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Topics - Samwise

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1
Homebrew and House Rules (D&D) / "Tier 3" System Revisions
« on: September 07, 2021, 02:14:15 PM »
On to hacking the system itself.

Ability Scores
Reduce all positive modifiers by 2, minimum +0.
An ability of 12 or 14 is a +0, a 16 a +1, and so on.

Halve the modifier for attack bonuses but not for damage bonuses.
Strength 16 is +0 to hit, +1 to damage, Strength 18 is +1 to hit, +2 to damage.

Ability boosts at every 4th level grant +2 to an Ability Score.

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Saves
All Base Save Bonuses advance at a rate +1 per 2 levels.
Good category saving throws gain a +3 bonus for that save at 1st level.
This pairs with the saving throw for all spells being a set DC 20, with no modifiers for spell level or ability score.

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Attack Bonuses
Only Fighters, Rangers, and Paladins get iterative attacks normally. They gain one additional attack at 11th level.
Fighters with Weapon Specialization gain an additional iterative attack at 6th level.
Fighters with Weapon Supremacy gain an additional iterative attack at 16th level.
Other classes may take an ACF to gain a single iterative attack at 11th level with a cost. Clerics must have the War Domain to gain this benefit. Wizards lose access to a school of spells to gain this benefit. Rogues must use a Rogue Talent selection to gain this benefit. Rangers must give up a Favored Enemy selection to gain this benefit. Paladins I am not sure, probably 2 levels of Turn Undead or Lay on Hands advancement. Other classes would have to use a similar class feature.

There is no iterative attack penalty. All attacks are made at the same bonus.
As an optional rule, a 5 initiative count penalty could be applied to iterative attacks instead. This gets quite complex to track, and requires tweaking the movement rules as well.

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Hit Dice and Hit Points
As noted under the classes, Hit Dice top out at 10. After that it is a set number based on the size of the HD with no Con bonus applying.
This applies to monsters as well with the exception of dragons and dinosaurs, both of which gain 1 HD for every 2 listed HD over 10.

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Skills
You gain a bonus equal to your class level with a Trained skill.
As normal, you may attempt skills that are not Trained Only, though with no special bonus.
Fighters, Paladins, and Rangers receive 3 Trained skills at 1st level and 1 additional Trained skill every 3rd level.
Rogues receive 3 Trained skills at 1st level and 1 additional trained skill every 4th level. In addition, Rogues are automatically Trained in Climb, Disable Device, Hide, Listen, Move Silently, Open Locks, Search, and Sleight of Hand. They are Trained in Decipher Script at 4th level, and Trained in Use Magic Device at 10th level.
Clerics and Wizards receive 4 Trained skills at 1st level and 1 additional trained skill every 3rd level.
All classes receive bonus Trained skills equal to their Intelligence modifier.
Humans receive 1 bonus Trained skill at 1st level.

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And that is it for the general changes.
I would add in shifting to getting feats every odd-numbered level as well, but that is not an essential change.
And I would add in cutting out a large number of Feat Prerequisites, but that would be a post of its own I think.

So how horrible does this all sound?

2
Homebrew and House Rules (D&D) / Tier 3 Rogue
« on: September 06, 2021, 11:38:24 PM »
Going the other direction from my previous two theoretical revisions, an upgrade.

This one is more theoretical musings than any big changes. The core of it is simple:
Unarmed Swordsage is a functional monk?
Okay, Swordsage with sneak attack and trapfinding is a functional rogue!

As for the changes:

Reduce HD to D6.
Restrict proficiency with martial weapons to light and one-handed weapons only.
Lose AC Bonus.
Gain Trapfinding at 1st level.
Gain Rogue Sneak Attack progression.
Raise skills to 8/level and add Bluff, Decipher Script, Disable Device, Escape Artist, Open Locks, and Sleight of Hands to Class Skills.

And . . . done.

I was contemplating removing Discipline Focus and adding Uncanny Dodge and Trap Sense back in, but those do not seem really necessary.
As for not taking them out for the Sneak Attack, consider that the unarmed variant trades a single feat - light armor proficiency, for improved unarmed strike and superior unarmed strike. (Virtually. Superior Unarmed Strike nearly replicates monk unarmed strike progression.) Which might mean that progression is really that catastrophically bad, profoundly worse than Sneak Attack. Otherwise not getting proficiency with two-handed martial weapons and losing the AC bonus should be enough to pick up the SA progression.

3
Homebrew and House Rules (D&D) / Tier 3 Wizard
« on: September 02, 2021, 03:06:45 PM »
On to taking down the wizard!

Like the cleric, HD stop at 10. They get 1 hp with no Con bonus after that.

New spell levels also get delayed like the cleric:
12th class level = 6th level spells
14th class level = 7th level spells
16th class level = 8th level spells
18th class level = 9th level spells

Wizards do not get bonus spells for high Intelligence.

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Spells Known and Spell List
Wizards may know a number of spells of each level equal to their Intelligence score.
The Wizard spell lists consists of 4 spells of each school for levels 1-3, 3 or each school for levels 4-6, and 2 of each school for levels 7-9. Additional spells may be added to those lists only through spell research or the Extra Spell feat.
Specialist wizards gain 2 additional spells of their school for their list per spell level.
These are the only spells the wizard may use via spell completion and spell trigger. All others require the Use Magical Device skill.

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Spell Books and Wealth By Level
The cost of a spell book is part of a wizard's Wealth By Level.
The Boccob's Blessed Book now costs the standard amount of gp to add spells to it. The benefits it provides are holding 1,000 pages worth of spells in one book, plus being a magic item for saving throws.

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Spell DCs
The base DC for all spells is 20. No modifier for spell level, no modifier for Intelligence.
Spells with an innate penalty to saves or that do not ally saves do not have those traits changed.

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And that should be it. I think I have the feelings of wizards enough with those changes.
Does it bring them down to Tier 3?
Go too far?
Not really relevant because there are still those select few spells of every level that let them auto-win?

4
Homebrew and House Rules (D&D) / Tier 3 Cleric
« on: August 31, 2021, 05:17:20 PM »
"Are you insane?!?!?!"

Yes.

Now that we have that out of the way, I will proceed.

Well, first I will answer "Why?"
Because I want the game to be a bit more stable above 10th level but I do not want to play E6.
And I want to "test" my concepts of power rollback to AD&D levels.

So now to the class.
Unless noted, everything remains the same.

HD
Clerics gain new HD up to 10th level.
After 10th level they gain a static 2 hp per level with no bonus for a high Constitution.
(If you play into epic levels, no class gains hp after 20th level at all.)

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Spells
Clerics gain access to new spell levels every odd level up to 9th class level and 5th spell level.
After that they gain access to new spell levels every at a class level of twice the spell level.
12th class level = 6th level spells
14th class level = 7th level spells
16th class level = 8th level spells
18th class level = 9th level spells
Spells per day progression for those levels remains the same, just starting at the new level.

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A cleric's spell list is composed of every spell on the domains his deity grants, plus the spells on an appropriate Planar spell list (found in the Spell Compendium) plus a number of freely chosen spells to a maximum of 12 spells per level for 1st-3rd, 10 spells per level for 4th-6th, and 8 spells per level for 7th-9th.
If Initiate feats are used (and created for other deities), the spells they grant are required choices as well.

