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Messages - JaronK

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1
Do you know when it will be finished / incomplete work shared? Assuming 9ths didn't exist, how did the 4-5th level spells effect things? Was it just planar bind and polymorph. Did anyone make it to the 6th-8th level peak?

Not sure when it will be complete, as my partner on this decided to run a 5th edition game, which may mean his interest in 3.5 is waining.  Still, we did get all the D&D Tools data before it went down, so that's good.

Also, we were playing E6 basically, so third level spells were the maximum.  That keeps the game exactly where it's intended as far as power and stuff goes.  They don't seem to ever have made higher levels right.

But we did find that the game was WAY harder when the monsters were so random, at least for the casters.  You just never knew what the right spell was because you had no idea what you were dealing with half the time.  Knowledge spells turned out to be really valuable, too.

JaronK

2
I'm noticing a lack discussion on RAW campaign styles. I seem to remember a creature generator / loot generator that I think JaronK and his friend were working on but I can't seem to find it.

Still incomplete as our work schedules got in the way.  So, don't bother looking for now.

With that said, in our quest for a game that felt like what the game seemed to be intending, we mostly found that sticking to 6th level (no higher) helped a great deal for the world.

JaronK

3
Min/Max 3.x / Re: Level 20 Dual Wielding Hand Crossbow Rogue (3.5)
« on: November 23, 2014, 08:20:41 PM »
It's only racial bonus feats that ignore prerequisites automatically (Monster Manual rules).  For class gained bonus feats, prerequisites are required (as per page 87 of the PHB) unless otherwise stated.

Now, Monk bonus feats explicitly ignore prerequisites, but you can't get Perfect Two Weapon Fighting that way, as the best you can do there is Martial Monk for any Fighter Bonus Feats without prerequisites.

Anyway, isn't Hand Crossbow Focus a bit too late in the build?  Seems to me you'd need it a lot earlier than that, unless you're starting at level 20 and not building up to it.

JaronK

4
D&D 3.5 and Pathfinder / Re: A little help with persistable spells
« on: March 20, 2014, 11:15:07 AM »
SorO, it's rather off topic anyway.  No one in here seems to think touch spells can be persisted, so the why is a bit irrelevant.

JaronK

5
D&D 3.5 and Pathfinder / Re: A little help with persistable spells
« on: March 20, 2014, 03:41:31 AM »
    Heart of Air = yes but its hr/level anyway and you can end it early
    Heart of Earth = ""
    Heart of Fire = ""
    Heart of Water = ""
    Lash of Force = yes can be ended early

Wouldn't these not work for the same reason Footsteps of the Divine isn't allowed?

JaronK

6
D&D 3.5 and Pathfinder / Re: A little help with persistable spells
« on: March 18, 2014, 02:52:54 PM »
SorO, it's an algorithm that determines if something is persistable.  So yes, it's going to get confused on things like Wish, which can be used in various ways.  The question is not "is it a good idea to persist these spells" it's "can it be done at all."

Also, we already have a complete list of all spells.  That's not the question.  Our list is already more complete than D&D Tools.

It's just a lot of spells, so having other people in to help look at it and say "possible" or "not possible to persist and here's why" is the idea.  That's all we're asking for... we were hoping to crowd source a few bits and have people tell us whether any spells on the maybe list are impossible to persist.

JaronK

7
D&D 3.5 and Pathfinder / Re: A little help with persistable spells
« on: March 18, 2014, 01:25:19 PM »
Indeed, this is the list of spells that the algorithm pulled up as "might be persistable, not sure."  That's why it's posted here to see if folks want to help narrow it down.  There's a separate list of "definitely persistable".   We'll put the whole list up when we know what we've got.

JaronK

8
Min/Max 3.x / Re: Optimized Creepy Spellcaster
« on: November 16, 2013, 09:14:48 PM »
Pure creepy factor: take Bard 2, with the Inspire Awe variant from Dragon Magic.  Take Haunting Melody and Requiem.  You can take the rest of your levels in whatever you want so long as you max perform (consider Marshal 1 for Charisma to Charisma skills, then sticking with Charisma).

