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Messages - Meiliken

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1
D&D 3.5 and Pathfinder / Re: Familiar Item
« on: April 23, 2015, 03:37:11 PM »
Yeaahhh.

Sometimes I forget people still separate 3.5 from 3.75(pathfinder) :P

People on the Paizo boards get mad at me when I talk about pathfinder being 3.75, including the Mods, until I inform them that in fact pathfinder was marketed as d&d when it first came out.  In any event, I always combine them now.  If something was updated, I use the updated version.  If it wasn't updated, I use the older version, similar in vein to 3.0 to 3.5.  That's why I see no problem with using item familiar with WoL and mythic.  The ego's on Paizo are the reason I pay more attention here than there.

2
D&D 3.5 and Pathfinder / Re: Building Iceman Bobby Drake(marvel)
« on: March 19, 2015, 12:46:15 AM »
Hmm... the old 3.0 Kineticist PrC might work for D&D.

Hmm... I guess there was a Cryokineticist in Frostburn, also.

Both are good, but alas use psionics which I use at times, but not always.  Any insight to the current build I posted?  Critiques maybe?  Basically I'm trying for an optimized build that truly encompasses the feel of Bobby Drake.  I thought about possibly making him half ice elemental or something.  Ultimate cold that resists fire.  Hard to have both to be sure.

3
D&D 3.5 and Pathfinder / Re: Building Iceman Bobby Drake(marvel)
« on: March 18, 2015, 09:50:49 AM »
That's good anyway Froggman, I use pathfinder also.  Thanks a bunch.

4
D&D 3.5 and Pathfinder / Re: Building Iceman Bobby Drake(marvel)
« on: March 13, 2015, 10:44:06 AM »
Guess no one has any more good suggestions.  Thanks anyway.

5
D&D 3.5 and Pathfinder / Building Iceman Bobby Drake(marvel)
« on: March 07, 2015, 10:41:17 PM »
I'm working on making iceman, and of course taking him into epic levels as he of course in marvel comics a category 5 mutant so here is the build class wise.  Open to suggestions of course. 

Wizard 1
Cleric 1
Wizard 4
Frost Mage 4
Elemental Savant 4
Winterhaunt of Iborighu 6
Elemental Archon 10

6
So...

If you wanted to request a customized grouping of feats, what would it be?

For example:

All regional feats.
All Feats that modify spells, but are not metamagic feats.
All feats that involve cold.
All psionic feats

Etc etc etc.

So, if you ever wanted every feat of a certain type written up in one sublist, now's your chance to request it.
No Grouping too strange or specific or large/small.

Maybe all of the above options in different sections.  So if one wanted a specific type of feat, they could look for it in that way.  I myself make lots of different characters in my off time, and many of them are archetypal.  That means sometimes the feat choices are very specific, while other times, they're very broad.  Example is I'd once made a fire mage that specified in anything fire related.  Was a pain looking for fire boost related feats.  Another example was a speedster, that required feats relating towards speed.  Heh, yes, I like making super heroes lol.  In any event, you get the idea.  Crystalkeep had a downloadable pdf of feats that wasn't complete, but very well done.  Might look at those for some ideas.  Good luck in any event, and hope your back is feeling better.

7
Why not give him a Starmantle Cloak, and another item with constant Mystic Shield.  With Starmantle, he can only be hit with magic weapons.  Mundane ones get turned into harmless light.  Mystic Shield makes all weapons mundane to him, and can only be hit with 7th lvl or higher spells.  There you go, now go to town with whatever you wish for him since he is near untouchable.

8
Min/Max 3.x / Re: Mystic Theurge cheese. tiefling edition
« on: July 18, 2014, 12:47:50 PM »


The absolutely correct answer is "spell-like abilities are not spells, and therefore do not count as spells for anything that requires actual spellcasting."
*drops the mic*

I myself think this is amusing since for the warlock class, the errata says their SLA of the eldritch blast counts as a 1st level spell, so that is one instance where specific trumps general, so really I'd say it's up to whomever ones DM is to decide if SLA=spells.  It is certain though that a SLA can be countered/dispelled by a spell, so if that is the case, so can the reverse, which basically means SLA are spells, just handled a bit differently.  Eh, guess it's really up to however one wants to play it though.

