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Messages - TravelLog

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101
He needs to be Level 20.

Hey Percival? Since I'm awesome, can we all be level 20 instead?

I mean... you make a good argument.  I'll have to think about it.

To this argument, I offer the following:


102
[D&D 3.5] High Arcana / Re: [Team] The A-Team team thread (thread)
« on: July 30, 2012, 04:00:14 PM »
Haliax
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CN Unseelie Fey Magic-Blooded Lesser Cansin Blue Mage 5/Shade 1

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103
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 30, 2012, 01:08:34 PM »
Some discipline feats are up. I'm at work, but I'll try to write up the last maneuver in the next few hours.

104
Homebrew and House Rules (D&D) / Re: Wardancer (3.5 base)
« on: July 29, 2012, 01:19:28 AM »
I should have those, and the final 9th level maneuver, up some time tomorrow. If you're looking for something in particular, feel free to ask/suggest.

105
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 28, 2012, 04:58:09 PM »
No unfortunately, as the description states that it is still a limb of the type of creature it's taken from. So if he takes a Balor's arm, a human adept would have two human arms and a Balor arm rather than three human arms.

I'm thinking about placing a limit on eiter duration or number of assimilate limbs. Maybe 1 allowed for every 4 IL?

106
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 27, 2012, 05:47:20 PM »
8th Level Maneuvers are up!

Oh ho, I can definitely see possibilities for this. Splendid.
:evillaugh

1) Does Roaring Tendon Rip's damage scale according to your ECL or your IL? I'm assuming the former.
Correct, ECL. It says "level" rather than IL.

2) Perfect Carnage's text is a little redundant; you can already divide a full attack among multiple opponents.
Fair enough. Simplified.

3) Is the hit point sacrifice for freedom of movement in Asura's Pride optional? The wording suggests yes.
Yes. Again, clarified.

4) Viscera Spilt: Torrential Agony has no practical effect on flying creatures, correct?

It does not. It's more, "Kill tons of mooks with this maneuver so you can focus on more dangerous enemies"

5) Do the extra attacks granted by Unquenchable Bloodthirst Surge consume your attacks of opportunity for the round?

Yes.

6) Unshackled Vermilion Sky Burst has a minor typo: "Finally, all creature's adjacent to the creature that exploded..." You can probably also rework the sentence; there's no delay on the explosion, so you might as well just say "All creatures adjacent to an exploding creature take..." Also, is the Crimson Earth adept only immune to the blinding effect, or does he ignore the grease and explosion damage as well?
All effects. I clarified it "Any creatures besides the Crimson Earth adept within the affected area are effected as follows: *list of secondary effects*

7) Can the movement taken as part of Dance of the Blood-Tyrant exceed your normal land speed so long as it's less than 10 feet per IL? Also, how are the attack bonuses determined for the attacks? As a normal full attack, except with three of each attack such that a +20/+15/+10 routine would become +20/+20/+20/+15/+15/+15/+10/+10/+10, or are they all at your full attack bonus?
Yes, and as a normal full attack in the manner you stated. In both cases, I added clarifying text. Many thanks for the notes, and glad you like it!

107
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 26, 2012, 04:52:18 PM »
Great suggestions. Many of them were adopted or otherwise incorporated into pre-existing maneuvers.

In other news, 7th level maneuvers are up (though I'm thinking of putting Gaia's Calling at 8th, and moving either Dance of the Blood-Tyrant or Red Moon: Harvest Massacre down to 7th). Thoughts?

108
[D&D 3.5] High Arcana / Re: [Team] The A-Team team thread
« on: July 26, 2012, 04:35:06 PM »
Check out Crimson Earth. It's not quite finished yet, but it might well be useful for your character. Also I can't remember where, but I believe that there is an item that grants a pseudo-hand which can be worn over natural weapons.

@Sneaky:  :birthday Blind Guardian

How Crimson Earth is even accessible at this level? In addition to spending 1000xp (or 5000g with the current rules about pre-campaign expenditures), you also have to defeat a martial adept of at least 11th level in one-on-one combat. Seems a bit unlikely for a level 6 character.

I AM ITS CREATOR AND I SAY BOZ CAN USE IT.  :flame

Ahem. Perhaps, with permission from our illustrious, benevolent, and beloved DM, our most excellent friend Bozwevial might be able to make use of the discipline.  0:)

@Boz: I can't speak to Diplomacy, but as you have swords for arms, I think non-verbal Intimidate won't be an issue.

109
[D&D 3.5] High Arcana / Re: [Team] The A-Team team thread
« on: July 26, 2012, 02:22:56 PM »
Check out Crimson Earth. It's not quite finished yet, but it might well be useful for your character. Also I can't remember where, but I believe that there is an item that grants a pseudo-hand which can be worn over natural weapons.

