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Messages - Andion Isurand

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1
Min/Max 3.x / Re: Flurry of Wands
« on: October 01, 2014, 04:36:18 PM »
If you find a way to bundle your wands, using Chain Spell (or the metamagic rod) with awaken from afar can allow you to trigger up to 21 wands with a single casting.

Arveiaturace, "The White Wyrm"

2
Min/Max 3.x / Re: (3.5/FR) Elven Generalist Wizard
« on: September 29, 2014, 06:37:47 AM »
You could go for 2 levels of Wyrm Wizard no sooner than at the effective wizard levels of 17 and 18 to gain miracle as an arcane spell on your wizard class spell list.... and work it into whatever schemes you got going on.

Normally, this is what I would do for a Shadowcraft Mage build, since it doesn't rely on the Arcane Disciple feat and an alignment matching a deity with the Luck, Hope or Zeal domain.

3
Homebrew and House Rules (D&D) / Re: Paladin Rewrite
« on: June 11, 2014, 06:15:55 PM »
Well, there aren't many effects that not magical and allow for a partial will save. I just suggested it that way so that Mettle would feel more like something placed upon the paladin from another source, and not necessarily an expression of high base saves.

4
Homebrew and House Rules (D&D) / Re: Paladin Rewrite
« on: June 11, 2014, 05:01:06 PM »
You could make the paladin's Mettle a supernatural ability, and a part of what he or she gets from the power of faith and proper conduct.

If it wasn't for Divine Grace, I'd be giving the paladin a high base Will save as well.

5
Homebrew and House Rules (D&D) / Re: Paladin Rewrite
« on: June 11, 2014, 04:01:21 PM »
Well, for the tanking role... I think this particular paladin would make the task of improving the barbarian or fighter to compete rather difficult. Unless you mean to just use martial adepts instead of the barbarian or fighter.

A paladin can can use battle blessing to heal, recover or give himself temporary hit points without slowing down his attack routine.

As is... the barbarian's extra health from raging doesn't work like temporary hit points.

This is why I think the paladin shouldn't need a d12 Hit Dice.

Improving his Will save because his wisdom is no longer a primary stat... what does that mean for other non-wisdom classes that currently have low base will saves?

6
Homebrew and House Rules (D&D) / Re: Paladin Rewrite
« on: June 11, 2014, 05:40:49 AM »
I think a d12 HD should be reserved for non spell-casters, especially since you have a very generous amount of healing ability, and there are paladin spells out there that can grant you temporary hit points. I also think that the high base Will save is a bit much given that you already Divine Grace working for you.

I might suggest you keep the paladin's spellcasting feature based on wisdom. That way you could create a feat to allow your paladin spellcasting to be charisma-based instead... a feat that lies in contrast to how the Serenity feat makes your charisma-based paladin abilities key off of wisdom instead. That way, a standard paladin's abilities would remain divided between wisdom and charisma, until one of two feats were taken to focus those abilities on just one of the two ability scores.

Don't know what to say about the base features of the class... except that I would try confining the abilities gained at each class level to one, starting when the paladin's spells become available.

Although... you could make up for it by giving your paladin a caster level equal to his or her class level, which in turn would increase the minimum caster level of paladin spells for the purpose of crafting... which would allow you to reduce the spell level of some paladin spells by 1 and bring in a few spells from other class lists to give the paladin more flexibility. (Here's something I recently did to that effect.)

7
D&D 3.5 and Pathfinder / Re: Favorite/most useful wizard spells
« on: March 28, 2014, 12:48:06 AM »
Alter Self is a pretty accessible spell, with a number of handy options, both utility and combat oriented.

8
Min/Max 3.x / Re: Tank build idea
« on: March 26, 2014, 12:54:19 AM »
here's a little something that I'm toying with
only 19 levels used so far... just throwing it in as is...

