Min/Max Boards

Gaming Discussion => D&D 3.5 and Pathfinder => Min/Max 3.x => Topic started by: SorO_Lost on December 21, 2013, 03:32:45 PM

Title: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on December 21, 2013, 03:32:45 PM
Hello and welcome to the Fun Finds thread where our research or mindless poking around in source books yields an amazingly valuable resource on it's own or combined with a few other quarks. This is the 2nd Party Edition where we expand our horizon and include other supplements. But you don't know what 2nd Party is? That's ok, I've got you covered.

What is 2nd party?
Second party material is classified as published source books that carry the official WotC seal of approval and/or noted licenser but are not published, edited, or updated by WotC.

Examples include and are not limited to
* Dragon Magazine
* Dungeon Magazine(?)
* Dragonlance Supplements beyond the Campaign Setting Book.
* Kingdoms of Kalamar and supplements.
* Birthright and supplements.

Technically speaking, Pathfinder is not 2nd party Material. Paizo's Pathfinder is it's own thing, through based by D&D's SRD.
However, for the sake of inclusion, feel free to mention your PF finds here as well.

When Posting new finds consider
That Dragon Magazine for instance contains well over hundred and fifty 3.5 magazine issues. Simply mentioning "it's from Dragon" will prompt people to ask which issue and even what the page number is (dragon tends to have very poor indexing). To solve those questions before their posted, simply include where to find your cool observation.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on December 21, 2013, 05:27:01 PM
I know I got some disagreement before but if this is a thread on 2nd party, then Ravenloft should be included as well. I am not passionate in regards to Ravenloft as a setting but I do find that it is 2nd party.

Im glad that there is apparently gonna be a new thread for 2nd party fun finds, I didn't know that the original was supposed to be restricted to 1st party because when I first started reading it there was 2nd party involved.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on December 21, 2013, 05:58:05 PM
I didn't know that the original was supposed to be restricted to 1st party because when I first started reading it there was 2nd party involved.
Historically, we have maintained a degree of separation on Dragon-like Materials and D&D's standard supplements. Just like Pathfinder is not D&D. It's not that 2nd party is excluded, but why was it included in the first place? And, the answer to that is there was never a need to.

Well, certain people expressed a desire to see it separated and it's readily apparent people will crusade for their personal favorite 2nd party supplements to be known. So this thread can please both parties. This thread loves any and all 2nd party finds. The more the merrier. :)
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 21, 2013, 08:16:28 PM
Glad you made this. Now you and I won't fight about this particular idea ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on December 21, 2013, 08:45:17 PM
Glad you made this. Now you and I won't fight about this particular idea ;)

Good luck with the rest of them :-P

As for my entry to this thread...

Dragon 354, page 79 has a fun affiliation, with hilarious bonuses. Pin a crime on innocents, get a small cadre of pickpockets, and arrange to have NPCs disappear. It all comes with downsides, but they aren't that hard to handle.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on December 21, 2013, 09:44:25 PM
Heh and my contribution comes from...well Ravenloft because thats what I have been dabbling in out of boredom of late.

Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning. Prerequisites: Int 13, Knowledge (any one) 5 ranks.

Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level. Normal: A character’s maximum rank in any skill equals 3 + character level.

From Ravenloft Legacy of the Blood pg 92
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on December 21, 2013, 11:43:12 PM
Heh and my contribution comes from...well Ravenloft because thats what I have been dabbling in out of boredom of late.

Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning. Prerequisites: Int 13, Knowledge (any one) 5 ranks.

Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level. Normal: A character’s maximum rank in any skill equals 3 + character level.

From Ravenloft Legacy of the Blood pg 92

WHOA. That's some early entry shenanigans right there.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 22, 2013, 01:17:30 AM
Wow! Half the PrCs most restrictive prereq is skill ranks
Title: Re: Fun Finds the 2nd Party Edition
Post by: nijineko on December 22, 2013, 11:10:46 AM
i suppose this is where all the designated official 3.x websites should go? (darksun, ravenloft, dragonlance, mystara, planescape, spelljammer...)
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on December 22, 2013, 02:22:57 PM
+1  :)


Dragon #341 has a small pile of Soulknife things.  If you give all of them via the 49 Dead Soulknifes custom Major Bloodline, you're still in Tier 5 -ville.  For those in the know, this is not surprising at all ...  :fu
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 22, 2013, 02:31:21 PM
i suppose this is where all the designated official 3.x websites should go? (darksun, ravenloft, dragonlance, mystara, planescape, spelljammer...)

yeah, Soro is very particular about what content is allowed in other people's threads :flutter
Title: Re: Fun Finds the 2nd Party Edition
Post by: Childe on December 22, 2013, 04:28:15 PM
Dragon 320 has metallic dragons as PC races. You begin as a "hatchling," but if you start taking the racial class levels, the rules imply you have to keep taking them until you reach the level that lists the next age category (beginning with wyrmling). As written, it doesn't actually work that way, but it's clear enough I won't argue it. The real point is: these are undebatable, level 1-playable true dragons. There are also alternate rules in here for advancing age categories.

You have the dragon type, some vision improvements, immunities, and based on your choice of metallic type, a range from Tiny to Medium for your starting size. Some even get +2 to an ability score based on metallic type.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on December 23, 2013, 03:01:40 PM
hmm ... I vaguely recall Dragon builds, that took classes while not being Ancient.  Vaguely = hazy and no sources.  Something like racial prog to completed Wyrmling normal stats, then take classes as normal, would be OK with me.  Anybody got a Dragon X / Class Y official build ?


Dragon #349 has some boring psionics stuff, and 3 very tasty feats.  Psiotheugist(s) CL+ML feats pop up every now and then.  Chameleon Crafting feat gets psi+magic across that divide for 1.5x cost.  Cerebremetamagic is complicated, but is abusive Nightsticks^2 even in toned down r.a.i.

Title: Re: Fun Finds the 2nd Party Edition
Post by: Libertad on December 23, 2013, 09:30:57 PM
From Dragonlance sourcebooks:

Feats

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 action.  You may use Heroic Surge oncer per day based on your character level, but never more than once per round: 1st-4th level, once per day; 5th-8th level, twice per day; 9th-12th level, three times a day; 13th-16th level, four times a day; 17th-20th level, 5 times a day.

Cam Banks (one of the designers) made this feat in part so that martial characters could move and full attack.

*Source:Age of Mortals, War of the Lance, Legends of the Twins

Also, from Legends of the Twins:

Dynamic Priest
Your self-confidence and force of personality are the foundations of your faith.
Benefit: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Charisma.  If you have more than one divine spellcasting class, the bonus applies to only one of those classes.  Your spell save DCs are not affected by this change.
Special: You may only take this feat as a 1st-level character.  If you take this feat more than once it applies to a different divine spellcasting class each time.  You may take this feat even if you have no divine spellcasting classes yet.

Source: Legends of the Twins


Quick-Thinking
You react quickly to danger.
Benefit: You get a +2 bonus on Initiative rolls and a +2 bonus on all Spot checks.

*Source: Age of Mortals, War of the Lance, Legends of the Twins


Spells

Chitinskin
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Chitinskin toughens a creature's skin by encasing it within the hardened natural shell of an insect.  The effect grants a +1 enhancement bonus to a creature's existing natural armor bonus for every 2 levels of the spellcaster.

The chitinskin fits the target like a second skin, but the shell's bulk does not allow for the wearing of manufactured armor.  The enhancement bonus provided by chitinskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.  A creature without natural armor has an effective nautral armor bonus of +0.
Arcane Material Component: the desiccated shell of a cicada.

*Source: War of the Lance


Arcane Staff
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Nonmagic quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Spells you can normally cast may be placed into a prepared quarterstaff. You can store a number of spell levels equal to your caster level, but no spell can be higher than 4th level. For example, a 9th-level wizard could store two 4th-level spells and a 1stlevel spell; or one 4th-level spell, one 3rd-level spell, and one 2nd-level spell; or any other combination totaling nine levels. 0-level spells cannot be stored within an arcane staff.

A spell stored within the quarterstaff can be cast just as any other spell. It does not count against your normal allotment of spells for a given day. You use up any applicable material components and expend any experience cost to cast the spell when you store it in the staff. You cannot have more than one prepared arcane staff at any given time.
Focus: The masterwork quarterstaff that stores the spells.


Arcane Staff, Greater
Transmutation
Level: Sorcerer/wizard 7
As arcane staff, except that you can store up to your spellcasting level + ability modifi er (Intelligence if a wizard, Charisma if a sorcerer) in total spell levels within the quarterstaff, and the spells you store can be up to 6th level.

Arcane Staff, Lesser
Transmutation
Level: Sorcerer/wizard 3
As arcane staff, except that you can store only up to your ability modifi er (Intelligence if a wizard, Charisma if a sorcerer) in total spell levels within the quarterstaff, and the spells can be only 1st or 2nd level.

Curse the Magi
Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One arcane spellcaster touched
Duration: Special
Saving Throw: Will negates; see text
Spell Resistance: Yes
You cast a curse upon another spellcaster, rendering her unable to cast her spells without suffering for it. If the spellcaster you target fails her initial Will save to negate the effects, she needs to make additional Will saves in order to cast any spell. On a failed save, the spell fails and the target suffers 4 points of Constitution drain (though her Constitution cannot be taken below 1 in this way). Ability drain can be regained as normal (through restoration, for example), but the effects of curse the magi continue until the affected spellcaster has remove curse cast upon her by a spellcaster of at least 15th level, or through the use of a limited wish, miracle, or wish spell.

This spell does not affect the divine spellcasting classes, but may affect bards if bardic magic is considered arcane in your campaign.
Material Component: An iron mask with a closed mouth.

Timereaver
Transmutation
Level: Sorcerer/wizard 9
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One-way portal through time and space.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Another spell known only to the Masters of the respective Towers of High Sorcery, timereaver is one of the most potentially powerful and dangerous spells known on Ansalon. This spell creates a portal through time and space and allows up to 1 individual per 4 levels of the spellcaster to travel through the portal to another period of time.  Originally intended to allow wizards to research the past or the future, the spell allows individuals to travel backward or forward along the River of Time. The travelers can travel up to 20 years per level of the spellcaster backward in time, or 1 year per level of the spellcaster forward in time (as the future is much more diffi cult to navigate). The spell pierces the barriers between both time and space. It requires incredible concentration from the spellcaster in order to ensure that travelers end up at both the right time and in the right place (requiring a Spellcraft check at DC 10 + 1 for every decade traveled backward and a Spellcraft check at DC 15 + 1 for every year traveled forward). If the Spellcraft check is failed: 1) the travelers end up either in the right time but the wrong place — 25 miles away per point the Spellcraft check is failed, in a random direction (50% chance), 2) in the right place but the wrong time — up to 5 years per point the Spellcraft check is failed either before or after the targeted time (50% chance). Either failure may place the travelers in a precarious situation, particularly as the spell is a one-way trip (unless the travelers are provided with a means of returning, such as through the device of time journeying or another such rare, powerful artifact).

At the beginning of time, the High God dictated that alterations to the River of Time were forbidden, thus those using the timereaver spell cannot affect either the past or the future, no matter how hard they try (as a pebble dropped into a river cannot alter the river’s path). However, if one of the Chaos Races (any race altered by the effects of the Graystone, such as kender, gully dwarves, dwarves, minotaurs, or sea elves) travels through time, the touch of Chaos within them allows for the possibility of time alteration — a potentially disastrous consequence. This spell was primarily used by the Masters of the Towers to send individuals through time to research aspects of the past or the future, secure in the knowledge the travelers could do little to affect the River of Time.  Such expeditions were rarely undertaken, however, as artifacts like the device of time journeying (which originally allowed only a single individual to return through time) are exceedingly rare and difficult to produce.

Material Component: A magical circle, created by a mixture of rare ingredients worth at least 10,000 stl + 1000 stl per decade traveled backward in time or per year traveled forward in time.

Arcane Focus: A major artifact, which is temporarily inert for 1 hour per decade of time traversed backwards or 1 year of time traveled forward.

XP Cost: 1,000 XP + 500 XP/decade traveled backward in time or year traveled forward in time.

Note: Prior to the Chaos War, traveling forward in the future reveals a world the gods never left, for Takhisis had not stolen the world. Following the Chaos War, traveling backward in time is impossible past the beginning of the Fifth Age (the moment Chaos was defeated and Takhisis stole the world) up until the gods return after the War of Souls, at which point movement forward and backward in time is unhindered.

Source: Towers of High Sorcery.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Libertad on December 23, 2013, 10:00:31 PM
From Ravenloft sourcebooks (White Wolf):

Feats

Extra Domain [Special]
You may select an additional cleric domain with this feat.
Prerequisites: Wis 18+, 10+ ranks in Knowledge (Religion), divine spellcaster level 7th+.
Benefit: When you take this feat, you may choose and extra cleric domain.  If your deity has domains you do not have, you must choose from those.  If you have every domain your deity encompasses, then you may pick a domain that does not conflict with your deity's nature (or alignment).

*Source: Champions of Darkness

Kiss of Dawn
Your dedication to the light gives you a benefit in preparing your spells.
Prerequisite: Good alignment, arcane spellcaster
Benefit: You regain all of your spells at dawn.  When the sun rises, this feat takes effect.  Even if you cast all spells minutes before the next sunrise, you will regain them with the first rays of the sun.
Normal: Normally, an arcane spellcaster who casts a spell must wait twenty-four hours before she can cast the spell again.

*Source: Heroes of Light.

Depending upon how this feat's interpreted, once could read it to mean that it bypasses the mandatory 8 hours of rest for preparing/regaining one's spells.

Life-force Sacrifice [Metamagic]
You know how to sacrifice your own life essence for greater spell casting flexibility.
Prerequisites: If you are a divine spellcaster, you must posses one of the following domains: Death, Destruction, or Repose.  If you are an arcane spellcaster, you must have mastery over the Necromancy.  In the case of wizards, you must specialize in the school of Necromancy; in the case of sorcerers, you must know one Necromancy spell for each level of spell you can cast.
Benefit: When the tide of a situation or conflict goes in a completely different direction and catches you without appropriate spells, you may sacrifice a number of hit points equal to the level of the spell you want to "exchange" for another spell of the same level in your "repertoire."  This ability is similar to the cleric's spontaneous casting ability except that you lose hit points, and the spell can be exchanged for any spell you can normally prepare.  The sacrificed hit points must be regained only through normal healing.  Attempts to use cure spells or any other magical healing to regain hit points sacrificed using this feat are ineffective.

*Source: Champions of Darkness

Nine Lives [General]
You seem to be protected, perhaps by a guardian spirit, perhaps by a malign power that wants to keep you alive long enough to deal with you personally.  Regardless, you have a penchant for surviving lethal situations.
Benefit: If you fail a Fortitude or Reflex save and are reduced to -10 hit points or below as a direct result, you may take two points of permanent Charisma drain to re-roll that saving throw.  If you fail the re-roll, you can take another two points of Charisma drain to roll yet again, and so on.  This is an extraordinary ability.  The Charisma drain can be recovered as normal with restoration or similar magic, but this ability can only be used a number of times in your character's life equal to her Charisma score at the time of character creation.
Special: You may only take this feat at character creation.

*Source: Van Richten's Arsenal, Volume 1

Judging by the wording, Nine Lives can be taken after 1st level, providing that it's the first time you're playing that character.

Unseen [General]
Provided you remain perfectly still, you can hide in plain sight.  Through some perplexing trick of the light or the mind, other creatures seem to simply overlook you.
Prerequisites: Skill Focus (Bluff), Skill Focus (Hide).
Benefit: Whenever you are not being observed, you can conceal yourself as a free action, making yourself invisible as though affected by the spell invisibility.  You can take no actions while concealed, including moving or talking.  The effect lasts as long as you take no actions.  This is an extraordinary ability, though see invisibility, true sight, and similar spells will reveal your presence.  In all other respects this ability is treated as a glamer, and may be disbelieved.

*Source: Van Richten's Arsenal, Volume 1
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 23, 2013, 10:54:54 PM
Birthright 3.0 Campaign Setting
Ruornil's Gift, part of the Spell domain, grants a cleric the ability to prepare 1 level lower magician spells (some of the Sor/Wiz spells. There is one for every level above 0th
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on December 24, 2013, 04:57:34 AM
It was recently pointed out to me that Dragon 293 has ECLs for a lot of creatures (the whole Monster Manual?) on pages 54 and 55.  Want to play as a toad?  Of course you do, and now you can. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: RedWarlock on December 24, 2013, 05:50:29 AM
It was recently pointed out to me that Dragon 293 has ECLs for a lot of creatures (the whole Monster Manual?) on pages 54 and 55.  Want to play as a toad?  Of course you do, and now you can.
The 3.0 monster manual... (note the use of the beast and shapechanger types)... Also the text assumes all animals have been awakened.

They also look a little high (ogre is ECL 8?) when compared against real 3.5 ECLs. Take with liberal dose of salt.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on December 24, 2013, 10:18:40 AM
Birthright 3.0 Campaign Setting
Ruornil's Gift, part of the Spell domain, grants a cleric the ability to prepare 1 level lower magician spells (some of the Sor/Wiz spells. There is one for every level above 0th


I never understood why the Magician spell list has spells up to lvl 9. Doesn't it have the bard spell progression?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on December 24, 2013, 11:02:41 AM
It was recently pointed out to me that Dragon 293 has ECLs for a lot of creatures (the whole Monster Manual?) on pages 54 and 55.  Want to play as a toad?  Of course you do, and now you can.
The 3.0 monster manual... (note the use of the beast and shapechanger types)... Also the text assumes all animals have been awakened.

They also look a little high (ogre is ECL 8?) when compared against real 3.5 ECLs. Take with liberal dose of salt.
Awakened bat = 2HD Diminutive creature with a fly speed, blindsight 120ft and -2 LA. Sounds good.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 24, 2013, 11:16:56 AM
Birthright 3.0 Campaign Setting
Ruornil's Gift, part of the Spell domain, grants a cleric the ability to prepare 1 level lower magician spells (some of the Sor/Wiz spells. There is one for every level above 0th


I never understood why the Magician spell list has spells up to lvl 9. Doesn't it have the bard spell progression?

i see 0-9, has better than wizard progression (same levels avail, but appears +1/day per spell level)

it mentions the bard in how 'soft' the spells it use are
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on December 24, 2013, 12:24:09 PM
Are you looking at something other than Table 1-4 (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician&redirect=no)?  Cuz that only has spells up to 6th level, as far as I can see.  Of course, it might just be that my browser broke the table, because it has normal Wizard spell progression up to 13th level, then it just stops gaining new spell levels.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 25, 2013, 12:33:13 PM
Hmmm... My campaign setting copy pdf has table 1-3 for the magician.

it appears mine is a first draft/playtest version? Jan30, 2003  :???
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on December 29, 2013, 07:46:36 PM
A lichbriarDr357 (5,000gp) is a parasitic plant that drains XP from an immobile victim every day (starts at 10, doubles every day after), killing them when they reach 0XP. Wish/miracle can reverse the effect, but that's still nasty.

Wishfern can be grown from a 25,000gp seed and grants one wish, but takes 1d100 years to bloom. It also dies when anything touches it unless they succeed on a DC 40 Profession (gardener) check. You can theoretically get infinite wishes by replanting the seed it leaves behind, if you're willing to wait around for centuries.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on December 29, 2013, 08:51:17 PM
Plant it on the Mehanus Plane, now it only takes 1d100*0.1 years ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on December 29, 2013, 09:37:05 PM
Accelerated time was my first thought (it helps that it always blooms on the winter solstice, so you know when to check in), but even without that it's a cool concept.

EDIT: Dr326 has the Eagle's Cry Bow (73,800gp), a +5 composite longbow with double the normal range and double the normal range increments (meaning a max range of 4400ft); since it doesn't have the distance property you could add that later. When fired it creates an Inspire Courage effect as a 15th-level bard, except that it affects only elves within 30ft.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 29, 2013, 11:44:53 PM
Demiplane would be better, its much harder to touch and kill your plant.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on December 30, 2013, 03:59:10 PM
Birthright has the Magician spell list here:
http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_three_Magic_Magician_Spells

... and yeah it's odd it has 7s 8s and 9s on it.
They seem to imply that any Div or Illusion
or Universal is fair game, and the spells not
in those categories, sometimes disregard
other "qualifiers" they have to the list.

Still, the Magician seems playable in between
Adept and Bard power levels ; smidge boring.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on December 31, 2013, 06:30:00 AM
Dark Sun's Face of the Forgotten North
feats
Serene Path- your Craft skill tool counts as a non-improvised unarmed strike for all feats and abilities.

how does Craft (poison making) work with this, is Carrion Crawler Brain Juice a single use unarmed strike? Or is it the tools to make the poison?

what if your armor is your tool of trade, does your chain mail now a weapon?

