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1
Min/Max 3.x / Re: min-maxing your party's meta-awareness?
« on: July 17, 2020, 07:06:17 AM »
Have you looked into teamwork benefits?

I've been thinking about getting back into working on the EVD. My wife's health has... stabilized. I sort of need to work on something that is actually fun and not be so depressed all the time. This topic peeks my interest. I always like working on how to min/max the "small end" of things.


DOOR PROCEDURES
- DUNGEON MASTER’S GUIDE 2 (3.5)
Your team is accomplished at identifying and eliminating traps and other threats at doors.
Training: By studying common door traps, practicing listening techniques, and remaining alert for tiny clues that precede a triggered trap, you gradually develop a routine that enables your team to examine a door with minimum risk to the team.
Task Leader Prerequisite: Listen 8 ranks, Search 8 ranks.
Team Member Prerequisite: Listen 1 rank or Search 1 rank.
Benefit: When listening at or searching a door or similar portal, the task leader gains a +1 circumstance bonus on his Listen and Search checks for each team member within 10 feet of the door. If the task leader chooses to take 20 on a Listen or Search check made at a door, he can do so in half the normal time (as if he had made ten attempts, rather than twenty).
Tips: The door procedures teamwork benefit is a good way to quickly adjudicate each door you approach in a dungeon. You can quickly make the rolls and get on with the encounter on the other side. Be ready to make these rolls when you find a closed door in the dungeon. Then make the Listen check or the Search check, and either deal with the trap you find or get ready to open the door. Keep in mind that you might be able to take 10 or take 20 on these checks.
Editor: If you are a bunch of dungeon crawling fools, and can convince your DM to allow you to aid another on the leader’s listen check, every group of adventurers should take this. Roll high enough, and the DM might give to all sorts of useful info.


Think about it: Team of four. You have three aiding another. +6 then each extra counts as +3. So 1 minute to take 20 and get a +9 to your check.


or

- PLAYER’S HANDBOOK 2 (3.5)
You and your teammates reduce your susceptibility to sleep by learning the ways of the elves.
Training: Your team members learn the secrets of elf trance and can slip into a trance state by establishing a physical link with the task leader. This trance state allows each member to gain the benefit of sleep by cleansing her mind and entering a deep meditative state.
Task Leader Prerequisite: Elf blood (elf or half-elf).
Team Member Prerequisite: Concentration 1 rank.
Benefit: When team members join hands, the task leader can create a trance link that allows each of them, regardless of race, to meditate in the same manner as elves do. Every team member gains the benefit of 8 hours of sleep after just 4 hours of meditation.
Tips: Let all the spellcasters in the group rest while the warriors stay on guard. If the group’s elf trances with half the team at a time, your party can get by with two well-manned guard watches per night rather than several shorter shifts.
Editor: The ability to recharge and relearn all spells in just four hours? Almost broken.


I don't know if it's official, but I have "trancing" have no penalties to hearing people, unlike if you are sleeping.


SCOUTING
- HEROES OF BATTLE (3.5)
Your team is alert for the slightest disturbance in your environment. While one of you watches straight ahead, another scans to the side, while a third pauses for a moment to listen intently. By finding your enemies before they find you, your team can dictate the terms of an engagement—or perhaps avoid it entirely.
Training: Trainees divide their environment into arcs, with one soldier looking straight ahead, another checking to the left, a third watching the right, a fourth the sky, a fifth behind him, and so on. The soldiers concentrate their senses on those arcs, doing their best to block out distractions elsewhere. Eventually, each member of the team instinctively knows which arc he is responsible for and which arcs his comrades are covering, and he can switch arcs subconsciously when his comrades stop scanning for a moment.
Task Leader Prerequisite: Listen 8 ranks, Spot 8 ranks.
Team Member Prerequisite: Listen 1 rank and Spot 1 rank; or Alertness.
Benefit: The team as a whole can make a free Spot check and a free Listen check at the end of each round, regardless of whether any members of the team have already made such checks that round. Use the lowest check modifier of any member of the team present, with a +1 bonus for every team member beyond the first. In the middle of a combat when actions are precious, this teamwork benefit gives the members detailed information about their immediate environment that they otherwise wouldn’t have.
Tips: If your team has this benefit, have your team’s Spot and Listen modifiers figured out in advance. It’s a good idea to designate one character to make the Spot and Listen checks at the end of each round; making it a specific character’s responsibility means the group is less likely to forget it.
Editor: Combine with Awareness and you’ll have a good chance of spotting those teams using infiltration.


