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Topics - Nytemare3701

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41
Min/Max 3.x / Pathfinder Gestalt 20 Warlord/Zealot
« on: December 18, 2015, 10:03:29 PM »
If your playing Gestalt, a Bushi Warlord || Zealot...

A gestalt game I'm playing in just hit 20 and leveling is stopping for the foreseeable future. I need a replacement character and this seems like a hilarious use of the Zealot 20 ability.

Quote from: Zealot
At 20th level, when the zealot dies, he can choose to merge with his own collective. While you are merged with your collective, your collective continues to function, you can continue to use the Aid Another action, add creatures to your collective, remove creatures from your collective, and merge souls with your collective. Only if all members of your collective die, your soul departs, killing you and all souls merged with your collective.

Special Rules:
- Up to 3 levels worth of free templates. I'm thinking either a Simple Class template or taking AI and calling the collective my physical form.
D&D3.X and Dragon Magazine materials available upon on a case by case basis. I want to SEVERELY limit this though.
- Half of Gestalt is locked at Zealot20
- Other half of Gestalt has to have at least 10 levels of Bushi Warlord.
- NO spellcasting.

Abilities Chosen:

Strike of Unity
(Improved) Path of Dedication
Impulsive Reactions
Respect
Gladiator's Presence
Golden Commander Stance

Feats Chosen:
Harrying Partners
Combat Reflexes


Questions:
Q1: As a Zealot purely within the collective, do I have a physical location to emit my auras from?
Q1a: If not, does being an AI with the party as my host count?
Q1b: If not, how do I fix this?

Q2: Warlord20 or Warlord10/Landsknecht10 (for this beauty)
Quote
Stance of Assured Victory(Ex): At 10th level, the landsknecht learns the ultimate stance of military combat.  The Stance of Assured Victory is considered an 8th level stance of the Mithral Current or Scarlet Throne discipline.  The landsknecht can enter this stance by abandoning his current stance as a swift action.  While in this stance, the landsknecht and allies within 30 ft. gain a circumstance bonus to attack rolls equal to the landsknecht’s initiation modifier.  In addition, whenever an enemy within 30 ft. of the landsknecht attacks an ally, they provoke an attack of opportunity from any other ally within 30 ft. of the landsknecht. The ally making the attack of opportunity does not need to threaten the enemy in order to make this attack of opportunity.  Each attack can only provoke one such attack of opportunity.

If I go for that stance, I'll lose a significant amount of Warlord stuff, especially the dual stance.

42
D&D 3.5 and Pathfinder / How to scale DOWN to reverse an arms race?
« on: November 20, 2015, 11:32:40 PM »
Here's the situation:

- Campaign started at level 14 (highest this DM has ever run), tells everyone to bring their A-Game (oops), gives everyone a high point buy (Pathfinder 15 PB, +2d6 per stat), and tells us it's Gestalt. Naturally, shenanigans ensued.

3.5 Material was available on request, and the first two things to get approved were Artificer (with the insane RAW crafting text aka ALL THE FEATS) and Factotum. I naturally made a Factotum/Artificer with enough Font of Inspirations from Dark Chaos Feat Swap to cast Infusions during combat without the use of action points.

Another player made a "Monk" who's minimum damage was around 200 per hit, ignoring all DR/Hardness. His "utility" was to break anything that was a problem, up to and including walls of force, which in PF are laughably breakable.

...Anyway, our guidelines were "There is always a bigger fish, and this world is a sandbox. Go nuts."

Unfortunately, the DM isn't quite as good at optimization as we are, and almost immediately resorted to plot armored npcs. Outright magic immunity, artifact weapons that cut through anything, forcing saves vs numbers that the 80+ save character couldn't hit, etc.

Some players responded with escalation. I was one of them (calling bullshit in-character by dropping a time stop/wish combo), but quickly switched to self-nerfing as it became obvious that the arms race was going to turn into "who has more wishes prepared today". In fact, I retired my artificer and picked up a shadowcraft mage. You know shit has gone south when unlimited shadow illusions are a step DOWN.

Last session, we all had a talk about the situation and the DM agreed that he wrote himself into a corner by giving us a sandbox with rails crossing it in every direction. The monk is retiring, the SCM is sticking to background stuff (he's a baker, complete with shadowcraft cookies), and I'm trying to steer the party away from combat situations for a session or two.

Any advice for the players or the DM?

