I do have to ask: the old 50 page deal was because of limitations of the old boards. Since we moved, do we still need to split after 50 pages?
I do have to ask: the old 50 page deal was because of limitations of the old boards. Since we moved, do we still need to split after 50 pages?
It helps for indexing later. I suspect someone is going to come by and sort the fun finds threads one day, and it will be useful to have them split.
Maybe I'll do it.
I do have to ask: the old 50 page deal was because of limitations of the old boards. Since we moved, do we still need to split after 50 pages?
It helps for indexing later. I suspect someone is going to come by and sort the fun finds threads one day, and it will be useful to have them split.
Maybe I'll do it.
How is indexing multiple threads any easier than indexing one thread?
on Planewalker.org, there's a Dustman faction feat that allows you to worship no deity and choose any domains. This means you don't have to talk to your DM about 'worshipping' a concept.
on Planewalker.org, there's a Dustman faction feat that allows you to worship no deity and choose any domains. This means you don't have to talk to your DM about 'worshipping' a concept.
Sounds like a solid Almighty Janitor. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AlmightyJanitor) (warning, link leads to tvtropes... you might lose a day or two.)
Those are actually really solid fighter alternatives. I'd imagine a Fencer / Demoralization / Iajitsu Focus character could easily pull off the "ultimate swordsman" style.
Curiousity... if they take a BaB penalty and they have feats that require a certain BaB, do they lose the benefit of those feats?
"Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive."
An interesting line in the Plant type entry:Wouldn't Awakening them give them Wis, Cha and Int but didnt actually remove the "are not creatures"? They would have hardness! Just True Mind Switch and you are set.Quote"Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive."
This isn't really obscure since it's the first line in the plant type entry but I've never really seen it brought up before. Can this be abused somehow?
An interesting line in the Plant type entry:Wouldn't Awakening them give them Wis, Cha and Int but didnt actually remove the "are not creatures"? They would have hardness! Just True Mind Switch and you are set.Quote"Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive."
This isn't really obscure since it's the first line in the plant type entry but I've never really seen it brought up before. Can this be abused somehow?
For the fun finds, I didn't see Selkies being mentioned. Fiend Folio playable race that lets you turn into a seal. How awesome is that?
An interesting line in the Plant type entry:Quote"Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive."
This isn't really obscure since it's the first line in the plant type entry but I've never really seen it brought up before. Can this be abused somehow?
Oh, that's just dirty! The wizard wastes his disintegrate because it only disintegrates a 10-foot patch of ivy vines...
Cover your fortress in ivy, so it's not vulnerable to Disintegrate?
What's the duration of the BAB reduction? It would be hilarious if there wasn't one.
Remember that Awaken only works on trees, not other plants.
Oh, that's just dirty! The wizard wastes his disintegrate because it only disintegrates a 10-foot patch of ivy vines...
Cover your fortress in ivy, so it's not vulnerable to Disintegrate?
Okay... so the disintegrate ignores the ivy? and you are left with a wall of ivy? :???Oh, that's just dirty! The wizard wastes his disintegrate because it only disintegrates a 10-foot patch of ivy vines...
Cover your fortress in ivy, so it's not vulnerable to Disintegrate?
No, it's because Disintegrate only affects non-living matter when used on objects ...
Oh, that's just dirty! The wizard wastes his disintegrate because it only disintegrates a 10-foot patch of ivy vines...
Cover your fortress in ivy, so it's not vulnerable to Disintegrate?
Speed drops to 5 feet, or 10 feet for Large or larger creatures.
Or just build the whole thing out of livewood, casting hardness and/or ironwood as required.Oh, that's just dirty! The wizard wastes his disintegrate because it only disintegrates a 10-foot patch of ivy vines...
Cover your fortress in ivy, so it's not vulnerable to Disintegrate?
Even better:
"When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter."
If plants are still considered 'living' even though they're objects, they're totally immune to Disintegrate.
Or just build the whole thing out of livewood, casting hardness and/or ironwood as required.I was just about to suggest this.
Even better:This is glorious. for bonus points, makes the ivy invisible, so disintegrate seems to be stopped by the stone (
"When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter."
If plants are still considered 'living' even though they're objects, they're totally immune to Disintegrate.
Invisible Spell Plant Growth?Even better:This is glorious. for bonus points, makes the ivy invisible, so disintegrate seems to be stopped by the stone (
"When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter."
If plants are still considered 'living' even though they're objects, they're totally immune to Disintegrate.
or metal) wall.
Invisible Spell Plant Growth?Even better:This is glorious. for bonus points, makes the ivy invisible, so disintegrate seems to be stopped by the stone (
"When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter."
If plants are still considered 'living' even though they're objects, they're totally immune to Disintegrate.
or metal) wall.
The hairy spider and hengeyokai are the only playable Fine races (excluding class features)
This was not counting PF or Dragon stuff because I cannot easily search them by size of creature.
probably old hat, but i just had this brought to my notice again recently: lawful good assassins (http://www.wizards.com/default.asp?x=dnd/prc/20070401a).
This was not counting PF or Dragon stuff because I cannot easily search them by size of creature.
Out of curiosity, how did you search all other sources easily? OCR + PDF+Control-F+Manually skipping every size table?
Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities, above) and are not creatures, but objects, even though they are alive.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6.- I don't see anything in the second quote that would trump the first quote's "are not creatures, but objects, even though they are alive".
After trying to figure out what are the statistics (by RAW) for a Livewood (I am not sure if it gives any advantages but it's still cool) small tree growing in someone's garden awakened with an Intiensified Awaken (27th level Incantatrix would be best), here's what I got:
- A small Plant with all the plant goodies and 1 HD, which is swappable for a character level thanks to Savage Species rule.
- It is treated as an object:QuoteNote that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities, above) and are not creatures, but objects, even though they are alive.QuoteAn awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6.- I don't see anything in the second quote that would trump the first quote's "are not creatures, but objects, even though they are alive".
- Also by RAW the tree should get construct traits as they are simply mentioned as a Special Quality of Animated Objects. Quote two specifically mentions the only exceptions being plant type and mental ability scores.
- We are looking at some serious immunities here (note that objects have hardness, recieve half damage from ranged attacks, have certain energy damage reductions and can be healed by the usage of craft skill). The most serious drawback is automatically failing all saving throws, unless one can manage to make the tree magical.
- All its mental ability scores receive a base of 36, which is even better than PAOing into a black ethergaunt or Sarrukh. Also, do not forget the awesome +2 dex!
If you can get the tree magical and somehow managing to play it (mind switch + astral seed?), it would be one awesome little tree. Now you can start picking those monk levels.
… using Intimate …
Dread Pirate and Scarlet Corsair do it better... at level 5, both get an ability that lets you intimidate everyone within 30', and it lasts for Cha mod rounds. With the Fearsome armor (DotU, I believe) you can do it as a move action, and with Imperious Command they're cowering. Now throw in a level of Inspire Awe Bard (Dragon Magic variant) along with Haunting Melody and Requiem.End result: you work like Loki in The Avengers before Captian America shows up. You say "Kneel" and a whole crowd cowers before you until someone else interrupts you.
Total result? Everyone within 30' must make a will save (vs your Perform check, undead are not immune) or be Frightened... if this lands, they stay that way as long as they're in range. Next, you intimidate everyone within range with DP or SC, and now they just sit there cowering as long as you are close enough. And you can keep that song up all day long, so you can do this trick forever.
JaronK
You are right about the awakened tree. Still plant traits + construct traits + hardness + 36 Int & Cha & Wis is pretty darn good.
Maybe a typo?
- All its mental ability scores receive a base of 36, which is even better than PAOing into a black ethergaunt or Sarrukh. Also, do not forget the awesome +2 dex!
You are right about the awakened tree. Still plant traits + construct traits + hardness + 36 Int & Cha & Wis is pretty darn good.
Maybe a typo?- All its mental ability scores receive a base of 36, which is even better than PAOing into a black ethergaunt or Sarrukh. Also, do not forget the awesome +2 dex!You are right about the awakened tree. Still plant traits + construct traits + hardness + 36 Int & Cha & Wis is pretty darn good.
I assumed so at first, as well, but it instead looks like a misunderstanding rather than a typo (due to multiple instances and comparison to black ethergaunts, which have 31 INT).
Maybe a typo?- All its mental ability scores receive a base of 36, which is even better than PAOing into a black ethergaunt or Sarrukh. Also, do not forget the awesome +2 dex!You are right about the awakened tree. Still plant traits + construct traits + hardness + 36 Int & Cha & Wis is pretty darn good.
I assumed so at first, as well, but it instead looks like a misunderstanding rather than a typo (due to multiple instances and comparison to black ethergaunts, which have 31 INT).
Wasn't there an old thread about Awaken being Maximize/Empower capable, giving you a 27 base? Maybe it has something to do with that?
There is no magic pants slot. When creating characters above first level I've seen many people skip buying an outfit. Depending on their armor that means there are many, many pantsless adventurers out there. And most of the ones in full plate probably have some painful pinching problems.They skip it because it's free, doesn't count toward encumbrance, or really matter. For the first set, anyway.
Is it only in pathfinder that the outfits have weight?There is no magic pants slot. When creating characters above first level I've seen many people skip buying an outfit. Depending on their armor that means there are many, many pantsless adventurers out there. And most of the ones in full plate probably have some painful pinching problems.They skip it because it's free, doesn't count toward encumbrance, or really matter. For the first set, anyway.
No, outfits in 3.5 have weight. The first one is just free and doesn't count for encumberance. If you carry more than that, then it counts against you.I always thought it was just <10 gp.
However, the free clothes is from a short list of outfits, which neither cold weather nor hot weather gear is on.
Changeling Morphing Serren Elvencraft BowWhat's the cost on that? (Including +X bonus?)
elvencraft allows your bow to become a quarterstaff in melee.
changeling changes the type of weapon.
morphing changes within the type.
thus you can have your bow become any light, one-handed, two-handed, or ranged weapon
And where's Changeling from?Extrapolated from the type-shifting Spear, I presume.
JaronK
Changeling Morphing Serren Elvencraft Bow
elvencraft allows your bow to become a quarterstaff in melee.
changeling changes the type of weapon.
morphing changes within the type.
thus you can have your bow become any light, one-handed, two-handed, or ranged weapon
And where's Changeling from?
JaronK
welll... sooorrryy :-p
yeah morphing doesn't change the number of hands, but if you add sizing, you can have any of the three.
Medium Longsword is a short sword for a giant and a greatsword for a halfling
welll... sooorrryy :-p
yeah morphing doesn't change the number of hands, but if you add sizing, you can have any of the three.
Medium Longsword is a short sword for a giant and a greatsword for a halfling
Isn't this only true in 3.0?
welll... sooorrryy :-p
yeah morphing doesn't change the number of hands, but if you add sizing, you can have any of the three.
Medium Longsword is a short sword for a giant and a greatsword for a halfling
Isn't this only true in 3.0?
Inappropriately Sized Weapons:A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder.
Thus, a human wielding a Small dagger takes a –2 penalty on attack rolls (one size category different), and an ogre wielding a Small longsword takes a –4 penalty (two size categories different). If the creature isn’t proficient with the weapon (a wizard attempting to wield a Small battleaxe, for instance), a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or twohanded weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For instance, a Small greatsword (a two-handed weapon for a Small creature) is considered a one-handed weapon for a Medium creature, or a light weapon for a Large creature. Conversely, a Large dagger (a light weapon for a Large creature) is considered a one-handed weapon for a Medium creature, or a two-handed weapon for a Small creature. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
/\
|
this is what I was referring to, just didn't say from what. This means a Medium Longsword is one-handed for a Medium creature, two-handed for a Small creature, and light for a Large creature. Thus w sizing, it can morph into any non-ranged weapon.
obviously that Underdark item is better
interesting twist: if you have a level of monk, thus the unarmed strike ability allowing an unarmed strike to count as weapon or natural weapon; add in the necklace of natural weapons, and place these abilities on them, then you could literally change your hands, feet, hair, whatever... into a weapon. maybe add the metaline enhancement.
mix in a bit of warshaper for extra natural weapons.
now pick up multi/two weapon fighting and multiattack and go to town with all your extra natural weapons.
which incidentally, also allows a monk to have +5 to unarmed strike, as the unarmed strike counts as a single natural weapon for purposes of the necklace, and much cheaper than the amulet of mighty fists.
however, if you want to mix unarmed strike and a bunch of natural weapons, the amulet winds up being cheaper overall.
interesting twist: if you have a level of monk, thus the unarmed strike ability allowing an unarmed strike to count as weapon or natural weapon; add in the necklace of natural weapons, and place these abilities on them, then you could literally change your hands, feet, hair, whatever... into a weapon. maybe add the metaline enhancement.
mix in a bit of warshaper for extra natural weapons.
now pick up multi/two weapon fighting and multiattack and go to town with all your extra natural weapons.
which incidentally, also allows a monk to have +5 to unarmed strike, as the unarmed strike counts as a single natural weapon for purposes of the necklace, and much cheaper than the amulet of mighty fists.
however, if you want to mix unarmed strike and a bunch of natural weapons, the amulet winds up being cheaper overall.
Isn't a monks unarmed strike their whole body? That would mean that their entire body would be turned into a weapon.
Yeah fleshgrinding would get crazy...Doesn't that happen every weekend at every youth rave on the planet?
Certainly in Faerun (c.f. festhalls).Yeah fleshgrinding would get crazy...Doesn't that happen every weekend at every youth rave on the planet?
Awesome find for Archivists: Mule's Enlightenment. It's a spell that lasts a really long time and grants you a feat of your choice, plus a bunch of other bonuses. Now use it to give yourself the Extra Spell feat. Scribe the spell. Repeat tomorrow.
JaronK
Source for Mule's Enlightenment, please?
Source for Mule's Enlightenment, please?Yeah no kidding. 'D&D "Mule's Enlightenment"' as a google search pulls one hit. JaronK's post on the Full Spell list. Soon this one will be added, but the entire net has no idea on it. I've gotten better hits for Dungeon content...
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)
(http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2013/2/14/1360839262962/Hugh-Laurie-in-House-010.jpg)
Items
KoK has lots of Alchemical stuff and herbs, woot. Nothing too powerful form what I recall, just shark repellent and save-less instant coma in a bottle. Oh boy, I hope the magical side has cool stuff. Just gotta read past the slave section and these arrows that always remove Dex-to-AC...
There is an armor that instantly cures you when you drop below 0HP but don't die. Unlimited use and I recall thinking it's pretty cheap for low level use. There is also a cheap casts Greater Dispel Magic each time you hit weapon. Then a +2 unnamed to Dex potion, some +1 Save DCs rings, that +! Comp Ioun Stone in 2k ring form, a spiffy +2 all Knowledge Skills ring, and Pelor knows what else.
Urban Arcana (and, by extension, the D20 Modern SRD) has the Supernatural Strike feat, which flat-out lets you crit normally uncrittable creature types. The only limitations are BAB +2 requirement and that it's a supernatural ability. If you're playing a D&D game and can convince your DM to let in a feat from what is technically another game system, it's probably worth mentioning.
interesting twist: if you have a level of monk, thus the unarmed strike ability allowing an unarmed strike to count as weapon or natural weapon; add in the necklace of natural weapons, and place these abilities on them, then you could literally change your hands, feet, hair, whatever... into a weapon. maybe add the metaline enhancement.
mix in a bit of warshaper for extra natural weapons.
now pick up multi/two weapon fighting and multiattack and go to town with all your extra natural weapons.
which incidentally, also allows a monk to have +5 to unarmed strike, as the unarmed strike counts as a single natural weapon for purposes of the necklace, and much cheaper than the amulet of mighty fists.
however, if you want to mix unarmed strike and a bunch of natural weapons, the amulet winds up being cheaper overall.
At first blush, I was going to say no, but then I remembered you can put throwing and returning on a NoNWs. So, yeah. Scary as hell when your enemy turns his hand into a giant fleshy long sword. Ooo, you can make it any natural material you want. Bone. Big bone sword where my arm was. heh.
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)(click to show/hide)
The Tower of Hugh Laurie? With his Cursed Artifact Staff of Cure Disease/Poison that has a majority chance to not work the first couple of times.
Mad Monkeys
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect swarm of monkeys
Duration 1 round/level
Saving Throw none; Spell Resistance no
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys' distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB + 10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
Drunken Master 4+ Spool of endless rope= as much reach as you want.war hulk 10. Attack every square in the universe with a standard action
How do we abuse this to its fullest potential?
Drunken Master 4+ Spool of endless rope= as much reach as you want.war hulk 10. Attack every square in the universe with a standard action
How do we abuse this to its fullest potential?
To use a spool of endless rope, the owner feeds out as little or as much rope as desired, up to a maximum of 500 feet at any one time.
If its a single item (1000ft rope) you can use it as one. It takes lvl4 drunken master for the full reach, instead of a 15ft whip
Its a great choice to combine w Planar Shepherd or MoMF
Psicrystal Power:When the owner reaches 21st level, and every 10 levels after, the psicrystal gains the benefit of the Psicrystal Power epic feat for the power its master chooses.
Benefit:Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.So unless your psicrystal has a psicrystal this is pretty useless. Not sure if it is a fun find, but it is quite funnily bad worded.
Endurance = +4 on:
Swim checks vs nonlethal damage (phb 84),
Con checks vs running (phb 144),
Con checks vs nonlethal damage: forced march (phb 164),
Con checks made to hold your breath (phb 84),
Con checks vs nonlethal damage: starve/thirst (dmg 304),
Fort saves vs nonlethal damage: environments (dmg 302),
Fortitude saves vs suffocation (dmg 304).
Also, may sleep in light or medium armor without fatigue.
At least Endurance leads into Steadfast Determination (http://dndtools.eu/feats/players-handbook-ii--80/steadfast-determination--2761/). Not always worth two feats for a druid, but for someone whose Con will definitely be higher than their Wis, which should be almost every other shapechanger, it'd be nice.Oh yes. Huge Giant with 15+ HD and the Iron Will feat? Screw a measly +2! I'll drop one other feat I wasn't going to use anyway (Improved Overrun? Improved Sunder?) and give him +8 or better to his Will saves, AND get to not fail Fort saves on a 1.
Not sure if it's been mentioned before, but in a web article (http://www.wizards.com/default.asp?x=dnd/pg/20030611a), you can make moving portal frames. Throw one in the bottom of your Portable Hole, and have awesome fast-time plane access for crafting. (At least, that's what my Artificer is doing)
Eh? What's the easier way?Not sure if it's been mentioned before, but in a web article (http://www.wizards.com/default.asp?x=dnd/pg/20030611a), you can make moving portal frames. Throw one in the bottom of your Portable Hole, and have awesome fast-time plane access for crafting. (At least, that's what my Artificer is doing)
there are a number of easier ways of doing this.
besides, it is not safe to put a portal and a portable hole together.
Eh? What's the easier way?Not sure if it's been mentioned before, but in a web article (http://www.wizards.com/default.asp?x=dnd/pg/20030611a), you can make moving portal frames. Throw one in the bottom of your Portable Hole, and have awesome fast-time plane access for crafting. (At least, that's what my Artificer is doing)
there are a number of easier ways of doing this.
besides, it is not safe to put a portal and a portable hole together.
And... why isn't it safe? Works perfectly fine, as far as I can tell...
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
never realized just how many things the endurance feat affects...QuoteEndurance = +4 on:
Swim checks vs nonlethal damage (phb 84),
Con checks vs running (phb 144),
Con checks vs nonlethal damage: forced march (phb 164),
Con checks made to hold your breath (phb 84),
Con checks vs nonlethal damage: starve/thirst (dmg 304),
Fort saves vs nonlethal damage: environments (dmg 302),
Fortitude saves vs suffocation (dmg 304).
Also, may sleep in light or medium armor without fatigue.
and what a scattered bunch of references. =P
Why not ... double ended weapons exist.Drunken Master 4+ Spool of endless rope= as much reach as you want.war hulk 10. Attack every square in the universe with a standard action
How do we abuse this to its fullest potential?
Actually it seems I missed a sentence:QuoteTo use a spool of endless rope, the owner feeds out as little or as much rope as desired, up to a maximum of 500 feet at any one time.
I suppose if you can use the "splice" option of the Use Rope skill to combine multiple 500 ft pieces of the rope it could still work...I dunno if it would count as a single improvised weapon though...
More fun with Kalamar!
First off, Salt and Sea Dogs has the pike... 11gp for a 15' reach pole arm that does 1d10 damage. Really it should be 1d8, but that's third party for you. The main thing is it's Martial, which is appropriate.
Second, Kingdoms of Kalamar has options to make poisons better. Increasing the DC to make the poison by 2 increases the resist DC by one, and increases the cost by 10%. Combined with Minor or Major Creation and you can get truly lethal poisons that are effective even into the late game (except against poison immunes of course). Just make sure you can hit the craft DC...which shouldn't be impossible. Combine with the Assassination weapon enchantment and various save reducers and you should land poison consistently. DC 35 Black Lotus Poison (DC 30 poison delivered from a +5 Assassination weapon) is pretty darn brutal. You can also make inhaled Black Lotus poison (raises the DC to make it by 4).
I was looking for that blood stuff that changes your type, but I couldn't find it.
JaronK
there are two versions of the kalamar player's guide, one is 3.0 and the other is 3.5, iirc.
Our hobby is a bit strange.The comics fans have Grant Morrison.
Ah, found it... looks like I have the 3.0 copy. I hope there weren't a lot of changes in the 3.5 version... does the name change or something?
Either way, that potion is incredible. I'm thinking of combining it with Extract Gift... get EG as a spell like ability, then make yourself count as a demon. Now grant other people stat boosts while giving yourself the ability to see out their eyes.
JaronK
So, would Blood Potion let you enter Beholder Mage without constantly having to worry about getting dispelled (or is it an explicit requirement that you have eyestalks)?
Ah, found it... looks like I have the 3.0 copy. I hope there weren't a lot of changes in the 3.5 version... does the name change or something?
Either way, that potion is incredible. I'm thinking of combining it with Extract Gift... get EG as a spell like ability, then make yourself count as a demon. Now grant other people stat boosts while giving yourself the ability to see out their eyes.
JaronKSo, would Blood Potion let you enter Beholder Mage without constantly having to worry about getting dispelled (or is it an explicit requirement that you have eyestalks)?
Just on these two points, would they work?
IIRC, Blood Potion only changes your type with concern to Spells and SLAs. So JaronK's example would work, but not Tohron's (or, say a Human Beguiler trying to prestige into Shadow Mage (the Gnome only class))???
Edit: Or does 3.5 change it a fair bit? I think I only have the 3.0 one.
Yeah, the horseshoes thing seems to be the best usage. Though Savage Species has a ritual to change your subtype for purposes of magic and magic items... the Tenari Subtype should be enough to use Extract Gift.
JaronK
Yeah, the horseshoes thing seems to be the best usage. Though Savage Species has a ritual to change your subtype for purposes of magic and magic items... the Tenari Subtype should be enough to use Extract Gift.
JaronK
Or Kalshatar if you've got a decent manifester level. Embedded shards rock pretty hard.
Yeah, the horseshoes thing seems to be the best usage. Though Savage Species has a ritual to change your subtype for purposes of magic and magic items... the Tenari Subtype should be enough to use Extract Gift.
JaronK
Or Kalshatar if you've got a decent manifester level. Embedded shards rock pretty hard.
pun intended?
Book of Blood: Bound in blood-red leather and bearing a bronze clasp, this vellum spellbook is waterproof, fireproof, and lockable, and can contain up to forty-five spells of any level. In addition, once per day, its owner can use the book to cast summon monster IV to summon a yeth hound. The book can also be used to cast finger of death once per day, but each such use permanently drains 1 hit point from the wielder. The book must be held to utilize its powers.
