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1
Min/Max 3.x / Speedster AoE Damage Options [3.x/PF/3P]
« on: February 26, 2020, 05:47:40 AM »
So I am looking to make a Speedster build, and am looking for any options that allow for a character to deal damage when adjacent/close to the target passively, or otherwise as part of movement.

From what I have been able to gather, there is not a lot of obvious options. There is some of the stuff Chuck E Cheese build uses (though I am not trying for anything that absurd), like Ring of Fire. There is also Salamander Charge, but that is a bit on the late levels for some basic damage.
Most damage auras I have come across have a stipulation of triggering at the start of your turn or a targets turn, which does not work if I just want to run passed them. There are gaze attacks which I believe should work fine, but those are rare and a bit difficult to get as a PC.

Are there any other options out there that can be used?

2
Oslecamo's Improved Monster Classes / Children of Zoretha (Zorethian)
« on: March 24, 2019, 04:34:52 PM »

Daughter of Zoretha (Zorethian)

Some Flavor text




HD:d10
Level BAB Fort Ref Will       Feature       Ability Score Increases
1+1 +2 +0 +2       Hulk Body, Blasphemous Existence, Energy Affinity       +1 Str OR Con
2+2 +3 +0 +3       Stony Hide                +1 Str, +1 Con
3+3 +3 +1 +3      Abominable Senses, Dark Resilience       +1 Str OR Con
4+4 +4 +1 +4       Growth                +1 Str, +1 Con, +1 Wis
5+5 +4 +1 +4       Elder Sign          +1 Str OR Con
6+6 +5 +2 +5       Spawn Elemental          +1 Str, +1 Con
7+7 +5 +2 +5       Waking Nightmare          +1 Str OR Con
8+8 +6 +2 +5       Alien Existance          +1 Str, +1 Con, +1 Wis
9+9 +6 +3 +6       Runewarded Hide          +1 Str OR Con
10+10 +7 +3 +7       Elder Sign          +1 Str, +1 Con
11+11 +7 +3 +7       Growth                +1 Str OR Con
12+12 +8 +4+8       Sinister Sight             +1 Str, +1 Con, +1 Wis
13+13 +8 +4 +8       Dark Visiting           +1 Str OR Con
14+14 +9 +4 +9       Eldritch Existance          +1 Str, +1 Con
15+15 +9 +5 +9       Elder Sign          +1 Str OR Con
16+16 +10 +5 +10       Dark Matriarch             +1 Str, +1 Con, +1 Wis

4 Skill points+Int per level, quadruple at 1st level. Class skills: Climb, Diplomacy, Intimidate, Jump, Knowledge(Arcana), Knowledge(the Planes), Knowledge(Religion), Listen, Search, Sense Motive, Spot, Swim
Proficiencies: A Child of Zoretha is not proficient with any armor or shields, and is only proficient with it's natural weapons.

Features:
Hulk Body: A Child of Zoretha loses all other racial bonuses, and gains the Outsider type and traits (Darkvision 60). A Child of Zoretha also has the Evil and Native subtypes, and are immune to Petrification, Paralysis, and Polymorphing effects. They are medium-sized, have a movement speed of 40ft, and 1 Slam attack (1d8 + Str Mod*1.5). A Child of Zoretha also gains a natural armor bonus equal to its Constitution modifier.
While asleep, Children of Zoretha gain a number of points of hardness equal to twice their HD, as their body partially solidifies into a statuesque state. A Child of Zoretha can sleep while standing and has no care for comforts while doing so but must spend a move action to end its self-imposed petrification.

Blasphemous Existence: The very existence of the Zorethians is an affront to the gods. As such, you can never use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc), as divine agents would never bestow such powers upon you. Allies may attempt to use such abilities upon you, though pending on your disposition and actions in relation to any divine agents sponsoring such an ally (assuming they are beneficial effects), this may sour such relationships, and further such abilities cause great discomfort to you (though there is no actual harm beyond the actual effects of such abilities)

Energy Affinity (Su): All Daughters of Zoretha have an affinity for one of four energy types which they inherit from their mother.
Choose one of the following: Fire(Fire), Ice(Cold), Acid(Acid), Lightning(Electricity). You now have Immunity to damage of the associated energy type, and your Melee attacks deal a number of points of damage of the associated energy equal to 1/2 HD (min 1).
A Daughter of Zoretha also gains a Breath Weapon that deals damage of the associated energy type. This breath weapon deals 1d6 Damage per HD (Reflex (Half) DC 10 + 1/2 HD + Con Modifier), is a Cone (Area 20ft, +5ft per 2 HD), and has a 1d4 round recharge.
This choice will also have an effect on future class features.

Stony Hide (Ex): Starting at 2nd Level, a Child of Zoretha tough outer shell absorbs blows and quickly mends itself. You gain Damage Reduction equal to 1/2 HD which is ignored by magic attacks, as well as Fast Healing equal to 1/2 HD.