Strangler- increase all your damage in grapple by 2 sizes. Another way to add to the Mighty Wallop chain

items-
Wristbow is a light xbow that attaches to your wrist. It doesn't mention not being able to wield weapons in that hand (similar to elbow blades).

has a new drug to gives DR 1/- vs. endurance subdual

Prestige classes-
Executioner 2 allows you to cap weapon damage, and can deal nonlethal with weapons, spells, and psionics.
Executioner 4 grants rogue's Crippling Blow that applies to ANY attack, not just sneak attacks.
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on December 31, 2013, 10:44:12 AM
Strangler- increase all your damage in grapple by 2 sizes. Another way to add to the Mighty Wallop chain
Black Blood Cultist, anyone?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on December 31, 2013, 09:24:48 PM
Amulet of the Silent Word from Dragon #344 is a 500gp item that lets you "speak" any spell's built-in password (e.g. for passing through an alarmed area without triggering it) telepathically instead of aloud, out to a range of 110ft. It's also from a really cool fluff article on Dreadhold (aka Eberron's Alcatraz).

From the same issue, the snout snare is a weapon with 15ft reach that can strike adjacent targets. Instead of a normal attack roll you make a grapple attempt, which does not provoke AoOs and can be made against a creature of any size. Once attached, the target can't use bite attacks or breath weapons unless it takes a standard action to remove it (or succeeds on a free Strength check 1/round). If you keep holding onto the snare then you can attempt to control the target's movement, as with holding the rope of a net.
The sugar bomb is a 1gp alchemical item that takes away a dragon's blindsense (only a dragon's) for 1d6 rounds with no save.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on January 02, 2014, 04:39:46 PM
I gather Pathfinder material goes here rather than in the other thread, so...

(Chelish) Diva (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/chelish-diva) bard gets a no-save 30' range single-target Frighten... sure it's a [Mind-Affecting] [Fear], but that's pretty powerful in low- or mid-OP, at least against "Boss" fights that Pathfinder is so proud of.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on January 03, 2014, 03:07:37 PM


... snout snare ...

Wait, so if Bilbo had used this against Smaug, we still would have had to listen to them prattle on for like 2 Hours ?!
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on January 06, 2014, 01:29:05 AM
So the Worldbreaker is what is intended as a NPC Prestiege class from Ravenloft Champions of Darkness pg 39.
It has some interesting abilities over the course of its 5 levels.

The prerequisites are as follows:
(click to show/hide)

And the Class features are as follows:
(click to show/hide)
By the way this class progresses in saves and BAB like a cleric.

Also note that it does advance either arcane or divine casting.
And as for chakra mastery, I expect no sane DM would go with a literal reading of that ability.[/list][/list]
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 06, 2014, 03:58:09 AM
PC back section of Dungeon #100

-Sorcerer ACF for the half-dragon githyanki race
-Blackguard alt prereqs for githyanki
-Ghustil a crappy PrC that's ONLY class feature is unique spellcasting that is not divine or arcane, but powered by the Astral Plane.
-Nightmare Steed feat that replaces your fiendish servant (only prereq) with a nightmare.
-Improved Combat Casting feat allows you to retain a failed Concentration spell.
-Improved Combat Reflexes feat grants 2 AoOs for every AoO chance (normal max AoOs/rnd)
-Greater Combat Reflexes feat does the EXACT same thing(copy/pasted), but requires Improved as a prereq.
-Greater Disarm feat grants a cleave attack w a successful disarm.
-Greater Sunder feat also grants a cleave.
-Spell on the Run feat is like Shot on the Run, but w a spell w 1 std action or less.
-Mlar is a npc class w 16 levels long, and only has 1 spell/level on the spell LIST.
-Bladed Armor is a variant of armor spikes. It appears t stack w them and razors. But cannot attack as an offhand if you made any other offhand weapon attacks.
-Bladed Chain = spiked chain
-Triple xbow fires 3 bolts as a standard action aw 1 roll total -6. Reload as full action when all three shot. Or can be shot 3 times w 1 bolt/shot.

in the normal section's
-a pair of mehh templates.
-Eye Tyrant Armor is a beholder armor that grants +4 enhancement to Str and 4 metal claws to attack w or wield a weapon in each (119,500gp)
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on January 06, 2014, 05:06:08 AM
PC back section of Dungeon #100

(click to show/hide)


Finally got curious about this enough for me to get around to finally getting all of dungeon. But would you care to be a bit more specific in where those feats are in the issue? :bigeyes
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 06, 2014, 11:11:11 AM
I don't think my PDF has it, but in the hard copy there is the normal magazine. But if you flip 180 degrees vertically, there is a players section that is maybe 40pgs long. basically the section is upside down if you flip it over horizontally. Its the only 3x dungeon (or dragon) that does it, prob the only one period.

that is the section that has all but the tyrant armor and templates I mentioned. Those others are in the main adventure side.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on January 06, 2014, 11:23:17 AM
Polyhedron Magazine #157.

Thanks for pointing it out - it also has a Martial Arts Mastery of all things. I thought I'd found all those already.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 06, 2014, 01:05:59 PM
No worries :)

I could have just said the poly#, but didn't really think about it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on January 06, 2014, 09:41:10 PM
Polyhedron Magazine #157.

Thanks for pointing it out - it also has a Martial Arts Mastery of all things. I thought I'd found all those already.

Where? I'm not seeing it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on January 06, 2014, 09:47:00 PM
It's mixed in with the githyanki feats. Sweeping Blade Mastery.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on January 06, 2014, 10:07:22 PM
That explains it. You said it was 157, It's 159.

This guy (http://www.minmaxboards.com/index.php?topic=10923.0) just got another feat on his list -_-
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 07, 2014, 01:03:03 AM
Sry, I just assumed Prime got the # right :|
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on January 07, 2014, 01:54:28 AM
So we can't count on Prime's numbers? 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on January 07, 2014, 07:54:54 AM
This guy (http://www.minmaxboards.com/index.php?topic=10923.0) just got another feat on his list -_-
But do you have Defender's Attack Mastery and Spirit's Grasp Mastery? :p
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on January 07, 2014, 11:48:53 AM
This guy (http://www.minmaxboards.com/index.php?topic=10923.0) just got another feat on his list -_-
But do you have Defender's Attack Mastery and Spirit's Grasp Mastery? :p

SUNAVABITCH.

source plz.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on January 07, 2014, 01:32:10 PM
Dragon #289. The details are in my monk handbook.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Garryl on January 09, 2014, 06:17:00 PM
Fabricate Bullets (http://www.d20pfsrd.com/magic/all-spells/f/fabricate-bullets) in PF. 30 bullets are worth 30 gp, and it only takes 2 gp to make them with a 1st level spell, for a total profit of 13 gp. Hiring a 1st level spellcaster to cast the spell only costs 10 gp, which still leaves 3 gp profit left, or 25% profit per casting purchased, which can take up to 24 hours. Seems like much faster economy breakage than your standard Craft or Profession usage.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Tohron on January 10, 2014, 12:33:19 AM
Fabricate Bullets (http://www.d20pfsrd.com/magic/all-spells/f/fabricate-bullets) in PF. 30 bullets are worth 30 gp, and it only takes 2 gp to make them with a 1st level spell, for a total profit of 13 gp. Hiring a 1st level spellcaster to cast the spell only costs 10 gp, which still leaves 3 gp profit left, or 25% profit per casting purchased, which can take up to 24 hours. Seems like much faster economy breakage than your standard Craft or Profession usage.

Well, you could always just break 10 ft ladders into two 10 ft poles (though I suppose that's a little more up to interpretation than your method).
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 11, 2014, 03:23:29 AM
for those that want to see the Polyhedron 159 information... i scanned all of the pages for people.

here (http://www.minmaxboards.com/index.php?topic=10830.msg210858#msg210858)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on January 11, 2014, 02:08:18 PM
Fabricate Bullets (http://www.d20pfsrd.com/magic/all-spells/f/fabricate-bullets) in PF. 30 bullets are worth 30 gp, and it only takes 2 gp to make them with a 1st level spell, for a total profit of 13 gp. Hiring a 1st level spellcaster to cast the spell only costs 10 gp, which still leaves 3 gp profit left, or 25% profit per casting purchased, which can take up to 24 hours. Seems like much faster economy breakage than your standard Craft or Profession usage.

Well, you could always just break 10 ft ladders into two 10 ft poles (though I suppose that's a little more up to interpretation than your method).
Breaking ladders into two 10 foot poles isn't RAW, or RAI, and is extremely gamey.  Especially since a wood ladder by needs has thicker poles than a 10 foot pole would have, and is full of holes for rungs, making it bad for the intended uses of a pole.
So the spell is 100% legal, while the ladder deconstruction is 100% asinine.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 12, 2014, 12:06:24 AM
for those that want to see the Polyhedron 159 information... i scanned all of the pages for people.

here (http://www.minmaxboards.com/index.php?topic=10830.msg210858#msg210858)
Right click on your folder, mouseover "Send to", then click on compressed folder. 40 annoying as hell downloads (and your upload count) reduced to a single file download.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 12, 2014, 04:33:52 AM
Lol k... Will do tmw-ish
Title: Re: Fun Finds the 2nd Party Edition
Post by: Libertad on January 12, 2014, 07:47:56 PM
More Dragonlance Stuff:


Arcane Staff
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Nonmagic quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Spells you can normally cast may be placed into a prepared quarterstaff. You can store a number of spell levels equal to your caster level, but no spell can be higher than 4th level. For example, a 9th-level wizard could store two 4th-level spells and a 1stlevel spell; or one 4th-level spell, one 3rd-level spell, and one 2nd-level spell; or any other combination totaling nine levels. 0-level spells cannot be stored within an arcane staff.

A spell stored within the quarterstaff can be cast just as any other spell. It does not count against your normal allotment of spells for a given day. You use up any applicable material components and expend any experience cost to cast the spell when you store it in the staff. You cannot have more than one prepared arcane staff at any given time.
Focus: The masterwork quarterstaff that stores the spells.


Arcane Staff, Greater
Transmutation
Level: Sorcerer/wizard 7
As arcane staff, except that you can store up to your spellcasting level + ability modifi er (Intelligence if a wizard, Charisma if a sorcerer) in total spell levels within the quarterstaff, and the spells you store can be up to 6th level.

Arcane Staff, Lesser
Transmutation
Level: Sorcerer/wizard 3
As arcane staff, except that you can store only up to your ability modifi er (Intelligence if a wizard, Charisma if a sorcerer) in total spell levels within the quarterstaff, and the spells can be only 1st or 2nd level.

Curse the Magi
Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One arcane spellcaster touched
Duration: Special
Saving Throw: Will negates; see text
Spell Resistance: Yes
You cast a curse upon another spellcaster, rendering her unable to cast her spells without suffering for it. If the spellcaster you target fails her initial Will save to negate the effects, she needs to make additional Will saves in order to cast any spell. On a failed save, the spell fails and the target suffers 4 points of Constitution drain (though her Constitution cannot be taken below 1 in this way). Ability drain can be regained as normal (through restoration, for example), but the effects of curse the magi continue until the affected spellcaster has remove curse cast upon her by a spellcaster of at least 15th level, or through the use of a limited wish, miracle, or wish spell.

This spell does not affect the divine spellcasting classes, but may affect bards if bardic magic is considered arcane in your campaign.
Material Component: An iron mask with a closed mouth.


Timereaver
Transmutation
Level: Sorcerer/wizard 9
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One-way portal through time and space.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Another spell known only to the Masters of the respective Towers of High Sorcery, timereaver is one of the most potentially powerful and dangerous spells known on Ansalon. This spell creates a portal through time and space and allows up to 1 individual per 4 levels of the spellcaster to travel through the portal to another period of time.  Originally intended to allow wizards to research the past or the future, the spell allows individuals to travel backward or forward along the River of Time. The travelers can travel up to 20 years per level of the spellcaster backward in time, or 1 year per level of the spellcaster forward in time (as the future is much more diffi cult to navigate). The spell pierces the barriers between both time and space. It requires incredible concentration from the spellcaster in order to ensure that travelers end up at both the right time and in the right place (requiring a Spellcraft check at DC 10 + 1 for every decade traveled backward and a Spellcraft check at DC 15 + 1 for every year traveled forward). If the Spellcraft check is failed: 1) the travelers end up either in the right time but the wrong place — 25 miles away per point the Spellcraft check is failed, in a random direction (50% chance), 2) in the right place but the wrong time — up to 5 years per point the Spellcraft check is failed either before or after the targeted time (50% chance). Either failure may place the travelers in a precarious situation, particularly as the spell is a one-way trip (unless the travelers are provided with a means of returning, such as through the device of time journeying or another such rare, powerful artifact).

At the beginning of time, the High God dictated that alterations to the River of Time were forbidden, thus those using the timereaver spell cannot affect either the past or the future, no matter how hard they try (as a pebble dropped into a river cannot alter the river’s path). However, if one of the Chaos Races (any race altered by the effects of the Graystone, such as kender, gully dwarves, dwarves, minotaurs, or sea elves) travels through time, the touch of Chaos within them allows for the possibility of time alteration — a potentially disastrous consequence. This spell was primarily used by the Masters of the Towers to send individuals through time to research aspects of the past or the future, secure in the knowledge the travelers could do little to affect the River of Time.  Such expeditions were rarely undertaken, however, as artifacts like the device of time journeying (which originally allowed only a single individual to return through time) are exceedingly rare and difficult to produce.

Material Component: A magical circle, created by a mixture of rare ingredients worth at least 10,000 stl + 1000 stl per decade traveled backward in time or per year traveled forward in time.

Arcane Focus: A major artifact, which is temporarily inert for 1 hour per decade of time traversed backwards or 1 year of time traveled forward.

XP Cost: 1,000 XP + 500 XP/decade traveled backward in time or year traveled forward in time.

Note: Prior to the Chaos War, traveling forward in the future reveals a world the gods never left, for Takhisis had not stolen the world. Following the Chaos War, traveling backward in time is impossible past the beginning of the Fifth Age (the moment Chaos was defeated and Takhisis stole the world) up until the gods return after the War of Souls, at which point movement forward and backward in time is unhindered.

Source: Towers of High Sorcery.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 12, 2014, 08:45:47 PM
Yeah, saw those when doing my spell list. They are pretty brutal.

I want a hard copy of that book, but they're like $120
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 13, 2014, 12:01:19 AM
Wow, those Arcane Staff Spells are some of the best downtime spells I've seen in a long time. Spend a month of downtime getting the ability to nova over a hundred of your favorite 7th level or lower slots (assuming Sanctum Spell) or toss together all those knocks that your wizard would have to get a wand for otherwise. Very awesome.

EDIT: Or hell, a StPE.

EDIT2: Best for a Sha'ir though!
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on January 13, 2014, 12:23:24 AM
Wow, those Arcane Staff Spells are some of the best downtime spells I've seen in a long time. Spend a month of downtime getting the ability to nova over a hundred of your favorite 7th level or lower slots (assuming Sanctum Spell) or toss together all those knocks that your wizard would have to get a wand for otherwise. Very awesome.

EDIT: Or hell, a StPE.

EDIT2: Best for a Sha'ir though!
Except for that line that says you can only have one at a time.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on January 13, 2014, 12:34:13 AM
So the Conductive property from Pathfinder ultimate equipment is interesting in 3.5...

Conductive
(click to show/hide)

For instance, Am I crazy or would this ability on ammunition allow a Warlock to strike at range multiple times in a round with Eldritch blast? I know there are plenty of uses for this in 3.5 that could be fun, any thoughts?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Libertad on January 13, 2014, 12:41:54 AM
Kingdoms of Kalamar feat:

PARRY [GENERAL]
Prerequisite: Proficient with weapon, base attack bonus +1 or higher. Originate from or train in Brandobia, Kalamar, Svimohzia or the Young Kingdoms.
Normal: Characters without this feat are assumed to be parrying as part of a standard combat procedure, they simply don’t get an extra chance to fend off that successful attack.
Benefit: Choose one type of medium-sized or larger melee weapon. If an opponent rolls well enough to strike you, you can attempt to parry that one blow if you are wielding your chosen weapon type.

You make a special extra “attack” roll (at your highest base attack bonus and including Strength, weapon focus and magic bonuses). If you match or beat your opponent’s to hit roll, you block the blow and take no damage. Otherwise you are struck normally.

If you score a ciritcal hit on a successful parry, roll damage against your opponent’s weapon. If it hits but is not a critical, the blow is deflected but the blocked weapon is not harmed.  You can only use the Parry feat once per round. It is not a free attack or move, it is an action triggered only by an opponent’s attack that would otherwise hit. You must be aware of that attack to use this feat. A character who takes his five-foot step may parry and attack in the same round. If he takes the normal move, he may parry OR attack, but not both. If he moves more than his normal speed (such as in a charge), he cannot parry at all. Characters with multiple attacks can sacrifice one attack for a parry, but still cannot parry more than once per round.  Note that a character can parry an unarmed attack, but the attacker suffers only nonlethal damage (if the parrying character succeeds), unless the parrying character rolls a critical hit, in which case the unarmed attacker takes normal damage.

Special: You can take this feat multiple times. The effects do
not stack. Each time you take the feat, it applies to a new
weapon.

Source: Villain Design Handbook
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 13, 2014, 01:07:56 AM
Wow, those Arcane Staff Spells are some of the best downtime spells I've seen in a long time. Spend a month of downtime getting the ability to nova over a hundred of your favorite 7th level or lower slots (assuming Sanctum Spell) or toss together all those knocks that your wizard would have to get a wand for otherwise. Very awesome.

EDIT: Or hell, a StPE.

EDIT2: Best for a Sha'ir though!
Except for that line that says you can only have one at a time.

Wow, amazing what a failed spot check can get you. On the other hand, I'm halfway through a Sha'ir build now.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on January 13, 2014, 05:48:08 AM
So the Conductive property from Pathfinder ultimate equipment is interesting in 3.5...

Conductive
(click to show/hide)

For instance, Am I crazy or would this ability on ammunition allow a Warlock to strike at range multiple times in a round with Eldritch blast? I know there are plenty of uses for this in 3.5 that could be fun, any thoughts?

Unfortunately no, since it has the 1/round limit.  It does however make the Hideous Blow shape absolutely useless (not that it wasn't before). 
How would this interact with some of the Su Swordsage maneuvers?  You technically have "unlimited" uses, but you never have 2 uses of the same ability to expend at the same time. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 13, 2014, 08:56:14 AM
Note on of Curse of the Magi, BoVD's alternative Curses allows you to use Greater Bestow Curse to prohibit someone from casting any Spell, it includes SLAs and Spell Trigger/Completion Items. Works equally well on Divine Spellcasters.

If you rob PrC Spell Lists, it's only a 3rd level Spell too.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on January 13, 2014, 01:03:47 PM
So the Conductive property from Pathfinder ultimate equipment is interesting in 3.5...

Conductive
(click to show/hide)

For instance, Am I crazy or would this ability on ammunition allow a Warlock to strike at range multiple times in a round with Eldritch blast? I know there are plenty of uses for this in 3.5 that could be fun, any thoughts?

Unfortunately no, since it has the 1/round limit.  It does however make the Hideous Blow shape absolutely useless (not that it wasn't before). 
How would this interact with some of the Su Swordsage maneuvers?  You technically have "unlimited" uses, but you never have 2 uses of the same ability to expend at the same time.

Yes but if the ability is enchanted on the Arrows instead of the Bow dont they count as seperate weapons with the same enchantment and thus you could use multiple in the same round?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 13, 2014, 01:14:25 PM
Certain properties are bestowed upon the ammunition when fired from a ranged bow, but you cannot apply the same special ability twice.

Also, the exact text - "This weapon special ability can only be used once per round" - is a hard cap on the ability it's self, not usage of any weapon(s).
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on January 13, 2014, 03:21:09 PM
Certain properties are bestowed upon the ammunition when fired from a ranged bow, but you cannot apply the same special ability twice.

Also, the exact text - "This weapon special ability can only be used once per round" - is a hard cap on the ability it's self, not usage of any weapon(s).

Ahh, alrighty then. I just thought that if you enchanted the arrows separately then they are different weapons with the same enchantment and it would override that sentence in the ability since I thought it only mattered to the weapon being used. similar to wielding two conductive weapons. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on January 13, 2014, 04:28:05 PM
Wow, those Arcane Staff Spells are some of the best downtime spells I've seen in a long time. Spend a month of downtime getting the ability to nova over a hundred of your favorite 7th level or lower slots (assuming Sanctum Spell) or toss together all those knocks that your wizard would have to get a wand for otherwise. Very awesome.

EDIT: Or hell, a StPE.

EDIT2: Best for a Sha'ir though!
Except for that line that says you can only have one at a time.

Wow, amazing what a failed spot check can get you. On the other hand, I'm halfway through a Sha'ir build now.
Its basically Spellstaff from the PHB.  Only it trades power for versatility.  And is for Wizard, not Druids.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Libertad on January 13, 2014, 05:57:29 PM
Strahd's Baneful Attractor
Transmutation
Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet +5 feet/2 levels)
Target: One creature
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell transforms the target into a lodestone for magical energies, causing spells to veer towards her.  Any spell targeted at a creature within 15 feet of the subject of Strahd's Baneful Attractor actually targets the latter creature.  If the target of Strahd's Baneful Attractor is not a valid target for the redirected spell-for example, if she is out of the spell's range or not the appropriate creature type-the spell is not redirected.  If more than one creature within 15 feet is affected by a spell, only the creature closest to the subject of Strahd's Baneful Attractor is spared.  If more than one creature is an equal distance from the subject, choose the spared creature randomly.  Strahd's Baneful Attractor has no effect on area of effect spells.