Strong conjuration, strong necromancy; CL 13th; Craft Wondrous Item, finger of death, summon monster IV; Price 21,300 gp; Weight 3 lb.
Laeral's Storm ArmorMoF is nonmetallic full plate that prevents the wearer from being "hindered or moved against her will by strong winds". I'm sure a druid could come up with a use for it.
There's some cool stuff in the Magic of FaerunNomination for largest understatement this week?
An artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
:D :DThis is the most wonderful case of text trumps table I've seen since Rainbow Servant.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?It forces them to re-roll preform with a penalty based on how much you're bluff beat their Concentration. It basically allows you to interrupt performances via bluff. Which probably shows up in maybe 2 or 3 of every 20 campaigns.
(I don't have the errata available on my phone to see if this is fixed)
:D :D
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?
(I don't have the errata available on my phone to see if this is fixed)
:D :DThe problem I see with that is the "near" clause. While they may actually get the feat by the literal reading, we don't know what level they actually get them. For all we know they could get all the feats at level 1000 because that is near to the level that spellcasters get them when looked at from a perspective broad enough perspective.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?
(I don't have the errata available on my phone to see if this is fixed)
:D :DThe problem I see with that is the "near" clause. While they may actually get the feat by the literal reading, we don't know what level they actually get them. For all we know they could get all the feats at level 1000 because that is near to the level that spellcasters get them when looked at from a perspective broad enough perspective.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?
(I don't have the errata available on my phone to see if this is fixed)
Partial ninja
it doesn't say you bypass the prerequisites besides the inability to cast arcane or divine spells, so you wouldn't.
the "near" would apply to the listed feats that aren't at the CL required, like Brew Potion (1 level early).
also, you only get feats that have a CL prereq (you don't get epic item creation feats, because they don't have a CL)
but do you keep getting the feats at that level if you're not taking artificer levels?
:D :DThe problem I see with that is the "near" clause. While they may actually get the feat by the literal reading, we don't know what level they actually get them. For all we know they could get all the feats at level 1000 because that is near to the level that spellcasters get them when looked at from a perspective broad enough perspective.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?
(I don't have the errata available on my phone to see if this is fixed)
Well, judging by the (I guess now "example") feats on the table, at-the-level. you meat the CL requirements. Every feat is gained at the level you meet its minimum CL (thanks to Wand being errata'd), and if your DM doesn't throw a book at you for pointing this out, that's the most likely level you'd pick them up.
Now, here's a question: do you bypass other requirements for the feat? For example, Craft Fiendish Graft requires you to be a fiend.
Partial ninjaTrying to pretend near only applies to certain things, means something specific, or that things you claim as examples from the table actually are, doesn't actually change what it means by RAW (specifically the complete ambiguity). At this point both of you seem to be trying to argue a RAI meaning for the near clause so that rest of your RAW trick actually works.
it doesn't say you bypass the prerequisites besides the inability to cast arcane or divine spells, so you wouldn't.
the "near" would apply to the listed feats that aren't at the CL required, like Brew Potion (1 level early).
also, you only get feats that have a CL prereq (you don't get epic item creation feats, because they don't have a CL)
but do you keep getting the feats at that level if you're not taking artificer levels?
An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters.
He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
But how else do you determine when you get all the rest of the item creation feats? Your definition of 'near' is different than mine which is different from their list in the ability.My point was you can't if you choose a RAW reading. "The only logical way" is not to bring RAI into a discussion that is trying to make a RAW trick work.
notice how ~1/2 the feats listed are at a different CL than the min?
the only logical way is to just use the listed CL, otherwise everyone would want something different.
also, the reason I think we need to exclude the ones w/o CL prereqs is because otherwise it would depend on too many factors to determine the level it is granted.
It isn't a matter of if you meet one of the requirements you get it, since they aren't worded as requirements. The sentence is a descriptive sentence saying when you get the feats and as a result of the "or" in this context it is indicating which time you get each feat at is undefined.Quote from: Artificer: bonus featsAn artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters.
He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
So, we have two parts here. The first part and the second. Now, if we look at this section as a whole. RAI clearly indicates that the intent of the first part is fluff text. The meat of this is that you get scribe scroll, brew potion, blah blah blah. The intent was never to give you every creation feat ever, or they would have listed them all.
But by RAW, what we have here is an OR. At OR near. Not, at AND near. So, from a RAW point of view, the way it reads is, you get every item creation feat when you meet either of the conditions. In this case, since we cannot define "near" we can only meet the criteria of "at" and therefore, as it is read, you get every item creation feat at the level that it becomes available for other spellcasters.
It isn't a matter of if you meet one of the requirements you get it, since they aren't worded as requirements. The sentence is a descriptive sentence saying when you get the feats and as a result of the "or" in this context it is indicating which time you get each feat at is undefined.
But how else do you determine when you get all the rest of the item creation feats? Your definition of 'near' is different than mine which is different from their list in the ability.My point was you can't if you choose a RAW reading. "The only logical way" is not to bring RAI into a discussion that is trying to make a RAW trick work.
notice how ~1/2 the feats listed are at a different CL than the min?
the only logical way is to just use the listed CL, otherwise everyone would want something different.
also, the reason I think we need to exclude the ones w/o CL prereqs is because otherwise it would depend on too many factors to determine the level it is granted.
So what you saying is you can't really think of an argument so Theoretical DM. Stop trying to bring RAI into an argument about RAW.But how else do you determine when you get all the rest of the item creation feats? Your definition of 'near' is different than mine which is different from their list in the ability.My point was you can't if you choose a RAW reading. "The only logical way" is not to bring RAI into a discussion that is trying to make a RAW trick work.
notice how ~1/2 the feats listed are at a different CL than the min?
the only logical way is to just use the listed CL, otherwise everyone would want something different.
also, the reason I think we need to exclude the ones w/o CL prereqs is because otherwise it would depend on too many factors to determine the level it is granted.
And my point is that if your DM allows it in the first place you're going to get the feats as soon as you meet the minimum CL. Yes, he could rule that "near" means at CL 1000. But then he's basically just saying, "No, that's stupid and abusive and you can't have it."
If your DM is allowing this reading to begin with, the reading that's going to get used is "at".
I need to do more thinking (and looking up the specifics of each word) to try to determine if you are indeed right but for now I'll concede that you are likely right.It isn't a matter of if you meet one of the requirements you get it, since they aren't worded as requirements. The sentence is a descriptive sentence saying when you get the feats and as a result of the "or" in this context it is indicating which time you get each feat at is undefined.
I used to get paid vast sums of money to find loop holes in contracts. Trust me. It's a requirement for qualification.
You get X when you meet requirement A or B.
You get any given item creation feat when you are:
(A) "at" the level that any spellcaster would qualify for it,
OR
(B) "near" the level that any spellcaster would qualify for it.
We cannot define B. We can only define A. Therefore, you get it whenever you qualify for A. Nobody will ever get an item creation feat from qualification B.
Just because we cannot define B is besides the point. From a RAW point of view, we do not care if one can actually ever meet said requirements, just that the requirements exist. RAW has nothing to do with common sense. Everyone is getting bogged down in trying to figure out what "near" means when "near" is only one of two qualifications for defining when we get any given item creation feat.
A real world example:
When I used to work for fleet credit card services, we don't like charging off credit cards. It looked bad to our stock holders. Well, there was a program where the federal government allowed accounts less then 6 months past due to be hand-waived and brought "current" if they met 3 criteria. On the books, it was like printing money. But, the process was very difficult. The three criteria were difficult to reach.
However, I did something nobody else did. I actually read the original law. On one page, there was a typo. An "OR" instead of an "AND". The typo was on the original law passed by congress. That meant we only had to meet ONE criteria. I ran it by the lawyers and they were thrilled. Nobody had ever noticed the typo before. (It's a gift I have. Flaws just jump out at me, even if it's in a thousand page document.)
In one month I managed to create 743,000 dollars out of thin air. True, the money only existed for 30 to 65 days, but it didn't matter. I still got a bonus check of over six grand for my imaginary money. We got to tell the stock holders that we collected the money. Then I got my own department where all we did was create a rolling amount of imaginary money on the books. At any given time we created somewhere between 2 to 5 million dollars out of smoke and mirrors. All. Perfectly. Legal.
Then they over inflated the stock price and sold the company, firing everyone, including me. Over 6,000 people lost their jobs because of the word "or". Well, that and investing in Argentina right before the bank collapse. And Enron. And K-mart before the bankruptcy restructuring... Fleet Bank had some stupid people running it.
And my point is that if your DM allows it in the first place you're going to get the feats as soon as you meet the minimum CL. Yes, he could rule that "near" means at CL 1000. But then he's basically just saying, "No, that's stupid and abusive and you can't have it."So what you saying is you can't really think of an argument so Theoretical DM. Stop trying to bring RAI into an argument about RAW.
If your DM is allowing this reading to begin with, the reading that's going to get used is "at".
From [Magic of Faerun], the spectral dagger is a 20kgp item that lets you use chill touch at will, and can be wielded as if it were a dagger (including iterative attacks). Fun for daggerspell mages, daggerspell shapers and invisible blades. It can't be thrown though, since the blade disappears when it leaves your hand.The Spectral Dagger was included in the Magic Item Compendium, with a reduced cost of 6,400 gp. Great for skirmishers and sneak attackers to always have a touch attack handy. Doesn't really work well against undead, but then you were unlikely to be sneak attacking them anyways (ACF's and special feats aside).
Unlimited loyal animal followers who can cause vile damage? Sure.
Touch of Hate (http://dndtools.eu/feats/players-guide-to-faerun--22/touch-hate--3599/)
So it costs Violate Spell feat, which is agooddecent feat anyway if you've got Spell Focus Evil, Evil domain and like Vile damage, etc.
This then allows you to "Once per tenday" turn an animal into a Beast of Bane. This happens "instantaneously" on a failed save and the beast "follows your commands."
The limit is HD equal or less than your cleric level. Monsters with more HD are immune.
Animals, poor will saves. Dire Animals, okay will saves... but generally nothing to write home about. You can steal a ranger's pet or a druids companion and turn it against them...but it uses the player's will save with it's own modifier.
So... Dire Animals and Ripping Loving Creatures from their masters... that's prettygooddevious and enjoyable, but we also get to corrupt and buff them.
Add the Beast of Bane Template which is the Beast of Xvim Template (http://www.realmshelps.net/monsters/templates/beastxvim.shtml) (Monsters of Faerun, pg 85) but with 1 minor (yet awesome) change. note: The one I've found is 3.0 I don't think there's an updated version... if there is let me know.
In summary:
+1 HD - which increases saves/BaB/skills as appropriate.
Physical Attacks: Damage die increases.
Special Attacks: Damage die increases.
Frightful Presence (Ex): Lasts 5D6 rounds.
Feed (Su): Advance like a Barghest.
Smite Good (Su): 1/day but Vile damage :)
Special Qualities: Immune to Fear, Poison, Darkvision 60ft. Also gains DR based on HD... the DR is /+1 so I guess it'd just be DR 5 or 10 /magic.
Abilities: Int is raised to 3 if lower, +4 Charisma.
Alignment: changes to Lawful Evil.
If the HD increases enough to give an extra feat, improved natural attack would stack with the damage die increase.
There's no duration for created creatures, no expiry, no limit to how many you can have... It's a save or die, based on your strong stat, but instead of dying, you turn into a bigger, stronger ally.
Just strikes me as abusable... I mean, advance them by having them eat their kills... deal vile damage... increase damage die...
The best trick I could think of would be if the frightful presences of multiple beasts are allowed to stack. That'd be an instant win for a lot of encounters.
:D :DThe problem I see with that is the "near" clause. While they may actually get the feat by the literal reading, we don't know what level they actually get them. For all we know they could get all the feats at level 1000 because that is near to the level that spellcasters get them when looked at from a perspective broad enough perspective.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the heckling using Bluff in Races of Stone is confusing, it wants your foe to make a Perform check vs. your Bluff check, but then takes a penalty based on how much your Bluff beats their Concentration check?!?
(I don't have the errata available on my phone to see if this is fixed)
Unlimited loyal animal followers who can cause vile damage? Sure.Beast of Xvim was updated as Beast of Bane in.... Cormyr: The Tearing of the Weave.
Touch of Hate (http://dndtools.eu/feats/players-guide-to-faerun--22/touch-hate--3599/)
Also, in the Player's Guide to Faerun web enhancement, it has the updated DR for Beast of Xvim.
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.This means that targets outside of the area of color spray are still affected by it if they can see the effects. This rule also applies to Hypnotic Pattern, Rainbow Pattern, and Scintillating Pattern.
but do you keep getting the feats at that level if you're not taking artificer levels?
Except when discussing things that are blatantly abusing RAW, if you resort to RAI to make it work instead of admitting you don't know how to do so, you look extremely immature.And my point is that if your DM allows it in the first place you're going to get the feats as soon as you meet the minimum CL. Yes, he could rule that "near" means at CL 1000. But then he's basically just saying, "No, that's stupid and abusive and you can't have it."So what you saying is you can't really think of an argument so Theoretical DM. Stop trying to bring RAI into an argument about RAW.
If your DM is allowing this reading to begin with, the reading that's going to get used is "at".
More that I don't think there needs to be an argument because the +1000 CL interpretation doesn't make sense by any definition of "near" used in this context.
This is the sort of thing a DM is going to throw out the window or, in an intentionally high-power game, accept at face value.
I'm not making a RAW argument, and never stated that I was. I'm making a RAI argument in absence of a precise RAW definition of the phrase "or near".
Add the Beast of Bane Template which is the Beast of Xvim Template (http://www.realmshelps.net/monsters/templates/beastxvim.shtml) (Monsters of Faerun, pg 85) but with 1 minor (yet awesome) change. note: The one I've found is 3.0 I don't think there's an updated version... if there is let me know.
In summary:
+1 HD - which increases saves/BaB/skills as appropriate.
Physical Attacks: Damage die increases.
Special Attacks: Damage die increases.
Frightful Presence (Ex): Lasts 5D6 rounds.
Feed (Su): Advance like a Barghest.
Smite Good (Su): 1/day but Vile damage :)
Special Qualities: Immune to Fear, Poison, Darkvision 60ft. Also gains DR based on HD... the DR is /+1 so I guess it'd just be DR 5 or 10 /magic.
Abilities: Int is raised to 3 if lower, +4 Charisma.
Alignment: changes to Lawful Evil.
Opponents within range who witness the action may become frightened or shaken.So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.
The Frightful Presence ability isn't helpful, stating only:QuoteOpponents within range who witness the action may become frightened or shaken.So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.
For that reason, if not just taking the 3.0 BoX and going with Frightened on a failed save and nothing on a successful save, I would likely rule that you are frightened on a failed save, shaken on a successful save, and count the ability as the same source, so no stacking no matter the number of Beasts that were present.The Frightful Presence ability isn't helpful, stating only:QuoteOpponents within range who witness the action may become frightened or shaken.So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.
Maybe Shaken on a successful save was the intent?
Would those fear effects overlap? Like... lets say you're frightened by a beast of bane bear, then would it escalate to panicked from a beast of bane wolf, then escalate to cowering from a beast of bane tiger?
Assuming failed saves, obviously.
I know effects from the same source don't stack, and they're all coming from a Beast of bane's frightful presence...but it is a different presence each time.
If you ruled it that it was frightened on failed save and shaken on a successful save and they escalated, you could perch 4 Beast of Bane 1HD Bunnies on your shoulders, and auto-panic anyone you came within 30ft of.
The Frightful Presence ability isn't helpful, stating only:QuoteOpponents within range who witness the action may become frightened or shaken.So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.
Maybe Shaken on a successful save was the intent?
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."
So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."
So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.
Worthy of necro-ing. Campaign Smasher.
iirc - this is the Immoth Break by Soluphobe.
Which has been lost to the wotc changeovers.
There's a trick to the Prepared vs. Sorc casting something.
Like with just one feat, and it's Beholder Mage Lite (or wtf).
... But Keen specifically states it doesn't stack with any other effect that expands a critical threat range ...
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."
So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.
Worthy of necro-ing. Campaign Smasher.
iirc - this is the Immoth Break by Soluphobe.
Which has been lost to the wotc changeovers.
There's a trick to the Prepared vs. Sorc casting something.
Like with just one feat, and it's Beholder Mage Lite (or wtf).
Can anyone remember this trick?
... But Keen specifically states it doesn't stack with any other effect that expands a critical threat range ...
well then I guess you're stuck w 10-20 and 4-20 :P
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."
So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.
Worthy of necro-ing. Campaign Smasher.
iirc - this is the Immoth Break by Soluphobe.
Which has been lost to the wotc changeovers.
There's a trick to the Prepared vs. Sorc casting something.
Like with just one feat, and it's Beholder Mage Lite (or wtf).
Can anyone remember this trick?
isn't that the feat that allows spontaneous casters to prepare spells?
Probably involves the Arcane Preparation feat (CA).
Each day, you can use one or more of your spell slots to prepare spells you know. (Usually, you do this in order to apply a metamagic feat to the spell.) Thereafter, you can cast that spell as a standard action even if you apply a metamagic feat to the spell as you cast it. Preparing a spell uses a slot of the appropriate level. Once the spell is prepared, you can't use that spell slot for anything else until you cast the prepared spell.
Wait a second... can you cast longer-casting-time spells as a standard action with this feat?QuoteEach day, you can use one or more of your spell slots to prepare spells you know. (Usually, you do this in order to apply a metamagic feat to the spell.) Thereafter, you can cast that spell as a standard action even if you apply a metamagic feat to the spell as you cast it. Preparing a spell uses a slot of the appropriate level. Once the spell is prepared, you can't use that spell slot for anything else until you cast the prepared spell.
But then you couldn't use the spells in your runes as a free action...
Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell--but without an increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can't be used for anything else until the prepared spell is cast.
*Cough*
;)
*Cough*
oh yeah, you kinda said that already. and i even read that. gah.
Except that it is basically fluff, just like how the barbarian is supposed to be the best dps fighter or whatever. Even if it weren't see below. You can of course head into TO by purposely choosing the most abusive interpretation while ignoring lower-powered once, if you'd like.:D :DThis is the most wonderful case of text trumps table I've seen since Rainbow Servant.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
I used to get paid vast sums of money to find loop holes in contracts. Trust me. It's a requirement for qualification.The last sentence. So exactly. You only get the ones listed in the chart and no others
You get X when you meet requirement A or B.
You get any given item creation feat when you are:
(A) "at" the level that any spellcaster would qualify for it,
OR
(B) "near" the level that any spellcaster would qualify for it.
We cannot define B. We can only define A. Therefore, you get it whenever you qualify for A. Nobody will ever get an item creation feat from qualification B.
Also, you're RL example seemed like Karma and why to not be LE.
Throw a mixture in.Dust of Sneezing and Choking?
it doesn't say it has to originally be a liquid. Throw some contact poison dust in water and squirt
Throw a mixture in.Dust of Sneezing and Choking?
it doesn't say it has to originally be a liquid. Throw some contact poison dust in water and squirt
Throw a mixture in.Dust of Sneezing and Choking?
it doesn't say it has to originally be a liquid. Throw some contact poison dust in water and squirt
"Cap sewn on tight" --> cap to the flask, not a cap like a hat.
Where exactly does it say the screaming flask is in a hat? Because the picture in Complete Mage shows it to be a bottle you point at people.Look at his avatar; he's obviously enamored with hats! :lmao
Look at his avatar; he's obviously enamored with hats! :lmao
To cast a spell, you must be able to speak (if the spell has a verbal
component), gesture (if it has a somatic component), and manipulate
the material components or focus (if any). Additionally, you
must concentrate to cast a spell—and it’s hard to concentrate in the
head of battle. (See below for details.)
You can attempt to cast a spell while grappling or
even while pinned (see below), provided its casting time is no more
than 1 standard action, it has no somatic component, and you have
in hand any material components or focuses you might need.
The root of 'manipulate' is manus or hand. Manipulate means handle. You have to have the components in hand, or be able to retrieve them, as from a spell pouch.*facepalm* Just because a word's root means something, doesn't mean that the word most follow that meaning. Here's a list of definitions for manipulate (note "handle or control")
ma·nip·u·late
verb /məˈnipyəˌlāt/
manipulated, past participle; manipulated, past tense; manipulates, 3rd person singular present; manipulating, present participle
Handle or control (a tool, mechanism, etc.), typically in a skillful manner
- he manipulated the dials of the set
Alter, edit, or move (text or data) on a computer
Examine or treat (a part of the body) by feeling or moving it with the hand
- a system of healing based on manipulating the ligaments of the spine
Control or influence (a person or situation) cleverly, unfairly, or unscrupulously
- the masses were deceived and manipulated by a tiny group
Alter (data) or present (statistics) so as to mislead
The world was a better place when cultural expectations demanded that men wore hats.I agree with what you're really saying.
with no save to resist.Page 6 says "a successful Will save negates the effect". How do you hex without a save?
Dungeonscape says in no uncertain terms that divine focuses don't have to be "in hand" to be used. Either this is a contradiction of the rules set forth in the PHB, or a clarification of those rules.
If it's a contradiction, which source trumps - most recent printing, or primary source?
If it's a clarification, what are the implications? Does this extend to Arcane Focuses as well? What about material components? As far as I can tell, all 3 of these follow the same rules with only a few distinctions.
The 'Grab Magic' feat from planeswalker allows you to touch someone to steal a spell effect on them, even one that can't normally be cast on you. You need a high enough Cha to 'cast' the spell and they get a Will save (DC 10+1/2 your HD + your Cha mod).
An Annihilation Spell (+3 level metamagic, single target+damaging only) deals Con damage equal to the spell's level (Fort half min 1 at original DC)
did someone say 'no save spells', like magic missile?
Obi of the White Lotus Master is really goodHandy.
That reminds me...How hard is it to hit 10 essentia, though?
The Umbral Disciple's 3rd level class feature, Embrace of Shadows, gives you an untyped form of miss chance (that sadly does not stack with any other forms of miss chance) equal to Essentia invested * 10%, with no cap.
Also, if you have more than 2 essentia invested, you get Hide in Plain Sight.
Yes, if you optimize your essentia capacity, you too can have 100% miss chance!
1 round. Sadly.Mix with a Schism? Could that give you the actions you need?
Temporal Reiteration makes that "as long as you have power points to spend. And are willing to give up swift actions for."
You can also boost it by 1 if you have a Cleric with the Azurin substitution level... but other than that, it kinda falls flat.
Still, if you can get your DM to agree to using UA Action Points, you can get another use for an action point.
If you are using Eberron action points... You can't.
On another note, the Raptor's Mask from the MiC (p. 210) is a steal.
It costs 3500 gp, and goes in your face slot.
It renders you immune to effects that would leave you Dazzled or Blinded.
That's right, it doesn't give you immunity to being Dazzled or Blinded. It renders you immune to any effect that has those effects as a consequence.
In other words...
"CL 50 Blasphemy!"
"Well, I'm wearing my Raptor's Mask, and Blasphemy has blinding me as a consequence, so... it does nothing."
The only other item in that set that is useful at all is the Phoenix Cloak, for Perfect maneuverability flight.
Looking at the other item sets, the Shirt of Wraith Stalking is scary.
6000 gp for at-will saveless Hide from Undead? That's a steal any day of the week.
Spell Effect (Su): A creature hit by a living spell's slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier.
How does this work w a Living Blockade? (the 5ft cube of wood)Quote from: Living SpellSpell Effect (Su): A creature hit by a living spell's slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier.
1 round. Sadly.Mix with a Schism? Could that give you the actions you need?
Temporal Reiteration makes that "as long as you have power points to spend. And are willing to give up swift actions for."
You can also boost it by 1 if you have a Cleric with the Azurin substitution level... but other than that, it kinda falls flat.
Still, if you can get your DM to agree to using UA Action Points, you can get another use for an action point.