Like door proceedures, but all the time. bck when I was still DMing, the players all did Aid Another to all Spot and listen checks (at the end, they all could just "take one" and hit the (DC 10). So again, a +9 and the guy with the highest spot and listen takes the roll.

Sure made it simpler on me then rolling 4 or 5 times each spot and listen check. Much more random, but the players were much more likely to get those impossible to detect super stealth monsters. Better to miss a few low level encounters then to have no chance to hit that all important Uber-Assassin.


SEARCH TEAM
- DUNGEONSCAPE (3.5)
Your team is skilled at finding secret doors and traps much faster than normal.
Training: By assigning members to look for specific clues, your team has developed a routine to find secret doors and traps quickly by alerting the task leader to any anomalies.
Task Leader Prerequisite: Search 5 ranks, trap sense +1.
Team Member Prerequisite: Search 1 rank.
Benefit: As a full-round action, the task leader can apply his Search check result to every square searched by a member of the team (excluding the task leader).
Tips: For this benefit to be effective, the task leader should have a high number of ranks in the Search skill. Team members can use the aid another action to increase the task leader’s check.
Editor: If you love checking every square inch of a dungeon, and the group uses aid another on the team leader, suddenly your search result goes through the roof.



BTW, it got rather insane when the one time a player made the "Familiar Squad" and he had 4 familiars to all add to the aid another. I think in the end, I forget how, but they had some like "Always take 20 on 4 skills" set up and basically was at an auto 129 to spot and 99 to listen. Something insane. They really stacked those bonuses. I forget the specifics.

2
D&D 3.5 and Pathfinder / Re: Using Symbiotes for Prerequisites?
« on: August 25, 2017, 08:07:33 AM »
Maybe it's too early in the morning for me, but can't all this "you don't have the minimum caster level" issue be solved with a few dozen +1 Caster Level Ioun Stones?

The time I saw this trick used, it was a Druid (Who can spontaneously cast Summon Nature's Extremely Testy Beasts I thru IX) therefore can cast those spells if they can but find a spell slot high enough to ditch for said spell. And the way around the CL requirements was death knell and a bunch of summoned critters to murder to power said Death Knells. (I won't get into specifics of the "infinite +1CL loop" in question. The rest of it broke down, but This part seemed solid.)

3
D&D 3.5 and Pathfinder / The Pricing Of Invisible (metamagic) In Scrolls
« on: August 25, 2017, 07:44:05 AM »
As i've continued to explore every possible permutation of metamagic, metapsionic, psi-spell, and spell template, one thing has been nagging at me. How does one price a +0 level metamagic feat on a scroll?

At first glance, one might assume it is free. After all, +0 is Zero. However, I have a different take on it, and if I am incorrect, I challenge those of you who believe so to prove me wrong.

A fireball (SL 3) is created as a scroll at caster level 10.
3x10x25=750gp

An empowered (SL +2) fireball (SL 3) created as a scroll at CL 10 would thus be:
5x10x25=1250gp

However, one could also look at it as.

(2x10 + 3x10) x 25 = 1250 gp.

So, what happens if we remove the fireball, but keep the empower? (Yes yes, the scroll would be useless, but if I used a WISH to remove the spell but keep the empowered, what would it look like?)

Well, then we would have:

2x10x25 = 500 gp.

So. Now then. What if we had an Invisible (SL +0) Fireball, then took away the fireball?

0 x 10 x 25 = 0 gp.
Right?

WRONG.

0 level spells are treated as 1/2 level for purposes of magic item creation. In this situation, JUST invisible Metamagic feat, without the spell it is attached to, would be considered a half level. So, a scroll of just invisible metamagic feat, no spell would actually be:

0.5 x 10 x 25 = 125 gp.

