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Messages - Alternate.howl

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Gaming Advice / Re: Universal character enhancers D&D 3.5
« on: July 27, 2017, 09:10:20 PM »
Grafts should be added as well now that I think about it.

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Gaming Advice / Re: Universal character enhancers D&D 3.5
« on: July 27, 2017, 08:58:55 PM »
I will, thanks

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Gaming Advice / Re: Universal character enhancers D&D 3.5
« on: July 27, 2017, 08:44:34 PM »
So, you are right in many cases, but for certain common bonuses you just pay the additional price of the item, like the example from MIC 234:

Example: Lidda has a pair of boots of striding and springing, and she wants to add a Dexterity bonus (rather than buying gloves of Dexterity). Her friend Mialee isn’t around, so Lidda must track down a stranger to do the work. She pays the wizard 4,000 gp, and four days later her boots now also grant her a +2 enhancement bonus to Dexterity. When Lidda later decides to improve the bonus to +4, she manages to talk Mialee (who has the Craft Wondrous Item feat and knows the cat’s grace spell) into performing the work. After spending eight 8-hour days of work and expending 6,000 gp of components (likely supplied by Lidda) and 480 XP, Mialee succeeds in increasing the +2 enhancement bonus to Dexterity to +4.

Usually you add 1.5 times the cost of an item for most effects, like the example from MIC 233:

In most cases, if the item is one that occupies a body slot, the cost of adding any additional ability to that item is 1-1/2 times the value of the added power (or the value of the added power plus 1/2 the value of the existing item, if the added power normally costs more than the existing item).

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Gaming Advice / Re: Universal character enhancers D&D 3.5
« on: July 27, 2017, 08:33:32 PM »
That is for sure a great start. Thanks. Others that reminds me of are templates, Vampire, Lich, Dark, Xorvintaal, and more.

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Gaming Advice / Re: Universal character enhancers D&D 3.5
« on: July 27, 2017, 08:28:03 PM »
What mostly I'm asking is what are ways you can customize your character that may not be obvious to newer players? There are interesting segments of items to delve into, multi classing, variant rules and more. The aim of this post is to learn more ways to do this. The intent is to find categories of things that can make a character more unique

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Gaming Advice / Universal character enhancers D&D 3.5
« on: July 27, 2017, 07:49:22 PM »
What are methods of strengthening or customizing a character in D&D 3.5 that can be applied to almost any character? I've compiled my own list, what would you add, and where is it from?
List of player character improvers:

Attributes:
Skill tricks (CS)
Flaws for extra feats (UA)
Traits (UA)
Racial substitution levels (varies)

Builds:
Alternate class features (varies)
Multiclassing (physical builds this is a must, varies)
Tome of battle, everyone increases initiator level as character level increases, opening access to feats and maneuvers
Prestige classes (magic users this is a must)
Domain feats (must be character relevant)
Skill Synergy bonuses (PHB)
Retraining feats/skills/levels/spells (PHB II)
Item Familiars (UA)
Elder evil worship grants free feats (Elder Evils)
Legendary sites, typically last a year or permanent, esp Otyugh hole for Iron Will, gp valued. (CS)

Mundane Items:
Poisons (varies)
Alchemical items (varies)
Masterwork skill items (generic +2)
Gimmick items (marbles, caltrops, etc)
Exotic weapons (characters can still use, but non-proficiency is -4)
Hidden blades/spaces (sneaky characters, CS)
Alternate materials for armor/weapons (varies)
Armor/Weapon templates (varies, many in DMGII)

Magic Items:
Stack magic abilities on same item, especially +2 4 6 stat bonuses no charge (MIC)
Custom magic items DMG (ask DM first)

Other:
Contacts (DMG II)
Teamwork benefits (PHB II)
Joining a faction (Complete Scoundrel)


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