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Topics - Concerned Ninja Citizen

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1
Monstrous Builds / Best use for Psuedocasting?
« on: June 17, 2013, 09:46:24 PM »
To start things off, since people seem a bit hesitant to dive in to this lovely new subforum, a thread about one of the more interesting (to me, anyway) abilities to come out of this project.

Psuedocasting, or Affinity (as it is termed in FireInTheSky's index tables) reads as follows:

"a [monster class] who multiclasses for a [type of casting and/or manifesting] class can count his [monster class] levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. So for example, a [monster class] 3 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell known and spell slots of a sorcerer 3 however. He would get the familiar ability, but [monster class] levels wouldn't count for it."

Some examples of classes with the ability:
Aboleth (Psionic and Arcane)
Monavic Deva (Divine)
Firbolg (any casting)

It's an interesting alternative to giving reduced casting progression as it grants nothing while you stay in the class, but once you multiclass, your top level of spells is the same as a full caster of your level.

Thoughts on the ability? What are the best/worst casting classes to go into from a class with this ability? What is the best way to take advantage of it in a build?

2
Gaming Advice / Inappropriately Sized Weapons and Powerful Build
« on: March 18, 2013, 04:46:21 PM »
This is what the SRD has to say on using a weapon that is not your size:

(click to show/hide)

Powerful Build lets a medium creature count as large sized for some purposes, including wielding weapons.

A large creature can use a medium two handed weapon as a one handed weapon with a -2 penalty on attacks.

What about a creature with powerful build? What happens when such a creature tries to wield a medium greatsword (for example) in one hand?

3
Gaming Advice / Martial Study and Retraining
« on: March 08, 2013, 01:24:33 PM »
Quote from: PHII on Retraining Feats
You can exchange one of the feats you previously selected for another feat. If the new feat has prerequisites, not only must your character meet them in his current state, but you must also be able to show that he met them at the time you chose the previous feat.

Martial Study has no prerequisites but in its benefit it states that you must meet the prerequisites of the maneuver you select.

If you retrain a feat you took at lv1 for Martial Study at lv 5 (assuming full IL), what level of maneuver can you select (assuming you meet all other prequisites of said maneuvers)?

4
Members: Lightning Fast, Digital, Concerned Ninja Citizen, Nytemare3701

Character sheets go here. Discussion goes here.

5
[D&D 3.5] High Arcana / [Discussion] Walk Into A Bar Discussion Thread
« on: February 16, 2013, 05:40:50 AM »
This used to be posts on the "Willing Recruits" thread but it got to be as long as the rest of that thread put together so it morphed into a discussion thread thanks to our friendly neighborhood mod/DM.

So now it's the Team Walk into a Bar (alternate name pending (unless we like this one, which I kinda do)) discussion thread.

Current Members

Lightning Fast: Hard fighting, hard drinking Dwarf Fighter6. TWF + Sneak Attack + really big axes = DPS.
Digital: El Drago the Half Brass Dragon, Ogre, Monk Luchadore. Punches people to sleep for support melee.
CNC: Kobold Spellsage/Master Reshaper. Battlefield control with light damge and a touch of utility caster.
Nytemare: Some kind of Dragonborn, Spellfire Channeler/Truenamer combo. "suck+broken suck= not suck" with extra giant lazors.
Valixes: Tibbit Swordsage/Totemist

A slot still open if anyone wants to jump in. Some sort of face/skills other than knowledges person would be helpful.

(click to show/hide)

6
Oslecamo's Improved Monster Classes / Lupinal Guardinal
« on: February 04, 2013, 09:09:02 PM »
Lupinal Guardinal



Lupinal GuardinalHD: d10


Level
1
2
3
4
5
Base
Attack
Bonus
+1
+2
+3
+4
+5

Fort
Save
+2
+3
+3
+4
+4

Ref
Save
+2
+3
+3
+4
+4

Will
Save
+0
+0
+1
+1
+1


Special
Lupinal Body, Guardinal Initiate, Trip +1 Str
Celestial, Track, Scent, +1 Wis
Guardinal Adept, Improved Grab +1 Dex
Dodge Missiles, Celestial Lupine Hide, +1 Wis
Guardinal Mastery, Howl +1 Str, +1 Dex

Skill points: 4+Int modifier (x4 at 1st level). Class Skills: Balance, Climb, Concentration, Craft (any), Handle Animal, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Profession, Spot, Survival.