Abominable Senses (Su): Starting at 3rd level, Children of Zoretha can naturally sense the presence and communicate with those around them, and gain Blindsense with a range of 15ft per HD and Telepathy with a range of 30ft per HD.

Dark Resilience (Su): Children of Zoretha can easily withstand magical attack and hide themselves from magical probing, especially that of a divine source. Starting at 3rd level, you gain SR equal to HD+7, which increases to HD+15 against Divine Spells and effects. Further, you are under the constant effect of Nondetection, with a caster level equal to HD+7, or HD+15 vs Divine spells and effects. It may raise or lower its SR as a free action at any time even if it isn't its turn, except vs divine spells and effects.
This Nondetection effect extend to all Children of Zoretha within 15ft per HD regardless if they have the Dark Resilience class feature themselves, and Dark Resilience's effective caster level increases by 1 per additional Zorethian (max twice CL) within this area (anyone attempting to divine a Zorethian rolls against the highest level Zorethian in the area).

Growth: At 4th level a Child of Zoretha size increases to the next larger size. This happens again at 11th level, and if you have taken all levels of this class,  again at 18 HD and every 7 HD thereafter.
His AC, bonus to hit, base damage, grapple, and skills change accordingly, but he doesn't get any ability score bonus or penalties.
A Child of Zoretha's land speed increases by 10ft and its bonus to natural armor increase by 1 each time it does (or would) increase in size from this class feature.

Elder Sign (Sp): Starting at 5th level, and again at 10th level and 15th level, a Zorthian gains a rune of dark power marking their links to their terrible origin. With this Elder Sign, a Child or Zoretha can affect the world around them, or the creatures that inhabit it. Unless otherwise noted, all Elder Signs are spell-like abilities with a CL equal to HD. Should a Zorthian take all 16 levels of this class, they will gain an additional Elder Sign at HD 20 and every 5 HD thereafter.
(click to show/hide)

Spawn Elemental (Su): Starting at 6th Level, a Daughter of Zoretha can spawn an elemental from their very being, which has a matching energy affinity (Fire Elementals for fire affinity, Water Elementals for Ice affinity, Earth Elementals for Acid affinity, and Air Elementals for Lightning affinity). These elementals have a level equal to your HD - 2.
This Elemental is treated as a Cohort and is built with the elite array (15, 14, 13, 12, 10, 8), and a Daughter of Zoertha with Leadership does not get a Cohort with that feat. When the elemental gains all it’s base elemental levels, it then takes levels in its corresponding Elemental Monolith Class. If the elemental has taken all those class levels, it advances as a Fighter thereafter.
The Daughter of Zoretha can spawn such an elemental at will as a standard action, can dismiss it as a swift action as long as it is within reach, and can only have one in service to her at any one time. Should the one currently in service by slain, you will receive no penalty but must wait 1d4+1 days before spawning one again as you slowly restore the essence of the elemental within your being. All elementals summoned are identical to one another. Should you wish to change any aspect of your elemental companion, you must spend 1 week in suspended animation, reconfiguring the elemental energy within yourself, and are unable to perform any other tasks.

Waking Nightmare (Su): As a Standard Action a number of times per day equal to HD/2, a Daughter of Zoretha can inflict a target within close range (25ft + 5ft per 2 HD) with waking nightmares for 1d6 rounds, with effects dependant on her chosen energy affinity:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
A target can make a Will DC 10 + 1/2 HD + Highest Mental Ability Score mod to avoid these effects. This is a Mind-Affecting effect.

Alien Existence (Ex): As Children of Zoretha grow more mature, their minds and bodies take on new complexity and alien design. Starting at 8th Level, A Child of Zoretha is immune to Ability Drain, Energy Drain, and Mind-Affecting effects.

Runewarded Hide (Ex): In addition to the major runes a Zorethian gains gain from your Elder Sign class feature, vague lesser runes begin to appear upon their bodies, warding it against damage. Upon reaching 9th level, the Damage Reduction gained from the Stony Hide class feature now requires an epic attack to penetrate. In addition, you gain Energy Resistance equal to your highest mental ability score modifier to acid, cold, electricity, fire, and sonic damage.

Sinister Sight (Su): Elder Zorethians can pinpoint the position of anyone nearby, and their eyes can pierce illusions with ease. Staring at 12th level, you gain the benefits of the True Seeing spell and Blindsight with a range of 10ft per HD.

