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Messages - RobbyPants

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6921
D&D 3.5 and Pathfinder / Re: Favorite spell for arcane thesis?
« on: February 03, 2012, 08:30:28 AM »
Master Specialist could grab it, if nothing else.  Is it capped?  If it's capped at 4d4 then it's probably about the same as a Shivering Touch.  If not, then it surpasses it at level 13ish (IIRC, Arcane Thesis gives a +2 CL with the spell?).
I'll have to look at it later. If it's capped, I'm pretty sure it's at 5d4, but I could be wrong. Also, it's a 4th level slot compared to Shivering Touch being 3rd, but I'm pretty sure it's Long range, which is awesome (I just gave this to a Cleric NPC last week, but he hasn't used it yet).

And, yes, Arcane Thesis gives you a +2 CL on your spell, so you're effectively 2/3d4 ahead of a normal caster (rather, 1d4 ahead 2/3 of the time).

6922
Off Topic Fun / Re: The Small Rants Thread, Continued...
« on: February 03, 2012, 08:23:19 AM »
I found out yesterday that a coworker is leaving in two weeks, and it's likely he won't be replaced. Going from three developers down to two is going to be a big pain in the ass.

6923
"Wine? Sure!"

6924
Jester's Realm / Re: Chattin'
« on: February 03, 2012, 07:49:43 AM »
Oh, by the way, I love the name of our new lawyer, Azazel.  :smirk

Great movie.

6925
Off Topic Fun / Re: Favourite Feat
« on: February 03, 2012, 07:46:52 AM »
New proposed thread title:

"Monotremeancer's, RobbyPants', and a handful of other occasional poster's favorite feat"

:p

(click to show/hide)

6926
Off Topic Fun / Re: Letter swap game
« on: February 03, 2012, 07:45:40 AM »
nips

6927
D&D 3.5 and Pathfinder / Re: Favorite spell for arcane thesis?
« on: February 02, 2012, 10:06:49 PM »
Could you get any mileage out of Moonbolt (1d4 Dex damage per 3 CL)? Perhaps shivering touch would be better.

Edit:
Never mind on Moonbolt. I think it's Cleric/Druid only.

6928
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 10:04:57 PM »
I'd toyed with it, but I don't feel like writing that many abilities. I'd like things to either scale or stay useful, but I'm not planning on writing five abilities per feat. I did take some inspiration from the Tomes on this whole project.

6929
Off Topic Fun / Re: Letter swap game
« on: February 02, 2012, 10:02:30 PM »
Spain

e -> a

6930
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 05:40:43 PM »
I hadn't really thought of the trained skills.

I could see two ranks. I was thinking of using a house rule where cross class skills only cost one point per rank, but your max ranks are halved. Then, two ranks would be doable at 1st level, and it would still cost two skill points.

6931
Homebrew and House Rules (D&D) / Re: Feat/variant for friendlier blasters
« on: February 02, 2012, 03:10:42 PM »
Hmm, true.  My issue with it not being a MM feat is the fact that this is pretty much what a MM feat WOULD do.  And remember: Shape Spell exists.  I mean, as presented, I really like this idea.  It just seems like the sort of thing a MM feat would do.
Well, if it were a MM feat, I'd say it should totally be +0. You're already paying a feat and you're not getting that much in return. I'm also fine with making it be just a normal feat so you can apply it to SLAs and other effects. Again, it costs a feat; you only get so many of those.

6932
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 03:06:24 PM »
To me it just ends up being a little wierd.  You're not trained in this skill, yet you can benefit from being good at a skill?  And what about trained only skills?  Trapfinding/disable device?  Yuo aren't trained, and yet you can find traps?  Or disable devices?  That just makes no sense to me.  And with a small skill point investment, you aren't restricting it very much at ALL, the only people who would take it are ones who already put ranks into the skills, meaning the feats require nothing new for them.  But for people who aren't doing that, they would need ot actually be trained in the skill that they benefit in such a great way from.
I see what you're saying. It's counter-intuitive because ranks are normally how you measure skill. I'm just saying, if you take this feat, that's an investment, and it means you have a particular level of skill.

