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1
Oslecamo's Improved Monster Classes / Asperi
« on: December 13, 2021, 02:19:31 PM »
Asperi



HD: d10
LevelBABFortRefWilFeatures
1+1+2+2+0Wind Steed Body, Ascetic Rage, Frosty, Scent, Wind Immunity
2+2+3+3+1Ability Boost, Fast Movement, Feather Fall, Telepathy, Teeth, Uncanny Dodge
3+3+3+3+1Ability Boost, Dodge Arrows, Fast Movement, Growth, Ride the Wind

Skills: 4+IntMod/level (x4 at 1st). Class skills: Balance (Dex), Concentration (Con), Knowledge (Nature) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: Asperi are proficient with their own natural weapons. They are not proficient with any armor.
 

Features:
Wind Steed Body: An asperi loses all other racial traits and becomes a magical beast, gaining the following traits:

  • Medium size
  • 40 ft. base land speed
  • Two natural hoof attacks, dealing 1d4+Str mod damage
  • Darkvision 60'
  • Low-light vision
  • Asperi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
  • Asperi cannot speak, but understand Common (and gain bonus languages as normal).
  • Additionally, the asperi gains a bonus to natural armor equal to its Con modifier.

Ascetic Rage (Ex): Levels in asperi can count as levels in either barbarian or monk for the purposes of fast movement, number of rages per day, uncanny dodge (see below), AC bonus, and unarmed strike damage.

Frosty (Ex): An asperi gains the [Cold] subtype, which grants immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Scent (Ex): The scent ability allows an asperi to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wind Immunity (Ex): Winds, either natural or magical, have no effect on an asperi unless it chooses to ride them for additional movement (see Ride the Wind, below). This benefit applies equally to mountain gales, magical windstorms, elemental whirlwinds, and other similar effects.

Ability Boost: At second level, an asperi gains a bonus of +1 to Str and Con, and again at third level, for a total of +2 Str and +2 Con.

Fast Movement (Ex): A second level asperi adds +10 feet to its base land speed, and again at 3rd level, for a total base land speed of 60 ft.

Feather Fall (Sp): At second level, an asperi may use feather fall as the spell one time per day per 2 HD. Caster level equals the asperi's HD.

Telepathy (Su): A second level asperi can communicate with any creature that has an Intelligence score of at least 1 through a form of telepathy. This communication has a range of 10 feet per HD, and its complexity is limited by the Intelligence score of the other creature.

Teeth (Ex): At second level, the asperi gains a secondary bite attack that deals 1d4+1/2 Str damage.

Uncanny Dodge (Ex): A second level asperi retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 4 levels higher. It can flank characters with the uncanny dodge ability as if it were a rogue. Add asperi levels to levels in classes which grant either the uncanny dodge or the improved uncanny dodge ability.

Growth (Ex): At third level, the asperi grows to Large (long) size. At this time, the damage from its hoof and bite attacks increases to 1d6 each.

Dodge Arrows (Ex): At third level, an asperi Riding the Wind (see below) gains a +2 dodge bonus to AC, +1 per 3 additional HD (+3 at 6th, 4 at 9th, etc), against any missile attack during any turn in which it takes a move action. If it has a rider, he or she also gains the bonus. The bonus lasts until the asperi’s next turn.

Ride the Wind (Su): At third level an asperi may move as if under the effect of an air walk spell, except that it gains the end of turn movement of high winds as bonus movement (+5 ft. to speed for each 5 mph of the prevailing wind) when moving with winds faster than 20 mph, rather than moving at the end of its turn. Adverse winds do not slow it down, but they provide no bonus movement.
An asperi carrying a rider gallops through the air so smoothly that the rider can cast spells without making Concentration checks, provided that the asperi does not attack or perform any sudden aerial maneuvers.
An asperi can share this magical movement with up to one other creature within 5 feet, for as long as it remains within 5 feet. Asperi mothers use this to allow their foals to run with the herds; after a fall or two (caught with feather-fall), the foals learn to stay with their mothers while in the air.

Comments
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2
Min/Max 3.x / [3.5] 'Unlimited' Wizard, e6 'friendly.' Sorta.
« on: August 12, 2016, 05:50:47 AM »
This character can cast 'unlimited' 3rd level spells at 6th level. Presuming that 4th level spells exist in E6 play, this works with that as well.

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Necropolitan Human Wizard
F: Invisible Spell
F: Rapid Spell (Has no other MM prereq., all the others do)
H: Repeat Spell
W1: Scribe Scroll
1: Collegiate Wizard
2: (Get Mnem Enh via Collegiate Wiz)
Moderate Taint Feat: Spell Mastery (Mnem Enh)
Severe Taint Feat: Sig. Spell (Mnem Enh)
3: (Open)
4:
W5: (Open)
5:
6: Arcane Thesis (Mnemonic Enhancer) (Cast Sanctum Mnem Enh from 3rd slot)

(If Collegiate Wizard is unnecessary to get a 4th level spell in an e6 Spellbook, dump it. In case you're unable to use it to learn 4th's in e6, there's always Arcane Disciple (Spell), which has Mnem. Enh as a 4th. Outside e6, Arcane thesis (M's Lucub.) for when you have actual 5th slots. Perhaps delay things by not being a Necropolitan so that you can actually use DCFS.)

Trick:
1. By 'losing' 3rd level prepared spell, cast (Invisible -1 slot, Sanctum -1 slot and -1 spell level, Rapid +0, Repeat +2 slot) Mnemonic Enhancer.

2. Use the 3-levels' worth of slots to prepare a spell.

3. The following round, Mnemonic Enhancer re-casts.

4. Get Mnem. Enh. 'back' with the Retain function (prepares Invis, Sanctum, Rapid, Repeat Mnem Enh).

5. Cast the prepared (Invis, Sanctum, Rapid, Repeat) Mnem Enh., See 2-4

Do it again. Each minute+2rds, you have an extra 3rd level spell prepped. Be sure not to skip prepping an I.S.R.R Mnem. Enh to recharge again later. Rapid Spell makes this 1 3rd slot/minute, rather than 1/10 mins, so be sure to use it.



Past 6th play/non-e6 games:

Take Arcane Thesis (Mage's Lucubration), Sig. Spell M's Lucub. Lose a prepped 5th spells to Cast it once (Repeat, invisible, sanctum), to get it 'back' as a 5th (sanctum) level spell, then get any other 5th (6th w/ sanctum applied) or lower spell, you've cast within the last 24h. You will pretty much never run out of '6th' or lower spells, as long as you apply sanctum to them! (-1 to saves is hard. It's the price, though)

Edited to clean up, and effectively put back to orig.