Dark Visiting (Su): An Elder Zorethian brings with it terrible and blasphemous visions that wrack the minds of those that attempt to channel the divine in their presence. Any creature with HD equal to or lower then your HD-4 that is within 100ft per HD of a Child of Zoretha that attempts to use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc) must make a Will Save (DC 10 + 1/2 HD + Highest mental ability score modifier) or fail to use/cast that ability (losing the action, though retaining any uses or resources required to use that ability), and take 1d4+1 ability score damage to the ability score relevant to that ability or of that relevant to the class using that ability (if no ability score can be linked, default to Wisdom). If ability score damage taken from Dark Visiting would result in the character being reduced to half or lower in that ability score, that character is affected as if under the effect of the Insanity spell so long as they remain within the area of Dark Visiting + 1d4 rounds, and lose the ability to use/cast Divine Spell/abilities for 1 day per each of your HD, or until an Atonement spell is cast upon them. Further, they gain SR equal to that gained through your Dark Resilience class feature against Divine Spells/effects for 1 hour after losing access to their divine abilities. Creatures with HD greater then your HD-4 are still affected by this ability, though they gain immunity to failing to use their divine abilities should they make a save for 24 hours, but they must still save against damage, though this damage is minimized to only 2 damage, rather than 1d4+1 damage (though they still can lose access to their divine abilities if reduced to half their relevant ability score, as normal).
This ability can be suppressed or reactivated as a swift action.

Eldritch Existence (Su): The body of an elder Child of Zoretha defies logic and natural limitations. You no longer need to breathe, eat, or sleep (though you can choose to do so for things that require such) and gain a profane bonus equal to half your highest mental ability score modifier to AC and Saves, though this bonus is not to exceed the standard ability score modifier granted to those statistics.

Dark Matriarch (Ex): You have become a Matriarch of the Zorethian race, and unlock terrible power. First, you ignore any immunity to your fear or mind-affecting abilities, though targets with such immunities receive a +5 to their saves against such effects. Further, you can expend a use of your Waking Nightmare ability while using your Breath weapon to have your Waking Nightmare ability affects all targets hit with your breath weapon (this will affect the target regardless if they make their reflex save against the Breath Weapon itself, though the target is entitled to a Will save as normal for being targeted by Waking Nightmare). Further, you can use your Waking Nightmare ability as a Swift Action instead of a Standard Action.
In addition, as a Matriarch you sense the presence and general direction of any Zorethian Patriarch (Son of Zoretha Level 16), which is ready and willing to breed. This sense includes any such specimen on the plane you currently occupy but does not extend into other planes. Zorethians are not picky with their mates, and after mating a Matriarch will remain fertile for 1 year, able to produce any number of offspring in this period as time permits.
After mating a Matriarch can produce offspring at an abnormal rate atypical for creatures of such size, able to produce one or Daughter of Zoretha (75/25 odds) each day, though she is unable to take any strenuous actions in a day when she chooses to give birth. Her offspring stay by her side until they are driven out by their siblings or mature enough to head out on their own, though some may remain and serve their mother indefinitely.
In effect, a Zorethian Matriarch can maintain a brood of her children as if she had the Leadership feat, treating any of her children as followers, however, her leadership score for this purpose is calculated as her level + Highest Mental Ability score modifier, adding no other leadership modifiers. All of these children can only be built by taking Son or Daughter of Zoretha levels, use the nonelite array, and start small sized instead of Medium (growing to normal size upon leaving the brood). The children are born as 1st level characters, but the Matriarch can grant bonus extra levels to fill up her higher level follower slots (these levels are immediately lost upon leaving the brood).

3
General D&D Discussion / Pathfinder 2nd Ed Announced
« on: March 06, 2018, 11:06:36 PM »
http://paizo.com/pathfinderplaytest

From the looks of it, it is going to be a major departure from the 3.x ruleset that Pathfinder has been using. The few details they have given seem interesting, but given the rule changes, it won't be of much value for my group that usually plays 3.P Hybrid games.

4
D&D 3.5 and Pathfinder / [PF] Classes/Feats that Buff Allied Spellcasters?
« on: December 25, 2017, 05:51:15 PM »
Are there any classes that buff allied Spellcasters? Specifically, affecting their spells (be it increasing caster level, adding metamagic, etc).

From my cursory check, all I spotted was Magician Bard, but I doubt that is all there is.

Feats (or anything else really) are fine as well, presuming that they do not require the buffed spellcaster to take them (or the character has a way to provide the feat to the ally)

3rd Party Material is fine, though 1st Party is always preferred.

5
D&D 3.5 and Pathfinder / [PF] Can Geminate Invoker Barbarians cast Spells?
« on: December 18, 2017, 09:43:09 PM »
The Geminate Invoker Barbarian has the Trance class feature which modifies Rage.
The ability states at the beginning of its 2nd paragraph: "Instead of the normal rage bonuses and penalties," and goes on to lists its bonuses, but does not list any penalties.
It notably states you can use skills normally restricted while raging, but doesn't say anything about concentration. It was a little fuzzy if this means they still can't cast spells while in a trance or not, but I decided to compare it to the Moment of Clarity Rage Power, which states "The barbarian does not gain any benefits or take any of the penalties from rage for 1 round." It goes on to clarify that these bonuses/penalties include the restrictions to actions. This seems to indicate the action restrictions are a penalty.