Material Components: Some bits of broken glass.

Source: Ravenloft Gazetteer I.


I can't copy-paste, and I'm too lazy to type this out in full, so have some pictures:

(http://i.imgur.com/uP8o47f.png)


(http://i.imgur.com/6WjVEAJ.png)
Source: Ravenloft Gazetteer I.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 17, 2014, 01:20:10 AM
Some of these feats are obscenely OP!

soul of green walls, potent blood, and blessing of the stars are the worst offenders, but three additional leadership-like feats are insane too.

(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 17, 2014, 01:56:24 AM
Some of these feats are obscenely OP!

soul of green walls, potent blood, and blessing of the stars are the worst offenders, but three additional leadership-like feats are insane too.

(click to show/hide)

Potent blood is OP? So those warmages that get it for free are incredibly broken right?  :huh
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 17, 2014, 02:51:40 AM
Int bonus to magic missiles or even the lowly acid splash can deal better damage.
these are simple, but powerful uses of this feat at low levels (which where this can be very powerful)

yes I admit, its not as bad as when I first read it, but for low levels, it can be nasty.

fixed it
Title: Re: Fun Finds the 2nd Party Edition
Post by: Lo77o on January 17, 2014, 01:08:17 PM
Some of these feats are obscenely OP!

soul of green walls, potent blood, and blessing of the stars are the worst offenders, but three additional leadership-like feats are insane too.

(click to show/hide)

Just had a look at most of these books, and none of the ones i looked in were licensed by wotc... So how is it 2nd party and not 3rd?
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on January 17, 2014, 04:01:09 PM
Note on of Curse of the Magi, BoVD's alternative Curses allows you to use Greater Bestow Curse to prohibit someone from casting any Spell, it includes SLAs and Spell Trigger/Completion Items. Works equally well on Divine Spellcasters.

If you rob PrC Spell Lists, it's only a 3rd level Spell too.

Wow really ?!
I gotta get my BoVD out of deep storage for that one.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 17, 2014, 04:20:24 PM
On the credits page, they say they are produced under license.

you were prob confused since they didn't have the officially licensed logo.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Tohron on January 17, 2014, 07:44:17 PM
Way of the Ninja
- Killing Blow kills a foe instantly if you sneak attack them to 5 or less hp.


So would this let you kill the Tarrasque without needing a Wish scroll?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 17, 2014, 09:35:13 PM
Nope it won't. Auto-kill effects only renders it to -10 and the Big T's Regeneration is pretty explicit, it can only be slain using Wish or Miracle.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 18, 2014, 03:14:00 AM
Nope it won't. Auto-kill effects only renders it to -10 and the Big T's Regeneration is pretty explicit, it can only be slain using Wish or Miracle.

And of course Hostile Empathic Transfer.
Quote
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 18, 2014, 10:17:19 AM
Nope, reread it. Even at -74,835,386HP the Big T remains alive and kicking. Even if you dealt it lethal damage (such as trollbane) into negatives it isn't slain until you smack it with Wish or Miracle.

If you want an alternative kill, you switch mind with it (thereby removing it's regeneration) and stab your old body to death. And now you have the Big T's uber regeneration. For information on how to get your Manifester level up that high try googling it. I know I've seen multiple posts on it before (maybe transparency+CL boosts?)...
Title: Re: Fun Finds the 2nd Party Edition
Post by: Unbeliever on January 18, 2014, 02:24:16 PM
Certain properties are bestowed upon the ammunition when fired from a ranged bow, but you cannot apply the same special ability twice.

Also, the exact text - "This weapon special ability can only be used once per round" - is a hard cap on the ability it's self, not usage of any weapon(s).
What if you dual-wielded them?  It's getting kind of costly for the trick, and I have no idea what it'd be worth using on anyway, but would that work? 

This weapon special ability can be used once per round I guess either applies to Conductive globally, or to that particular weapon's instance of it. 

I don't know if there's any precedence for a "global" reading of it.  If you had 2 Brutal Surge weapons, for instance, you'd get twice as many uses of the effect.  I imagine that's true for Intercepting (Forge of War p. 120) -- you'd get 2 of the extra attacks per round. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 18, 2014, 03:43:39 PM
Nope, reread it. Even at -74,835,386HP the Big T remains alive and kicking. Even if you dealt it lethal damage (such as trollbane) into negatives it isn't slain until you smack it with Wish or Miracle.

If you want an alternative kill, you switch mind with it (thereby removing it's regeneration) and stab your old body to death. And now you have the Big T's uber regeneration. For information on how to get your Manifester level up that high try googling it. I know I've seen multiple posts on it before (maybe transparency+CL boosts?)...

A certain reading (i.e. that the Tarrasque's regeneration is a method of changing lethal damage from it's normal properties of killing things) then it could very well work because you bypass that regeneration. I will agree that throllbane does not work because it only negates the benefit of regeneration against that one attack. Trait Removal would work though, due to everything being conveniently listed under regeneration.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 18, 2014, 05:39:21 PM
I don't know if there's any precedence for a "global" reading of it.
I can't think of one. But don't take that as some kind of supporting fact. I mean I could mention charge based items track their own charges and the Figurines state "this item" vs effects like use related items (sic nightsticks). But those are all D&D examples and we're discussing Pathfinder. In terms of relevance, I could cite D&D 4th Edition rules just as equally which are built on global rules.

The Special Ability states; "This weapon special ability can only be used once per round", it's not discussing "this item" or "this charge" or even as Blurstrike words things "a conductive weapon" and I'm taking it for what it states.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on January 18, 2014, 09:08:34 PM
So if someone else in the world used a Conductive weapon this round, you're SOL? That doesn't seem right.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 18, 2014, 11:42:07 PM
lol that's not quite what I'm saying, but yes if you go into stupid RAW that is exactly what it says.

Take Unbeliever mention of Brutal Surge.
Effect: Once per day, upon a successful melee attack, the brutal surge weapon can initiate a bull rush attempt in addition to dealing its normal damage.
And my mention of Blurstrike
The first attack made with a blurstrike weapon each round is made as if the target were flat-footed.
And let's grab one more since I mentioned the figurines.
Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use.
Both of these refer to the enhanced weapon (or this item).

Conductive went for "This weapon special ability can only be used once per round." - Again, not really intimate with Pathfinder here - which better matches Class Features, Feats and Spells.
(click to show/hide)
So Spells are a no go, Feats/PrCs stick to person-using-it, Items refer to them selves, and you have two oddball PrCs that follow the same lol wording but contain enough context for you to be able to understand them properly.

Now turn to Conductive. Yeah it has some RAWtarded rules, but it's clearly not labeled like a typical Magic item is. It's wording is closer to that of other Special Abilities such as Class Features, Feats, Skill Tricks, and Spells through it lacks the possessive indication. But again, I am not speaking from a Pathfinder view. Literal and D&D examples is what I'm going by, both would play a back role if you could find something that proved Pathfinder's intent.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 19, 2014, 01:00:27 AM
Heh and my contribution comes from...well Ravenloft because thats what I have been dabbling in out of boredom of late.

Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning. Prerequisites: Int 13, Knowledge (any one) 5 ranks.

Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level. Normal: A character’s maximum rank in any skill equals 3 + character level.

From Ravenloft Legacy of the Blood pg 92

Bringing this back up because I realized that using this feat a Venerable Dragonwrought Kobold could get Epic Spellcasting before Epic Levels without the rather shady psiref'd inspire greatness, which is hilariously broken.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on January 19, 2014, 02:47:59 PM
... or a small pile of early qualifying for PrCs , like Illithid Savant.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 19, 2014, 07:47:59 PM
Obstinate Soul from Dark Sun is another of the old favorite "advances old class features" classes. Page 27 of the prestige class appendix. Pretty easy prereqs too.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 19, 2014, 08:36:59 PM
Per the credits in the Dark Sun 3 PDF, this should go in the "normal" fun finds, as its 1st party. :P

I'm just messing with you, either is fine :)

its in the PrCs? I'll check it out

there it is... Its in the appendix 2 pdf
Title: Re: Fun Finds the 2nd Party Edition
Post by: PlzBreakMyCampaign on January 19, 2014, 10:34:15 PM
The 3.0 monster manual... (note the use of the beast and shapechanger types)... Also the text assumes all animals have been awakened.

They also look a little high (ogre is ECL 8?) when compared against real 3.5 ECLs. Take with liberal dose of salt.
Awakened bat = 2HD Diminutive creature with a fly speed, blindsight 120ft and -2 LA. Sounds good.
I don't see the these as after an awakening spell...

And yes the LA seems about +1 higher than in 3.5. This doesn't surprise me considering dragon magazines have twice the underpowered stuff rate to normal books.
Title: Re: Fun Finds the 2nd Party Edition
Post by: RedWarlock on January 20, 2014, 06:07:57 PM
I don't see the these as after an awakening spell...

And yes the LA seems about +1 higher than in 3.5. This doesn't surprise me considering dragon magazines have twice the underpowered stuff rate to normal books.
Page 53 of the text, second to last paragraph (emphasis added):
Quote
Many creatures have a third entry marked Int. That's because a low Intelligence can be a problem for a PC. That note does not appear for animals because the ECL assumes they've been awakened.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 22, 2014, 05:20:55 PM
here are some of those feats i mentioned, plus some others

Quote
      Heart of Suitengu (Kiho) [The Hidden Emperor (pg 16)]
   Prerequisites: 1 level of monk, inkyo, or shugenja, Void Use.
   Benefit: Once per day, by taking 1 hour to meditate and spending a Void Point, you may select one class feature that has a limited number of uses per day (other than spells and spell use); your number of uses refreshes as though you had spent a complete day of rest.
.... wow!

more feats
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on January 22, 2014, 05:29:39 PM
Sounds like more goodies to try to stuff into
Nytemare's Monk who couldn't decide build.

If the standard Martial Monk cheese was
actually on the table, there'd need to be a
hash-out of which overqualified fighter feats
would open up interesting martial arts stuff.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on January 22, 2014, 05:49:23 PM
Sounds like more goodies to try to stuff into
Nytemare's Monk who couldn't decide build.

If the standard Martial Monk cheese was
actually on the table, there'd need to be a
hash-out of which overqualified fighter feats
would open up interesting martial arts stuff.

I hate you so much right now. That damn build is going to be the death of me. It's the poster child for feature creep, since every time I think it's done someone posts more.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 22, 2014, 08:10:14 PM
*grins* that's far from all the monk related feats, that's just the best/better ones. There are a lot that are really bad, even a couple total crap feats.

the bad ones are mostly "you gain ~ +1 or +2 to attacks when x happens' yet require you to be like 15th level to get the feat.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on January 22, 2014, 08:14:43 PM
The Great Fervor feat, located right above Greyhawk Method in Dragon 315 page 53 is actually quite a nicely balanced feat, giving you the ability to reroll a failed saving throw while adding your wisdom modifier to it once per day.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on January 22, 2014, 08:16:10 PM
*grins* that's far from all the monk related feats, that's just the best/better ones. There are a lot that are really bad, even a couple total crap feats.

the bad ones are mostly "you gain ~ +1 or +2 to attacks when x happens' yet require you to be like 15th level to get the feat.

Wait, if those are just feats, then screw that. The build's goal was to activate all the martial arts.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 23, 2014, 07:34:14 AM
      The Shadow Dragon (Shadowlands Technique) [Way of the Samurai (pg 86)]
   The essence of corruption that permeates your being taints everything that you touch, spreading quickly to the bodies of those you kill.
   Prerequisites: Taint modifier +8 or higher.
   Benefit: At the end of a combat round, you may choose to reanimate any creature you killed during that round exactly as the spell animate dead as cast by a 16th level sorcerer.
This is something to build a challenge out of.

You can control four Fourteen-Headed Hydras at level one.
But how do you kill the first one?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on January 23, 2014, 02:21:27 PM
Look at Improvised Trip Attack (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Improvised_Trip_Attack). Now look at Titan Bloodline. Now start throwing warhammers.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 24, 2014, 03:43:09 AM
Quote from: Void Use from Rokugan Campaign Setting
Special: Void Use may be selected in lieu of an Ancestor feat. Unlike other Ancestor feats, it may also be taken by those who do not hail from the Great Clans and may be taken after first level. If taken at first level, you may choose an Ancestor feat as well.

does this mean that taking the Void Use feat at 1st level grants you an additional feat? Seems that way to me.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on January 24, 2014, 04:46:39 AM
Quote from: Void Use from Rokugan Campaign Setting
Special: Void Use may be selected in lieu of an Ancestor feat. Unlike other Ancestor feats, it may also be taken by those who do not hail from the Great Clans and may be taken after first level. If taken at first level, you may choose an Ancestor feat as well.

does this mean that taking the Void Use feat at 1st level grants you an additional feat? Seems that way to me.
To me, it sounds like it bypasses the restriction of only taking one "Ancestor" feat at first level.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 24, 2014, 11:06:23 AM
What's dumb is Void Use is a [Special, All Clans Technique] feat, not an Ancestor feat.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on January 24, 2014, 12:18:18 PM
Quote from: Void Use from Rokugan Campaign Setting
Special: Void Use may be selected in lieu of an Ancestor feat. Unlike other Ancestor feats, it may also be taken by those who do not hail from the Great Clans and may be taken after first level. If taken at first level, you may choose an Ancestor feat as well.

does this mean that taking the Void Use feat at 1st level grants you an additional feat? Seems that way to me.
They do presume you are playing human in that setting.  It just means that despite basically being an ancestor feat, Void Use doesn't preclude you from also taking one.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 24, 2014, 12:56:59 PM
Damn, I was hoping to find another way for a free feat
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on January 29, 2014, 03:48:35 AM
A Dvati Warblade can refresh his maneuvers at a ridiculous rate.

they can also White Raven each other simultaneously, or use Shield Wall together.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on January 29, 2014, 12:50:21 PM
A Dvati Warblade can refresh his maneuvers at a ridiculous rate.

they can also White Raven each other simultaneously, or use Shield Wall together.
Is this 2nd party? Which part?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 29, 2014, 01:18:18 PM
Dvati are from the Dragon Compendium.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on February 05, 2014, 01:55:37 AM
Welp, another Dark Sun find. The Royal Animator from page 32 of Prestige Class Appendix I gains a limited repertoire of tricks it can apply to undead it animates. It is a half progression class but you only really need 2 levels in it, maybe 4 or 6 if you can afford it on the cohort it'll inevitably end up on. Anyway, you get +4 enchancement to strength and yet another +2 hit point per HD and +4 initiative and a bonus feat for a 1 level dip, two levels will cost you a single caster level, but you end up with maxed hit dice on your undead (AKA, +5.5 hit point per HD). 4 levels gets you animate dead and it's ilk without a material component. 6 levels gets you another +1 hit point per HD and +2 turn resistance. There are more options but those are the ones that stand out. I was thinking of a build something like:
Necromancer Wizard 1 (Enhanced undead)
Dread Necromancer 8 (Undead Mastery)
Corpse Crafter line
Royal Animator 4 (Maxed undead HD and +1 hit point and +2 turn resistance)
Dread Necromancer X
Versatile Spellcaster

You then get this monstrosity to animate you as a Silveraith for +0 LA ghostliness while still being done by a necromancy spell that creates undead. This means you get:
12 (base) + 2 (Corpsecrafter) + 2 (Desecrate) + 2 (Undead Mastery) + 2 (Enhanced Undead) +2 (Royal Animator) +1 (Royal Animator) = 23 hit points per HD by default.
+4 enchancement to Strength (useless on incorporeal) and Dex
+4 Natural Armor (useless on incorporeal)
+20 base land speed
+1 Any Bonus Feat (For example Faerie Mystery Initiate)
+10 turn resistance

Note: This will run you around 4 grand, plus you have to find the guy.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on February 05, 2014, 10:44:56 AM
It's the second appendix not the first. Also
Quote
Advanced Undead War Machine: You can make extraordinary use of the Knowledge (warcraft) skill to animate the corpses of Large or larger animals or vermin, such as mekillots or war beetles, into advanced undead war machines. Such a creature receives 1 additional HD per 2 ranks in Knowledge (warcraft) that you possess. These additional HD do not count against your limit of undead controlled and you do not need to pay the material components for their addition. These HD do not increase the creature in size even if they would normally do so.
Free zombie dinosaur advancement.

Now you just need to play as a Warforged.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on February 05, 2014, 03:55:51 PM
It's the second appendix not the first. Also
Quote
Advanced Undead War Machine: You can make extraordinary use of the Knowledge (warcraft) skill to animate the corpses of Large or larger animals or vermin, such as mekillots or war beetles, into advanced undead war machines. Such a creature receives 1 additional HD per 2 ranks in Knowledge (warcraft) that you possess. These additional HD do not count against your limit of undead controlled and you do not need to pay the material components for their addition. These HD do not increase the creature in size even if they would normally do so.
Free zombie dinosaur advancement.

Now you just need to play as a Warforged.

Hot damn, loads of undead!

EDIT: Also, what on earth are they doing with naming conventions, R1 is Appendix 2, R2 is Appendix 1. Thanks for the correction.

EDIT2: Animal Companion Pouch from page 73 of the Athasian Emporium gives you +4 levels for your animal companion including going above your normal max. It's an affordable 13 grand.
Title: Re: Fun Finds the 2nd Party Edition
Post by: OblivionSmurf83 on February 09, 2014, 09:39:38 AM
This is a really useful thread; someone should think about converting it into a handbook.

Anyway, I discussed some of the fun finds in Kalamar a while back in this (http://brilliantgameologists.com/boards/index.php?topic=10142.0) thread. I'll replicate them here for ease of reference:

Doroma's Battle Ward:
Lands of Mystery

A 1st level Sor/Wiz spells that lets you create an antimagic field around two combatants. The field lasts until one combatant breaks off combat for at least one round. This spell should allow your party fighter to neutralise most enemy wizards in the early levels of the game.

A Moment Ago:
Kingdoms of Kalamar: Player's Guide

This is a first level Sor/Wiz spell that is scalable. A scalable spell may be prepared in any spell slot available in it. It will exactly mimic any spell cast in the previous round of up to one level lower than the slot it was prepared in. By exactly mimic, I mean same target, same damage, same everything.

Flash of Lightning
Kingdoms of Kalamar: Player's Guide

First level Cleric spell. Ranged flash of light - make a will save, or go blind.

Jolt
Kingdoms of Kalamar: Player's Guide

A cantrip that lets a Wizard force someone to make a Fortitude save or drop whatever they're holding. Most fighter-types will make the save; however, the cantrip will be more useful against an enemy artificer.

Exile
Kingdoms of Kalamar: Player's Guide

Second level Sor/Wiz and Cleric spell. Make your will save, or run away until you're 300 feet away.

Summon Fey
Kingdoms of Kalamar: Player's Guide

A first level Druid spell that's also scalable. You summon a Fey with CR equal to or less than the level of the spell you used. The nature of the spell means the CR you have available to you are limited. However, you can summon any of them. Gives Druids some flexibility in their spellcasting, all from level one. If you take the unerrata'd version, you can summon a Fey with HD equal to or less than the spell, which is completely broken. EDIT: The spell also has a duration of minutes per level, so it's good as a summoning spell from level one.

Off the Mirror
Kingdoms of Kalamar: Player's Guide

Fifth level Sor/Wiz spell. If the target fails their fortitude save, it creates a duplicate of them, and places the original on another plane. The spell lasts for rounds/level. The duplicate has all the original's knowledge and abilities but is under your control. Ridiculously broken.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 15, 2014, 02:43:41 AM
some fun Rokugan feats (broken into small spoilers to make it easier to read)
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Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on February 24, 2014, 11:34:34 PM
So if one is willing to mix both Pathfinder and 3.5, I have come across a neat little combo.

Radiant Holding: Magic of Faerun pg. 141
(click to show/hide)

Combined with the Zen Archer monk archetype from Pathfinder

Ki Arrows (SU) Advance Players guide pg.115
(click to show/hide)

Or with just pure Pathfinder just use these.
Splintercloud Arrow: Elves of Golarion pg 23
(click to show/hide)

Granted the reflex save makes them useless on anything with evasion, but nifty nonetheless.
Title: Re: Fun Finds the 2nd Party Edition
Post by: FBT on February 25, 2014, 04:50:14 AM
Splintercloud Arrow: Elves of Golarion pg 23
(click to show/hide)

Granted the reflex save makes them useless on anything with evasion, but nifty nonetheless.

The save is Reflex negates, so evasion doesn't even come into play here.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on February 25, 2014, 03:26:23 PM
Splintercloud Arrow: Elves of Golarion pg 23
(click to show/hide)

Granted the reflex save makes them useless on anything with evasion, but nifty nonetheless.


The save is Reflex negates, so evasion doesn't even come into play here.