9
Min/Max 3.x / Re: Leaving 3.5 behind, who wants my stuff?
« on: July 08, 2014, 01:56:04 AM »
The handbooks are fine.  Why are you disillusioned bud?  What's the alternative?  4th edition? Waiting for 5th?  Stick around with it.  You're still needed by the masses.  ;)

10
Off Topic Fun / Louisville Ky d&d player
« on: June 20, 2014, 10:40:54 AM »
Looking for a good group in louisville.  Previous group fell apart.  I'm able to play any class, so if a group needs another player to come in, any class is available.  Let me know.  :)

11
D&D 3.5 and Pathfinder / adding a spell to the warlock
« on: June 19, 2014, 12:40:50 PM »
My google-fu is failing me.  Isn't there an article from the writer of the warlock class where he states one can bring in a spell as an invocation as long as it only benefits the warlock and/or does damage to enemies?  Thanks ahead of time.

12
D&D 3.5 and Pathfinder / Re: A little help with persistable spells
« on: June 16, 2014, 08:25:28 AM »
The reason for all of the really obscure books is this is generated off my own spell database that I've been working on for the better part of a year. Just be glad I separated out all of the Warcraft, Diablo 2, and Call of Cthulhu spells.

If you use any of the pathfinder books which are 3.x friendly, you can always include the call of cthulhu mythos in it since pathfinder has brought in cthulhu into the latest pathfinder monster book.  Apparently Paizo is bringing a lot of 3rd party stuff into its canon.  I even saw some creatures from dragonlance and spelljammer in it lol.

13
Gaming Advice / Re: Humanoid shapechange
« on: June 11, 2014, 10:08:38 AM »
I found a really broken humanoid in a pathfinder module called an abyss gigas. 
Abyss Gigas, gargantuan humanoid, giant, 50ft tall, 25 tons, +25 str(over my current), -4 dex(under my current), +10 con(over my current), +15 nat ac(over my current), -4 ac, blindsight 100ft(welcomed ability)
I asked my party in email a few days before if I should turn into him.  They didn't respond.  On game night, when a giant came at us to fight, I asked the party if I should turn into the abyss gigas.  Again they didn't respond.  I turned into the abyss gigas, and right after, a vampire flies in on a wyvern, and dominates my mind, and has me attack the party, TPK(except me).  Though a Lich raised everyone and put a geas on the party to find the Lich's phylactery and return it to him within 2 years or he takes their souls.  Now the players are personally angry at me for turning into the abyss gigas.  lol, shapechange is so broken, but, I did ask them, twice.  9th lvl, and I turned into the incredible hulk lol.  I warned them.   :eh

14
Gaming Advice / Re: Humanoid shapechange
« on: June 06, 2014, 04:03:02 PM »
Thanks bro, much appreciated.

15
Gaming Advice / Humanoid shapechange
« on: June 05, 2014, 01:28:25 AM »
I'm looking for a comprehensive list of humanoids with natural abilities that are useful.  Avarials have a fly speed of 50ft(RoF), where Strix have a fly speed of 60ft(pathfinder).  Using all d&d sources including dragon/dungeon/KoK/Dragonlance/completes/pathfinders, I'm open to all suggestions.  Thanks ahead of time.

16
Min/Max 3.x / Re: Where should i go from now on?
« on: June 01, 2014, 02:45:26 PM »
What's your ultimate concept for it?  That would help in any advice one could give for how to get there.

