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Messages - Kasz

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81
Off Topic Fun / Re: Letter Swap Game v4
« on: August 05, 2014, 11:25:56 AM »
smeared

+m

82
Hahahahaha oh yes, I'm going to love playing off your hatred of necromancy :P

Maybe I can will the dwarf to block dangerous things with his head in a subtle way.... that's dwarf like behavior.
Although with your intimidate maybe I'll just pretend you're not doing necromancy so it doesn't bother me... living in denial.

Meanwhile, the axes will be annoyed at you for being so inattentive, whilst you'll probably dislike them for being illiterate. :lmao

If someone points things out to me I'll help...otherwise I'll just be over here reading myself.


I'm thinking about swapping out greater spell pen for Knowledge Devotion, I mean I can autopass that DC 36 for a +5, so giving life and death a +5 (insight bonus) to hit and damage would be awesome...but would the dwarf...and thus the weapons gain this? I guess I can imagine it as a Knowledge Arcana check of 36+ resulting in me telling the dwarf telepathically about the foe.

Thoughts on this?

Suppose I should spend 50gp on like... a satchel and chain to stay attached to the Barbarian.

83
Theakric

The Illiterate Frenzied Berserker's Spellbook


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Questions.
Concentration - Do I use Charisma? Or count as 0 Con? I've used Charisma in my sheet so far due to - meaning nonability, rather than 0.
Flaw - Metal Intolerance from Dragon Magazine seems appropriate... Scissors beat paper... is this acceptable?
Going to assume I'm Diminutive? due to being book sized...

Feedback, criticism etc
Let me know if anything isn't permitted / any mistakes I've made.

84
Any ideas for the spellbook? It's a whole lot of wealth and I can really think of are Relic books, Tomes of Worldly Memory and then the stat increasing books.

Not really what I'm aiming at. I think I'm going for mostly buffing spells and divinations in terms of my spells known though.

85
Going to assume I'm Tiny? due to being book sized...

The Illiterate Frenzied Berserker's Spellbook

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86
It works best on Warforged creatures named Phyrexians serving your Lich ;)

Or as the citizens refer to them "City Guards"

perfect for the Lawful Evil society, cold, efficient, obedient.

87
D&D 3.5 and Pathfinder / Re: Types of Fire
« on: July 28, 2014, 06:44:32 AM »
I always hated that Feat, how your Spells appear to manifest is flavor and should be up to the Player.

Agreed, they should have a different feat to give the mechanical:
"the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level."

Then allow all spellcasters open reign to theme their spells. Jim Darkmagic was all... "can my spell sear through the air and leave a magic trail behind that reads 'Jim'?"
Chris Perkins immediately responds with "Yes" because he knows the more little touches, the better, the more invested players get.

88
D&D 3.5 and Pathfinder / Re: The most math-heavy feat ever
« on: July 28, 2014, 06:38:11 AM »
I'm a Mathemagician.

89
Gaming Advice / Re: Can you use Vital Strike with Doublestrike?
« on: July 28, 2014, 06:29:14 AM »
Judging by the "combat" tag, I'd say Pathfinder.

Two Weapon Warrior (Doublestrike)
Quote
At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

Vital Strike
Quote
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

I'd say they don't work, ones an attack action, the other is a standard action. I guess you could say, I use my standard action to attack with a doublestrike, during this attack action I make a vital strike... but it's a serious reach.

My inner DM wouldn't let it work due to the wording, although it doesn't really break the game, if the player was lagging behind the party (which is likely because TWF'er) then yeah, but that's total houserule and DM dependant.

90
What comes to mind for me is playing the Barbarian's Spellbook... an intelligent talking book (masterwork tool for knowledge arcana checks) that uses illusion spells to explain things to the illiterate barbarian, a picture book. Makes knowledge checks, cast spells, supports. 


91
Too late to express my interest? What is this dwarf already wearing?

92
D&D 3.5 and Pathfinder / Re: Types of Fire
« on: July 25, 2014, 04:37:56 AM »
Spellfire?

Charnel Fire? Although this ones a bit of a stretch... it's not really normal fire though.

