Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - muktidata

Pages: [1] 2 3 4 5 6 ... 35
1
Min/Max 3.x / Re: Good repeatable feats?
« on: April 15, 2017, 05:41:50 PM »
Iron Will, Endurance, Steadfast Determination, Indomitable Soul

Repeatable = Reserve Feats?

Repeatable=Stacks when taken multiple times.

Oh, those feats are always awful.

2
Min/Max 3.x / Re: Good repeatable feats?
« on: April 12, 2017, 10:36:50 PM »
Iron Will, Endurance, Steadfast Determination, Indomitable Soul

Repeatable = Reserve Feats?

3
Min/Max 3.x / Re: O(ver)P(owered) BBEG
« on: March 22, 2017, 09:39:46 PM »
Mind giving the PC's classes and usual tactics?

4
Min/Max 3.x / Min-Max'ed Familiar Name?
« on: February 19, 2017, 01:48:24 PM »
I need a sweet name for my Familiar for a game. I took the Horned Lizard from Sandstorm. My character is a Dwarven gestalt Wizard/Ranger. Any help would be much appreciated. Puns, ominous titles, classic pet names all welcome.

5
Min/Max 3.x / Re: Need a Feat
« on: February 15, 2017, 06:56:03 AM »
Good to know I've been messing that up recently in one game not here where nobody will ever know >.>

I mean I knew, I just didn't care to mention it sense it was apparently helping the entire party, which lets be real needed help cause I give my shit to much AC =P

This. For as much rules lawyering I'm capable of and have engaged in on forums, when I'm actually at the table I let so many things slide for my players.

6
Min/Max 3.x / Need a Feat
« on: February 13, 2017, 06:22:25 AM »
Making a do-several things poorly Fighter and looking for another high-impact 1st level feat. Here's my character sketch:

Hex Starsmore

Chaotic Good Chessentian Human

Fighter 1

14
14
14
14
10
14

Feats:
Regional: Education [Nature, Religion]
Flaw:
Flaw: Nymph's Kiss
Human: Martial Study [Douse the Flames]
1: Shape Soulmeld [Mage's Spectacles]

Alternate Class Features:
Thug
Skilled City Dweller

Skills (32):
Bluff 4
Diplomacy 4
Gather Information 4
Intimidate 4
Knowledge Arcana 1
Knowledge Dungeoneering 1
Knowledge Geography 1
Knowledge Nature 1
Knowledge Nobility 4
Knowledge The Planes 1
Knowledge Religion 1
Tumble 4
Use Magic Device 1 (2)

Notes:
Retrain Martial Study for Knowledge Devotion at 2. Pick up Study with Fighter Feat.
Use dead level enhancement article.

7
Min/Max 3.x / Re: Fight all' day long, Drunken Master galore
« on: September 30, 2016, 01:15:19 PM »
I'm with kitty-consumer. Isn't the trouser-fang dwarf always in combat? You should look him up.

Edit: Dick Trouserfang's the name.

8
D&D 3.5 and Pathfinder / Re: Can a familiar use wands?
« on: August 31, 2016, 01:27:39 AM »
Exactly, it doesn't prevent you to use item with your hands. As I said before, claws are weapons naturally attached to limbs (hands and/or feet). You can use them or not to attack and still wield or hold any kind of item if the limb could in the first place.

Still, here we are talking about an avian which as claws on its limbs (feet) whereas you need limbs (hands) to wield a weapon.
Ohh, I see my mistake : a wand is not a weapon.

Well, back from the start. In pathfinder you can read here that "To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures)".
In 3.5 you can read the same.

Now it is up to your interpretation: does feet with claws passes for a hand in the case of an avian? For me it doesn't because of the limbs (feet), but it's not an exact science.

What the hell is wrong with you?

9
Hmm. There's absolutely no reason not to play Tome of Battle classes for you. Fighter feats are super narrow and they only get worse the more books you take out of the picture. Rangers aren't great without a ton of alternate class features and spells from other books. You have the single best book for mundane characters and you go for Fighter/Ranger. Shame on you!

You want a Warblade/Swordsage but don't necessarily take the other one this early. The longer you wait, the higher the level you can choose from the maneuvers list.

You want the obvious build-up of PBS, Precise Shot, Rapid Shot, and the crit stance is dumb, you're right. No reason not to use it. The way you've explained it is really vague - does it combine with Improved Critical/Keen for a 1-20 threat range at some point?

10
D&D 5e / Re: Running RoD (Out of the Abyss) for 3 Friends
« on: July 07, 2016, 06:47:30 PM »
The party has grown:

Hill Dwarf Druidess

Tiefling Sorceress

Drow Rogue

Half-Elf Bard

Forest Gnome Fighter (Battle Master instead of EK, came to that conclusion himself  :clap)

I took the advice and handed out Magic Initiate for free back when we were only planning on having three. Now there's five and I've decided to just let it be, they can have the feat. It's a cool idea and they're doing extensive background development right now and will be working it in via interesting fluff.