CG Human using Greatcleaver and minimal magic

Greatcleaver = 2d8 (x3) exotic melee slashing weapon with reach
(use weapon groups variant to to gain proficiency)

Trait: Detached (-1 ref, +1 will)
Trait: Plucky (-1 fort, +1 will)
Flaw: Quick Burning Rage
Flaw: Slow to Anger

1) Jotunbrud
1) Combat Expertise (human)
1) Combat Reflexes (flaw)
1) Weapon Focus [heavy blades] (flaw)
3) Mage Slayer
6) Dodge
9) Mobility
12) Versatile Unarmed Strike (so your unarmed attacks can deal slashing for the dervish dancing)
15) ----open---
18) --- open --

Barbarian 1 (Pounce w/ rage nerfed by class flaws)
Battle Dancer 1 (Charisma to unarmored AC, unarmed strike for when enemies get to close for a reach weapon)
Paladin of Freedom 2 (Cha to saves)
Feat Rogue 2 (for Evasion, Improved Disarm, Power Attack)
Fighter 2 ( for Improved Bull Rush, Knockback )
Crusader 1 (for Thicket of Blades @ total initiator level of 5)
Dervish 10

basically, while in a Dervish Dance with your greatcleaver and "slashing" unarmed strikes...
....you can make a full attack while moving your speed as a full round action,
with at least 5 feet moved between each attack, possibly knocking back each foe you hit...


included Improved Disarm so you can overcome a caster using Shielded Casting feat
Improved Combat Expertise or Allied Defense are possibilities that one might take
Whirlwind Attack is also an option
as is Deft Opportunist
etc
etc

9
Here's some abilities that I've dabbled with that can scale and grow with class level, if they something you want to adopt along side or in place of some things you already have.

Lighter Landing (Ex): A monk gains a bonus on Tumble checks equal to five times his class level to reduce the damage taken from a fall.

Measured Breath (Ex): A monk adds his class level to the number of rounds he can hold his breath before saving against the threat of drowning or suffocation. He also adds an equal bonus on saves against altitude sickness.

Purity of Body (Ex): Starting at 2nd level, a monk gains a bonus equal to half his class level (rounded down), on saves against disease and poison.

Energy Tolerance (Ex): A monk of at least 4th level gains a resistance value of 1 against a chosen energy type (acid, cold, electricity, fire and sonic). For every 4 additional class levels gained (up to 20 total class levels), a monk gains a resistance value of 1 against an additional energy type, while their resistance values against all previously chosen energy types increase by 1. These values stack with other extraordinary forms of energy resistance the monk might already have.

Spiritual Resilience (Su): A lawful monk of at least 8th level can gains damage reduction 1/chaotic while a chaotic monk of the same level gains damage reduction 1/lawful. For every 3 additional class levels gained, this damage reduction increases by 1.



And for empty body, here's an ability based on the Permeable Form spell. (sor/wiz 3)

Empty Body (Su): As a free or immediate action, a monk of at least (?) level can become incorporeal for 1 round, assuming all the benefits and drawbacks of such a state. If the monk becomes corporeal within a solid material object, he is shunted to the nearest open space, suffering 1d6 damage for every 5 feet so traveled. A monk must wait 2d4 rounds after using this ability, before it can be used again. This ability can be used once per day per class level.



10
How about an ability similar to the Factotum's Brawn over Brains ability... and make an ability called Mastery of Self in place of Enlightened Coordination?

Mastery of Self (Ex): When unarmored and unencumbered, a monk gains his Wisdom bonus (if any, to a maximum equal to his class level) as a modiļ¬er on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

11
Min/Max 3.x / Re: Two Weapon Fighting With Reach
« on: March 22, 2014, 05:02:55 PM »
The Shield and Pike Style feat, allows someone to wield a light shield along with a piercing polearm at no penalty.  One could make it a spiked shield, and use Improved Shield Bash to get at foes that are too close for the polearm.

12
Min/Max 3.x / Re: [CO Discussion] Tank Archetype
« on: August 10, 2013, 02:16:05 AM »
Recently, I've been working on creatures to simulate the minions a warlock can summon in World of Warcraft, and while I'd appreciate some critique on them.....  MageRune: August Archive ...I feel that the options they currently have to control and manipulate enemies need to be made more accessible for non-caster tanks... so that they are not impeded upon by these minions.