With that in mind, would Trance allow a Barbarian to cast spells while it is active, given it doesn't have the normal penalties of rage?

6
General D&D Discussion / Nevermind https is just fucking things up.
« on: December 07, 2017, 08:46:50 PM »
So I have noticed that links on google to web articles for old 3.x content on the wizards site aren't working again. They did this before when they broke all the links to these articles when they revamped the site, though I don't know if they just fucked up the links again or deleted the articles entirely. All I know is anything I try to look up that was at archive.wizards.com brings up their annoying 404 error page.

7
General D&D Discussion / Pathfinder Core Bundle on Massdrop
« on: September 15, 2017, 05:30:08 AM »
https://www.massdrop.com/buy/pathfinder-roleplaying-book-bundle

~$40 off from the usual price.

Can't say Im too tempted given most of the content is avaliable via Pathfinders SRD but if you like having physical copies...

8
D&D 5e / First Dip into 5e; Sneak Monk?
« on: July 11, 2017, 04:37:43 PM »
So I am going to doing my first run in 5e soon, and am thinking about running a Sneaky Monk Assassin of sorts. The game is set in a conversion of the Birthright Campaign Setting, in the Barony of Roesone specifically.

We rolled for stats, and I rolled the offensive set of 17 16 16 16 16 15 13 7. The extra 2 sets are for a bloodline score, but I dont plan to play a scion so I have the option to drop the two lowest, or drop the lowest and highest to use character options not normally avaliable for the setting. Since I am looking at Monk, the latter will be the case, putting my array to 16 16 16 16 15 13.

I am thinking for my Build that Way of Shadow is the obvious choice, but I am also thinking about dipping Rogue for expertise and sneak attack bonuses as well as Warlock for Devil's sight and versatility.
Right now I think I am going WoS Monk 14 / Rogue 3 / Warlock 3, with either Wood Elf or variant Human as race. Do to campaign specifics, I 'may' need to go elf to use Warlock since other races dont have magic usually, but I may be able to wave that since I have the option to use char options not normally available.

So is this build solid? And what is best Archetypes for Rogue and Warlock for this? Swashbuckler looks appealing so I can avoid AoOs while utilizing my speed and SAing targets I dont have advantage on, but Arcane Trickster seems versatile and I guess might stack with Warlock casting (Im not 100 with spellcaster multiclassing). For Warlock..I really dont know what Pact is best. Fiend seems solid for temp HP, Raven Queen is versatile. For Pact Boons I am leaning on Tome, but I dont know what the benefits of Blade really are other then knowing there are invocations to enhance them I guess? What even is the action for grabbing you pact weapon?

I guess my stats will go Str 13, Dex 16, Con 16, Int 15, Wis 16, Cha 16, before racials. Str, Int, and Cha can move around probably, I dont know what saves in 5e are the biggest concern, though I do have potential bonuses off Cha for Warlock and Rogue and Int has useful skills tied to it so it seems like that layout is best?

I still dont know about Backgrounds and other character building stuff so any other suggestions would be helpful


EDIT
And now that I think about it, what is the best order to take this?

9
Gaming Advice / 5e Flying Races?
« on: July 08, 2017, 09:01:54 PM »
I noticed a few races from 5e souces have a base fly speed.
I havent got to play 5e yet but will be soon. Is havig a fly speed as strong as it was in 3.5?

10
Gaming Advice / Tanks and War Engines?
« on: May 12, 2017, 09:24:26 AM »
Are there any sources with things along the lines of Tanks and War Engines? There are of course Siege Weapons like catapults and such, but veichles like Tanks seem a bit sparse. I suspect Eberron might have something, and I am sure Dragon has something. If not, I can always dive into d20 modern I guess.

11
So I am looking for options to improved weapons wielded by others for a Blacksmith kind of character.

Stuff like the Master (Dragonlance:WotL) line of 'Item of' knack class feature (though that particular one might be useless for this character) or the Hone Weapon feat (Located in Expanded Path of War or HERE)

I would prefer stuff that is not just casting spells on the weapon. Not necessarily non-magical, just not spells/powers/etc unless it is something particularly relevant. Duration is not necessarily a concern.

Ive been eyeballing the Blacksmith 3rd party class from Spheres of Might (Partially mentioned and linked to HERE but am hoping for other options).

3.X or PF acceptable, as well as DragMag and 3rd Party on a case by case basis.

Thanks for any help.

12
Gaming Advice / Bonus Damage and negative Strength mod
« on: January 15, 2017, 04:26:27 AM »
So if you were attacking with a Melee weapon and have a negative modifier to strength (lets say as low as we could get, -5), then have a bonus to damage (such as through a maneuver, sneak attack, weapon enchant, or similar), do you apply the bonus damage together with the base weapon damage + strength, or after?