If you are using Eberron action points... You can't.
Er, wait, Swift. Nevermind.
combine that with the azure talent and psycarnum infusion trick, and you can use it once per round, assuming you can regain focus once per round as well.
On a charged item, a function that consumes multiple charges per use gets a discount. Since you're converting a belt of battle to not be limited by charges, you need to multiply the component of the cost that arises from the ability to gain a standard action by 2, and multiply the component of the cost that comes from the ability to gain a full-round action by 3.Hmph. Okay. I didn't read it being a swift in MIC... >:(
I'd also argue that abilities that draw from the same pool of charges should get the discount for “multiple similar abilities,” whereas abilities that don't compete with each other for resources like that should get the price increase for “multiple different abilities.” Granted, only the ability to gain a full-round action is relevant once the limitation of charges is taken away.
Bear in mind, activating a belt of battle is a swift action, so you're not going to get infinite actions each round from this alteration.
Player's Guide to FaerunWarning, read the fine print on that claim.
The Initiate of Ilmater gives the ability to have infinite temp hp :o
Benefit
When you cast any cure spell - Anything even grant Cure X Wounds as an At-Will SLA? - that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a maximum number of temporary hit points equal to the target's Hit Dice in this manner. - Temp HP amount is capped, and low enough it may only block a single attack - These temporary hit points last up to 1 hour per caster level you posses. A creature that currently has any of these temporary hit points also gains a +2 sacred bonus on Fortitude saves and a +2 sacred bonus on checks made to resist being bull rushed or tripped. These bonuses end when the last temporary hit point is lost or expires. In addition, you may add the following spells to you cleric or paladin spell list.
He's talking about a part of the text that's different depending on where you look.:lmao Some writer/editor failed math hard.
- D&Dtools: “Hit Dice”
- Player's Guide to Faerun: “Hit Dice ∞ 3”
- Errata: “Hit Dice ×3”
When you cast any cure spell - Anything even grant Cure X Wounds as an At-Will SLA? - that would cure more damage than the target has taken, the target gains the excess as temporary hit points.
Niji, how exactly does that combo between Azure Talent and Psycarnum Infusion work exactly? Would it actually be able to bypass the table on page 19 that says the capacity limit is usually 4?
Getting focus once a round is easy of course. http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicMeditation
He's talking about a part of the text that's different depending on where you look.And now I understand.
- D&Dtools: “Hit Dice”
- Player's Guide to Faerun: “Hit Dice ∞ 3”
- Errata: “Hit Dice ×3”
Niji, how exactly does that combo between Azure Talent and Psycarnum Infusion work exactly? Would it actually be able to bypass the table on page 19 that says the capacity limit is usually 4?
Getting focus once a round is easy of course. http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicMeditation
no, it would not bypass the capacity max. you would have to take incarnum classes to boost the max. however, it would allow the effect to be triggered once per round.
actually, the psycarnum infusion is not specifically needed, that is just part of the always-available power points trick. the applicable feat is azure talent which allows one to expend psionic focus to treat one incarnum receptacle as full for one round. as it does not seem to count as actually filling the receptacle with incarnum (which usually locks the incarnum, and usage of the ability for the day), this has the nifty (if perhaps unintended-by-design) effect of allowing you to use an incarnum receptacle repeatedly.
however, the effect ends after one round, so while it cannot be perpetuated short of something like temporal reiteration, it can be triggered once per round.
Just to make it clear, the ability that grants miss chance is not 1/day.
That would be the ability to add your Charisma to the capacity.
Also, you have the feats backwards; Azure Talent gives you power-points, Psycarnum Infusion fills the receptacle.
power repository shards (either ECS or MoE) allow you to have any power known from any list.
restrictions are racial (kalashtar or inspired only; though depending on setting others may be allowed, for example the FR version of the elan would technically meet the implied racial requirements) and level (powers 1-4 only); the loss of 1 hp per grafted crystal, and no more than 1 crystal per ML is fairly minor, unless one figures out a way to go hog wild.
power repository shards (either ECS or MoE) allow you to have any power known from any list.
restrictions are racial (kalashtar or inspired only; though depending on setting others may be allowed, for example the FR version of the elan would technically meet the implied racial requirements) and level (powers 1-4 only); the loss of 1 hp per grafted crystal, and no more than 1 crystal per ML is fairly minor, unless one figures out a way to go hog wild.
I would personally just get a few dojeries(sp?) and use the body slots for Power Link Shards. Something about overchanneling to 3x your manifester level 3x a day is silly good.
Even though they have the Earth subtype, I'm not sure you could call a Blue Dragon "stony" based on the picture or description in the MM.
post some crazy stuff.
@kerrus, could you bluff them into thinking its a harmless spell?
Looking at the Pathfinder Adventurer's Armory and came across this:
Throwing Shield: This shield is designed for throwing
and comes with specially designed straps allowing you to
unclasp and throw it as a free action. Tower shields cannot
be throwing shields. Neither a shield’s enhancement
bonus to AC nor its shield spikes apply to your attack or
damage rolls.
Now, the wording is terrible. But it could be argued that both unclasping, and throwing it are free actions. An extra free action attack? Sure. That could be useful.
Looking at the Pathfinder Adventurer's Armory and came across this:
Throwing Shield: This shield is designed for throwing
and comes with specially designed straps allowing you to
unclasp and throw it as a free action. Tower shields cannot
be throwing shields. Neither a shield’s enhancement
bonus to AC nor its shield spikes apply to your attack or
damage rolls.
Now, the wording is terrible. But it could be argued that both unclasping, and throwing it are free actions. An extra free action attack? Sure. That could be useful.
Ya know, I included any shield that could be used as a weapon in my handbook. I'm just now thinking of the Manopole that allow you to use as a weapon and retain your armor bonus when you use it.(click to show/hide)
Make it out of mithral so no chance of arcane spell failure. Then add teleporting so it comes back to your hand (teleporting works so much better as it always returns to your hand even if you move out of your original square). Add that throwing shield thing from pathfinder. Maybe add exit wound, what the hell, distance too. As a free action I punch through everyone in a 100 foot line, it comes back to my hand. OOO! I add Off-handed as a +3 Bonus, so I get an extra attack with my off hand manople before I take the free attack to throw it through everyone down a corridor.
Sick. Just sick.
Ya know, I included any shield that could be used as a weapon in my handbook. I'm just now thinking of the Manopole that allow you to use as a weapon and retain your armor bonus when you use it.(click to show/hide)
Make it out of mithral so no chance of arcane spell failure. Then add teleporting so it comes back to your hand (teleporting works so much better as it always returns to your hand even if you move out of your original square). Add that throwing shield thing from pathfinder. Maybe add exit wound, what the hell, distance too. As a free action I punch through everyone in a 100 foot line, it comes back to my hand. OOO! I add Off-handed as a +3 Bonus, so I get an extra attack with my off hand manople before I take the free attack to throw it through everyone down a corridor.
Sick. Just sick.
Ya know, I included any shield that could be used as a weapon in my handbook. I'm just now thinking of the Manopole that allow you to use as a weapon and retain your armor bonus when you use it.(click to show/hide)
Make it out of mithral so no chance of arcane spell failure. Then add teleporting so it comes back to your hand (teleporting works so much better as it always returns to your hand even if you move out of your original square). Add that throwing shield thing from pathfinder. Maybe add exit wound, what the hell, distance too. As a free action I punch through everyone in a 100 foot line, it comes back to my hand. OOO! I add Off-handed as a +3 Bonus, so I get an extra attack with my off hand manople before I take the free attack to throw it through everyone down a corridor.
Sick. Just sick.
Not sure I'm a fan of using it on a Wizard. They only need one hand to provide somatic components, but the fact that you can't hold anything in your manopole hand means you can't use metamagic rods and such, and makes it more difficult to use staffs/wands/scrolls. I think it'd be put to better use on a standard TWF build.
As an aside, why does this thing have Arcane Spell Failure chance? You can't use that hand to cast spells, so it can't possibly interfere with your casting.
Since no one who was an editor for the magazine back then still is today, I don’t mind saying that I thought they absolutely butchered some of the spells that did make it into print. In particular, there was a cantrip called chalkboard that was originally conceived as a phantasm that only the caster could see, allowing him to write notes in midair that appeared in his field of vision but were invisible to anyone else. The editors changed that to a visible chalkboard illusion, and then added that it provided concealment for anyone standing behind it. So the spell went from a handy note-taking aide to a spell that provided a powerful (and unintended) combat advantage at a ridiculously low level. And my name was the sole credit on it.
Ok, not familiar with all of those enhancements. I know Teleporting. I am assuming Exit Wound turns it into a Line Attack? What book is that from? What does Off-handed do? Also, if you are talking about throwing it on a Wizard, why not use it as you primary weapon? Not like you are generally going to be doing standard attacks each round anyway.
Could you use this to deliver touch spells, like maybe Chilling Touch or some such as a free action?
I'm gonna make my next villian a wizard who wears TWO of these fuckers, but he's gonna enchant them to act as gloves of storing. When he throws them, whatever they are storing appears in his hands. When they return, they "swallow up" what he was holding. So he throws them when he wants to cast a spell. Two free attacks a round! Maybe I'll do the multiple castings of Persistent Cloud of knives trick too.That sounds awesome :clap
Exit Wound +2 bonus - COMPLETE WARRIOR (3.5)
Goes THROUGH your target to hit the target behind him USING THE SAME TO HIT ROLL AS THE FIRST. Example: Okay, Str 16, +1 Throwing/Distance/Exit Wound/Teleporting Heavy Pick I’m holding with two hands. I got a BAB: 7 as a cleric. I power attack for +7 which I add to my +3 for Str and since it’s with two hands, my damage is now 1d6+1d6+16. I cast surge of fortune a few rounds before, so now I get to throw it. I take the auto 20 and get lucky for a confirmed critical. Let’s say damage is a nice average 23. Now the critical is x4 for 92 points of damage to everyone in a straight line for 100 feet. Next round it appears in my hand and I look at the next row of targets, “Sorry to -pick- on you.”
Shriver from FCII costs 30k and grants Regeneration and when combined with a Wand of Favored of the Martyr (SpC) for immunity to Non-Lethal it makes you immune to all forms of damage that isn't both Good & Chaotic. Atypically, Acid/Cold/Electricity/Fire damage lacks such additions...Hopefully. I'll also be searching for things I can flat-up craft (the 30k for a location is worth like 400k of items)... Any help on that front?
That work for you?
Huh. Yeah, that'll get my AC up there. I've already got a few miss chances, too. So I should be good on that front... But energy immunity? Anyone know the "cheaper" way they were talking about?Pay a caster to cast Mantle of Icy Soul and Mantle of Fiery Spirit. Instantaneous duration means dispels are not a threat. You can also cast stone body, which, among other handy defenses, grants immunity to electricity. An Artificer should't have problems persisting it.
Cool, that gets Fire, Cold, and Electricity. Leaves Acid, Sonic, and Force (but I can just ask for the Pathfinder Ring of Forcefangs, though)... I don't know how to pick up acid and sonic immunity? Heh, thanks for the help though.Huh. Yeah, that'll get my AC up there. I've already got a few miss chances, too. So I should be good on that front... But energy immunity? Anyone know the "cheaper" way they were talking about?Pay a caster to cast Mantle of Icy Soul and Mantle of Fiery Spirit. Instantaneous duration means dispels are not a threat. You can also cast stone body, which, among other handy defenses, grants immunity to electricity. An Artificer should't have problems persisting it.
Dragon's Troll-Blooded or a Wand of Alter Self(troll) + Wand of Favored of the Martyr + Mantle of Fiery Spirit. Immune to all but Acid damage.Shriver from FCII costs 30k and grants Regeneration and when combined with a Wand of Favored of the Martyr (SpC) for immunity to Non-Lethal it makes you immune to all forms of damage that isn't both Good & Chaotic. Atypically, Acid/Cold/Electricity/Fire damage lacks such additions...Hopefully. I'll also be searching for things I can flat-up craft (the 30k for a location is worth like 400k of items)... Any help on that front?
That work for you?
Animate Dead as a 2nd level spell?Enter the PrC as a Death Master and make it a 1st level spell!
I read a very old thread on some other forum (can't remember where), in which a person claimed that using Return to Nature (7th level Druid spell; Eberron Campaign Setting), you make any willing giant fine sized. Is that true? Does it stack because the duration is instantaneous? It would be awesome to play a half-giant and be fine sized (+1 LA and a bit gold).Quick answer. No.
power repository shards (either ECS or MoE) allow you to have any power known from any list.That cuts into your other power shards, though right?
From my group's optimizer:
"
Use a metal bow (or metal-armed crossbow, such things are more common), with Kaorti Resin arrows, for fun...
Oh, wait. I meant an Iron "Great Crossbow" (exotic weapon, 18-20 / x2).
Let's take a two-level dip in Deepwood Sniper, shall we? That gives us +100% / +1
Now let's take 8 levels in Disciple of Dispater.... for +200% / +0
None of that stacks with Keen, but...
let's use Razorfeather Arrows. They're treated as keen, but they aren't (They're mundane). (This is the part I'm iffy on.), for +100% / +0
3* (1 + 1 + 2 + 1) = 15, for a crit range of 15-20 / x3; if we assume Razorfeather arrows can be made out of Kaorti Resin, we push it to 15-20 / x5. We can put five more levels into Deepwood Sniper for 15-20 / x6.
"
Hence, the largest crit range / multiplier I think is possible (against all enemies equally)?
Corrupt Arcane Studies
Type: General
Source: Ghostwalk
You have dabbled in strange magic that has increased your power but adversely affected your mind.
Prerequisite: Sorcerer or wizard level 3rd, nongood alignment.
Benefit: Add a +1 bonus to the DC for all sorcerer and wizard spells you cast. You get a +1 bonus on all caster level checks to overcome spell resistance with your sorcerer and wizard spells.
Special: Your magical research has taken its toll on your mind. When you acquire this feat, your Wisdom score is immediately reduced by 2 points. Restorative spells (such as restoration or greater restoration) do not reverse this Wisdom loss.Part of the damage to your mind has resulted in behavioral changes. You develop a fixation for dressing in black and gray clothing. If at least three-fourths of what you are clothed in is not black or gray, you lose the bonus to your DCs, but still suffer the reduction in Wisdom.You are often plagued by horrible nightmares. Every night, you must succeed on a Wisdom check (DC 10 + 1 per day since the last bout of nightmares) to stave off these dark visions. If you fail this check, you are unable to prepare arcane spells for 24 hours.
Broken One's Sacrifice
( Champions of Valor, p. 28)
[General]
Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others.
Prerequisite
WIS 13, member of the Broken Ones monk order,
Benefit
As an immediate action, you can intervene on behalf of an adjacent ally (of your size or smaller) who is under attack. When you activate this feat, you and the ally switch spaces. If there is not enough space for this to occur, you can't activate the feat. Then, you suffer the harmful effect as if you were the intended target; the ally is unaffected by it. In addition to the obvious harmful effect this has upon you, this action is a drain on your personal energy. Once the effect of the intervention is resolved, you become fatigued. You cannot use this feat if you are exhausted or if you are immune to fatigue. You can choose to activate this feat after the success or failure of the harmful effect is determined, but you must activate it before the extent of the effect is determined and/or applied to the ally.
Example: If an adjacent ally is attacked, you could wait until after the attack roll (and confi rmation roll, if the attack is a critical threat) is made to activate the feat, but you would have to activate it before damage is rolled. If the adjacent creature also benefi ts from a miss chance, you could wait until after that roll was made to activate the feat. Example: If an adjacent creature is within the area of a lightning bolt spell, you could wait until the creature rolls its saving throw (and checks its spell resistance, if any), but you would have to activate the feat before the spell's damage is rolled. If an adjacent creature is targeted by an attack that deals a fi xed amount of damage, such as a maximized magic missile spell, you would choose to activate this feat after the spell hit the target, but before damage was applied. By activating this feat, you give up any opportunity to avoid the harmful effect normally allowed by a saving throw, spell resistance, AC, or concealment. If the effect allows a saving throw or spell resistance, you automatically fail the save or spell resistance check. If the effect requires an attack roll, it automatically hits you (and if it scored a critical hit, it automatically scores a critical hit on you), even if you would normally benefi t from a miss chance against the attack. Any immunities or resistances you have apply normally; for example, if you are immune to critical hits, an attacker can't score a critical hit on you just because he scored one on the ally. If you can't physically interact with or manipulate objects (for instance, if you are incorporeal or in gaseous form, or if either you or the ally, but not both of you, are ethereal), you can't switch places with the ally and thus can't activate this feat. It should go without saying, but if you are incapable of taking an action (dazed, paralyzed, stunned, unconscious, and so on), you can't use this feat.
Finally, something not powerful but kind of cool: A vampires blood drain ability applies whenever you pin a target. Therefore, you could use the telekinetic maneuver power and drain their blood from a distance. Use the half-vampire template if you want a playable version of this.In a similar vein (hur hur), an lv2 Bloodstorm Blade can use Setting Sun maneuvers at range, including the effects of Improved Trip. And when you use tornado throw... note that the end position of enemies is relative to you, not your weapon, allowing you to conserve movement speed.
@123456789blaaa
or have a Shadowform Familiar? (Champions of Ruin) and they intercept for you
By activating this feat, you give up any opportunity to avoid the harmful effect normally allowed by a saving throw, spell resistance, AC, or concealment. If the effect allows a saving throw or spell resistance, you automatically fail the save or spell resistance check. If the effect requires an attack roll, it automatically hits you (and if it scored a critical hit, it automatically scores a critical hit on you), even if you would normally benefit from a miss chance against the attack. Any immunities or resistances you have apply normally; for example, if you are immune to critical hits, an attacker can't score a critical hit on you just because he scored one on the ally. If you can't physically interact with or manipulate objects (for instance, if you are incorporeal or in gaseous form, or if either you or the ally, but not both of you, are ethereal), you can't switch places with the ally and thus can't activate this feat. It should go without saying, but if you are incapable of taking an action (dazed, paralyzed, stunned, unconscious, and so on), you can't use this feat.
I have a good one, but it's from Savage Species, so may I be excused for any ridiculousness occurring:
Horseshoes of Flame: these little buggers grant an ordinary horse 90ft fly speed (good maneuverability), +1d4 fire damage to all hoof attacks, +2 Dex, +10 Int, +6 Cha. For 30,240gp, this is a complete steal.
Potion of Blood, from Kalamar: set your race to anything you like for purposes of items only. Now use a Potion of Blood to become a horse. You can wear the horseshoes! Note: if anyone ever uses a magic item to detect your creature type, they get very confused.
JaronK
Disturbing thought:
PONY GIRL - D20
Don't google it. Just... don't.
Potion of Blood, from Kalamar: set your race to anything you like for purposes of items only. Now use a Potion of Blood to become a horse. You can wear the horseshoes! Note: if anyone ever uses a magic item to detect your creature type, they get very confused.
JaronK
Good stuff, this works perfectly! Although it'd still be rather painful to get to actually wear these things...
"What do you care? It's +10 Int, +6 Cha!"
Sune's relic 'Ring of Firehair' is ridiculously powerful for a diplomancer.It also shines when hostile foes become unhelpful, and won't attack you. Sure, they'll still attack your friends, but as long as you don't take hostile actions (healing allies, buffing allies, summoning, ect.) they won't actually attack you.
It grants a +2 sacred bonus to Cha and increases any met npc's attitude towards just you by 1 step! Oh you're indifferent? Not you're helpful.
but this really shines when helpful become fanatics!
check out Drag#333 pg 54
How would Invisible Spell work w the Ring? If they don't know you're casting at them, it won't spoil the better attitude?
Disturbing thought:
PONY GIRL - D20
Don't google it. Just... don't.
http://www.wizards.com/default.asp?x=dnd/dd/20060401a
Ability Rip causes you to permanently lose a supernatural ability, which is normally a big problem, right? However, DR/magic or an alignment is a supernatural ability, and many spells and effects provide it temporarily. Just cast one of them (say, Protection From Arrows (http://www.d20srd.org/srd/spells/protectionFromArrows.htm), which also has a long enough duration to last through the casting) and give that up.Are there any Su drawbacks you can get rid of with this?
Ability Rip causes you to permanently lose a supernatural ability, which is normally a big problem, right? However, DR/magic or an alignment is a supernatural ability, and many spells and effects provide it temporarily. Just cast one of them (say, Protection From Arrows (http://www.d20srd.org/srd/spells/protectionFromArrows.htm), which also has a long enough duration to last through the casting) and give that up.Are there any Su drawbacks you can get rid of with this?
PrerequisiteRecall that Destroying Undead, Rebuking, and Commanding Undead are internal rules of Turn Undead. So with this Feat a Monk can Rebuke/Command Deathless creatures.
member of the Sun Soul monk order (see page 25 of the FORGOTTEN REALMS Campaign Setting and page 41 of City of Splendors: Waterdeep), Monk 6th,
Benefit
This feat's benefit depends on the patron deity of the monastery where you studied.
Lathander: You can channel your ki to turn an undead creature. Once per day you can choose to imbue a single unarmed strike with ki; this decision must be made before the attack roll is made. If you hit an undead creature with this attack, it is turned unless it succeeds on a Will save (DC 10 + 1/2 your HD + your Wis modifier). If the undead creature has turn resistance, it can add this as a bonus on its save. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. If you have the turn undead class feature, you can expend a turn undead attempt to use this feat.
Selane: Your unarmed strikes deal an extra 1 point of cold damage and count as silvered weapons for the purpose of overcoming damage reduction. When in moonlight or starlight, treat your monk level as three levels higher for the purpose of determining your unarmored speed bonus.
Sune: Your combat style is fascinating to watch. Once per day as a standard action, you can perform a maneuver that fascinates a single creature within 30 feet that can see you (Will negates; save DC 10 + 1/2 your HD + Cha modifier). Creatures of a type different from your gain a +4 bonus on the save. This supernatural effect lasts for 1 round. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat.
Sun Soul Monk (http://dndtools.eu/feats/champions-of-valor--28/sun-soul-monk--2836/)
Originally listed simply for it's +1 cold damage property in Class Boosters, a second read through reveals;QuotePrerequisiteRecall that Destroying Undead, Rebuking, and Commanding Undead are internal rules of Turn Undead. So with this Feat a Monk can Rebuke/Command Deathless creatures.
member of the Sun Soul monk order (see page 25 of the FORGOTTEN REALMS Campaign Setting and page 41 of City of Splendors: Waterdeep), Monk 6th,
Benefit
This feat's benefit depends on the patron deity of the monastery where you studied.
Lathander: You can channel your ki to turn an undead creature. Once per day you can choose to imbue a single unarmed strike with ki; this decision must be made before the attack roll is made. If you hit an undead creature with this attack, it is turned unless it succeeds on a Will save (DC 10 + 1/2 your HD + your Wis modifier). If the undead creature has turn resistance, it can add this as a bonus on its save. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. If you have the turn undead class feature, you can expend a turn undead attempt to use this feat.
Selane: Your unarmed strikes deal an extra 1 point of cold damage and count as silvered weapons for the purpose of overcoming damage reduction. When in moonlight or starlight, treat your monk level as three levels higher for the purpose of determining your unarmored speed bonus.
Sune: Your combat style is fascinating to watch. Once per day as a standard action, you can perform a maneuver that fascinates a single creature within 30 feet that can see you (Will negates; save DC 10 + 1/2 your HD + Cha modifier). Creatures of a type different from your gain a +4 bonus on the save. This supernatural effect lasts for 1 round. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat.
But wait! While the 3.0 FR book notes the Sun Soul Monks has being Good/Neutral aligned in a sidebar, the 3.5 City of Splendors book sets forth actual requirements. The requirement? 20 hours of charitable work and 2 Ranks in either Jump or Tumble. Which means a cleaver Evil aligned PC could join the group to Rebuke/Command Undead. He should probably do this in disguise, just saying.