As for Trapfinding itself, I'm not sure how I want to handle that one. I was thinking of letting it actually be an auto-take-20 on Search checks within 10 feet if you move at half speed, or something. I mean, people can totally take 20 to search anyway, and this just speeds things up a bit at the table.


On Negotiator, I think you could get away with allowing surface thoughts automatically.  IRL, you can do that if you're trained enough anyways.  This might end up having to be a skill check thing though.
For the Detect Thoughts ability, you might be right. I really threw in the one minute rule to keep people from dropping Suggestion after Suggestion in combat.

6933
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 02:28:16 PM »
Okay, here are the two offenders rewritten. I also added in a clause on Nimble fingers that you don't trigger a trap unless you fail by 10 or more instead of 5 or more.


Agile [General]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
   As a standard action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impediment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.


Nimble Fingers [General]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks and those skills are considered class skills for you each level.
   You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break a non-magical item so long as it weighs no more than ten pounds per character level (as the Shatter spell). It item may attempt a Will save, DC 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours. In either case, you  must be able to touch and manipulate the item with both of your hands. Using masterwork tools adds +2 to the DC.
   When disabling a trap, you do not trigger the trap unless you fail by ten points or more on the Disable Device check.
Normal: When disabling a trap, you trigger the trap if you fail the Disable Device check by five or more points.

6934
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 02:17:53 PM »
Ah, well, no worries then on Nimble Fingers.  Once it gets fleshed out I'm sure it'll be good.

The standard action version.  It keeps it from being an auto-take for casters, but the ability is still great to have for a number of characters.
I'll work on those, then.


OH!  I think.....I think you need to require ranks in the skills to take these feats......Not many, probably just 2 ranks.  But that will indicate that you actually have a reason to be this good at those skills, you don't just suddenly be able to do these ridiculous feats that people who just have high skill checks can't do.  Keeps it from being something like "I can't talk my way out of a paper bag, but I'm so good at diplomacy I can tell what you're thinking!"
I could see using ranks as a prereq for unlocking particularly awesome abilities (maybe you have 10 Ranks in Hide to trigger an Invisibility effect, or something), but I don't want them for the feats themselves. IMO, how good you are at some task would be represented by what you'd invested into it, and in this case, it's a feat.

Although, some of these don't really scale that much with ranks, which means you have little reason to take the ranks, while others scale quite well. I guess it's kind of mixed.

6935
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 12:06:38 PM »
Anyways.  I do like these, but I think they might have gone a little too far.  For instance: Stealthy grants you, at level 1, an ability that most classes don't gain until after level 10. 
I'd thought of that, but is it that big of a deal? All HiPS lets you do is hide while being observed, but you still need cover or concealment, right? You can't just move around freely once hidden so far as I know, but that's why I'm allowing it with a -10 penalty. Basically, if you're super-good at hiding, then you can be faux-invisible.

I guess what I'm saying is, I know this is typically granted around 10th level, but is it really a 10th level ability when Invisibility is a 3rd level ability? Heck, it's actually a 1st level ability if you make a Bluff check to distract them.


I know your second version of Agile still needs work.  Your idea might just solve that problem.
The Standard action version?


Nimble fingers: (ex) abilities never have a CL.  You don't even need that, I believe.  I think you'd have to re-write some of Shatter to make it work like you want it here.
I might want to reword that, but the CL is in there for how much weight you can affect with Shatter. But it was a very lazily worded feat, seeing as how Shatter has three uses and I really only intended on this being used for one.

6936
D&D 3.5 and Pathfinder / Re: Favorite spell for arcane thesis?
« on: February 02, 2012, 11:59:41 AM »
I've never actually used it, but Enervation is always the first one that comes to mind.

I considered taking it at level 12 with a Conjurer I was running for Glitterdust. It was a solid go-to spell already, and I had Extend Spell, Sculpt Spell, and Quicken Spell by that point. So, the feat would let me cast Extended Sculpted Glitterdusts with 2nd level slots and Quickened Extended Sculpted Glitterdusts with 5th level slots. The game ended around that point anyway, and I don't remember what (if anything) I used for my 12th level feat.