For instance, you have a character with a dagger and +1d6 bonus damage from some source, do you:
Minimum 1 (1d4 - 5 + 1d6)
or
Minimum 1 (1d4 - 5),  then +1d6

Im not too sure if the rules take this into account or not given that characters will only very rarely have so little strength that there base weapon damage will be potentially drastically under the penalty. Common sense makes me think it would apply after, at least with certain effect like a flaming weapon, but again Im not too sure

13
Oslecamo's Improved Monster Classes / Pumpking
« on: September 10, 2016, 09:47:48 PM »
    Quote
    PUMPKING
    "This is the time of year to write to the Great Pumpkin. On Halloween night, the Great Pumpkin rises out of his pumpkin patch and flies through the air with his bag of toys for all the children!"
    - Linus



    PUMPKINGHD: d8


    Level
    1
    2
    3
    Base
    Attack
    Bonus
    +0
    +1
    +2

    Fort
    Save
    +2
    +3
    +3

    Ref
    Save
    +0
    +0
    +1

    Will
    Save
    +0
    +0
    +1


    Special
    Pumpkin Body, Pumpling, King of the Patch
    Plant Nobility, Reach of the Pumpking
    Growth, Hallowed Flight

    Ability Score
    Increases
    +1 Cha
    +1 Cha
    +1 Cha

    Skill Points: 4 + Int modifier per level (x4 at 1st level).
    Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge(Geography), Knowledge(Local), Knowledge(Nature), Knowledge(Nobility and Royalty), Move Silently, Sense Motive, Survival, and Tumble.

    Proficiencies: Pumpkings are proficient with their natural attacks and Royal Scepters (Light Mace, Heavy Mace, and Morning Star). They are not proficient with any armor or shields.


    Class Features

    Pumpkin Body(Ex): At first level, the Pumpking loses all racial bonuses and gains the Plant type and the following traits.
    (click to show/hide)
    A Pumpking is medium sized, has a movement speed of 20ft, has a natural tentacle attack (1d4+str mod). It also gains a natural armor bonus equal to half its Con modifier to AC. A Pumpking does not have hands capable of fine manipulation, but can otherwise crudely grasp things with its vine limbs, wielding weapons at a -2 penalty (Pumpkings use Royal Scepters at no penalty). The Pumpking has 1 vine capable of being used as a limb, plus an additional limb every 5 HD (the Pumpking also gains an additional tentacle attack per additional limb). A Pumpking is under the effects of a constant endure elements and gentle repose effect (for the sake of not rotting too much off the vine).

    Pumpling: Starting at first level, Pumpkings can spawn a Pumpling anywhere within reach as a standard action. A Pumpking can control only a number of Pumplings at a time equal to 1 + half Cha mod.
    (click to show/hide)
    Pumplings can act on the turn they are spawned. Any Pumpling further then Long range (400 feet + 40 feet per HD) from the Pumpking deanimates, becoming a rotting Pumpkin which provides no sustenance.

    King of the Patch: Pumpkings can cast Entangle or GoodberryPumpkin-seeds as a spell-like ability a number of times per day equal to his Charisma Mod plus Half HD (min 1).
    Entangle has a radius of 5ft + 5ft per HD and a duration of 1 round per HD, and the Pumpking or one of his Pumplings must be in the radius of the spell (acting as the plants affected by the entangle). Pumpking and his Pumplings are not negatively affected by this effect.
    GoodberryPumpkin-seeds heal 1 hit point per HD and are not limited by the amount of healing they can bestow per day. The number of GoodberryPumpkin-seeds produced increases by 1d4 per 6 HD.
    The Pumpking displays no components for using these spell-likes.

    Plant Nobility: Pumpkings hold authority over all plants in his domain. Pumpkings can attempt Diplomacy and Intimidate checks against creatures with the plant type, even those no intelligence, and receives a bonus to such checks against intelligent plant creatures equal to 1/2 HD.
    Further, his royal demeanor inspires all his subordinates, granting a +2 morale bonus to Attack Rolls and Damage rolls to all allies with the plant type within 60ft. The pumpking does not receive this effect, but his Pumplings do. This bonus increases by +1 per 3 HD. Creatures not of the plant type who have consumed a GoodberryPumpkin-seed within the last 24 hours may receive this bonus at half effect.

    Reach of the Pumpking: The Pumpkings reach is increased by 5 feet, plus 5 more feet per 7 HD (this is in addition to any reach gained from size increases). In addition, any creatures entangled in the Pumpkings Entangle affect are treated as if grappled by the Pumpking, and the Pumpking can attack such creatures with his tentacle attacks with an opposed grapple check. The Pumpking receives a +2 bonus to grapple checks against any creature that has been entangled in his Entangle affect for more then 1 round. This bonus stacks with itself each round.

    Growth: The Pumpking's size increases 1 step at 3rd level, and an additional step every 10 HD thereafter.