17
Min/Max 3.x / Re: Solo kill the Tarrasque at 13th level.
« on: May 29, 2014, 10:22:07 AM »
I always liked the throws from ToB.  Throw the Big T into space.  He might hit another planet, or he might just float forever.  If he hits another planet, make him another planets problem.   :D  His biggest weakness are indeed that he can't fly and needs to eat.  If the planet he hits is lifeless, he suffers starvation and goes into his hibernation, forever.  Problem solved  ;)

18
Gaming Advice / Re: Hide, how does it work?
« on: May 06, 2014, 03:13:26 AM »
Technically an eldritch blast is a spell.  A weapon-like spell, but a spell.  Being a weapon-like spell means it has an attack roll, it can crit, and things which work on attack rolls (like Combat Expertise) function, but being a spell means it does whatever its defined as doing as a spell, which usually defines what damage is rolled and if any ability modifiers are or aren't added.

I think it may also be defined as a ray but I have to check the wording for that, otherwise it's just a ranged touch spell.
Here you go:
Quote from: CArc p. 7
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
    An eldritch blast is a ray with a range of 60 feet. ...
Quote from: CArc p. 71
Weaponlike Spell Feats: A character who uses invocations or spell-like abilities might be able to take advantage of feats such as Weapon Focus or Precise Shot, as described under Feats and Weaponlike Spells, below. (The warlock’s eldritch blast is weaponlike.)
Quote from: CArc p. 72
FEATS AND WEAPONLIKE SPELLS
Any spell that requires an attack roll and deals damage functions as a weapon in certain respects. As such, several feats that improve weapon performance can be used to enhance weaponlike spells.
...
ELIGIBLE FEATS
The following feats can be chosen to enhance the performance of weaponlike spells in combat (for full details on each feat, see Chapter 5 of the Player’s Handbook).
Improved Critical: ...
...
Improved Unarmed Strike: ...
...
Point Blank Shot: ...
...
Precise Shot: ...
...
Stunning Fist: ...
...
Weapon Finesse: ...
...
Weapon Focus: ...
A concise list, which doesn't included Far Shot.

And now to come back around full-circle:
Quote from: Special Abilities section of the SRD
...
A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell ...

The eldritch spear range of 250 feet is the maximum at which the eldritch blast can effect a target, unless something more specific trumps the general rule (which the Goggles do).

From the Magic Overview chapter of the PHB (Ch 10, IIRC) p. 174-175:
Quote
Range

    A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following. ...

Being a Spell-Like Ability, Eldrich Blast will follow all generic rules of magic, except where indicated.

Quote
Effect: Horizon goggles grant you the benefits of the Far Shot feat (increases range increment of projectile weapons by 50%, and of thrown weapons by 100%).
These goggles also increase the range of spells and spell-like abilities that require ranged attack rolls by 50%.
Note that the goggles do two separate things (note they are actually two separate paragraphs in the text).  They grant the far shot feat, and they increase the range of spells and SLA's by 50%.  If spells and SLA's already counted as projectile weapons, then they wouldn't have to have a second clause, completely separate from the far shot clause, to grant that ability.

By having separate clauses, the goggles even act as an argument against Eldritch Blast being either a projectile or thrown weapon, furthering the argument against using Accuracy with it.

I myself didn't go into detail that much, but you stated exactly what I meant.  Thanks Kb.  So Far Shot enhances for +50% for SLA.  That works as I've originally thought.  Too bad Accuracy doesn't work by RAW since eldritch blast isn't actually thrown.  I find it a bit humorous that it could be shot out from any place on the body. ;)  My current DM house rules things that make logical sense, so I'll ask him if it has to be thrown and if it counts as thrown for his.  I guess one could think of it like(I wish I didn't have to draw a parallel) as a saiyan(DBZ) shooting their energy blasts.  They don't throw it, they simply raise their arm and it comes out.  I'm working on turning my warlock into a superhero like character.  He flies, shoots energy blasts, and shape changes(to hide his identity).  Amusing concept, just have to find a cheap way to have his clothes change with him.  Simple pair of glasses won't work lol.  Thanks again bro.