@Sneaky:  :birthday Blind Guardian

110
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 25, 2012, 06:48:11 PM »
Any reason for so many maneuvers? Most disciplines are about 2/3 the size (this is 35, the printed disciplines in ToB are between 20 and 27).
I just like options. I want the discipline to be interesting and varied.

Power Level: I'm shooting for somewhat stronger than normal ToB, and I want stances in particular to be viable at all levels.

Everyone knows what you mean so this is more of a nitpick, but maneuver duration should be "instantaneous", not "instant". Also, some of the maneuvers are missing the number of whatever action they use to initiate ("1 swift action" vs. just "swift action", etc.).
Thanks for the catch. Fixed.

Let The Blood Flow needs a DC for the Heal check.
Terrifying Assault needs a DC for the Intimidate check to beat.
Mad Visage says it has a duration of 1 round, but the effect lasts up to 5 rounds. Also somewhat OP. It's Wall of Blades + free fear.
Blood in the Air looks suspiciously like Hunter's Sense, but with a 15' speed boost thrown in on top.
Like Death's Chosen, there's a Stone Dragon stance that also increases your damage by 1 size category (only it's higher level, limited to Large size, has the usual Stone Dragon limitations, and overall isn't worth it). Most of the time, this will be 1d6 or more extra damage, which is what Punishing Stance gives, but with a -2 penalty to AC and without the bonuses to your saves.
Correct on all counts. Blood in the Air is a boosted Hunter's Sense. The stances for the discipline are meant to be strong, varied, and interesting at all levels.

For Crimson Wave, do the enemies need to be adjacent to each other or to you?
Savage Reprisal should function if you succeed on the opposed Intimidate check, not if you roll higher on it. Ties go to the character with the higher modifier.
How does Masochist's Creed function against attacks that do not provoke attacks of opportunity? Also, probably a little strong. Karmic Strike and Robillar's Gambit are both often considered strong feats and are only available at higher levels.
1. Both actually. To you (if before moving); to each other (if after moving). So you can pick between hitting foes bunched together or surrounding you. But if you attack non-adjacent foes that are surrounding you, you forfeit your move action for the round.
2. Good point.
3. They are unaffected. What level do you think would be more appropriate, and should it be made non-stacking with Karmic Strike and Robillar's?

There's a 4th level Diamond Mind maneuver that does the same thing as Blood-Wind Slash, except without the bonus damage or the Spring Attack-like movement. That maneuver is on the weak side, but this one still feels a bit strong for a 3rd level maneuver.
For Surge of the Merciless, minimum 1 what? Presumably round, I guess?
1. Like I said, I am aiming for slightly higher power. If it's too overboard though, what level do you think would be more appropriate?
2. "You are fatigued for a number of rounds....(minimum 1)." So yep, rounds.  :)

The additional +2 morale bonus in The Blade Hungers is to what, exactly? Presumably the attack roll, I guess?
Yes. Clarified.

How recently must the previous martial maneuver have been made for Grinning Execution? This encounter? Today? Since the beginning of time? What defines having "successfully used a martial maneuver" against someone? If you haven't used a martial maneuver against a target that is stunned, paralyzed, etc., are they still valid targets? What happens if the damage you deal is already sufficient to reduce the target to below 0 hp? What happens if the target is below 0 hp before the maneuver is initiated?
During the encounter. Dealt damage or otherwise affected with a maneuver (clarified as strikes only).

Clarified as follows: "There is no mercy in battle, no kindness or justice. Only death. Crimson Earth adepts reave lives…and they do so smiling. Make an attack against an enemy on whom you have successfully used a martial maneuver (specifically a strike) during the course of the encounter and whose hit points are at or below 1/3rd of their maximum. Enemies below one-half their normal maximum hit points affected by the stunned, staggered, helpless, or paralyzed conditions whom you have used martial strikes against are also valid targets. If your attack against the foe hits, and deals more than half it’s maximum possible damage, that enemy is immediately reduced to 0 hit points, unless their hitpoints would already be lower."

Bone-breaker's Charge's attack rolls cannot be opposed by the target's AC because AC is a static value and not a modifier to a random result. AC can be a DC, though. Any reason the reduction in AC is caused by reducing the various modifiers to AC instead of a direct penalty? What happens if the target does not have any of the indicated modifiers to AC? What happens if the target has a negative modifier to AC of one of the indicated types?
1. Simplified to "if the attacks hit"
2. I chose the modifiers because in a situation where I was to I'm overcomplicating. I just made it directly to AC.

Infinite Agony's Edge seems like a needlessly ocmplex way of dealing just under 80% extra damage. Also, the duration in the table (4 rounds) disagrees with that in the text (5 rounds on you, 4 rounds on your targets).
Totally revamped that particular boost.

Thanks for the help Garryl.

111
[D&D 3.5] High Arcana / Re: OOC Discussion
« on: July 25, 2012, 05:54:23 PM »
Just put up the Crimson Earth discipline. Maneuvers up to level 6 are done so far. Let me know what you guys think.