    Hallowed Flight: The Pumpking can take flight into the air, gaining a 30ft Fly Speed with Good Maneuverability. The Pumpkings Pumplings can also fly at their land speed with Good maneuverability. In addition, the Pumpkings Entangle can now also affect flying creatures in its radius, the vines reaching out to grab such creatures any flying creatures failing their saves vs Entangle can be dragged out of the air to the ground should Entangle be in contact with a surface, taking appropriate falling damage in such a case.

    [/list][/list]

    14
    Min/Max 3.x / [3.P] Merchant Build
    « on: August 01, 2016, 09:08:07 PM »
    For my next character I plan on playing a Merchant focused build, making gold on item transactions and earning a income off of a business which will slowly be built up. Organizations/Contacts will be used, as will Business Rules in DMGII which means I need to pump into my Profession check to get good profit ratings. Ill probably utilize Bargaining rules from PF (here) and a few others as well.
    The character will not be built with combat in mind in any way, though as a result of the options taken she could be a decent Diplomancer, but I don't think my DM would let me get away with that too often. Ill probably spend a portion of my income, which given the character build will be a lot, to supplement some combat ability later on to prevent being instantly gibbed, but I wont be throwing it all into combat supplies so I wont be pulling off Artificer levels of Magic Items.
    Ive looked over the Seto Kaiba build from a few years back and a few other threads on the subject and have come to this build. It is mainly done, but I am looking for 2 more feats to round off the build at higher levels. Also any other suggestions would be appreciated.

    A few house rules:
    3.5 and PF fine, 3rd Party and Homebrew with approval
    Only Standard Races
    Wounds/Vitality
    2 flaws for 1 feat
    Crafting Magic Items cost the same as base price
    Casting Spells/Power/Supernatural abilities requires a in world material called hexite which will cost gold based on the ability it is fueling. Recharge Magic as a result of the Hexite rule.
    Leveling will require spending gold on training during downtime.


    Race - PF Human w/ Focused Study and Heart of the Fields(Profession(Merchant)) Alternate Racials
    Class Levels - Rogue 1 / Marshal 1 / Rogue +5 / Alliance Merchant 7 / Merchant Prince 5 / Uncanny Trickster(or other) 2
    PF Rogue & Variants - Glory, True Professional, Sanctified, ( Charlatan OR Smuggler ), Possibly Unchained Rogue
    Alliance Merchant - Kingdoms of Kalamar Players Handbook
    Merchant Prince - Here
    Ability Scores - 7, 7, 10, 16, 16, 19 (and +5 Cha from levels)
    Feats
    Mercantile Background [1st], Skill Focus (Diplomacy) [HBF:Lv1], Celestial Scion (Torquaan) [TPR-BF:Lv1], Favored in Guild(Mercantile/Profession(Merchant)) [Flaws], Favored (Mercantile/Diplomacy) [M-BF:Lv2], Signature Skill (Profession(Merchant)) [2nd], Negotiator [TPR-BF:Lv4], Primary Contact [3rd], Leadership [TPR-BF:Lv6], Iron Will [Otyugh Hole], Skill Focus (Profession(Merchant)) [HBF:Lv8], Landlord [9th], Business Savvy [12th], OPEN FEAT [15th], Skill Focus (Any) [HBF], OPEN FEAT [18th]

    Flaws (2 Flaws to 1 Feat House Rule)
    Feeble and Noncombatant

    Class Options
    Marshal Aura - Motivate Wisdom
    Rogue Talents - Black Market Connections, OPEN (Probably Charmer)

    15
    Gaming Advice / Removing Negative Levels at level 6 or below
    « on: July 09, 2016, 09:19:15 PM »
    Presuming character level is 6th and any magic items and such are limited to 3rd level spells and the like, what options are there to remove negative levels, or at least temporary negative levels?

    16
    Gaming Advice / Dragon with Negative Energy Damage Breath Weapon?
    « on: July 02, 2016, 09:02:00 PM »
    As title, are there any?

    17
    Are there any templates or race changing races that bring back a character to life after they are dead?
    Something along the lines of Ghost or Mummified creature, or Risen Martyr even.

    18
    Quote
    Consume Identity (Su)
    By eating the brain of a Medium-sized or smaller humanoid victim, you can absorb the mind, memories, and personality of that victim. After consuming a victim's identity, you can assume the victim's form with 100% accuracy and possess the victim's memories, abilities, and alignment. The only exceptions are cleric spells of 2nd level or greater, a paladin's (or equivalent) special abilities, and other powers that are granted by deities. When you have already consumed three or more personalities, and wish to consume another, you must make a Will save (DC 16) to avoid losing a random personality from those consumed earlier. In any case, you cannot have more consumed identities than you have total levels, losing a random identity from your pool if you attempt to exceed that limit. If you "wear" one of your assumed identities and commit an act that runs counter to that form's alignment, you are immediately reverted to your normal form for 1d10 rounds. In your normal form, you retain the basic memories of all the identities you have consumed, though not deeper memories. Memories from previously consumed identities that have been forced out by new identities fade quickly.
    This is a supernatural ability.