If I wanted to use it and not be so crazy, I'd consider a Lesser Orb of X if I wanted to play a blaster.

6937
General D&D Discussion / Re: D&D 5e: For real this time?
« on: February 02, 2012, 10:56:24 AM »
Oh, good. Now it looks as though they're making GNS theory one of their core design principles.
The theory that doesn't mean anything?

6938
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 10:54:23 AM »
I think Agile is overpowered... it's now a must-take for low-level spellcasters, since if you get grappled you can just spend a swift action to cast freely.
Yeah, you're probably right. My original version had a hard per-day cap, but I don't know of a good way to get rid of that. Do you have any ideas?

Standard action activation, maybe? That actually  might be pretty good. You can get out of stuff, but that's all you get to do for that round. If you have to move through the effect for multiple rounds, you have to make multiple checks and that's all you can do.


One thing my games always have with these feats: the skills they benefit are now always class skills.  Might want to add that.  It's small, but significant.
It is in there. In every feat.

6939
Homebrew and House Rules (D&D) / Re: Skill Feats
« on: February 02, 2012, 09:12:27 AM »
I was thinking about these yesterday and trying to see if there is a way I can remove the rank-based X/day use. I'd like something that can be used more consistantly, but not in a way that's too powerful. What about:


Agile [General]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
   As a swift action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impeedment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.


Investigator [General]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
   After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.


Negotiator [General]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks and those skills are considered class skills for you each level.
   You may mimic the effects of Suggestion or Detect Thoughts as an extraordinary ability if you talk to a person for at least one minute. Both of these effects are language-dependent, mind affecting effects. The DC for each ability is 10 + 1/2 your character level + your Charisma modifier. If the target makes their saving throw, they cannot be affected by either ability for 24 hours, and their attitude shifts one step closer to hostile.


Nimble Fingers [General]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks and those skills are considered class skills for you each level.
   You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break an item you can touch with both of your hands as the Shatter spell. Both of these abilities are extraordinary abilities and have a caster level equal to your character level. The DC is 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours.


Persuasive [General]
Benefit:   You get a +2 bonus on all Bluff checks and Intimidate checks and those skills are considered class skills for you each level.
   Magical effects to determine if you are telling the truth do not automatically succeed. The caster must beat your Bluff check with either a Sense Motive check or caster level check for the effect to work.
   You may scare an opponent with effects identical to Cause Fear as a full-round action. This ability has no hit die cap and is an extraordinary ability. The DC is 10 + 1/2 your character level + your Charisma modifier. If an opponent succeeds on their saving throw, they cannot be affected again for 24 hours.


Stealthy [General]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks and those skills are considered class skills for you each level.
   You gain the Hide in Plain Sight ability. You can attempt to remain hidden when moving across areas with no cover or concealment, but you suffer a -10 penalty on your Hide check. You may move at full speed without incurring any penalty on your Move Silently checks.



I couldn't think of a good way to modify Self-Sufficient, so I left it alone. What are your thoughts? Most of these are limited by not working if someone makes their save, but they're otherwise unlimited. Negotiator and Nimble Fingers seem to be the most powerful, but they each take a minute of use to activate, so they can't be used in combat; they're more of social/puzzle encounter solvers.

Agile effectively grants continuous Freedom of Movement, but it takes a swift action to activate and requires a skill check to succeed. Granted, using a skill check to beat a spell DC will likely succeed, it's not a sure-fire thing. It may still need some attention.

Thoughts?

6940
Homebrew and House Rules (D&D) / Re: Hmmm...
« on: February 02, 2012, 08:52:01 AM »
This sounds an awful lot like 1&2e, where you don't gain HD after a certain point but you gain class features (and a small number of bonus hit points).
At least back then, your saves and attack bonus (THAC0!  >:( ) went up down. This version wouldn't do that.

Near as I can tell, as written, it would do what Flay suggested in his third line, which would encourage multiclassing a lot. If it's not supposed to be that way, it just looks like e6 + Con mod to HP afterward.

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