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Topics - Threadnaught

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D&D 5e / Barbarian to fight Tiamat
« on: December 04, 2017, 08:46:57 PM »
So a guy in an RPG group I'm in is beginning a 5e Campaign. Rules for Character Building are Elite Array, PHB+1, no homebrew.

He was thinking Totem Warrior/Rager with the Fighter Subclass: Champion.
The DM is wanting the party to take on Tiamat at level 20, so this is a 20th level build.

Let's see...
Quote from: The Player
I just need some help in the right direction. How does a Half-Orc Barbarian CN STR based Berserker Pirate with Perception, Intimidation and Athletics sound?
So far haha
Also having a fighter for multiclass to have the level  3 bonus and subclass champion

Not knowing what any of that means, but attempting to help anyway. I've found myself stuck, using a system I don't enjoy. Plz help.

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Min/Max 3.x / Environmancer 1: City
« on: June 23, 2015, 07:04:47 AM »
I want to build a team of characters capable of twisting the environment to their advantage. Earthen Druid, Skyward Sha'ir, Waterborne Wizard, Planar Artificer and City slicker Cleric.
I understand that I could just use Spells that replicate the flavour I'm looking for, but I'd rather find that flavour some other way. Each character is to end at level 30.


The first of the environmancers, the City slicker Cleric.

I'm set on having Urban Soul 10 in the build, while being able to cast 9th level Cleric Spells, with access to the City Domain for Permanent Emanation Animate City.

What cool Cleric PrCs are there, which would allow 7-10 levels of Casting and  Domain advancement, for an Evil Cleric hiding in plain sight?
I'd prefer to be able to do all of this as a Changeling if possible, are there any ways to make Changeling qualify for Race exclusive PrCs?

3
Monstrous Builds / Living Planet
« on: December 14, 2014, 07:26:25 PM »
I've been considering asking for one of these as an actual Monster Class 100 levels long, but that would be absolutely nutso, so instead I'm throwing down the gauntlet and challenging people to build their own living planet.
Preferred size would be Mega Gargantuan as that is also the same size as our dear Earth and the A'tuin the Star TurtleGreat A'tuin[/url]. That's 19 sizes above Colossal, one size above Colossal is Titanic, then you go through the sizes from Fine to Titanic with the prefix of "Macro", afterward the prefix of "Mega" is used.
Mega Gargantuan is 524288 times the size of Colossal, in case anyone wondered.

The title may be "Living Planet", but any Creature Type is acceptable, as long as it can sustain life. Let's see if we can create an entirely new setting.

4
D&D 3.5 and Pathfinder / [3.5] Megazord
« on: June 26, 2013, 08:41:03 AM »
First a little information about the setting.

The Sahuagin are split into two groups, the zealots who maintain the Kraken's five temples, and the heretics who founded the city of Alterra and created the most advanced civilization in the setting. The players are currently helping the Alterrans in a war against their god (the Kraken) and his most loyal worshipers.
Yeah the Kraken is kind of a moron.

Both players' characters are Humans, only able to survive the crushing depths by using special Alterran armour suits.

Right, now that's over.
I'm wanting to introduce my players to some lost prototypes of Alterra, later on. Five mechs shaped like the most fearsome "animals" from the surface world.
I'm looking for some kind of construct that can have the appearance and abilities of certain creatures (no seriously, they don't have to be based on Animals) which I can fuse together using the these Combined Monster rules when things start to get tough.

Individually I hope for something that could challenge a level 15-20 Wizard/Druid, combined an Epic level threat. With each component offering something unique to itself.


How can I make this happen?
And what are the best ways to get a dragon, ranged attack and flight? I'd rather not have one part be better than the rest, but want a dragon.

5
Oslecamo's Improved Monster Classes / Dire Tortoise
« on: April 03, 2013, 11:07:21 AM »
Dire Tortoise, Awakened



HD:d8

LevelBABFortRefWillSpecial
10220Dire Tortoise Body, Cowabunga!, +1 Str, +1 Con
21330Turtling, +1 Str, +1 Con
32331Shell Cracker, +1 Str, +1 Con
43441Growth, Trample, +1 Str, +1 Con
53441Turtle Power, +1 Str, +1 Con
64552Supreme Turtler, +1 Str, +1 Con
75552Shellshocker, +1 Str, +1 Con
86662Lightning Strike, Growth, +1 Str, +1 Con

Skills: 2+int modifier per level, quadruple at first level. Class skills: Balance, Disguise, Hide, Intimidate, Jump, Listen, Spot, Survival

Dire Tortoise Body: The Dire Tortoise loses all other racial bonuses, and gains animal traits. It is medium animal with a base speed of 20 feet and a natural bite attack doing 1d4+1.5 Str modifier damage. It also gains a natural armour bonus equal to its Con bonus. A Dire Tortoise is incapable of fine manipulation.
The Dire Tortoise gains a bonus to Hide equal to it's HD when on rocky terrain.
It may also use the Disguise skill to appear as. A rock, a big one. It may use it's Con modifier instead of Cha for the Disguise check.