Oops. Somehow I completely Missed that.. :banghead
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on February 25, 2014, 04:46:24 PM
On the plus side, I guess Improved Evasion means nothing against it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 26, 2014, 09:40:40 PM
a couple more feats
Quote
      Shosuro's Technique (Scorpion Technique) [Secrets of the Scorpion (pg 12)]
   You are a master of poison.
   Prerequisites: Craft (poisonmaking) 4 ranks.
   Benefit: Any poison that you administer has its save DC increased by 2. If you have the Poison Use ability, the DC is increased by an additional 1.

      Master Manipulator (Ancestor: Shosuro Sushanume) [Secrets of the Scorpion (pg 46)]
   You can move others to emotions that they might not normally experience.
   Benefit: You may double your Charisma modifier when attempting to alter the attitude of an NPC.

.... found such a powerful feat
Quote
      Wild Strike of the Moto (Unicorn Technique) [Secrets of the Unicorn (pg 11)]
   Choose one two-handed weapon, with which you have already taken the Weapon Focus feat. You can perform a wild, one-handed swing with that weapon that sacrifices damage for extra reach.
   Prerequisites: Base attack +8 or higher, Weapon Focus in a two-handed weapon.
   Benefit: You may wield your selected weapon in one hand if you are holding no shield or weapon in your offhand. When you do so, you lose the additional damage bonus for wielding a weapon two-handed, but your reach becomes 10 feet (weapons that already have 10 foot reach are not affected). If the weapon is not one size larger than you are, you suffer a -2 penalty to all attacks with extended reach. You can switch your grip from one to two hands as a free action, and may do so between attacks.
   Normal: Weapons that are one size larger than you must be wielded two-handed. Weapons that are the same size as you may be wielded with one or two hands.
   Special: You may gain this feat multiple times. Each time it applies to a different weapon for which you have already selected the Weapon Focus feat.
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on February 27, 2014, 10:16:55 AM
In before Wild Strike of Moto gets nerfed (assuming it's pathfinder)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on February 27, 2014, 11:03:56 AM
In before Wild Strike of Moto gets nerfed (assuming it's pathfinder)
Sounds like Oriental Adventures (Unicorn?)
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on February 27, 2014, 11:44:04 AM
In before Wild Strike of Moto gets nerfed (assuming it's pathfinder)
Sounds like Oriental Adventures (Unicorn?)
Oriental Adventures is first party 3.0.  These feats aren't in there anyway.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 27, 2014, 12:14:41 PM
look after the Feat descriptor.. they are in Secrets of the Scorpion/Unicorn, which is Rokugan
.
.
.
Fu Leng's Champion [Rokugan Campaign Setting]
maho 8
spell that transforms a living creature into ANY one kind of undead creature that exists in the campaign world (caster's choice).
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on February 28, 2014, 01:53:34 PM
From Ravenloft campaign setting pg. 57

Rapier, Parthian: The curious Parthian (or "parting shot") rapier is considered the bane of honorable duelists and is usually found as an aristocratic display piece. It is simply a rapier with a pistol built into the hilt. The Parthian rapier is poorly balanced compared to either a standard rapier or pistol and is an exotic weapon. It does boast an insidious advantage, however. If the wielder makes a successful attack with the rapier blade, by simply pulling the trigger she then can immediately fire the pistol at the same target as a free action. The target cannot use her Dexterity bonus to AC in this follow-up attack. You can use the Weapon Finesse feat when attacking with the rapier blade. You suffer a -4 penalty to attack rolls made with the pistol if you do not have the Exotic Weapon Proficiency (firearms) feat.

Rapier, Parthian   Cost: 300gp  Damage:1d6/1d10  Crit Range:18-20/x2/x3  Range:—/50ft.  Weight:5 lb.  Danmage Type:Piercing

Exceptionally Dangerous in the Hands of a Pathfinder Gunslinger but a Nifty weapon Nonetheless.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 28, 2014, 02:19:13 PM
Kind of like the knife-gun in Man with the Iron Fists
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on February 28, 2014, 02:35:57 PM
From Ravenloft campaign setting pg. 57

Rapier, Parthian: The curious Parthian (or "parting shot") rapier is considered the bane of honorable duelists and is usually found as an aristocratic display piece. It is simply a rapier with a pistol built into the hilt. The Parthian rapier is poorly balanced compared to either a standard rapier or pistol and is an exotic weapon. It does boast an insidious advantage, however. If the wielder makes a successful attack with the rapier blade, by simply pulling the trigger she then can immediately fire the pistol at the same target as a free action. The target cannot use her Dexterity bonus to AC in this follow-up attack. You can use the Weapon Finesse feat when attacking with the rapier blade. You suffer a -4 penalty to attack rolls made with the pistol if you do not have the Exotic Weapon Proficiency (firearms) feat.

Rapier, Parthian   Cost: 300gp  Damage:1d6/1d10  Crit Range:18-20/x2/x3  Range:—/50ft.  Weight:5 lb.  Danmage Type:Piercing

Exceptionally Dangerous in the Hands of a Pathfinder Gunslinger but a Nifty weapon Nonetheless.
Yeah, I got one of those for my "ex-pirate" in dna1's Ravenloft PbP game. :D
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on February 28, 2014, 07:01:21 PM
Yep, I am hoping of using it for my Artificer/ Gunslinger in an upcoming campaign.
The idea is that his weapons do a little bit of everything.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 10, 2014, 03:42:57 AM
Dark Sun's Athasian Emporium

--items--
- ~100 new poisons, many are eligible for minor creation
- 6 new drugs
- Gray-Forged Steel weapon +3000gp, weapon forces a Fort DC 17 or become fatigued (escalating).
- Malleable armor +2, think Mithral as a special ability that also decreases both medium and heavy armor to light.
- Shade armor +1, the ultimate in vampire armors, since you always count as in the shade.
- Shattering weapon +2, grants Imp Sunder and auto-destroys any bone/stone/wood item.
- Desiccating Rod 60000, +1 club deals 1d6+5 Con damage w a touch (Fort DC 22 negates).
- Animal Companion Pouch 13000, treat your animal companion as 4 levels higher.
- Familiar's Brooch 13000, treat your familiar as 4 levels higher.
- Fulgurite Pendant 0, +1 save DC or CL to your electricity spells. they also deal +1 sonic damage/die. shocking grasp 3/day, shatter 1/day, chain lightning 1/week.
- Stone of Earth Passage 3200, 5 rnds/day, glide through the earth as a xorn
- Swarm Form Amulet 50400, at will polymorph into any swarm. the second paragraph implies that you get the Swarm subtype.
- Telun Silver Pectoral 62500, grants +5 deflection to AC and resistance to saves. what slot is a pectoral?
- Vanishing Scabbard 7000, a sheathed blade shifts to another plane and is insubstantial and invisible until drawn.
- Warding Necklace 20000, grants total immunity to incorporeal touch attacks for 24 hrs, then cannot be used for 24 hrs

--feats--
- Manythrow, standard action to throw 2 daggers or darts at 1 foe (+1 per +5 BAB above +6, max 4 at +16 BAB).
- Poison Miser, 1 dose of poison coats 2 weapons. did someone say Toxic weapons?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on March 10, 2014, 12:05:37 PM
Dark Sun's Athasian Emporium
- Animal Companion Pouch 13000, treat your animal companion as 4 levels higher.
- Familiar's Brooch 13000, treat your familiar as 4 levels higher.
...
- Telun Silver Pectoral 62500, grants +5 deflection to AC and resistance to saves. what slot is a pectoral?
Are those capped by your HD? If not, isn't there a PrC that merges your Familiar and Companion into a single creature? :plotting

First guess? Body (aka vest/bra slot).
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on March 10, 2014, 12:11:50 PM
Arcane Heirophant.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on March 10, 2014, 03:54:27 PM
Malleable armor +2, think Mithral as a special ability that also decreases both medium and heavy armor to light.

Well that certainly beats out halfweight (Underdark, p70). 

what slot is a pectoral?

If pectoral of maneuverability (Draconomicon, p83) can be taken as representative, the torso slot. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 10, 2014, 05:29:55 PM
Advancement not limited by level, but the special abilities cap at 20 (so 21st = +11 Nat armor, 16 Int, but no Familiar Spell)

Malleable beats out lots of things. That Stone Plate from FR now a light armor? Sure.

does it change exotic heavy to exotic light or just light?

forgot a few...

--psionic items--
- Bracers of the spiked carapace 15000, grants +3 enhancement to Nat armor and chitinous armor spikes.
- Dimensional Vest 2500, 3/day Sleight of Hand a foe w/in LoS. Umm seeing people miles away and stealing their stuff?
- Third Eye Long Touch 2000, constantly grants 30ft reach to all your touch attacks.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 12, 2014, 10:48:25 PM
Welp, another Dark Sun find. The Royal Animator from page 32 of Prestige Class Appendix I

I noticed that the 'Shape Undead' ability is based on Knowledge (religion) not gaining class.levels.

its a 2 level max, get a bunch of Shapes available and get 'Undead Horde' at 2nd. That gives you +2 HD/CL undead controlled by spells! Thus stacks w other abilities that increase HD controlled (Deathless domain).

Secular Authority is pretty awesome!

they didn't word the 'King's Library' right, they should have said that they get the 4 extra spells know at every spellcasting increase. Instead they said 'every Royal Animator level'. This means you get increasingly more spells know  than your spellcasting ability would.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on March 17, 2014, 03:47:29 PM
From "The Harbinger", an adventure module by Mike Mearls. (RED FLAG AHOY)

Quote from: Harbinger Worm
"When a Harbinger Worm touches flesh, it immediately is absorbed into the creature, leaving behind only a sticky residue where it entered. It imediately burrows towards the creature's heart, where it finds food and begins to grow and reproduce. However, from the moment a Harbinger enters its host, it attempts to control the host's actions. (Will 17 to resist). If the host does not successfully resist, the worm controls the host's actions. It absorbs information from the host's mind at an astonishing rate, and within 2 rounds is capable of performing any action that the host could perform. This includes casting memorized spells, using magic items or secret information, or even weapon skills. A Harbinger Worm can only be removed from its victim in one of two ways. First, if the victim us brought below 1/10th of their total hit points, the worm attempts to flee before the host is destroyed, dealing 1d4 damage and leaving a gaping hole in the victim's chest. The second is for another spellcaster to use a Dominate Person spell on the host, forcing the worm out.[/b]

Oh, and it's not a spell or anything. It's just an implicit effect of the harbinger worm's physiology. They are aberrations too, so go elan shenanigans.

...It even has a greater version that is medium size, exactly 5HD, and can ENGULF MEDIUM CREATURES.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on March 17, 2014, 05:05:48 PM
It's almost like Mearls had never heard of the Puppeteer (http://www.d20srd.org/srd/psionic/monsters/puppeteer.htm)...  :eh
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on March 17, 2014, 08:57:54 PM
The adventurous explorer feat (Dragon 315, p64) gives the following benefit: "When you ready an action in combat, you can choose to take that action at any time, not just when the condition you specify occurs." 

Arguably, the feat works with steadfast boots (Magic Item Compendium, p138).  The boots say "as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you." 

The effect of the boots seem to be equivalent to "I ready an action to attack with this weapon the next time a foe charges me."  The feat would then let you make a melee attack with that weapon whenever you want. 

The broken part is that the boots don't restrict you to one use per round.  After you make your attack, you have another one readied.  You can just make infinite attacks. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on March 17, 2014, 10:56:38 PM
From "The Harbinger", an adventure module by Mike Mearls. (RED FLAG AHOY)

Harbinger worm stuff...

Some references to the location of this besides simply being an adventure module called The Harbinger would be very practical, as I'm having a hard time finding anything related to it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on March 17, 2014, 11:03:13 PM
From "The Harbinger", an adventure module by Mike Mearls. (RED FLAG AHOY)

Harbinger worm stuff...

Some references to the location of this besides simply being an adventure module called The Harbinger would be very practical, as I'm having a hard time finding anything related to it.

Alright, "The Harbinger", a 3.X Adventure Module licensed under WoTC and AEG, written by Mike Mearls. Recommended levels 9-11, and the adventure code is 8340. Good luck finding a hard copy.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 19, 2014, 03:37:13 AM
Polyhedron 159

Greater Combat Reflexes + Improved Combat Reflexes + Double Hit (http://dndtools.eu/feats/miniatures-handbook--75/double-hit--690/) = 8 attacks per AoO (using 4 AoOs)

- Greater Disarm grants an extra attack on a successful disarm
- Greater Sunder grants an extra attack on a successful weapon sunder
- Improved Combat Casting allows you to, on a failed defensive casting, choose to abort the spell and keep it unused or continue and provoke.
- Improved Combat Reflexes does the same thing as Greater, and is the prereq to. Oops!
- Nightmare Steed gives you a nightmare for a fiendish servant
- Spell on the Run is like Shot on the Run, but w spells.
Title: Re: Fun Finds the 2nd Party Edition
Post by: OblivionSmurf83 on March 19, 2014, 09:20:12 AM
The Vodan, from page 173 of Ravenloft's Dark Tales and Disturbing Legends (full credit to Deadkitten (http://www.minmaxboards.com/index.php?topic=11474.120)).

Features:

Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on March 19, 2014, 09:50:34 AM
The Dragon MysticDr296 PrC requires the Dragon type to enter, and adds half your age category (or +2, whichever is higher) to the DC of certain spells. However, you explicitly do not need to be a true dragon to enter it (half-dragons are given as an example), and dragons without age categories count as having an age category of 1. Also it has a d12 Hit Die, and UMD as a class skill.
It's a decent PrC for Dragonwrought kobolds, no matter what way your DM rules them.

The Mighty Contender of KordDr283 is a PrC that specialises in the granted power of the Strength domain - it stacks with your levels in cleric, you can use it multiple times per day, it lasts for multiple rounds, and 1/day you can Empower it for the first round. You also get a regular +2 Strength increase.
Use it on an Aeshkrau illumian; be a muscle cleric. :p
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on March 19, 2014, 01:22:20 PM
The Mighty Contender of KordDr283 is a PrC that specialises in the granted power of the Strength domain - it stacks with your levels in cleric, you can use it multiple times per day, it lasts for multiple rounds, and 1/day you can Empower it for the first round. You also get a regular +2 Strength increase.
Use it on an Aeshkrau illumian; be a muscle cleric. :p

(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on March 20, 2014, 02:53:19 AM
The Vodan, from page 173 of Ravenloft's Dark Tales and Disturbing Legends (full credit to Deadkitten (http://www.minmaxboards.com/index.php?topic=11474.120)).

Features:

  • It's a Divine spellcaster that can cast spells from the Cleric, Druid, Ranger, or Bard spell lists
  • It can cast spells from any two schools of magic at the lowest level it can find
  • It casts spells from other schools of magic at the lowest level +1
  • It can spontaneously convert spells into spells from one domain of its choosing
  • It can gain Turn Undead or Rebuke Undead (its choice, regardless of alignment) at first level, opening the door to Divine Metamagic
  • It can transfer any of its spells to another character to cast from level one (with a -3 to caster level and DC for the transferee the only consequence)

Thanks for the credit.  :D

It can also gain turn/rebuke animals, fey and also outsiders.
And let me tell you from experience, the way it casts spells is irritating when it casts from so many spell lists. :shakefist
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on March 20, 2014, 05:32:59 PM
The Barber PrC from Dragon 321 seems to be one of the few (perhaps only) way to use alchemy as a non-caster.  It also improves poison use by increasing the ability damage done per die (+1 damage per dice) or just increasing damage by 1 if there's no dice representation for the damage.  If the poison doesn't do damage like with the Drow Sleep Poison, it instead adds another die to the durations.  Said drow poison has a secondary effect of unconsciousness for 3d4 hours and not 2d4.

The Corsair PrC from Dragon 321 gets the Roiling Sea ability at 8th level, which allows him to use dex instead of str for damage on any light weapon.  The Corsair can also treat any 1-handed weapon that he has Weapon Focus for as a light weapon for any purpose.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on March 21, 2014, 04:03:44 PM
The Corsair can also treat any 1-handed weapon that he has Weapon Focus for as a light weapon for any purpose.
Dual wield Bastard Swords with -2 TWF penalties!
Title: Re: Fun Finds the 2nd Party Edition
Post by: nijineko on March 21, 2014, 05:05:23 PM
The Corsair can also treat any 1-handed weapon that he has Weapon Focus for as a light weapon for any purpose.
Dual wield Bastard Swords with -2 TWF penalties!

diopsid....
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on March 21, 2014, 06:04:46 PM
diopsid....
Quote from: Dragon Compendium via D&D Tools
If a diopsid carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, ... When using a weapon, the diopsid gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner.
Quote from: Multiweapon Fighting
Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Quad wield Bastard Swords with -2/-0 MWF penalties! (?)  :plotting

Dragon sucks.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on March 21, 2014, 10:11:30 PM
The Shen is a 10 level monklike prestige class from Dragon #319 that has several powerful abilities. There are several versions of the class that are dependent on which animal you choose to emulate.

The Snake Shen in particular is quite powerful and gains his stunning fist based off of Intelligence rather than Wisdom, Improved Critical Unarmed strike as a bonus feat, Intelligence instead of Strength on Unarmed damage against humanoids as well as unarmed strikes threatening a critical hit on a 18-20 before improved critical, it also gets its class level in automatic critical hits per day with unarmed strikes and it can triple instead of double the damage if the hit was already a critical hit.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on March 23, 2014, 06:58:56 PM
Auto-Critical Hit?

God, if you can't think of ways to abuse that you're not even trying. Nice find.
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on March 24, 2014, 03:40:46 AM
Auto-Critical Hit?

God, if you can't think of ways to abuse that you're not even trying. Nice find.
Yea, the class is so bonkers it made me want to copy and paste the whole thing word for word but my pdf is a scan and I am too lazy by far to type it all out.
Title: Re: Fun Finds the 2nd Party Edition
Post by: nijineko on March 25, 2014, 01:50:58 PM
Let's see if I can summarize:

Quote
Reqs: BAB5, K:N2, Surv2, plus animal style reqs.
1: monks AC/damage
2: 1st shen ability, ki strike silver
3: hybrid form 1/d (free ghost touch, plus stat/skill bonuses based on animal style)
4: 2nd shen ability
5: hybrid 2/d, uncanny dodge
6: 3rd shen ability, evasion
7: hybrid 3/d, improved uncanny dodge
8: 4th shen ability, ki strike cold iron
9: hybrid 4/d
10: 5th shen ability


Snake reqs: stunning fist, concen4, heal2
gain class skills: heal, profession
hybrid form: +2 int & dex, gain bite attack that deal piercing unarmed strike damage.
1st: stunning blow - int instead of wis for stunning fist DC, +1 use per day
2nd: calculated blow - imp crit (unarmed strike)
3rd: hands of a surgeon - int to damage instead of str, crit = 18-20; unarmed strikes only
4th: poison hand method - 1/d/class level declare a strike an auto crit, if it crits normally, x3 damage. unarmed strikes only
5th: healing touch - 1/d/2 class levels, heal daily rest worth of hp, neutralize poison, cure blindness/deafness, remove paralysis, and cancel hold spell to self or others

given that the surgeon ability was given after the imp crit ability, it might have been intended to expand the imp crit, but they (as usual) failed to state it that way. and based on my research into the dim mok technique, they teach the healing portion first, then the deadly portion after... so healing should be the first ability, not the last. anyway.  :rolleyes
Title: Re: Fun Finds the 2nd Party Edition
Post by: Snowbluff on March 25, 2014, 03:29:40 PM
For posterity, I'm the second party, WotC is the first, and the publishers here would be licensed third parties.
Title: Re: Fun Finds the 2nd Party Edition
Post by: TuggyNE on March 25, 2014, 08:32:02 PM
For posterity, I'm the second party, WotC is the first, and the publishers here would be licensed third parties.
None of your fancy "correct legal terminology" now, y'hear?  :P
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 28, 2014, 02:50:13 AM
In adding more spells to my spell list... I came across Facet from Birthright...

Sor/Wiz 5 gives you a +5 competence bonus on Craft (gemcutting) for 1 work day.

 :twitch what... the... hell...  :twitch
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on March 28, 2014, 04:04:16 AM
In adding more spells to my spell list... I came across Facet from Birthright...

Sor/Wiz 5 gives you a +5 competence bonus on Craft (gemcutting) for 1 work day.

 :twitch what... the... hell...  :twitch
Hey! I can make 5gp with that!
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on March 28, 2014, 01:32:14 PM
Its like Magecraft only worse to the fifth power!
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on March 29, 2014, 10:44:47 PM
In adding more spells to my spell list... I came across Facet from Birthright...

Sor/Wiz 5 gives you a +5 competence bonus on Craft (gemcutting) for 1 work day.