No such thing as Turned, and what is Rout?
(click to show/hide)
At the DM's option, creatures with more than two arms can get a bonus to grappling checks when they wrestle an opponent with their arms (The bonus would not apply, for example, to a marilith's constrict attack.). This bonus is +4 per extra pair of arms - so a marilith would get +8 (in addition to its size modifier), while a xill or mutant sahuagin would gain a +4 bonus.
Found this in Sword and Fist. Could be useful in grapple builds.Quote from: Sword and Fist pg 62At the DM's option, creatures with more than two arms can get a bonus to grappling checks when they wrestle an opponent with their arms (The bonus would not apply, for example, to a marilith's constrict attack.). This bonus is +4 per extra pair of arms - so a marilith would get +8 (in addition to its size modifier), while a xill or mutant sahuagin would gain a +4 bonus.
Not exactly unknown (it's in SS, and I've mentioned the benefit several times in reference to Totemist Grappler builds as a free +4 on top of Girallon Arms).
Spider Eaters (http://www.d20srd.org/srd/monsters/spiderEater.htm)lay their eggs inside a paralysed host which then take 6 weeks to hatch, eating the host from the inside out.
They achieve this because their poison paralyses for 1d8+5 weeks. That's a long time for something that can paralyse and works in an antimagic sphere/zone.
I'd love to see this poison in the hands of a Black Dog... empowered puts it up to a potential 17 weeks...
Also by RAW you can buy an egg for 2000gp or buy a young spider eater for 3000gp
Not exactly unknown (it's in SS, and I've mentioned the benefit several times in reference to Totemist Grappler builds as a free +4 on top of Girallon Arms).
Oh, really? Where is it in SS, and does it get rid of the "At the DM's option" language?
I was pretty sure I'd heard about this rule somewhere before, but didn't know where to find it - and I suspected others didn't either, which is why I posted it here.
Spider Eaters (http://www.d20srd.org/srd/monsters/spiderEater.htm)lay their eggs inside a paralysed host which then take 6 weeks to hatch, eating the host from the inside out.
They achieve this because their poison paralyses for 1d8+5 weeks. That's a long time for something that can paralyse and works in an antimagic sphere/zone.
I'd love to see this poison in the hands of a Black Dog... empowered puts it up to a potential 17 weeks...
Also by RAW you can buy an egg for 2000gp or buy a young spider eater for 3000gp
maximize, empower, and extend it with a athasian bard and master of poisons. oh, and boost the dc too.
Spider Eaters (http://www.d20srd.org/srd/monsters/spiderEater.htm)lay their eggs inside a paralysed host which then take 6 weeks to hatch, eating the host from the inside out.Where do Spider Eaters find hosts that can survive 6 weeks without food and water? I think anything they could poison would fail the Con checks long before then. :banghead
They achieve this because their poison paralyses for 1d8+5 weeks. That's a long time for something that can paralyse and works in an antimagic sphere/zone.
I'd love to see this poison in the hands of a Black Dog... empowered puts it up to a potential 17 weeks...
Also by RAW you can buy an egg for 2000gp or buy a young spider eater for 3000gp
Sure, which then beggars the obvious question: Why does the poison need such an absurd duration? :banghead
Spider Eaters (http://www.d20srd.org/srd/monsters/spiderEater.htm)lay their eggs inside a paralysed host which then take 6 weeks to hatch, eating the host from the inside out.Where do Spider Eaters find hosts that can survive 6 weeks without food and water? I think anything they could poison would fail the Con checks long before then. :banghead
They achieve this because their poison paralyses for 1d8+5 weeks. That's a long time for something that can paralyse and works in an antimagic sphere/zone.
I'd love to see this poison in the hands of a Black Dog... empowered puts it up to a potential 17 weeks...
Also by RAW you can buy an egg for 2000gp or buy a young spider eater for 3000gp
Permeable Form
Transmutation
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.
You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.
Whispercast
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 Swift
Range: Personal
Target: You
Duration: 1 round
The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless that spell normally requires a focus or expensive material component (any component worth more than 1gp). If the spell does require a focus or an expensive material component, you can still whispercast it as long as you have the focus or expensive component on your person—the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to manipulate it.
If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.
Oh holy shit, Permeable Form and Whispercast are amazing.QuotePermeable Form
Transmutation
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.
You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.QuoteWhispercast
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 Swift
Range: Personal
Target: You
Duration: 1 round
The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless that spell normally requires a focus or expensive material component (any component worth more than 1gp). If the spell does require a focus or an expensive material component, you can still whispercast it as long as you have the focus or expensive component on your person—the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to manipulate it.
If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.
Those spells are perfect for wands, and good spells to consider in general. Source: Lords of Madness.
Cast wispercast as a stilled spell (3rd level slot), and then you can still/silent any spell at the cost of a swift action and a 3rd level slot.You mean cast Whispercast as a Silent Spell.
Best,
David
Social Recovery skill trick(click to show/hide)
plus
Glibness (+30 to Bluff checks) makes it trivially easily to totally break the game using diplomacy...
Yes, I know that cat was out of the bag a long time ago, but it typically required a pretty significant investment in resources. With this, any 7th level bard could do it with nothing more than a single spell known and a few skill points...
Nimble Charge [Movement]"Difficult Surface" doesn't exist in the rules (d. terrain does, not d. surface), it is simply a header on one of the balance tables.
You can run across treacherous surfaces with ease.
Prerequisite: Balance 5 ranks.
Benefit: You can run or charge across a difficult surface without needing to make a Balance check (PH 67).
Damn you Garryl, and your reading comprehension skills, for ruining all my fun. :-\Social Recovery skill trick(click to show/hide)
plus
Glibness (+30 to Bluff checks) makes it trivially easily to totally break the game using diplomacy...
Yes, I know that cat was out of the bag a long time ago, but it typically required a pretty significant investment in resources. With this, any 7th level bard could do it with nothing more than a single spell known and a few skill points...
Social Recovery only improves the NPC's attitude by a maximum of 1 step, so no making fanatics out of your enemies. Also, Glibness (http://www.d20srd.org/srd/spells/glibness.htm) only applies to "Bluff checks made to convince another of the truth of your words", and it explicitly doesn't apply to any other uses of the skill.
Here's a fun one:
Take the Silver Tongue (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Silver_Tongue) feat.
Don't take any ranks in Diplomacy, only use Rushed checks, and find as many sources of penalties to Diplomacy as you can.
Proceed to, over the course of about 5 rounds of getting a negative check, make someone's Helpful friend Hostile towards them. :D
This was originally part of a theme build I was planning as an NPC (really, really annoying princess that thought the players were kidnapping her, and so "helped" the opposing side. It sadly fell through because of wording.)
Here's a fun one:I actually had a character idea based on using this.
Take the Silver Tongue (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Silver_Tongue) feat.
Don't take any ranks in Diplomacy, only use Rushed checks, and find as many sources of penalties to Diplomacy as you can.
Proceed to, over the course of about 5 rounds of getting a negative check, make someone's Helpful friend Hostile towards them. :D
This was originally part of a theme build I was planning as an NPC (really, really annoying princess that thought the players were kidnapping her, and so "helped" the opposing side. It sadly fell through because of wording.)
<snip>
Source on Akadi?
Here's a fun one:I actually had a character idea based on using this.
Take the Silver Tongue (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Silver_Tongue) feat.
Don't take any ranks in Diplomacy, only use Rushed checks, and find as many sources of penalties to Diplomacy as you can.
Proceed to, over the course of about 5 rounds of getting a negative check, make someone's Helpful friend Hostile towards them. :D
This was originally part of a theme build I was planning as an NPC (really, really annoying princess that thought the players were kidnapping her, and so "helped" the opposing side. It sadly fell through because of wording.)
The Idea used the slave rules to buy a warforged juggernaut to follow you around, and you order it to attack by using rushed diplomacy to make it hostile to the target, while quoting the little sisters from bioshock. Ideally, you'd want to find a way to apply a massive penalty to your own check, so you can also actually use diplomacy normally too.
Now, if anyone knows how to get a massive penalty on skill checks with an easy toggle on/off switch, then it gets truly outrageous.
Source on Akadi?
I'm a bit behind on this, but Whispercast turns a spell into a purely mental action... then you can cast it with your Schism'd mind.
I think that you casting Whispercast, then your Schism casting the actual spell, would let you schism-cast any spell allowable by Whispercast alone? Schism reduces ML, but I can't find anything in transparency that converts ML penalties/bonuses to CL, and I'm glad for that. (Bad, Practiced Manifester, bad!)I'm a bit behind on this, but Whispercast turns a spell into a purely mental action... then you can cast it with your Schism'd mind.If the Schism'd mind is capable of whispering, since whispercast says that you have to have the ability to whisper (not that you have to whisper, but have the ability to)Nevermind, not pertinent; each mind is still 'you'. You're just schizophrenic.
However, on reading schism (http://www.dndsrd.net/psionicPowersQtoW.html#schism), I conclude that the Combining Effects (http://www.dndsrd.net/psionic.html#combining-psionic-and-magical-effects), and the Psionic-Magic Transparency explanation below that, rules limit the spell levels that you can use. Perhaps I'm missing something.
I see your point. So Transparency is only for spell/power effects... Schism lets whispercast work for many spells. Additionally, I think that spells that have no components are also purely mental actions, so schism is very useful for Shadowcraft Mage's Silent Illusions.Reusable psionic tattoo (http://www.minmaxboards.com/index.php?topic=2814.0)
So how would one get a persistent or recastable schism? Nemmind, I'll research then 'Ask a Question'.
One of the favored weapons of the goddess Akadi is a whirlwind :twitch. I'm not sure how that works by RAW...maybe since she's the queen of elemental air, it's the whirlwind attack of air elementals? Anyways, use the spiritual weapon spell and create FORCE WHIRLWINDS :evillaugh.
I wonder if there are other dieties with weird favored weapons...
One of the favored weapons of the goddess Akadi is a whirlwind :twitch. I'm not sure how that works by RAW...maybe since she's the queen of elemental air, it's the whirlwind attack of air elementals? Anyways, use the spiritual weapon spell and create FORCE WHIRLWINDS :evillaugh.
I wonder if there are other dieties with weird favored weapons...
Chauntea has a sheaf of grain. Yeah. Beating around the bush much?
Damn you Garryl, and your reading comprehension skills, for ruining all my fun. :-\Social Recovery skill trick(click to show/hide)
plus
Glibness (+30 to Bluff checks) makes it trivially easily to totally break the game using diplomacy...
Yes, I know that cat was out of the bag a long time ago, but it typically required a pretty significant investment in resources. With this, any 7th level bard could do it with nothing more than a single spell known and a few skill points...
Social Recovery only improves the NPC's attitude by a maximum of 1 step, so no making fanatics out of your enemies. Also, Glibness (http://www.d20srd.org/srd/spells/glibness.htm) only applies to "Bluff checks made to convince another of the truth of your words", and it explicitly doesn't apply to any other uses of the skill.
I think that you casting Whispercast, then your Schism casting the actual spell, would let you schism-cast any spell allowable by Whispercast alone? Schism reduces ML, but I can't find anything in transparency that converts ML penalties/bonuses to CL, and I'm glad for that. (Bad, Practiced Manifester, bad!)I'm a bit behind on this, but Whispercast turns a spell into a purely mental action... then you can cast it with your Schism'd mind.If the Schism'd mind is capable of whispering, since whispercast says that you have to have the ability to whisper (not that you have to whisper, but have the ability to)Nevermind, not pertinent; each mind is still 'you'. You're just schizophrenic.
However, on reading schism (http://www.dndsrd.net/psionicPowersQtoW.html#schism), I conclude that the Combining Effects (http://www.dndsrd.net/psionic.html#combining-psionic-and-magical-effects), and the Psionic-Magic Transparency explanation below that, rules limit the spell levels that you can use. Perhaps I'm missing something.
One of the favored weapons of the goddess Akadi is a whirlwind :twitch. I'm not sure how that works by RAW...maybe since she's the queen of elemental air, it's the whirlwind attack of air elementals? Anyways, use the spiritual weapon spell and create FORCE WHIRLWINDS :evillaugh.
I wonder if there are other dieties with weird favored weapons...
One of the favored weapons of the goddess Akadi is a whirlwind :twitch. I'm not sure how that works by RAW...maybe since she's the queen of elemental air, it's the whirlwind attack of air elementals? Anyways, use the spiritual weapon spell and create FORCE WHIRLWINDS :evillaugh.
I wonder if there are other dieties with weird favored weapons...
I've always liked Ulutiu, for Harpoon access... a force harpoon sounds like a fun way to impale incorporeal creatures and limit their movements.
A favoured soul of Akadi would gain proficiency (whirlwind) and weapon focus (whirlwind)? would make sense if you were an air genasi maybe...
Loviatar's basically the god of self abuse flagellates...9 tailed barbed whip.
Apsu (pathfinder) but his favoured weapon is "breath weapon". Force Breath?
Ilsensine will get you tentacle.
Valarian gives unicorn horn.
Those are a bit weird on a favoured soul / spiritual weapon.
the artificer gets too many bonus feats, as said in the following...Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*
this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
the artificer gets too many bonus feats, as said in the following...Powerful Build does not make you f*cking large. Pelor-effigy-Superman.Quote from: Bonus FeatsAn artificer gains every item creation feat at or near the level at which it becomes available for spellcasters.*snip*this means you get many more feats than listed. They only name the PHB ones in the ability.
ex- Attune Gem, Craft Psionic Arms and Armor, etc.
Yeah, he's just mis-reading the sentence, trying to apply the word "every" to only the part about item creation feats, and not the part about Artificer. It could easily be rewritten as "Every item creation feat an Artificer gains is at or near the level at which it becomes available for spellcasters." Great thing the rest of that paragraph clarifies exactly what the sentence means by stating exactly which feats and when.
Simple, it applies to item creation feats that the artificer gains as bonus feats. Every single one of those is gained at or near the level a spellcaster could gain it. Just as the sentence can be read as saying.
Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level. Brew Potion at 2nd level. Craft Wondrous Item at 3rd level. Craft Magic Arms and Armor at 5th level. Craft Wand at 7th level. Craft Rod at 9th level, Craft Staff at 12th level. and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th. 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303). Exceptional Artisan, Extra Rings. Extraordinary
Artisan, Legendary Artisan, Wand Mastery.
In the next paragraph, where the artificer can choose other bonus feats from a list, Craft Construct is there. It is an item creation feat, but it is not one that artificers automatically get. And it's specifically mentioned in the Bonus Feats area. Therefore "every" cannot apply to the number of feats, and therefore must apply to when the artificer gets the ones listed.
Except that there are 2 feats with CL requirements as prerequisites. Therefore, it must come no earlier than when you get those, because only once you have both Craft Magic Arms and Armour, and Craft Wondrous Item does it become available to casters. Ergo, it only becomes available to spellcasters at 5th level (the higher CL minimum prerequisite), if they already have both other feats. Easily extrapolated, and fits within the definition you ascribe.
Spellcasters with both the Craft Magic Arms and Armor and Craft Wondrous Item feats are a small subset of "spellcasters". Craft Construct never becomes available to "spellcasters" in general, only to ones with certain feats.
"Every" means "all the individual members of a set without exception."
The template should grant two special abilities in addition to divine endurance. You can add a third if that ability has little direct effect on combat. The Vecna-blooded template provides a good example of such an ability with its cloak of mystery. The cloak adds some interesting story elements to the creature, but it has little effect during a fight.
InterceptingI think the intent was that you only get the attack when you're charged/bull rushed/etc, but the way it reads allows you to get an extra attack once per round as long as you can make the Command activation - AND you get a free attack on anyone that charges etc.
+1 Bonus
Activation: Free (Command)
This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action.
Are there any psionic symbiotes?
Quote from: Forge of War p120InterceptingI think the intent was that you only get the attack when you're charged/bull rushed/etc, but the way it reads allows you to get an extra attack once per round as long as you can make the Command activation - AND you get a free attack on anyone that charges etc.
+1 Bonus
Activation: Free (Command)
This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action.
I'll repost it here, since i figured it is awesome for abuse.
Feral Rearing, feat from Champions of Darkness (Ravenloft supplement). It overrides your type, changing to animal. Has absolutely no pre-reqs. Taken at level 1 (doesn't actually requires you to, but it makes a lot of sense.). Let me say that again: it overrides whatever type you were before? Undead, Aberration, Living Construct, Construct, Fey... Doesn't matter, changes to animal, period. Have you ever thought about making a Tauric Creature using another Tauric Creature as a basis? Now you can. Apply the Tauric Template ad-infinitum, by combining a creature that has the feat with one that doesn't, until satisfaction. Magebred and Warbeast? Ding! Now available to PC's. I don't even want to talk about the fact that you can have, say, outsider RHD, and still be animal type. It's insane.
Just in time for Spirit Guard Udyr?
Floater is listed as an option for a normal (non-improved) familiar in Dragon 319, on page 36. It's statted out in Dungeon 110, on page 88.Jumping Jehovah on a pogo stick!
A floater can use detect psionics as a psi-like ability 3 times per day. That on its own would be pretty neat.
It also can use demoralize as a psi-like ability 3 times per day. That's a possible -2 to the attack rolls, saving throws, skill checks, and ability checks of all of your enemies for the entire battle.
Finally, it can use ego whip as a psi-like ability 3 times per day. That's a 2nd-level power being made available to 1st-level characters, and you're not even spending your own actions to use it.
A floater also has a fly speed with perfect maneuverability and a poisoned attack, because why not?
snip...
Well... as long as his middle initial wasn't H., it's not accurate anyway, right? ;)snip...
please don't do that. lots of other expletives to choose from. :bigeyes
Well... as long as his middle initial wasn't H., it's not accurate anyway, right? ;)snip...
please don't do that. lots of other expletives to choose from. :bigeyes
Edit: Is that one better? :P
Well... as long as his middle initial wasn't H., it's not accurate anyway, right?
...Toss in non-scripture holy texts, and you have yourself material for another two thousand years of discussion....
...that it is not worth it to get upset about....
Quote from: Forge of War p120InterceptingI think the intent was that you only get the attack when you're charged/bull rushed/etc, but the way it reads allows you to get an extra attack once per round as long as you can make the Command activation - AND you get a free attack on anyone that charges etc.
+1 Bonus
Activation: Free (Command)
This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action.
Lol that's gonna start the exact same argument Kethrian and I just had all over again.
So ... :plotting ... Truenamer (Jesus) is a "Fun Find" , yes ??Quote from: Forge of War p120InterceptingI think the intent was that you only get the attack when you're charged/bull rushed/etc, but the way it reads allows you to get an extra attack once per round as long as you can make the Command activation - AND you get a free attack on anyone that charges etc.
+1 Bonus
Activation: Free (Command)
This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action.
Lol that's gonna start the exact same argument Kethrian and I just had all over again.
:) do it ... iirc that is a Shield Mod.
I'll repost it here, since i figured it is awesome for abuse.
Feral Rearing, feat from Champions of Darkness (Ravenloft supplement). It overrides your type, changing to animal. Has absolutely no pre-reqs. Taken at level 1 (doesn't actually requires you to, but it makes a lot of sense.). Let me say that again: it overrides whatever type you were before? Undead, Aberration, Living Construct, Construct, Fey... Doesn't matter, changes to animal, period. Have you ever thought about making a Tauric Creature using another Tauric Creature as a basis? Now you can. Apply the Tauric Template ad-infinitum, by combining a creature that has the feat with one that doesn't, until satisfaction. Magebred and Warbeast? Ding! Now available to PC's. I don't even want to talk about the fact that you can have, say, outsider RHD, and still be animal type. It's insane.
Truenamer (Jesus) :drums :clap :lol
I can't tell if you're being sarcastic with that, but I'm quite sure the majority of people didn't think that the Extended Intimidation ability actually worked on the demoralize use of intimidate. It's plainly obvious it doesn't. It's useful for more social games where being a bully out of combat can get you somewhere though.
The bit about there being 9 reasons why swift intimidation sucks is definitely a smartass comment though. 9 fighter levels of course, but there are enough ACFs that getting to that point won't be the end of the world. The ACFs and Imperious Command of course.
And the feat overwrites your type to Animal again...I'll repost it here, since i figured it is awesome for abuse.
Feral Rearing, feat from Champions of Darkness (Ravenloft supplement). It overrides your type, changing to animal. Has absolutely no pre-reqs. Taken at level 1 (doesn't actually requires you to, but it makes a lot of sense.). Let me say that again: it overrides whatever type you were before? Undead, Aberration, Living Construct, Construct, Fey... Doesn't matter, changes to animal, period. Have you ever thought about making a Tauric Creature using another Tauric Creature as a basis? Now you can. Apply the Tauric Template ad-infinitum, by combining a creature that has the feat with one that doesn't, until satisfaction. Magebred and Warbeast? Ding! Now available to PC's. I don't even want to talk about the fact that you can have, say, outsider RHD, and still be animal type. It's insane.
Then have yourself Awakened...
TORMTOR SCHOOL [STYLE]
You have learned House Tormtor’s fighting technique from its weapon masters.
Prerequisite: Point Blank Shot, Weapon Focus (javelin), base attack bonus +6.
Benefit: If you deal damage on a melee attack with a javelin, you can then throw that javelin at any other target within 30 feet as a swift action (using your highest base ranged attack bonus).
You take no penalty when making a melee attack with a javelin.
You gain a +1 bonus on damage rolls with javelins.
Changeling + Racial Emulation + Abaqua Spell Power (Races of Ansalon) ACF = +1 level for spells per day/known for your wizard class you have!!!!!
did someone say early entry?
The intent is obvious (negating the -4 nonproficiency penalty for using a javelin in melee), but the RAW is absurdly stupid. Free power attacks!
That's just Soro's usual style (especially since Zhentarim Fighter is touted by JaronK, who Soro has a bit of a history with).I know you tend to think JK holds my attention but;
So, each round, as a swift action, Vern can demoralise as a swift action (Zhentarim Soldier). When he does so, everyone within 10’ has to make a roll (Never Outnumbered skill trick) (once per encounter). If Vern successfully demoralises an opponent, they cower for one round, and are shaken for one round thereafter (Imperious Command). However, then that fear is extended for 24 hours (Zhentarim Soldier), and if they leave Vern’s sight, and then see him again, they must make another check, at -4 (Zhentarim Soldier).A certain someone thinks it's true and advertises such.
The Disciple of Thyrm, while a bit specialized, is a great 3-level dip for Fighters and other noncasters. It has 5th level spells in 10 levels, a decent (if small) spell list, full BAB, and gives a special bonus to greataxe users (specifically, double Strength modifier on damage rolls instead of 1.5).
It does require Weapon Focus (Greataxe) and either the Cold subtype or the Cold Endurance feat, but the Cold Endurance feat is a Fighter bonus feat if the Cold subtype would be problematic (although I'd sooner use the old Frozen Berserker+Blazing Berserker trick, even if it costs more feats).
<snip>
Also, try taking Bloodstorm Blade levels and throwing the piton at a distant/flying enemy, then "enter his space as a move action" (https://www.youtube.com/watch?v=4u8WCtB4qtU).
The Disciple of Thyrm, while a bit specialized, is a great 3-level dip for Fighters and other noncasters. It has 5th level spells in 10 levels, a decent (if small) spell list, full BAB, and gives a special bonus to greataxe users (specifically, double Strength modifier on damage rolls instead of 1.5).
It does require Weapon Focus (Greataxe) and either the Cold subtype or the Cold Endurance feat, but the Cold Endurance feat is a Fighter bonus feat if the Cold subtype would be problematic (although I'd sooner use the old Frozen Berserker+Blazing Berserker trick, even if it costs more feats).
You forgot to mention that it gets the Summon Giants spell (which is normally an 8th level spell) as a 4th level spell :o.