Cowabunga!: At 1st level, the Dire Tortoise may unleash a mocking roar a number of times per day equal to it's Con modifier, creatures within a 5 foot radius per HD must succeed on a will save 10+1/2HD+con modifier or receive a penalty equal to the Dire Tortoise's Con modifier when they target any creature other than the Dire Tortoise. Enemies attacking allies also provoke attacks of opportunity by the Dire Tortoise if in range of it's attacks.
Using this ability is a standard action and the duration is two rounds for each point of the Dire Tortoise's Con modifier.

Ability Score Increase: The Dire Tortoise gains +1 Str and +1 Con each level, for a total of +8 Str and +8 Con at 8th level.

Turtling: The imposing shell is not just for show, at 2nd level a number of times equal to it's Con modifier per day the Dire Tortoise allies within the Dire Tortoise's reach gain a bonus to AC and all saves equal to the Dire Tortoise's Con modifier. The Dire Tortoise also gains Damage Reduction/- equal to half it's HD and Spell Resistance 5+HD

The Dire Tortoise is unable to move while Turtling, though it can still attack.
Activating this ability is a move action, this ability lasts 3 + it's Con modifier rounds, a Dire Tortoise may end this state before the end of the duration.

Shell Cracker: At 3rd level the Dire Tortoise gains Improved Sunder as a bonus feat. If the Dire Tortoise already has Improved Sunder, it gains any bonus feat it already meets the requirements for.
It may make checks to sunder armour at a -4 penalty.

Additionally the Dire Tortoise gains a Burrow speed of 20.

Growth: At 4th level the Dire Tortoise grows one size category.
It grows again at 8th level.
Each time the Dire Tortoise grows, it gains +1 to it's natural armour.

Trample: At 4th level, as a full-round action, the Dire Tortoise can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Dire Tortoise merely has to move over the opponents in its path; any creature whose space is completely covered by the Dire Tortoise’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Dire Tortoise moves over all the squares it occupies.

A trample attack deals bludgeoning damage (2d8 + 1½ times its Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

Turtle Power: At 5th level during the effects of Cowabunga! allies within the Dire Tortoise's reach gain the benefits of Evasion, if they already have Evasion as a class feature, they gain the benefits of Improved Evasion. Allies who already have Improved Evasion gain a bonus to reflex saves equal to the Dire Tortoise's, Dire Tortoise levels.

Supreme Turtler: At 6th level when Turtling, the Dire Tortoise gains it's Constitution modifier to it's AC, this stacks with it's existing natural armour, the Dire Tortoise's Damage Reduction also increases to equal it's HD and it's Spell Resistance becomes 11+HD.
Additionally the Dire Tortoise may move at half speed.
Turtling may now be activated as a swift action.

Shellshocker: At 7th level the Dire Tortoise can activate it's Turtling ability during a Trample attack gaining the usual benefits of Turtling, additionally it's body slides up to 10 feet further flattening any additional enemies as if they had also been Trampled. Creatures that fail the reflex save for the Trample, must succeed on a fortitude save 10+1/2HD+con modifier or be staggered for 1d4 rounds.
The Dire Tortoise must travel at least 20 feet to activate Turtling.

Lightning Strike: The Dire Tortoise has learned to enter and exit it's shell at amazing speeds. At 8th level a Dire Tortoise may choose as an immediate action to take a Surprise round during combat, it may use this ability once per day and gains an additional use at 16HD and every 8HD thereafter. A Dire Tortoise is only able to activate this ability once in an encounter, regardless of additional uses.
A Dire Tortoise with more than 16HD is not counted as Flat-footed at the start of combat.

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Introduce Yourself / Threadnaught... Hi?
« on: November 26, 2012, 12:55:43 PM »
Hi I'm Threadnaught.

Long time fan of RPGs, but new to D&D 3.5 been DMing less than a year.
Stereotypical gamer, with very little interest outside of gaming.
I live in England, it's part of an island in western Europe.
On youtube (nothing worth watching), Giantitp, Skype, XBox Live and PlayStation Net, all except PSN use the same spelling. Nothing worthwhile really.

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