112
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 25, 2012, 05:15:56 PM »
[ img width=X ] might help a little...
Indeed it does.

Anyway, maneuvers up to Level 6 are done. Thoughts?

113
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 25, 2012, 05:04:03 PM »
Discipline Feats

Sanguine Vitality
Prerequisites: Knowledge of at least one 5th level Crimson Earth maneuver, two other CE maneuvers of any level
Benefit: You gain Fast Healing 1. Any time a Crimson Earth maneuver would grant you fast healing of 5 or greater, you instead gain an equivalent amount of Regeneration while in a Crimson Earth stance.

Crimson Manipulation
Prerequisites: IL 4th or higher, knowledge of at least two Crimson Earth maneuvers
Benefit: You gain a limited ability to manipulate blood. By pricking your finger with a needle as a standard action, you may act as if you possessed shapesand, using blood as the medium instead of sand. Because it is linked to your body, the blood also has the benefit of functioning in an antimagic field, and unlike shapesand, other creatures may not attempt to wrest control of it from you.. When you begin manipulating the blood, you take 5 points of damage. Once you take the blood back into your body (a swift action), the damage is healed.

Offensive Mithridatism
Prerequisites: Must have been negatively affected by a poison
Benefit: You gain immunity to poisons, both mundane and magical. Any time you are exposed to a poison (either by inhaling it, having it introduced to your body by a foe's natural weapons, ingested, or otherwise inserted into your body), you may store that poison for later use. As a standard action, you can voluntarily channel the poison through your palms, coating a weapon you are carrying with the poison. Alternatively, you may use an immediate action after being dealt hit point damage by an opponent to cause your blood to spurt the poison, exposing the creature that damage you to its effects. You can only store one poison at any given time.

114
Homebrew and House Rules (D&D) / Re: Crimson Earth Discipline
« on: July 25, 2012, 05:03:00 PM »
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115
Homebrew and House Rules (D&D) / Crimson Earth Discipline
« on: July 25, 2012, 05:01:10 PM »
Crimson Earth


Blood. There is something magical about blood. The way it drips between your fingers as you force your weapon through the flesh of your foes, the way it seems to twist and to turn, to dance, in the moonlight. There is an art about it. The way blood sprays from the stump of a severed limb, cavorting through the air and spattering the lilacs a crimson, sanguine red. And the smell of it! The way the smell pervades you, follows you beyond the battlefield as if it might awaken you to the joys and sorrows of the world outside the dance of death. The way it sinks into your skin and your hair and your nails and marks you, and how no matter the amount you wash it can never be removed, caressing you eternally, a jacket of rose petals formed from living blood. The knowledge that you bathe in the very life of your foes, that your blood mingles with theirs, making you one. There is no station in battle. No leaders and no followers. Only warriors. Only swords and axes, bows and spears. Only flesh and bone. Only blood.

This is the philosophy of those who practice the Crimson Earth discipline, so named for the manner in which adepts would leave the ground they tread forever stained in the blood of their enemies. Through the manipulation of their own life force, their fighting will, and the blood that surrounds the battlefield, adepts of Crimson Earth become capable of incredible feats: of toughing their bodies, stopping their bleeding and healing, or ignoring, any wounds they might receive. Crimson Earth practitioners can tear the very limbs from their foes, can maim them, leaving them unfit for battle, or slay them outright. They can even harness the power of the blood they spill, though only adepts know the truth of such techniques. The associated skill for Crimson Earth is Intimidate, and its associated weapons are the axe, the greataxe, the scythe, the long-sword, the bastard sword, the katana, the nodachi, the two-bladed sword, the greatsword, the scimitar, the falchion, the fullblade, and the jovar.

The only way to learn the Crimson Earth discipline is to seek out a master–a martial adept capable of using at least 6th-level maneuvers from the discipline. You must train for a month under the master and spend 1,000 xp at the end of your training, in addition to defeating the master in one-on-one combat martial combat. You gain the ability to learn maneuvers from the Crimson Earth discipline. Furthermore, you may exchange your maneuvers known for maneuvers of the Crimson Earth discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor is left to the DM to choose.

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116
Homebrew and House Rules (D&D) / Re: Martial Discipline Compendium
« on: July 25, 2012, 04:16:48 PM »
You sir, have got yourself a drinking buddy. :cheers

118
I'll just drop this here.

119
Homebrew and House Rules (D&D) / Re: Martial Discipline Compendium
« on: July 25, 2012, 01:08:34 PM »
More for ya, boss.

And I see you have those already. Great, now I have to make my own martial discipline so this post doesn't make me look totally worthless.  :grave

120
Homebrew and House Rules (D&D) / Re: Wardancer (3.5 base)
« on: July 25, 2012, 12:54:10 PM »
Do you still get to make the AoOs with Opportunistic Recovery (and it's improved version)?

If so, can you recover two/three maneuvers if a character has Improved and Greater Combat Reflexes, respectively?

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