So, when it comes to pricing any magic item where you add +0 spell level adjustment, you would ACTUALLY be adding +0.5 to the spell level for purposes of cost calculation.

4
Psi-Spell Feats
(click to show/hide)

So, what's my question here?

Basically, since I'm exploring the fullest extent of items that store spells for later use, I have discovered certain combinations that allow you to put metamagic on powers and metapsionics on spells.

Which beings to mind, Psi-Spell feats from Dragon #313.

Now, from the portion that is in bold, I conclude the following:

1) They are similar to metamagic/metapsionic feats, with the exceptions listed above. That means they are treated as metamagic/metapsionic EXCEPT as written above. So, they can be applied to a scroll or a powerstone, as long as you have the feat:

CHAMELEON CRAFTING [ITEM CREATION]
- DRAGON #349 (3.5)
(click to show/hide)

Normally, you couldn't add a psi-spell to a scroll, because it couldn't take power points, and you couldn't add a psi-spell to a powerstone, because you couldn't add spells to it. With the addition of Chameleon Crafting, "You can place any spell or a power that you know into any items you create." Thus, you should be able to add psi-spells, if you are willing to pay the additional cost.

2) The second part in bold indicates that spellcasters who have to memorize spells has to pay for the power points upon memorizing the spell modified by psi-spell. This indicates that once done, you cannot remove the psi-spell later. Once committed, it is part of the spell, just like a metamagic or metapsionic feat.

Since I am trying to investigate all possible combinations of Metamagic and Metapsionic feats in various forms of Spell Storing items, it seems obvious to also add psi-spells, since they appear to also be a form of Feat that could be added to spells and powers.

If so, one would calculate the cost based on both aspects of what is paid.

For example, A psi-spell that was 3rd level with a CL of 10 that had 9 power points added to it to fuel the psi-spell effect, would be a scroll with a cost of ((3 x 10) + (3 x 9) x 12.5) x 1.5 gp

Now, admittedly, this would get horribly expensive very quickly, but I'm not here to discuss the cost effectiveness of such combinations, just if said combinations are possible and can be created. If so, I need to add an entire section on how to combine various Metamagic, Metapsionic, Psi-Spell feats together.

or am I missing something obvious?

5
Gaming Advice / Re: How to price Powerstones with the Linked Metapower
« on: August 23, 2017, 10:44:45 PM »
I think it's actually (ML x PL) + (ML x PL) -- and your ML for the linked power is 20, not 1 or 19.

This interpretation comes from reading the power stone rules for imprinting multiple powers -- you pay for each one -- even though RAI those are set up to account for multiple separate powers.

When you make a Linked Power with a total of 20 pp, you're setting the manifester level for each power to 20.

That means RAW you'd pay:
((1 x 20) + (19 x 20)) x 12.5 gp


IMHO you should pay for powers based on the square of the pp expended -- basically ((pp +1)/2)^2 x 12.5 gp -- but that's a house rule and thus useless to you.

Hummm... You have a point. In the case of psionic powers, it would be based off of total PP spent, so for linking purposes, you pay the full PP for both powers. Yes. that makes sense.

6
Gaming Advice / Re: How to price Powerstones with the Linked Metapower
« on: August 21, 2017, 06:48:25 AM »
Minimum manifester level to manifest 20 pp => level 20.

Manifester level is 20.


But honestly, I wouldn't allow Linked Power as a [Metapsionic] feat. It should just be a [Psionic] feat -- expend focus, get "delay power".

The various cost-reduction abuses and level-ambiguity would be eliminated, while the core functionality would be expanded.

Unfortunately, I cannot change the RAW to suit my desires.
By RAW, Linked is metapsionic, like it or not.

And knowing just the ML level isn't enough, since it must be multiplied by the PL.
So if I use PL 1, it is PL 1x20?
Or is it PL 1 x ML 1 + ML 19 x PL 9?

I am assuming it is the later, because having investigated the pricing of Candle Caster Candles, when it comes to pricing the candles, you compute the items separately and add them.