Well I guess you could just use it as an improvised thrown weapon, but BSB's ability to make melee attacks at range leaves things less ambiguous.<snip>
Also, try taking Bloodstorm Blade levels and throwing the piton at a distant/flying enemy, then "enter his space as a move action" (https://www.youtube.com/watch?v=4u8WCtB4qtU).
Do you even need the BSB levels for that?
The Disciple of Thyrm, while a bit specialized, is a great 3-level dip for Fighters and other noncasters. It has 5th level spells in 10 levels, a decent (if small) spell list, full BAB, and gives a special bonus to greataxe users (specifically, double Strength modifier on damage rolls instead of 1.5).
It does require Weapon Focus (Greataxe) and either the Cold subtype or the Cold Endurance feat, but the Cold Endurance feat is a Fighter bonus feat if the Cold subtype would be problematic (although I'd sooner use the old Frozen Berserker+Blazing Berserker trick, even if it costs more feats).
You forgot to mention that it gets the Summon Giants spell (which is normally an 8th level spell) as a 4th level spell :o.
Am I reading this wrong?Yes.
To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.You still have to pay for the MW component, and then add the extra cost for darkwood.
Am I reading this wrong?Yes.QuoteTo determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.You still have to pay for the MW component, and then add the extra cost for darkwood.
The Disciple of Thyrm, while a bit specialized, is a great 3-level dip for Fighters and other noncasters. It has 5th level spells in 10 levels, a decent (if small) spell list, full BAB, and gives a special bonus to greataxe users (specifically, double Strength modifier on damage rolls instead of 1.5).
It does require Weapon Focus (Greataxe) and either the Cold subtype or the Cold Endurance feat, but the Cold Endurance feat is a Fighter bonus feat if the Cold subtype would be problematic (although I'd sooner use the old Frozen Berserker+Blazing Berserker trick, even if it costs more feats).
You forgot to mention that it gets the Summon Giants spell (which is normally an 8th level spell) as a 4th level spell :o.
Wait... Disciples of Thrym cast divine spells, yes? Archivists the world over are elated at this discovery...
Huh. You know, the PDF I have actually doesn't have that. When I check it against my non OCR copy it's in there, but it's not in the OCR. Weird. I wonder if it's dropping any other words.
Huh. You know, the PDF I have actually doesn't have that. When I check it against my non OCR copy it's in there, but it's not in the OCR. Weird. I wonder if it's dropping any other words.
Check the publication dates? Maybe your OCR copy is older/newer than your printed one.
The Disciple of Thyrm, while a bit specialized, is a great 3-level dip for Fighters and other noncasters. It has 5th level spells in 10 levels, a decent (if small) spell list, full BAB, and gives a special bonus to greataxe users (specifically, double Strength modifier on damage rolls instead of 1.5).
It does require Weapon Focus (Greataxe) and either the Cold subtype or the Cold Endurance feat, but the Cold Endurance feat is a Fighter bonus feat if the Cold subtype would be problematic (although I'd sooner use the old Frozen Berserker+Blazing Berserker trick, even if it costs more feats).
Which means Artificers can use wands to summon Giants for bitch tossing competitions.Is this a thing in your games?
Where's that from?
JaronK
Is this a thing in your games?
This is more a hilarious find than a "fun" one. Another example of the D&D designers being very poor at their job.True sight isn't attempting to divine information about a specific being. You can see an Vecno-blooded creature with it even if you can't figure out who it is.Quote from: MMV -> God-Blooded Template -> "Creating God-Blooded Templates"The template should grant two special abilities in addition to divine endurance. You can add a third if that ability has little direct effect on combat. The Vecna-blooded template provides a good example of such an ability with its cloak of mystery. The cloak adds some interesting story elements to the creature, but it has little effect during a fight.
Emphasis mine. So... one of the most powerful abilities in the game has little effect on a fight? You mean... the fact that (a) you can get it for free by gaining and then losing the template; (b) it is essential for long-term survival in high-level play; and especially (c) it can give you nigh-unbeatable invisibility, negating true seeing completely... means it's mostly flavorful story elements?
I just really don't know what to say. I read that and started laughing.
Legion’s Mind (Su): If a mind-affecting spell or ability targets a single legion devil, the devil and all other devils within 60 feet make saving throws against it. If any devil succeeds, all the devils succeed. If all the devils fail, they all suffer the effect of a failed save.
A creature's position and what it looks like are certainly pieces of information about that creature. Nothing in Cloak of Mystery says anything about requiring the effect to be specific to the VB creature.This is more a hilarious find than a "fun" one. Another example of the D&D designers being very poor at their job.True sight isn't attempting to divine information about a specific being. You can see an Vecno-blooded creature with it even if you can't figure out who it is.Quote from: MMV -> God-Blooded Template -> "Creating God-Blooded Templates"The template should grant two special abilities in addition to divine endurance. You can add a third if that ability has little direct effect on combat. The Vecna-blooded template provides a good example of such an ability with its cloak of mystery. The cloak adds some interesting story elements to the creature, but it has little effect during a fight.
Emphasis mine. So... one of the most powerful abilities in the game has little effect on a fight? You mean... the fact that (a) you can get it for free by gaining and then losing the template; (b) it is essential for long-term survival in high-level play; and especially (c) it can give you nigh-unbeatable invisibility, negating true seeing completely... means it's mostly flavorful story elements?
I just really don't know what to say. I read that and started laughing.
Summon Giants + Ambient Tempest = Eternal Wand of Summon Giants:???
Mercantile Background saves you like 80k
Mercantile Background saves you like 80k
edit:
make your own customized undead!(click to show/hide)
It does have an explicit limit: "Bone craft can only be used to combine a number of corpses equal to the caster’s Intelligence modifier into one composite body". So without infinite stats, you can't make Un-Pun.Mercantile Background saves you like 80k
edit:
make your own customized undead!(click to show/hide)
Wow... That's so broken it's not even funny. The spell explicitly states that there is NO LIMIT. You can continue the madness forever. Just... Just no. The way this spell is worded, you can create Undead-Pun, you just need an arbitrarily large number of actions and a sure-fire way of getting an arbitrarily large caster level for at least one round, in which you cast animate dead.
It does have an explicit limit: "Bone craft can only be used to combine a number of corpses equal to the caster’s Intelligence modifier into one composite body". So without infinite stats, you can't make Un-Pun.Mercantile Background saves you like 80k
edit:
make your own customized undead!(click to show/hide)
Wow... That's so broken it's not even funny. The spell explicitly states that there is NO LIMIT. You can continue the madness forever. Just... Just no. The way this spell is worded, you can create Undead-Pun, you just need an arbitrarily large number of actions and a sure-fire way of getting an arbitrarily large caster level for at least one round, in which you cast animate dead.
make your own customized undead!(click to show/hide)
Necklace of soul switching (Dragon 294, p77) is interesting.for those looking for a more official* source than Dragon, Expedition to Castle Ravenloft has an item that makes Magic Jar permanent. Just an FYI.
You'd be right to point out that the function of this item, putting you into a new body permanently, can already be accomplished by true mind switch or by a combination of mind switch and astral seed (I think that's how that goes). Those methods, though, don't work if the body you want to get into has more hit dice than you manifester level, and they don't give you the supernatural abilities of the new body.
The necklace has its own limitations. The soul to be transferred can only be up to 20th level. The price tag comes in at a hefty 326,000 gp. It's actually dangerous for you if the target isn't willing or under your control, so it will forfeit its save. But, and I can't stress this enough, there's no hit die cap for the body, and you gain its supernatural abilities, both attacks and qualities.
One application is getting yourself into the tarrasque's body without needing any shenanigans to reduce its hit dice or massively boost your manifester level. Chronotyryn (Fiend Folio, p33) is already an option for shapechange, but this way you can walk around as a chronotyryn all day without finding a way to squeeze in persistent spell, and you don't have to worry about dispel.
make your own customized undead!(click to show/hide)
Mercantile Background saves you like 80k
edit:
make your own customized undead!(click to show/hide)
Wow... That's so broken it's not even funny. The spell explicitly states that there is NO LIMIT. You can continue the madness forever. Just... Just no. The way this spell is worded, you can create Undead-Pun, you just need an arbitrarily large number of actions and a sure-fire way of getting an arbitrarily large caster level for at least one round, in which you cast animate dead.
I'll repost it here, since i figured it is awesome for abuse.
Feral Rearing, feat from Champions of Darkness (Ravenloft supplement). It overrides your type, changing to animal. Has absolutely no pre-reqs. Taken at level 1 (doesn't actually requires you to, but it makes a lot of sense.). Let me say that again: it overrides whatever type you were before? Undead, Aberration, Living Construct, Construct, Fey... Doesn't matter, changes to animal, period. Have you ever thought about making a Tauric Creature using another Tauric Creature as a basis? Now you can. Apply the Tauric Template ad-infinitum, by combining a creature that has the feat with one that doesn't, until satisfaction. Magebred and Warbeast? Ding! Now available to PC's. I don't even want to talk about the fact that you can have, say, outsider RHD, and still be animal type. It's insane.
No it doesn't work by the semantics. The restriction is based off corpses, not bodies and the spell explicitly defines composite bodies as collections of corpses.It does have an explicit limit: "Bone craft can only be used to combine a number of corpses equal to the caster’s Intelligence modifier into one composite body". So without infinite stats, you can't make Un-Pun.Mercantile Background saves you like 80k
edit:
make your own customized undead!(click to show/hide)
Wow... That's so broken it's not even funny. The spell explicitly states that there is NO LIMIT. You can continue the madness forever. Just... Just no. The way this spell is worded, you can create Undead-Pun, you just need an arbitrarily large number of actions and a sure-fire way of getting an arbitrarily large caster level for at least one round, in which you cast animate dead.
Make other composite bodies, a composite body is still a body that can be added to another composite body. It's semantics, but if we're doing TO, it's par for course.
Check out the post above yoursThe post above mine had pretty much nothing to do with the conversation I was having. We were discussion how many corpses could be added together. The post above mine was discussing type changing.
make a Sharn Chronotyryn Chocker Phane
Not so. "or cast to learn information about it." True sight isn't a spell cast specifically to learn about the VB creature (it is merely cast to allow enhance their sight) nor it is "cast against" the VB. Sure you can interpret all true seeing spells to be cast to look for the VB creature, but that's pretty extreme.A creature's position and what it looks like are certainly pieces of information about that creature. Nothing in Cloak of Mystery says anything about requiring the effect to be specific to the VB creature.This is more a hilarious find than a "fun" one. Another example of the D&D designers being very poor at their job.True sight isn't attempting to divine information about a specific being. You can see an Vecno-blooded creature with it even if you can't figure out who it is.Quote from: MMV -> God-Blooded Template -> "Creating God-Blooded Templates"The template should grant two special abilities in addition to divine endurance. You can add a third if that ability has little direct effect on combat. The Vecna-blooded template provides a good example of such an ability with its cloak of mystery. The cloak adds some interesting story elements to the creature, but it has little effect during a fight.
Emphasis mine. So... one of the most powerful abilities in the game has little effect on a fight? You mean... the fact that (a) you can get it for free by gaining and then losing the template; (b) it is essential for long-term survival in high-level play; and especially (c) it can give you nigh-unbeatable invisibility, negating true seeing completely... means it's mostly flavorful story elements?
I just really don't know what to say. I read that and started laughing.
I think we'll have to agree to disagree, as I feel like you're adding conditions which don't exist.Not so. "or cast to learn information about it." True sight isn't a spell cast specifically to learn about the VB creature (it is merely cast to allow enhance their sight) nor it is "cast against" the VB. Sure you can interpret all true seeing spells to be cast to look for the VB creature, but that's pretty extreme.A creature's position and what it looks like are certainly pieces of information about that creature. Nothing in Cloak of Mystery says anything about requiring the effect to be specific to the VB creature.This is more a hilarious find than a "fun" one. Another example of the D&D designers being very poor at their job.True sight isn't attempting to divine information about a specific being. You can see an Vecno-blooded creature with it even if you can't figure out who it is.Quote from: MMV -> God-Blooded Template -> "Creating God-Blooded Templates"The template should grant two special abilities in addition to divine endurance. You can add a third if that ability has little direct effect on combat. The Vecna-blooded template provides a good example of such an ability with its cloak of mystery. The cloak adds some interesting story elements to the creature, but it has little effect during a fight.
Emphasis mine. So... one of the most powerful abilities in the game has little effect on a fight? You mean... the fact that (a) you can get it for free by gaining and then losing the template; (b) it is essential for long-term survival in high-level play; and especially (c) it can give you nigh-unbeatable invisibility, negating true seeing completely... means it's mostly flavorful story elements?
I just really don't know what to say. I read that and started laughing.
A mask of silent casting (Dungeon 90, 106) effectively adds the silent spell feat to all your spells with no level increase. It costs 56,000 gp, but it's one step closer to casting as a purely mental action.That is beautiful! :love I have been trying to make a sneaky silent sorcerer and had been looking for an easy way to get Silent Spell on everything. Thanks.
More...Where are these from?
Moment of Travesty... Drop a bunch of creatures into no-time. Only freedom can end it, which deals 3d6 Int/Wis/Cha damage
Obfuscate... Really powerful anti-divination shield
Spirit Guard... Bind a ghost based on a dead body to any object or room. You can choose to bind it forever and it cannot attack you and any creatures you specify.
yeah? I'll have a little baggie of ghost marbles
I think we'll have to agree to disagree, as I feel like you're adding conditions which don't exist.Maybe RAWtarding the definition of a single word for fallacy purposes probably wasn't the best way of doing things. But hey, at least no one linked this (http://www.youtube.com/watch?annotation_id=annotation_74546&feature=iv&list=PLCDA5EF834647EEED&src_vid=lufECeWtN34&v=RC5ZiK6o7uQ) right?
I think we'll have to agree to disagree, as I feel like you're adding conditions which don't exist.Maybe RAWtarding the definition of a single word for fallacy purposes probably wasn't the best way of doing things. But hey, at least no one linked this (http://www.youtube.com/watch?annotation_id=annotation_74546&feature=iv&list=PLCDA5EF834647EEED&src_vid=lufECeWtN34&v=RC5ZiK6o7uQ) right?
I did, so haha.
A mask of silent casting (Dungeon 90, 106) effectively adds the silent spell feat to all your spells with no level increase. It costs 56,000 gp, but it's one step closer to casting as a purely mental action.That is beautiful! :love I have been trying to make a sneaky silent sorcerer and had been looking for an easy way to get Silent Spell on everything. Thanks.
Silent Illusion (Ex): After a shadowcraft mage reaches 2nd level, all spells from the illusion school that she casts no longer require a verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these illusion spells don't change, however. If a shadowcraft mage casts illusion spells that can't be affected by the Silent Spell feat (for instance, if the character casts bard spells), this ability has no effect on those spells.
Graft Body Part (Su): An anatomist of third level
or higher may attempt to replace a damaged (or
undamaged) body part with any similarly appropriate
member. The body part need not be of the same species
(an elf’s hand to replace a dwarf’s), or even humanoid
or animal (a tiger’s paw to replace a human hand). It
must however be of the appropriate size (a pixie’s hand
cannot replace an ogre’s.) and member (a snakes head
may not replace a gnome’s hand). The Anatomist may
perform such surgery on himself if an assistant is
present. Such surgery is time consuming, taking 8 hrs–
1hr/level of the anatomist, to a minimum of 1 hour. The
DC for such operations is 20.
Surgical Alteration (Su): The Anatomist has
learned enough of the surgeons art to change the
appearance of the Human (or demihuman) body. Such
transformations may:
???? Change the appearance of another character,
remove scar tissue. An Anatomist with the disguise
skill and who has studied a person may change a
person’s appearance to match the appearance of
someone else.
???? Modify physical ability scores (Characters may
reroll their ability scores for Str, Con or Cha,
adding the Anatomist’s wisdom modifier to the
total). Characters are stuck with the second roll,
which may be lower than the initial score. Such a
low roll represents failure on the part of the
anatomist.
???? Reshape a character’s body physically. Such a
process is time consuming, but the anatomist may
change the patient’s height, weight, or length of
limbs. Such surgery is always painful and
deforming to the patients.
Evil Anatomists have been known to experiment
on patients, reducing ability scores or changing a
character surgically to appear as a monster. Such use
requires a Dark Powers check.
"Alright, so I roll... 4d6, drop lowest, +10? And that is my Strength score?
OK, thanks dude."
What's the action on that?
Heroic Surge [General]
You may draw on inner reserves of energy to perform
additional actions in a round.
Benefit: You may take an additional move or attack
action, either before or after your regular actions. You may
use Heroic Surge once per day based on your character
level, but never more than once per round. 1st-4th level,
once per day; 5th-8th level, twice a day; 9th-12th level,
three times a day; 13th-16th level, four times a day; 17th-
20th level, five times a day.
Saddle of Light Burdensand previously mentioned...
This saddle is constructed to
accommodate two riders. The
mount ignores the first 1000
pounds of weight it carries for
purposes of fatigue and speed.
Mild transmutation; CL 5th;
Craft Wondrous Item, shrink item;
Price 15,000 stl; Weight 30 lbs.
Mighty Steed [General]
The creature’s exceptionally large stature allows it to carry
more than it normally could.
Prerequisites: Any mount.
Benefit: For the purposes of determining carrying
capacity as well as the size of riders it can bear, the creature
is considered to be one size category larger than it actually
is.
Normal: A creature without this feat can only carry
creatures of one size smaller than its actual size and can
carry less weight. See “Carrying Capacity” in Chapter
Nine: Adventuring of the Player’s Handbook.
Wild Shape (Su): The wild fury of Chislev continues to
develop her abilities at transformation. She adds her levels
in this class to her levels in the class from which she gained
the wild shape ability to determine number of times per
day she may change, size of her animal form, and other
advancements. For example, a wild fury with 5
levels of druid and 5 levels of wild fury
may use her wild shape ability 4
times a day and assume a Large
animal shape.
Item of Legend: With this knack, the master craftsman
reaches the pinnacle of his ability to create superior items.
The master craftsman can create masterwork items that
are five times as effective as standard masterwork items
– weapons confer a +5 bonus to attack rolls, armor check
penalty is lessened by 5, and skill bonus items confer a
+10 bonus. These items of legend must be created with
the Craft skill specified by the master’s item of distinction
knack, take five times as long to create, and the additional
cost to create them is quintupled (+1500 steel for weapons
of legend, +750 steel for armor of legend, etc).
Prerequisites: Item of Glory, Craft (specific skill) 15
ranks.
Faithful Aide: The master professional has acquired a
talented apprentice, student, bodyguard, or servant. This
knack functions like the Leadership feat, but it applies only
to a cohort, and the master professional’s Leadership score
is equal to his ranks in a chosen Profession skill plus his
Charisma bonus. The aide can be a character of any class,
although usually another master, and is treated exactly as
any other cohort.
Flesh to Stone + Polymorph Any Object can get you a longer duration on "mineral"-based end forms.How about Flesh to Stone -> Animate Object ->Incarnate construct
Flesh to Stone is instantaneous and changes the target into a "mindless, inert statue." Now that the target is made of stone, that gives you a hefty +5 duration bonus to turn them into anything stone or metal. Mindless object -> mindless object would give you another +2.
Also note that Poly Any Object can duplicate several lower-level transmutation spells, including Flesh to Stone.
So, those two spells can make a kidnap victim (or assassination target) very hard to find for a long while. It even quashes Mindsight. Presumably Discern Location would still find the object when looking for the person, however.
Flesh to Stone + Polymorph Any Object can get you a longer duration on "mineral"-based end forms.How about Flesh to Stone -> Animate Object ->Incarnate construct
Flesh to Stone is instantaneous and changes the target into a "mindless, inert statue." Now that the target is made of stone, that gives you a hefty +5 duration bonus to turn them into anything stone or metal. Mindless object -> mindless object would give you another +2.
Also note that Poly Any Object can duplicate several lower-level transmutation spells, including Flesh to Stone.
So, those two spells can make a kidnap victim (or assassination target) very hard to find for a long while. It even quashes Mindsight. Presumably Discern Location would still find the object when looking for the person, however.
is 'sand castle' an 'object'.
can you pao someone into particulates?
Damage taken by the new form can result in the injury or death of the polymorphed creature. For example, it is possible to polymorph a creature into rock and then grind it to dust, causing damage, perhaps even death. If the creature was changed to dust to start with, more creative methods to damage it would be needed. Perhaps you could use a gust of wind spell to scatter the dust far and wide. In general, damage occurs when the new form is changed through physical force, although the DM must adjudicate many of these situations.
If you really don't want someone to come back, Animate Dead their body. Not even True Res can bring back someone until the skeleton is destroyed. Of course, I suppose you could combine this method with the Flesh to Stone/PAO trick... does turning a skeleton into a rock count as "destroying" it?Flesh to Stone won't work on a skele, though, due to it being a fort save that doesn't work on objects.
does turning a skeleton into a rock count as "destroying" it?
Live My Nightmare [Spelltouched]
Those who magically pry into your mind become privy to your
most frightening dreams.
Prerequisite: Exposure to phantasmal killerspell.
Benefit: Whenever someone successfully targets you with
a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell,
except that the form comes from your dreams, not the other
creature’s dreams. The other creature must succeed on a Will
save (DC 14 + your Cha modifier) to disbelieve the nightmare
and a Fortitude save (DC 14 + your Cha modifier) to avoid dying from fear.
Omniscient Whispers [Spelltouched]And commune, as an untyped (I assume Spell-like?) ability, once per week.
A constant, barely audible muttering echoes in your ears, usually
beyond your comprehension. But if you focus all your energy
on listening, you sometimes catch a sentence or two that bears
directly on your current situation.
Prerequisite: Exposure to communeor contact other planespell.
Benefit: Once per week, you can tune into the voices you hear,
getting the answer to a question much as if you had asked it with
a communespell.
Using this feat renders you exhausted.
Quote from: Unearthed Arcana p94Live My Nightmare [Spelltouched]
Those who magically pry into your mind become privy to your
most frightening dreams.
Prerequisite: Exposure to phantasmal killerspell.
Benefit: Whenever someone successfully targets you with
a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell,
except that the form comes from your dreams, not the other
creature’s dreams. The other creature must succeed on a Will
save (DC 14 + your Cha modifier) to disbelieve the nightmare
and a Fortitude save (DC 14 + your Cha modifier) to avoid dying from fear.
Well, that's one way to stop people from scrying on you.
Quote from: Unearthed Arcana p95Omniscient Whispers [Spelltouched]And commune, as an untyped (I assume Spell-like?) ability, once per week.
A constant, barely audible muttering echoes in your ears, usually
beyond your comprehension. But if you focus all your energy
on listening, you sometimes catch a sentence or two that bears
directly on your current situation.
Prerequisite: Exposure to communeor contact other planespell.
Benefit: Once per week, you can tune into the voices you hear,
getting the answer to a question much as if you had asked it with
a communespell.
Using this feat renders you exhausted.
Really?
At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
* –1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
** –2 to Str, Con, and Dex; +2 to Int, Wis, and Cha.
† –3 to Str, Con, and Dex; +3 to Int, Wis, and Cha.
A couple of nice feats I've found:
Brutal Strike: (http://dndtools.eu/feats/players-handbook-ii--80/brutal-strike--277/) when you make a power attack with a bludgeoning weapon, you can declare it a brutal strike; if you do that, they have to make a Fortitude save against DC 10 + bonus damage from Power Attack or be Sickened for one round.
Great Throw: (http://www.wizards.com/default.asp?x=dnd/ask/20060413a) Mundane battlefield control just got scarier.
Why? Get an Aptitude Bolas. Optimize the range increments. Laugh as you drag the guy 50+ feet away from you adjacent to you (or, if you have a reach weapon, and are standing near something dangerous... yeah.) You also get to add your base Unarmed damage. Nifty.
