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Messages - geniussavant

Pages: [1] 2 3 4 5 6 ... 72
1
Min/Max 3.x / Re: Gestalt intelligent Stone Golem
« on: December 05, 2018, 04:12:43 PM »
 No con score,  and because of the way things work out, ability scores are
Str 36, Dex 12, Con --, Int 14, Wis 12, Cha 1
 This means psychic warrior is probably put, not enough wis for it to be worth while. With his mental scores,  casting is likely out unless I use Int.

Maybe crusader on one side and the int based spell casting prc from the wotc archive that I seem to be remembering? I think it got 4th or so... that would give him some casting if it was really needed.

I'll have to see if I can dig up that prc and look at it's spell list

2
Min/Max 3.x / Re: Gestalt intelligent Stone Golem
« on: November 29, 2018, 08:32:33 AM »
The GM is letting me use the rudimentary intelligence feature from that same dragon mag to give the golem intelligence, that's how I got the stone golem with no la, just its HD. The losses from incarnate construct seem harsh for what a 2 la template could get me. No more magic immunity (GM has ruled that I can allow him to be affected by beneficial spells as a free action).  Totemist might not be bad for the open slots after the golem HD? I'll have to look back in to incarnum rules. It's been a long while since I've used them.

The fire lash might not be a bad idea though I was hoping to stay away from tripping.

Warblade or crusader might work with a thw build focusing on PA.

3
Min/Max 3.x / Re: Improving Warmage into Silver Pyromancer?
« on: November 28, 2018, 08:34:23 AM »
Quote from: Five Nations
You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list.

Would seem to make gaining entry as a warmage less attractive...

4
Min/Max 3.x / Gestalt intelligent Stone Golem
« on: November 26, 2018, 10:08:48 PM »
Hello everyone, after a long hiatus, I'm finally getting back to 3.5

I could use some help. I'm going to be planning a high level gestalt game, and I'm making an intelligent golem as a character. One of the other players is an artificer and will be rp'ed as my creator. One half of the build will have to contain 14 HD for the stone golem section of the build (no la) All 3.5 material is open, and homebrew is allowed pending DM approval. 2 flaws, and 3 free bonus feats are a available. Starting level 20, no epic spell casting, and house rules that stop all planar travel including calling. At this level, the DM isn't looking to prevent breaking the game, but for use to go on a grand adventure while doing so.

Originally, I was going to go with a warblade+crusader tripper build using stormguard warrior to boost damage, and rely on magic immunity to help with casters. However, one of the other player's wants to focus on tripping, and I am happy to pursue other routes.

Dm has ruled that I can voluntarily allow myself to be affected by spells  and powers as a free action for bluffs from the party. Current party make up is an artificer//updated gun mage (iron kingdom), a shadow craft mage// beguiler, a half giant psychic warrior//warblade tripper with a homebrewed paionic discipline and a spiked chain discipline, and a werewolf version of Dr. Jekyll and mr. Hyde using advanced potions and tigerclaw manuevers.

So, does anyone have any suggestions? I'd prefer to stay melee focused, and not tack on a huge amount of casting even though casting is incredible at these levels.

Original build idea:
(click to show/hide)

5
Archive / Re: Into A Parched Land
« on: November 18, 2016, 07:17:29 PM »
Kythor feels reinvigorated from the magic of the Wand. 

(click to show/hide)

6
"My body does not require rest or food. I will assist in scouting. Although I should probably mention, I'm not the best scout. I can also take any watches we may require. I do need 8 hours of sedentary activity to recover and refocus my infusions though."

7
[D&D 3.5] Hail Basileus / Re: OOC:Quisque est Barbarus Alio
« on: October 30, 2016, 10:50:21 AM »
I'm okay with that as well

8
D&D 3.5 and Pathfinder / Re: Stealth takedowns in DnD
« on: October 23, 2016, 09:38:22 PM »
Superior invisibility +no save just die

9
yeah,  but it's bigger than a normal hole.  I'll need a surface to keep it open on, maybe we can use a shield?

10
[D&D 3.5] Red Hand of Doom x2 / Re: Communication with command (OOC) I
« on: October 21, 2016, 09:21:59 PM »
I'd suggest a shuttle or rocket. More seriously though,  feel better.

11
[D&D 3.5] Red Hand of Doom x2 / Re: Whispers of treasure IC group 2
« on: October 21, 2016, 07:45:09 PM »
I need listen checks from everyone,  don't forget the penalty for being asleep. 

(click to show/hide)

12
[D&D 3.5] Red Hand of Doom x2 / Re: Communication with command (OOC) I
« on: October 21, 2016, 07:42:50 PM »
Anyone mind if I jump to the next day?

13
Off Topic Fun / Re: Drunk Wooo!
« on: October 21, 2016, 06:16:44 PM »
Sunday we are getting a child front,  hopefully. Swfl is too damn hot.  Besides,  is time to break out my cold weather cocktails.  Buttered rum here we come

14
Off Topic Fun / Re: tile repair
« on: October 21, 2016, 06:14:55 PM »
Basically it comes down to how much money you can afford and what kind of headache you're willing to put up with.

15
Off Topic Fun / Re: tile repair
« on: October 21, 2016, 06:09:50 AM »
I had a similar issue, and did a bunch of research when I did mine. For that grout line size, you shouldn't use unsanded grout with tile. Assuming it's porcelain or ceramic tile, I'd remove as much of the grout as possible and use either sanded grout and a good grout sealer,  or if you can afford it,  epoxy grout. If you had polished stone, it would be sdifferent story as you have to worry about scratching the stone(use expos with polished stone. Epoxy grout is (much) more expensive, but won't require being resealed every 6 to 18 months. Whatever you decide,  do not use a premixed grout,  they won't stand up to the water long term.  I ended up using sanded grout on all my stuff and just reseal it once a year. 

16
Assuming I'm not missing something,  which is a possibility,  you would have to cast spell enhancer on the round immediately before or the same round as you cast the spell you want it to effect dye to the 1 round duration.  Now,  aiming you wanted to combine it with elder giant magic, things either get a bit complicated due to the single round duration, or really simple. This is because the verbiage of spell enhancer specifically states functioning on the next spell you "cast" and only having a one round duration.  Technically using EGM means that the spell wouldn't be cast when spell enhancer expires but still in the process of casting

Now, if I were Dming, I'd probably make a house rule and allow it to function. I can't really think of anything that the extra +2 Cl would break that I allow anyways. 

17
Off Topic Fun / Re: tile repair
« on: October 20, 2016, 08:17:36 PM »
I'm not licensed, but I did all my own tile work in my house, and it came out well. What's the question? Maybe I can help.

18
[D&D 3.5] Hail Basileus / Re: OOC:Quisque est Barbarus Alio
« on: October 20, 2016, 07:43:20 PM »
How many people are on the ship total?

19
I have an idea,  but it will require anyone who can not fly to trust me.  The ship is done for,  but I think I can get everyone offor of it before it goes down.  I can open my workshop and everyone can get in.  I'll close it, make a magical flying object,  and fly us to the island.  Unless someone has a better plan. . .

20
[D&D 3.5] Hail Basileus / Re: OOC:Quisque est Barbarus Alio
« on: October 20, 2016, 01:43:46 PM »
And ras has an enveloping pit... just saying.

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