretty nice option for overland movement at this level.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Ryshin on December 19, 2021, 01:48:30 PM
Hello, didn't fancy opening a topic for just a quick question. Is there an enchant or an item that grant an extra readied maneuver (for a warblade) from the tome of battle?
Thanks
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on December 19, 2021, 02:24:31 PM
My son's running a game for me, and I decided to play a mad goblin bomber... and look what I found!!
https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/winged-marauder-goblin-alchemist/
The lost class skills sucks... but hey... it's PF. It's just a +3 bonus. Trading out Mr. Hyde to get a giant bat/buzzard totally seems worth it, though.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Samwise on January 11, 2022, 01:12:50 PM
This is probably not that awe-inspiring, but I was rummaging through some things and wound up at the Exalted Arcanist and looked at the wording of the class abilities.

First, their access to the Exalted spell list. It is written for sorcerers, so the spells are added to their list, but they do not get "access" to them, they can only select them. As warmages, beguilers, and the like did not yet exist, it was not written with them in mind, so it contradicts itself for them.
But let us say they get the whole spell list outright the way they should.

Second, and better, is the other 1st level class ability they get. They lose a caster level advancement, but they add 2 spells to their list of known spells. For warmages and such, this is 2 free advanced learnings, with no limits.

So yes, the prestige class requires two less than spectacular metamagic feats, but for certain peculiar builds coming online at 7th level, like a beguiler with back-up blasting, it would work.

Oh, and as a bonus, just to get books thrown at you and you thrown out a window, I checked dread necromancer. They do not have an "ex-dread necromancer" section. So with some extreme chicanery, one could "give up their evil ways", become an exalted arcanist, get all the extra spells, and consecrate and purify his vampiric touch spells all day long. Just to be warped and twisted!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on January 11, 2022, 01:23:49 PM
Oh, and as a bonus, just to get books thrown at you and you thrown out a window, I checked dread necromancer. They do not have an "ex-dread necromancer" section. So with some extreme chicanery, one could "give up their evil ways", become an exalted arcanist, get all the extra spells, and consecrate and purify his vampiric touch spells all day long. Just to be warped and twisted!
An exalted character with Rebuke/Command Undead.  That does have some interesting implications.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on January 29, 2022, 12:19:53 AM
Here is an interesting one...

Quote from:  SRD 3.5
Uncanny Accuracy [Epic]
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment.  The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

Well, what do I say? An epic feat that any 11th level ranger can take, any time after level 11 as there appears to be no limitation on which prerequisites you do not have to have, including epic itself. What is this, return of 2nd edition rangers or something?  :lmao
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: zook1shoe on April 07, 2022, 06:51:48 PM
Spelljam from Kyrnn to Toril and you could try to stop Karsus from tearing the Weave using Time Reaver (High Sorcery Dragonlance book).

Imagine dropping that bomb on a GM
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Garryl on April 21, 2022, 08:11:59 PM
RAW (but certainly not RAI), high level Swordsages are slightly better than we thought.
- Improved Evasion (17th level) lacks any clauses about requiring light or no armor, unlike their Evasion ability. Arguably, its half damage on a failed save applies on any Reflex save not just one for half damage. Unlike the Rogue's Improved Evasion ability, which specifies that it works like Evasion except for the reduced damage on a failed save, and the Monk's Improved Evasion, which specifies that it improves the existing evasion, the Swordsage version does not specify any connection to the basic Evasion ability (although it's definitely implied).
- Dual Boost (20th level) lets you initiate a boost as a free action whenever you initiate a boost, and doesn't specify that it can't trigger off of a free action boost from Dual Boost, letting you go nova with all 3 of its daily uses at once for 4 boosts in a single turn.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Skyrock on May 25, 2022, 08:30:23 PM
Ecalypse (Manual of the Planes p.170f):
You'll need to catch one in the wild, grapple it (or make it helplessthrough magic) and then break it with a Ride check DC30.  From then on, you can use it to turn incorporeal at will (plus a few other choice abilities like a daily plane-shift and several daily shadow walks).
CR9, travels in herds of 4d6 creatures and is randomly encountered in the Plane of Shadows with a chance of 2%, so with the Track feat and a suitable environment in the Plane of Shadows you should be a able to track one down eventually.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on June 30, 2022, 02:50:44 PM
Cave dinosaurs from Minatures Handbook are interesting, especially for Druids.  For example, the Cave Tyrannosaurus gives you Swallow Whole as a 9HD large animal and can swallow anything 2 sizes smaller than itself.

But where things get really interesting is the mutations.  While Wild Shape can't normally let you take on a templated version of an animal, these mutations are not templates, but rather natural variations.