43
Homebrew and House Rules (D&D) / Just for fun: Pokemon Trainer
« on: November 10, 2015, 09:44:17 PM »
Trainers are people with a talent for animal handling that goes beyond even the bond of a familiar or animal companion.

Hit Die: d4
LevelBABFortRelfWillSpecial
1+0+0+0+0Trainer's Skill, Pet Pocket
2+1+0+0+0Trainer's Ward, Trainer's Talent
3+1+1+1+1Pet Pocket 2
4+2+1+1+1-
5+2+1+1+1-
6+3+2+2+2Pet Pocket 3
7+3+2+2+2Trainer's Bond +1
8+4+2+2+2-
9+4+3+3+3Pet Pocket 4
10+5+3+3+3Trainer's Bond +2
11+5+3+3+3-
12+6/+1+4+4+4Pet Pocket 5
13+6/+1+4+4+4Trainer's Bond +3
14+7/+2+4+4+4-
15+7/+2+5+5+5Pet Pocket 6
16+8/+3+5+5+5Trainer's Bond +4
17+8/+3+5+5+5-
18+9/+4+6+6+6Pet Pocket 7
19+9/+4+6+6+6Trainer's Bond +5
20+10/+5+6+6+6-
Skills: 2 + Int modifier (x2 for first level) - Craft, Profession.

Trainer's Skill: A Trainer inspires loyalty and obedience from its pets. A trainer can take 10 in any situation on handle animal checks to command its pets as long as the pet's CR is no higher than his trainer level.

Trainer's Ward (su): A Trainer is under the effect of a continual Sanctuary (as the spell) as long as it has at least one active pet remaining. The Will save is DC 15 + CR of the active active pet. Unlike the spell, success on the save does not make a creature immune to the sanctuary.

Trainer's Bond (ex):Your pet perfectly understands your verbal commands, eliminating the need to make Handle Animal checks to command your pet.. In addition, at your pets gain a +1 morale bonus against any effect that would cause it to act contrary to its master's wishes., this bonus increases by +1 at the 10th, 13th, 16th, and 19th levels.
This is intentionally vague. It's Iron Heart Surge lite

Pet Pocket: A Trainer carries a container (a satchel, belt, or other object) which holds its pets in stasis until needed. At level 1, a Trainer's Pocket can only hold 1 Pet. This effectively limits a trainer to 2 Pets. At levels 3, 6, 9, 12, 15, and 18 the pocket becomes able to contain an additional pet (up to a total of 7 stored). A pet can be recalled as a move action and summoned as a standard action.

Trainer's Talent: A Trainer has an uncanny knack for raising pets. All of the trainer's pets gain an additional HD for every 2 Trainer levels. This ability cannot increase a pet's HD beyond your Trainer level.

44
I've been watching way too much World Trigger. For those who aren't familiar, the aliens realized it was way less expensive to send a single ship full of compressed energy packets that expand into mass produced soldierbots than it was to send actual soldiers. Cue all kinds of crazy monsters of the week. The Humans responded by carrying around an item that lets them replace their body with an identical one made of energy (Trion Combat Body). Classic magical girl trope.

I'm already an artificer. I'm just looking for new and interesting things build and remote control.

General Body Requirements:

Shape:
- Humanoid. More an RP necessity than a rules limitation.
- Medium to Large. Gotta fit in with the party.

Combat Ability:
- Support/Tank role preferred. Has to keep up with a level 15 party of (relatively) mundanes.

Communication is covered by a combination of telepathy and a ring gate. I can see/hear/speak through it and if needed I can "bail out" by tossing the bot into the ring gate (contingent celerity on the bot, final orders are to shrink to tiny or smaller size and jump in the ring. I can recover the ring easily enough or just destroy my half.)


TL:DR What are the coolest builds you can make for Intelligent Constructs with no class levels? So far the best I've got is Lockdown trippers. They are going to have GREAT stats.

45
Current Character is Artificer14//Factotum11/Pious Templar1/Exemplar1/Shiba Protector1

Artificer side is going all the way to 20. Not interested in progressing Factotum any further. Not looking for numerical advantages here, since I'm already WAY more powerful than necessary for the campaign. Looking for something to do with the last 6 levels on the factotum side. Anything that grants more options is good, since I'm swimming in actions between celerity, factotum, and golem stuff.

Gold is no object, neither is XP, since it's a pathfinder game.