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Caster Stat
A cleric requires a minimum Wisdom of 8 to cast spells. That allows the cleric to cast spells up to 5th level. For spell above 5th level, the cleric must have a Wisdom modifier equal to the level of the spell. Thus:
Wisdom 22 = 6th level spells
Wisdom 24 = 7th level spells
Wisdom 26 = 8th level spells
Wisdom 28 = 9th level spells

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Metamagic
Divine Metamagic does not exist. Period.
Metamagic cost reducers do not exist. Period.
Metamagic rods and similar effects may not increase the effective level of a spell to a level higher than the character can normally cast.

And . . . I think that is pretty much it.
So other than me being out of my mind for wanting to roll back the power level so much, how close does this come to being about Tier 3 power level?

5
So . . . do they work together?

EWP rather thoroughly "affect(s) the use of a particular type of weapon".
And even going with the unofficial errata, it does say "choose a weapon".

So would you be able to use any exotic weapon with the aptitude weapon enhancement with just one EWP feat?
It really seems that way by RAW, even the RAW of the optimizing players who tried to fix the ToB.

And, since you are no doubt wondering where this is going . . .

"Everyone" knows about the Morphing weapon enhancement, which lets you change the kind of weapon within a particular type - Light, One Handed, or Two Handed.
While contemplating how to abuse that, I thought of the Changeling enhancement. Though it can only be added to a spear, it allows changing between a shortspear and a longspear, so now you can any One Handed or Two Handed weapon.
Naturally, I was still not satisfied with that, so I kept looking. There had to be a way to get Light Weapons in there!
There was.
And it is worse than that.
The Everchanging Blade from the FR Underdark book. Whose text reads:
"This +1 metalline morphing sizing longsword can become any single +1 weapon the wielder desires."
Yes, I know a morphing weapon cannot do that.
Yes, I know a sizing weapon cannot do that.
Yes, I know metalline has nothing to do with this, and even if it did a metalline weapon cannot do that.
Yes, I know the price is 50,315 gp, or a standard +5 weapon. which is what it is. (+1, metalline +1, morphing +2, sizing +1)
It can change into anything you desire.
Not merely changing from Light to One Handed to Two Handed.
It can become a missile weapon - long sword to long bow!
Sure, the metalline does not help, but who cares! Your sword is now a bow.
Once again, the RAW is right there, with no errata.

But wait, there's more!
Never mind your long sword is now a long bow like the silly Elven weapon, your spiked chain is now a composite greatbow.
Add Aptitude to that sucker and as long as you have any EWP you are proficient, and a bunch of other feats apply just for the fun of it.

As for convincing a DM you can make an "Everchanging Shuriken" at 1/50th the cost - or 50 at full cost, then share them out among the party so everyone has whatever weapon of whatever size they want at all times, I disavow any knowledge of your action.

6
Gaming Advice / "Rapid" Magic Item Activation
« on: March 12, 2020, 06:56:58 PM »
What would a reasonable cost be to activate a magic item faster?
That is, from a standard action to a move action, move to swift, swift to immediate, and immediate to free.

7
Creations & Ephemera / Mephit to My Madness
« on: January 04, 2020, 09:41:43 PM »
Why, or Mephitysics
My game went on hiatus for two weeks for the new year and I got bored.
And since I always wanted to see the other mephitis from Planescape that were never updated, I decided someone had to do it.

Basics, or Mephidology
Examining the mephitis back when playing LG while contemplating summoning them, it became obvious that there are really only 4 mephitis - air, earth, fire, and water, with variant breath weapons (of two basic types), spell-like abilities, and fast healing methods covering the rest. Seriously, go double check. See? Identical stat blocks, down to Feats and Skills, except for those three things.

Which means converting the last batch should be pretty easy, right? Just plug and play.

Not exactly. See, those last few remaining mephitis have the most divergent breath weapons, SLAs, and fast healing qualifiers of the lot.

Compounding that, in the conversion to 3E, WotC simplified the Inner Planes, doing away with the para- and quasi-elemental planes, allowing the examples of those to be classified as air, earth, fire, or water. Which mostly works. I mean, a "negative" earth elemental, that is broken down to dust, is sort of airy, while a "negative" water elemental, evaporated to salt, is sort of earthy. And the para-elemental mephitis can be shoehorned one way or the other. But some of them just do not fit.

Anyway, I gave it a shot. All the flavor descriptions are cribbed from the Planescape originals, slightly edited.

Results, or Let's See If This Mephits

Ash Mephit
This winged creature has powdery gray skin and wings, no external ears, and a nasal whining voice.

Use the Air Mephit chassis. Which is technically the Dust Mephit chassis, with 50 ft. fly speed.
Breath Weapon (Su): 10-foot cone of choking ash, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per day it can whine and complain. All creatures within a 10-ft. radius must make a Will Save (DC 17, caster level 6th), or be drawn into a discussion with the mephit. While the mephit can leave, if may continue for up to 6 rounds. Those affected must save again in the 3rd, 4th, and 5th rounds. Those failing wander off, avoiding the mephit. In the 6th round, anyone who fails the save immediately goes into a rage, attacking the others affected by the spell for 1d4+1 rounds. Those who save fall to the ground, helpless for 1d4 rounds, or until attacked or otherwise disturbed. This is a language dependent, mind-affecting, compulsion effect. The save DC is Charisma-based.
Fast Healing (Ex): An ash mephit heals when covered in ash and similar remnants of a burned out fire.

Commentary
The breath weapon is pretty straightforward, though the original had the mephit wheezing its hit points away to use it.
The fast healing is peculiar, but pretty basic.
One big oddity is that an ash mephit is both the fire AND cold subtypes. Yeah. It is the remnants of a fire, so it cannot really burn anymore, but it is also the cold remnants, so it cannot freeze.
The spell-like ability is the big one. The spell it is based on was 5th level back in the day, making it technically too much for a mephit. The effect however is just too delicious not to use. The description above may not be that clear, but the spell could easily be renamed "Internet Troll" and that should tell you everything. The caster starts talking with people, drawing them in. If he continues, they might get confused and leave. If he persists, they eventually either start flaming each other or whine about being suckered in. The mephit version is based on the ash mephit engaging in passive-aggressive whining about how much its life sucks because the multiverse is unfair, rather like Marvin the Depressed Robot from Hitchhiker's Guide.
If people think that is too powerful, then drop it down to a refluffed version of Hideous Laughter, replacing the laughing with whining.


Lightning Mephit
This creature’s torso and limbs are thin, jagged bolts of black lightning. Its hands and feed are oversized, bulbous, and white. Its earless head smells like and ozone and glows.

