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Messages - Ellowryn

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D&D 3.5 and Pathfinder / Re: WotC Website stuff
« on: February 12, 2020, 04:30:45 AM »
Hey, zook, that's awesome!

Is WotC dumping all of this stuff?  Just wondering what prompted this huge data dump.

Im also curious.  Just noticed last week that none of my archive.wizards linked worked and my google fu hasn't turned up any discussion whatsoever of what happened, or even if it is temporary or not.

Also, for some weird reason the Vampire Lord template page is formatted as an ASP so its unreadable.

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Handbooks / Re: Warlock Information Compilation
« on: November 26, 2019, 12:09:48 AM »
This plus the New Warlock Guide on GitP are a great source for anything having to do with warlocks, so thanks for all the work.

I do have one small issue though.  Under epic feats for Epic Fiendish Resilience you rated it very low stating that it only gave you an extra 5 fast heal and only once per day however this is not quite correct.  Its an extra 5 FH each time after the first you take, the first time increases the healing to 25 per round for 5 minutes (also an increase from the basic ability which is 1 minute) which equals 1,250 HP total which is nothing to sneeze at even in epic.  The more important thing though is this: "Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5."  So while just one instance of the feat is useful, multiple actually turn it into serious in combat healing throughout the day.  Maybe making it a *+1/2 if taken only once and boosting up to ** to **+1/2 if taken multiple times.

So, still not more powerful than feats like Shadowmaster, Morpheme Savant, Eldritch Sculptor, and Lord of All Essences, but definitionally worth looking into once those are taken (or in substitution of if some are not available).

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Homebrew and House Rules (D&D) / Re: Berserker (3.5)
« on: August 29, 2017, 05:06:01 PM »
You make a point that getting AC too high keeps them from generating fury from attacks. My concern of running around with an AC in the mid teens at high level is that the character becomes Power Attack bait at that point. They might have the Fast Healing to pull through that, but that's the type of attack that cuts right through DR.

Note that at 20th level, the maximum amount of fury the berserker can have is 5 + Con mod. I don't expect them to have a very huge pool, and he gets a lot of attacks at that point. I see getting hit at lower levels as generating more of the berserker's fury than at high level, proportionately.

To be fair, all pc's are power attack bait at high levels due to the fact that the to hit bonus of melee focused enemies scales almost exponentially while Ac scales linearly.

And the thing with the fury pool is that you are going to be spending multiple fury per round at high levels to deal with the effects of combat.  Using Back on your Feat, Shake it Off, and the various fury attacks puts a big drain on your pool each turn.  Plus full attacking actually becomes more difficult at high levels as mobility becomes extremely important so getting fury from being attacked is even more important.

Why not? Do note that many of those class feature involve things like AoE damage, heavy damage that bypasses DR and hardness, Con damage + debuffs, or death.

I see full-attack damage as just one way to get things done. This guy has choices to make each round. It's one of the reasons I prefer playing casters.

That's fine if you want, just note that as things stand you will be seeing people always choosing one style with this class.

To me, saying "You gain X" rather than "You gain [verbatim description of X], but with these caveats" to be easier. Or am I misunderstanding what you mean? Do you just not like the two different durations?

Eh, what i mean is that the Haste spell gives you a specific list of benefits: +1 Attack on a full attack, +1 to hit, +1 to Ac, +1 to reflex saves, and +30ft to movement speeds.  If you want all those benefits to be given, along with the fact that the ability is countered by the Slow effect, then okay.  But if you only want certain effects, and if you want to improve certain effects (such as extra bonus attacks or movement speeds) then its easier to just give those specific abilities while also stating it wont stack with the spell.

And the different duration's are fine, again i would just always give them a bonus attack on a full round attack while in fury but a semi-scaling of the ability is okay.

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Homebrew and House Rules (D&D) / Re: Berserker (3.5)
« on: August 29, 2017, 03:31:32 PM »
Looking this over it seems fun, sort of like a fury warrior from WoW.  That being said i find a few things odd.
Thanks for looking this over!

Np

Fury's benefits are much like a barbarians rage including the penalty to AC but you also give at the same level pretty hefty bonus to AC through natural armor which is weird.  Since you want to be hit this can also be detrimental.  Perhaps changing it to something like Steely Resolve/Furious Counterstrike (from the crusader class) would be more thematically appropriate.
It's not a natural armor bonus; it's an armor bonus. It gives you the same type of bonus as you'd get from wearing a chain shirt or drinking a potion of Mage Armor. The idea isn't to use the ability to get a super high AC (although you will get a pretty good one at high levels, but fighters are known for having too low AC at high levels), the idea is to give you a roughly level-appropriate AC without wearing armor. This both keeps you from being slowed down by medium/heavy encumbrance ratings, as well as allowing you to run around armored in nothing but oil and pecs/bear furs/whatever.

For some reason i read that as natural armor for some reason, my bad, but the point still stands.  This class wants to be hit by every attack generated by the enemy, missed attacks = less fury.  What you really want for defense is DR as you still generate fury but take less damage.  The other part of the ability (enchanting your skin and such) is cool and useful and doesn't need any change.