But this is only the cost of creation.

Unfortunately, I do not believe that the candles follow the same rules for retail purposes. Alas, being a 3.0 PrC, it does not give the retail cost, but the creation cost. All other 3.5 items use the retail cost as the base for the GP and XP cost. One cannot simply multiple the base cost by 2 when it comes to caster candles, because if a Scribed Candle is basically a Scroll as a candle, then a Scribed Dipped Stripped candle, which is three spells in one candle, is the same value as the three spells as scrolls. Which is insane.

Who would not buy a few dozen candles that store three spells at once at the same cost as the scrolls individually.

Extrapolating what it would cost to make these same items as wondrous item, the pricing would be X1 for the scribed scroll itself, x1.5 for the Dipped, and x2 for the striped, if one follows the rules for adding additional powers to a single magic item. The x2 is quite clear from the DMG when you look at the striped candle converted to a wondrous item, so one assumes that the intermediate (dipped) would be 1.5.

Now, of course, this is only affects the retail cost of the dipped candle. The cost of creation would be unaffected, seeing that creating candles is a class feature, and thus it gets to ignore the usual rules for item creation. Regardless, I need to include some sort of interpretation for the sake of completeness.

I wanted to get people's opinions on the matter before I made a judgement call. I am going to assume that if you translate linked into a wondrous item version of a powerstone and use the additional powers rules from the DMG, then the more expensive of the two powers would be at an additional x1.5 cost to retail. However, unlike candle caster, the creator would NOT have the discount that candle caster enjoys for creating candles. Point being, imprint stone is an item creation feat, and candle creation is a varient of Scribe Scroll and Brew Potion (for unfettered), and while it is "Effectively" brew potion for intents and purposes, it is not brew potion for the sake of being a feat. It is a class feature.

You may be wonder why one should care.

Because Candle caster (being looked at the party erudite) is technically worded to actually increase the manifester level of the erudite, the way it is worded (I use magic/psionic transparency)

Specially, I expect at some point, using this little gem:

CHAMELEON CRAFTING [ITEM CREATION]
- DRAGON #349 (3.5)
(click to show/hide)

I can look forward to a Scribed (two spells linked), Dipped (Two Spells Linked), Striped (Two Spells Linked) candle that allows him to basically get off celerity 6 times in one round.

While most people must deal with the one round delay, quick light allows the candle caster to get away with same round activation. So, he's get 4 extra actions round one, and 2 extra round two, which with the penalties to celerity, he may not wish to do that. I have made it quite clear that if you DO manage to get off multiple celerity, you will pay the cost sequentially, not concurrently. So, He'll get off 6 actions, then basically slow to a crawl. Yes, there are ways to undo conditions, He will have to do it for every single time. It will more than likely cost him his 2 one round delayed extra actions. We are still arguing over the math.

Note, he is also looking at War weaver, which I have rules psionics does not work over, but currently we are arguing about "does linked allow him to add a power to a spell that is hung in the war weaver web?" He has made a good case and I am thinking of allowing it. On the other hand, he's an erudite, spell transparency, yada yada. I may just let him use psionics over it anyways, just to see how much he can abuse the rules. Would make for an interesting case study.

BTW, Discovering Erudites kinda suck. Yes, it looks amazing, but in practice, they are a bitch, even if you play in a Magic Mart world. At low levels, even with getting around the uses per day limitations using scroll and power stone attunement, The player was actually forced to fall back on wands quite frequently. And that whole "XP is a river" thing apparently is quite shallow when it comes to Erudites. I think the player has been consistently 2 levels behind everyone else for months now.

I have rambled enough. I think I will be going with x1.5 retail cost for the more expensive of the two powers, if linked together. It is the cost for making two spells in such a fashion using wondrous item, so it's consistent. I could make a case for x2 and x3 however.

------

Now here:

ADDING NEW ABILITIES
(click to show/hide)

You would think it would be x1.5 for the second spell. Then the third spell, being a spell on top of a spell (following additive multipliers rules) would be 1.5 + .5 or x2.