I also think the animal companions for rangers also need a makeover to match, and that they should progress at the same rate as druid animal companions if nothing else...while a druid can probably do without a dedicated animal companion.

13
Homebrew and House Rules (D&D) / Re: WoW Warlock-ish Homebrew
« on: August 04, 2013, 02:56:13 PM »
Okay, I added a spell slot cost for using the ability gained at 3rd level, and a corruption cost for using the ability gained at 4th level.

14
Homebrew and House Rules (D&D) / Re: WoW Warlock-ish Homebrew
« on: August 04, 2013, 04:58:11 AM »
Yeah, unfortunately, the sorcerer doesn't have many features to give up in the first place...
plus I also remove any companion features, which affects those who multiclass...

I could forbid them from selecting certain spells known... Just haven't decided how far to take that option.

15
Homebrew and House Rules (D&D) / WoW Warlock-ish Homebrew
« on: August 03, 2013, 11:17:40 PM »
Looking for input regarding the material I've created, meant to simulate the theme of a WoW warlock, especially for the new monsters meant to mimic the warlock minions, or at least their roles.

Fel Minion Spell
Substitution Levels
More Fel Spells

16
Min/Max 3.x / Re: [CO Discussion] Tank Archetype
« on: July 24, 2013, 08:22:54 PM »
Applying penalties to enemies a tank threatens feels right to me.

I homebrewed a tank class that others can borrow from if they like.

MageRune: Defiant Defender PrC

17
Min/Max 3.x / Re: Easily entered full casting PrCs?
« on: April 06, 2013, 02:31:30 PM »
The classes listed here are easy to enter, even if the combo itself costs more feats than you'd like.

If you don't mind changing some of your choices to include the Spell Focus [illusion], Earth Sense, Heighten Spell and Earth Spell feats...

Three levels of Shadowcraft Mage (with the cabal adaptation to alter the racial entry requirement) and two levels of Wyrm Wizard can net you "Shadow Miracles" if the second level of Wyrm Wizard (which doesn't advance your spellcasting) is taken after you're capable of casting 9th level arcane spells.

Arcane Disciple wouldn't work for you, given that there aren't any LN deities with the luck, hope or zeal domain that I know of offhand.

Paragnostic Apostle is a nice filler for looking to improve the CL of spells that appear on selected domains with the Divine Understanding feature (i.e. selecting the illusion and/or gnome domain to boost the CL of Silent Image) or to improve spell penetration and dispelling checks via the Penetrating Insight feature.  Plus, membership in the Paragnostic Assembly is a good way to boost spellcraft checks and fuel Knowledge Devotion with Skill Mastery of all Knowledge skills.

I would also suggest a Cloistered Cleric dip (worshiping ideals and not a diety) to obtain Extend Spell again (planning domain) and Knowledge Devotion again (trade away knowledge domain).... so you can ask your DM to let you get other feats instead.  For this level, I would also suggest taking the cleric class flaw Divine Gestures to gain an extra feat. That flaw makes it so your divine spells incur spell failure as if they were arcane.

18
Homebrew and House Rules (D&D) / Re: [3.5] Rewrite Compilation
« on: April 05, 2013, 03:53:50 PM »
here are some of my house rules and revisions as they currently exist

I'm working on rewriting what is currently "removed from play"

House Rules and Custom Errata


19
Min/Max 3.x / "Shadow Miracle" Option
« on: April 02, 2013, 06:07:35 AM »
In your opinion...

Aside from the lost level of spellcasting progression, would adding Miracle to your wizard spell class list using the Spell Research feature of a 2nd level Wyrm Wizard (from Dragon Magic) be just as effective as using the Arcane Disciple feat [luck, hope or zeal domain]... for the purpose of duplicating Miracle via Heightened Silent Image + Earth Spell + the Shadow Illusion feature of a 3rd level Shadowcraft Mage?

Unless I missed it... I feel it should be added to the SCM handbook as an option for those wizards who are not beholden to a deity offering any of those domains, or for those who simply don't share the alignment of such a deity.

20
nm, option already mentioned

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