Crawling Shield specifically says that the shield bonuses would overlap, not stack, if using another shield.
Oh, you meant doubling up on shield special abilities? Yeah, that's cool.
Quote from: Unearthed Arcana p95Omniscient Whispers [Spelltouched]And commune, as an untyped (I assume Spell-like?) ability, once per week.
A constant, barely audible muttering echoes in your ears, usually
beyond your comprehension. But if you focus all your energy
on listening, you sometimes catch a sentence or two that bears
directly on your current situation.
Prerequisite: Exposure to communeor contact other planespell.
Benefit: Once per week, you can tune into the voices you hear,
getting the answer to a question much as if you had asked it with
a communespell.
Using this feat renders you exhausted.
Take this on a crazy character who hears voices... then occasionally tell the party something really useful but completely freaks them out.
"The voices say..."
"Oh god, look the voices are in your head, stop going on about them!"
"Well... the voices say this is the ancient tomb of Ankh'ut, and there's a secret lever...here"
*clunk*
"I am Ankh'ut, who disturbs my slumber!"
That'd confuse the hell out of a party who assumed the voices were just RP.
Summon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
The Master of Vipers PRC from Serpent Kindoms gains this ability at 6th level:QuoteSummon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
Depending on how you define "serpent" this could be very powerful. Off the top of my head, couldn't you use it to call the CR 26 creature Dendar the Night Serpent from Champions of Ruin?
The Master of Vipers PRC from Serpent Kindoms gains this ability at 6th level:Wow... what an idiotic ability... No limitations on CR, HD, or anything at all... and you get multiple ones... So you could summon 3 Sertrouses (Sertrousi? :p).QuoteSummon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
Depending on how you define "serpent" this could be very powerful. Off the top of my head, couldn't you use it to call the CR 26 creature Dendar the Night Serpent from Champions of Ruin?
The Master of Vipers PRC from Serpent Kindoms gains this ability at 6th level:Quote... any kind of serpent he has previously seen to fight or work for him...
The Master of Vipers PRC from Serpent Kindoms gains this ability at 6th level:QuoteSummon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
Depending on how you define "serpent" this could be very powerful. Off the top of my head, couldn't you use it to call the CR 26 creature Dendar the Night Serpent from Champions of Ruin?
The Anarchomancer PrC in Dragon #315 has an lv1 ability that lets it rebuild as any character 2 levels lower (you don't even need to keep your original race), until it takes a full-round action to return to its original form.
The Anarchomancer PrC in Dragon #315 has an lv1 ability that lets it rebuild as any character 2 levels lower (you don't even need to keep your original race), until it takes a full-round action to return to its original form.
The Lightbringer Cleric ACF from Expedition to Castle Ravenloft has a very impressive Turn Undead replacement. Instead of turning them you deal 1d6/Cleric level of damage to all undead within 30ft (no 50% miss chance against Incorporeal undead either), with two drawbacks: The damage is reduced by 1d6 for every point of Turn Resistance the undead has (although it only reduces the damage for that undead), and they get a Will save for half.
I'm sorry, did I say the Will save was a drawback? I forgot something: The DC is obscene. 10+Cleric Level+Charisma Modifier. That's right, it starts at 11+Cha and scales rapidly. Level-appropriate undead, and even enemies 5 or so levels above you, will have a hard time making that save!
Oh, a few more things: Effects that normally boost your Turn Undead check instead boost the save DC (not the damage, the DC), and it still counts as Turn Undead for feats, items, prereqs, and class features. It's still a standard action, but there are ways to quicken it. It does mean Empower Turning is completely useless, but that's a small price to pay.
While not quite as good as just outright destroying the undead, the fact that this is both easier to use and damn difficult to resist is awesome.
but you could summon advanced serpents? since they are basically the same as the normal, just 'older'Sort of?
there are some pretty good serpents on the list, like Deathcoils and Flame Snakes
Extra Divine Power
Type: General
Source: Dragon #343
You can use one of your divine granted abilities more often.
Prerequisite: A divinely granted class ability with a set number of uses per day.
Benefit: Choose a class ability you have from a class that grants divine spells and has a set number of uses per day, such as a shugenja's sense elements or a spirit shaman's spirit form. You may not select an ability granted by a domain. You may use the chosen ability two more times per day.
Special: You may gain this feat more than once. Its effects do not stack. Each time you take the feat, it applies to a different class ability.
Not sure that would fly in any reasonable setting. It is pretty clear that the meaning is a snake, as in any of the published creatures that are specifically called snakes. This is just willfully ignoring the context of the source of the ability and all but the text that you want.
Ummm... pg5 of Serpent Kingdoms has a list of all serpents.
Also in addition to Page 5 there, unless otherwise specifically noted Templates are excluded. For instance, Summon Monster II can Summon an an Untemplated Lemure or a Celestial Eagle, not Half-Dragon versions of either.
And like Summon Monster, Summon Serpents contains no rules saying you can summon a Templated Creature, and it very much has a defined list that doesn't include any Templates or Templated Creatures on it. IE is says Flame Snake, not Paragon Fire Snake of Legend. Even lacking a defined list, it said Serpents, not Fiendish Serpents or Half-Dragon Serpents as the name change of Templated Creatures requires.
but you could summon advanced serpents? since they are basically the same as the normal, just 'older'
there are some pretty good serpents on the list, like Deathcoils and Flame Snakes
also, it appears to have no limit / day, or is it just me?
but you could summon advanced serpents? since they are basically the same as the normal, just 'older'Sort of?
there are some pretty good serpents on the list, like Deathcoils and Flame Snakes
FAQ made a ruling on Polymorphing into advanced creatures (rather than the basic state block) is up to the DM for both sanity & speed. TO side could play with this but generally I think it'd be best to stay away from this area. Technically there is no exact rules on advancing a creature and what I mean by that isn't give it another d8 or w/e. I mean Feat/Ability/Skill/etc choices are not defined and thus any advanced creature is would be a unique creation. So what you'd really be asking isn't can you turn into a Deathcoil or even a 20HD Deathcoil, but if you can turn into this specific creature. So the short answer on that would sum up to "No, but ask your DM".
Ummm... pg5 of Serpent Kingdoms has a list of all serpents.
Awww. Still, that doesn't rule out modifications of the creatures on that list.
Ummm... pg5 of Serpent Kingdoms has a list of all serpents.
Awww. Still, that doesn't rule out modifications of the creatures on that list.
yeah, but it doesn't say that you CAN add a template, doing so would change what the creature is. like adding paragon to a turtle for SNA or Vampire to a dolphin for Summon Monster
thats why i was dubious about an advanced version of a monster on the list.
of course if you can find an ability that adds a template to a summoned creature, then thats probably fair game
let's look at it this way.... can you apply any old template to a wolf when casting Summon Nature's Ally?
no, you cannot unless you have an ability to do so (Alienist comes to mind for Summon Monster). this is exactly the same type of thing.
you are limited to that specific list of creatures. even though there have been some serpent creatures from newer sources (ex. sailsnake), they are ineligible to summon since they are not on that specific list.
but they do list the valid serpents. it doesn't say you can add templates to the creatures. if you have say a half-marilith/half-deathcoils, that is no longer a deathcoils... it is now a half-marilith/half-deathcoils, which is not on the list.
just because it "doesn't say i can't" doesn't mean you can change the list given.
thats like a fighter trying to get Sculpt Spell using his bonus feats. there is a specific list that ability applies to, and you can only choose from that list.
but if you continue to not agree with what i'm saying, we'll just have to agree to disagree about this ability
The term serpents includes all of the following creatures from the books published for the D&D game.
a half-fiend/half-human is a human for the purposes of many things, but its not a truly human its a 'half-breed', same with a paragon human, it is a human for the purposes of feats, etc. but it is no longer only a human, its a paragon human.
an example that actually exists to compare is a half-goblin from Dragonlance, yes its part human and part goblin, but not truly either.
the sculpt spell fighter feat thing is similar, because its trying to add something to a list that is not on an already set list.
i just don't understand the possibility to add to this list, when it's set in stone.QuoteThe term serpents includes all of the following creatures from the books published for the D&D game.
the Serpentfolk list actually includes templates, so those templated creatures (which could be pretty much any creature as long as it has the listed template) are included on that list.
The Lightbringer Cleric ACF from Expedition to Castle Ravenloft has a very impressive Turn Undead replacement. Instead of turning them you deal 1d6/Cleric level of damage to all undead within 30ft (no 50% miss chance against Incorporeal undead either), with two drawbacks: The damage is reduced by 1d6 for every point of Turn Resistance the undead has (although it only reduces the damage for that undead), and they get a Will save for half.
I'm sorry, did I say the Will save was a drawback? I forgot something: The DC is obscene. 10+Cleric Level+Charisma Modifier. That's right, it starts at 11+Cha and scales rapidly. Level-appropriate undead, and even enemies 5 or so levels above you, will have a hard time making that save!
Oh, a few more things: Effects that normally boost your Turn Undead check instead boost the save DC (not the damage, the DC), and it still counts as Turn Undead for feats, items, prereqs, and class features. It's still a standard action, but there are ways to quicken it. It does mean Empower Turning is completely useless, but that's a small price to pay.
While not quite as good as just outright destroying the undead, the fact that this is both easier to use and damn difficult to resist is awesome.
The Master of Vipers PRC from Serpent Kindoms gains this ability at 6th level:Wow... what an idiotic ability... No limitations on CR, HD, or anything at all... and you get multiple ones... So you could summon 3 Sertrouses (Sertrousi? :p).QuoteSummon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
Depending on how you define "serpent" this could be very powerful. Off the top of my head, couldn't you use it to call the CR 26 creature Dendar the Night Serpent from Champions of Ruin?
Call any sort of serpent eh? Let's see if Pun-Pun decides to use Shapechange.
Feed the Hungry Slaad feat from Dragon #306. 1/day, for 1 minute/level you can reduce one of your mental ability score by 4 to increase another of them by 4.
That Anarchromancer ability
is stronger than Limited Wish
and available earlier, but more
expensive and you have to have
the rest of the pre-reqs + class.
edit --- not much of a problem.
Better than Chameleon semi-cheese.
Broader but slower than a Spell To Power Erudite.
:)
Edit
a half-fiend/half-human is a human for the purposes of many things, but its not a truly human its a 'half-breed', same with a paragon human, it is a human for the purposes of feats, etc. but it is no longer only a human, its a paragon human.
an example that actually exists to compare is a half-goblin from Dragonlance, yes its part human and part goblin, but not truly either.
the sculpt spell fighter feat thing is similar, because its trying to add something to a list that is not on an already set list.
i just don't understand the possibility to add to this list, when it's set in stone.QuoteThe term serpents includes all of the following creatures from the books published for the D&D game.
the Serpentfolk list actually includes templates, so those templated creatures (which could be pretty much any creature as long as it has the listed template) are included on that list.
The acorn must be harvested from the Dryad's Tree, not a tree. Even a Redwood that has grown over the Dryad's Tree doesn't count.To be fair, good luck harvesting an acorn from a Redwood. Acorns are Oak only.
You know, looking at the Spell. What's seen cannot be unseen.(click to show/hide)
Soro, you'll have to parse your objections better. The additional benefit clause is for touching, not just being under the tree.So I should have mentioned there is no differance between a Dryad sitting on her tree and a Dryad standing two hundred and ninety nine feet away. Got it.
The 3.5 version of Unearthed Arcana never got errata. However, one of the big things about the book is it was given as-is with the publishers knowing it wasn't fully fleshed out. It is up to the players to fill in the blanks.
If you're trying to use RAW on it, you're entirely missing the point of the book.
Makes sense... It's effectively a Rulesbook full of House Rules.
STILL.. Unfinished books seems like lazy work... hell, we have people here on these forums that have piles and piles of homebrew, and they double check their stuff. Rarely do i see a homebrew from Bhu or SirP with glaring errors and missing information such as this. I may disagree on the balance stuff, but most of the time, text and table agree, few grammatical errors, etc...
Is it much to ask the same standard of paid publishers? o.O
More Ring of Mystic Fire/Lightning abuse.
Obtain immunity to Electricity & Fire, such as a Mechanatrix with Mantle of the Raging Flame, and abuse Discordant Malediction (http://dndtools.eu/spells/complete-mage--58/discordant-malediction--872/). You'd deal a bonus 12d6 damage every time you cast a Spell (and maybe heal 7hp).(click to show/hide)
More Ring of Mystic Fire/Lightning abuse.
Obtain immunity to Electricity & Fire, such as a Mechanatrix with Mantle of the Raging Flame, and abuse Discordant Malediction (http://dndtools.eu/spells/complete-mage--58/discordant-malediction--872/). You'd deal a bonus 12d6 damage every time you cast a Spell (and maybe heal 7hp).(click to show/hide)
Wont you be forced to make huge concentration checks then to avoid loosing your spell?
More Ring of Mystic Fire/Lightning abuse.
Obtain immunity to Electricity & Fire, such as a Mechanatrix with Mantle of the Raging Flame, and abuse Discordant Malediction (http://dndtools.eu/spells/complete-mage--58/discordant-malediction--872/). You'd deal a bonus 12d6 damage every time you cast a Spell (and maybe heal 7hp).(click to show/hide)
Wont you be forced to make huge concentration checks then to avoid loosing your spell?
Indeed. Concentration is one of the easiest checks for a caster though.
More Ring of Mystic Fire/Lightning abuse.
Obtain immunity to Electricity & Fire, such as a Mechanatrix with Mantle of the Raging Flame, and abuse Discordant Malediction (http://dndtools.eu/spells/complete-mage--58/discordant-malediction--872/). You'd deal a bonus 12d6 damage every time you cast a Spell (and maybe heal 7hp).(click to show/hide)
Wont you be forced to make huge concentration checks then to avoid loosing your spell?
Indeed. Concentration is one of the easiest checks for a caster though.
Yes i know.. but it can run up into several hundreds with the whole mystic fire/lightning abuse that he wrote about.
D&D Tip #1: You know how Milo can Shatter wands and render wizards helpless? You can do that in D&D, too! If you destroy or steal (say by Shatter, Sunder, or Sleight of Hand) a Cleric's Holy Symbol, a Wizard's Spell Component Pouch, or a Druid's Holly and Mistletoe, that caster is now an Expert, Commoner, or Grizzly Bear, respectively.
D&D Tip #2: Speaking of Sleight of Hand, it's a DC 20 check to swipe something from another character. This is a fixed DC. That means that pick-pocketing Pelor is just as easy as pick-pocketing the city watch (caveat the first: the higher the target's level, the harder it is to get away with that without getting caught. So if you pick pocket Pelor, hope you have your smite-resistant pants on). You can take a -20 penalty to make a pick pocket attempt as a free action. You can do infinite free actions per round, so, if you can make a DC 40 Sleight of Hand check (even if it's only on a 20) then you can brute force every single item off of your mark on your turn. Curiously, this doesn't include 'sheathed weapons,' which have an insane DC of 50 (70 as a free action). You also can't steal held items, which takes a Disarm attempt. However, you can probably steal:
-Clothes, armour, etc.
-Wands, potions, etc.
-Many, many coins
-Holy symbols, spell component pouches, and the like
-Artifacts of Doom
(caveat the second: don't actually use this trick. It breaks the game in an un-fun way, and in any case, the 'infinite free actions' thing is kind of a myth—the rule is that you have a 'reasonable' number of free actions.)
D&D Tip: Complete Scoundrel's Nimble Charge skill trick (CS 83,87) allows you to charge or run over "a difficult surface" without needing to make a Balance check once per encounter. Consult your DM for the limits of that ability, but by a strict (ie, unrealistic) reading of the rule, it lets you run across clouds (DC 120) once a combat at level 2.
Under more realistic interpretations, you can still do really, really cool things with 100% reliability, such as charge across ropes, rigging, and (with Tumble) the weapons of your enemies. Combine with a Grapple-Firing Crossbow for extreme awesome.
Happy gaming, folks!
Only if you're not immune to Electricity and Fire, which was Step 1 in his combo. You'd only be taking 2d6 sonic (maybe, unless you energy sub'd it out). The spell still requires a concentration check even if no damage is dealt, but that's a flat 15 + spell level - should be no problem.Indeed, as a 5th level Bard Spell you could say this combo is 13th level and higher, by then you simply cannot fail (16 ranks, no natural 1 fail).
I've meant to figure out these numbers before. This just reminded me of it.Does Catpnq's spellbook help?
A cleric needs his holy symbol for about 29% of his spells. A druid needs his holly and mistletoe for about 37% of his spells. And a sorcerer or wizard needs his spell component pouch for about 44% of his spells.
Those first two numbers should be pretty solid. The last number might actually be lower. IMarvinTPA's search function doesn't distinguish between material components a spell component pouch provides and those it doesn't.
Some fun finds in the Author's Notes of this fic (http://www.fanfiction.net/s/8096183/1/Harry-Potter-and-the-Natural-20).QuoteD&D Tip #1: You know how Milo can Shatter wands and render wizards helpless? You can do that in D&D, too! If you destroy or steal (say by Shatter, Sunder, or Sleight of Hand) a Cleric's Holy Symbol, a Wizard's Spell Component Pouch, or a Druid's Holly and Mistletoe, that caster is now an Expert, Commoner, or Grizzly Bear, respectively.
D&D Tip #2: Speaking of Sleight of Hand, it's a DC 20 check to swipe something from another character. This is a fixed DC. That means that pick-pocketing Pelor is just as easy as pick-pocketing the city watch (caveat the first: the higher the target's level, the harder it is to get away with that without getting caught. So if you pick pocket Pelor, hope you have your smite-resistant pants on). You can take a -20 penalty to make a pick pocket attempt as a free action. You can do infinite free actions per round, so, if you can make a DC 40 Sleight of Hand check (even if it's only on a 20) then you can brute force every single item off of your mark on your turn. Curiously, this doesn't include 'sheathed weapons,' which have an insane DC of 50 (70 as a free action). You also can't steal held items, which takes a Disarm attempt. However, you can probably steal:
-Clothes, armour, etc.
-Wands, potions, etc.
-Many, many coins
-Holy symbols, spell component pouches, and the like
-Artifacts of Doom
(caveat the second: don't actually use this trick. It breaks the game in an un-fun way, and in any case, the 'infinite free actions' thing is kind of a myth—the rule is that you have a 'reasonable' number of free actions.)QuoteD&D Tip: Complete Scoundrel's Nimble Charge skill trick (CS 83,87) allows you to charge or run over "a difficult surface" without needing to make a Balance check once per encounter. Consult your DM for the limits of that ability, but by a strict (ie, unrealistic) reading of the rule, it lets you run across clouds (DC 120) once a combat at level 2.
Under more realistic interpretations, you can still do really, really cool things with 100% reliability, such as charge across ropes, rigging, and (with Tumble) the weapons of your enemies. Combine with a Grapple-Firing Crossbow for extreme awesome.
Happy gaming, folks!
Does Catpnq's spellbook help?
Oh no! I hope you feel better soon... :/Does Catpnq's spellbook help?
I'd offer to help, but life is a never ending litany of pain, suffering, and misery. Misery without any sign of end or relief. Every waking moment is pain and I never sleep. So maybe I'll have time to look into this on Thursday. No promises.
Only if you're not immune to Electricity and Fire, which was Step 1 in his combo. You'd only be taking 2d6 sonic (maybe, unless you energy sub'd it out). The spell still requires a concentration check even if no damage is dealt, but that's a flat 15 + spell level - should be no problem.Indeed, as a 5th level Bard Spell you could say this combo is 13th level and higher, by then you simply cannot fail (16 ranks, no natural 1 fail).
Provided you obtain immunity or mitigate the damage of course.
I suspect it was a giant middle finger to someone.
The presentation is actually pretty normal. The author of the ToB Errata opened CM's Errata and started editing the document. This is a quick and easy way to match font type & size for content that spans multiple files, when you are ready to finish your work you simply use Save As and save it as a new, renamed, file. However, CM's entries were not cleaned up prior to being published.
Either the guy working on that is making a point out of being told to immediately stop working on 3.5 and move to 4.0, or was fired during the Gleemax BS that hit the 339 (a consequence of such spawned these MMX boards btw), or perhaps the worst element it was a ploy by WotC to tell you 3.5 ended NOW. Either way, it was published to appear like someone had to save it and upload it without so much as being able to proof read it. So it's a middle finger to someone, either a worker-to-WotC or WotC-to-us for not moving onto and buying their shitty 4.0 products.
It might be the following sentence that confuses me. (She must then succeed on a Concentration check (DC 15 + damage dealt + spell level) to avoid losing the spell.)
I might be messing up "damage dealt: as in how much damage you dealt" with "damage received: as in how much damage you received"
Some fun finds in the Author's Notes of this fic (http://www.fanfiction.net/s/8096183/1/Harry-Potter-and-the-Natural-20).There are a few other tricks I've liked from this such as casting Locate Object on clothing to find someone. Recently, in attempting to scry someone who they knew of, they wanted a possession of that person. The two ideas they came up with were using a public building as it belongs to all citizens of that nation, and writing a legal document that transferred ownership of a sheet of paper.QuoteD&D Tip #1: You know how Milo can Shatter wands and render wizards helpless? You can do that in D&D, too! If you destroy or steal (say by Shatter, Sunder, or Sleight of Hand) a Cleric's Holy Symbol, a Wizard's Spell Component Pouch, or a Druid's Holly and Mistletoe, that caster is now an Expert, Commoner, or Grizzly Bear, respectively.
D&D Tip #2: Speaking of Sleight of Hand, it's a DC 20 check to swipe something from another character. This is a fixed DC. That means that pick-pocketing Pelor is just as easy as pick-pocketing the city watch (caveat the first: the higher the target's level, the harder it is to get away with that without getting caught. So if you pick pocket Pelor, hope you have your smite-resistant pants on). You can take a -20 penalty to make a pick pocket attempt as a free action. You can do infinite free actions per round, so, if you can make a DC 40 Sleight of Hand check (even if it's only on a 20) then you can brute force every single item off of your mark on your turn. Curiously, this doesn't include 'sheathed weapons,' which have an insane DC of 50 (70 as a free action). You also can't steal held items, which takes a Disarm attempt. However, you can probably steal:
-Clothes, armour, etc.
-Wands, potions, etc.
-Many, many coins
-Holy symbols, spell component pouches, and the like
-Artifacts of Doom
(caveat the second: don't actually use this trick. It breaks the game in an un-fun way, and in any case, the 'infinite free actions' thing is kind of a myth—the rule is that you have a 'reasonable' number of free actions.)QuoteD&D Tip: Complete Scoundrel's Nimble Charge skill trick (CS 83,87) allows you to charge or run over "a difficult surface" without needing to make a Balance check once per encounter. Consult your DM for the limits of that ability, but by a strict (ie, unrealistic) reading of the rule, it lets you run across clouds (DC 120) once a combat at level 2.
Under more realistic interpretations, you can still do really, really cool things with 100% reliability, such as charge across ropes, rigging, and (with Tumble) the weapons of your enemies. Combine with a Grapple-Firing Crossbow for extreme awesome.
Happy gaming, folks!
I'm pretty sure Lo77o doesn't view the concentration check from discordant malediction as having any connection to the concentration check made for taking damage while casting. Actually, I agree with this assessment. RAW, casting a spell while under the effects of discordant malediction requires the DC 15 + damage + spell level concentration check noted in the spell and then, if the caster actually took damage, a separate DC 10 + damage + spell level concentration check per the normal rules of taking damage while casting spells.
Now, I do think the phrase "damage dealt" in discordant malediction was intended to mean "damage dealt to the caster," not "damage dealt by the spell," but I can see the ambiguity. I think the wording in the spell was meant as a parallel for the wording for being damaged while casting in the concentration skill, but can't offer more than opinion.