93
You could make a Lich in E6 at level 1, if you handwave the making a phylactery part, you'd just have 0 Poijnt buy, but all the Lich bonuses instead, you could dump the stats you were losing anyway... like CON, drop it to 3, say you were a sickly, terminal illness kid who turned to Lichdom, voila...

Personally I'd allow it, You're just a level 1 human with the Lich template at creation... aka a newly formed Lich. Then you have to work to get that phylactery made...until you do you're vulnerable to destruction... I'm sure at level 6 you could meet the requirements with a ritual or maybe a sacrifice to bump your CL up to effective 11. the 120,000gp is something you can acquire with enough savvy.

You couldn't make a Sharn, due to LA 5, it's unplayable, the LA chart is just from 0-4. 

I have a Lich in charge of one of the worlds countries, "the Kingdom" but I didn't get around to statting him up... to be honest I might do that today, as I've realised it's just Caster 6 + template. Starting stats won't be fantastic, so just dump stat and SAD away.

EDIT: Yeah and easy way for a Lich to do this could be, a ritual sacrifice (Book of Vile Darkness) or Incantation to cast a 4th level spell, normally something people can't do in E6 but these methods work if your DM is open to them like me.

That spell is consumptive field. Which boosts Caster level from 6 to 9. Then Reserves of Strength can allow a Lich to add three more caster levels up to 12, hell why not add a verbal component from the black speech if you're devoted to an elder evil... either way that hits CL 12 or 13, which is over the CL 11 requirement for the phylactery... so all in all you've killed a handful of people to make yourself indestructible (at least 1 person for the sacrifice, at least three for the consumptive field)... nice and thematic.
On top of all those knowledge religion checks for the sacrifice. I like it.

94
I've also just noticed that A Cheshire Cat is a +3 LA Small Fey that casts as a 3rd level sorc, In E6, LA just reduces your point buy... so I guess you could take 6 levels of sorcerer and be a 9th level sorcerer in E6? That's probably getting banned. :P
Speaking of, Sharn's ECL9 acceptable in E6? 4HD/5LA.

The reason why would be of course the 6th level Sorcerer and Favored Soul Spellcasting, also seven arms & three bites with the allowance to make one attack per point of Dexterity per provoked AoO. You know, to have your cake and eat it too.

LA 5 is too much for E6, LA 4 takes the point buy down to 0 point buy anyway.

95
D&D 5e / Re: D&D 5th edition Next - PHB
« on: July 22, 2014, 06:34:50 AM »
PHB and Warlock sneak peak.

I'm feeling like they merged Binder and Warlock a little... kinda like what they did in 4e but I never played 4e.

I like Warlock, I love Binder... I hope this ends up alright...it says I can dedicate myself to the utterly alien.... I have missed good old Father Llymic.

96
Rules... Basically the ball was a minor weirdstone, wrapped in antimagic runes and cold iron metal bands and spikes. The effect was the ball negated magic of all sorts. If you teleported the ball would be left behind, the ball couldn't be targeted with magic, telekinesis'd or transformed. Spells just didn't work on it, although scrying on the pitch still allowed you to see the ball, unlike a normal weirdstone that blocks scrying.

You could throw the ball, teleport and catch it... if you're able to do all those things and make appropriate checks.

The pitch had four walls of shaped dispel magic. So whenever you entered or left the field, spells would be negated, so no-prebuffing off the pitch, a spellcaster could buff you on the pitch but teams only get one spellcaster. These shaped dispel walls also allowed spectators to view the match without risk of outside interference with the game or spectator casualties from spells...as spells passing through fizzled out.

The team was allowed 6 members, One Large, One Spellcaster, Four Players. Teams also needed at least 6 more players in reserve.