3
Frostburn has both Forzen Wild Shape (allowing forms of Magical Beasts with the Cold subtype), and mantle of the icy soul (granting a creature the cold subtype, though it's been reprinted in SpC).

Though you can't become a templated creature with alternate form, could you still use Frozen WS to become an icy souled blink dog, for example? Or is this too 'permissive' of a reading?

4
Gaming Advice / [3.5] Why is Cloud Anchorite a low Will class?
« on: July 17, 2016, 08:00:54 PM »
Was Cloud Anchorite's (Frost) poor Will save ever explained or errata'd? To me it looks exactly like a differently flavored Monk; am I missing something other than inconsistent design?

5
The Journeymage


   
Ooh, where did you learn that?
-Shalindra, Elan Journeymage

A journeymage is, for various reasons, a wandering mage. She has the stamina to take long journeys in many environments, and is especially hardy. For a mage. She'll eventually become . She can perform most any task required of her, and she loves both gossip and hidden lore. Unlike many mages, she actually talks to people, or at least knows how. They, in turn, don't always respond with abject fear and hatred.


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Making a Journeymage
A journeymage should play like a mix between wizard and sorcerer, for the most part, though she can actually have a social grace or two. Her ability to be moderately competent at any skill, coupled with her ability to learn any arcane spell, makes her highly versatile. By high levels, she should be able to reliably do most anything she is required to do.

Abilities: Intelligence drives her almost entirely; her spellcasting ability, save DCs, her Lore, Mastered Spell and Forethought all key off of it. Constitution and Dexterity each have benefits, with Constitution being possibly of greatest importance. Wisdom and Charisma each can provide benefits to a journeymage, and avoiding penalties here is best. Strength is largely unimportant, especially at higher levels; when she's not lugging a library around as much.
Races: Gnomes, halflings, humans, and half-elves make up the bulk of the journeymage population, though the versatility attracts changelings, and a surprising percentage of the (very small) elan population have taken to the path of the journeymage. Dwarves and elves are often a bit too set in their ways to wander as journeymages.
Alignment: Any.
Starting Gold: 3d4×10(75 gp)
Starting Age: As wizard.

Class Skills
The Journeymage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Sense Motive (Wis), Speak Language (--), and Spellcraft (Int).

Skill Points at 1st Level: (4 + int)×4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6



Level

BAB

Fort

Ref

Will

Special

0th

1st
Spl
2nd
per
3rd
day
4th

5th

6th

7th

8th

9th
1st+0+2+0+2Running Endurance, Lore, Jack of All Trades30
2nd+1+3+0+3Master Spells41
3rd+1+3+1+3Easy Stride, Forethought, (Mastered Spell)41
4th+2+4+1+4(Reserved Slot)521
5th+2+4+1+4Traveler's Knack, (Mastered Spell)521
6th+3+5+2+5(Reserved Slot)5221
7th+3+5+2+5Expert Swimmer, (Mastered Spell)6321
8th+4+6+2+6(Reserved Slot)63221
9th+4+6+3+6Strong Stomach, (Mastered Spell)63321
10th+5+7+3+7Timeless Body, (Reserved Slot)633221
11th+5+7+3+7Disease Immunity, (Mastered Spell)743321
12th+6/+1+8+4+8A Thousand Faces, (Reserved Slot)7433221
13th+6/+1+8+4+8Inexhaustible, (Mastered Spell)7443321
14th+7/+2+9+4+9Tongues, (Reserved Slot)74433221
15th+7/+2+9+5+9Enduring Life, (Mastered Spell)74443321
16th+8/+3+10+5+10Extended Lifespan, (Reserved Slot)854433221
17th+8/+3+10+5+10Lasting Life, (Mastered Spell)854443321
18th+9/+4+11+6+11(Lifespan, Reserved Slot)8554433221
19th+9/+4+11+6+11Enduring Body, (Mastered Spell) 8554443322
20th+10/+5+12+6+12Mastery of Forethought, (Lifespan)8555443322
Weapon and Armor Proficiencies: Journeymages are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a journeymage’s movements, which can cause her spells with somatic components to fail.

Spells: A journeymage casts arcane spells which are drawn primarily from the wizard spell list, although she can eventually learn and prepare nonwizard arcane spells. A journeymage must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the journeymage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a journeymage’s spell is 10 + the spell level + the journeymage’s Intelligence modifier.

Like other spellcasters, a journeymage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The journeymage. In addition, she receives bonus spells per day if she has a high Intelligence score. She recieves a bonus 0-level spell per day if she has 10 or greater intelligence, plus an additional one per 4 points of intelligence bonus. At 1st level, she only receives bonus 1st level spells per day.

Unlike a bard or sorcerer, a journeymage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the journeymage decides which spells to prepare.

Bonus Languages: A journeymage may substitute Draconic for one of the bonus languages available to the character because of her race.

Running Endurance (Ex): A 1st level journeymage may use the benefits of the Endurance and Run feats.

Jack of All Trades (Ex): A journeymage can use any skill as if she had 1/2 rank in that skill. This benefit allows her to attempt checks with skills that normally don't allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn't allow skill checks (such as Speak Language), this ability has no effect.

Lore (Ex): A journeymage collects various legends and is a sponge for knowledge on any topic. Just as a bard can with bardic knowledge, the journey adds her level and her Intelligence modifier to the lore check. This functions otherwise exactly like, and stacks with, a bardic knowledge check.

Spellbooks: A journeymage must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all journeymages can prepare from memory.

A journeymage begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the journeymage has, the spellbook holds one additional 1st-level spell of your choice. At each new journeymage level, she gains two new spells of any spell level or levels that she can cast (based on her new journeymage level) for her spellbook. At any time, a journeymage can also add spells found in other wizards’ or journeymages' spellbooks, as well as spells found on scrolls containing arcane spells to her spellbook, but she must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook). The journeymage can learn and thus prepare nonwizard arcane spells in this fashion but the two free spells she gains for advancing in class level must be selected from the wizard spell list. She may use spell-trigger and spell completion items for any spells she adds in this fashion as though the spelks were on her spell list.

Master Spells (Ex): At 2nd level, a journeymage chooses a number of her spells equal to her Intelligence modifier that she already knows. From that point on, she can prepare these spells without referring to a spellbook. At 3rd level, and every two journeymage levels after that, she may master another spell in this fashion. She qualifies for the Spell Mastery feat as if she were a wizard.

Easy Stride (Ex): A 3rd level journeymage's land speed is faster than the norm for her race by +5 feet, +5 feet for every three levels beyond 3rd. This benefit applies only when she is wearing no armor, and carrying no more than a light load.