 :twitch what... the... hell...  :twitch

What's really amazing is just how many separate things are wrong with that. It's a 5th level spell for starters, competing with the like of fabricate. You've got the fact that it's a competence bonus, which is the most common skill bonus type. It's only to Craft (Gemcutting). Plus, it's for a single day. It would be pretty well balanced as a cantrip though!
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on March 30, 2014, 08:10:22 PM
yeah i was thinking 1st level max
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on March 30, 2014, 09:03:44 PM
No, if it was first level it would work for any Craft skill, and be called Magecraft. (http://dndtools.eu/spells/eberron-campaign-setting--12/magecraft--4896/)  Facet is simply worse.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on March 30, 2014, 10:47:17 PM
No, if it was first level it would work for any Craft skill, and be called Magecraft. (http://dndtools.eu/spells/eberron-campaign-setting--12/magecraft--4896/)  Facet is simply worse.
:lol
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on April 16, 2014, 06:05:55 AM
      The Pincer Holds, the Tail Strikes (Scorpion Technique) [Rokugan Campaign Setting (pg 53)]
   You have learned the ultimate distraction techniques of the Bayushi.
   Prerequisites: Base attack bonus +10 or higher, Int 13+, Strike at the Tail, Combat Expertise, Improved Disarm.
   Benefit: If you successfully feint in combat, and attack your opponent while he is denied his Dexterity bonus to Armor Class, that attack is automatically a critical threat.

Liberal reading of this feat causes the old lighting mace build to go infinite automatically on any target vulnerable to feint. Invisible Blade's ability to feint as a free action and take 10, get the feint, Surprising Riposte to flatfoot them for the remainder of the round. All further attacks that round are against a feinted and dex-denied foe, so (debatably) trigger lightning mace.

Obviously not for actual use.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on April 17, 2014, 12:28:30 AM
You can use the Static Spell? feat in Planescape to always count your attack roll as a 10, as long as you remain within the area of the affected spell.

so, you get all your attack rolls and confirmation rolls as 10s, so as long as you hit the needed AC w that 10, your attacks never until there is nothing to attack.

Add Master Samurai's (http://dndtools.eu/classes/master-samurai/) Supreme Cleave, and get a free 5ft-step per cleave.

Persistent Sadism could even help you disable deities that get in the way
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on April 18, 2014, 10:08:49 PM
Master Sensei (Way of the Daimyo) a prestige class with no prerequisites.
1st level- required for Sensei feats, 1/day +1/3lvls gain a bonus to a class skill check equal to your Profession (sensei) ranks
2nd level- choose 2 class skills, get 1 free skill point in each (can raise beyond normal max) and +2 insight to both
3rd.level- +2 untyped bonus to any 1 ability score

are you kidding me? A PrC that can be taken at level 1, and a great way for early entry.
---
one of the Sensei feats grants a bonus to your Leadership equal to your Wis mod
Title: Re: Fun Finds the 2nd Party Edition
Post by: Garryl on April 19, 2014, 03:22:26 AM
Human Paragon is probably better, but it doesn't have the option of early entry to skill-gated PrCs. From what you've provided, it seems that Master Sensei's early entry is effectively trading 3 base class levels for 1 PrC level (2 levels of Master Sensei plus the level that you use to prematurely take the PrC), which is an iffy trade in most cases, but could be worthwhile for the right PrC. Anything with accelerated casting, such as the Sublime Chord, would get even kookier yet another level early.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on April 19, 2014, 03:42:55 AM
Its the perfect class for gestalt ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on April 27, 2014, 10:48:25 PM
Pathfinder Paladin Oath against [Thing] archetypes: Lists a "Change" to the "Code of Conduct" feature... but don't list the standard oath as part of their code. Bam, you have a paladin that can backstab and adventure with evildoers.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Raineh Daze on April 27, 2014, 11:03:03 PM
Pathfinder Paladin Oath against [Thing] archetypes: Lists a "Change" to the "Code of Conduct" feature... but don't list the standard oath as part of their code. Bam, you have a paladin that can backstab and adventure with evildoers.

... I believe that defeats the point of playing a Paladin.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on April 27, 2014, 11:37:02 PM
Pathfinder Paladin Oath against [Thing] archetypes: Lists a "Change" to the "Code of Conduct" feature... but don't list the standard oath as part of their code. Bam, you have a paladin that can backstab and adventure with evildoers.

... I believe that defeats the point of playing a Paladin.
Shhhhhh, it's a fun find. Not a particularly powerful one.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on April 30, 2014, 04:29:15 AM
Dark Sun's Faces of the North has a couple things...

Unarmed Reflexes fighter feat
when unarmed and unencumbered, grants extra AoOs/rnd equal to your Wis mod.

it mentions Combat Reflexes, but doesn't say they don't stack.

Strangler feat
while grappling, your damage increases by 1 step, as if your size increased by 2 steps.  :twitch
the example is Medium size increases from 1d3 to 1d6, which supports a 2 step increase.

Wristbow weapon
its basically a Tiny hand crossbow that is strapped to your wrist and can be fired when concealed under your sleeve.
can you also wield a hand crossbow in that hand?

Plains Pants item
4gp, apply for a +1 untyped bonus to Hide for 12 hrs

its got 1 drug that is mehh

you can wear up to 2 Shrunken Heads as an earring slot, replacing your head slot

there are several new templates...

Stampede is like an animal mob, but you could actually apply this template to a mob templates creature, gaining more members

1 stampede = 6 gargantuans, 12 huges, 24 larges, or 48 mediums
---
cool thing about the several dozen Dark Sun templates? They list a LA for all of them (which could be n/a)
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on May 02, 2014, 11:44:04 PM
Races of Ansalon; Hylar Dwarf Clan Fighter Substitution Level, (Fighter 4)

Trades a fighter bonus feat for Con in place of Wis for Will Saving Throws and Wis based skill checks.

Autohypnosis; you are so tough, you can remember stuff better!
Heal; You are so tough, you can heal other people better!
Listen; You are so tough you can hear better!
Lucid Dreaming; You are so tough you can fall asleep!
Profession; You are so tough you can earn more money than anyone else!
Sense Motive; You are so tough you can tell when people are being sneaky!
Spot; You are so tough you can see better!
Survival; You are so tough you can tell where north is, and follow tracks better!
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on May 03, 2014, 12:26:15 AM
Races of Ansalon; Hylar Dwarf Clan Fighter Substitution Level, (Fighter 4)

Trades a fighter bonus feat for Con in place of Wis for Will Saving Throws and Wis based skill checks.

Autohypnosis; you are so tough, you can remember stuff better!
Heal; You are so tough, you can heal other people better!
Listen; You are so tough you can hear better!
Lucid Dreaming; You are so tough you can fall asleep!
Profession; You are so tough you can earn more money than anyone else!
Sense Motive; You are so tough you can tell when people are being sneaky!
Spot; You are so tough you can see better!
Survival; You are so tough you can tell where north is, and follow tracks better!
Be tough like Jorlin! Be strong and heal like Jorlin!
Title: Re: Fun Finds the 2nd Party Edition
Post by: Amechra on May 04, 2014, 06:31:49 PM
I'm reminded of this thread here (http://forum.rpg.net/showthread.php?468531-Pathfinder-Barbarians-all-angry-all-the-time!).

But anyway...

Primal Rager from Dragon 295 has a 1st level Class feature called Strength of the Beast; you may shorten your Rage by a number of rounds equal to your Barbarian plus your Primal Rager levels to get a +1 to Str and Con... for each round sacrificed. The extra con doesn't lengthen the Rage, though...

Still, it requires BAB +8, so you can get an additional +9 to Str and Con while raging right away!

And they said those feats that increase the duration of Rage were useless!

(I'm pretty sure you can use effective class level shenanigans to boost that cap to absurd degrees.)
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 04, 2014, 09:21:57 PM
Is it an action to change the rage bonus?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Amechra on May 04, 2014, 10:37:38 PM
You choose to do so when you enter Rage, and can't change it afterwards.

So you can't, say, Rage normally for the first two rounds, then get a +2 Str and Con for the next round by burning 2 rounds.

No, you burn two rounds and get +2 Str and Con for the entire rage.

Let me note that a Barbarian 19/Primal Rager with Con 30 as a base has a rage that lasts 18 rounds (if you have Ettercap Berserker and Reckless Rage). You can sacrifice up to 20 rounds of Rage.

Grab an Extend Rage somewhere in there, and you too can rage for 3 rounds for a +28 Str and +30 Con! Perfect for one side of a Gestalt.  :D
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on May 06, 2014, 03:36:36 AM
The deadly precision alternative class feature (Races of Ansalon, p135) for ranger gives you wisdom to damage on ranged attacks (replacing manyshot).  Naturally, you'd pair this with zen archery. 

The hidden requirement is you have to be a goblinoid.  The really hidden requirement is you have to have the alertness feat. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on May 06, 2014, 01:32:21 PM
A ranger with Urban Companion - does that grant Alertness like a Familiar?
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on May 07, 2014, 05:24:40 PM
Found in "Way of the Thief" from the Rokugan setting; Facing the Abyss is a Ronin Samurai only feat,  which gives you Cha/day free action Intimidates, which last a number of rounds equal to your Character level. It is also fluffed as being part of the Red Dawn pirate group, which places a limit on RP'ing as part of a party, but

Bear in mind it is 3.0, however, where there was no Swift Action, but there's none of the Quicken Spell verbiage however. Be prepared for instant DM to say "no free Panic/Cowering".

From the same book -

"Soul of Green Walls", when making a Charisma check to determine an NPC's initial attitude toward you, you may alter the result by one category. Now - this isn't something that's strictly RAW, as there's no initial attitude Charisma check - it's usually defined as Neutral, and if you have ranks in Diplomacy, it's usually better to attempt the diplomacy check. However, if you're capable of making a DC30 Charisma check - ouch - you can make them Fanatical. Alternatively, just ask the DM to have it apply to Diplomacy, as the Charisma to determine Initial attitude I think is a 3.0ism - in such a case, it's at it's worse, a DC50 check to send someone from Hostile to Fanatical - or even Hostile to Indifferent is DC20, something most dedicated diplomancers should be able to achieve right off the bat with a 75% success rate.
Title: Re: Fun Finds the 2nd Party Edition
Post by: FlaminCows on May 07, 2014, 08:47:40 PM
A ranger with Urban Companion - does that grant Alertness like a Familiar?

Yes (https://www.wizards.com/default.asp?x=dnd/we/20070228a).

Quote from:  Urban Class Features web enhancement
The character gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 07, 2014, 10:38:38 PM
Piecemeal armor is pretty cool idea (Athasian Emporium), you get bonuses based on the core.arm and the chunk used [torso, arm(s), and leg(s)]

from the same book, Animal Companion Pouch (throat, 13k) increases your animal companions abilities by 4 levels (can go epic, except for Special Abilities)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on May 08, 2014, 11:37:21 AM
Piecemeal armor is pretty cool idea (Athasian Emporium), you get bonuses based on the core.arm and the chunk used [torso, arm(s), and leg(s)]

from the same book, Animal Companion Pouch (throat, 13k) increases your animal companions abilities by 4 levels (can go epic, except for Special Abilities)
Pathfinder also has Piecemeal Armor on the PFSRD, if that's easier to access. Don't know how different they are, though.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 15, 2014, 12:39:31 PM
bestiary of Krynn's Ambient Tempest's reverse metamagic Spellshaping ability

can it be used in conjunction w making items? It appears that it still may count as.applying the metamagic feat.

could you thus apply this to access a previously 4th level spell in a 3rd level Drow Insignia?
Title: Re: Fun Finds the 2nd Party Edition
Post by: lieronet on May 15, 2014, 01:25:46 PM
Academy Sorcerer from the Dragonlance - Age of Mortals book is actually pretty sweet for a Mailman - easy entry, and you get some sweet benefits. Three Metamagic feats, extra caster levels to various types of spells (and skill bonuses), some other assorted bonuses, and all without losing a single caster level!

Edit: Some of these feats are pretty sick too. Education - all Knowledge skills are in-class. Heroic surge - Once/day/four character levels, get an extra move or standard action as a free action. Only usable once per round, but that's kind of insane.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on May 15, 2014, 02:11:25 PM
Piecemeal armor is pretty cool idea (Athasian Emporium), you get bonuses based on the core.arm and the chunk used [torso, arm(s), and leg(s)]

from the same book, Animal Companion Pouch (throat, 13k) increases your animal companions abilities by 4 levels (can go epic, except for Special Abilities)
Pathfinder also has Piecemeal Armor on the PFSRD, if that's easier to access. Don't know how different they are, though.
I saw this piecemeal stuff mentioned in the Eastern armors in the pfsrd, but no details on how to do it/what stacked. Where can I find this?
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on May 15, 2014, 04:31:17 PM
Rokugan Campaign Setting;

Courtier Class - this is one of the most customizable classes in the setting, with variants in each major clan. As you can imagine, it's an amazing party face. It is completely mundane, without even a bard's UMD. In Rokugan, it works quite well.

But, let's just look at the chassis -

d6 HD - fairly decent, considering it's a non-combat class. Of course, you don't actually want it in combat, but at least it's not a d4.
Skills; 8+Int, with including the big 4; Bluff, Diplomacy, Intimidate and Sense Motive as well as knowledges (although 3.5, so only History, Local, and Nobility/Royalty of use here). Plus others of reasonable useage.

+4 competence to all Charisma-based Social Interactions, Skill Focus feats provide a +4 bonus (rather than +2) for mental based skills, bonus wealth equal to his Charisma Modifier*50 each level, Iron Will bonus feat, can use Gather Information in a way similar to the Swashbuckler's dead levels abilities, gets 8 new class skills of choice for free over his career, Leadership bonus feat (+3 to score if already taken - but must be a Samurai or Fighter), but you keep the followers, Sense Motive take 20 as a swift action.

At 18th level, if the Courtier doesn't make himself offensive (holding a weapon, no harmful intent etc), any opponent trying to harm him must make a DC10+half Courtier level+Cha mod or be unable to attack him.

In addition to that, gains 6 Courtier abilities chosen from the following;
- Better part of valour; full defence gains Int to AC (dodge bonus)
- Eyes see the heart; When lying, must take DC10+Cha mod Will Save or the courtier knows that the liar is lying
- Eyes betray the heart; all special abilities of the courtier increase in DC by 2. Can be taken twice.
- Taunt and Rally; affect allies with bless, and enemies doom, 50ft radius, SLA's as if cast by a Sorcerer of the Courtiers class level (opens up loads of Qualifying opportunities).
- Voice; 1/day gain Courtier level as a circumstance bonus to a Diplomacy or Bluff check (social only).
- Weakness is my strength; when making opposed mental checks, the opponent must use the lowest mental score they have.
- Whisper from the soul; 1/day each time its chosen, affects target with "emotion" spell - suggest replacing with the relevant 3.5 spells as desired
- Your life is mine; 1/day (per cha mod), Charm Person SLA against weaker targets.  AS AN EX ABILITY.

In addition, each of the clans have their own.

Crab Clan - Track down items bought and sold or become a better trader to generate money, untyped bonuses to two class skills, or move action intimidates (opposed versus Sense Motive) granting bonus to attack rolls, Cha-skills, and +1 Courtier abilities DC for 1 hour.
Crane Clan - +2 Cha and +1 Diplomacy, Temporary Enhancement bonuses for hours/level of courtier, and can select any one courtier ability of another clan.
Dragon Clan - Can study a specific area for 2 minutes to gain a square 10ft wide/level to gain +10 untyped to Hide, Listen, Move Silently, Search, Spot, and Sense Motive, can maintain 1 every 4 levels of Courtier, gain a +4 morale bonus on Will Saves and opposed mental skill checks against a specific target every time you succeed on such a save/opposed mental checks (up to your courtier level), and a similar ability as the crab clan intimidate
Lion Clan - Temporary honor bonus to ally, temporary honor malus to opponent, bonus to Gossip checks to discover targets history
Mantis Clan - Gather Info check to work like a Knowledge check regarding specific Ronin/bandit etc, DC15, rather than 20 Intimidate checks, 30ft range on Aid Another and can spend Void points when doing so.
Phoenix - +3 bonus when spending a Void point on Will Saves or Mental ability based roll (except Iaijutsu Focus). Stacks with all other void bonuses, SR10+Courtier level vs Mind Affecting affects, 10 free skill points.
Scorpion - Sense Motive check opposed by targets most appropriate skillcheck (Bluff, Intimidate, Diplo) to learn the specific mechanics about the target, spend time with a target to gain a +4 bonus against them with regards to social and scouting skills, or cause Wisdom damage to target Cha mod+3 a day.
Unicorn - Cha mod to Initiative and always take 10 on sport and listen, roll twice and choose better result against Will saves (or enchant or illusion), and immunity to Mental stat damage.

It's a brilliant little class.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 16, 2014, 02:45:54 AM
Piecemeal armor is pretty cool idea (Athasian Emporium), you get bonuses based on the core.arm and the chunk used [torso, arm(s), and leg(s)]

from the same book, Animal Companion Pouch (throat, 13k) increases your animal companions abilities by 4 levels (can go epic, except for Special Abilities)
Pathfinder also has Piecemeal Armor on the PFSRD, if that's easier to access. Don't know how different they are, though.
I saw this piecemeal stuff mentioned in the Eastern armors in the pfsrd, but no details on how to do it/what stacked. Where can I find this?

this? (http://www.d20pfsrd.com/gamemastering/other-rules/piecemeal-armor)

or this?

(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Gazzien on May 16, 2014, 11:16:45 PM
I was talkign about the D20PFSRD one, for gamemastery. The link Zook posted above.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on May 17, 2014, 12:03:11 AM
Piecemeal armor is pretty cool idea (Athasian Emporium), you get bonuses based on the core.arm and the chunk used [torso, arm(s), and leg(s)]

from the same book, Animal Companion Pouch (throat, 13k) increases your animal companions abilities by 4 levels (can go epic, except for Special Abilities)
Pathfinder also has Piecemeal Armor on the PFSRD, if that's easier to access. Don't know how different they are, though.
I saw this piecemeal stuff mentioned in the Eastern armors in the pfsrd, but no details on how to do it/what stacked. Where can I find this?

this? (http://www.d20pfsrd.com/gamemastering/other-rules/piecemeal-armor)

or this?

(click to show/hide)
So a pathfinder suit of armor made up of:
a MW mithril breastplate (+6 AC, +5 max Dex, 4350 gp)
MW horn lamellar arms (+1 AC, max dex +5, 175 gp)
MW studded leather legs (+1 AC, max dex +5, 155 gp)

Would have a total AC bonus of +8, max Dex of +5, and ACP of -1. It would technically be medium armor, but the movement rate is still 30'. If you instead used mithril (steel) lamellar arms, it would be light armor and ACP would be 0, but it would cost a bit more.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on May 19, 2014, 11:46:02 PM
Implore (Dragon #336 pg82)
It's Planar Binding but limited to 22HD, it also explicitly notes any Spells or Effects that affect Planar Binding also work on this Spell. Add to this Infernal Bargainer (FR:RoF) which increases the HD cap of Planar Binding by +2.

You can now bind two new Elder Evils.
Father Llymic (24HD) and just because he appears his Sign triggers and the world's average temperature drops by 16 degrees and a further -1 per day. Which is great for cold-casters. Not to mention you can now control the addition of the Brood Template which can be used to enhance your non-undead minions. You can also attempt to bind Sertrous (23HD), which makes you play the game in hard mode with +20% chance to for Random Encounters with a +2 EL modifierBut lock your self in a tower and since Sertrous is utterly immune to all forms of Divine Magic you can send him to kill any Cleric/Druid that's tried to say they are better than a Wizard.
Title: Re: Fun Finds the 2nd Party Edition
Post by: FlaminCows on May 20, 2014, 12:26:07 AM
A gold mine yet untapped: Races of Ansalon, a Dragonlance supplement with the Wizards of the Coast Official Licensed Product seal. It has a load of alternative class features to use.

For example,
City Sense (for human barbarians): replaces Trap Sense for barbarians and gives you an equivalent bonus on spot checks, reflex saves, and initiative checks in urban environments.
Will of the Mountain (for dwarf fighters): replaces the fighter bonus feat at 4th level. Use Constitution instead of Wisdom for Will saves and all wisdom-based skill checks.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 20, 2014, 12:44:17 AM
Has been partially tapped. Check out the ACF aquaua spell focus? "(afb)

Basically increases your spellcasting by one level compensating for your racial +1 LA....
did someone say Changeling? A powerful early entry loophole
Title: Re: Fun Finds the 2nd Party Edition
Post by: FlaminCows on May 20, 2014, 12:48:54 AM
I hadn't thought of using changeling to qualify for the more obscure races' ACFs. This opens up so many possibilities...
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 20, 2014, 03:10:18 AM
That sort of thing could get really ugly
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on May 21, 2014, 07:46:29 AM
Like, a mongelman and an illthid had a baby kind of ugly.
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on May 21, 2014, 06:11:30 PM
Sounds like my brother's newborn. Thing's hideous.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on May 21, 2014, 06:20:00 PM
Cute lil' brain eaters, eh?
 :D

Implore (Dragon #336 pg82)
It's Planar Binding but limited to 22HD, it also explicitly notes any Spells or Effects that affect Planar Binding also work on this Spell. Add to this Infernal Bargainer (FR:RoF) which increases the HD cap of Planar Binding by +2.

You can now bind two new Elder Evils.
Father Llymic (24HD) and just because he appears his Sign triggers and the world's average temperature drops by 16 degrees and a further -1 per day. Which is great for cold-casters. Not to mention you can now control the addition of the Brood Template which can be used to enhance your non-undead minions. You can also attempt to bind Sertrous (23HD), which makes you play the game in hard mode with +20% chance to for Random Encounters with a +2 EL modifierBut lock your self in a tower and since Sertrous is utterly immune to all forms of Divine Magic you can send him to kill any Cleric/Druid that's tried to say they are better than a Wizard.