However under the chart:

Multiple different abilities: Multiply higher item cost by 2.

So, one could argue, it's lowest costing spell x1, second most expensive spell x2, and then the third, being a spell on a spell, is x3.

However, I figured I was already boning anyone who wanted to buy a Candle (Scroll/Potion) with x1.5/x2 when you got the combination, the (x2/x3) seemed over kill.

Or I could just make it a flat x2, x2, but I figured that since one comes with a 1 round delay, on top of the one round delay for a basic scribed candle (Scribed Dipped, to be exact), and stripped has NO round delay for the second spell, X1.5/x2 for dipped/striped seemed fair and consistent with RAW as close as I can determine.

And since linked follows the one round delay of the Scribed Dipped candle, it seems to be close enough for government work. Of course that would mean:

Scribed (x1) Linked (x1.5)
Dipped (x1.5) Linked (x2)
Striped (x2) Linked (x2.5)

Since multipliers are additive. The other way would be

Scribed (x1) Linked (x2)
Dipped (x2) Linked (x3)
Striped (x3) Linked (x4)

Which, would be multiplied by x1.5 over all, because of the Chameleon Crafting cost of using metapsionics on spells manifested in a scroll variant.

7
Gaming Advice / How to price Powerstones with the Linked Metapower
« on: August 20, 2017, 06:06:57 PM »
Quote
With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level. Thus, a 3rd-level power modified with the Empower Power feat could not be stored in a psionic tattoo, because the power would be equivalent to a 5th-level power for the purpose of limiting manifestation, and a psionic tattoo can hold a power of only up to 3rd level. A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.

Okay...

LINKED POWER [METAPSIONIC]
(click to show/hide)

Now then...

POWER STONES
(click to show/hide)

Now then. If I create a power stone with a 1st level power with a ML of 1, then use linked to add on a 9th level power that I create with a ML of 19, how do I price it?

8
You Break it You Buy it / Re: Hardfire: How to make a Tzar level nuke
« on: July 04, 2017, 11:44:20 AM »
Sorry. Thought fire ignored hardness because it "melted" things. However, you did give me pause to think about, what if I animated a chunk of this sucker. A creature that if you attack, when it reaches 0 hp explodes as a fireball. Yes, total cover protects everyone behind it, but still, the damage of even a diminutive critter should be terrifying.

And it's a quartz-like material, so I assumed quartz at 1.59 ounces per cubic inch, thus rounded down to 1 to 1 to make the math easier. Besides, we're talking a 409 mile fireball. Any additional damage and size is lost at this point. Still, it becomes more useful as a magguffin if it doesn't make massive lakes of fire. at 1800 hp a 10x10x5 chunk of anything even at hald damage to objects, it's still vaporizing anything it has LoS with.

Note I didn't say it was unbalanced. I said it was broken. I mean, if I spend 32.4 million gold on a one use item that only went boom, I'd expect a big boom.  I'm mentioning it, because running an eberron campaign, and I was thinking of having a unexploded bomb plot in a major city, where a chunk of this stuff was brought down to a few hundred hitpoints, but over the years, it's been losing 2 hp a week, as it loses one ounce a week. Estimates put it at exploding in the next month and some brave PCs need to find where it was hidden.