Forethought (Ex): When preparing her daily allotment of spells, a 3rd level journeymage can reserve a number of spell slots equal to her Intelligence modifier. As a standard action, she can use one of these slots to cast a spell that she selected for the Master Spells ability, or the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell she intends to cast.

Alternatively, as a full-round action, she can use a reserved slot to cast any spell that she knows. The spell is resolved as normal, but for the purpose of the spell, her caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell she intends to cast.

At 4th level, and every two journeymage levels after that, she may reserve one additional slot in this fashion.

Traveler's Knack (Ex): At 5th level, when making any skill check, a journeymage can use 1/2 her journeymage level (rounded up) in place of the number of ranks she has in the skill (even if that number is 0). For example, a 5th-level journeymage would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks). She can’t take 10 on checks when she uses traveler's knack (to take 10 she has to use her actual ranks). Due to her Jack of All Trades ability, she can even use skills in this fashion that normally require training.

Expert Swimmer (Ex): At 7th level, a journeymage can hold her breath for 3 rounds per point of Constitution (or plus 2 rounds per point of Constitution, if she has a hold breath ability measured in rounds). She gains a +4 bonus on Constitution checks made to continue holding her breath. On a successful Swim check, she swims her land speed (as a full-round action) or half her land speed (as a move action). Her natural swim speed increases by 10 feet, if she has a swim speed.(If she already has the feat, she may retrain it at no cost, following all the strictures in DMGII.)

Strong Stomach (Ex): A 9th level journeymage reduces the effects of sickening and nausea by one step. She cannot become nauseated. If she is exposed to an effect or condition that would normally make her nauseated, she becomes sickened instead. If an effect or condition would normally sicken her, that effect is negated.(If she already has the feat, she may retrain it at no cost, following all the strictures in DMGII.)

Timeless Body (Ex): After attaining 10th level, a journeymage no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the journeymage still dies of old age when her time is up.

Disease Immunity (Ex): An 11th level journeymage gains immunity to all diseases, including supernatural and magical diseases.

Tongues (Ex): A journeymage of 12th level or higher can speak with any living creature.

Inexhaustible (Ex): A 13th level journeymage reduces the effects of fatigue and exhaustion by one step. She cannot become exhausted. If she is exposed to an effect or condition that would normally make her exhausted, she becomes fatigued instead. If an effect or condition would normally fatigue her, that effect is negated.

A Thousand Faces (Su): At 14th level, a journeymage gains the ability to change her appearance at will, as if using the disguise self spell. This affects the journeymage’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the journeymage’s appearance, within the limits described for the spell.

(A changeling journeymage gains the supernatural ability to use the change shape quality as a full-round action to take the form any small or medium humanoid instead of this ability. She may use this ability in conjunction with her Minor Change Shape ability, on the same action (the minor change shape becomes part of the action of using this ability). If she has the Quick Change feat, this takes a move action instead.)

Enduring Life (Ex): Whenever an 15th level journeymage would gain a negative level, she can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to her Constitution bonus (if any). The journeymage also gains a +4 bonus on Fortitude saves to remove negative levels. For example, if Shalindra (Con 14) is struck by a wight, she gains one negative level. However, she can ignore the -1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. And as a spellcaster, Shalindra also avoids losing a spell slot for 2 minutes.(If she already has the feat, she may retrain it at no cost, following all the strictures in DMGII.)

Extended Lifespan (Ex): At 16th level, and every two levels beyond a journeymage's maximum lifespan due to her race is doubled. She's close to immortal.

(Elan, killoren, warforged and other functionally immortal journeymages gain a different benefit. At each of these levels, their age categories due to race are reduced by half, so that they gain the mental benefits of aging at lower ages, as described in each of their racial descriptions. Any races without a particular age category gain an Venerable age category of double their Old category, an Old category of double their Middle Age category, and a Middle Age category of double their Starting Age.)

Lasting Life (Ex): Once per round as a standard action, a 17th level journeymage can attempt to remove a negative level from herself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). If the saving throw succeeds, the negative level goes away. She makes a separate saving throw for each negative level she has gained. If the save fails, she retains the negative level, but she can try again next round to remove it. (If she already has the feat, she may retrain it at no cost, following all the strictures in DMGII.)

Enduring Body (Ex): A 19th level journeymage heals ability damage at a rate of 1 point per round, and heals ability drain at a rate of 1 point per minute.

Mastery of Forethought (Ex): At 20th level, she may use her Forethought ability to reserve as many of her spell slots as she chooses. She may use a reserved slot to cast any spell she knows of that slot's level or lower as a standard action rather than a full-round action, with no loss in caster level.


Playing a Journeymage
A journeymage is a good option for party face, even though Charisma is not a highly recommended ability, due to her class skills. She might be part of a college of wizardry, or a completely lone operator. A journeymage will play much like a sorcerer or wizard, except that she can use any skills with moderate proficiency, in addition to those skills she chooses to focus on. Her endurance and speed will allow her to travel better or faster, for the most part, though combat is affected some. Her long-term health, due to Timelessness and Enduring Life/Body mean that she's likely to be alive for a long time; and an elan journeymage might just be around forever...unless she's been using her talents at disguise to be a spy.

 Combat: A journeymage should be able to position herself in combat better than her wizard counterparts, due to her increased speed, and her ability to balance, jump, tumble, and escape grapples better than they can. The difference would not be huge, but she'd be able to use skill checks where a wizard would likely use spells, thus saving resources. Her prepared spells are no more or less effective, though her Forethought ability can reduce her caster level when used. Most of what she can do is available to wizards, but she will likely outstrip them in the versatility department.
 Advancement: Metamagic feats and Item Creation feats could be the path for a journeymage, or she can gain further versatility via Arcane Disciple, for example. Perhaps she wants a familiar; Obtain one. Overall, she'd likely advance like a wizard or loremaster-bound bard. Hopefully, she'd stay in the journeymage class, but there are some prestige classes that give nifty abilities too; she could try one (or more) of those out.
 Resources: As with a wizard, a journeymage's greatest asset is a wide variety of spells; she should look hard for spells that she can use from unusual sources. Her ability to learn any arcane spell will eventually allow her access to some healing and perhaps some unusual effects like tracking or early access to spells like wall of stone or hold monster. Such early access will impact the efficacy of any of those spells that allow a saving throw, due to being lower level, and lower caster levels can mean lesser results.

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6
Homebrew and House Rules (D&D) / [3.5] Non-vancian casting
« on: May 28, 2015, 02:49:14 AM »
Spellcasting all day long...