SWEET !


**


" ... the world's average temperature drops by 16 degrees and a further -1 per day ... "

hmm, I wonder what sort of legit Temperature numbers got published over the years ??

d20SRD has Weather hot + heat wave = 120o ; and Endure Elements says 140o.

realmshelps has: The Wastes
111° F to 140° F   Severe heat
141° F to 180° F   Extreme heat
181° F to 210° F   Unearthly heat
211° F or higher   Burning heat
paper catches fire at 451° F
Title: Re: Fun Finds the 2nd Party Edition
Post by: Garryl on May 23, 2014, 11:31:57 PM
In Pathfinder (PF), a 25k gp item (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/annihilation-spectacles) lets you nearly-spontaneously cast your wizard transmutation spells. If you're working with a bonded object, 20k gp (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-magecraft) lets you do it with any school.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 31, 2014, 04:44:57 AM
Way of the Open Hand...
- Novice Chisaijutsu... allows you to stack the shield bonus from a pair of tessen in total defense (only way to stack 'shield' bonuses)
- Advanced Drunken Mantis... You can ready a free action to grab opponent's weapon and make unarmed strike
- Advanced Himitsuheiki... 1/rnd make a spot check and vrab a nearby improvised weapon
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on May 31, 2014, 11:54:04 AM
Way of the Open Hand...
- Novice Chisaijutsu... allows you to stack the shield bonus from a pair of tessen in total defense (only way to stack 'shield' bonuses)
- Advanced Drunken Mantis... You can ready a free action to grab opponent's weapon and make unarmed strike
- Advanced Himitsuheiki... 1/rnd make a spot check and vrab a nearby improvised weapon

There is another way to stack shield bonuses, but it requires the bodyguard fighter from Dragon 310 to give you his shield bonus through the Cover ability.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on May 31, 2014, 12:23:26 PM
So 2 ways, but one requires 2 creatures
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on May 31, 2014, 03:15:28 PM
Three ways if you count Twin Sword Style from Players Guide to Faerun.  Its a sort of Dodge like feat that gives you +2 Shield bonus to AC vs one target.  And it stacks with a buckler or animated shield.  (Because you need to TWF with specific weapon types.)

Bad feat, but relevant to the conversation.
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on June 02, 2014, 09:18:20 AM
That feat from one of the ravenloft settings lets you gain +2 ranks in an Int skill, IIRC? It can be used to get into Cosmic Descryer at ECL20 to finish off a Planar Binding build for 28HD Implore's at ECL20.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on June 02, 2014, 10:01:51 AM
In Pathfinder (PF), a 25k gp item (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/annihilation-spectacles) lets you nearly-spontaneously cast your wizard transmutation spells. If you're working with a bonded object, 20k gp (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-magecraft) lets you do it with any school.
Wow... just WTF... Any reason you can't use both of these?  :lmao Edit: One is for transmuters only, and the other for universalists only.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Garryl on June 02, 2014, 01:04:55 PM
In Pathfinder (PF), a 25k gp item (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/annihilation-spectacles) lets you nearly-spontaneously cast your wizard transmutation spells. If you're working with a bonded object, 20k gp (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-magecraft) lets you do it with any school.
Wow... just WTF... Any reason you can't use both of these?  :lmao Edit: One is for transmuters only, and the other for universalists only.

That's what UMD is for.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on June 02, 2014, 06:23:45 PM
There are more versions for other schools (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/necromancer-s-athame). And I'm not sure you can UMD around the requirement of using the item as your bonded object, any more than UMDing a wand of familiar pocket would let you store fellow party members.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on June 03, 2014, 03:27:10 PM
Of the three linked, only the one for Universalists requires it to be a bonded item.  Unless its a stealth requirement not mentioned in the individual entries.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on June 03, 2014, 06:22:44 PM
Besides, isn't Emulate a Class Feature exactly what UMD is for?
Title: Re: Fun Finds the 2nd Party Edition
Post by: RedWarlock on June 03, 2014, 06:37:03 PM
Of the three linked, only the one for Universalists requires it to be a bonded item.  Unless its a stealth requirement not mentioned in the individual entries.

In the text.

From the 3rd link:
"A necromancer who selects the athame as his bonded object"
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on June 04, 2014, 02:21:49 PM
How did I miss that?  I read it twice so I wouldn't.  :blush
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on June 17, 2014, 02:22:29 AM
Does Fell Energy Spell + Fuse Arms = +6 Str/pair fused? Or 2+4/pair?
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on June 17, 2014, 04:50:12 AM
I read it as (+4/pair)+2.

Otherwise, I'd love to use it on an Insectile Thri-Keen (or Diopsid) Totemist with Girallons Blessing - that's 12 Pairs of arms, shrinking to 2, with a +40 bonus to strength - that is a +3 or +4 LA build and requires a fair bit of investment however.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on June 17, 2014, 09:39:09 AM
That's what I figured, it was just worded interestingly.

Ability Enhancer is worded more like a way that leaves no other interpretation
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on June 17, 2014, 02:45:22 PM
Add in a Paragnostic Initiate's (http://dndtools.eu/classes/paragnostic-initiate/) Physical Augmentation option allows for more bonuses from spells, but also less penalties.  Mostly keying into the Fuse Arms and Ability Enhancer talk.

There's the Obah-Blessed template from Dungeon 136 pages 60-61 that gives the base creature extra arms so long as the base creature has four or fewer to start.
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on June 18, 2014, 07:34:19 PM
Add on Ability Enhancer as well, DragComp - +2 to trans spells.

What would happen if you've polymorphed out of multiple arm shapes? Considering spells check when the spell is cast - take that form (and the DMG's +2 arms one) and all of a sudden
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on June 18, 2014, 07:39:20 PM
Already mentioned Ability Enhancer ;)

Fell Energy Spell + Resistance = +3 saves for 1st lvl slot
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on June 30, 2014, 11:40:01 PM
I have a new pot of stew for you guys to sample.

Ingredients
Multiplying Damage (extra damage is not multiplied, but a weapon's normal damage is).
Eldritch Glaive (the heavy hitter)
Quicken Spell-Like Ability (to allow the combination)
Weapon-Like Spells (touch spells are finessable)
Unorthodox Flurry (dragon comp, makes any weapon a special monk weapon)
Any Monk Alt such as Sidewinder Monk or Wild Monk
(for variants that are wholly separate from the character class—such as the bardic sage or the urban ranger— multiclassing, even into multiple variants of the same class, is probably okay)
Decisive Strike
Any +Full-Attack effect (white raven tactics, contingency[celerity], shadow pounce, battle jump, mantis leap, w/e).

Effect
So Monk 1 & Sidewinder Monk 1 gives you both Furry of Blows & Decisive Strike, the former is for Unorthodox Flurry(eldritch glaive).

A. You use a Swift Action to use Quickened Eldritch Glaive dealing a ton of damage.
B. Using a Full-Round Action you use Decisive Strike with the now formed Glaive dealing x2 damage.
C. You trigger w/e effect you choose (white raven tactics is fine) and Full-Attack with the Glaive, with an additional x2 modifier.

It's the best route to go for a new record on a single Round's worth of EG damage.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on July 01, 2014, 12:47:02 AM
I'm mostly sure you can't be Monk/Sidewinder Monk.  Alt classes constantly call out you can't take the original class if you take the alt.  Just use a 1 level dip in Disciple of the Eye (Races of the Dragon) for Flurry of Blows instead.  Less legality questions.  Trivial prerequisites.  Same cheese. 
(Though you probably still want to go Sidewinder Monk rather than Monk due to wording, just to avoid a potential technicality.)
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on July 01, 2014, 01:53:12 AM
Wouldn't it be better to do Decisive Strike first, then follow it up with a Swift Unorthodox Flurry?  That way all your flurry damage would get the Decisive Strike doubling.  By the same token, White Raven Tactics wouldn't let you benefit from Decisive Strike because it's on your next turn, technically.  And you couldn't activate it anyway because you've already used your swift action. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on July 01, 2014, 02:19:28 AM
He has to start with EG first, otherwise it doesn't exist.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on July 01, 2014, 02:31:56 AM
Hmm maybe replace Glaive with Claws?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on July 01, 2014, 05:27:14 PM
I'm mostly sure you can't be Monk/Sidewinder Monk.  Alt classes constantly call out you can't take the original class if you take the alt.
Tiny text quoted relavent text.

Quote from: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm
Multiclassing And Variant Classes
Multiclassing between variants of the same class is a tricky subject. In cases where a single class offers a variety of paths (such as the totem barbarian or the monk fighting styles), the easiest solution is simply to bar multiclassing between different versions of the same class (just as a character can't multiclass between different versions of specialist wizards). For variants that are wholly separate from the character class—such as the bardic sage or the urban ranger—multiclassing, even into multiple variants of the same class, is probably okay. Identical class features should stack if gained from multiple versions of the same class (except for spellcasting, which is always separate).

Hmm maybe replace Glaive with Claws?
Laptop doesn't have that issue of Dragon (what number?), just posted what I knew. By all means, improve on it if you can and want. :)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on July 01, 2014, 08:31:22 PM
Except variants like Sidewinder Monk and Wild Monk both explicitly state once you take them, you cannot take Monk.  Specific trumps general.

Most Dragon Magazine class variants contain that clause.  (I haven't checked for the later formats, some might have slipped through after #331.)   They're closer to giant ACFs in that regard than the variants found in UA.  And there really aren't any other sources for variants than those two.   Just use Disciple of the Eye instead of Monk, same effect, no clause, stupidly trivial prerequisites. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on July 01, 2014, 08:45:43 PM
Soro, the Eldritch Claws (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Eldritch_Claws) feat is in Dragon 358.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on July 02, 2014, 04:40:51 PM
Except variants like Sidewinder Monk and Wild Monk both explicitly state once you take them, you cannot take Monk.  Specific trumps general.
Working without Dragon outside of my jpg collection (which is extremely limited on dragon content), pretty much given up ever having the desktop connected will I buy a house.

Disciple of the Eye will work.

Soro, the Eldritch Claws (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Eldritch_Claws) feat is in Dragon 358.
Good ole realmshelps, I barely use it these days in favor of D&D Tools.

That'd work and cut down the need for Quicken since activation is free.
Monk for Decisive Strike, Weapon Finesse to claim Eldritch Claws is a Light Weapon, Disciple of the Eye for Unorthadux Flurry(eldritch claws), Quicken to abuse it, multiple Full-Attacks to break it, Hellfire to make DMs cry.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on July 02, 2014, 06:51:34 PM
Downside to Claws is no touch attacks. Upside is you get to add your unarmed strike damage, so average weighted DPR is probably close to the same.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on July 03, 2014, 03:23:25 PM
House  >>  full D&D database
... is so real world of you Soro  :pout  ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on July 04, 2014, 05:40:56 AM
I think that the Mystic Theurge increases the Sha'ir's casting 2/lvl, since the class has both arcane and divine casting?

am I just going crazy? Or is this ridonkulous?

it would give the Yathrinshee and True Necromancer a chance at living up to their potential (needing some opt)
--
any prepared and spontaneous spellcasters? They might qualify for the Ultimate Magus dual casting.
--
could the Geomancer allow you to qualify for these?
Ex. Favored Soul/Wizard/Geomancer become an Ultimate Magus having both prepared and spontaneous half-arcane/half-divine apells
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on July 04, 2014, 03:11:50 PM
Yep. Shair was the basis of many entries for GitP Iron Chef geomancer competition. Allowed full casting progression.

Not sure what you are asking from Geomancer into UM. UM magus requires spontaneous arcane casting - geomancer allows spontaneous divine to become spontaneous arcane (vice versa with prepared etc), but that leads to Alternate Spell Source/southern magician arguments.

I've used Geomancer to get access to 'every spell' due to nothing preventing you from preparing divine spells not from the wizard list in wizard slots, geomancer changing the parametres at the time of casting to arcane and from X list to Wizard list. Combine with Archivist 3, Incatatrix 3 and Archmage 1.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on July 04, 2014, 03:20:54 PM
Geomancer helps change spontaneous divine cleric casting (favored soul) to arcane.

curious if that would satisfy the spontaneous arcane casting prereq
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on July 04, 2014, 06:06:19 PM
Yes. Is my reading.

Geomancer changes Divine to Arcane.

You can cast as a Fs 1st level divine spells.  Divine to arcane. It can cast 1st level arcane spells.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on July 04, 2014, 06:41:32 PM
figured ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on July 04, 2014, 11:16:44 PM
From Dragonlance: Knightly orders of Ansalon
The Blood oath archer has a nice ability on pg. 105

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.

Additionally the Legion Sorcerer is a lovely little prestige class with some unique abilities on pg. 149

Legion Sorcerer
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: DavidWL on July 06, 2014, 12:54:02 PM
+1 for shared divination - very cool ability ...

You do need to take 1 level in a non caster class to get into legion sorcerer, but for a focused diviner, pretty cool!  I have a divination build in my sig for a specialist diviner which uses legion sorcerer.

Best,
David
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on July 06, 2014, 01:38:19 PM
Does it progress spellcasting?
Title: Re: Fun Finds the 2nd Party Edition
Post by: deadkitten on July 06, 2014, 02:02:37 PM
Apart from the first level,yes.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on July 18, 2014, 12:45:59 AM
Dragon Compendium's Blessed of Gruumsh a case of 'text trumps table'

table lists the Divine Blessing bonus as 1/3 levels, but the text says 1/1
Title: Re: Fun Finds the 2nd Party Edition
Post by: PlzBreakMyCampaign on August 03, 2014, 01:46:24 AM
Implore (Dragon #336 pg82)
It's Planar Binding but limited to 22HD, it also explicitly notes any Spells or Effects that affect Planar Binding also work on this Spell. Add to this Infernal Bargainer (FR:RoF) which increases the HD cap of Planar Binding by +2.

You can now bind two new Elder Evils.
Father Llymic (24HD) and just because he appears his Sign triggers and the world's average temperature drops by 16 degrees and a further -1 per day. Which is great for cold-casters. Not to mention you can now control the addition of the Brood Template which can be used to enhance your non-undead minions. You can also attempt to bind Sertrous (23HD), which makes you play the game in hard mode with +20% chance to for Random Encounters with a +2 EL modifierBut lock your self in a tower and since Sertrous is utterly immune to all forms of Divine Magic you can send him to kill any Cleric/Druid that's tried to say they are better than a Wizard.

SWEET !


**


" ... the world's average temperature drops by 16 degrees and a further -1 per day ... "

hmm, I wonder what sort of legit Temperature numbers got published over the years ??

d20SRD has Weather hot + heat wave = 120o ; and Endure Elements says 140o.

realmshelps has: The Wastes
111° F to 140° F   Severe heat
141° F to 180° F   Extreme heat
181° F to 210° F   Unearthly heat
211° F or higher   Burning heat
paper catches fire at 451° F
A) I had a thread that did this and more. It was about binding the ruling Devils and making them do a battle royale for the evil wizard lulz

B) Do I need to repost my deduced temperature bands?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Craiconn on August 03, 2014, 12:53:48 PM
Yeah, Legion Sorceror, even with the loss of a spellcaster level, becomes totally worth it for a Wizard because of the 4th level CA known as Canny Spellcraft.  The designers of the class obviously intended for this PrC to be taken by Sorcs, not Wizards. 

But since a Wizard's Spontaneous Divination ACF grants easy access to the PrC, the massive INT bonus of the Wizard makes this PrC a neccessary acquisition.  Coupling the Arcane Mastery feat (which is a good feat for a number of Wizard functions) along with Canny Spellcraft, you never, ever need to worry about enemy SR again.  Plus, all 3 of your saving throws are crazy, crazy high too.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on August 03, 2014, 05:47:26 PM
It's worth noting Age of Mortals and Knightly Orders of Ansalon have different versions of legion mystic, legion scout, and legion sorcerer.  The ones from Age of Mortals are all five levels long and require a level of steel legionnaire (Dragonlance Campaign Setting, p68).  The ones in Knightly Orders of Ansalon are ten levels long and stand alone. 

For legion mystic, I like the Knightly Orders of Ansalon version better.  To pad things out, it adds a bonus domain and two instances of heart's grace.  Heart's grace is like divine grace, but for one saving throw of your choosing.  Both versions give immunity to fear, charm, and compulsion, and give you a bonus to initiative equal to your wisdom modifier. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on August 14, 2014, 05:21:57 AM
My new favorite Diplomacy item is a Night Crystal Speaker's Trumpet (From Magic Of Rokugan and Dragon 339 respectively). The item gives you a +10 untyped bonus to diplomacy, and allows everyone within 200 feet of you hear you clearly, bypassing both loud noises and magical silence. It costs a clean 5,250 GP.

EDIT: Might as well toss on the Medal of Gallantry from Complete Adventurer as well while you're there for another +7 untype bonus for 1,650 GP.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on August 14, 2014, 08:59:16 AM
My new favorite Diplomacy item is a Night Crystal Speaker's Trumpet (From Magic Of Rokugan and Dragon 339 respectively). The item gives you a +10 untyped bonus to diplomacy, and allows everyone within 200 feet of you hear you clearly, bypassing both loud noises and magical silence. It costs a clean 5,250 GP.

EDIT: Might as well toss on the Medal of Gallantry from Complete Adventurer as well while you're there for another +7 untype bonus for 1,650 GP.
Jesus Christ... as if Diplomacy wasn't already breakable enough... I think diplomacy probably deserve a prize for the "most ignored/houseruled" thing in D&D...
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on August 14, 2014, 12:19:54 PM
It's certainly right up there with Encumbrance and possibly critical failures.
Title: Re: Fun Finds the 2nd Party Edition
Post by: phaedrusxy on August 14, 2014, 12:28:07 PM
It's certainly right up there with Encumbrance and possibly critical failures.
Critical failures? As in automissing/autofailing saves on a natural 1? I've never seen anyone ignore that...

or do you mean over-generalizing that to include all d20 rolls? That sure seems like a common misconception/houserule...
Title: Re: Fun Finds the 2nd Party Edition
Post by: vaz on August 14, 2014, 02:43:45 PM
The critical fumbles is an overglorified houserule that got slotted in the DMG which caused 'annoyances'  like dropping your weapon on a nat 1. Basically turns a 20th level dervish capable of plopping out 20+ attacks a turn to drop their weapon each turn. The more powerful you are, the more likely you are to drop your weapon. Utterly ridiculous.

I abide by encumbrance, and diplomacy, although I Houserule to add the HD multiplied by the difference in attitudes. For example, if you have a friendly 20 hd target which you want to make Fanatical (1 different), it is +20 to the DC. For a hostile to fanatical, it would have been +120, in addition to the DC.  That way the DC's scale too quick, and requires someone to take time to diplomance them to gradually lower the DC's, over the course of a combat (and obviously, no attacking from the rest of the party).

Wait, that is houseruling...

Eh, I like skills at high enough abilities to recreate spells.  A social skill to replicate Dominate Monster at high skill checks, Jump/Balance for Fly, Move Silently for Silence AoE, Listen for Blindsight, Knowledge for Divinations. Lucid Dreaming for Prestigidation/Limited Wish/Wish. That would improve mundanes abilities IMHO.
Title: Re: Fun Finds the 2nd Party Edition
Post by: linklord231 on August 14, 2014, 02:51:16 PM
or do you mean over-generalizing that to include all d20 rolls? That sure seems like a common misconception/houserule...

This.  It's one of the most commonly houseruled things I've seen, especially amongst people who don't frequent these types of forums.  A shocking number of people I've played with don't even realize it's a houserule. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on August 14, 2014, 03:38:33 PM
Eh, I like skills at high enough abilities to recreate spells.  A social skill to replicate Dominate Monster at high skill checks, Jump/Balance for Fly, Move Silently for Silence AoE, Listen for Blindsight, Knowledge for Divinations. Lucid Dreaming for Prestigidation/Limited Wish/Wish. That would improve mundanes abilities IMHO.

Legend has some of the Jump/Balance for flying.  Once they get monsters done and more equipment and other things it looks like it'll be quite nice.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on August 14, 2014, 05:11:22 PM

... Sign ...

... I wonder what sort of legit Temperature numbers got published over the years ...

A) I had a thread that did this and more. It was about binding the ruling Devils and making them do a battle royale for the evil wizard lulz

B) Do I need to repost my deduced temperature bands?

