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Messages - MrPurple

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1
D&D 3.5 and Pathfinder / Re: ToB Campaign Idea
« on: June 22, 2021, 05:34:56 AM »
that's a nice premice.
you could also look into Path of War for Pathfinder, more classes and archetypes for base clases adding maneuvers for everyone gets easier, and you can have you npc fighter with a few tricks.

For inspiration you could go for manhwas (Korean manga) about martial arts and so on, rivalities between schools, usually multiple factions (light, dark, demonic etc...)
with more schools, you could also reserve a few for secret or special organisation, allowing your npc to be identified by the schools they use instead of a uniform for exemple.

What place does Magic takes in your setting?

2
interesting discussion

For your shadow issue, maybe use "create greater undead" instead of a summoning spell, thought I admit that using a 8th level spell for that seems a bit too much, it might represent this function the best (and you'll have no problem with duration that way).

3
Min/Max 3.x / Re: Need Help With a Unique Campaign
« on: May 16, 2019, 01:09:57 PM »
Hi, interesting exercise,

You could go for a Fire Giant instead, it got bigger stats (less Dex, but better Wis, and Str) the HalfDragon is an idea with great stats (and if you choose wisely you could get 2 immunities and no weaknesses, also an interesting backstory ;))

I was about to suggest half minotaur before I saw your "no Drag Mag" stuff. So that rules it out.

If your after the stat, you could go for a big fat were something, as you ignore the HD, you could go legendary tiger or something like that, as a natural were legendary tiger that would be +3 LA and when transformed, gives you +22 in Str, +8 Dex and +14 Con. Add to it something like half dragon (+3 LA) +8 Str, +2 Con, +2 Int, +2 Wis) and why not Savage (Savage Species), for another +4 Str, -2 Dex, +2 Con, -4 (that might hurt if you wanted to go warblade) Int, and +2 Wis. All that on any race with 0 LA (human for the feat or something else for some more stats).

anyway, there's lot to do with rules like that :)

4
D&D 3.5 and Pathfinder / Re: Anything for doing melee in an AoE style?
« on: February 09, 2017, 06:05:06 AM »
Hi Ketaro,

the first that comes to mind is the war hulk (miniatures handbook) which gets the ability to attack a few squares adjacent to each other at level 2 and finish at level 10 to be able to attack every square he threatens in a standard action.

Otherwise you have a few maneuvers from ToB that allows you to attack multiple targets at once, or do a whirlwind attack equivalent but in standard action (AFB so I might need confirmation on that one).


5
Some casters targeting different saves each rounds; and applying different conditions (nauseated, sickened, shaken, frightened, entangle) as a reminder to your player of how the mechanics work.

a drow that hit quite easely and against whom you need to fight defensively (big dex, wepon finesse, but low strenght as to not inflict to much damages, maybe some Sneak attack so he instead keep on finding flanking buddies), or one hard to hit and you'll need aid another to even your chances (expertise, dodge, maybe karmic strike to force your players to hit him, and not just forget about him)

a tripper / disarmer, for that a simple fighter 4 would be enough (spiked chain, expertise, improved trip)

a quagoth slave bull rusher (Big, high strenght)

And don't forget the drow matriarch with her meepo pet :p and her white dragon skin boots just a reminder of the past events.

ennemies using withdraw actions to avoid attack of opportunity

6
why not the big brothers, skull crushers ogres MM3 or 4 I think? or a just some half giant with class levels.

7
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: December 21, 2014, 06:50:24 PM »
hi there, I was wondering if either of you had put his mind on the "hides" material (dragon hide, rhino's hide and so on).

I was thinking among the lines of allowing a character to skin a creature and use his hide for his armor depending on the natural armor of the creature. But I wanted that some of the properties of the creature to be passed on the armor as well, and that's where I'm stuck.

So, if you have an input on that, please share :).

8
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: December 01, 2014, 04:59:28 AM »
well, thanks for the answer, that's why I came here for some advice.

for armor made of azurite, I just forgot to add the / x lb for the save bonus. then i Agree to give it a typed bonus, but resistance is wayyyy to much used, maybe equipment?  I want it to be useful and exotic (and I think that an equipment bonus fits better).

if the numbers goes up like that, the price should probably go down, I mean a resistance bonus to saves is bonusĀ²x1000 gp so if the material is more expensive with a bad side, it would be bad (I think), so if we went for a +1 / 8 lbs with a price of 250 the numbers seems right (ex full plate, 50 lbs 11650 gp, +6 saves, -10 cl, great for a warrior, not so much for a gish, for a chain shirt, it would be 6400 gp, +3 saves, -5 CL).

I just realized that I shouldn't put the minimum +1 clause on the bonus to saves because otherwise a shrewd player could buy a nugget of it, put it in his pocket or around his neck and benefit from it for 10 gp.

9
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: November 30, 2014, 06:10:29 AM »
Hi there, I had a few ideas for new materials and I wanted your input on these as I reworked them with your way of doing things in mind.

So here goes :

Azurite :
(click to show/hide)

Darkglow
(click to show/hide)

I have a few more but that's it for now, please give me your inputs about these first.

have a nice day.