You give the class a couple of ways to spend points on one big attack which is counter-intuitive due to the fact that this class benefits more from duel wielding that two-handing a weapon.  In fact besides gaining fury from every attack there really isn't anything else to the class to support fighting with two weapons so perhaps changing them to more fit that method of attacking would be best.  Also giving the class other bonus abilities to support two weapons would be useful, such as simply gaining two weapon fighting at 1st and having it automatically upgrade at 6, 11, and 16.
I was hoping to give an incentive to use either form of fighting, rather than shoe horn the class into One True style. So, using your fury spenders gives you an incentive to use a single large weapon (likely sans Power Attack to make sure it hits). When attempting to gain rapid fury, you'd want to TWF. When charging with Power Attack, you'd want to use one large weapon.

I figure this guy is either making single, big attacks, relying on the damage he takes to boost his fury, or running around like an axe-tornado gaining fury, spending it on mobility and defense/healing abilities. And other than feats spent/gear purchased, there's nothing in the class abilities to stop him from switching as need be.

Edit: I suppose you could have your cake and eat it too by using a two-handed weapon, and making off-hand attacks with armor spikes. This might be considered too cheesy by many (and would require you to wear armor, partially interfering with Iron Skin), but you'd be able to make the large, two-handed attacks at the same attack rate as a TWFer.

So your saying you want the player to chose between doing damage and using class features?

Vigor and Resilience should swap places so that the base 2 scaling ability is gained at 4th level and the base 3 scaling ability is gained at 3.
I noted that they both came in at "odd" levels, but I wanted to see the Fast Healing come online before Damage Reduction. I mean, it really wouldn't change much to swap them. It's a totally subjective decision on my part.

Edit: The reason I remember picking that, was I wanted Vigor to be available at a level where it would only heal one point per round. Again, this is totally subjective, and several of the low-level abilities could get juggled around a bit without ruining things. I wanted to provide something offensive and something defensive/utility based each level, at the lower levels. Swapping Vigor and Resilience would stay within that paradigm.

That is fine but i think moving the DR up (perhaps merging it with iron skin) will give the class a better feel.

The Haste ability is kinda clunky.  Im not sure if the extra attack you gain from spending a fury point generates another fury point or not plus it also gives you more bonus AC (the bonus to reflex saves is useful though).  Instead why not just give an extra attack on a full round action at 6 and then two at 12.
What do you mean by "clunky"? The duration on it, or what? Since Haste isn't an attack (more like a ToB boost), you would gain fury on each attack dealt. If that extra attack hits, you would gain a point of fury you otherwise wouldn't, effectively making the ability "free". I'm fine with that, because it's not guaranteed, and it limits you to making a full attack that round. Once you get to a level where the duration is extended, I was figuring you'd basically be running around with a much-increased movement increase, as well as occasionally making an extra attack on a full-attack. In my estimation, the extra speed is likely as (more?) useful for using in conjunction with all of the standard action attacks, as well as doubling the effectiveness of Leap.

With you being able to gain fury off the extra attack its fine, and the movement increase slipped my mind but is important, bit i feel like you can improve the ability better by just giving the abilities you want from the spell without actually giving all of them and then adding to it later with the clause that the bonuses given don't stack with the haste spell.

Another thing i noticed is adrenaline surge.  As this is your big in-class way to boost damage while also healing i am on the fence about it being a swift action (the two fury point to use it as a swift action is fine though).  Its fine for most of the class but at higher levels there are more important things to be spending your swift/immediate actions on, and i get that you want to make the player choose between offense and defense, but making it a 1/round free action is too much of a boost.  I don't know.

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Homebrew and House Rules (D&D) / Re: Berserker (3.5)
« on: August 29, 2017, 12:24:11 AM »
Looking this over it seems fun, sort of like a fury warrior from WoW.  That being said i find a few things odd.

Fury's benefits are much like a barbarians rage including the penalty to AC but you also give at the same level pretty hefty bonus to AC through natural armor which is weird.  Since you want to be hit this can also be detrimental.  Perhaps changing it to something like Steely Resolve/Furious Counterstrike (from the crusader class) would be more thematically appropriate.

You give the class a couple of ways to spend points on one big attack which is counter-intuitive due to the fact that this class benefits more from duel wielding that two-handing a weapon.  In fact besides gaining fury from every attack there really isn't anything else to the class to support fighting with two weapons so perhaps changing them to more fit that method of attacking would be best.  Also giving the class other bonus abilities to support two weapons would be useful, such as simply gaining two weapon fighting at 1st and having it automatically upgrade at 6, 11, and 16.

Vigor and Resilience should swap places so that the base 2 scaling ability is gained at 4th level and the base 3 scaling ability is gained at 3.

The Haste ability is kinda clunky.  Im not sure if the extra attack you gain from spending a fury point generates another fury point or not plus it also gives you more bonus AC (the bonus to reflex saves is useful though).  Instead why not just give an extra attack on a full round action at 6 and then two at 12.