The blood frenzySpC spell (Druid 2) activates the targeted creature's pre-existing rage ability without expending a daily use of that ability. An item of continuous blood frenzy is 12,000gp. :pThat's my secret...
Spellcasting: An eidoloncer advances her spellcasting ability at every level in the eidoloncer class.
The blood frenzySpC spell (Druid 2) activates the targeted creature's pre-existing rage ability without expending a daily use of that ability. An item of continuous blood frenzy is 12,000gp. :pThat's my secret...(click to show/hide)
Benefit: Once per day, you can expend your psionic focus while manifesting detect psionics and gain the psionic equivalent to the arcane sight spell.You are Manifesting a 1st level Power to gain the the benefit of a Spell, how is this a Psionic early entry trick?
snatch up ears of your enemies to show your king as proof of your deeds.
snatch up the scalps of of their head and recieve payment for killing them.
would the entire top of their head count as a small body part? or their throat? eyeballs?
QuoteBenefit: Once per day, you can expend your psionic focus while manifesting detect psionics and gain the psionic equivalent to the arcane sight spell.You are Manifesting a 1st level Power to gain the the benefit of a Spell, how is this a Psionic early entry trick?
To clarify, the reading your advocating is that it allows you to manifest a 3rd level power?QuoteBenefit: Once per day, you can expend your psionic focus while manifesting detect psionics and gain the psionic equivalent to the arcane sight spell.You are Manifesting a 1st level Power to gain the the benefit of a Spell, how is this a Psionic early entry trick?
I'm reading it in the ballpark of a Heighten metapsi(magic).
1d6 damage is dealt, but they might bleed to death when you slit their throatssnatch up ears of your enemies to show your king as proof of your deeds.
snatch up the scalps of of their head and recieve payment for killing them.
would the entire top of their head count as a small body part? or their throat? eyeballs?
Remember, you can only do 1d6 damage. Also you can cut parts off of dead things without a feat.
Blood Oath Archery (Ex) Your skill with a bow is
enhanced by the fear you instill in those who witness it.
At 1st level, your training and focus provide you with a +1
insight bonus to attack rolls with any longbow or shortbow
(including composite bows). This bonus increases to +2 at
3rd level and +3 at 5th level.
In addition, you may attempt to demoralize an
opponent (see the Intimidate skill description in the
Player’s Handbook) as part of any full attack made with
a longbow or shortbow. You add the Blood Oath archery
bonus to your Intimidate check when attempting to
demoralize. This check takes place after you have made
your full attack and affects only the target of your attack.
1d6 damage is dealt, but they might bleed to death when you slit their throatssnatch up ears of your enemies to show your king as proof of your deeds.
snatch up the scalps of of their head and recieve payment for killing them.
would the entire top of their head count as a small body part? or their throat? eyeballs?
Remember, you can only do 1d6 damage. Also you can cut parts off of dead things without a feat.
well of course, because it depends on what the DM considers a 'small body part'
well of course, because it depends on what the DM considers a 'small body part'
of course by RAW yeah, but it would make sense that they would bleed out depending on where you cut. but that's of course up to the DM
yeah i know, my mind went there too :-p
well of course, because it depends on what the DM considers a 'small body part'
My brain just went somewhere very wrong...
I kinda want to argue that if you reduce someone to negative HP, you can use the feat on them from then on even if they recover or are healed.
...
But that would be dumb.
Benefit: After dealing a creature enough damage to drop it to negative hit points, you can slice or pry off a trophy as a free action. You must be adjacent to the dead or dying creature. The trophy could be a small body part such as a finger or ear. Carving a trophy in this manner requires a light slashing or piercing weapon and deals 1d6 points of damage to the target creature. (A creature with regeneration can regrow the severed body part.) Alternatively, you can take a small item worn or carried by your fallen foe, such as a piece of jewelry, pouch, potion, light weapon, or helmet, in which case the victim takes no damage. The snatched item can weigh no more than 2 pounds. You must have a free hand to collect the trophy.It doesn't say how long after, is what I meant. Your interpretation is completely right, though, I was just mentioning an odd thought.
Yeah, think if you chop off all the fingers of a Frenzied Berserker, you could make them drop their weapon. You could also blind a spellcaster using Death Ward (assuming you're able to close to melee with the caster in the first place).
Not sure if this has ever been discussed before, but I just had a DM use one against me: Mirror of Opposition (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#mirrorofOpposition). This creates an exact duplicate of yourself, including all magic and items.Mindrape, baby!
If you purposefully duplicated yourself and then hit your duplicate with a Dominate Person/Monster, you've got a best new friend and/or clone. Heck, maybe use the Diplomacy rules to just make this person your fanatic follower.
RAW, they are your exact duplicate, thus they share your same alignment, feats, XP, etc. Surely something can be done with that?
Not sure if this has ever been discussed before, but I just had a DM use one against me: Mirror of Opposition (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#mirrorofOpposition). This creates an exact duplicate of yourself, including all magic and items.
If you purposefully duplicated yourself and then hit your duplicate with a Dominate Person/Monster, you've got a best new friend and/or clone. Heck, maybe use the Diplomacy rules to just make this person your fanatic follower.
RAW, they are your exact duplicate, thus they share your same alignment, feats, XP, etc. Surely something can be done with that?
Not sure if this has ever been discussed before, but I just had a DM use one against me: Mirror of Opposition (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#mirrorofOpposition). This creates an exact duplicate of yourself, including all magic and items.I think that domination counts as 'defeat', but ymmv. Defeat is not defined, to my knowledge, but encounter explanation and XP rewards likely have pithy content.
If you purposefully duplicated yourself and then hit your duplicate with a Dominate Person/Monster, you've got a best new friend and/or clone. Heck, maybe use the Diplomacy rules to just make this person your fanatic follower.
RAW, they are your exact duplicate, thus they share your same alignment, feats, XP, etc. Surely something can be done with that?
From Oriental Adventures...*polite cough*
Furious weapon increases your rage abilities by 2.
Benefit: As a standard action, you can attempt a Spot check to find a weakness in your opponent’s defenses. The DC of this check equals the opponent’s AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack.
If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick
From Oriental Adventures...Oooo... Thanks for reminding me of this. A furious berserker (UE) greatsword would be a nice weapon for my party Barbarian.
Furious weapon increases your rage abilities by 2.
This is only possible in pathfinder, but rings of revelation (if I'm understanding this correctly) seem to be overpowered when used with UMD. (The oracle must have the appropriate mystery to use the ring, and and must meet the level requirements (if any) of the revelation itself)
(Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20.)
ex: Ring of Revelation (superior): molten skin (immune to fire) + Necklace of fireballs VII (58d6 damage in 20ft radius that you are completely immune to)
You can also get immunity to acid, cold, and electricity in this manner.
There are also rings of revelation that give other bonuses as well.
Ring of Revelation (lesser): bonded mount - grants druid animal companion equal to oracle level
Ring of Revelation (superior): war sight - roll three times for initiative and take best, always act in surprise round
The description in the ring entry states "A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself".
The Tentacle enhancement from Underdark is another version of Vorpal. It's a +4 bonus, triggers on any successful critical hit, and the list of immune enemies is less DM Fiat, more concrete.
It does offer a save though (DC21 Fort Negates, but the damage is still dealt).
From Oriental Adventures...
The only reason I can see that being useful is to trade your limited action in the surprise round (standard action to total defense) for a full round of actions (hopefully) before everyone else at the start of round 1.
Is there some other advantage to it that I'm not seeing?
The only reason I can see that being useful is to trade your limited action in the surprise round (standard action to total defense) for a full round of actions (hopefully) before everyone else at the start of round 1.
Is there some other advantage to it that I'm not seeing?
The only reason I can see that being useful is to trade your limited action in the surprise round (standard action to total defense) for a full round of actions (hopefully) before everyone else at the start of round 1.
Is there some other advantage to it that I'm not seeing?
Alchemical items don't work like that. Screaming Flask is an alchemical item. You cannot enchant alchemical items with properties.
The description of the Gnome Calculus specifically calls out that alchemical flasks are ammunition. Setting Sun throws do not. Also, good luck finding a masterwork creature to Enhance. Yes, I know that has been brought up in various threads before.Alchemical Flasks, yes. Oddly, despite the name, I don't think a Screaming Flask actually counts (take a look at the picture in Complete Mage).
The description of the Gnome Calculus is a specific weapon at a specific rules level and it uses alchemical items as ammunition. But there are no rules, anywhere, that suggest or entrail establish alchemical items are ammunition at a general level or that they are technically even considered a weapon. After all, while they have range increments and can be thrown you never suffer none-proficiency penalties and they have their own Masterwork-like rules (http://dndtools.eu/feats/epic-level-handbook--41/augmented-alchemy--144/).fify.
So the best point I've got is a +1 Flaming Gnome Calculus can toss a +1 Flaming Tanglefoot Bag, and it's the only way to combine Weapon Enhancements on Alchemical Flasks without venturing down TO-level Improvised Weapon rules. And I have no room to ever argue otherwise, through I may shove my head in a small orifice later and debate this anyway.
I can load any flask into a Gnome Calculus. It therefore is ammunition. If it is ammunition, I can enchant it like ammunition. Ergo, I can make +1 Flying Screaming Flasks.
Just a quick point on the gnome calculus. It fires "flasks filled with liquid". It says it right there. What are potions?
Finally, a use for potions of inflict x.
The flesh of the icy tomb feat (Dungeon 109, p50) converts all cold damage to nonlethal damage. It has two prerequisite feats, tomb-tainted soul and endurance. A fire bat (Monster manual II, p102) has regeneration overcome only by cold damage and six hit dice. So, customize the feats on one, and you've got a CR 3 creature that can only take nonlethal damage.
Scorn [Divine Masters (pg 239), Player’s Guide to the Sovereign Lands (pg238)]
Illusion (Glamer)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / level)
Target: One person
Duration: 1 hour / level
Saving Throw: Will negates
Spell Resistance: Yes
With a quiet whisper of contempt and a wink at the subject, you pinch the hair between your fingers, then release it. As the hair falls to the floor, you gain a certain sense of satisfaction that the subject’s failures will come back to haunt him.
You cause a creature to appear deserving of scorn and derision. The target temporarily loses 1d4+1 points of Charisma each time it fails any saving throw.
Material Component: Hair from a jackal or skunk.
Why on earth is it an Illusion (Glamer)?
from working on my spell lists...QuoteYou cause a creature to appear deserving of scorn and derision. The target temporarily loses 1d4+1 points of Charisma each time it fails any saving throw.
Glamer
A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
The errata to ECS adds the XP cost to Heir of Syberis' True Creation.
It's still a level early, right?The errata to ECS adds the XP cost to Heir of Syberis' True Creation.
Ah, damn. Well it's good they caught that at least. :P
And one (3.0) feat away from being Supernatural and free again. Supernatural Transformation.It's still a level early, right?The errata to ECS adds the XP cost to Heir of Syberis' True Creation.
Ah, damn. Well it's good they caught that at least. :P
Oh, has Prophecy's Shaper (MoE) been mentioned yet? 2 feats for a free Empower Spell to every spell you cast (provided it's 1 level below your highest). And you don't have to have Empower Spell as a feat to use it.
marilith gets you an extra arm
Reserve feats and Circle Magic are quite the fun combination.
Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.
Etc.
Add Empower Spell, Maximize Spell, or Heighten
Spell metamagic feats to spells currently prepared
by the circle leader. Each circle bonus level counts
as one additional spell level required by the appli-
cation of a metamagic feat to a spell. The circle
leader may add one of the three listed feats to a
spell even if he does not know the feat or if the
addition of the feat would raise the spell level past
the circle leader’s normal maximum spell level
(maximum spell level 20th).
These effects last for 24 hours or until expended.
Yeah, the wording is vague. I go with the interpretation of "Lasts for 24 hours [caster level boost] or until expended [spells w/ metamagic]," because that follows the normal rules for spell prep.Reserve feats and Circle Magic are quite the fun combination.
Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.
Etc.
I was quite curious about this actually.Quote from: DMGAdd Empower Spell, Maximize Spell, or Heighten
Spell metamagic feats to spells currently prepared
by the circle leader. Each circle bonus level counts
as one additional spell level required by the appli-
cation of a metamagic feat to a spell. The circle
leader may add one of the three listed feats to a
spell even if he does not know the feat or if the
addition of the feat would raise the spell level past
the circle leader’s normal maximum spell level
(maximum spell level 20th).
These effects last for 24 hours or until expended.
If you were preparing the spell with a specific amount of metamagic applied, I'd assume the spell would be "locked" with the bonus until you use it (as per the wizard's ability to keep spells from previous days). However, the wording of circle magic seems to be applying the metamagic as a temporary (24 hour) effect to an already prepared spell. This means you would need to create a circle EVERY 24 hours to keep your reserve feat boosted. It's a cool downtime buff that lasts 24 hours if you happen to have a bunch of guys with circle magic around, but in a normal game of "adventurers going everywhere" there isn't much opportunity for it (especially when leadership is banned or houseruled to being an offscreen support network). However, if the circle magic sticks until used, it means you could just fill a new slot each day with a level 20 spell to support a different reserve feat, then have half your spell slots as level 20 at-wills.
Reserve feats and Circle Magic are quite the fun combination.Holy crap... Now you're making me rethink that Hathran PrC for my character in your new game. :P
Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.
Etc.
A unicorn's shield (Dragon 340, p70) deals double damage on a charge. Assuming you can add shield spikes to a specific shield, you can put the valorous weapon ability (Unapproachable East, p54) on them for another doubling of damage on a charge.
In the OA book Hobgoblins are LA+0.
Makes them somewhat juicy.
At the end of the monster section, the next
section has the LAs for some of the monsters.
Chain Spell: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20).
Animate with the Spirit
Level: Sanctified 4
Range: Medium (100 ft + 10 ft/level)
Target: One corpse with HD equal to or less than your caster level
Kill baddies in the first room or two of a dungeon, then reanimate their corpses with Bralani Eladrin (http://www.d20srd.org/srd/monsters/bralani.htm)...
Speaking of OA, the rules for other races on page 16 of OA state that both elves and gnomes can treat Wu Jen as a favored class instead of illusionist (3.0 gnome favored class instead of 3.5 bard) or wizard (still the elf favored class). Dwarves can treat either fighter or samurai as their favored class.
No, he's right. Page 203 of Oriental adventures lists hobgoblins as +0 LA. I would argue, though, that the 3.5 Monster Manual supersedes that.
Also, thanks awaken_D_M_golem, for directing me to that page. I've been listing the source for bakemono's level adjustment as Dragon 318. It's good to see it's in the source book too.
Chain Spell: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20).:psyduck I will have to add this to my Chain Spell mini-guide. :evillaugh
Animate with the Spirit
Level: Sanctified 4
Range: Medium (100 ft + 10 ft/level)
Target: One corpse with HD equal to or less than your caster level
Kill baddies in the first room or two of a dungeon, then reanimate their corpses with Bralani Eladrin (http://www.d20srd.org/srd/monsters/bralani.htm)...
... OK, Fun Find: The Ritual of Crucimigration, the one that turns you into a necropolitan, makes you lose a level, and then lose 1000xp.
Now here's the thing. The text says...
"If the loss of this much XP forces the necropolitan to lose another level, then it loses another level. No spell, not even restoration, can restore this lost XP. Petitioners may not spend experience points they don't have - if the level loss and the 1,000 XP cost drains a creature to 0 XP or less, it is destroyed, turned to dust, and can never be raised or revived again using any means. If the ritual is interrupted before it is completed, the petitioner is merely dead."
Read the underlined section.
ANY. MEANS.
Not Ressurrection. Not True Ressurrection. Not Wish. Not Reality Revision. Not even a deitie's SDA.
Nothing.
The guy is PERMADEAD, as in, you are now forbidden to EVER raise again from the living because i say so dead. And no one gets a say in it.
Even Deitie's SDA that are instakill stuff have a clause in them that says the creature can only be raised by another SDA that raises the dead from a higher DvR deity. Not this. This has nothing like that.
So, drain a Humanoid or Monstrous Humanoid to 2nd level, immobilize them, do the ritual to them, and they're now dead - FOREVER.
Isn't this or isn't this a fun find?
*snip*You could bind the ghost to one of your items... Gaining more and more and more ghost "buddies" that travel w you(click to show/hide)
I've been looking through some books trying to find glasses that give you perfect memory which I only vaguely recall. Any help there would be appreciated by the way.
I've been looking through some books trying to find glasses that give you perfect memory which I only vaguely recall. Any help there would be appreciated by the way.
The only perfect memory item I know of is a kiira n'vaelhar (Player's Guide to Faerun, p123), but it doesn't take the form of glasses.
I'm not sure what you're trying to do, but autohypnosis (http://www.d20srd.org/srd/psionic/skills/autohypnosis.htm) might help.
But anyway, while going through Ghostwalk, I found the Living Mask, an item that for only 400 GP lets any undead that can wear it appear to be a living person wearing fine clothing and a mask. Even register as living for detect undead and such. It's sadly only one use, but it does function until you actually have to take it off, which could very well be never.I will be making use of this...
Anyone else think of using the Living Mask on an animated Hydra or was that just me?
Anyone else think of using the Living Mask on an animated Hydra or was that just me?Boy that would sure be a hit at parties! :lol
Naw. To be disturbing, find a brothel with stone walls.The coat is unneeded. It describes the events, not slings wet stuff.
(I'll get my coat.)
Naw. To be disturbing, find a brothel with stone walls.
(I'll get my coat.)
As far as I know it's still 10+lvl+Cha, it's never been Errata'ed. Kukan-Do prevents you from using any Spells, SLAs, or Su abilities as well through. And the ability has no listed duration and technically lasts forever. Through reasonably the Monk can end it as per voluntarily ending a Spell.
Edit - A bit less humorously. Awakened Animated Colossal Photostatic Rock, the perfect Wizard pet.
Er, this is a more general one, but... After reading the extra attacks in a full-attack action thread, it got me thinking. Everything says "oh, this doesn't stack with haste or a speed weapon!" but wouldn't they all stack with each other (as long as you didn't have a speed weapon)? I'm not at my books so I can't look up quotes, though...
Speedand that's why it doesn't stack with haste...because you can't cast haste on someone twice. If the item doesn't stack with speed or haste...chances are it's made with haste...and as such won't stack with anything else that won't stack with speed or haste because it's also made with haste.
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
No, no, it made sense. They don't stack with haste, and the items would have required haste as part of their creation. Thank you!Er, this is a more general one, but... After reading the extra attacks in a full-attack action thread, it got me thinking. Everything says "oh, this doesn't stack with haste or a speed weapon!" but wouldn't they all stack with each other (as long as you didn't have a speed weapon)? I'm not at my books so I can't look up quotes, though...
They say they don't stack with haste or speed weapons because they're the same effect... Kind of like Bears Endurance not stacking with an Amulet of Health, cause the amulet is made with that spell and you can't have that spell effect you twice.
Speed weapons are made with hasteQuote from: SRDSpeedand that's why it doesn't stack with haste...because you can't cast haste on someone twice. If the item doesn't stack with speed or haste...chances are it's made with haste...and as such won't stack with anything else that won't stack with speed or haste because it's also made with haste.
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
I don't think that was a particularly eloquent or sensical answer ...sorry.
That's not right at all... They don't stack because they explicitly say they don't, or because they have the same bonus type. Otherwise, they would stack. How a magic item was made (spell prereqs) has nothing at all to do with it.Er, this is a more general one, but... After reading the extra attacks in a full-attack action thread, it got me thinking. Everything says "oh, this doesn't stack with haste or a speed weapon!" but wouldn't they all stack with each other (as long as you didn't have a speed weapon)? I'm not at my books so I can't look up quotes, though...
They say they don't stack with haste or speed weapons because they're the same effect... Kind of like Bears Endurance not stacking with an Amulet of Health, cause the amulet is made with that spell and you can't have that spell effect you twice.
Speed weapons are made with hasteQuote from: SRDSpeedand that's why it doesn't stack with haste...because you can't cast haste on someone twice. If the item doesn't stack with speed or haste...chances are it's made with haste...and as such won't stack with anything else that won't stack with speed or haste because it's also made with haste.
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
I don't think that was a particularly eloquent or sensical answer ...sorry.
I guess it comes down to whether or not it says something to the effect of "and similar effects" when describing how it doesn't stack. If it doesn't say "similar effects", than it works. If it does, then they wouldn't stack.That's not right at all... They don't stack because they explicitly say they don't, or because they have the same bonus type. Otherwise, they would stack. How a magic item was made (spell prereqs) has nothing at all to do with it.Er, this is a more general one, but... After reading the extra attacks in a full-attack action thread, it got me thinking. Everything says "oh, this doesn't stack with haste or a speed weapon!" but wouldn't they all stack with each other (as long as you didn't have a speed weapon)? I'm not at my books so I can't look up quotes, though...
They say they don't stack with haste or speed weapons because they're the same effect... Kind of like Bears Endurance not stacking with an Amulet of Health, cause the amulet is made with that spell and you can't have that spell effect you twice.
Speed weapons are made with hasteQuote from: SRDSpeedand that's why it doesn't stack with haste...because you can't cast haste on someone twice. If the item doesn't stack with speed or haste...chances are it's made with haste...and as such won't stack with anything else that won't stack with speed or haste because it's also made with haste.
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
I don't think that was a particularly eloquent or sensical answer ...sorry.
One of the things that explicitly doesn't stack with Haste is the extra attack from the frenzy of a frenzied berserker.
those were all out of the Arms and Equipment
kBecause they didn't cover A&EG in the update booklet. It's just one of those system mastery things that you have to know when allowing 3.0 material.
i didn't see that update in the 3.5 update Booklet
Battle Magic Tactics: (feat?)
Through intense training and impeccable timing, you and your allies learn to augment each other's magical attacks when you focus your efforts on a single target.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd.
Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative -1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round all Battle Magic Tactics tokens disappear.
This has to be some how abused.
How about a castle full of low level wizards supporting the troops and the high level court Mage providing arterial support. That would then make them the magical equivalent of the old archer units. Only issue is you really want to be working with long range spells for that.Battle Magic Tactics: (feat?)
Through intense training and impeccable timing, you and your allies learn to augment each other's magical attacks when you focus your efforts on a single target.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd.
Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative -1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round all Battle Magic Tactics tokens disappear.
This has to be some how abused.
1st level spell with save, who cares if it misses or damages or causes conditions.
Stick it into one of those Spell Sequencer loop thingies (which idk enough about)
... or one of T_G's inf lesser spells loops = Massive save penalty.
Then tag them with something that normally has a Save ... effectively not anymore.
Better than a Psi Nova.
Are there any Least Eldritch Essence invocations that require a save?
Are there any Least Eldritch Essence invocations that require a save?
Baleful Utterance (which is shatter with a fort save on crystalline creatures for half... or will save on an object.)
Miasmic Cloud (Fort save or become fatigued)
Summon Swarm kinda has one, but it's the swarm's ability and probably wouldn't count.
Miasmic Cloud is your best bet, assuming the target isn't immune to fort saves or fatigue.
EDIT: Forgot essences, you can add sickening blast or fearful blast, fort vs sicken, will vs fear. Need to hit with a eldritch blast.
Battle Magic Tactics:There's a teamwork benefit in the DMG2 that does the same thing but triggered only by Reflex spells, and -2 to Reflex rather than -1 to everything.
Through intense training and impeccable timing, you and your allies learn to augment each other's magical attacks when you focus your efforts on a single target.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd.
Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative -1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round all Battle Magic Tactics tokens disappear.
This has to be some how abused.
Stack 'em.Wait, are we about to make multi-Fireball-spam /viable/?
Come on, you know you want to inflict a cumulative -3 to their Reflex saves vs. spells...