46
D&D 3.5 and Pathfinder / Quick Math Check for a stronghold:
« on: October 29, 2015, 06:13:27 PM »
I have a 300*50*60 Airship. It's being designated as our stronghold. (yes, I know using a smaller area would be WAY more efficient) A stronghold space is approximately 20*20*10. This means the ship as a whole is...337 stronghold spaces?

47
Min/Max 3.x / Non-Illusionary way to look medium sized?
« on: October 27, 2015, 05:38:35 PM »
I want to genuinely appear as a medium sized creature, despite being a 3-inch incorporeal undead. True sight is a serious problem, so it needs to be nonmagical.

I'm assuming it'd be a -12 disguise check?

48
Min/Max 3.x / I want to combine an Airship and a Construct.
« on: October 23, 2015, 11:24:56 PM »
Any ideas how to pull this off? Specifically, I want the Scouring Stanchion (MM5)'s communal health ability, then have a bunch more as the crew...so it runs itself.

My current plan is to have the "crew" use wood shape and speed boosters to move through the hull freely with readied actions to intercept impacts.

49
I've got a ghost (Actually a faerun Shadowstaff). He has a lot of wands. I need a way to make the wands and other items go with him when he becomes incorporeal.

50
Min/Max 3.x / My DM gave me the HoloDeck.
« on: October 20, 2015, 04:42:23 AM »
For an upcoming 14th level campaign our DM created us personal artifacts. Mine was a door in my airship that is somewhere between a HoloDeck and the door in Howls Moving Castle. It generates (or links to if it's not the first visit) a demi plane with any printed planar traits. I have explicit permission to use an accelerated time plane for things like crafting.

What fun things can you do with an huge number of pocket planes? 

Update! official wording of the artifact's capabilities:

Quote
"The Howling Portal is operated by a series of runes that represent different planar traits. By entering the desired planar traits the door opens to a small demi plane created to those specifications.  Subsequent uses of the portal with the same settings open to the same demiplane, making it impossible to have multiple planes with the same exact traits. The planes can however be permanently expanded by casting Genesis while within them. Objects created by the portal cease to exist when brought outside. Attempting to consume an object as a crafting or material component likewise results in failure."

Current planned uses:
- Med-Bay in a minor positive aligned room.
- Pre-Combat buff space in a Major positive aligned room. Don't stay too long :-P
- Crafting and spell refreshing in an accelerated time plane.
- Brig using an Amber Sarcophagus trap and a slow time plane. Also doubles as a panic room in case of emergency.
- Simulations of planar effects for the comfort of exotic guests/combat training.
- Storage.
- Negative Aligned plane full of Helmet Horrors.

51
Min/Max 3.x / Rules check on "Finding the Center"
« on: October 16, 2015, 06:58:17 PM »
If I'm reading this correctly, Finding the Center's effect is "You automatically maintain concentration on a spell"

Any limitations I should know about with this? Can you cast it multiple times to concentrate on multiple spells?

52
Gaming Advice / [3.X] Items of spells with XP costs
« on: October 16, 2015, 06:40:55 PM »
Is there a way to create an item of a spell that costs XP by spending the XP as part of the creation process? I've got crafting XP coming out of my ears, but I don't want to burn 200xp for every casting of Alter Fortune.

53
You Break it You Buy it / Insane spell DCs on Schemas/Scrolls
« on: October 15, 2015, 09:33:22 PM »
Enhance Item (Schema:
"When you create an item with this feat, adjust the DC for saving throws required by the magic item, if any, by your key ability modifier."

Dragon 317's Truename feat:
"A spell completion item functions as though the spell was cast by the truename-using spellcaster (at their current caster level, adding the user's appropriate ability modifier to the DC and other applicable bonuses, such as the bonus from the Spell Focus feat) without increasing the item's caster level for the purposes of creation or another's use."

So...who wants double their casting mod to spell DCs?

Argument for: Enhance modifies the crafting process, setting a new DC for anyone who uses it. Truename ADDS to it when YOU use the item.
Argument against: Truename treats you as the caster, possibly overriding anything the Enhanced item had going for it.

54
As far as I can tell, the animate object spell and construct crafting option don't give dire rat's hindquarters what the original object was made of. I was going to make an animated Obdurium construct, but noooooooo  :banghead

EDIT: "Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness."

It doesn't even let you choose the material. You only get to pick from a list of existing materials. -_-

From what I can tell from extrapolating the existing materials, (metal/mithral/adamantite), for every 5 additional Hardness of the metal, it costs 2 more CP (aka +1CR). Following the progression listed Obdurium would cost 10CP, with additional costs for Oerthblood or Pure ore. Basically +1CP per 5 Hardness.