Premise: Casting a spell should not be limited to per diem, but be uncertain. Spells have a DC of 10+minimum caster level (changed to always be spell level*2 -1)+spell level. Simplifies to 9+(spell level*3). The DC is opposed by a straight check of 1d20+ the character's ECL (note: this is NOT a CL check). Monsters instead add CR to 1d20, rather than ECL. If they're under CR'd, too bad; they don't cast as well. Period.

The table below shows DC's by spell level, the level at which a 50% or greater success rate is achieved, the level at which a 100% or greater success rate is achieved, and the range of success from the minimum caster level to cast a spell of that level, to the success rate at 20th (greater than 100% success rate currently serves no purpose, but may if someone can think up something good)

Table: Spell DC's
SpLv -->0123456789
DC ---->9121518212427303336
50% -->1147101316192225
100% ->8111417202326293235
MinCL-20th65-160%50-145%45-130%40-115%35-100%30-85%25-70%20-55%15-40%10-25%

As you can see, spamming your highest level spells is difficult; at 20th level, you have a 25% chance of success casting a 9th level spell. However, beyond wasted actions, there's no penalty for failure; try again next round. Or use a spell with a greater chance of success. 5th level spells have an 85% chance of success at 20th, and 4th can't fail. When 100% is reached, the character need not roll.

Metamagic adds to the DC at the normal rates, and must either be prepared, or it takes a full-round action to cast spontaneously; as normal. Perhaps spontaneous casters with a list of spells known (Bard, Sorc, Fav Soul, etc) get to use MM at no additional action cost... they get spells a level later, but use MM faster.

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 This is intended to replace limited spells per day. Instead, prepared spells are the list of spells that the caster may attempt to cast. Spontaneous conversions (Cleric, Druid, etc) are merely 'permanently prepared' spells. Bards have a spellbook, and their spells per day is what they can prepare. Sorcerers... wouldn't get much other than Cha to DCs, rather than Int; perhaps use the Battle Sorcerer UA variant to differentiate them from wizards... also with a spellbook. I understand that this changes the flavor of bards and sorc's... Please suggest alternatives.

[EDIT] Alternate numbers: DC= 10+min CL, so 9+Spell Level*2. When Wiz/Clr/Drd gets spells of a particular level, they'd have 55% chance to get that spell off. At 20th, 6th and below would be at will, and 7th, 8th and 9th would be at 90%, 80% and 70%, respectively. I think the orig is more 'balanced' vs non-casters, but lemme know. [/EDIT]

7
Starmetal Infused Creature


  'Starmetal Infused' is an acquired template that may be applied to any living, corporeal creature with an intelligence score of 3 or greater, except for elementals (hereafter referred to as the base creature).

Size and Type: The creature's type changes to construct, and it gains the Augmented [original type] subtype. Its other subtypes do not change, with the special exception of the living construct subtype, which is lost. Warforged who become starmetal infused creatures gain the Augmented Warforged subtype, may choose to retain or replace their Warforged feats, and may continue to qualify for feats, items and classes as if they were Warforged.

Hit Dice: Change all current and future hit dice to d12's. Reduce level or HD by 2 (see 'Starmetal Displacement Infusion', below). Recalculate HP based on the new HD, but recalculate Base Attack Bonuses, Saves and skillpoints using the same rates as the base creature, including for later advancement by racial HD.

Armor Class: Increase the Natural Armor of the base creature by 1, with an additional +1 per 3 HD or levels.

Attacks: Creatures without a natural attack gain a primary slam attack dealing damage as a club for a creature of that size, plus 1 and 1/2 times the creature's Str modifier. So that's 1d6 for Medium, 1d4 for Small, and 1d8 for Large creatures.

Damage: Treat all the creature's natural attacks as adamantine for the purposes of damage reduction and hardness. Additionally, the creature's natural attacks deal an extra 1d6 damage to creatures with the Extraplanar subtype, while on the Material Plane.

Special Qualities: The starmetal infused creature retains all the special qualities of the base creature, and gains those of the Construct type, with some exceptions, as follows:

Darkvision out to 60 feet, plus Low-light Vision.

Unlike other constructs, a starmetal infused creature is not immune to mind-affecting effects; it's a living mind in a construct body.

Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Having no metabolism, the starmetal infused creature is also immune to the sickened and nauseated conditions. (This last is for clarity; it's not called out in the type, but living constructs are listed as immune, so this removes all doubt)

Unlike other constructs, a starmetal infused creature heals damage at the same rate as a similar living creature, though the heal skill has no effect on their rate of healing. The spell mending heals 3 hp of damage, and make whole heals 2d12 plus 1 damage per caster level (maximum +10). If the creature is able to use tools, it may also repair itself as if it had the Craft Construct feat, as can anybody else who has the Craft Construct feat. To do this, they need a heat source and metalworking tools; the cost is 10gp per hit point, and HP are restored at a rate of 1 per 5 minutes' work. A construct with the fast healing special quality still benefits from that quality.

Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

Since, unlike other constructs, it was once alive and has the same soul it had before, a starmetal infused creature can be raised or resurrected by any means that would have brought it back to life before becoming a construct.

It gains DR 1/Adamantine at every even HD or level; so DR 1/Adamantine at 2HD,  DR 2/Adamantine at 4th level, etc.

It gains bonus hit points based on size, as shown on the following table.

Creature
Size
Bonus
HP
Small
10
Medium
20
Large
30
Huge
40
Gargantuan
60
Colossal
80

As constructs, starmetal infused creatures do not eat, sleep, or breathe. Additionally, they are immune to aging penalties, cannot be magically aged, cannot die of old age, and so might exist in their current forms for eons.

Special: Warforged may opt to either lose or retain their Composite Plating quality. If they choose to lose it, they also lose the Adamantine Body, Mithral Body and Mithral Fluidity feats, if they had them. They may choose feats that they qualify for to replace them.

Saves: Having no Con score alters the creature's fort save bonuses; Con - is a +0 bonus to Fort saves and Concentration checks.

Abilities: The creature no longer has a Constitution score, Dexterity is reduced by -3, and Strength is increased by +6.

Challenge Rating: As base creature.

Advancement: As base creature; only HD are changed. So if a monstrous humanoid became starmetal infused, and it advanced, it would gain 1d12 HD, +1 BAB, Good Will and Reflex saves, poor Fortitude, and 2+ int skillpoints.

Level Adjustment: +0, but the creature loses 2 levels. See 'Starmetal Displacement Infusion', below.