No direct assaults were allowed, no weapons, no direct damage spells. You could attack the guy with the ball as a "tackle" which is unarmed attack, trying to trip him, disarm him, grapple him or just forcing him to make a "Handle Ball" skill check DC 10+damage dealt.
Disarm meant you could take the ball, a failed handle made the ball fumble. If you had an AoO left you could make a catch check on a fumbled ball.

A direct assault was a foul, if a foul was called it would either turnover possession of the ball if your team had it and your team fouled someone or if your team didn't have the ball and your team fouled someone it'd stop and restart play with the enemy team gaining 5-10 yards depending on the severity of the foul. Players making fouls can be given yellow/red cards and sent off the pitch for the rest of the game. Although you can replace them with reserves.
Sometimes referees let fouls go, if it was funny enough, impressive enough, sneaky enough or if you had bribed the ref. I broke someone's spine after making an impressive Perform (Showmanship) check to get the crowd on my side, sprinted, made a jump check and drop kicked the orc in the back for huge damage, which resulted in a major injury, broken spine. I ended that orc's career.

We used a toughness and injury system stolen from Warhammer, basically your toughness was 25% of your HP total + Con mod. Damage under this amount didn't injure you (but you still took the damage). Damage equal to 1 less than double was a minor injury, damage double or over was a major injury. We used these charts

You could prepare a block, allowed you to take a 5ft step before an attack of opportunity if someone was running with the ball.
You could tackle on your turn, although no charging.
You could double move, but if you did you had to make a handle ball check for the second move, DC was a base 10 I think, but got higher if you kept doing it every turn, or if you were hit.
Pitch was 100ft, we had a runner with a 50ft move, he was good...but not too good.

We did initiatives like this: Everyone rolls, highest goes first, then highest from other team, then alternating. 
 
Team A Player 1
Team B Player 1
Team A Player 2
Team B Player 2
Team A Player 3
Team B Player 3

and so on, for fairness. We found just rolling initiatives could sometimes cluster actions.. which was hard to react against.

Passing the ball was an attack roll, thrown weapon. Catching was a skill check, Dex based.
If the passer missed we rolled scatter dice, 1d8 for direction, 1d6 for distance.
If the ball was within 5ft of the catcher he could make a catch and move to that square as an attack of opportunity.
If it was within 10ft he could make a jump check, if successful he could move to that square, make a catch and become prone, as an attack of opportunity.
The "AC" of a pass was 20. The DC for a catch was 20. If the pass "hit" then the catcher got a +2 bonus.
Catch rules were used for intercepts too, again, attack of opportunity.

I can't remember if anything else was relevant. Refs were a goblin syndicate and never set foot on the pitch (so they couldn't be attacked or distracted), more like a tennis umpire but in an antimagic observation room. They and others scryed in to watch like T.V. on projected screens from crystal balls.

My team, the Hellraisers from a swamp town called Fungus Rot was:

Captain: Floki - my Factotum 3/Monk 2/Chameleon 1 - Kung Fu Genius allowed him to be INT based, giving lots of skill points, Int to Dex/Str skills, adding Int to damage to unarmed and using the invisible fist ACF. I wasn't the team spellcaster but on days where we didn't play bloodbowl I could basically be a wizard. (Character referenced Loki hard)

Large Character: Goliath Barbarian with Quick, resulting in a 50ft move speed hulk of mass, was also our thrower, with brutal throw and looking at Hulking Hurler.

Spellcaster: Gnome Beguiler, illusions and enchantments are handy because they're not direct assault spells.

Player: Bruce Ree, Human monk, lost a leg in our second game, we got him a demon graft... yeah oh Grafts are against the rules, so we disguise it when we play.

Player: Human Ninja, uses sleight of hand to sneak attack with a concealed blade, not too often but she can hamstring a star player. Player is aware this tactic can come back on her ten fold in the future.

Player: Dwarf Barbarian, solid, sturdy and gross, just beats the hell out of people...I'm not sure he's ever held the ball... but he did take a dump on a goblin on the pitch in our first game.