9
You Break it You Buy it / Hardfire: How to make a Tzar level nuke
« on: July 04, 2017, 08:04:51 AM »
HARDFIRE
- DRAGON #347 (3.5)
These small red and orange mottled quartz-like rocks are usually found in chunks weighing roughly a pound and form on the banks of cerulean magma pools. Holding a hardfire stone unprotected deals 1d6 points of fire damage every round. When removed from the elemental plane of fire, hardfire falls apart at a rate of 1 ounce per week until it completely crumbles into worthless dust. A hardfire stone has hardness 2 and 2 hp per ounce. If ever reduced to 0 hit points, the hardfire stone explodes in a fireball that deals 1d6 points of fire damage per ounce in a radius equal to 10 feet per ounce. A DC 14 reflex save halves the damage. Generally ignored by natives of the plane, efreet merchants sometimes export hardfire to buyers on other planes, where it sells for 150 gp per ounce.
Editor: Ladies and gentlemen, gaze upon one of the most broken materials ever created in d20. Combined with stone metamorphosis, you can create this material in tonnage amounts. Yes, you have to have material of the same value to transform into another type of stone, but that’s just a logistical problem. Available at level 4 for cleric or druid, stone metamorphosis allows you to absolutely devastate an area because hardfire has no upward limit to damage or area. On the other hand, a mere square foot of this material can keep a cistern boiling hot for 33 years, so I can see the appeal to getting a block of this stuff.
Editor (Blowing up a city): Assuming that the upward limit of hardfire that can be considered a single item is if you made a wall of the stuff, and walls take damage in 5’ x 5’ x 5’ chunks, then we can determine how many ounces you can put in the largest possible amount one can stick together to damage and still have it be one explosion. Any amount larger than this in volume will merely result in overlapping explosions. Assuming 125 square feet of material, it will take a 7th level druid approximately 7 castings of this 4th level spell to create that amount. If we assume hardfire is 2/3rds the weight of normal quartz, and we round down to 1 ounce per cubic inch, one 5 cubic foot of this stuff weighs 216,000 ounces. (Side note, it would take 4142 years for that block of hardfire to crumble at one ounce a week. Put that sucker in a cistern and you’ll have hot water for the length of an empire.)
Now to cast the spell, you will need 32,400,000 gp worth of rock and other material to transform into the hardfire, but we’re really just discussing the logistics of the matter. If you can gather more than 150 gp a week in material, you’ll eventually build this monstrosity. Your block has a hardness of 2, so damaging it will be quite easy. However, you will need to do 432,000 hp of damage to it. At 10 hp a round, 10 rounds a minute it will take exactly 72 hours of non-stop whacking at this thing to set it off. If you have minions working in unison, you can have 8 guys standing around the rock, giving it a whack every round. You can cut it down to 9 hours until detonation.
And what a detonation it will be. Everything in the blast radius will take 216000d6 fire damage. Although with a DC of 14, most people in that area will be able to save for half. Every rogue in the area and anyone with any form of evasion will have a decent shot at taking no damage. Which would be a good idea, considering the average is 756,000 hit points of fire damage. At half damage, you are still ash blowing in the wind. What is truly terrifying is the radius.
At 2,160,000 feet, or approximately 409 miles, the blast will only be limited by the curve of the planet. If the explosion of the largest nuclear weapon in earth atmosphere is any indication, there is a point where the air resistance itself acts as a bulwark and redirects the energy into space. Simply put, a single explosion can only go so far before the curve of the earth forces the energy up and out. Since it is only fire damage and has no kinetic energy, I will assume that there is a natural limit of the horizon. So, at sea level we’re talking a mere 2.9 miles, but the average is somewhere about 22 to 64 miles, so let’s go with 20 miles to be on the safe side. Remember, the planet gives you total cover, so a valley won’t let it go as far as on top of Mount Everest, which gives you a blast radius of about 209 miles. You can see the advantages of an airburst.
Now, before you think you are going to have this massive crater, remember that fire does half damage to objects, but does ignore hardness. I’ll save you the math, your average mountain only has 15.6 billion hit points. We’re only doing 756,000 HP, which is halved or 378,000 hp of damage. So, as a DM, you might want to consider a mountain a single target, thus it would barely scratch the surface.
That said, this is an area of effect and it’s doing that much damage per 5 foot square. Your average 5 foot cube of ground has, assuming the ground is solid rock, 225 hp. Assuming the blast is reduced by every 5 foot cube of material above it, this blast will destroy the first 8,400 feet of ground, or create a crater 1.59 miles deep. Assuming the rock is on top of the tallest mountain on the planet, with a mountain about the size of Everest, including how far the blast eats up the ground, you’ll have at most a crater about 211 miles across and 1.5 miles deep. Since the rock only melts and is not destroyed, it will be a seething sea of molten magma. Congratulations, you just created a lake of fire.
However, assuming this goes off underground, the blast is far more limited, being around 3.18 miles across, and if within 3.18 miles of the surface, again, results in a mere puddle of fire, in comparison. However, on average you’ll get a decent sized pond of fire, about 50 miles across.
I would still have damage out to the full 409 miles, however. Assuming that every drop of moisture in the area turns to superheated steam, there will be a blast of pressurized steam that rolls through the area. So beyond the horizon, I’d make it a mere 10d6 fire damage and 10d6 kinetic damage from flying debris. Half damage to both on a DC save 14. Knock off a few dice if you get to cover. I mean, you should have a few rounds before the blast hits.
So, to put this in perspective, the Tzar Bomb, or 50 megaton fission-fusion nuclear bomb, had a radius of total destruction out to 15 miles, with 3rd degree burns out to 64 miles. It was not an airburst and dropped close to sea level, so this is actually on par with our block of hardfire. Yes, that’s right, for one 4th level druid spell, and a mere 32.4 million gp, you can build the Tzar bomb in d20 3.5 and turn that ultimate dungeon the DM made into the latest resort location for efreet tourists.