Use the Air Mephit chassis with fire subtype and a 70 ft. (perfect) fly speed.
Breath Weapon (Su): 30-foot line of electricity, damage 1d8 electricity, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
Charged (Ex): A lightning mephit’s body carries an electric charge. Any attacks with metal weapons or natural weapons on the mephit causes 1d3 electric damage to the attacker (Fort DC 11 negates). The save is Constitution-based.
Short Circuit (Ex): Dousing a lightning mephit with at least 1 gallon of liquid destroys them in a flash of electricity. This discharge causes 1d6 electric damage in a 5 ft. radius (Fort DC 11 negates). The save is Constitution-based.
Fast Healing (Ex): A lightning mephit heals when exposed to electric damage. Unlike other mephits this is not fast healing. The lightning mephits heals fully and instantly.

Commentary
This is a prime example of not fitting in.
First, it has a line breath weapon. Which is not that bad, but unique.
Next, instead of SLAs it has a damage aura and a non-standard vulnerability. While the vulnerability could be dropped, then we get to the Fast Healing.
It does not actually have a Fast Healing condition. It has a total healing condition. That it can get from other lightning mephitis breathing on it. Or just by rubbing on each other. That is powerful, so the vulnerability is rather needed.
I'm not really sure how to convert this without those two.

Smoke
This winged creature looks like a miniature human with sooty skin. It exhales wisps of reeking smoke with each breath.

Use the Air Mephit Chassis with air and fire subtypes.
Breath Weapon (Su): 10-foot cone of soot, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by choking and crying unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fiery Doom (Ex): When a smoke mephit dies, it disappears in a flash of fire. This causes 1 hp of damage in a 10 ft. burst.
Spell-Like Abilities: 1/hour—dancing darkness (caster level 3rd); 1/day—invisibility (caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A smoke mephits heals only if it in smoke.

Commentary
Rather straightforward if a bit redundant.
The original version had dancing lights as an SLA. I switched it for the PFRPG dancing darkness as more appropriate. Either can fit.
The Fast Healing is a bit odd, but so are some others.
The exploding bit is from the original, and though marginal makes it distinctive.

Radiant Mephit
This winged creature looks like a miniature human with a silvery body that reflects like a mirror. It has large black eyes, thin prismatic wings, and a wide mouth. Its expressionless face is broken by a sudden fit of crazed giggling.

Use the Air Mephit Chassis with fire subtype.
Breath Weapon (Su): 10-foot cone of brilliant light, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by afterimages and seared retinas unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Confused (Ex): A radiant mephit is constantly caught up in its own musings. It acts as if permanently confused except it treats a result of 1-10 as act normally, a result of 51-70 as wander off aimlessly, and only attacks enemies on a result of 71-00. If no enemies are present it will act normally. Note that “acting normally” for a radiant mephit is often indistinguishable from babbling incoherently.
Weak Willed (Ex): A radiant mephit’s mind is elsewhere. What is here is vulnerable to mind-affecting effects. It receives no saves against such magics.
Seeing Things (Ex): A radiant mephit is immune to all spells that affect or work through vision.
Spell-Like Abilities: 1/hour—color spray (DC 13; caster level 3rd). The save DC is Charisma-based.
Fast Healing (Ex): A radiant mephits heals only in areas of bright light.

Commentary
And we are back to weirdness.
The original breath weapon was straight up color spray. Yeah. That was not going to work. So I switched to blinding, burning light, and made color spray an SLA.
The fast healing qualifier is an unusual "element" but common enough.
As originally written, radiant mephitis were pretty much permanently stoned on the lights of the quasi-elemental plane of radiance. They are described as more likely to wander off that fight if not actively being attacked. But how to model that? I went with a modified confusion effect.
The other two abilities are again as written, and I think reasonably balance off. You cannot blind or fool a radiant mephit with an illusion, but you can always mind control them. Why you would bother I cannot say, but if you really need a dominated flash light, they are the mephit for you.

Mist
This winged creature looks like a miniature human with pale skin and wisps of vapor rising from its nose, mouth, and ears. It sheds drops of steaming water when it moves.

Use the Fire Mephit chassis with the water subtype.
Breath Weapon (Su): 10-foot cone of steam, damage 1d4 acid, Reflex DC 12 half. Living creatures that fail their saves are tormented by choking and blinded unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fog Sight (Ex): A mist mephit can through any fog or mist.
Spell-Like Abilities:Once per hour a mist mephit can surround itself with a cloud of mist, duplicating the effect of an obscuring mist spell (caster level 3rd). Once per day it can transform itself into mist, duplicating the effect of a gaseous form spell (caster level 6th). The save DCs are Charisma-based.
Fast Healing (Ex): A mist mephit heals only if it is enveloped in mist or fog.

Commentary
Again mostly straightforward.
The breath weapon is a bit of a tweak from the poison gas of the original, but that is how they did green dragon breath.
The fog sight is an unusual addition, but helps make it different from the steam mephit.
Note: Mist and Steam mephitis are both from the quasi-elemental plane of steam and they hate each other.

Mineral Mephit
This winged creature looks like a shining, glittering, mostly hairless dwarf.

Use the Earth Mephit chassis.
Breath Weapon (Su): 10-foot cone of mineral particles, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a mineral mephit can move through stone up to 1 ft. thick for 3 rounds as if it had the earth glide ability of an earth elemental. This ability is the equivalent of a 2nd-level spell. Once per day it can refract light through its form, duplicating the effects of a rainbow beam spell (caster level 6th).
Fast Healing (Ex): A mineral mephit heals only if in contact with stone. It can also consume gems and jewelry, healing 1 hp for every 10 gp consumed.

Commentary
As written, the breath weapon was glitterdust. As with the radiant mephit, that was not going to work, so it got converted to a cloud of itchy mineral powder.
The mineral mephit had no SLAs. It did have the walk through walls, as if insubstantial, with no limit, but that seemed too much to me. I downgraded that to a short duration earth glide, and added the rainbow blast for some flashy damage (it is in the Spell Compendium). It could be dropped, but then the limited earth glide should be at will.
Finally the fast healing is straightforward - except for it eating your treasure. That could be deleted, but it also provides an opportunity for a PC to get his loot eaten if he gets careless with an improved familiar.

Gratuitous Pedantic Tweaks
Dust Mephit should trade Terran for Auran, as it is from the quasi-elemental plane of dust, between earth and negative energy. I'm sure that contributes to its existential angst with the air subtype.
Ice Mephit should add the water subtype and Aquan; it is a combination of air and water elemental.
Magma Mephit should have the earth subtype and Terran; it is a combination of earth and fire elemental.
Steam Mephit should trade the fire subtype and Ignan for the water subtype and Aquan. It is from the quasi-elemental plane of steam, between water and positive energy. If fire immunity is needed it could keep the fire subtype which would explain why it is so ornery having mist mephits around.
Ooze Mephit should add the earth subtype and Terran; it is a combination of earth and water elemental.
Salt Mephit should trade Aquan for Terran, as it is from the quasi-elemental plane of salt, between water and negative energy.

8
D&D 3.5 and Pathfinder / Magic Item Sets List and Review
« on: December 13, 2019, 07:23:18 PM »
I made another list and decided to add some commentary to keep me busy.

Magic Item Sets
An idea introduced in the Magic Item Compendium, theoretically premised on all those thematically linked sets that increase in power in fantasy fiction. Pretty much all of which completely escape me at the moment, but I guess they exist somewhere. Anyway, they exist in 3.5, and even Pathfinder got in on the fun later in their game.