Example of creature using template here:
(click to show/hide)

Starmetal Displacement Infusion
For a creature to become starmetal infused it must drink a concoction of powdered starmetal and special reagents that costs 3000gp (for Small or Medium creatures; for larger creatures, double the cost for each size category above medium), and takes 1 week to prepare. Once drunk, the starmetal petrifies the creature (DC 1 Fort save to resist; resisting ends the transformation, ruining the infusion) as it rapidly displaces the creature's flesh with starmetal. The process takes 24 hours, during which the petrified creature is helpless and unconscious. While the creature's body is being replaced by the starmetal, it loses some of its life force as its body tries to resist the change. If the creature is too weak, the petrification is permanent; but rather than being stone, the creature is starmetal; stone to flesh will not restore the creature, though polymorph any object, wish or miracle will. If, however the creature survives the process, it wakes up at the end of the 24 hours with its new body fully functional.

Game Effect: Immediately upon losing awareness, a newly infused starmetal creature loses 2 levels as if the spell raise dead had been used on it, additionally, it's set to the minimum XP required for that level. (If losing a level would reduce the subject to less than 1st level, it is simply left petrified at 1 HD, with 0 XP.) No spell, not even restoration, can restore these lost levels and XP.

Feats

Rigid Consciousness
[Racial]

Prerequisite: Starmetal Infused Creature

Benefit: You are immune to mind affecting effects (charms, compulsions, patterns, phantasms, and morale effects). You may not drop this immunity for any but your own spells and abilities.


Hardening
[Racial]

Prerequisite: Starmetal Infused Creature, DR 3/Adamantine

Benefit: Your current and future improvements to your DR from your starmetal infused template is no longer bypassed by anything; it becomes DR X/-.

8
Homebrew and House Rules (D&D) / [3.5] Race: Living Statue
« on: May 16, 2015, 09:05:12 PM »
LIVING STATUE


   
Quote of Some Kind by a member of the race!

The race of Statuary, or living statues, began as the rare progeny of humanoids and those constructs given life through the incarnate construct spell. Their form can vary, though most often they resemble humanoids such as humans, elves, dwarves and gnomes, with a few resembling minotaurs, firbolg, gargoyles, or other humanoid shaped creatures. While humanoid in form, they bear the obvious sign of their progenitors' origins; usually having wooden, clay or stone flesh, though they occasionally have metal bodies. Living statues are similar to warforged, though they are not manmade modular constructs, but construct-like creatures born of their parents.

Though they need not eat to survive, living statues can consume materials such as stone, clay, wood, or metal. If they do so, they can increase in size, and over time their flesh can become more like these substances. Statuary's inorganic bodies do not degrade as creatures of flesh do, and the rigidity of their bodies reaches their minds as well; living statues do not age. They accrue neither physical penalties nor mental improvements, and appear to have no maximum age.

By default, statuary are small creatures. As they continue to consume material, they can grow in size to medium, or even larger. No huge statuary are yet known, but they could be possible...



LIVING STATUE RACIAL TRAITS
  • -2 Dexterity: Living statuary are very dense, reducing their reaction times.
  • Small: As a Small creature living statue gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Humanoid (Living Construct): Though humanoid, living statuary are not subject to the curse of lycanthropy.
  • Speed: 30'
  • Living statues have a natural slam attack dealing 1d4 bludgeoning damage.
  • The spell mending heals a living statue for 1d6 damage, and the make whole spell heals 1d6 per caster level, to a maximum of 10d6.
  • Dense Body: At creation, choose wood, clay or stone; the living statue is comprised mostly of this substance. A wooden bodied living statue has DR 1/slashing and is subject to repel wood as if he were holding an undroppable wooden object. Additionally, warp wood deals (or heals, see the spell description) 1d6 damage per 2 caster levels (maximum 5d6), Fortitude save for half. A clay body weighs twice what a wooden body does (weight multiplier 2), has DR 1/magic, -2 to climb and move silently checks, and -4 to swim checks, while a stone body weighs 3 times what a wooden body does (multiplier 3) has DR 1/Adamantine, but is subject to repel metal or stone as if he were wearing metal armor, and has a -3 penalty to climb, jump, move silently, and tumble checks, and a -8 penalty to swim checks. Living statuary with clay or stone bodies take damage from the shatter spell as if they were crystalline creatures, and stone shape can deal (or heal, at the caster's option) 1d6 damage per 2 caster levels (maximum 10d6).
  • Gargoyle Ancestry: Rarely, living statuary have gargoyle heritage. A living statue meets the dragonblood requirement for the "Dragon Wings" and "Improved Dragon Wings" feats from Races of the Dragon. He must satisfy all other requirements of the feats.
  • Living statuary have a -2 racial penalty to swim checks, due to their density.
  • Automatic language: Common or Giant, Bonus languages: Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Orc; living statuary learn the languages of their humanoid forebears.
  • Level Adjustment +0
  • Favored Class: Any.
STARTING AGE
 Adulthood: 12 years
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Living statuary are not subject to aging effects, either positive or negative, and have no maximum age.

HEIGHT AND WEIGHT
 Base Height: Male: 2' 4", Female: 2' 3"
 Height Modifier: +2d4"
 Base Weight: Male: 53 lbs, Female: 49 lbs
 Weight Modifier: ×2d4 lbs

LIVING STATUARY CHARACTERS
 The race's immunities might lend them to a combat role, but living statuary can excel in most any role. Stealth is not their forté, so rogues and spellthieves are less common. Paladins of Freedom are more common than regular paladins among the living statues.
 Adventuring Living Statuary: Many of the living statuary adventurers are mostly attempting to stave off boredom; long, perhaps eternal life, with no specific needs, gives them a need for purpose. Additionally, some may see their place in the world as liberators of their golem forebears.
 Character Development: You could live forever, so you might be an exuberant explorer eager for any new experience. Alternately, caution and prudence might rule your personality, due to the fact that you can only be killed, you won't die of old age.
Indeed you might be ancient, and are now looking for any new distraction to perhaps shape your existence.
 Character Names: Often, they take names as whatever race they resemble, so as gnome, elf, or giant... or gnoll. Other times they take names that play off of their appearance or material; Marble, Verdigris, Clayton, Porcelain, Knurl, Woody...

ROLEPLAYING A LIVING STATUE
 Living statuary run the gamut from silent ascetic to bubbly aesthete.
 Personality: Statuary do not change. Though one living statue might seem mercurial and another laconic, their basic personalities are, for want of a better phrase, set in stone. The dashing ne'er do well or studious librarian will be the same person in a millenium, if he's still whole by then.
 Behaviors: The most common theme among statuary behaviors is escaping boredom. Whether you stir things up, seek adventure, or follow a calling, you're trying to occupy your endless time.
 Language: Statuary mostly use Common, but some groups favor the Giant tongue. They actually employ non-verbal communication even more than most humanoids; some have gotten the misapprehension that they're telepathic when seeing two living statues stare at eachother for a time, nod, and then begin a task or pair of tasks.