STONE METAMORPHOSIS
(click to show/hide)

10
Board Business / Re: Welcome Back!
« on: July 01, 2017, 02:54:44 PM »
Someone told me that you lost stuff from BG. I have this tendancy to download stuff and forget about it. I think I have a bunch of php files from BG that were the handbooks. I think. My memory is shot to hell. It's like only 84 megs. Dunno if anyone wanted them. Wanted to make them available, if needed.

11
Gaming Advice / Re: Alchemy Sources
« on: June 05, 2017, 07:40:23 AM »
Thanks. Trying to make sure I find everything and that I didn't miss any sources.

12
Gaming Advice / Re: Left or Right?
« on: June 05, 2017, 07:39:04 AM »
Nerve damage. I write equally poorly with both hands. I suppose I'm right handed, because it's a right hand world.

13
Gaming Advice / Alchemy Sources
« on: June 02, 2017, 08:33:27 PM »
So someone asked me to list all the sources of mundane and alchemy based equipment. Originally I wasn't interested because I already figured out the combat sources of alchemy, but since I'm quitting playing Unturned for the forseeable future, I need something to occupy my time that isn't related to work or politics. So I'm gonna go tackle this a few hours a night.

if anyone knows of any guides or discussions that stand out in your mind about normal equipment (yes, Bunko's basement. That one I got) or ANYTHING alchemy related, please post links here. Or if anything that stands out to you as Must have commmon items, or just comments in general about non-combat related equipment.

Note for the alchemy equipment, feel free to include guides/threads/posts about combat and alchemy equipment, because as long as I'm doing this, I can update the combat file as well.

-Thanks In Advance,
Bob

14
Gaming Advice / Re: List of Illithid related sources
« on: June 02, 2017, 07:06:44 AM »
EVD - Feat List. Search for Aberrant and aberation
The Illithid Graft list from the graft section of the EVD is full of body modification fun, but all of the graft section is a sure fire ticket to body horror. Also, don't forget the magic item that curses the target with an extra head that can act on it's own. I want to grow two of them put a helm of opposite alignment on each, and do that on the race of aberation psionistics who have three personalities inside them.

15
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 30, 2017, 08:58:45 PM »
Someone: Don't do what you to that way.
Me: Okay. How should I do it?
Someone: Not that way.

Thanks for the productivity.

And if someone else is working on the EVD and didn't tell me, speak up now. Anyone? I'm told I'm blind and missed something.

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Captnq: I know my notes are annoying, that's why I tag then in an even more annoying way. But since I've been doing this I've never seen anyone help add to a Handbook or even seen someone offer to take over an existing one, mostly because I'm blind and love to fail.

A link? Anything? Hello? Who is this person I am too blind to see?

You have a better way of organizing the notes? Speak up. What's your solution?

And yes I love failing. Only way anyone learns anything.
If you never fail, it might be because you are awesome.
Or everyone is letting you win.
Or maybe you are doing it wrong and don't know it.
Or maybe you are so retarded nobody has the heart to tell you you're a fuckin' retard.