The big schtick is giving some minor bonuses for collecting a bunch of magic items that might otherwise be less than spectacular, but they sound good together. These bonuses do not increase the costs of the individual items, you just get the bonus for free for possibly using an unoptimized item or two.

Surprisingly, it is not that bad, especially compared to the "balancing" mechanism for Weapons of Legacy. Particularly because you can explicitly enhance all of these items above and beyond their starting level in any way you like. A few sets are less-than-spectacular, but as long as you can improve them, and especially if you can use the common effects option in the MIC, most of them are solid and can last long beyond the use date of their base abilities.

Naturally all of that means very few exist, especially because of the late introduction. I have only found them in the MIC, Complete Champion, and one set in Forge of War for Eberron, a total of 19 sets. I will take them in reverse order.

Forge of War
War Regalia of Galifar
So that "thematically linked" thing? Pretty much right out the window.
"Technically" they are linked to the Five Kingdoms, but each kingdom is so different the items have effects that are nowhere near synergistic, unlike the other sets, to the point that using most of them completely negates the others.
A high cost and 5 items that do not really work with each other. I guess if you love smite attacks it is kind, sorta, good for something, but otherwise keep scrolling down.
Best Class: Any (must be able to wear medium armor)
Total Cost: 88,660 gp
Total Slots: 5 Weapon Body Feet Head Shoulders
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Complete Champion
Regalia of Righteous War
Do you have tons of turn undead uses but are bored of spending them on Divine Metamagic? Then this is for you!
Other than the absurdity inherent in that statement, some of the items function if you are willing to burn those turn attempts.
It is only 3 items, but the cost is pretty hefty. If however you really don't want to DMM everything then I suppose it is somewhat useful.
Best Class: Cleric or Paladin (only works with turn/rebuke undead)
Total Cost: 35,485 gp
Total Slots: 3 Shield Weapon Head
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Trappings of the Beast
Okay, those first two are a disappointment. But this set actually works. Really!
Seriously, all of these are useful AND work together.
Quite expensive but only 3 slots. Especially if you can add a common effect on the mantle as an upgrade this set is solid.
Best Class: Druid (only affects wild shape and summon nature's ally)
Total Cost: 52,175 gp
Total Slots: 3 Body Ring Shoulders
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Garb of the Vagabond
A fairly decent set. Its biggest thing is moving some effects around to different slots. The weapon is monk focused, but pretty much anyone can get good use from this.
It is 4 items, and a restrictive weapon (see Gharyn's below for a monk weapon), but with upgrades it can work.
Best Class: Monk
Total Cost: 22,600
Total Slots: 4 Weapon Feet Shoulders Torso
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Raiment of Valor
Once again, all three of these items function. Except . . .
They only function when you are below half hit points.
Apparently "valor" translates as "continuing to fight even though you are bleeding profusely and a random crit can finish you off".
Of course with something to handle that, and any random power words, if you are okay with running around at half hit points all the time you can ride these bonuses through most adventures. In particular, the tabard is rather sweet.
Only 3 items and a moderate cost if you cannot upgrade.
Best Class: Any (meat shields preferred)
Total Cost: 22,000
Total Slots: 3 Head Throat Torso
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Magic Item Compendium
Armor of the Watching Master
Do you like beating things into a pulp but cannot find them to unleash said beating? No more!
Half bonuses to see things, half bonuses to beat them senseless. There are many things that do it better, but this is a rather cost effective starting point.
A four item set with an average cost. If you can upgrade the items the effects are fairly worthwhile, otherwise pass.
Best Class: Barbarian (according to the book, anyone can use it, but medium armor proficiency and Spot as a class skill are rather needed for best effect)
Total Cost: 29,810 gp
Total Slots 4 Body Face Hands Head
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Array of the Manticore
Do you like flying? Did you ever want to fly and skewer people like a manticore?
Well why not?!?!?
Embrace the theme!
A total of 5 items and the fly is way too limited. Maybe for a stormlord build, otherwise this is probably too expensive to bother with.
Best Class: Ranger or Scout (according to the book, as long as you like floating like a butterfly and stinging like a manticore, this will work for you)
Total Cost:41,000 gp
Total Slots: 5 Arms Hands Head Throat Torso
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Five Virtues
This set is totally awesome!
For the Knight class.
It lets you use fighting challenges to power the items. Which makes that class feature good for something.
It is 5 items, and despite being cheap they pretty much require you to be a knight. So . . . that.
Best Class: Knight (the abilities recharge with fighting challenge)
Total Cost: 12,970 gp
Total Slots: 5 Shield Armor Crystal Arms Shoulders Throat
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Fleet Warrior’s Array
Finally back to more functional items!
Rather straightforward set of bonuses to moving around.
A light 3 item set and clear focus, but just costly enough you will want to be able to upgrade them.
Best Class: Rogue (according to the book because of the synergy with sneaking about, but really functional for anyone who likes to move freely)
Total Cost:26,000 gp
Total Slots: 3 Arms Feet Torso
(click to show/hide)

Garb of the Hunting Cat
Fine. You don't want to be a manticore.
Be a catgirl! (Or catboy.)
Again, there are many things that do what these do better, but this does them on the cheap.
Only 3 items and a manageable cost, but a VERY specific and restricted build.
Best Class: Ranger Rogue Ninja Scout (mostly for the stealth two-weapon synergies)
Total Cost:17,604 gp
Total Slots: 3 Face Hands Shoulder
(click to show/hide)

Gharyn’s Monastic Array
You know animal style kung fu!
The best of these is the weapon, which does what a monk weapon should do.
The other two are movement items.
A mere 3 items and a weapon that should always be useful even if you cannot upgrade the other two.
Best Class: Monk (straight up, this is for monks)
Total Cost: 10,402 gp
Total Slots: 3 Weapon Face Feet
(click to show/hide)

Instruments of the Blood Gift
Are you a sorcerer?
Do you have dragonblood?
Of course you do!
Use these and go berserk.
Why?
DO NOT QUESTION THE BLOOD GIFT!
A mere 3 slots and a fair cost, but you need lots of hit points to make them worthwhile.
Best Class: Sorcerer with dragonblood subtype
Total Cost:19,100 gp
Total Slots: 3 Arms Hands Throat
(click to show/hide)

Raiment of the Four
If you like to wander and you are not a monk using the Garb of the Vagabond, wear the Raiment of the Four instead. You should also be a spellcaster, as half of the abilities are based on trading spell slots.
This is especially useful for limited list spellcasters, as the extra options are almost as good as additional spells known. (Hat Tip: Nanashi)
Only 4 slots and a reasonable cost if you cannot upgrade them.
Best Class: Druid Ranger Any spellcaster (half of the abilities are spell powered)
Total Cost: 19,100 gp
Total Slots: 4 Face Hands Throat Waist
(click to show/hide)

Raiment of the Stormwalker
Ride the storm, baby!
Thunder! Lightning! All that good stuff.
It requires 4 slots, and the cost is high, but it has some synergy with other storm themed items and prestige classes.
Best Class: Monk Druid (according to the book, mostly because you cannot wear armor with this set)
Total Cost: 103,000 gp
Total Slots: 4 Arms Body Feet Ring
(click to show/hide)