Weapon and Armor Proficiency: Lupinals are proficient with all simple and martial weapons, and with light armor.

Features:

Lupinal body: The Lupinal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base speed of 40 feet 2 Claw attacks (1d4+ Str mod) and a natural bite attack (1d6 + Str mod). He also gains a racial bonus equal to ½HD to Move silently and Survival skills. A Lupinal also gets a Nat armor bonus equal to its Con modifier.

Ability Score Increase: The Lupinal gains +1 Str at 1st and 5th level, +1 Dex at 3rd and 5th level, and +1 Wis at 2nd and 4th level for a total of +2 Str, +2 Dex, +2 Wis at 5th level.

Guardinal Magic: The Lupinal gains several spell like abilities. Saves are 10 + ½HD + Wis mod. Caster level is equal to HD.

    Initiate: Disguise Self , Cure Light Wounds, Magic Missile (at 11HD the Lupinal may increase the maximum missile limit by spending an extra use of this ability per extra missile up to a limit of the number of missiles they would gain by their caster level (so 6 missiles for 2 uses at 11HD, 7 for 3 at 13HD, etc) each 1/day/HD
    Adept: Blur, Darkness each 1/day/2HD
    Mastery: Blink, Fly each 1/day/3HD. At 9HD, the Lupinal’s power continues to increase. It can use Cone of Cold 1/day/5HD and at 13HD it can use Ethereal Jaunt 1/day/7HD.

Trip: A Lupinal who hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip the Lupinal.

Celestial: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.

Track: The Lupinal gains Track as a bonus feat.

Scent: The Lupinal's senses sharpen and it gains the Scent special ability.

Improved Grab: When the Lupinal hits an opponent with a bite attack it may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. At 8 HD this ability ignores Freedom of Movement effects.

Dodge Missiles:The Lupinal's uncanny quickness allows it to evade ranged attacks. This ability functions as the Deflect Arrows feat except it does not require a free hand and the Lupinal can dodge any attack that uses a ranged attack roll including magical ones.

Celestial Lupine Hide: The Lupinal's pelt gains divine toughness granting it DR/Evil = 1/2 HD

Howl: As a standard action a Lupinal may let loose a bone chilling howl. All enemies within 20ft/HD who can hear the howl must make a Will save DC 10 + ½HD + Wis mod or be frightened for 1 round/HD. On a successful save an enemy is instead shaken for 1 round/2HD. Either way a creature affected by the howl is cannot be affected by the same Lupinal's howl for 24hrs


Comments
(click to show/hide)

7
Oslecamo's Improved Monster Classes / Cervidal Guardinal
« on: January 30, 2013, 01:00:44 AM »
Cervidal
 


Hit Die: D8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Cervidal Body, +1 Str, Guardinal Magic
2nd
+2
+3
+0
+3
+1 Wis, Celestial, Powerful Charge
3rd
+3
+3
+1
+3
+1 Str,+1 Wis, Heavenly Horns
                                   
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any), Listen, Profession, Spellcraft, Spot

Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Cervidal is proficient with light armor.

Features:

Cervidal body: The Cervidal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with a base speed of 40 feet, 2 two natural slam attacks (1d6 + Str mod) and a natural headbutt attack (1d3 + 1/2 Str mod). He also gains a racial bonus equal to HD to Jump checks. A Cervidal also gets a Nat armor bonus equal to its Con modifier.

Ability Score Increase: The Cervidal gets +1 to Str at 1st and 3rd level and +1 to Wis at 2nd and 3rd level for a total of +2 Str, +2 Wis at 3rd level.

Guardinal Magic: At each level of this class the Cervidal gains the ability to use some SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Wis mod. Caster level is equal to HD.

1st level: Detect Poison, Light each 2/day/HD
2nd level: Bless, Command each 1/day/HD
3rd level: Hold Person 1/day/2HD (improves to Hold Monster at 10HD), Magic Missile 1/day/HD (at 11HD the Cervidal may increase the maximum missile limit by spending an extra use of this ability per extra missile up to a limit of the number of missiles they would gain by their caster level (so 6 missiles for 2 uses at 11HD, 7 for 3 at 13HD, etc))

If all levels are taken the Cervidal learns an additional SLA

6HD: Suggestion 1/day/3HD

Celestial: At 2nd level the Cervidal gains resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.