Oh really ... (googles for quite awhile) ... dang it, didn't find either.
Are they back at BG, or perhaps giantitp?
Do you have those links handy, cause it looks like otherwise unexplored territory.
I'd say Pretty  :twitch Please, but y'know   ;)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Childe on August 14, 2014, 11:59:43 PM
The item gives you a +10 untyped bonus to diplomacy, and allows everyone within 200 feet of you hear you clearly, bypassing both loud noises and magical silence. It costs a clean 5,250 GP.
Really ought to throw on a +1 competence-enchanted Night Crystal masterwork tool as well though. 225gp for +6 competence and +7 circumstance. You know, to get you through the low levels... or something. >_>

Add Soul of Green Walls and other nasty tricks to taste. Serve cold with a silver tongue.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Mithril Leaf on August 15, 2014, 04:14:51 AM
The item gives you a +10 untyped bonus to diplomacy, and allows everyone within 200 feet of you hear you clearly, bypassing both loud noises and magical silence. It costs a clean 5,250 GP.
Really ought to throw on a +1 competence-enchanted Night Crystal masterwork tool as well though. 225gp for +6 competence and +7 circumstance. You know, to get you through the low levels... or something. >_>

Add Soul of Green Walls and other nasty tricks to taste. Serve cold with a silver tongue.
That of course I can't actually claim credit for though. It also might not be legal, not sure. Plus, we're already second party so you may as well splurge and get one made by that Dragonlance PC Expert class for the real +15 Circumstance deal.

EDIT: If you increase the competence bonus by 2, and toss the feats Bind Vestige, and Bind Vestige, Improved onto the items (using the rules from the Arms and Equipment Guide), you can actually become a basic Diplomancer able to get an enemy from Hostile to Helpful as a standard action for the grand total of 28,625 GP. This is with literally no ranks in Diplomacy and +0 Charisma modifier.

EDIT2: Or for you E6 buffs out there, you can just pick up the basic pack: 7,125 GP for +30 to your checks and the 200' loudspeaker effect. Includes a Masterwork Tool that's also a +1 Competence Item, the Trumpet thing, and the Eloquence Choker.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on October 06, 2014, 10:13:25 PM
Classes: Divine Minion 1 / Invisible Fist Martial (drag #310) Monk 2 / Mystic Ranger (drag #336) 10 / Paladin 5 / Factotum 2
Feats (2 flaws, in no real order): Dragon Wild Shape, Sword of the Arcane Order(ranger), Initiative of Milil, Devoted Performer, Martial Study, Martial Stance, Shape Soulmeld, Bind Visage.
Items: Mantle of Rage, +1 Furious Lethe's Lash, Shroudcrown, Minor Schemas of Concordant Infusion & Mental Pinnacle.
Variants: Martial Items instead of Martial Study/Stance for Devotion Feats or Aberration Blood/Aberration Wild Shape.
It is a Druid/Rogue/Fighter/Monk/Wizard/Ranger/Paladin/Bard build with a splash of Martial Adapt/Incarnate/Binder/Barbarian/Spellthief/Cleric/Artificer/Psion.
(click to show/hide)

I call it Fumbles, after a goblin (http://goblinscomic.wikia.com/wiki/Fumbles) of the same name.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Prime32 on October 07, 2014, 06:37:01 PM
Dungeon #105 has the Ceremonial Armor template on p71. Half the normal AC + weight + ASF, +1 max Dex, -2 armor check penalty, and doesn't reduce the wearer's speed.

Stick it on a suit of masterwork Thaluud Stone Armor (Aunoroch: Empires of Shade) and craft it from blended quartz (Arms & Equipment Guide). End result: a nonmagical suit of heavy armor granting +6 AC/+1 Dex/-4 ACP/0% ASF and letting you move at 30ft speed. Costs 16,050gp and weighs 180lbs.

I'm wondering if there's any particular options that the armor remaining heavy opens up...
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on October 08, 2014, 12:13:25 AM
Couldn't you riverine it instead for +33% higher overall AC bonus
Title: Re: Fun Finds the 2nd Party Edition
Post by: wotmaniac on November 05, 2014, 07:11:17 AM
I don't remember seeing this, so here ya go:

No more improvised weapon penalty:
From Dragonlance War of the Lance:
Quote
Improvise Weapon [General]
A character with this feat gains the ability to make better
use of mundane items as improvised weapons.
Prerequisite: Appraise 1 rank.
Benefit: With at least a full round action to acquaint
himself with the item’s weight and properties, the
character can reduce the penalty for making an attack with
an improvised weapon to -2.
Normal: Without this feat, using an improvised
weapon incurs a –4 penalty to attacks.
Special: A fighter may take this feat as one of his bonus
fighter feats.

Greater Improvise Weapon [General]
A character with this feat learns to master the use of
improvised weapons.
Prerequisite: Improvised Weapon.
Benefit: The character can now ignore the penalty for
making an attack with an improvised weapon.
Normal: Without this feat, using an improvised
weapon incurs a –4 penalty to attacks.
Special: A fighter may take this feat as one of his bonus
fighter feats.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on November 05, 2014, 10:09:06 AM
Was the only real other way Drunken Master?
Title: Re: Fun Finds the 2nd Party Edition
Post by: wotmaniac on November 05, 2014, 03:31:55 PM
Was the only real other way Drunken Master?
Basically; at least as far as broad-spectrum goes.
I mean, Rock Throwing gets you rocks; and Gnome Calculus gets you flasks and other sundries.  But that's all very specific. 
And even drunken master had a severely extended ramp-up time.
Title: Re: Fun Finds the 2nd Party Edition
Post by: PlzBreakMyCampaign on November 05, 2014, 07:40:12 PM

... Sign ...

... I wonder what sort of legit Temperature numbers got published over the years ...

A) I had a thread that did this and more. It was about binding the ruling Devils and making them do a battle royale for the evil wizard lulz

B) Do I need to repost my deduced temperature bands?

Oh really ... (googles for quite awhile) ... dang it, didn't find either.
Are they back at BG, or perhaps giantitp?
Do you have those links handy, cause it looks like otherwise unexplored territory.
I'd say Pretty  :twitch Please, but y'know   ;)
A) http://brilliantgameologists.com/boards/index.php?topic=8351.0

B)
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: TuggyNE on November 06, 2014, 03:26:40 PM

... Sign ...

... I wonder what sort of legit Temperature numbers got published over the years ...

A) I had a thread that did this and more. It was about binding the ruling Devils and making them do a battle royale for the evil wizard lulz

B) Do I need to repost my deduced temperature bands?

Oh really ... (googles for quite awhile) ... dang it, didn't find either.
Are they back at BG, or perhaps giantitp?
Do you have those links handy, cause it looks like otherwise unexplored territory.
I'd say Pretty  :twitch Please, but y'know   ;)
A) http://brilliantgameologists.com/boards/index.php?topic=8351.0

B)
(click to show/hide)

Interesting. I might need to borrow that for my orb project (http://www.giantitp.com/forums/showthread.php?307649-Orbs-of-actually-making-sense-%283-5-spell-fixes-WIP-PEACH%29), which, among other things, rewrites Core temperature handling in order to make orb of cold actually make sense.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on November 09, 2014, 01:25:00 AM
Dragon Mag 330 barbarian rage variant.

Page 84
Implacable (Barbarian Variant)
*Loses Fast Movement, gains rage with DR.
Resilient Rage: Instead of normal rage bonuses, gain +4 to Dexterity, +2 to Constitution, +2 to Will Saves, and damage reduction 1/-.  This temporary damage reduction stacks with the permanent damage reduction the implacable gains at higher levels.
At 11th level, the bonuses increase to +6 Dexterity, +6 Constitution, and DR 2/-.  At 20th level the bonuses improve to +8 Dexterity, +8 Constitution, and DR 3/-.

This is the only rage variant that grants Dex and Con together.

Presumably this variant has the same duration and number of uses per day as regular rage.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on November 25, 2014, 06:27:50 PM
Cipactli (Dragon 317, p63) are giant lizard-monsters with the magical beast type.  They have an extraordinary special quality called earthen form that gives them immunity to effects that require a fortitude save.  As best I recall, the only other way to get that immunity is via the construct or undead type.  It might be useful for an illithid savant or something. 
Title: Re: Fun Finds the 2nd Party Edition
Post by: PlzBreakMyCampaign on December 04, 2014, 11:16:13 PM
Not so. Way harder is the immunity to necromantic effects.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Necrosnoop110 on December 05, 2014, 09:18:44 AM
Any stuff out there for Wilders?

Thanks,
Neckii
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on December 15, 2014, 09:51:49 PM
Dragonlance - Races of Ansalon has these little gems:

Tooth chain (pages 230 and 231)  Reach + adjacent 1h exotic weapon, slashing, +2 on disarms and can trip, and creatures damaged by it must make a Fort save DC attack roll - 10 or be stunned for one round because of the tearing pain of being hit.  Creatures immune to crits are immune to this effect.

Horizon bow (page 232) functions like a regular (composite) longbow, but you can make a charge attack with it.  The text is "You can charge with a horizon bow, making a single ranged attack at the end of your movement."

The forpann on page 231 is a double and reach weapon, but one end of it is a net.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Arz on January 14, 2015, 07:03:06 PM
Direct citation to use third party material, and a good way to grab Practiced Mindblade for a Soulbow build.

Bonus Feats
You sacrifice power for skill and technique.
Level: 3rd, 7th, 11th, 15th, and 19th.
Replaces: You lose all psychic strike class abilities at the above levels.
Benefit: In place of the psychic strike class ability, you gain a bonus feat at each level above. You may choose any feat designed for soulknives (such as those in Complete Psionic) or any feat that your mind blade can benefit from, such as Power Attack or Improved Critical (also see the mind blade feats in Dragon Magazine #341 in the "Class Acts: Adventurer" article). You must meet any prerequisites for the feat you choose.
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on January 14, 2015, 07:28:58 PM
Pretty sure that came from a first party source, namely from the WotC website articles on expanded classes.  Dragon Magazine is a 2nd party source, though.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on January 14, 2015, 07:38:22 PM
Pretty sure that came from a first party source, namely from the WotC website articles on expanded classes.
Nice memory (or guess?). :)

Link (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on January 14, 2015, 11:47:05 PM
Pretty sure that came from a first party source, namely from the WotC website articles on expanded classes.
Nice memory (or guess?). :)

Link (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
Memory.  I've used that article a couple times :p
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on January 15, 2015, 07:38:29 AM
It's also referenced in my ACF index, so that ought to aid memory for anyone who has gone through it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Cannotthink on January 23, 2015, 12:40:24 PM
I like fun things. I like Kalamar. I shall share some fun things in Kalamar.

Some feats
(click to show/hide)




Other things
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Argent Fatalis on January 24, 2015, 02:06:49 AM
The World of Warcraft supplement by Sword and Sorcery for 3.0 has some interesting finds.

(click to show/hide)

(click to show/hide)

(click to show/hide)

I'm sure there's a lot more gems in here, but Reckless Attack is absolutely incredible.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on January 29, 2015, 02:16:34 AM
From Dragonlance: Holy Orders of the Stars page 31.

Exotic weapon:  Emmide.  1d6/1d6 double bludgeoning weapon with reach and can also strike adjacent foes.  It can also trip.  It's also a special monk weapon, for what that's worth.  The only thing that would make it better is if it said a character could treat it as a quarterstaff for all other purposes.

Yeah, there's the line about it counting as just a quarterstaff if the wielder doesn't have EWP for it, but if it only counts as a quarterstaff if the wielder isn't proficient in it then being proficient with it would seem to imply it's no longer treated as a quarterstaff.  I'll still make a build around this thing because it's one of the truly exotic weapons that is worth a feat.

Thanks to Shadowhunter for having better Google-fu than me in this thread (http://www.minmaxboards.com/index.php?topic=15302.0).
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on January 30, 2015, 09:09:17 AM
Dragon 322 page 44 has template class levels a la savage progressions for the shadow creature, shade, and umbral creature templates.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Amechra on February 03, 2015, 12:21:44 PM
Lady's Gambit from Dragon 317 is an... interesting feat.

You need +6 BAB, Iron Will, and Power Attack to take it, and it lets you sacrifice HP for attack and damage.

You can take damage up to your character level; for every 2 damage you take, you get a +1 bonus to attack and damage for a round.

It synergizes really well with Stone Power, Fast Healing, or other methods of rapidly recovering HP; Lady's Gambit talks about "sacrificing" HP, so it probably won't work with a Crusader's damage pool... more's the pity.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on February 03, 2015, 02:52:09 PM
Great for someone with Masochism and Divine Sacrifice (the paladin spell, -10hp for +5d6 dmg)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Maat Mons on February 04, 2015, 09:25:43 PM
I've found a way to make one use of rage last forever.  I haven't worked out any particularly good reason to do so, but I'm sure someone can come up with one. 

The firestorm berserker prestige class (Dragon 314, p60) gets an ability at 6th level that lets him maintain his rage after it would normally expire at a cost of one point of con damage per round.  That's a gross oversimplification, actually.  I've put the full details in this spoiler:
(click to show/hide)

As I'm sure we all know by now, binding Naberius (Tome of Magic, p41) causes you to heal a point of damage to each ability score every round.  I have some quibbles that I'll put in another spoiler:
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on March 26, 2015, 03:36:27 AM
Wendle Centaur in Bestiary of Krynn pg. 37 is a 2HD +1LA medium-sized centaur.  +4 str, +4 dex, +2 wis, -2 cha and +5 natural armor.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on September 01, 2015, 12:16:30 AM
Out of the ashes it comes back, because people are posting 2nd party finds on the main thread >.<

But all is not lost, behold the my find of then Shen from Dragon Mag #319.
What is it? A monk PrC that lets you half-turn into other animals.
Like a bear warrior barbarian? Sort of, Dragon operates in extremes of weak or uber-strong.
So what's uber-power? At the 4th level, snake path, the Monk can turn any unarmed attack into an auto-critical hit once per day per class level which is a really nice way to control triggering various burst-style bonuses not to mention the double (or more) aspect to it. You still have to roll your attack, but if that roll crits they stack. It also alters a few things like Stunning Fist uses your Int modifier instead of Wisdom and the Hybrid form gets +2 Dex/Int which is a great synergy with Kung Fu Genius. Improved Critical, and a natural Bite attack that deals your Unarmed Damage (aka free extra 'unarmed' attack at -5 penalty).
That sounds cool, got any more? Hecks yeah, at the 1st level the Tiger path gives you a paralyzing Touch Attack. Full-Round Action & 1/day per Monk level & only 1 round, but the DC is 10 + Shen level + your Strength modifier which can easily be pumped to astronomical levels, like using it's Hybrid Form and Frenzy for +8 Str. Coup De Grace ftw!

Title: Re: Fun Finds the 2nd Party Edition
Post by: Keldar on September 01, 2015, 06:12:36 AM
I like Shen, its a Monk without the drawback of actually taking a level of Monk.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on September 20, 2015, 10:31:43 AM
Dragon 359, page 112 Sage: an assassin death attack can be any attack, from one of the swings in a full attack to an AoO.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Arz on December 07, 2015, 06:08:59 PM
Take Master @ ECL 4 to gain a cohort through faithful aide knack.

Quote
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.
Prerequisite: Profession 7 ranks.

Also Obstinate Soul from Darksun. Add your focus to variable spells like awaken.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on December 31, 2015, 04:47:03 PM
Yeah should'a posted over here ... so

The Master is a DL semi-npc class.  I've googled very few references to it (and missed this one above what the) http://guilesworld.com/role-playing-games-stuff/dragonlance/master/

The Profession knacks can gets you :
Faithful Aide ... cohort equivalent at level 4  {already covered by Arz}
Skilled Team ... leadership army composed of Experts  !!!!!!  also works with Thrallherd HA !!

WOW with edit 2nd WOW.
Otherwise it's closer to Expert than a bad Rogue.


Extra idea from a few days rummaging ... you can dip Master 1 for Knack and take Skilled Team at 7th level with the pre-reqs.  That's going onto my Money Bags build pronto.   And it seems like a good idea in general to dip it at or near there, with some of the other Knacks too.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on April 20, 2016, 07:51:23 PM
Dragon #348, page 35, variant curses.
You can change your alignment for the purposes of Detect Spells & Divination, it's a more permanent solution to hiding your alignment. For funsies, you can impose a -5 penalty to Saves unless the target carries a designated, none-harmful, item. You can use this to make people carry around signs like, "I'm delicious once fried!". You also can become a carrier for Blinding Sickness and/or Crackle Fever, inflecting it on anyone that you hit or are hit by a Natural Weapon or Touch Attack which has the side effect of making you immune to the selected disease which is nice too.

I think we've all heard about the loss of a Class Feature from the Greater side to remove a Wilder's Psychic Enervation, bu have another reminder. You can also totally negate any three Skill Checks, sort of like picking Spot to make them blind but more fun since you can choose Jump or Concentration.

The same issue also has Strahd's Baneful Attractor.  It's a Saveless effect that diverts all damage dealing Spells within 15ft to the target even if it'd break the Spell's original range. Interestingly, this means it can turn a Touch Spell into a 15ft-er. You can cast it on your enemies to prevent them from casting certain Spells or on a summoned ally to help protect the part. It's a very nice effect.

Done in Class Acts you can choose to pick up a Transmutation Focus instead of a Familiar, at the 15th level it can once per day double a Spell's Ability Bonuses. So like, a Persisted Bite of the Wearbear gives +32 Str & +16 Con as a set of Enhancement Bonuses.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on April 20, 2016, 08:01:30 PM
Dragon 349's turn.

There is an often forgotten about True Dragon in here, the Dzalmus which has multiple heads (sweet). The real find through is the Psionic/Magic Feats, Psiomancer lets you convert PP into Spell Slots during preparation and Cerebremancer lets you burn PP to pay for Metamagic costs allowing a Psion dipped Wizard to convert PP tricks to Spell Slots. And Psiotheurgist combines your CL & ML for the purposes of determining your ML in a single discipline. Use the actual Cerebremancer Class in conjunction with this for a double gain on your PP limits for Augmentation/Metapsionic.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on April 20, 2016, 10:40:34 PM
Dragon 350 has some new time travel Spells which is cool.

#351 offers up Oerthblood, a new metal-based Material to tinker with. It's actually some kind of alloy because it can be mixed with Mithral for calculating Hardness/HP, the unique benefit for mixing is it provides a +100% increase to Hardness & +50% increase to HP. Costs to Magical Enhance it are reduced by 25% which is pretty freaking nice, a +10 Weapon drops from 200,000gp to 156,000gp. In addition the Material provides it's own properties.
Weapons: +6k or 150gp ammo, +1 luck to attack/damage, creatures struck gain a stacking -1 unnamed to saves for 1 round.
Light Armor: +10k, dr 1/-, +1 luck to saves vs magic.
Medium Armor: +20k, dr 2/-, +2 luck to saves vs magic.
Heavy Armor: +30k, dr 3/-, +3 luck to saves vs magic.
Yeah, stuff like this is why Dragon is seen as OP and poorly written.

The Monkey Head Talisman for 128k gives you combat Reflexes & Stunning Fist even if you lack the prerequisites. They offer a bunch of Wisdom-To-X Feats for Ninjas & Arcane Spellcasters, Potent Dweomercraft's Damaging Spell is a two Feat investment for basically a once per Encounter +25% damage bonus to a Spell.

There is a section on Technomagical Implants. Quickdisk, a necklace, provides +2 unnamed to Initiative for 1,000gp. I like the vest through, Greater Shocking Field costs 42k and deals 1d4 electricity damage to anyone that hits you in melee, then they need to make a Fort Save against DC 10 + 1/2 your level + ConMod to be Stunned for one round breaking their Full-Attack and rending them helpless.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on April 21, 2016, 05:57:05 PM
I've found a way to make one use of rage last forever.  I haven't worked out any particularly good reason to do so, but I'm sure someone can come up with one. 

The firestorm berserker prestige class (Dragon 314, p60) gets an ability at 6th level that lets him maintain his rage after it would normally expire at a cost of one point of con damage per round.  That's a gross oversimplification, actually.  I've put the full details in this spoiler:
(click to show/hide)

As I'm sure we all know by now, binding Naberius (Tome of Magic, p41) causes you to heal a point of damage to each ability score every round.  I have some quibbles that I'll put in another spoiler:
(click to show/hide)

Huh ... very late response on my part.
Rage was part of the earliest Infinite spells trick
using action points and stuff I've forgotten ;  iirc
it was one of the Lord Of Procrastination's dirty tricks.

Rage Mage gives CL = character level, but only while raging.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on April 21, 2016, 06:09:34 PM
Dragon 349's turn.
...
The real find through is the Psionic/Magic Feats, Psiomancer lets you convert PP into Spell Slots during preparation and Cerebremancer lets you burn PP to pay for Metamagic costs allowing a Psion dipped Wizard to convert PP tricks to Spell Slots. And Psiotheurgist combines your CL & ML for the purposes of determining your ML in a single discipline. Use the actual Cerebremancer Class in conjunction with this for a double gain on your PP limits for Augmentation/Metapsionic.

Love these.

I think now-a-days there's some early entry for a
Wilder + Sorceror combo, which would make the
Psiomancer worthwhile ;  especially with recharge.

Cerebremetamagic is ridiculous fun, even without recharge.
 :D ---> http://brilliantgameologists.com/boards/index.php?topic=13478.0

Psiotheurgist yep, combo's well with the Mind Mage PrC.
Favorite of mine, for some early qualifying Ardent tricks,
like the Power Of The Duergar thread (round here somewhere).
Possibly salvages the PsyWar Soulbound acf with Jaunter.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on April 21, 2016, 07:34:25 PM
Cerebremetamagic is ridiculous fun, even without recharge.
 :D ---> http://brilliantgameologists.com/boards/index.php?topic=13478.0
Speaking of, you're capped at the highest Spell Level you can cast so no Heightening to lv9 at the 1st level. And your virtual ML/CL to PR/SR Checks (and augmentation) isn't the same as your Spellcasting/Manifesting Level for determining your Power/Spells per day no matter how confused you get.