19
Gaming Advice / Re: Hide, how does it work?
« on: May 04, 2014, 04:26:46 AM »
The eldritch blast is the warlocks signature weapon by its very definition.  Anything that does damage is by definition a weapon.  You wouldn't add strength because it isn't a physical item, only energy, hence dexterity, not strength.  As for being a thrown weapon, every single image I've seen of a warlock shows them throwing the energy from their hands.  Now of course, reading the eldritch ability, it doesn't really indicate it as needing to come from his hands or even being thrown.  I suppose that means he could shoot it out of his eyes, or vomit it from his mouth, or heck, even bend over and shoot it out of his ass if he really wanted to.  But thinking in line of throwing, even a mage "throws" fireballs, so it does indeed equate to being a thrown weapon by definition.  It may or may not be specifically RAW, but I tend to side with logic when fantasy fails.  Hence the Hide dilemma.
Eldritch blast is not a weapon, it's some kind of special attack you have, but definitely not a projectile or thrown weapon. Also not everything that does damage is a weapon. If you fall from a cliff or are deep underwater you get damage, but the "fall" or the water aren't weapons, it's just the environment damaging you. And a wizard doesn't get the benefit of far shot for fireball. "Throwing" a fireball is just a figure of speech, the feat talks about ranged weapons, not spells.

Hmm, kinda wondering how you figure it's not a projectile.  A projectile is something that gets launched from a stationary object.  If the eldritch blast is not a weapon, then a gun is not a weapon either.  I think the confusion is that you don't realize the difference between eldritch energy and eldritch blast.  The eldritch energy is not a weapon, the blast is the weapon.  Eldritch energy is what a warlock uses for the myriad invocations/blasts he does.  I do agree that the throwing aspect isn't RAW, but it makes sense that one does the throwing physical action when tossing around fireballs, thinking thematically anyway.  If you really want to go into the mechanics of it, one could say the throwing action is the somatic component.  That's why I said it isn't specifically RAW, but I tend to side with logic.  Similar in vein to those that go with RAI instead of RAW. 

20
Gaming Advice / Re: Hide, how does it work?
« on: May 03, 2014, 09:12:54 AM »
The rule really is broken in that way.
Why is it broken?  You're basically saying that it's broken that a rogue can't hide from human viewers while standing in a well-lit room, unless he has HiPS, etc.  When you think about what Darkvision actually means, and the logical implications thereof, that's basically what you are saying.

Quote
Quick off topic question.  If a warlock has Eldritch spear(250ft range), Goggles of the Horizon(grants far shot feat), and the spell Accuracy on him, would his range effectively be 1000ft?  Far Shot makes thrown weapons double range, and the warlocks blast is effectively being thrown and is his weapon.  Accuracy doubles it again.  Just curious what others think.
The range of 250 feet is the maximum at which the eldritch blast can effect a target.

From the Magic Overview chapter of the PHB (Ch 10, IIRC) p. 174-175:
Quote
Range

A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following. ...
Being a Spell-Like Ability, Eldrich Blast will follow all generic rules of magic, except where indicated.

Far Shot does nothing for a Warlock's Eldritch Blast.

Also, eldritch blast is neither a thrown weapon nor a projectile weapon, and even if it were, there is no way for the caster to touch the eldritch blast in order to imbue a spell's magic upon it, so Accuracy does not apply.  Eldritch blast is not "effectively being thrown," in any way, shape, or form.  If it were, then the Warlock would get to add his Strength modifier to the damage.

I meant it is broken in that way because it means that very very few races would even be susceptible to hide since all it would take is low light vision or darkvision which most of the races have.  That's why I don't use the rule, nor have I ever played under another DM that did either.

The eldritch blast is the warlocks signature weapon by its very definition.  Anything that does damage is by definition a weapon.  You wouldn't add strength because it isn't a physical item, only energy, hence dexterity, not strength.  As for being a thrown weapon, every single image I've seen of a warlock shows them throwing the energy from their hands.  Now of course, reading the eldritch ability, it doesn't really indicate it as needing to come from his hands or even being thrown.  I suppose that means he could shoot it out of his eyes, or vomit it from his mouth, or heck, even bend over and shoot it out of his ass if he really wanted to.  But thinking in line of throwing, even a mage "throws" fireballs, so it does indeed equate to being a thrown weapon by definition.  It may or may not be specifically RAW, but I tend to side with logic when fantasy fails.  Hence the Hide dilemma. 

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