LIVING STATUARY SOCIETY
 Description of this races society, culture, and civilization.
 Alignment: Considering their predecessors, you'd think, correctly, that the majority of statuary would be neutral, but a sizable minority tend toward extreme alignments, especially chaotic-good.
 Lands: As they have no daily needs, living statues tend to semi-nomadic wanderings. There are enclaves in remote areas that would be untenable for other races; arctic wastes and dessicated badlands to name two. There are many statuary that live mostly solitary lives, just... existing wherever they can find space.
 Settlements: Outside their remote enclaves, living statues will  tend to just wander, though some few find some form of servitude, civil, religious or otherwise, rewarding. There are groups of stone giants that have statuary blended into their tribes, some having been together for generations.
 Beliefs: Their origins are not the murky stuff of legends, so many statuary are less than devout practioners of religion. Of those that are strongly religious, some venerate craft, artifice, stone, earth or nature, while others devote themselves to powers of freedom or travel, especially to deities that espouses release from bondage.
 Relations: Their interactions with other races are often on the peaceful side, as there is significantly less competition for resources, though the dwarves have complicated feelings about the living statues. Their origins are akin to the dwarves' own, but their consumption of stone and metal inflames the dwarves' inborn avarice.

9
Gaming Advice / Shadow illusions and Flee the scene
« on: May 12, 2015, 02:29:53 AM »
Honestly, I've goobled this and got nothing. So, due diligence here ;)

Q: Can the major image from flee the scene get shadow illusions?

Details:

An 11th level gnome warlock takes the Walk Unseen, Flee the scene, and Nightmares Made Real invocations, goes into ScM at 12th. At 14th gains this:

(click to show/hide)

When he uses Flee the Scene (4th), which lets you use d-door with short range, and says "When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it," what happens?

I wanna be using that major image to power 40% (eventually 60%) real 3rd level Conj(Sum/Cre) and Evoc spells. Does it work?

10
Min/Max 3.x / [3.5] Warforged Incarnate Construct
« on: May 09, 2015, 07:30:59 AM »
In trying to make a warforged warshaper souleater more cheaply, I again ran across the Incarnate construct template. I got to reconsidering whether you'd lose the living construct subtype. According to the SRD here, unless a template says otherwise, the original type goes in a little box labeled 'Augmented X' subtype. Losing subtypes is not mentioned. The I.C. template merely mentions a change in type, related to original size.

So I contend that, RAW, an Incarnate Construct Warforged would be a Medium Humanoid (Augmented Construct, Living Construct), with no slam, no composite plating nor light fortification, but retaining their living construct traits. Very much as the Dragonborn of Bahamut template treats warforged (except that DB don't change Type, per RoD p10 sidebar); they lose 'all other traits', but in retaining the living construct subtype, they retain its traits.

So back to the warforged souleater. Presuming that the above is correct, the now humanoid warforged can become an infected lycanthrope Divine Minion of Sebek or Set, thus Hum Outsider (A. Cons, L. Cons.). If allowed to do so, the new Minion could qualify for warshaper, preferably via a class or two, like Master of Many Forms. Now we have an evil robot who can make natural weapons. LA Reduction useful, but not strictly required. If used, can take Set for the better forms, and still be LA +0 at 9th. (or to start if allowing I.C. shenanigans)



Potential Build, not for any particular game... (Not using pre-stacked templates such as draconic and lolth touched to gain +8 Str, +10 Con, -2 Wis, as that would be under YBI/YBI. This is RAW, and IMO, RAI):

Divine Minion Incarnate Construct Warforged
Medium Outsider (Augmented Construct, Living Construct)

Spd 20' (30 if tooth of savnok? Movement replaced by the mv of forms assumed?)

Pounce Brb 2/MoMf 2/Wbl 2/Wsh 2/Reforged 1/Warforged Juggernaut 1/Souleater 1/WfJ +4

Reforged 1 is in there to use the 'Heal damage as if rested for a night' when using wild shape, which for Divine Minions is a free action. Possibly resets Morphic weapons, but as long as you change from 1 form to the next, the ability should persist.

Feats:
1st Adamantine Body, (Flaw) Alertness (Flaw) Endurance
3rd P. Att
6th Wp Foc (Nat attack, Warblade Aptitude)
9th I. Bullrush
go on from there... Wild Feats, Assume Su Ability, Life Drain (LM)...

Skills: Craft (Maxed), Concentration (Maxed), Kn (Arcana) 2, Sense Motive 4

Thoughts?

[latest edit]fixed a major mistake in my build; lycanthrope can't get into Souleater. Went with divine minion of Sebek for LA +1. Set gives more and better forms, at LA+2)[/edit]

11
Gaming Advice / [3.5]Reducing Level Adjustment (UA) and level loss.
« on: May 02, 2015, 08:03:31 PM »
Unearthed Arcana's LA reduction rules are harsh for anything with Racial Hit Dice. I believe some here have suggested using level loss through negative levels to offset the RHD by getting drained down to 1, then taking a class level, thus replacing the 1st HD with your desired class.

Now for anything with LA 3 or less, they can get to LA +0 pre-epic. But +4 and above seem to be SOL.


[edit= original example and question were a complete hash]
Can you use level drain to keep gaining 'new' levels to qualify for reducing LA?

12
Looking over the New Dragonfire Adept HB, it struck me that there's a known way to get invocations to be prepared spells: Nosomatic Chirurgeon (Dragonmarked) + Ocular Spell (LoM). An enterprising DfA (DrM), willing to lose a level to illusionist could possibly get to Shadowcraft Mage (RoS), if the DM allowed non-gnomes a la the adaptation section of ScM. Alternately, said halfling could cocoon-reincarnate to gnome (whisper gnome, of course)(RoS), while still keeping the dragonmark (check the sidebar) but would lose the heal as class skill bonus of glimmerskin halflings. That only means that you'd have to start later, not any less power.

Where's this going, you ask? Here's a build.

