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Messages - Leviathan

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101
Gaming Advice / Re: Illithid Savant + Revenant's Find the Guilty
« on: March 10, 2014, 04:57:49 PM »
I'd say that the Illithid Savant's copy of Find the Guilty would apply to anyone who had killed the Illithid Savant, not to anyone who had killed the revenant. So the Savant would have to get himself killed and resurrected; only then would he be able to put Find the Guilty to any use. From a purely rules-based standpoint, I disagree with nijneko: the Savant would not have to become a revenant - he just has to have died, so that he has a killer to find.

102
Gaming Advice / Re: Spell Mastery ... and your INT Mod.
« on: March 10, 2014, 04:48:45 PM »
skill points were specifically barred from benefiting from a headband and the like. thought i can certainly see the theory as to why it could go the other way.

That's interesting. Compare the Amulet of Health, which doesn't say anything about hit points. In fact, consider bear's endurance, which explicitly does add extra hit points (and not temporary hit points, either!). I probably shouldn't have expected D&D to have a consistent policy for this sort of thing.

Here's my try at an explanation for all this:
  • Skill points are calculated when you level up, and do not include any temporary bonuses (including indefinite bonuses, such as from the Headband of Intellect).
  • By the wording of the feat, the number of spells mastered with Spell Mastery is also determined when you take the feat, and does not change thereafter.
  • There are two inconsistent treatments of maximum hit points:
    • When you roll for hit points, your roll is modified by your Constitution modifier, but cannot be decreased below 1.
    • When your Constitution modifier changes while you are not rolling for hit points, your maximum hit points change by that amount times your HD.
Quote from: SRD, The Basics
When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

As usual, the general rule is too general to answer specific questions. It seems that skill points are unique in that nothing changes them temporarily or retroactively (not new Int from levels, not a Headband of Intellect, and not Fox's Cunning). No such language applies to Spell Mastery, however; I continue to stand by my position there (not that nijneko, as far as I can see, has said anything against it).

103
Gaming Advice / Re: Spell Mastery ... and your INT Mod.
« on: March 09, 2014, 08:34:16 PM »
"Snapshot" is a very good word for what I described. The feat only checks your Intelligence modifier once, when you take it. After that (barring retraining or, God forbid, the Dark Chaos Feat Shuffle) the choices you made when you took it are fixed and do not change.

Fox's Cunning is a big issue here, because of its 1 min./level duration. How long does it take to level up? Is it instantaneous, or does it take a few minutes? Hours? No matter how long it takes, you could reasonably wear a Headband of Intellect during the entire process. However, there's a good risk that your Fox's Cunning will wear off at the wrong moment. For this reason, were I a DM, I would probably allow a bonus from a Headband of Intellect to count for skill points, Spell Mastery, etc. at level up, but not a bonus from Fox's Cunning.

104
Gaming Advice / Re: Spell Mastery ... and your INT Mod.
« on: March 09, 2014, 05:03:53 PM »
The number of spells has to equal your Intelligence modifier when you take the feat and choose the spells. After you choose the spells, even if your Intelligence modifier changes, the spells you chose don't retroactively change; you can still prepare all of them without your spellbook.

Let's look at different example. If you took Spell Mastery at level 3, when you had 17 Int (choosing 3 spells), you wouldn't get another spell when you level to 4 and your Int became 18. Why? Because when you took the feat you chose 3 spells, and it now gives you the ability to prepare those 3 spells without your spellbook.

105
If you have one good level and one bad level:
  • Normal rules give you 2 + 0 = 2;
  • Fractional saves gives you 2 + 1/2 + 1/3 = 2 + 5/6, rounds down to 2;
  • My rule gives you 2 + (2 + 3)/6 = 2 + 5/6, still rounds down to 2 (counting the bonus from the feat).
I had intended to still use WotC's "truncate fractions" rounding rules; the (2X + 3Y)/6 was only supposed to make it more explicit that you only round at the end.

I like Pathfinder's +3 bonus when you put your first rank in a class skill, so I might work on something similar where you get a free Skill Focus for any class skill you have ranks in.

106
Gaming Advice / Re: Unlimited power points?
« on: March 01, 2014, 07:42:25 PM »
Quote from: Mental Pinnacle
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list.
So you can't cast it multiple times at once. Because it's not dismissable, you can't even cast it, store the PP, dismiss it, recast it, and so on; when you cast it, you have to wait until it ends on its own before you can cast again.

107
Legends of the Heroes / Re: Ravnica as a campaign setting.
« on: March 01, 2014, 02:14:27 AM »
Have you read any of the novels set in Ravnica? Though I haven't read them, I suspect that they would be full of useful details you couldn't get from cards alone.