10
Gaming Advice / Re: I will become the king of pirates
« on: October 02, 2014, 08:03:02 PM »
well, I would say that what keeps a pirate lord at the top of a thousands if more greedy captains, (especially for an evil one) should be the fear he inspires. He doesn't need to be the most powerful, just the creepiest in town, that can make the strongest one sh* their pants just by looking at him.
So maybe a fear focus caster for example (early entry dread witch then nightmare spinner should get him in the 60's on his intimidation rolls), and with something like that you have a creepy Bbeg that seems just right to put down for a good or neutral party.

Now what can you do to do that? well show the mob that they don't need to be scared of him and have them do the job for you. Or find the strongest one that has had enough of being scared, and, with a gentle push, put him on the way to vengeance. You could also break the economy, as the trade is ruled by a tyrant, it shouldn't be to hard to find better deals, and if you can provide protection they have no more reason to deal with the creepy BBEG, economy explodes, pirates unhappy, BBEG's head on a pique.

And when you arrive with someone (hopefully powerful enough to keep his title) that brings goods and merchandise without the fear associated with the previous ruler... it should go well.

11
Legends of the Heroes / Re: Lady of Beasts - the story of a bhaalspawn
« on: September 22, 2014, 06:34:18 AM »
I'm reading it, and enjoying it. The nostalgia fever struck me a bit :D. It's great to see how your player is managing everything and how it changes from the original game.

12
Min/Max 3.x / Re: Prestige Class for Dwarven Barbarian/Cleric?
« on: September 18, 2014, 06:28:26 AM »
Mythic exemplar could be one, if he had 7 ranks in intimidation, kn(arcana), kn(religion), diplomacy or move silently and he would need 3 in kn(history), the other prerequisite he already has (+5 bab), and it would progress his spellcasting or other things depending of his patron.

I thought of the ordained champion 'cause the class features would have fit the bill quite nicely but the prerequisite hurt a bit (favored weapon for your deity's, LN, NG or NE, worship hextor or heironeus). But it is a priest of war and strength.

13
Gaming Advice / Re: What to do about a player down on their luck?
« on: August 20, 2014, 05:08:32 AM »
soory for going back on subject, but for the action dice thing (per session / adventure), you might as well put a recharge mechanic in it (ala Fantasy Craft), if your player does well in character (be it roleplaying, or just doing his job correctly, or doing an awesome action or description) you give him 1 die, it goes a long way to push your player to effectively use his dice, and to entertain the table a bit more.

14
Magics of Arhosa / Re: Slices [Chronomancy Spells]
« on: May 24, 2014, 07:55:19 AM »
Hello there, I had a quick question but what is the range of the slices (I may be blind on this one but I didn't see it written anywhere)?

Second quick question what is a temporal filcher?

15
Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 07, 2014, 08:21:46 PM »
the first, said fireball should do 11d6 not 16. Maybe it should be rephrased.

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Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 07, 2014, 07:33:04 PM »
ok sorry for the double post, but i modified the first post with som input I had. So here the Gems 1.1

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Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 06, 2014, 07:22:20 AM »
pretty much yeah, the hardest one to recharge are the fire one (having a source of fire for 24hours in a row can be a little demanding, even though an ember could be enough) and the light which is pretty much tied to the sunlight, (I'm still thinking if it should be rechargeable with fire light as well or dancing light or the light spell). Maybe could they be charged by exposing them to a spell a level highter than what they can boost?

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Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 06, 2014, 07:12:29 AM »
Well I was going for a setting a little bit less caster friendly, so yeah... I thought that the ability to augment the DC of your spell by 3 was a litlle bit to powerfull (especially for this price) for a 1/day thing.

Obviously I can be wrong, and I'm not adamant on the recharge mechanic, but I thought it to fit thematically. maybe reduce to 16 hours per charge (meaning you could get the 3 back in 48 hours).


19
Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 06, 2014, 07:03:39 AM »
Quote from: McPurple
Recharge Mechanic: When a Charge is used, it can be regained by letting the Gem in contact with its element for 24 hour. If multiple charges are used, the duration is cumulative (so 48 hours for 2 charges and 72 hours for 3 charges).
rephrased a bit, but yeah there's a recharge mechanic.

Also thx for the DC thingy, my french got the better on me on this one :D

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Homebrew and House Rules (D&D) / Re: Elemental Gems [Magic Item]
« on: May 06, 2014, 06:54:49 AM »
First, thanks for the quick replies :

So in order :
Couple questions -
How do you make the gems?
How do you recharge them?
Is it possible to make permanent ones?
Can you combine them for spells with multiple descriptors (hello Snowcasting!)?
What's the cost for higher level gems?

* They are not "made". Like metal or diamond, they are mined, but on the elemental planes (which in these settings are the normal 4 plus Light and Darkness) wizards usually get these by comercing with elementals or outsiders.

* You recharge them by putting them in contact with there element (so a fire gem needs to be in contact with ember or fire) during 24 hours per charge.

* I don't get your question, do you mean giving a permanent bonus, or just not consumable, if it's the first, then no, if it's the second, they already are Permanent as they have a recharge mechanic

* You can only use one gem per spell, so it should rule out the combining effect, now if you want to cast a snowcast fireball with a water gem go ahead ;)
The cost was one of my question? I was going to rule maybe 15000 for medium ones, and 30000 for the Large ones, but I didn't do any math on the matter.

2k for 10.5 extra elemental damage isn't worth it, to be honest.

* They can still be used to raise the DC of the spell by 3, and it's the caster level that is upped, not only the damage, but I get your point.

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