Well, even though I didn't approve inviting two more people to our game, I'm glad they did and think the party went from making me struggle to not kill them to being a solid adventuring group.

Wish me luck, it's my first time DM'ing. I've been building terrain for weeks and painting minis as fast as possible. It's been insanely expensive and time-consuming. Hope they like it.

11
D&D 5e / Running RoD (Out of the Abyss) for 3 Friends
« on: June 30, 2016, 09:37:24 PM »
We haven't started yet and are getting together for a character creation session next Tuesday. The catch is that there's only going to be three of them and I've heard the campaign is pretty difficult. What kind of classes, archetypes, feats, etc. help balance out a three-man party in 5E?

Currently, they are talking about doing Druid, Fighter (Eldritch Knight), and Ranger. I have no idea what direction they want to go with any of those, but I know the Druid wants to be able to heal, the EK is probably going to be hitting stuff with swords, and I probably won't find out about the Ranger until Tuesday.

I haven't played 5E yet, so any advice is welcome. The first glaring hole in their party is a trapfinder. I'm not sure how healing works in 5E, but they'll be in the Underdark and probably forcing their Druid to prepare healing spells on them since they won't find a lot of settlements.

Basically I've never played 5E so I don't know how it will go. What do I need to suggest to my players to keep them alive? They start at level 1 with no equipment.

12
I know there was a feat tree to let people throw gnomes as ranged weapons, but I don't remember if there was a melee equivalent.

He listed it in the original post.

14
Gaming Advice / Re: Magic Ammunition
« on: June 04, 2016, 07:55:50 PM »

15
Gaming Advice / Magic Ammunition
« on: June 04, 2016, 05:01:06 PM »
Q. Where is it explicitly stated or otherwise infer-able that ammunition counts as a "weapon" for enchanting with special abilities (not just +X). In the SRD, it states that weapons are divided into two categories: melee or ranged. The only reference to ammunition counting as a "weapon" for the purposes of crafting it in any special way is special materials:

Quote from: SRD
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

Otherwise, the SRD (DMG) only talks about magical arrows with literal numeric enhancements. In the actual arrows entry, it states that they can be used as an improvised melee weapon, but we're erring on the reserved side of things  for the purposes of this post where a DM will not allow you to have a chair, candle stick, etc. enchanted as a melee weapon.

So where can I find some examples of +1 Frost arrows or +3 Magebane maybe in a monster or sample character entry? Where can I find a more specific statement about ammunition being enchanted? I know that 99% of the CharOp community deduces that because it's not explicitly stated that arrows can't be enchanted with special abilities that they can, but let's assume for the duration of this thread that we're viewing things the other way around.

There may be a super simple answer right in the SRD that I'm missing, so sorry in advance.

16
Honestly, I wouldn't stress about it much.  The odds of this game lasting another 20 or so levels seems ... umm, doubtful from this thread.

17
Gaming Advice / Re: Arrow of Faerie Fire
« on: June 03, 2016, 06:14:39 PM »
MIC p.42

Glad I found it. DM shot down Spell-Storing arrows and I have Torch Bug Paste but I try to stay ~100ft. or so away from the action.
The gnome calculus (A&EG) could let you throw the torch bug pastes that far. It would be a bit cheaper, and you only have to hit a square adjacent to them (not a direct hit, like the arrows). It's good to know about the arrows, though. I'd not noticed those before.

There's also the Weapon Crystal of Revealing that does the same thing as the arrows, and can be swapped between weapons. I believe the Least would work.

Yeah, I didn't see those arrows anywhere online. Took me a long time to find them.

re: Crystal



 :twitch Why didn't you SAY SO!

18
Gaming Advice / Re: Arrow of Faerie Fire
« on: June 02, 2016, 10:21:05 PM »
MIC p.42

Glad I found it. DM shot down Spell-Storing arrows and I have Torch Bug Paste but I try to stay ~100ft. or so away from the action.

19
Gaming Advice / Arrow of Faerie Fire
« on: May 25, 2016, 03:56:08 PM »
I know there's something like this but cursory glance at Google, the MIC, AEG, and RotW yielded nothing.

20
Min/Max 3.x / Re: [3.5e] Salvaging a 4th Level Fighter
« on: April 25, 2016, 04:01:15 AM »
I'd just give the DM what he wants:

CG Human Fighter 4

Human: Iron Will
Fighter 1: Combat Reflexes
Level 1: Great Fortitude
Fighter 2: Weapon Focus: Longsword
Level 3: Power Attack
Fighter 4: Weapon Specialization: Longsword

Equipment:
+1 Longsword 2k
+1 Heavy Steel Shield 1k
+1 Breastplate 1k
Cloak of Resistance +1 1k
x2 Potion of Cure Light Wounds 100g
x1 Potion of Bull's Strength 300g

Pages: [1] 2 3 4 5 6 ... 35