We have some subs too...
Our team doctor is a plague doctor, heavy german accent, performed the flesh graft...no ethics.
We have a medium sized Goblin on our reserves, an orc warblade, a barbarian with lolth-touched I think but reflavoured for Kord...also he has a sight flaw, if it's not within 5ft it's blurry and he basically can't see.
We tried to recruit an Ent... but not very hard, we haven't found one yet.

Other Teams include:
Ogre Mound Titans - Don't know how but these guys somehow got approved despite their team being just Ogres, all large, bastards.

The Sea-Atle Sea-Orcs - mostly Water Orcs, some other aqua races. They're from a Port town named Atle-by-the-Sea, Sea-Atle for short.

The Grunkle Grabbers - Orcs and Goblins, we crushed them in our first test game, DM gave all the goblins combat reflexes and they were a bigger pain in the arse than the orcs.


Our games were a bit... long, like a few hours to score a touchdown.... generally we said that the bit we played was just a snippet of the game, and we usually just played one entire 5 hour session as the game. Our Schedule would be like.... Pre game session, game session, post game session, story sessions, pre game session..... and so on.

97
Gaming Advice / Re: i'm looking for an Inquisition type class
« on: July 22, 2014, 05:27:48 AM »
Church Inquisitor comes to mind, It's a Lawful Good that can detect Evil though, although it's not RAW a DM could flip it to a Lawful Evil that can detect Good.

98
Alright... we did like 8 sessions over 8 weeks and I think people finally agreed with me that D&D isn't the perfect system to recreate bloodbowl.

Was sorta fun though, I got to play a factotum in the end... social skills and politics and sleight of hand and dubious morality. Wasn't bad... I couldn't stop some of my teams smash first, ask questions never policies though, but I kept getting the blame shifted onto others, which was fun.

I lifted about 4,000gold off a mobster who happened to also be an Ogre... and shifted the blame onto his Gnome accountant... the next time we came to town his Tavern had been renamed the Gnome's Head. It was decorated with his Gnome's head.
Funnily enough we recruited this big norse berserker who turned out to be almost legally blind...anything past 5ft was blurry as hell. He accidentally decapitated this gnome on the field... when my stupid players asked him to meet us at the Tavern he asked "which one?"
"The gnome's head" and I facepalmed, the DM laughed and described this huge hulking bloke start crying again. Then they realised what they just said.

99
General D&D Discussion / Re: Becoming like Gods
« on: July 16, 2014, 06:02:20 AM »
Pathfinder has Mythic rules. Seems adequate.

Oh I didn't know about that.

What are your thoughts about that system? Is it balanced?

I've used it.  It's pretty good.  From what I understand it gets unbalanced by MR 10, but pretty much the lower levels are pretty balanced.  Compared to Epic rules, Mythic is superior.

I think my players won't go beyond MR 5. Should be fine then.

I used Mythic rules for a character that was a BBEG servant of a god imbued with his power... he was a fun, challenging BBEG. Quite capable of killing any party member one-on-one but a decent party challenge.

100
I had a time sensitive dungeon once where there was a trap laden hallway and the thing was sinking underwater. There were no "enemies" (some npcs) but I had a battle map and initiative order because I didn't want shit like: 
"you three hit a trap"
"no I wouldn't be near him, I was like, over here"

There were other people around (factions racing for artifacts) so when I said, roll for initiative one of my players says "I have quick draw, so can I stab this guy in the surprise round?"
"Well, the building has just started rumbling, shaking and dust is pouring from the ceiling, are you sure?" "yes" - Proceeds to sneak attack and kill one of the factions hired henchmen who was a level 4 commoner, just hired to carry heavy bags.

I asked my players to roll initiative after that and re-described the shaking and rumbling. An NPC won the initiative and I described him looking around in panic, screaming "The temple is sinking!" before running.

The stab happy player realised that he just stabbed someone as a gut reaction to being asked to roll initiative and was a little... perturbed (he wasn't evil aligned.)

So yeah, they didn't metagame the initiative roll much after that encounter.

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