I'd rather try and fail, then never try at all.

16
Gaming Advice / Re: Putting my footbow in my mouth
« on: May 30, 2017, 08:44:10 PM »
That is a very useful observation. Thank you.

17
Gaming Advice / Putting my footbow in my mouth
« on: May 24, 2017, 09:01:29 PM »
FOOTBOW
(click to show/hide)

MOUTHPICK
(click to show/hide)

(click to show/hide)

Okay, if I used either of these two WSA on the footbow, could I use the bow without using my feet, and thus keep the strength x1 1/2 bonus?


18
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: May 07, 2017, 09:34:58 PM »
That definition of sprinkling on the heart sounds very wrong.  If I were to sprinkle salt on the top of a filing cabinet, have I sprinkled the salt on a steak in the 2nd drawer?  No.  In order to sprinkle something on something else, it must make contact.  Otherwise, you're just sprinkling it on whatever is in the way, such as a creature's hide.  In fact, under the effects, it further clarifies that you "season" the heart.

Yes, but effects, from a RAW stand point have nothing to do with activation. In fact, I have never seen such an activation before.

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The powder must be mixed with a recently killed enemy’s blood and sprinkled on its heart. Preparing and consuming the heart in this way takes 3 rounds.

The powder must be mixed with a recently killed enemy's blood.
The powder must be sprinkled on its heart.

I'm sure the RAI is to sprinkle the mixture of powder and blood on the heart, but the location of the "and" shows that these are two different actions.

Now, those two steps are "preparation" and consuming the heart would be a third action, so one would assume that you mix the blood one round. Sprinkle on the heart in the second, then consume in the third.

Nothing in here indicates that the removal or access to said heart is a requirement.

Now, when you pledge allegiance to the flag, do you place your hand "On Your Heart"?

For your example, does the cabinet have blood? No? Not a valid target.
If it did, does the cabinet have a heart and/or internal organ serving the purpose of pressurizing a circulatory system? No? Not a valid target.
If it did, Is the heart located just under the top of the cabinet? Is the location where I would stab if I was to attempt to cut out a heart?
If we're talking about there only being an inch of oak between me and the heart and it is below where I am sprinkling, then I'm not sure.

if we go with your interpertation, then it's a seasoning and all I need is a knife that I dip in the powder. That will "mix" it with the blood and certainly with "season" the heart. but is it "sprinkling"?

Like I said. Never seen anything like it. Very strange activation, and very strange result.

19
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 07, 2017, 07:55:29 PM »
SMOKEPOWDER
(click to show/hide)

So, again, Sand pipe and a Quickflame weapon capsule. Thoughts on the result?

20
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: May 07, 2017, 07:51:26 PM »
SANGUINE NOSTRUM
- CHAMPIONS OF RUIN (3.5)
(click to show/hide)

So, the way this reads, if I kill someone, then use this stuff, I can eat its heart in 3 rounds. Now... I know that sounds evil and stuff, but
the sprinkled "on" it's heart does not exactly indicate to me it must be direct. So, An action to mix with the blood, then sprinkling on the chest where the heart is located should suffice. Then, you can rip open someone's chest and consume the heart.

REGARDLESS OF SIZE.

That said, need I make the effort to pry open the chest first, or will simply mixing it with the blood grant me the ability to tear open a corpse's body and consume the heart in 3 rounds?

For example, if I wanted to intimidate a Abolith. I had one captured. I have an abolith corpse nearby. Using said substance, can I then burrow my way into said Abolith corpse (in front of my prisoner) and then eat whatever passes for the central pump of it's pressurized circulatory system?

How many bonuses would I get to my next intimidation roll?

And can I use it on an old heart? I don't expect to get any benefit from eating an old heart. Maybe I just like eating hearts. And if it can be used to consume any heart, can I use it on an Undead who's still twitching? Not because I expect any benefit, nor do I expect it to actually HURT the undead. I just want to spend three rounds eating a Lich's heart while she's shackled to a wall. Why?

Because it'll mess with the player's heads, that's why.

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