Notable ones include poison, wings (50ft, poor maneuverability), +6 Str, +6 Con, +6 Dex, and Resistance 20 to two of cold, electricity, or fire.  You only get one of these options, but it's still some significant flexibility added by just a couple of forms.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: zook1shoe on July 01, 2022, 12:37:00 PM
cave anky has a solid natural armor for the HD and being an animal
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on July 24, 2022, 02:51:45 PM
It's a decent investment to get there, but a character with 6 levels in the Elocutor prestige class gets Teleport and Plane Shift as 3rd level powers.  Normally these are 5th level powers.  Definitely some ways to abuse this between cheaper items and methods of sharing powers.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: phaedrusxy on July 28, 2022, 02:03:51 PM
It's a decent investment to get there, but a character with 6 levels in the Elocutor prestige class gets Teleport and Plane Shift as 3rd level powers.  Normally these are 5th level powers.  Definitely some ways to abuse this between cheaper items and methods of sharing powers.
Yes. Monk (variant that gets the prereqs as bonus feats... was that Cobra Strike?)/Ardent multiclass with a liberal interpretation of Practiced Spellcaster interaction with Ardent is a great way to build towards this.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: zook1shoe on September 15, 2022, 02:58:26 PM
not sure if this ever came up...

there's a ton of Time spells in Tower of High Sorcery and Legend of the Twins, several repeats copies.

Timereaver is a true time walking spell, but the price is pretty high (unless you buy an expensive ass scroll). only certain races can actually change things.

Arcane Staff spells are pretty neat from Tower of High Sorcery

(click to show/hide)

(click to show/hide)

This spell was missing from my Spell list, and reminded me of the Time Reaver spell.... Teleport Through Time (https://web.archive.org/web/20030803131356/http://www.wizards.com/default.asp?x=dnd/pg/20030409b)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: nijineko on December 24, 2022, 12:33:10 AM


This spell was missing from my Spell list, and reminded me of the Time Reaver spell.... Teleport Through Time (https://web.archive.org/web/20030803131356/http://www.wizards.com/default.asp?x=dnd/pg/20030409b)

Well done!
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on April 26, 2023, 02:13:35 AM
It turns out living objects, like plants, are immune to the Disintegrate spell!

Quote
Disintegrate
Transmutation
Level:    Destruction 7, Sor/Wiz 6
Components:    V, S, M/DF
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:    Ray
Duration:    Instantaneous
Saving Throw:    Fortitude partial (object)
Spell Resistance:    Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component

A lodestone and a pinch of dust.

Emphasis my own.  Given that it only says what happens if you hit a creature or, specifically, a nonliving object, Disintegrate does nothing to living trees or vines, assuming they aren't creatures.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: kitep on April 27, 2023, 12:31:23 AM
Sounds interesting, but plants are a type of creature.

PHB, p306
Quote
creature type: One of several broad categories of creatures. The
creature types are aberration, animal, construct, dragon, elemental,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze,
outsider, plant, undead, and vermin. (See the Monster Manual for full
descriptions.)
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: linklord231 on April 27, 2023, 01:20:16 AM
Sounds interesting, but plants are a type of creature.

PHB, p306
Quote
creature type: One of several broad categories of creatures. The
creature types are aberration, animal, construct, dragon, elemental,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze,
outsider, plant, undead, and vermin. (See the Monster Manual for full
descriptions.)

Plant is a type of creature, but not all plants are creatures.

Quote from: https://www.d20srd.org/srd/typesSubtypes.htm
Plant Type

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.

Emphasis mine
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: Nanashi on April 27, 2023, 01:34:20 AM
Plants blocking Disintegrate is a fairly famous exploit.
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on September 07, 2023, 02:37:16 PM
Fun weapon property find in Forge of War (Eberron)
Quote
Intercepting
Price: +1 bonus
Property: Melee weapon
Caster level: 8th
Aura: Moderate (DC 19) transmutation
Activation: Free (command)
Weight: --

This weapon grants you one extra attack in a round.  If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action.  This attack is not an attack of opportunity, which means it functions against foes who do not provoke attacks of opportunity when they attempt these maneuvers.
If you make a successful attack against a charging, bull rushing, or overrunning opponent, the weapon deals double damage.  In addition, if the attack lands against a charging opponent, that foe loses the normal +2 bonus to hit due to the charge, but retains the associated armor class penalty.

I'm certain it's not supposed to work like this, but as written, this behaves like the Speed quality with additional upside for a fraction of the cost.  Even if you take it as the extra attack specifically means the one special action against charging etc. foes, this is still pretty decent against a number of enemies that like those maneuvers.  Lots of monsters have Improved Grab or Pounce and this works against all of them.

A second item of note from the same book is a great find for those max-range archery builds.  The Archer's Standard will likely require someone else to carry it for you (thri-kreen and other 4-armed archers can manage it solo) but it lets you ignore all penalties associated with an additional range increment and also extends your maximum range by 1 increment (11 normally, 16 for Cragtop Archer).
Title: Re: Fun Finds v7.0 - Now with +15% more reposts!
Post by: snakeman830 on October 16, 2023, 07:59:23 PM
Ring of Silent Spells (MiC page 127) doesn't get enough recognition.  Once per day, you can cast a quickened Silence spell at caster level 5 centered on yourself.  This already makes it fantastic for stealthy types, but it also allows the wearer to cast up to 3 spells of 3rd level or lower as though they had applied Silent Spell to them.  It's only 2,000 gold, making it one of the cheapest magic rings.

5 minute duration, swift action to activate, and 20ft radius is also enough to ruin the day of enemy spellcasters.

Honestly, I would recommend it as an addition to Bunko's.