Powerful Charge: The Cervidal learns to use its headbutt attack during a charge. This is treated as a natural attack that deals 1d8+1.5 x Str mod damage.

Heavenly Horns: At 3rd level the Cervidal's horns can channel divine magic. By touching a subject with its horns the Cervidal can use Delay Poison or Remove Disease at a caster level equal to its HD. This ability can be used 3+Wis mod times per day.

As the Cervidal gains experience and power it gains new horn powers. At 5HD it can create a Dispel Magic effect (targeted version only, upgrades to Greater Dispel Magic at 11HD), at 7HD it can use Neutralize Poison and at 9HD it can use Dismissal (save DC = 10 + ½HD + Wis mod.)

When the Cervidal hits a creature with a charge attack using its Powerful Charge ability it can use Heavenly Horns on that creature as part of the same action.

(click to show/hide)

8
Team M.A.I.N.G.A.U.C.H.E. / Southpaw OOC
« on: January 29, 2013, 09:26:24 PM »
Copied from RoC

The mysterious 3rd option, Left Hand of the Emperor.

Current Roster

Harald
Samnemath (currently out due to RL)
Flay Crimsonwind
Concerned Ninja Citizen
FireInTheSky
Linklord
MetroMagic
DragoonWraith
Darkone

Our team theme is "in service to the Emperor." We're soldiers, secret agents, dragon guys, astrophysicists, spaceships, and robot people directly employed (or formerly employed) by the Empire.

So what does everyone's character do?

Merrion does standard rogue stuff (sneaking, finding traps, breaking into things), short to mid range damage via archery (toned down to non game breaking levels), immediate action "counterspelling" (my level+wis against a CL check to shut down any spell I can identify. Also works on powers and maneuvers), constant area debuff (Fort DC 23 or be exhausted, enemies only), and a couple utility SLAs.

9
Gaming Advice / Keeping a living being in an Enveloping Pit
« on: December 19, 2012, 02:49:58 PM »
Enveloping Pit from the MiC is a favorite tool of Artificers to stick their dedicated wrights in for perpetual crafting.

What if one wanted to keep a living creature in such a pit, however? The Bag of Holding and Portable Hole suggest that such items contain only 10 minutes worth of air.

A Bottle of Air would solve that problem but is an additional expense on top of that of the pit. The creature doesn't need to do anything while in the pit (besides stay alive) so some method of putting it in suspended animation would work.

Any ideas?

10
Gaming Advice / Price of Luckblade
« on: November 08, 2012, 04:33:35 PM »
I've heard there are rules for taking apart the stats of unique weapons and determining their prices as generic properties somewhere.

Has anyone done this for the Luck Blade?

11
Gaming Advice / What can a Spiritual Weapon do?
« on: September 22, 2012, 09:04:36 PM »
If Spiritual Weapon is used to create a weapon cappable of tripping, can it use the trip action?

How about threatening squares and making attacks of opportunity?

12
Gaming Advice / Incarnate Construct
« on: September 03, 2012, 05:19:38 PM »
So there's this template on pg120 of Savage Species and it's busted beyond belief (no duh, it's in Savage Species) because it lets you have 2 free LA on your Warforged.

My question is: Do you have to take the LA you wish to cancel out before you take IC itself? Or can you retroactively apply the negative LA to things you take after IC?

I ask because various templates either can be applied to a Humanoid (which is what IC turns you into) but not a Construct or change your type to something other than Construct meaning you then couldn't apply IC.

13
Introduce Yourself / On the reason for my existence
« on: August 10, 2012, 01:58:08 AM »
I am exceptionally concerned by ninjas and driven to post about them.

Gaming wise, I've followed D&D with varying degrees of interest and involvement since a year or so before 3.0 came out. I have more IRL experience with other games but 3.5 is delightfully crunchy and modular so it makes for extremely interesting thought experiments. I may be in a position to execute some of those experiments soon and that would be nice.

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