Now start using Perform Oratory to scare the heck out of everyone.  You don't ever have to stop if you have Melodic Casting or similar.  Every enemy that's not immune to mind affecting runs away in terror.  Even undead do so.  Neat.

JaronK

9
Min/Max 3.x / Re: Corner Combos: The World's Best S&B Fighter
« on: November 11, 2013, 02:52:21 PM »
Important note about Bullrushing: you can charge them again, because they've been moved back.  If you bullrush automatically at the end of a charge, so much the better.  But this won't work if they move after the hit, so you need to keep them in place... and that's where Shield Slam and Shield Charge get so good.  Now they're tripped, dazed, and knocked back all at once, allowing you to charge again next round and finish the job (if they're not already dead of course).

JaronK

10
Min/Max 3.x / Re: Possible way to gain Hardness? (hope this works)
« on: October 31, 2013, 08:40:51 PM »
Note that another way to get hardness is by becoming an Animated Object.  How?  Haunt Shift.

JaronK

11
So, can the Archivist cast the scroll then? To quote from the Rules Compendium:

Activation Requirements: To have any chance of activating a scroll, the user must meet the following requirements... The user must have the spell on his class list.

Via UMD, yes.  But there is no divine Fireball so it is not on his class list.

There are divine fireballs.  Favoured Souls can take a variant that gives them any Sorcerer/Wizard spell 6th level or below.

There's other ways to.

JaronK

12
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 23, 2013, 08:18:45 PM »
Well, you can get Trapsmith spells, which are the same as normal ones but MUCH lower level.  Things level level 3 Fabricate.  Not sure that's the best use, but you can do it.

JaronK

13
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 11:12:13 PM »
I never did get why SorO is so personal about me.  But he does this on a regular basis.  Whatever, no point in engaging.  I'd prefer to actually just talk about rules and fun finds and the uses of those finds.

JaronK

14
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 08:12:57 PM »
My understanding of the RC quote is that the reference to "unless the rules in question directly state otherwise" is talking about the very next thing it says, namely ability damage (the rules for that state it applies to abilities, not HP) and Energy Drain (the rules for that state it applies to levels, not HP) and so on.  Why even reference those types in a thing about damage unless they were listing these as examples of damage that, due to directly stating otherwise, don't damage HP?

Of course, the FAQ obviously disagrees here (and is more specific to the case in question).  Between FAQs trumping it and the newer core books trumping it, does the RC have any purpose at all?  It seems like absolutely everything trumps it at this point and the book has no purpose whatsoever.

JaronK

15
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 05:48:38 PM »
Except the RC says damage reduces HP except when it specifically does something else.  And then it lists even Energy Drain as an example of this.  That's just... weird.  That RC quote certainly does look like it's trying to say ability damage and energy drain both count as damage.

...I really don't like the RC.

Jaronk

16
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 04:41:47 PM »
Does KoK have damage subtypes ... OK I'll stop.

KoK damage is no laughing matter.

JaronK

17
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 03:14:55 PM »
I'm having a tough time reading that RC ruling as anything other than "ability damage is a subset of damage".  In that case, any thing that applies to "damage" can also be applied to ability damage.

How are you reading it?

JaronK

18
Min/Max 3.x / Re: How would you optimize an arcane duelist?
« on: October 21, 2013, 03:01:21 PM »
Note that Enfeebling and Blood in the Water both work even against crit immunes, so that's a good start for False Keenness based strategies.

JaronK

19
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 21, 2013, 02:35:46 PM »
Factotums can add their Int bonus to any damage roll.  This makes Shivering Touch and Lahm's Finger Darts even nastier for them.  Not many things enjoy someone sneaking up and landing 3d6+Int bonus dex damage.  Yay, dragons are even more screwed.

JaronK

20
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 18, 2013, 02:55:06 PM »
Fair enough.  I see no point to continuing said madness.

JaronK

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