Ritual Name | Benefit | Truebond |
Blood | +2 on Knowledge checks against one creature type | +4 damage against same creature type |
Dread | +2 on saves to remove negative levels | Ignore penalties of one negative level |
Faith | +1 Will versus spells/SLAs of outsiders of alignments different to yours | Attacks and magical effects coming from the item gain your alignment, and abilities that improve your alignment-based spells apply to the item |
Fire | +1 on saves vs fire effects | Fire resistance 10 |
Honor | +1 initiative while the item is on your person but unequipped | +4 dodge to AC vs AoOs from creatures you haven't attacked |
Magic | +1 on caster level checks while the item is equipped | +1 on saves against spells/SLAs while the item is equipped |
Purity | +1 on Con checks and Con-based skill checks | Fatigue does not inflict Str or Dex penalties |
Song | +1 Perform while item is equipped | +1 caster level for spells with both V+S components while item is equipped |
Theft | +1 Open Lock/Search when taking 10 | +2 Open Lock/Search when taking 20, +2 Bluff/Disable Device/Sleight of Hand when taking 10 |
Travel | +1 Survival and any check boosted by the Endurance feat | Nonmagical terrain never halves your speed |
More from Arms and Equipment...
Dancing shield grants 1/2 its shield bonus as a cover bonus.
Balanced weapon allows a weapon to be wielded in one hand by a creature one size smaller.
- thus a half-orc could wield a pair of Large scythes.
Axe of Pairs grants an extra offhand attack.
Battleaxe of the Bull grants Imp Bull Rush, and when used with 2 hands, automatically bull rushes a hit foe back 5ft no check.
- The Dungeoncrasher's ideal weapon.
Libram of Flesh craft flesh golems w/o the needed spells. Grant your flesh golem 5 abilities from the donor bodies.
Sparring Dummy grants monks the ability to take 10ft steps. Sell it after you train
Check out the Shadow Bound (http://www.wizards.com/default.asp?x=dnd/re/20030728a) template. For only +1 LA you get Shadow Blend and Shadow Walk SLA (apparently at will).
What's the trick with Sleep = Unconscious = roxxors ??For any spell that requires "Target: Willing Creature(s)," unconscious characters are always considered willing. The game was designed this way so that a party could avert a TPK by teleporting out with your unconscious body, etc, as teleport is target 'you plus other touched willing creatures.'
Check out the Shadow Bound (http://www.wizards.com/default.asp?x=dnd/re/20030728a) template. For only +1 LA you get Shadow Blend and Shadow Walk SLA (apparently at will).You can use that to meet the prereqs for Shadowcrafter (http://dndtools.eu/classes/shadowcrafter/) at lv1.
Just make sure you use Ability Rip ASAP to get rid of that curse.Check out the Shadow Bound (http://www.wizards.com/default.asp?x=dnd/re/20030728a) template. For only +1 LA you get Shadow Blend and Shadow Walk SLA (apparently at will).You can use that to meet the prereqs for Shadowcrafter (http://dndtools.eu/classes/shadowcrafter/) at lv1.
EDIT: Shadowcraft Mage too.
EDIT: Shadowcraft Mage too.
Knight Protector (http://dndtools.eu/classes/knight-protector/)s get 3.0's Supreme Cleave as a class feature at 3rd level.
Now your fighter actually /can/ kill everyone in that army as a standard action!... wait, can you cleave off of an Ubercharge, and still get teh massive damages!!11!!!one!? :PKnight Protector (http://dndtools.eu/classes/knight-protector/)s get 3.0's Supreme Cleave as a class feature at 3rd level.
Railroad of murdered commonners - fastest means of transportation!
Are you still limited to just one 5' step per round though?Hm. I don't /think/ so, because you can normally take 5' steps in the middle of a full-attack action... (Or at least that's what I've always thought, I might be wrong)
Check out the Shadow Bound (http://www.wizards.com/default.asp?x=dnd/re/20030728a) template. For only +1 LA you get Shadow Blend and Shadow Walk SLA (apparently at will).You can use that to meet the prereqs for Shadowcrafter (http://dndtools.eu/classes/shadowcrafter/) at lv1.
EDIT: Shadowcraft Mage too.
Check out the Shadow Bound (http://www.wizards.com/default.asp?x=dnd/re/20030728a) template. For only +1 LA you get Shadow Blend and Shadow Walk SLA (apparently at will).You can use that to meet the prereqs for Shadowcrafter (http://dndtools.eu/classes/shadowcrafter/) at lv1.
EDIT: Shadowcraft Mage too.
Forgive me, but does this really work? As I understand it, the ability to use a Spell-like ability =/= the ability to cast a spell for purposes of meeting prerequisites.
Am I mistaken?
Forgive me, but does this really work? As I understand it, the ability to use a Spell-like ability =/= the ability to cast a spell for purposes of meeting prerequisites.
Am I mistaken?
You are. Check Complete Arcane, pg 72.
Forgive me, but does this really work? As I understand it, the ability to use a Spell-like ability =/= the ability to cast a spell for purposes of meeting prerequisites.
Am I mistaken?
You are. Check Complete Arcane, pg 72.
Hmm... Not by my reading. The rules there say "requirements for feats and prestige classes based on specific levels of spells cast (“Able to cast 3rd-level arcane spells,” for example) cannot be met by spell-like abilities or invocations—not even spell-like abilities or invocations that allow a character to use a specific arcane spell of the appropriate level or higher."
A requirement based on a specific spell measures whether the character or creature in question is capable of producing the necessary effect, and as such, invocations and spell-like abilities that generate the relevant effect meet the requirements for specific spell knowledge. For example, a prestige class with a spellcasting requirement of “Must know (or be able to cast) darkness” is met by a warlock who chooses darkness as one of her invocations, or by any creature with darkness as a spell-like ability.
There are 2 classes with the same name. Corsair. The first one is in dragon 310 pg 34. It is a fighter variant. Then there is the second one in dragon 321 pg 86. The 2nd one is a prestige class. There is a bonus extra of a 3rd one that is the Scarlet Corsair(stormwrack) that is a prestige class, but since it adds that extra "scarlet" it doesn't fall into the idea of the same name ;) Interesting find to me heh.
Not my find but I'm posting it here just in case people haven't seen it: Using Legacy Champion to advance the vampire template class. LC adds BAB/Saves/Skills etc. You can actually play a viable vamp this way.
Er... can someone explain the difference to me? I'm... missing them, somehow.Not my find but I'm posting it here just in case people haven't seen it: Using Legacy Champion to advance the vampire template class. LC adds BAB/Saves/Skills etc. You can actually play a viable vamp this way.
I keep forgetting that template classes and monster classes have different rules.
Perhaps found a Legacy Item that turns it's owner into a Vampire, then use that for Legacy Champion.
Er... can someone explain the difference to me? I'm... missing them, somehow.Not my find but I'm posting it here just in case people haven't seen it: Using Legacy Champion to advance the vampire template class. LC adds BAB/Saves/Skills etc. You can actually play a viable vamp this way.
I keep forgetting that template classes and monster classes have different rules.
Perhaps found a Legacy Item that turns it's owner into a Vampire, then use that for Legacy Champion.
Er... can someone explain the difference to me? I'm... missing them, somehow.Not my find but I'm posting it here just in case people haven't seen it: Using Legacy Champion to advance the vampire template class. LC adds BAB/Saves/Skills etc. You can actually play a viable vamp this way.
I keep forgetting that template classes and monster classes have different rules.
Perhaps found a Legacy Item that turns it's owner into a Vampire, then use that for Legacy Champion.
You can multiclass out of the template ones whenever you level up, but for the monster classes you can't multiclass at all until it's finished.
Source on the template classes? Or is it SS?
I may just be slow on the uptake, but I've never really considered the fact that eternal wands have a fixed cost for each spell level. Almost everything else makes you pay more for spells with costly material components or xp costs. The most practical application of that loophole I can think of is an eternal wand of identify. It costs 820 gp to buy it, but you save 100 gp each time you don't cast identify normally, so it pays for itself after 9 uses.
Hexer (http://dndtools.eu/classes/hexer/) is pretty nice. Full BAB, lots of bonus spells (without a "one level lower" restriction), and the gaze attacks are decent. The spell prereq was meant for adepts, but Alternative Source Spell and Southern Magician should be able to get you in. OA shugenja also qualifies.Great for Archivists. I've always wanted to play a Bhuka (sp? - Sandstorm) Librarian who would glare (hex) at people if they interrupted his quiet.
Not my find but I'm posting it here just in case people haven't seen it: Using Legacy Champion to advance the vampire template class. LC adds BAB/Saves/Skills etc. You can actually play a viable vamp this way.
I keep forgetting that template classes and monster classes have different rules.
Perhaps found a Legacy Item that turns it's owner into a Vampire, then use that for Legacy Champion.
Control Weather still has different effects based on who cast it. Druids cover a much larger area with it (+50% radius) and have it last twice as long over anyone else.Well, in that case some other 3.5 updated Spells may have slipped past the editor (plus of course the un-updated 3.0 spells).
Instill (Ex): Once per day, a kensai of 8th level or higher may take a full-round action to make a Concentration check (DC 10 + target's HD or character level) to impart some of his own ability into a willing ally he can touch. The kensai then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonuses and transfers the same amount to the recipient. The kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the kensai must make a Fortitude save (DC 5 + target's HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.
When the war chanter begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the war chanter's character level as their base attack bonus for the duration of the effect.
The major problem with inspire recklessness is that it only ever affects one target, so by the time you buff more than two or three people with it, combat's already over.Ah yeah, missed that. I'd never really looked at this class before today. :P
Woohoo! Really fun find here (excuse me if this is well-known):
8th level Kensai can transfer part of their BAB or base save bonuses to a willing recipient using the Instill (Ex) ability. Here's the text:Quote from: KensaiInstill (Ex): Once per day, a kensai...
.. Further note that there's no limit on how often or how much the Kensai can use this ability...
Woohoo! Really fun find here (excuse me if this is well-known):
8th level Kensai can transfer part of their BAB or base save bonuses to a willing recipient using the Instill (Ex) ability. Here's the text:Quote from: KensaiInstill (Ex): Once per day, a kensai...
.. Further note that there's no limit on how often or how much the Kensai can use this ability...
Erm, look at the text you quoted?
On a different note, I don't suppose this could be used for meeting prereqs?
here's a big mistake...
Giant Maggot from Underdark
Advancement: 3-4 HD (Small); 5-8 HD (Large)
is there any other creature that skips a size when advancing?
Woohoo! Really fun find here (excuse me if this is well-known):
8th level Kensai can transfer part of their BAB or base save bonuses to a willing recipient using the Instill (Ex) ability. Here's the text:Quote from: KensaiInstill (Ex): Once per day, a kensai...
.. Further note that there's no limit on how often or how much the Kensai can use this ability...
Erm, look at the text you quoted?
On a different note, I don't suppose this could be used for meeting prereqs?
here's a big mistake...
Giant Maggot from Underdark
Advancement: 3-4 HD (Small); 5-8 HD (Large)
is there any other creature that skips a size when advancing?
Does it pupate or something?
On the subject of prerequisites, I found this little gem (http://dndtools.eu/feats/races-of-faerun--23/talfirian-song--2887/), while searching for SCM stuff. Works really well with that (hey, I can have 9th-level Silent Images early), as well as working as a general early-entry trick anyways.
Exactly!On the subject of prerequisites, I found this little gem (http://dndtools.eu/feats/races-of-faerun--23/talfirian-song--2887/), while searching for SCM stuff. Works really well with that (hey, I can have 9th-level Silent Images early), as well as working as a general early-entry trick anyways.
Bard version of DMM Heighten, yes?
:)
On the subject of prerequisites, I found this little gem (http://dndtools.eu/feats/races-of-faerun--23/talfirian-song--2887/), while searching for SCM stuff. Works really well with that (hey, I can have 9th-level Silent Images early), as well as working as a general early-entry trick anyways.Little inferior to Metamagic Song (http://dndtools.eu/feats/races-of-stone--82/metamagic-song--1932/), but nice I guess since you can Heighten to 9th level even through you only gain 6th level Spells.
Isn't there a race that gets unlimited uses of bardic music? I seem to remember mention of it somewhere on the boards. Seems like it would combo nicely.Firre Eladrin. ECL 20 though, IIRC.
Isn't there a race that gets unlimited uses of bardic music? I seem to remember mention of it somewhere on the boards. Seems like it would combo nicely.Firre Eladrin. ECL 20 though, IIRC.
Looks so. Its 8 HD and LA +10 and the desired ability is (Su). It isn't specifically Bardic Music though, even though it can do anything that ability can, and directly references said ability, so...Isn't there a race that gets unlimited uses of bardic music? I seem to remember mention of it somewhere on the boards. Seems like it would combo nicely.Firre Eladrin. ECL 20 though, IIRC.
I believe that Outsider type, Assume Supernatural Ability, and Polymorph/Alter Self, etc. should let you use the bardic music ability, no? Working from memory, here.
Wizard 17/Warrior Skald 1 would qualify for either feat, and could gain the unlimited bardic music ability via Shapechange.Looks so. Its 8 HD and LA +10 and the desired ability is (Su). It isn't specifically Bardic Music though, even though it can do anything that ability can, and directly references said ability, so...Isn't there a race that gets unlimited uses of bardic music? I seem to remember mention of it somewhere on the boards. Seems like it would combo nicely.Firre Eladrin. ECL 20 though, IIRC.
I believe that Outsider type, Assume Supernatural Ability, and Polymorph/Alter Self, etc. should let you use the bardic music ability, no? Working from memory, here.
Warrior Skald , teller of tales
Wizard 17 / Warrior Skald 1 would qualify for either feat, and could gain the unlimited bardic music ability via Shapechange.
Bottomless Hate (http://dndtools.eu/spells/ghostwalk--94/bottomless-hate--1351/).If it had a swift action casting time, maybe...
That actually looks worthy of taking Practiced Spellcaster for.
Archivist with one of the FR regional feats that gives you a favored enemy?Add a way to get FE: Evil, then we're talking. :P
I remember some people over here using Kensai and Warchanter to enter the Dragon Ascendant PRC (it requires BAB +30)Yup. Very old stuff. But hey new life into it is good. 3.5 will keep going strong at least until a new addition allows full conversion/import (seriously WotC you didn't learn from Pathfinder's one strength?)
Swift Hunters rejoice!Hmm I never put two and two together...
Almost everything else makes you pay more for spells with costly material components or xp costs. The most practical application of that loophole I can think of is an eternal wand of identify. It costs 820 gp to buy it, but you save 100 gp each time you don't cast identify normally, so it pays for itself after 9 uses.What are some other 1-3 spells with high casting costs?
An interesting feat:QuoteExtra Divine Power
Type: General
Source: Dragon #343
You can use one of your divine granted abilities more often.
Prerequisite: A divinely granted class ability with a set number of uses per day.
Benefit: Choose a class ability you have from a class that grants divine spells and has a set number of uses per day, such as a shugenja's sense elements or a spirit shaman's spirit form. You may not select an ability granted by a domain. You may use the chosen ability two more times per day.
Special: You may gain this feat more than once. Its effects do not stack. Each time you take the feat, it applies to a different class ability.
Anyone remember where the quiver with infinite arrows is? There's one in the Dragon Compendium, but I could have sworn Wizards made one... perhaps on a web enhancement?
Quiver of Plenty is the one in the Dragon Compendium, yes. Thank you very much!Anyone remember where the quiver with infinite arrows is? There's one in the Dragon Compendium, but I could have sworn Wizards made one... perhaps on a web enhancement?
it was on a web enhancement, which i believe they took down.
it's in my archive, and here is a copy for you:(click to show/hide)
there is also the quiver of plenty, from dragon mag and probably the one mentioned in the dragon compendium.
you could also create a magic item with the call bolt power or equivalent spell.
Humanoid (dragonblood): Dragonborn are humanoids
with the dragonblood subtype and any other subtypes
they had before undergoing the Rite of Rebirth. For
all effects related to race, a dragonborn is considered a
dragon and a member of her original race.
No, the Dragonblood subtype means "spells, effects, powers, and abilities that affect or target dragons" also affect you, and you can use items normally only usable by dragons. Dragonborn says you count as a dragon for all effects related to race - a Dragonborn qualifies for Dragon-only prestige classes and feats, whereas the Dragonblood subtype alone wouldn't let you.It also means that a dragonborn can use Alter Self to turn into dragons, or creatures with his original type. :P
Tauric Cave Anky can get nearly all the natural armor neededHmm. Tauric plus cave Anky means 8HD, +2 LA, but that LA could be bought off. Possible Mutations could make things interesting too (with no increase in HD or LA). 3 Improved Natural Armor feats are doable, and the Iron Will for Hidecarved can be bought.
I still think it would get you into prestige classes that require your race be a Dragon, though.Intent wise, I'd agree with you there.
I still think it would get you into prestige classes that require your race be a Dragon, though. Most of the Dragon PrC's in Draconomicon can be entered, assuming the Dragonborn meets the other prerequisites (Disciple of Ashardalon and Unholy Ravager of Tiamat are out due to other parts of the Dragonborn template, Dragon Ascendant is out because they aren't True dragons).I did that years ago on 339 with Dragonwrought Kobold, not that anyone noticed. But like all attempts at the time it used the ultra cheesy White Dragonspawn at LA 1, bought off.
A Dragonborn Duskblade or Hexblade 20 with the Heart aspect, 3 Metabreath feats, and a Mantle of the Firey Soul spell cast upon them can qualify for Elemental Master, for example. Sacred Warder of Bahumat could conceivably be started pre-epic, even.
Hmm, now I want to see if you can get all of Hidecarved Dragon in pre-epic. Assuming a Dragonborn can get 20 natural armor by level 8 at the latest, I think you can.
Enforcer (LN Paladin Variant, Dragon Magazine, #310) gets Leadership as a bonus feat... at 5th level.
Also, a +1 to their leadership score.
I was under the impression that Dragonborn wiped out your natural armor though. It takes away all of your pre-existing racial characteristics, including bonus feats and skill points, so I'd presume natural armor (and natural weapons) go as well.Tauric Cave Anky can get nearly all the natural armor neededHmm. Tauric plus cave Anky means 8HD, +2 LA, but that LA could be bought off. Possible Mutations could make things interesting too (with no increase in HD or LA). 3 Improved Natural Armor feats are doable, and the Iron Will for Hidecarved can be bought.
What is it about Horses, that they don't like LN or LE Paladins?Discipline without compassion = they beat their animals to make them obey. ;)
What is it about Horses, that they don't like LN or LE Paladins?Discipline without compassion = they beat their animals to make them obey. ;)
Wouldn't matter if it didn't, the Cave Ankyl can't meet the Will prerequisite. Nothing can in 8 levels without massive multiclassing.I was under the impression that Dragonborn wiped out your natural armor though. It takes away all of your pre-existing racial characteristics, including bonus feats and skill points, so I'd presume natural armor (and natural weapons) go as well.Tauric Cave Anky can get nearly all the natural armor neededHmm. Tauric plus cave Anky means 8HD, +2 LA, but that LA could be bought off. Possible Mutations could make things interesting too (with no increase in HD or LA). 3 Improved Natural Armor feats are doable, and the Iron Will for Hidecarved can be bought.
It seems that you can take Ability Focus for many class abilitiesYes, but I believe it is only for a single spell, power, or maneuver. For example, you could not take "Ability Focus (Spells)," but you could take "Ability Focus (Finger of Death)." The reason why is because "spells" refers to the collection of abilities, not the abilities themselves.
Spells, powers, maneuvers, etc.
But under several monsters before the new stat block, 'spellcasting' is the SA. It was not divided up by each spellUmm. No.
And claiming Spellcasting in Ex is a fundamental failure on your part worthy of total ostracization as you have fully and whole heatedly proven your inability & lazyness to preform proper research into a topic while simultaneously showcasing your creative imagination to fabricate your desired results without any regard to what is real or not.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
ELH.
an adult force dragon is ECL 45. It has 45 HD. Sure, it's only one data point, but as the only data point, it means force dragons are LA +0.
Same for prismatic dragons.
The interesting thing is that this means Force dragons are playable pre-epic. Barely.
Anyone advocating total ostracization of someone just because they're wrong about something should themselves be totally ostracized.Maybe. But example text in a secondary (or tertiary) source further trumped by the RC hardly matters. Secondly, "Spells", ie spellcasting, does not have a Save DC. An individual Spell might, but (obviously) the ability to cast a Spell doesn't.
If you feel like being a complete dick to a DM, you can use the ECL rules from PGtF to play that dragon at 1st level (you take a -44 penalty to EVERYTHING involving your d20, but that shouldn't matter too much).Doesn't the SS do the same with all creatures?
Anyone advocating total ostracization of someone just because they're wrong about something should themselves be totally ostracized.Maybe. But example text in a secondary (or tertiary) source further trumped by the RC hardly matters. Secondly, "Spells", ie spellcasting, does not have a Save DC. An individual Spell might, but (obviously) the ability to cast a Spell doesn't.
Doesn't the SS do the same with all creatures?
Still, "Spells" does not have a save DC. While you could select Ability Focus (Spells) RAW, it won't do anything.Snakeman seems to have the right of it; Consider the Solar; SLA's and Spells both. Ability focus would have to work for all of a creature's SLA's to work for all of a creature's Spells; they're described identically. The spells can be changed is all.
Now, selecting Ability Focus for a specific spell would be a different story. It would still fall under special attacks, but now we actually have a save DC to add to (assuming the spell has a save).
Still, "Spells" does not have a save DC. While you could select Ability Focus (Spells) RAW, it won't do anything.
Now, selecting Ability Focus for a specific spell would be a different story. It would still fall under special attacks, but now we actually have a save DC to add to (assuming the spell has a save).
Snakeman seems to have the right of it; Consider the Solar; SLA's and Spells both. Ability focus would have to work for all of a creature's SLA's to work for all of a creature's Spells; they're described identically. The spells can be changed is all.You would appear to be correct. I'll have to think about this some more.
You follow all the same rules as normal spellcasting, which includes the setting the DC to 10+spell level+primary stat mod. Monsters might have issues with determining which stat is primary, but you should be able to figure it out easily enough.
You would appear to be correct. I'll have to think about this some more.
« Last Edit: Today at 10:45:20 AM by linklord231 »
To be fair, a stat block or a table (let alone a stat block in a table, like some creatures have) is a secondary/tertiary source, even though it appears in a "primary sourcebook".
Not the way PGtF does it. You start as the full-blown Adult Force Dragon, but have a penalty to most d20 rolls equal to what your ECL adjustment is.
Specifically, it's a -X penalty to skill checks, ability checks, attack rolls, saving throws, the save DC of spells/SLAs/SUAs, and to your AC (but only up to what your race provides in terms of natural armor, dodge bonuses, deflection bonuses, and so forth; Dex bonus is unaffected). You then get all of your racial traits, RHD, feats, skill points, etc. Those penalties won't mean shit.
Oh, and the penalty is technically equal to the level adjustment, not ECL adjustment. So you'd start with a -0, and the stats of an Adult Force Dragon.
Not the way PGtF does it. You start as the full-blown Adult Force Dragon, but have a penalty to most d20 rolls equal to what your ECL adjustment is.
Specifically, it's a -X penalty to skill checks, ability checks, attack rolls, saving throws, the save DC of spells/SLAs/SUAs, and to your AC (but only up to what your race provides in terms of natural armor, dodge bonuses, deflection bonuses, and so forth; Dex bonus is unaffected). You then get all of your racial traits, RHD, feats, skill points, etc. Those penalties won't mean shit.
Oh, and the penalty is technically equal to the level adjustment, not ECL adjustment. So you'd start with a -0, and the stats of an Adult Force Dragon.
:o ... Tell me again why no one's ever bothered with playing an Adult Force Dragon from level 1 (with some -44 penalties).
However, Spells are still listed under Special Attacks (renamed to just "SA") in the new statblocks.That's a highly inaccurate statement.