Regalia of the Hero
Another excuse to take that mashall dip for your bard on the super-cheap.
As if you needed one.
It really wants you to dip 4 levels for grant move action, but the bribe isn't high enough for that.
A minimal 3 slots at a cheap cost, so easy to use and disown if you cannot upgrade them.
Best Class: Bard Marshal (everything runs on auras or inspire courage)
Total Cost: 8,200 gp
Total Slots: 3 Head Throat Tool (horn)
(click to show/hide)

Regalia of the Phoenix
Because some players want to see the world burn.
Okay, ALL players want to see the world burn, but this is mostly for spellchuckers.
Mostly to get them to use sucky fire damage, but whatever.
Only 4 slots, but expensive.
Best Class: Sorcerer Warlock (because of the crown; being a pyro definitely helps)
Total Cost: 72,305 gp
Total Slots: 4 Weapon Face Head Shoulders
(click to show/hide)

Seven Veils
Finally a wizard specific set.
And boy did they go overboard.
Seven items, requiring a special "wear two face items at once" to use them all.
The whole thing has prismatic effects, so this will work best for a wizard who loves a variety of effects.
Oh, and though they are veils, even male wizards can use them.
A definite slot hog, and pricey enough that if you cannot upgrade them they are likely not worth the investment.
Best Class: Wizard (you need the options)
Total Cost: 63,000 gp
Total Slots: 6 Face Face (special) Head Shoulders Throat Torso Waist
(click to show/hide)

Vestments of Divinity
Remember that sucktastic set powered by turns for clerics and paladins in Complete Champion?
Well fortunately, there is a functional set in the MIC.
Instead of using your turn attempts it boosts them, and otherwise helps fighting dead things.
A bit of a slot hog at 5 pieces, but cheap enough own and disown or upgrade.
Best Class: Cleric Paladin
Total Cost: 15,100 gp
Total Slots: 5 Face Head Throat Torso Waist
(click to show/hide)

Wraith’s Woe
This is for everyone else to kill dead things.
A mere 3 pieces so the price should not be that bad if you cannot upgrade them.
Best Class: Any (almost exclusively for killing undead)
Total Cost: 24,000 gp
Total Slots: 3 Hands Throat Torso
(click to show/hide)


Special Mentions
Although not Item Sets by definition, a number of items, mostly artifacts, have combo bonuses. These include:

Elven Bow and Elven Quiver (Complete Champion) - Because elves MUST worship Corellon and shoot everything.

Thor's Kit (DMG) - The old standby of gauntlets of ogre power, belt of giant strength, and a hammer of thunderbolts. The last is now a minor artifact, so is very likely unavailable.

Arm of Valor (https://forgottenrealmshouseofrevelry.fandom.com/wiki/Arm_of_Valor) - A five part armored sleeve for smacking people around. Another minor artifact.

Hand and Eye of Vecna (DMG3E - Dungeon 132) - Old school villains only. Evil is just a snap of the fingers away. (Thanos will be so jealous.) A pair of major artifacts.

Rod of Seven Parts (AEG - Dungeon 133) - Reassemble an anti-demon beatstick for fun and profit. A set of major artifacts.

Regalia of Good/Neutrality/Evil (AEG) - Become an alignment champion. A set of major artifacts.

9
Gaming Advice / Arcane Ballista cost
« on: July 20, 2017, 04:01:13 PM »
I was looking at this and wondering about "budget" versions.

It has a Price of 75,000, a cost of 37,000 plus 1,000 for the weapon.
It says the thing is a +3 flaming burst ballista, which is a +5 equivalent weapon.

So subtracting the 50,000 cost of a +5 weapon, a "basic" masterwork version would just cost 12,000 plus 1,000 for the weapon, for a final price of 25,000.

Which leaves it as a large animated object with a masterwork bonus to its ranged attack, and 6 HD instead of 4 HD.
So CR 4, between the "normal" CR 3 of an animated object and the "enhanced" CR 5 of a +5 weapon arcane ballista?

10
Handbooks / In the Workshop
« on: March 30, 2017, 05:30:50 PM »
Time for another pseudo-handbook list, this time Item Crafting!

There are tons of item creation feats, most of which only get minimal notation in the handbooks, so I went and made up a list just to get a better feel for the options. And there are LOTS of options.

Spell Completion

(click to show/hide)

Use-Activated/Triggered

(click to show/hide)

Spell Trigger

(click to show/hide)

Command Word, Continuous, and Use-Activated

(click to show/hide)

Weirdness

(click to show/hide)

Meta-Item Feats

Above are the items you can make. These are ways to make them worse.

(click to show/hide)

And now of course someone should wander along and explain how to optimize (or ignore) all of these. I just get the list ready for use.  :D

11
Gaming Advice / Cure light wounds as spell-like ability
« on: December 17, 2016, 11:16:23 PM »
Other than a Least Mark of Healing, is there any way to get cure light wounds as a spell-like ability?

What critters have cure light wounds as a spell-like ability?

12
So reviewing Bloodlines as one of my players expressed interest, I thought again of their relationship to Birthright Bloodlines and my thought of rewriting those to the UA format.
That made me think of just making "Blood of Kings" generic bloodline.
And then out of nowhere I thought about Dragonmarks.
Thus:

Blood of Kings
1st   Diplomacy +2
2nd   Favored
3rd   Charisma +1
4th   Leadership
5th   Subject Affinity +2
6th   Guildmaster**
7th   Sense Motive +2
8th   Landlord**
9th   Wisdom +1
10th   Rulership**
11th   Subject Affinity +4
12th   (Epic) Leadership*
13th   Bluff +2
14th   Extra Followers
15th   Intelligence +1
16th   Improved Cohort
17th   Subject Affinity +6
18th   Legendary Commander*
19th   Intimidate +2
20th   Mind Blank 1/day ***

Subject Affinity: The affinity skill bonus for those with the Blood of Kings applies to anyone they are in charge of, starting with their followers, and continuing with any subjects they rule over.
* Powers of Faerun allows for Leadership scores above 25 (essentially, Epic Leadership), as the default. This uses that and grants Epic Leadership and Legendary Commander as bonus feats.
** Guildmaster (DMG II), Landlord (SBG), and Rulership (PF) all assume some use of additional optional rules from those books. If you do not want to incorporate those rules, consider replacing these with other Leadership based feats. Wild Cohort, Dragon Cohort, Undead Cohort would be prime options.
*** Other capstones in the book are immunity to an energy type or DR. This is effectively immunity mind-affecting spells. I figured it was reasonable for a king.