Tim, the "Enchanter"

N/N Glimmerskin Halfling(RDr) (Heal always in-class)
30 pt buy: S: 6  D: 16 C: 14 I: 14  W: 14  C: 14

(Illus ACFs: Shadow Shaper for hide as in-class for illusionist, Illusion Mastery for free spell mastery for all illusions learned. UA)

Illus 1/ DfA 1/ScM 3/NosCh 1/ScM +2/Rua 1/MotAO 10

Feats:
1: Spell Focus Illusion, (Wiz 1st, not lost with other bonuses, per UA) Scribe Scroll, (Flaws 1&2) Heighten Spell, Metamagic School Focus (CM)
3: Least Dragonmark of Healing (EBCS)
6: Ocular Spell, (DCFS, FC1) Scribe Scroll ->  Arcane Thesis Inflict Minor Wounds
7: Lesser invocations arrive, (Retrain) MM Sch Foc -> Signature Spell: Silent Image (PGtF)
9: Cooperative Spell (CArc), (DCFS) Ruathar (RoW) 1 -> Earth Sense (RoS)
11: Mage of the Arcane Order 2 (CArc): Invisible Spell (City)
12: Earth Spell (Ros)
15: Arcane Thesis Silent Image
17: Dark Invocations; Retrain Invisible Spell -> Rapid Spell (CDiv)
18: (Open)
19: MotAO 9: Free MM (make it a +1 MM, Deceptive (City), Sculpt (City), Selective(SSouth), or Transdimensional (CDiv) all have merit)

Invocations of note: Least, 3rd, Endure Exposure (lvl 2); Lesser, 6th, Enthralling Voice (lvl 7); Greater don't get higher than 6th; Dark, 8th, Energy Immunity (lvl 17)

At 7th level, the Ocular Inflict spell is a 5th level spell, due to arcane Thesis. Signature spell lets you trade that 5th lvl spell for a Still Silent Silent Image Heightened to 5th, so 4th level Cnj/Evoc at will, every two rounds, taking both your move and standard action each round. At the start of an encounter you can have 2 ready to go, so that you only have to use a full-round action to cast, as with any other spontaneous metamagic; it goes off after your standard and move action, using them up, not the next round, and you can still adjust 5'.

At 9th, the Cooperative Ocular Inflict is 6th, 5th's are in.

At 11th, the Invisible Cooperative Ocular Inflict is 7th, so 6th's are up.

At 12th, Earth spell adds 2 levels, once when you heighten the inflict on your invocation 7th->8th, then again when you heighten your silent image on your inflict 8th->9th. 8ths are here!

At 15th, Arcane Thesis lets you heighten your Still Silent Cooperative Silent image to 9th. Earth Spell pops it up to 10th. No need to use invis on this part, since heighten limits you to 9th. Thank Mystra for earth spell!

At 17th, Retrain the Invisible  Spell to Rapid Spell (+1); you don't need it if you're touching the ground. And if you aren't, you can only emulate 8ths anyway. Rapid Spell means that you load each eye as a standard action, and convert each to a MM'd Silent Img as one as well, so it still takes 2 rounds, but now you can move more.

At 19th, if you kept up the MotAO, you get 1 more MM feat. Make it another +1 one and you're good to go.


There you have it; 9th level Conjurations/Evocations every other round. Forever, if you can stay awake.

[edit] Ocular spells cast into your eyes aren't prepared spells, so this doesn't work. Damn. [/edit]

13
You Break it You Buy it / Magic jar, et al
« on: December 15, 2014, 02:48:33 AM »
The Mr Roboto topic has a short discussion, and links to another discussion, on using magic jar on a construct. Rather than reply to a 2+ year old thread, I'm making this one.

I know it's been a long time, but there's no immunity to the magic jar effect, at least not from immunity to mind affecting. The takeover attempt is not mind affecting, nor is magic jar itself. (Interestingly, you may not activate (ex) or (su) abilities, and spells and SLA's stay with the hosts own soul.) However, constructs are immune to necromancy effects, which magic jar definitely is. From the linked discussion, I'd say that lowering immunity is indeed possible, given that elves can choose to be affected by a sleep effect.

Mind switch would not work on its own, since it's mind affecting, and mind affecting effects only work against creatures with an intelligence score of at least 1. This is not immunity or resistance, but a failure of the effect to function due to illegal targeting. Now, following the psionic sandwich formula, you'd be able to PAO the effigy into a creature with an Int score (unlike polymorph, PAO alters mental stats), use [true] mind switch, then wait for the PAO to expire (or dispel it). PAO is legal, due to its ability to affect objects.

In conclusion, the magic jar works for the trick, mind switch is indeed better, but takes some finagling.

14
Gaming Advice / Improved movement rate in heavy armor
« on: November 05, 2014, 01:21:26 AM »
Preface: I like the fluff regarding the Green Star Adept, but the crunch...blows. I'm re-fluffing a warforged Juggernaut to hypothetically replace it for a melee type character. The character must have adamantine body, thus is always in heavy armor.

So to my question: How does a character permanently increase his movement rate in heavy armor? Non-magical methods are preferred. I seem to recall a feat or ability that allowed a non-dwarf to ignore the slowdown as a dwarf does, but I don't find it.

Help? I'm looking for options, not just that dwarf ability; any help is appreciated.

Thanks.

Edit: Well, I found one method after posting; Knight 9 grants the ability to ignore speed penalties from heavy armor. Something a bit earlier would be useful, though.

15
D&D 3.5 and Pathfinder / Changeling shenanigans discussion thread
« on: January 19, 2014, 04:22:19 PM »
This thread is for the discussion of the changeling special abilities and feats, such as minor change shape, and racial emulation. A couple of fun finds recently have centered on these, and this thread is intended for extended discussion.

As I mentioned in fun finds, a changeling can look like a protean scourge (MMIII) and take the assume supernatural ability feat (Savage Species) to gain its split ability. This split ability specifically keeps current HP rather than dividing them up. Only drawback is that ASA makes the creature have the effects of shaken (w/o actually being shaken, so no getting out of it), and the split creatures share spells per day. Split also states that the scourge cannot "change shape" while split. I read this as "the scourge may not use its change shape special ability". Thus it would not preclude a split changeling from changing shape via minor change shape. This presumes that minor change shape can make new features like horns. (One interpretation, including mine, is that since a protean scourge can look like any humanoid, a changeling may use the split ability while in any humanoid shape.)

One poster held that the number "two" being repeated as how many creatures that the scourge split into was obviously rai for a hard cap on the number of times the creature could split. I disagree.


Another discussion on changelings from fun finds is that of how should minor change shape be handled for Necropolitan changelings?

FIGHT!

16
Gaming Advice / Unlimited Shadow Illusions?
« on: January 15, 2014, 01:11:09 PM »
The haunt ghost variant (LM p 151) has a (Su) ability to produce a major image effect, and the save for the ability is HD based. Could that power the shadow illusion ability of the Shadowcraft Mage? If so, would the save being based off of half HD count as increasing the spell level?

(click to show/hide)

Edit showing intent and renaming for clarity.