Side Question: Should I deal with this crap or just add the armor mod to an Adamantine Horror, who has 16HD and can be modified to have another 8?

55
Enchantments that only say "ammunition" are the obvious one. I'm already going through those.

56
Discussion for stronghold handbook. Go for it.

57
Handbooks / The Stronghold Handbook: All your Base are belong to us.
« on: October 07, 2015, 09:52:02 PM »
Making this because the existing info on strongholds is completely scattered throughout BG, WoTC, etc.

UNDER CONSTRUCTION

Traditional Strongholds
In this section we explore the classic Castles, Forts, Underground lairs, etc.

(click to show/hide)

Mobile Strongholds
In this section we take the show on the road. Magic carpets with cities inside, flying tanks, and Borg cubes to name a few.

(click to show/hide)
UNSORTED CONTENT


THIS IS CURRENTLY A HATCHET JOB PORT OF THE OTHER THREADS. I'll see about sorting it out later. Discussion thread is here.

58
D&D 3.5 and Pathfinder / Looking for the Stronghold handbook.
« on: October 07, 2015, 02:22:16 AM »
It appears to be lost in the ether of the Wiz boards :-(

Edit: Making a Handbook on this board to dump everything I find.

59
Min/Max 3.x / Looking for ways to avoid Dispel/AMF.
« on: October 04, 2015, 07:31:44 PM »
My buffstack is huge (Upward of 150 spells). I need to protect it.

Ring of Spell-Battle
Spellblade (Dispel)

what else can I do?

Level 14 Artificer, cost is no object.

60
Homebrew and House Rules (D&D) / Reaper of the Wilds
« on: September 30, 2015, 04:06:48 PM »
As requested here.

Reaper of the Wilds
HD: d8
Skill Points: 2+Int

Prerequisites:
Base Attack Bonus: +3
Alignment: Any nongood
Spellcasting: Able to cast 3rd-level spells, with at least one fire, negative energy, and desiccation spell.
Special: Knowledge (Nature) 8 ranks, must have caused the extinction of any species of plant or animal.

Weapon and Armor Proficiency: Reapers gain no proficiency in any weapon or armor. Druids who become reapers no longer need abide by their weapon and armor restrictions, as the reapers turn their backs on the conventional druidic traditions.

Spellcasting: Advances the prerequisite casting, loses a level of casting at level 1.

Blight Touch: A Reaper's touch attacks inflict Blight. This applies to all touch attacks, including those generated by spells.

Blighted Companion: The Reaper gains an animal companion (following ranger progression) who has the blightspawned template. If the Reaper has already has an animal companion, it instead applies the template to that companion.

Blightfire (Su): Starting at 2nd level, as a standard action, a Reaper can unleash a scorching blast of fire. This effect deals 5d6 points of fire damage to all other creatures within 10 feet (Reflex half; save DC is 10 + (2xReaper's class level) + Reaper’s Wis modifier) and ignites flammable objects it touches. Reapers delight in starting wildfires and often use this ability to do so.

Sustenance (Ex): At 2nd level and higher, a Reaper becomes able to sustain itself with the energy of the living things it destroys. As long as there is foliage or creatures nearby to consume, the Reaper needs neither food nor water. In addition, Blightfire heals the Reaper for 1d6 per creature effected.

Blightblood (Ex): At 3rd level, A Reaper becomes completely immune to all poisons and disease, magical or otherwise. Blightspawned creatures do not attack her unless she attacks them, although they may attack other creatures in her company. In addition, enemies who damage the Reaper with natural attacks are afflicted with Blight.

Withered Toughness (Ex): When you attain 4th level, your body becomes inured to the desolate conditions in which you thrive. Your flesh grows leathery and tough, and your natural armor bonus improves by 2. In addition, you gain immunity to the effects of heat dangers (such as heat exhaustion and sunstroke), sun glare, and sunburn, although fire damage affects you normally.

Greater Blightfire: At 4th level, Blightfire's damage becomes Desiccation damage, dealing d8s instead of d6s, and dealing d10s to aquatic creatures, water elementals, etc.

Avatar of Blight (Ex): At 5th level, a Reaper's infected blood effects a terrible change in her physiology. Her skin blackens and splits, becoming cold and slimy to the touch, although she does not bleed or suffer pain from this transformation. Her type changes to "plant," which means (among other things) that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only. In addition, her blight touch no longer allows an initial save.

(click to show/hide)

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