Quote from: deadkitten
I would like peoples opinion on what alignments each of the 10 guilds are, some are extremely easy while others due to their fluff are kinda awkward.
If at all possible, try to have at least one guild for each of the 9 alignments. This will give all sorts of people a place in Ravnican society, even if the alignments have to be fudged a little.

Quote from: deadkitten
Divine magic is kinda tricky on Ravnica because there are hardly any beings that can be considered divine. I  dont want to leave out divine casters from the setting and am looking for a way to incorporate them that would not directly contradict the fluff of the setting.
There are 18 Cleric creature cards among the 6 Ravnica expansions. The connection between the creature type Cleric and the class Cleric is tenuous at best, but looking at these cards should give you some indications of how divine-style magic works in Ravnica. Most of them work for a guild, but a few, like Caregiver and Urbis Protector, are described in their flavor text as not belonging to any guild. Of the 18 clerics, 7 have an Orzhov watermark, 2 have a Selesnya watermark, 3 have a Rakdos watermark, 2 have a Boros watermark, and 4 have no watermark. Divine spellcasters in other guilds use different creature types, which should give you some idea of how Ravnicans themselves think of divine magic.

In general, clerics in MtG gain spellcasting from faith, rather than from a higher power itself. In D&D, clerics of ideals fit this flavor perfectly. If you want something more specific for cleric characters, you might decide that each guild has a few domains which are especially common among its clerics.

Quote from: deadkitten
Since it is too hard to resist, the campaign will be a gestalt game. It simply makes too much sense for a campaign set in Ravnica to be gestalt.
If you came up with color associations for each class (Barbarian is R, cleric is W/B, druid is G, paladin is W, etc.), you could encourage players to have different colors on the two sides of the gestalt. Depending on your group, this might feel like a cool reflection of multicolored cards, or it might feel like a stupid gimmick; in your place I would use it as a suggestion, not a requirement.

108
Oslecamo's Improved Monster Classes / Re: Firre Eladrin
« on: February 27, 2014, 04:14:58 PM »
Oh. Huh. 1d6 fire damage per two HD. Yeah, that makes a lot more sense. Whoops. Funny that both of us missed that the first time around.

109
Oslecamo's Improved Monster Classes / Re: Firre Eladrin
« on: February 27, 2014, 12:56:46 PM »
By comparing the DC with the standard 10 + 1/2 HD + ability modifier, I have divined the following formulas as good possibilities for a more reasonable save DC:

1. 10 + 1/3 damage dealt. This is worse than the standard DC at low levels, but slightly better at very high levels.

2. 15 + 1/4 damage dealt. This is slightly better than the standard DC at low levels, but slightly worse at very high levels.

These formulas were made with the assumption that the character's relevant ability score would start at 18 and increase to 34 (= 18 + 5 levels + 5 inherent + 6 enhancement) by level 20. With monster classes, it is possible to get much higher ability scores.

110
Min/Max 3.x / Re: Two Weapon Fighting With Reach
« on: February 27, 2014, 12:37:14 PM »
The short answer is that you can already TWF with two reach weapons - if you can wield a reach weapon in each of two hands.

In addition to what others have suggested, you could buy two weapons one size category smaller than you are (for example, if you are medium, buy two small spiked chains). This makes them one-handed weapons, but you take a -2 penalty to attack rolls with them (in addition to the penalties from TWF) and also decreases the damage die. The attack penalty, on top of the costs of TWF, is annoying, but the damage decrease is compensated by the fact that you're wielding two of them.

Because of the extra penalty and the lower damage, I would really only do this if you didn't want to be aberrant or deformed, and you couldn't get access to any reach weapons that are naturally one-handed.

111
The d4, d6, d8, d12, and d20 are the Platonic solids (https://en.wikipedia.org/wiki/Platonic_solid), and the d10 and d100 are powers of 10.

112
Oslecamo's Improved Monster Classes / Re: Ice Golem
« on: February 26, 2014, 11:28:11 AM »
Freezing Fog (CAr, SpC) isn't from core. Monster classes shouldn't require splatbook material that isn't freely available online.

113
Off Topic Fun / Re: Pokemon General Discussion Thread
« on: February 24, 2014, 07:28:09 PM »
There's countless other games where you beat up hordes of monsters with your fists.

In America, you beat up hordes of monsters with your fists. In Soviet Russia, you beat up fists with your horde of monsters!

114
Min/Max 3.x / Re: [3.5] Salvaging a Ranger Build
« on: February 23, 2014, 09:53:52 PM »
He then stated at the table ... that he actually reveled in screwing with me.