Dragonmark Bloodline
1st   (mark skill) +2
2nd   Least Dragonmark
3rd   Charisma +1
4th   Dragonmark Prodigy
5th   Dragonmark Affinity +2
6th   Lesser Dragonmark
7th   (mark skill) +2
8th   Dragonmark Adept
9th   Strength or Dexterity +1
10th   Greater Dragonmark
11th   Dragonmark Affinity +4
12th   Dragonmark Visionary
13th   (mark skill) +2
14th   Siberys Mark
15th   Intelligence or Wisdom +1
16th   Least Dragonmark Mastery*
17th   Dragonmark Affinity +6
18th   Lesser Dragonmark Mastery*
19th   (mark skill) +2
20th   Greater Dragonmark Mastery*

Dragonmark Affinity: The bonus applies to people with the same Dragonmark/members of the same Dragonmarked House.
Skills: Are by dragonmark;
Mark of Detection: Spot/Diplomacy/Listen/Sense Motive
Mark of Finding: Search/Intimidate/Knowledge (nature)/Survival
Mark of Handling: Handle Animal/Heal/Ride/Survival
Mark of Healing: Healing/Knowledge (nature)/Sense Motive/Diplomacy
Mark of Hospitality: Diplomacy/Knowledge (local)/Sense Motive/Diplomacy
Mark of Making: Craft/Knowledge (local)/Appraise/Diplomacy
Mark of Passage: Diplomacy/Knowledge (local)/Bluff/Ride
Mark of Scribing: Decipher Script/Speak Language/Profession/Forgery
Mark of Sentinel: Sense Motive/Intimidate/Handle Animal/Ride
Mark of Shadow: Gather Information/Disguise/Move Silently/Listen
Mark of Storm: Balance/Knowledge (geography)/Climb/Swim
Mark of Warding: Search/Knowledge (a&e)/Disable Device/Craft
Ability boost: Should be variable by Dragonmark. The table has generic choices.

* Least/Lesser/Greater Dragonmark Mastery are as per the Dragonmark Heir prestige class.

They essentially get all the dragonmark benefits of the Dragonmark Heir and Heir of Siberys prestige classes except for the bonus action points.
The highest level benefits are not particularly spectacular, but the alternative would be losing them completely or delaying the Siberys Mark until 20th level, and that didn't seem useful.
Also, they don't get the CL increases. These could still be gained from the various prestige classes available for the marks, but should probably be given as a gratuitous bonus tagged into some of the feats.

13
Gaming Advice / Bone Knight of Tyranny
« on: October 10, 2016, 01:58:01 PM »
What happens if you decide to become a bone knight from paladin of tyranny? (Or slaughter for that matter.)
Should they get to keep their detect evil and smite evil? (And cause disease if for some reason they want 2 more levels of paladin.) After all, having the "taint" of the undead shouldn't interfere with those.

Also, bone knight expands lay on hands to heal both living and dead things, but doesn't directly say you can no longer harm dead things.
Would a paladin of tyranny be able to heal dead things and both heal and harm living things?

14
General D&D Discussion / How much is that warforged in the window?
« on: September 04, 2016, 02:36:53 PM »
If you wanted your crazy PCs to buy some, how much would you price them at?

For all warforged varieties:
titan
raptor
steel kraken
charger
"standard"
scout

Bonus Round:
Creating Karrnathi skeletons, zombies, and dread marshals.
A special spell?
Create undead/greater undead?

15
Gaming Advice / Invasion of the Beast Men
« on: August 03, 2016, 04:23:18 PM »
While discussing some concepts involving gnolls and elves in my current campaign, namely that the elves had waged a war of extermination against various beast races in the past, one of the players suggested he would rather fight a war against rampaging beast men instead of obnoxious elves. So of course he set the theme for the next campaign arc, conveniently involving an invasion plot I had wanted to use anyway, as well as bringing in the characters from a previous campaign who would be sitting right in the path of said invasion.

So . . .

1 - Races
The primary enemies. The current list is:
Equicephs (horses) (MH)
Giff (hippos) (Dragon)
Gnolls (hyenas) (MM)
Ibixians (goats) (MM 3)
Loxo (elephants) (MM 2)
Minotaurs (cows) (MM)
Rhek (rhinos) (BoED)

Are there any I'm missing from that?
I note that gnolls are the only natural carnivores on that list.

2 - Quadruped Races
Naturally the four-legged equivalents should have a say. That list is:
Centaurs (horses) (MM)
Bariaur (goats) (MP)
Hybsil (antelopes) (Monsters of Faerun)
Manotaurs (cows) (Tome of Horrors)
Wemics (lions) (Monsters of Faerun)

Again, am I missing anything from that list?
Once again, only one of these are based on carnivores.

3 - House Rules
Hybsils are fey in Monsters of Faerun, so they would need to be converted to monstrous humanoids.
Gnolls are humanoids, so they would get improved to monstrous humanoids.

My big question is, if I want to adjust the racial HD of these to either a uniform base of 2, how much should I adjust their CR?
What if I wanted to make them all medium-sized (for easier dungeon placement), or large-sized (for more intimidating field presence)? What about medium-sized plus powerful build?

What other tweaks to these races would be more "flavorful"?
Giff, Ibixians, Minotaurs, and Rhek all get powerful charge with a gore or head butt (for the giff), and Loxo have trample, but Equiceph and Gnolls are rather boring. Would trample be reasonable to add to Equicephs and a natural bite for Gnolls without pumping the CR too much?

What other races would be "fun" to add to the list? What sort of rampaging anthropomorphic herbivores would you going Conan on for invading your homeland?
And what about the errant carnivores on that list? Should I keep them? Use them as potential adversaries? Would you ally with insane gnolls to stop from being overrun by bloodthirsty hippo-men?

16
Some extra magical items.

Bottomless Potion Bottle
Price (Item Level): 2,800 gp
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Move (manipulation); see text
Weight: 3 lb.
This bottle has multicolored designs as part of the glass. A bronze cork caps the end, locking into place with a jeweled clasp.

A bottomless potion bottle holds up to fifty potions or other fluids, which can be poured within it or decanted as with any normal jug. When you activate a bottomless potion bottle, the desired potion collects at the spout, ready to guzzle or otherwise disperse. When you drink a potion from a bottomless potion bottle, you gain a +4 competence bonus on AC to evade AoOs for drinking a potion.
If you have at least a +1 base attack bonus, you can call up a potion in a bottomless potion bottle as part of a move action, similar to drawing a weapon.
Prerequisites: Craft Wondrous Item, Leomund's secret chest.

Daern's Instant Workplace
Price (Item Level): 18,000 gp
Body Slot: — (held)
Caster Level: 7th
Aura: Moderate; (DC 18) conjuration
Activation: Standard (command)
Weight: 1/2 lb.
This brick cube bears a single black sigil on one side.

When activated, Daern's instant workplace grows to become a 20-foot square building. The inside of the building has no climate control, as the Leomund's secure shelter spell, but is as secure as per that spell description, including being protected alarm spells. The building is equipped as a fancy alchemical laboratory, library, magical laboratory, smithy, or workplace (as described in the Stronghold Builder's Guidebook). It includes a phantom employee as the assistant running the workplace.
Each instant workplace produces only one type of workplace, determined at the time it is created; the type does not vary every time it is activated.
Additional supplies must be provided by the owner. This includes book lots for the library (as per the Stronghold Builder's Guidbook). These items may be left inside the instant workplace when it is returned to cube form without damaging them.
Prerequisites: Craft Wondrous Item, Leomund's secure shelter.