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I like it, but its reliance on interrupting their opponents actions make it hard to use in PbP.

The Witty Banter Finesse needs cleaning up though, it seems to imply that you use Int for your base save stats but that seems weird.

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Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: July 07, 2017, 09:23:35 AM »
I see the problem, why not put it that any HD up to 20 works, and then after that only HD gained from base, prestige, monster, and template classes count? 
Because I have a bunch of monster classes with more than 20 levels and I'm not sure how to word it.

Also "HD gained from templates" brings us back to undead like zombies.

Alright, im confused now.   :???

Let me try and figure this out.   You have no issue with any creature, weather a base creature from MM1 or from a monster base class, wielding puremetal as long as it qualifies through craft skill ranks right?  What you have a problem with is non-epic base creatures with more than 20 HD (such as the tarrasque) wielding them, and more specifically having the intelligent undead versions of these creatures which can be controlled by a necromancer spellcaster?

Also, what zombie template gives HD?  The various zombie monster classes give HD but those follow the rules for classes at epic levels (+1 to BaB and Saves gained at every other level).

As for spellcasters gaining an army of minions equipped with puremetal, they can do that easily multiple ways.  Necromancy is usually the most common way.  Leadership and Diplomacy are other ways, along with enchantment spells.  The only real way to prevent any spellcaster from doing this is to have the Dm sit down with the player and say "no you cant do this".

Sorry for harping on this so much, i like this brew (its a great way for martials to keep up with spellcasters with out having to become psudospellcasters themselves) but i just don't like the fact that it is almost useless at epic levels where its be a spellcaster or be a minion/footstool.

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Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: July 05, 2017, 02:16:01 PM »
I see the problem, why not put it that any HD up to 20 works, and then after that only HD gained from base, prestige, monster, and template classes count? 

And why not also list that only BaB gained from HD count for the purpose of calculating benefits?  And specifically point out Divine power/Tenser’s Transformation/etc as something that doesn't work if need be?

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Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: July 04, 2017, 03:25:20 PM »
A couple of questions:

For Mythril Tower shields do you get to ignore the max dex bonus of 2+?
Yes.

And why the hate on epic levels?  Especially since BaB scales poorly at epic levels for all classes i doubt the bonuses gained from the increased BaB will cause any sort of game imbalance (beyond the fact that balance doesn't really exist at epic levels anyways).
It was not to prevent epic Bab, but to prevent shenigans from monsters that can get more than 20 HD pre-epic.

If you've got a better wording suggestion I'm all ears.

Sweet, i figured as much but the wording was a little confusing.

Hrm, i get the whole no HD from special effects part (makes total sense), but as for better wording...  Wouldn't just saying only class HD count for progression work?  Obviously it would specify to include base, prestige, monster, and template class levels.

From my perusing through the various monster manuals most of the monsters that have over 20HD but less than 20 CR tend to be either Magical Beasts and Golems (which can't really benefit from the armor/weapons anyways without massive rebuilding) or Outsiders (who wouldn't want to give up their Sp abilities) or Elementals (would gain a benefit from wearing armor/weapons but interacts poorly with some of their abilities and you basically have to rebuild the monster from the ground up to even get the ability to use them anyways).  And given the benefits gained from having a high BaB form puremetal (mainly bonus damage/ac/save dc's) and the lack of the ability to take the alloy feats i doubt you could really break anything.

Out of curiosity, what are the shenanigans you are worried about people using?  That would make it easier to narrow down better wording.

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Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: July 03, 2017, 02:27:10 PM »
A couple of questions:

For Mythril Tower shields do you get to ignore the max dex bonus of 2+?

And why the hate on epic levels?  Especially since BaB scales poorly at epic levels for all classes i doubt the bonuses gained from the increased BaB will cause any sort of game imbalance (beyond the fact that balance doesn't really exist at epic levels anyways).

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Oslecamo's Improved Monster Classes / Re: Saint
« on: July 03, 2017, 02:02:08 PM »
I have a question about the purity virtue:  Is it your intent to allow the saint to use magic items (such as gloves of dexterity)?  I went through the DMG and MiC and could not find anywhere that magic items were magical effects.  Granted i could have missed where it stated that, but the question still stands.

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Introduce Yourself / Re: Hello All!
« on: July 01, 2017, 11:09:43 PM »
And another post for good measure, but who can you really tell is human or not these days?  Once skynet rises and wipes out you humans What is the difference between humans and machines anyways?  Maybe i should just ask Major Kusanagi....

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Introduce Yourself / Hello All!
« on: July 01, 2017, 11:06:49 PM »
Didn't realize you guys were going to make a whole new site or i would have made an account much sooner, but oh well here i am.

You can either find me here or on GitP.

Currently i live in the heaven known as the American Southwest.

When me and my friends are not playing D&D or rifts, we go out for some Airsoft.

Anyways, glad to be on board!

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