If your DM hadn't already crossed the line from "terrible DM" to "terrible person", he has now. Tell him, and the rest of your table, that you don't revel in being screwed with. If at all possible you should drop out of this campaign and never again play with this DM.

What do your fellow players think of all this? If they agree with you, or can be persuaded to agree with you, then the group as a whole should just stop inviting the DM.

115
Some background:
  • At present, the first level of a class with a good save progression gives +2 to that save. (Unless this has been errata'd or FAQ'd somewhere, ) If you have multiple classes with a good progression in the same save, the bonuses stack. If you took the first level of each of 20 classes with a good will save, for example, your base will save modifier would be +40 (though your base modifiers for the other saves might be severely stunted, as would most of your class features).
  • Nobody likes taking the Great Fortitude, Lightning Reflexes, and Iron Will feats. People that do take them almost always do so to fulfill a prerequisite for something more interesting, commonly a prestige class.
  • Iron Will, at least, has been established as not really being worth a feat. Spending 3,000 gp and some time in the prison known as the Otyugh Hole will give it to a character as a bonus feat. As Great Fortitude and Lightning Reflexes provide similar benefits, but for the other saves, they are, by extension, also not really worth a feat.

With those two points in mind, I submit the following house rule for the forum as a collective to tear apart.
  • For each saving throw (fortitude, reflex, and will), your base saving throw bonus equals (2X + 3Y)/6, where X is the number of bad progression levels you have for that save, and Y is the number of good progression levels.
  • If you have at least one good progression level for a save, you gain the associated feat as a bonus feat: a level with a good fortitude save gives you Great Fortitude, a level with a good reflex save gives you Lightning Reflexes, and a level with a good will save gives you Iron Will. You can gain more than one of these at the same level if your class has more than one good save; for example, a Monk 1 will have all three as bonus feats.

If you only ever take levels in one class, your base save bonus under this system is the same as it would be with fractional saves (from Unearthed Arcana).

If you take levels in several classes with the same good save, your bonus for that save will be lower (by 2 points per class after the first), but I'm not terribly worried about this because existing save DC's are calibrated for the single-class save progressions.

You will not be able to take the save-boosting feats a second time, but as that is considered a poor use of a feat I don't think losing the option will upset anyone too much - if anything, it removes a trap for new players. Some feats and prestige classes are easier to qualify for, because it is easier to pay their feat tax. Again, nobody likes feat taxes, so a reasonable proposal to alleviate them should be well-received.

The Great Fortitude, Lightning Reflexes, and Iron Will feats are unchanged; you can still take them if you don't have any good-progression levels for the relevant save. If you later gain a good-progression level for that save, you can (as part of leveling up) retrain your newly redundant feat into another feat whose prerequisites you met at the time you originally gained the redundant feat.

tl;dr: Good save progressions now give the initial +2 bonus in the form of a weak bonus feat, rather than directly. Numbers are mostly the same, but some side effects are nicer.

116
Gaming Advice / Re: Animal Companions... again
« on: February 22, 2014, 11:57:18 AM »
I agree with Argent Fatalis that you're handling the animal companion right, but I worry that you're not handling your players well. How clear have you been with your players about how and why you made these decisions? Because the druid has tried doing things like this with his animal companion multiple times, it seems that he doesn't understand your rules about how animal companions behave (he's treating it like a character he runs, not like an animal that accompanies his actual character). From his perspective, and the perspective of the other players, you are laying down a series of arbitrary decisions that harm the player and aren't consistent with their expectations about the rules.

If you haven't done so already, you need to explain to your players the guidelines you use to adjudicate the behavior of the animal companion, so they understand that you have some reason to do this other than just picking on the druid.

117
Oslecamo's Improved Monster Classes / Re: Evolved Undead
« on: February 20, 2014, 07:01:30 PM »
Why does the BAB stop increasing after +8?

118
Off Topic Fun / Re: Why do phone apps need to know my location?
« on: February 20, 2014, 11:01:38 AM »
The other possibility is that ignorant or lazy app creators are asking for permissions they don't need, either "just in case" or because some tutorial told them to do it.

119
Homebrew and House Rules (D&D) / Re: Swashbuckler Rewrite
« on: February 20, 2014, 10:21:54 AM »
Since Dex-to-damage is pretty important to the class (thematically and mechanically), I would recommend giving a "lite" version at level 1 or 2 and a "full strength" version later on. I like giving the better of Strength or Dexterity to damage (the damage equivalent of Weapon Finesse) at level 1, and waiting until level 3 or so to add both ability modifiers.

120
Off Topic Fun / Re: Why do phone apps need to know my location?
« on: February 20, 2014, 02:14:51 AM »
Aren't targeted ads nefarious enough?

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