Note: There is a Leomund's Secure Shelter wondrous architecture item in the Stronghold Builders Guidebook. However that seems to presume an immobile item. I have increased the cost to reflect it being mobile and coming equipped. And I have upgraded the unseen servant to a skilled phantom employee from me here http://www.minmaxboards.com/index.php?topic=17500.0.
The item is also not climate controlled, unlike a Leomund's Tiny Hut or items based on that spell. Perhaps another 2,000 gp onto the cost would cover an endure elements effect on it.

17
Homebrew and House Rules (D&D) / Magical Minions
« on: July 23, 2016, 01:18:12 PM »
Going from my list of magic for travel, these are some variations on the unseen crafter spell and figurines of wondrous power. (Though I indulged my love of absurdity a bit too much with the magic items.)

Phantom Employee
Conjuration (Creation)
Level: Bard 2, Cleric 2, Sorcerer/Wizard 2, Artificer 2
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One quasi-real, humanoid creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as unseen servant, except that the phantom can be assigned any one task that can be accomplished by the use of the Craft, Profession, or Knowledge skill. Appropriate tools and materials must be provided for the phantom employee; it makes skill checks as if it had maximum ranks in the skill according to your character level plus your bonus for the relevant spellcasting ability (Intelligence (G,A) for artificers, wizards, and magewrights, Charisma (A,G) for bards and sorcerers, and Wisdom (A,G) for clerics).

A phantom employee can take 10 or attempt to work more quickly (as described in the Craft skill description, page 70 of the Player's Handbook), or can undertake research (as described in the Research feat description, Eberron Campaign System), but this must be part of the command it is given when the spell is cast. The phantom employee can be assigned another task if it completes the first task and the spell duration has not expired. If the phantom employee leaves work undone, any creature or another phantom employee can continue it, with the exception of research which can only be completed by another phantom employee.

Phantom Staff
Level: Bard 3, Cleric 3, Sorcerer/Wizard 3, Artificer 3
Effect: One quasi-real, humanoid creature/level

This spell functions like phantom employee, except you can summon several workers. Each comes with tools suitable for the task, though you must provide any raw materials to create items, or books to study for producing a report.


Miniature of Marvelous Employment
Price (Item Level): 10,000 gp
Body Slot: —
Caster Level: 11th
Aura: Moderate; (DC 21) transmutation
Activation: Free (command)
Weight: —

Each of the several kinds of miniatures of marvelous employment appears to be a figurine of a humanoid an inch or so high. When the miniature is tossed down and the correct command word spoken, it becomes a living creature of normal size. The employee obeys and serves its owner. The creature understands and speaks Common.
If a miniature of marvelous employment is broken or destroyed in its figurine form, it is forever ruined. All magic is lost, its power departed. If slain in humanoid form, the miniature simply reverts to a figurine that can be used again at a later time.

Tin Teamster: When animated, a tin teamster functions as a worker skilled in handling cargo transported on vehicles or by animal. The teamster is treated as a 3rd level expert with Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8; 6 ranks in Profession (teamster) and Animal Handling, Skill Focus (animal handling), and a feat relevant to vehicle use. The teamster has an AC of 13 and 16 hp.
You must pay a tin teamster 1 gp per hour of work. After 8 straight hours of work the teamster gets overtime at double the rate. Every additional shift of 8 hours increases the pay multiple by 1. The teamster also receives an overtime multiple is called on to work more than 5 days out of every 7, if called on to work on a recognized holy day, and if called on to work in dangerous conditions (that is, if combat breaks out while the teamster is working). If you try to use the teamster for more than 72 hours straight, more than 25 days out of 30, or more than 480 hours per year, he calls a strike and refuses to work until you settle with him for an amount equal to his market price. Any funds due a teamster are simply handed to him directly and absorbed into his body.
After 20 years of working for one individual, a tin teamster retires on full pay.

Lead Laborer: A generic variety of the tin teamster with skills and feats relevant to a different craft or profession. A lead laborer has a union contract identical to a tin teamster.

Ferrous Freelancer: A non-union variant of the tin teamster. A ferrous freelancer costs 15,000 gp, but transforms into a worker with any skill set desired each time it is activated. A ferrous freelancer does not receive overtime pay, but if used excessively like a tin teamster he stages a walkout and will not activate for 1 week, after which he joins a union and transforms into a tin teamster or lead laborer permanently.

Jasper Jeeves: When animated, a jasper jeeves functions as a gentleman's gentleman. He can perform all relevant tasks, including preparing meals, dressing and undressing, donning and removing armor, cleaning equipment. A jeeves is treated as a 3rd level expert with Str 10, Dex 12, Con 14, Int 13, Wis 15, Cha 8; 6 ranks in Profession (butler) and Craft (cooking), Skill Focus (butler), Skill Focus (cooking). The jeeves has an AC of 11 and 16 hp.
A jeeves serves faithfully, but does require some time to rest. After 8 hours of continuous use the jeeves will be fatigued. He will apologize profusely for being unable to keep up with his master, but will carry on nonetheless. After 36 hours of continuous use the jeeves will be exhausted. He will still not utter a single complaint, and his apologies will become more profuse to the point of annoyance. After 72 hours of continuous use the jeeves will expire tragically, uttering one last apology to the heartless overseer who pushed him so hard.
A jeeves who is overworked regularly will retire to a small cottage after 20 years of service and no longer function for the same owner. One who receives regular time off will serve continuously, automatically transferring his loyalty to the heir of his previous owner across multiple generations.

Malachite Maid: A female version of a jasper jeeves suitable for a lady of breeding.
If overworked a malachite maid with utter plaintive peeps of woe, and appeals for a gentleman to come and save her from a life of toil. If worked for more than 72 hours, a malachite maid will tragically expire from the vapors. A malachite maid who works for 20 years will eventually be rescued by her gallium gawdmother, who will bring a platinum prince to carry her off to live happily ever after. (Gallium gawdmothers and platinum princes may not be crafted.)

Iron Intern: An iron intern transforms into a dedicated researcher. He will faithfully report anything he knows, and use a library to provide reports as requested. An intern is treated as a 3rd level expert with Str 10, Dex 12, Con 14, Int 15, Wis 8, Cha 13; 6 ranks in any 2 Knowledge skills,, Skill Focus (any one knowledge skill), Research. The intern has an AC of 11 and 16 hp.
Iron interns are of course completely unpaid. However, they require caffeinated beverages and fast food (or reasonable equivalent thereof) to function for more than 8 hours per day. Provided they are so energized, they will research continuously. However, their personal hygiene will suffer. After 24 hours they will acquire a stench like a troglodyte, except saving will only grant immunity to the stench for 1 hour. After 48 hours they will acquire an additional stench like a ghast, the combination of the two rendering victims nauseated. After 72 hours the intern will transform (or revert some say) to a ghastly troglodyte with a diet dependence of plagiarism (plus random bits of human flesh). At that time it is best to dispose of the iron intern to maintain the integrity of your research department and avoid being rejected by peer review.
After 20 years an iron intern gains tenure, transforming into titanium. He can no longer be overworked, and must be given a sabbatical of 2 months every year.