17
Oslecamo's Improved Monster Classes / Flumph
« on: October 25, 2012, 05:05:34 PM »
Flumph

HD: d8



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Feature
1st+1+2+2+0Flumph body, Acid Spikes, Flumph Flight, Stench Spray, +2 Con

Skills: 6+Int per level (x4 at 1st character level), class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Heal (Wis), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

Weapon and Armor Proficiencies: Flumphs are proficient with their natural weapons only, and with no armor or shields.

Features:
Flumph body (Ex): A flumph loses all racial traits and becomes a small aberration, gaining aberration traits; basically darkvision 60', and the requirements to eat, sleep, and breathe. A flumph has a special fly speed (and only a fly speed) of 20' (Perfect). See below for more information about this flight. Flumphs speak Common.

A flumph's body is pure white, shaped like a 2 foot disc with a mouth at the top, 2 eyestalks (one on either side of its mouth), a ring of tentacles around the circumference of its body, and a mass of spikes underneath. A flumph may wield up to 3 light weapons in its tentacles.

Since flumphs have no head, torso, shoulders, waist, or feet, they may not use items that use those slots. They have eyes, a 'neck' (around both eyes), a body (but body-slot items must be specially made to fit their highly unusual shape), arms (they may wear up to one pair of bracers on their tentacles),  and hands (they may wear up to two gloves total, and up to two functional rings).

A flumph has a natural armor bonus to AC equal to it's Con bonus, if any.

Acid Spikes (Ex): On a charge from above a creature, a flumph may choose to attack with the spikes on its underside as a natural weapon dealing 1d8 damage, instead of attacking with other weapons. When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage. At 5 HD, the acid damage increases to 1d4 per 2HD and continues to deal the same damage for 2d4 rounds after the attack. Creatures grappling a flumph take the acid damage automatically.

Flumph Flight (Ex): The flumph's flight takes an unusual form; it hovers above a surface by taking air into its mouth, moving it through the center of its body, and out the underside. This gives it perfect maneuverability. If its altitude above the surface beneath it is ever higher than 10' per HD, it falls at a rate of 60' per round until it reaches its maximum height above a surface. If a flumph becomes unconscious while airborne it falls at the same rate, but rather than stop at its maximum height, it continues falling until it hits the ground, taking no damage. Any effect that would increase or add a bonus to land speed adds an equivalent bonus to a flumph's fly speed instead (if an effect adds to both land and fly speeds, add only the largest bonus).

Stat boost (ex): At 1HD, a flumph gains +2 to Con.

Stench Spray (Ex):  As a standard action a flumph can spray a 20-foot cone of foul-smelling liquid. Creatures struck by the spray, must make a DC 10+HD/2+Con mod Fortitude save or be sickened for 1 round. At 5 HD, the victims are nauseated instead of sickened on a failed save. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).

Favored Class: Ranger

Fixed item slot info, changed poor or redundant wording, changed pic in case of link rot.

18
Gaming Advice / Math masters wanted. Will pay 2x going rate.
« on: October 23, 2012, 10:49:31 PM »
I need to solve an equation for one value in the equation. The value is bracketed and has an exponent to the bracket.

I don't know how to get that value out of its brackets/exponential entanglement.

The most simplified form of the equation that I know of is:

(Volume of Spherical Shell Wall)/4.1888 = (Radius of the hollow portion of the spherical shell + Thickness of the shell wall)^3 - (Radius of the hollow portion of the shell)^3

With bolded characters above as the variables in the equation it reads thus:

V/41.888 = (R+t)^3-R^3

How do I get the cube root off? Is there a better way (other than integration of spherical shell slices, which I've completely forgotten how to do)?

Please help me. Thank you.

19
As I mentioned here, using baleful polymorph in conjunction with awaken turns any coherent corporeal non-plant, non-ooze creature with a constitution score (baleful polymorph's only immunities are incorporeal and gaseous creatures. Shapechanger subtype is affected, but can change back to themselves at any time) into a magical beast. Since awaken is instantaneous, this change is not easily able to be canceled or removed. Baleful polymorph affects everything that is not immune to magic or polymorph effects, making their type animal, and awaken turns them instantaneously into Magical Beast (Augmented Animal). Awaken doesn't reference subtype, and this is YBIYBI, so I'm unclear if you retain any you had before awaken or regain your subtypes once the baleful polymorph goes away. The most likely thing I see is that you retain the shapechanger subtype, but what about aquatic animals?

Some of the effects that I see:
    • With repeated use, you can get an 18 Int and an arbitrarily high Cha. As well you gain 2 Magical Beast HD per cycle. Get a Wight as a pet, and you get to spend the XP from the highest HD on casting/crafting, and then the wight (or whatever) can eat the HD for you.
    • With one cycle of casting, even humanoids can qualify for the Soul Eater PrC (BoVD p66). Keeping the animal form from baleful polymorph for the natural weapon (For the weapon focus Nat Weapon requirement) might be a problem, but if you can get a natural weapon otherwise (Caelic's Boogeyman does this very nicley), you get to eat souls by 6th level and have a wight army by 14th.
    • You can take the Emancipated Spawn PrC (SS p75) multiple times. (Actually only baleful polymorph is required for that)...or maybe not; Animals and Magical Beasts can be undead, but they may be precluded from many of the good spawn-producing undead. This will take research, and I'm too lazy right now. Baleful polymorph is not useful, so this line is no longer part of the trick here.

What'd I miss?

Edit1: Fixed where littha showed me I was wrong. I think that the ooze and plant rules need to be clearer, but it might stick.
Edit2: Fixed where I figured out that polymorph was valid for the E-Spawn. It's not really part of this trick now.
Edit3: Scrap almost all of the above (Thanks littha, nijineko, sirpercival):

Aspect of the wolf (SpC) is 1st level, lasts 10mins/level (get as an Ioun Stone for ohh 6000gp (Sp lv 1 x CL 1 x 1.5 for dur x 2 for slotless x 2000 for continuous). Then you can use awaken on anything. Even constructs or undead or oozes or plants (or sloths, orangutangs, breakfast cereals), since it's not a polymorph effect at all.

Just have to make a faster cheaper way to cast a Maximized, Empowered awaken...

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Gaming Advice / Awaken and subtypes.
« on: October 23, 2012, 01:56:25 PM »
Awaken turns an Animal into a Magical Beast (Augmented Animal). It's silent on subtypes. For normal animals, their only subtype is (aquatic). Is it retained or not?

For stranger things, awaken works on creatures that have been baleful polymorphed. A Doppelganger baleful polymorphed to a 1HD squid would therefore be and Animal (aquatic, shapechanger)

Would those subtypes be retained after awaken? What about when the baleful polymorphed is dispelled; would a humanoid regain the (elf) or (human) subtypes?

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