    So the obvious bit is you get the victims form and alignment, pretty easy. But abilities seems a bit broad. At the very least you receive its class features and racial abilities I imagine, but do you get the victims feats? What about ability scores? If so, do the ability scores automatically replace your own?

    19
    Gaming Advice / Upgrading CL of Magic Items
    « on: March 19, 2016, 06:49:19 PM »
    So say I need to increase the CL of a preexisting magic item.

    For things that calculate price based on caster and spell level this is a simple matter, pay the difference.

    But what about items that don't calculate price based on spells on it, such as in my case, a Dragon Spirit Cincture?

    20
    Gaming Advice / Dragons Chess in Space
    « on: January 29, 2016, 11:06:11 AM »
    So one the long term campaigns my group has been playing for the last 3 or so years off an on just hit 21st level, and with it a new arc in the saga of the game. With this new arc arrives some drastically new challenges for the group.

    A little background of the overarching story of the campaign up to this point. In originally started out as a one shot sense one of the players in the DMs then main campaign was going to be gone for a while do to missionary work. The rules were pretty simple too, make a monstrous character with at least +1 LA and no classes that require any infrastucture or civilization to exist, such as wizards. Sense it was supposed to be a one shot, I made a White Dragonspawn Dragonwrought Desert Kobold Dragonfire Adept/Dragon Shaman abusing True Dragon cheese which some may or may not say is not valid, but whatever it was supposed to be a fun one shot.

    I even gave my character a bit of background so that the DM had something to work off of. My character was to be the apprentice of a Green Dragon (to which he became a Dragon Shaman of) in the Great Game of Xorvintaal, as a means to get fight against the Great Wyrm White Dragon that enslaved his people, transformed them into white Dragonspawn, and froze over his home desert with a Fimbulwinter/Eternal Winter like effect. Nice and simple vengeance story.

    We started mainly as a group of monsters going around and fighting dragons and/or stealing seed hoards, big hack'in'slash kind of deal. We slowly made are way to the frozen desert to fight the White Dragon, gathering a few more characters along the way (some as loot even). When we finally got to the desert, we had an epic battle against a group of white dragons then a big white dragon, and freed the people of the desert.
    But then we decided not to end the campaign.

    The game took a pretty sharp turn there from what was supposed to be a short term hack an slash kind of game to a strategic nation building game. My character set himself up as the leader of his new nation, the Kobold Sovereignty. The White Dragons we fought were basically retconed to be the sons of the White Dragon, so he remained to be a potential threat to the nation, as did many other new faces. Of the many threats we dealt with were Desperate attempts to gather resources to feed and supply the nation, Gnoll Drug Dealers attempting to corrupt the nation, the desert itself thawing off and effectively melting into the ocean, with the help of a sahuagin empire off the coast, Shenanigans of a want to be Xorvintaal faerie dragon, Dragon Lizardfolk summoning Fire Demigods vs our invading force of allied lizardfolk and bat people, Psycho Dragonrage inflicting all the dragons in the world do to the existence of a former party member, and oh yeah, Humans falling from the sky in giant metal cylinders.

    But we did pretty well. We managed to prevent the complete melting into the ocean and became a archipelago, which wasn't too much of an issue sense the large majority of the nation could fly. We went from being enemies of the sahuagin, to interdependent rivals, and then after coming to their aid against an invading force of goblins and giant lamprey creatures, the nations were even combined into one (and my character married the Warrior Empress of the Sahuagin). We scooped up some of the Humans from their crash sight while everyone else wanted to slaughter and/or eat them, and integrated them and their technology into our society. All the surrounding regions largely fell under the influence of the Sovereignty.

    We largely avoided dealing with the White Dragon though. There was so many problems happening in the nation that it was feared that if we left to go south and finish him off that we would come home to ruins. From time to time he sent over some of his adgents to harass up or make some kind of move against us, but otherwise he was largely ignored for the sake of the nation. But when we finally managed to bring in the sahuagin into the nation, whom were the closest and largest threat, we finally decided to head south to finish the white off. He ended up having quite a few powerful allies, such as tribes of Bear people, lamprey people, white dragon monks, a contigent of winterwights (with many more sleeping around), and even a elder evil, but we were just in the final steps before the final confrontation...

    ... Then I got a memo popped into my head saying that the current round of the Great Game and that the final point tally was to take place. I was ordered by my characters mentor to come meet with him at once, which was noted as being unusual sense he never made a direct order of him. When we got there, it was explained that the round was ending, and that a new game was going to begin on a whole new field of engagement.