Lapis Lazuli Librarian: A variant of the iron intern. If overworked, a lapis lazuli librarian gains a silence aura that renders anyone failing the save silent for one hour. If worked beyond 48 hours, a lapis lazuli librarian becomes oddly seductive, and begins trying to lure PCs "behind the stacks" (IYKWIMAITYD) After 72 hours the lapis lazuli librarian transforms into a silicon sexpot, rendering a PC who succumbs to her charms permanently exhausted and affected by a permanent and undispellable empyreal ecstasy (Book of Exalted Deeds). Other PCs may attempt to "save" their friend by destroying the silicon sexpot, but such may provoke violent PvP.
Note: If appropriate, the lapis lazuli librarian will instead transform into a boron beefcake.

Prerequisites: Craft Wondrous Item, animate objects.

18
Handbooks / Travel Magic
« on: July 21, 2016, 03:04:46 PM »
Travel Magic

Or:

"You walk, I've got spell slots and wealth by level."

Travel Magic is that area of magic concerned with getting to the adventure while bypassing all of the annoying environmental hazards that DMs love to throw around to get you to waste combat resources, lost treasure, and otherwise fight the background rather than the BBEG. While a good amount of Travel Magic has direct combat applications, flying is always helpful, along with not having to use actions to recover equipment, such utility is not the focus of this handbook.

Spells versus Items

As with all magic, you can enhance your travel using either spell slots or magic items. The trade-off is simple:
Spells come back every day, but if the big fight happens at the wrong time you are out the power of those slots. While a 1st level slot for an endure elements is not that critical, losing a 7th level slot to have Mordenkainen's magnificent mansion ready for camping every night is much more significant.
Items requires WBL never being available for combat equipment. As noted above, there is some significant crossover, but Boots of Speed will do little to help you cross 100 miles of the Desert of Torment while Boots of the Unending Journey will get you to the fight nice and refreshed but do little unless you get hits by waves of exhaustion in the fight.

Budgeting between the two will depend a lot on the campaign and specific adventures. If you are going to be in the desert constantly, losing all of your 1st level slots to endure elements is going to become annoying, even at higher levels, so 2,500 gp for sandals of the shifting sands becomes an attractive investment.


Two Notes

This guide focuses on travel. As such, spells and items with durations less than 1 hour/level are not included. While great for combat they are not going to be much use getting you to the combat in the first place.

This guide will also focus on land and air travel. Sea travel is highly specialized, particularly expensive, and has an extensive subset of rules for combat. A few spells and items will be noted, but details will have to wait for an appendix.
Likewise planar travel involves significant additional rules and complications. A few options will be noted, but details will have to wait for another appendix.


Divination

Or,

"I'm not going to stop and ask a peasant for directions!"

The best travel enhancements are useless if you can't find the adventure location in the first place. If you don't want to bother maxing out Knowledge (geography) and Survival, you are going to need these spells sooner rather than later, particularly when "later" means losing yet another treasure laden mule and hireling to quicksand.

Spells
(click to show/hide)

Items
(click to show/hide)


Labor

Or;

"There are two kinds of people in this world; those with spells slots and those who dig. You dig."

Actually, nobody digs - that's what these spells are for. Running around camping out can be tiring, and sometimes burning a spell slot is the best way to get the job done.

Spells
(click to show/hide)

Items
(click to show/hide)


Shelter

Or,

"Welcome to the Hotel California."

While not getting rained on is the most direct aspect of shelter that comes to mind, the more critical function is providing a safe space to rest and memorize spells, so you can cast another shelter spell, so you can rest and memorize spells again, so . . .

Spells
(click to show/hide)

Items
(click to show/hide)


Containers

Or;

"Encumbrance? What's that?"

Magical containers are one of the more combat relevant areas of travel magic. A Heward's handy haversack is pretty much required for any successful adventurer.

Spells
(click to show/hide)

Items
(click to show/hide)


Food and Water

Or;

"Please sir, may I have some more?"

Starving on your way to the adventure is seriously uncool.
Starving on your way home is just plain wrong.
While the various magical containers will allow you to bring enough supplies to avoid such an unfortunate fate, there are a number of monsters that specialize in destroying or tainting supplies, so a renewable source may be useful. Besides, you may want that space in your bag of holding for more gold pieces.

Spells
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Items
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Comfort

Or;

"Are you happy to see me, or is it just cold?"

Starving on an adventure is bad.
Freezing is just silly.
A few simple spells or items can solve a ridiculously minor problem that DMs and environment sourcebook writers love to torment people with.

Spells
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Items
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Special Mention

Or;

"Spell 'miscellaneous'."

A few additional items for wandering about in the middle of nowhere.

Items
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Movement

Or;

"Are we there yet?"

This is the heart of Travel Magic. Once you've made sure you can find the place, have someone else to do the heavy lifting, can keep your gear save, won't get eaten in your sleep, won't starve, and won't freeze, you can finally get to actually getting somewhere. Hopefully you can survive what is waiting for you.

Spells
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Items
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19
Homebrew and House Rules (D&D) / Cordants
« on: July 03, 2016, 01:08:25 PM »
Since I said it, here they go.
Resistances and spell-like abilities are based on the Rilmani and the Balance domain.



Equilibrious as Characters
Equilibrious characters possess the following racial traits.
— +2 Intelligence, +2 Wisdom.
—Medium size.
—An equilibrious’ base land speed is 30 feet.
—Darkvision: Equilibrious can see in the dark up to 60 feet.
—Racial Skills: Equilibrious have a +2 racial bonus on Disguise and Sense Motive.
—Racial Feats: An Equilibrious gains feats according to its class levels.
—Special Attacks: An equilibrious can use detect thoughts once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
—Special Qualities: Resistance to acid 5, electricity 5, and sonic 5.

20
Homebrew and House Rules (D&D) / Half-Anarch and Half-Axiom
« on: July 02, 2016, 04:20:05 PM »
CREATING A HALF-ANARCH
“Half-anarch” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonlawful alignment (referred to hereafter as the base creature).
A half-anarch uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-anarchs are normally native outsiders.

Speed: A half-anarch has patagium and can fly at the base creature’s base land speed (poor maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Attack: A half-anarch has a gore or tail attack (choose) as a primary natural weapon. If the base creature can use weapons, the half-anarch retains this ability. A half-anarch fighting without weapons uses the gore or tail when making an attack action. When it has a weapon, it usually uses the weapon instead.

Special Attacks: A half-anarch retains all the special attacks of the base creature and also gains the following special abilities.

Smite Law (Su): Once per day a half-anarch can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawfull foe.

Spell-Like Abilities: A half-anarch with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HD Abilities
1-2 veil of shadow 3/day
3-4 divine interdiction
5-6 chaos hammer
7-8 confusion 3/day
9-10 dispel law
11-12 word of chaos
13-14 cloak of chaos 3/day, precipitate breach
15-16 polymorph any object
17-18 summon monster ix (chaotic creatures only)
19-20 regenerate

Special Qualities: A half-anarch has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to petrification and polymorph.
—Resistance to acid 10, cold 10, and electricity 10, fire 10, sonic 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-anarch’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Fast healing 10.

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +4, Int +2, Wis +4.

Skills: A half-anarch gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-anarch gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment: Same as base creature +4.

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