    The Green Dragon Mentor revealed himself to not be a Green Dragon at all, but a Timber Dragon, right out of the Immortals Handbook no less. He explained that he was a player from one of the higher tiers of the Great Game, and that sometimes such players participated in the lower tiers to train new apprentices to bring into the upper tiers, my character being one such apprentice. He also explained that he had no plans to move up to the next round yet, but that he wanted my character to do so. He knew that I would stay behind as long as the White Dragon remained behind though, so just before the end of the round he transferred all his holding and points to the white dragon, giving him victory in the round.

    When the final point Talley was counted and the round ended, we were greeted with a projection of thousands of dots atop an empty void, which turned out to be stars in a vast galaxy, and hundreds of images of all the players in the game encircling it. Above it was the image of a Nexus Dragon, whom turned out to be the referee over the Great Game.

    So my character got in 2nd place in his round, but luckily for him the top 3 players from a round move up to the next tier of play. The White Dragon wanted to get away from my character as much as he can and so gladly moved on to the next tier of play. After he was ensured that his nation and people would be safe from harm, and that if he did not progress forward then the White Dragon had the potential to gather the resources that would make him a near impossible threat to defeat for his nation, my character too decided to move on to the next round. Also a Fang Dragon which played for fun and had to be rezed also moved up because we was basically the only other player left that had not backed out or died, but he is generally a bro.


    One we leave our current planet, we wont be able to return, so everything we want to bring we have to bring now.
    Our current resources consist of the following:

    Party
    (click to show/hide)
    A near Epic White Dragonspawn Kobold Cleric of Tiamat
    A variety of White Dragonspawn Kobolds
    Humans, mainly Scientists, possibly some soldiers if we can convince them
    A variety of Sahaugin
    Poisondusk Lizardfolk Warlocks
    Gnolls
    Possibly Bear People
    Possibly Mole people
    Possibly a former Xorvintaal Oceanic Dragon, if we can convince her
    Large amounts of gold (about 500,000gp each main party member, plus some of the nations treasury)
    Access to the ability to craft any preepic magic items
    Access to some advanced technology, though probably not as advanced as that on the core world in the solar system we are going to.
    A literal forest of psionic anti divination crystal trees
    "probably other stuff I forgot"


    The next round is going to take place on a interplanetary scale. My character had the option to leave immediately or wait one week, and choose the latter so he could organize resources to bring and to tie up any lose ends and say his goodbyes. Those that left first got first pick on their starting points, and with that we are facing off against at least 2 other players, but probably more.

    For the remaining starting zones, we have the following options:

    Pierrot's Terrace (closest to sun, lava seas and ash clouds).
    Jormungand (small, thick atmosphere and lots of greens).
    Auldrist (core world, lots of development along certain areas, two carved moons).
    Gordium (water planet).
    Tatreros (tide-locked, half frozen world at the edge).
    Kuiper Belt (asteroid ring).

    Right now we are heavily leaning on the asteroid Ring, as it is very easy to hide in and resistant to any devastating planetary attacks, should such occur. The only issue with that however is the obvious lack of breathable air and food. For most of the party, it is a pretty simple matter to pick up a Necklace of Adaptation and a Ring of Substance, but those options can become quite expensive for us if we bring a lot of people with us.

    With the scale of the game zone being the size of a solar system, travel is also a concern. Mundane movement in not very viable, a creature needing a movement speed of ~24270ft to travel 1 AU in a year, assuming full run for that year, which is not very effective. I believe I was told I can at least Teleport/Greater Teleport around the asteroid belt, but those will otherwise not work for planetary travel. Neither will using Planeshift or similar to hop to different locations. PF has a Interplanetary Teleport spell, but it is 9th level, so it may be a costly option, and a very expensive one for those of us that dont have spells. Auldrist was described to have thousands of ships around it, so we can always steal/buy one but the issue is getting there, or getting them to come to us.

    We will also need a base of operations. We are told that if we set up a demiplane that it will radiate a lot of magic and stick out like a sorethumb, so we want to avoid doing so, at least once we are setup. We have access to spells and technology to make a suitable stronghold in a asteroid, and we have the spells and psionic crystals we can use to block divination, but we might need more then just that.

    We also want a stand in for my character to act as our Xorvintaal Dragon. Sense my character is a Kobold most wont even consider him possibly being a Xorvintaal, making it easier to have a stand in. We are betting on a Oceanic Dragon that was a player in the last round we played in, being probably one of the better players, though she stepped out of game when she was inflicted with Dragonrage. She is Good aligned and probably owes a favor, so she is considered trust worthy enough to potentially bring, though the DM indicated it would take quite a bit of convincing to get her to come along. If she doesnt, the pokemon trainer/scientist cohort guy we have can get us a dragon slave too, though we would prefer to not have to do that.



    There are probably some other contigencies and things I need to consider, but there is so much going on that I am sure a lot of stuff is flying over my head on this one. Does anyone have any suggestions to help out a simple Kobold play Dragon chess in space?

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