What it does abuse is something like Wizard 3 / Psion 3 / Cerebremancer 10 / Greater Bloodline 3 has a 35PP cap on Psychometabolism Powers for Augmenting and a +35 to overcome Power Resistance which is pretty damn nice, specially when you consider the Spell side of that build probably has far too many Prepared Spells than it should.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on April 22, 2016, 04:33:06 PM
Reverse respond to your example.
Wiz 3 / Psion 3 / Cerebremancer 10
+ recharge too, is quite enough really.

Psiomancer feat would give almost the
full Wiz 13 spells, just enough leftover
to do a recharge.

Cerebremetamagic would then allow
each of those spells to be metamagic'd
up to the Wiz13/Psi13 capacity, although
it's multiple recharges and ditching most
of the psi-festing for the metamagic.

Then of course recharge again, and a
Psiotheurgist is kinda meh in comparison.
It can't pay for the massively higher CLs
and so many spells are capped anyway.


**

The T.O. link iirc (I should review it more)
Cleric goes DMM Heighten first
raw Ardent 2+ then goes Psiotheurgist.
Having gotten 9s on both sides, now
you Cerebremetamagic it to cheese^2.

Moment to moment its very thin compared
to the Wiz/Psi above, it was just the furthest
reaches I got to at that time.
I was assuming the DMM Heighten tags
the ridiculousness right off the bat.

(it is possible to not break dmm heighten ...  :pout )
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on June 07, 2016, 04:00:28 PM
From Dark Sun Campaign Setting p74:

Protective
You know that your gear could save your life, and you will do anything to protect it.
Benefits: Gear on your person gains a +4 bonus to saving throws. If an item takes damage while you're holding it in your hands, you may make a Reflex save DC 10 + the amount of damage the item takes (after subtracting hardness) to transfer the damage to yourself.

Not the best way to negate sundering, but it is effectively infinite with some good damage soaking and a few extra hands.

Dark Sun Prestige Class Appendix v1 p42:

Shadow Templar
A PrC that grants 9th level Wizard spells in 10 levels, and anyone who looks at you must save or become shaken (1st level ability). Perfect for multi-caster PrCing.

Entry Req are Knowledge (the planes) 2 ranks, Spellcraft 8 ranks and Great Fortitude. Easy
Title: Re: Fun Finds the 2nd Party Edition
Post by: Kerrus on June 08, 2016, 01:07:50 AM
Dragon 312 introduces the Beguilement Domain (and the seduction domain, but that's been reprinted craploads of times).

Granted Power: You cast Compulsion spells at +1 caster level
1: Hypnotism
2: Enthrall
3: Hypnotic Pattern
4: Deep Slumber
5: Confusion
6: Modify Memory
7: Mass Suggestion
8: Mass Hold Person
9: Otto's Irresistable Dance


It also has some cool antipaladin variants, and a bunch  of shitty necromancer variant wizards.


Title: Re: Fun Finds the 2nd Party Edition
Post by: Amechra on June 08, 2016, 01:45:12 PM
Dark Sun Prestige Class Appendix v1 p42:

Shadow Templar
A PrC that grants 9th level Wizard spells in 10 levels, and anyone who looks at you must save or become shaken (1st level ability). Perfect for multi-caster PrCing.

Entry Req are Knowledge (the planes) 2 ranks, Spellcraft 8 ranks and Great Fortitude. Easy

The real question is whether or not you can combine it with Ur Priest (in a thematic sense).

Because if so, that's some damn easy double 9s you've got there.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on June 08, 2016, 02:07:50 PM
The real question is whether or not you can combine it with Ur Priest (in a thematic sense).

Because if so, that's some damn easy double 9s you've got there.

Thematically? Not a hope in hell. There isn't even divine magic of the type the Ur-Priest deals with in Dark Sun. Shadow Templars worship a fallen Dragon King, but draw power from the Black (https://en.wikipedia.org/wiki/World_of_Dark_Sun#The_Black) to cast non-defiling arcane spells. If you reflavoured the class though, it's easy enough to see. In FR, they'd be worshipers of Shar and the shadow weave.
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on June 08, 2016, 06:48:45 PM
Randomly came across the DMag Trickster acf for Spellthief.
Retraining is possible, as is a psi conversion.  Hamper Magic
is rather tasty too, especially with assassin support spells.
(hard to google out the Uncanny and Arcane trickster noise)

So go normal+psi for 4 levels, then retrain in Trickster for level 5.
Retrain in Hamper for level 6, and take EK:  Sniper's Shot.
I think it'd be nearly a half tier better than PsyWar, and easier
to play as a less combat Bard+.   Solidly powerwise below
the Sublime Chord and Erudite Spell To Power.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Kerrus on June 09, 2016, 04:01:15 AM
Dragon 315 has a number of magic items from Sigil/the Outlands that are interesting. Range from eh to interesting, some of which follow:

Spireshard (+3 equiv): A creature dealt damage by this weapon must make a DC 19 will save or be unable to cast spells or use SLAs for 1d4 rounds. A creature cannot be affected by this property if they are already under the effect (ie: you can't extend the duration until after they get their abilities back).

Wrecker  (+1 equiv, bludgeoning only): This weapon ignores hardness.

Stealer (+1 equiv): +4 bonus on opposed checks to disarm an opponent, item disarmed 'sticks' to the striking surface of the Stealer weapon, can be moved to an open hand or dropped as a free action.


Feats:

Companion Guard Style (Regional, Gray Elf only): You can finesse the Longsword and/or the Longspear. You gain +2 to checks to confirm crits with any bow.

Greyhawk Method (Regional, Wizard): You add four new spells to your spellbook when you level up instead of 2. If you are a specialist, two of the new spells must be from your specialization school. You also add a bunch of things that should really already be wizard bonus feats to the wizard bonus feat list.

Lore of Ur-Flan (Regional): Add +2 to the save DCs of all necromancy spells you cast with the [Evil] descriptor. Stacks with other boosts.

Hardy Soul (Ancestor ): You gain +3 hit points. When you are dying you have a 25% chance to stabilize. Additionally, you are immune to death from massive damage.

Mercantile Background (Ancestor): You get an extra 300 gp at first level to spend on starting equipment. When you sell items (such as weapons or magic items), you get 75% of their value, not 50%. Additionally, once per month you may purchase any single item for 75% of the cost.

(Seems like a good way to get specific magic items if your DM is an asshat about magic item availability).


Title: Re: Fun Finds the 2nd Party Edition
Post by: Amechra on June 09, 2016, 01:10:57 PM
Mercantile Background is also in Player's Guide to Faerun, for DMs that don't want to let you use 2nd Party stuff but who are fine with using any 1st party book.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Arz on June 11, 2016, 11:43:31 AM
Randomly came across the DMag Trickster acf for Spellthief.
Retraining is possible, as is a psi conversion.  Hamper Magic
is rather tasty too, especially with assassin support spells.
(hard to google out the Uncanny and Arcane trickster noise)

Trix-ter is for kids who take Cursed Blow! Take a second look at what you lose with hamper magic; Steal SLA. So its much more limited use than I'd suggest, also it gets confusing in use as you steal spells from a bloke who has his CL lowered. Cursed Blow is the most all-round of the bunch, trade 1 SA die for curse which is like taking an SA feat.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Kerrus on June 17, 2016, 03:21:10 PM
If you can convince your DM to take a planar dragon as an ancestor for your dragon descended race, and be a Dragonfire Inspiration bard, you can get access to cool damage types like force, anti-ethical damage, and my personal favourite: Antimagic damage (afflicts affected foes with the effects of an antimagic field for 1d4 rounds).

Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on June 17, 2016, 04:21:00 PM
Randomly came across the DMag Trickster acf for Spellthief.
Retraining is possible, as is a psi conversion.  Hamper Magic
is rather tasty too, especially with assassin support spells.
(hard to google out the Uncanny and Arcane trickster noise)

Trix-ter is for kids who take Cursed Blow! Take a second look at what you lose with hamper magic; Steal SLA. So its much more limited use than I'd suggest, also it gets confusing in use as you steal spells from a bloke who has his CL lowered. Cursed Blow is the most all-round of the bunch, trade 1 SA die for curse which is like taking an SA feat.

hmm yeah I did check out your guide.  Very niice by-the-way.
Psi has to do something different ... (or so I've led myself to believe)
... may be my rationale, hence some zagging at your zigging.
Psi Recharge doesn't need any of the Steal SLA looping (yay psi).

Hamper strikes me as an excellent scaling debuff of the top "monster" casters.
It isn't just steal 1 spell or thingy, it's steal access to their top 2 levels of spells.
Plus now you're not in combat, just pinging away from outside.



edit ---- and Gestalt with Sav Species Rakshasa.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on July 01, 2016, 12:46:31 AM
Spell Sovereign (DM #357 pg77)
At the 4th level you can take a 2nd level Living Spell as your Familiar for 500gp then by using a gem that costs 300*1*cl you can imprison it and cast the Spell out of the gem once per HD, aka once per CL. It's cost per charge is a little high and it's only a 7/10 progression but by level 10 you can take a 4th level Spell as your Familiar.

A 4th level Wand costs 21,000gp or 420gp/charge.
This mechanic costs 2,600gp or 371gp/charge at the same CL.
It'd be a nice NPC to buy stuff from.
Title: Re: Fun Finds the 2nd Party Edition
Post by: TC X0 Lt 0X on July 01, 2016, 11:35:14 AM
Spell Sovereign (DM #357 pg77)
At the 4th level you can take a 2nd level Living Spell as your Familiar for 500gp then by using a gem that costs 300*1*cl you can imprison it and cast the Spell out of the gem once per HD, aka once per CL. It's cost per charge is a little high and it's only a 7/10 progression but by level 10 you can take a 4th level Spell as your Familiar.

A 4th level Wand costs 21,000gp or 420gp/charge.
This mechanic costs 2,600gp or 371gp/charge at the same CL.
It'd be a nice NPC to buy stuff from.

Note Living Spells can only be made from spells that do not targeting or do not summoning/create creatures, so unless you throw in something like ocular spell or something you cant make all spells into living spells for spell gems.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on July 11, 2016, 06:55:55 PM
A couple more from Dark Sun:

Defiling Items
Unlimited wands, and with extra uses per day than the Eberron variety.
(click to show/hide)

Alhulak
A 1d6/x3 one handed martial weapon, the big deal is that it's got both reach and attack adjacent. Opens up a few more options for a reach build in terms of equipment.
(click to show/hide)

Beaded Curtain of Vigilance
It's a beaded curtain monster. No, seriously.
(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: awaken_D_M_golem on September 01, 2016, 04:43:20 PM
the Shaper Of Form PrC is available on realmshelps ...

http://www.realmshelps.net/charbuild/classes/prestige/general/shaperform.shtml


SinFire's right, some tasty sh!t right there.
Title: Re: Fun Finds the 2nd Party Edition
Post by: PlzBreakMyCampaign on March 16, 2017, 01:07:01 PM
Are you tired of Wizards selling their spellbooks for a ton of cash? DragMag302p50 provides the rule we've always presumed to be likely the case.
Quote
Instead of beginning play with all of the cantrips in the Player's Handbook in their spellbooks, wizards can select sixteen cantrips to put in their spellbook for "free."
This is the same amount as an optimal specialist wizard. The rule even goes on to limit clerics and druids.



"Elder Druid PrC (Dragon #286): capstone ability allow - at the price of few Con damage and (maybe) also aging some years - to regain spent spell(/slot); yes, just like that - elan, Naberius, and never-run-out-of-spells... "

Well okay then. That hasn't been fixed yet in the MetaCompendium. I thought I covered all the recharge techniques. Are there any others I missed?
Title: Re: Fun Finds the 2nd Party Edition
Post by: TC X0 Lt 0X on August 06, 2017, 03:44:09 AM
Not sure if this one has been mentioned or not, but its not in the Dragon Magazine ACF Thread

Dragon #338 has a 'Staff of the Magi', which replaces a Sorcerer or Wizard familiar for an enchanted Staff. The staff is fairly simple, gaining +3 enchantment over 20 levels and either the bane or one of the elemental damage enchantments and a few other benefits like being able to cast a few more cantrips and locate the staff and teleport it to user. The real kicker is the 1st level Deliver Touch Spells ability, which as you may guess, lets you deliver a touch spell with an attack of the staff. 

It is nothing amazing but it is nice for a Sorcerer/wizard Melee gish wanting to channel spells. The enchants apply to both sides of the staff, which is nice if you want to also two-weapon fight with it or makes it cheaper to enchant one side for buff enchants. Most of the associated feats are not too great, but one lets you add your Wis to AC until your next action (kind of weird, but I guess if you cast defensively as your last action in the round you will have Wis to AC =P).
Title: Re: Fun Finds the 2nd Party Edition
Post by: Skyrock on August 16, 2017, 03:00:31 PM
Here is some Ravenloft stuff:

Base Class: Voodan
(Dark Tales & Disturbing Legends p.173)

Divine full caster with two interesting oddities:
- Draws from all the Bard, Cleric, Druid and Ranger lists, using the cheapest spell in his two preferred schools (with a +1 spell level bump for other schools) - not as good at dumpster-diving as the Archivist or the Chameleon, but a nice start
- Their prepared spells take the form of physical objects (gris-gris), which can be handed to others to be used by them at a slight loss of spell save DC and CL. These gris-gris cost nothing, require no UMD to use them, and last for a full day before the magic fizzes out. Divine Power for everyone, and action-economy wrecking nova rounds galore!

Feat: Redhead
(Ravenloft PHB p.63)

Allows to cast a preset  lvl1 Druid spell 1x/day as an SLA, which may help with prerequisites.

PrC: Master of Curses
(Champions of Darkness, p.20)

5 levels long PrC with full BAB, 5/5 spellcasting advancement of any type, good Fort and Will save and some OKish features, with a free +4 on the DC of Bestow Curse on lvl 1 and Turn/Rebuke Undead on lvl 3 probably the most noteworthy.

Entry requirements are Sense Motive 4, Will Save +5 and two crappy feats, so with multiclassing entry as early as lvl 4 is feasible.

One oddity is that it grants proficiency in all armor without excluding tower shields. Might help with prerequisites without losing CL.

Race: Moor Man
(Denizens of Dread p.154)

Most monsters in Ravenloft are massively overpriced in LA, but this one could be useable under the right circumstances. 4 Monstrous Humanoid HD, LA+1, a decent line of ability increases (Str+4, Dex+2, Con+4, Wis+2), natural armor +2, hilarious Darkvision 150ft and as drawback Light Sensitivity (which can be ignored with the cheap Sun Lenses from Sandstorm).

They also get to choose one magical tattoo every day for an all-day buff, with some decent (and some crappy) effects:
- extra attack and temporary HP = current HP total at the beginning of every encounter
- crappy Hypnotic Pattern gaze attack with crappy DC
- ignore first successful attack against you every round
- re-roll one die roll each round
- +2 luck bonus to saves and AC
- ignore light sensitivity (and waste you racial special on something a mundane 10GP item from Sandstorm could do)

With LA buy-off and either Gestalt or aiming for multiclassing-friendly classes such as Chameleon, War Mind or ToB classes, they could be worth the effective loss of 4 real class levels.
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on December 06, 2017, 02:42:08 AM
Reshape Mind Blade (Dragon #341:87) allows you to shape your Mind Blade into a Gauntlet allowing it to deal your Unarmed Damage. Since Soul Knife is listed as a Psionic Class it qualifies for Tashalatora's advancement too and if it seems a little too Feat extensive remember you can replace Psychic Strike with Bonus Feats.

You can also choose Harpoons, they have a trailing rope attached to it that apparently never leaves your hand which can make for an interesting Bladewind. Boomerangs for Daze can be used too.
Title: Re: Fun Finds the 2nd Party Edition
Post by: nijineko on December 06, 2017, 08:04:53 AM
Reshape Mind Blade (Dragon #341:87) allows you to shape your Mind Blade into a Gauntlet allowing it to deal your Unarmed Damage. Since Soul Knife is listed as a Psionic Class it qualifies for Tashalatora's advancement too and if it seems a little too Feat extensive remember you can replace Psychic Strike with Bonus Feats.

You can also choose Harpoons, they have a trailing rope attached to it that apparently never leaves your hand which can make for an interesting Bladewind. Boomerangs for Daze can be used too.
Don't forget the Athasian soulknife in conjunction (technically first party material perhaps as it is co-owned with WotC).

also, would reshape allow you to go for spiked armor as a weapon, do you think?
Title: Re: Fun Finds the 2nd Party Edition
Post by: SorO_Lost on December 06, 2017, 03:16:06 PM
also, would reshape allow you to go for spiked armor as a weapon, do you think?
It should, but I missed the melee limitation at 3am in the morning so I guess use Expansion & a Sharktooth Staff for an area Grapple.

Quote from: Dragon #341:87
Reshape Mind Blade [Psionic]
Your mind blade can take an additional form.
Prerequisites: Base attack bonus +4, ability to form a mind blade, shape mind blade.
Benefit: Choose any simple, martial, or exotic melee weapon with which you are proficient. Your mind blade can take on a form identical to the chosen weapon with all of that weapon's statistics; damage; threat range; critical modifier, and any extra features the weapon might have (such as a fail's ability to trip and bonus to disarm attempts). Reshaping a mind blade is a full-round action. You can also manifest your mind blade in this shape.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon with which you are proficient.
Title: Re: Fun Finds the 2nd Party Edition
Post by: nijineko on December 06, 2017, 04:20:05 PM
It should, but I missed the melee limitation at 3am in the morning so I guess use Expansion & a Sharktooth Staff for an area Grapple.

Quote from: Dragon #341:87
Reshape Mind Blade [Psionic]
Your mind blade can take an additional form.
Prerequisites: Base attack bonus +4, ability to form a mind blade, shape mind blade.
Benefit: Choose any simple, martial, or exotic melee weapon with which you are proficient. Your mind blade can take on a form identical to the chosen weapon with all of that weapon's statistics; damage; threat range; critical modifier, and any extra features the weapon might have (such as a fail's ability to trip and bonus to disarm attempts). Reshaping a mind blade is a full-round action. You can also manifest your mind blade in this shape.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon with which you are proficient.

Yeah, 't'would be nice if there was a version/variant for the soulbow.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jackinthegreen on December 06, 2017, 06:53:08 PM
Spiked armor counts as a light martial melee weapon, so there don't seem to be any technical limitations on a Soulknife going spiky.

Gauntlets, if we go by this table (http://www.d20srd.org/srd/equipment/weapons.htm#weaponDescriptions) don't technically show up as melee.  Or ranged.  Though RC does mention "Striking with punches and kicks is like attacking with a melee weapon..." on page 16.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on March 25, 2019, 04:48:28 PM
Psiologist from DS Prestige Classes 2, p29:

Psionic, high points are these two:

Psionic Acumen (Ps): At 2nd level, you develop ways to strengthen your powers farther than other users of the Way. You can now augment any power you know for a total of 1 power point more than your manifester level. At 5th and 9th level, you add an additional power point to the limit of power points you can spend for augmenting powers you know. This benefit cannot be used while you are wild surging, since it is by controlling consciously your use of the Will that you achieve this result.

Psionic Rationalization (Ps): At 3rd level, your understanding of the Way shows itself as you can enhance your powers while making less use of your Will. When using a metapsionic feat, you reduce the increased power point cost by 1. At 7th level, you can reduce the cost by an additional point. The cost cannot be reduced below its original cost by the use of this ability.

Yeah, totally free Metapsionics.


Royal Animator, same book, p32.

It's one level long, but the first level lets you apply a ton of different buffs to undead you create for a tiny XP cost. And all you need is Knowledge (Religion) ranks to get the different bonuses.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on March 25, 2019, 05:54:31 PM
Royal Animator, same book, p32.

It's one level long, but the first level lets you apply a ton of different buffs to undead you create for a tiny XP cost. And all you need is Knowledge (Religion) ranks to get the different bonuses.

Unfortunate it requires hard ranks (meaning they are effectively level gated), but still pretty cool. Notably though, it looks like the cost is per casting of a necromancy spell, not per creature.

Quote
Each ability has a cost in XP and when applied affects all creatures produced through a necromancy spell

The rank 12 option (Undead Lieutenant) is stupidly good. It blows the undead control limit out of the water by giving each one of the animated creatures 2HD of subordinate undead per HD of its own. They have to stay within 30ft of the lieutenant, but that's not terribly difficult when you have them all pile into a portable hole anyway.


Title: Re: Fun Finds the 2nd Party Edition
Post by: TC X0 Lt 0X on March 26, 2019, 02:29:52 AM
Royal Defiler mentions you need to be a defiler. From what I can gather it deals with being an Arcane Spellcaster of sorts, but I am not sure if it is a specific class, a status Arcane casters can obtain with some feat or other prestige class, or just a general label for Arcane casters in general?
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on March 26, 2019, 07:32:43 AM
It means wizard, basically. http://minmaxforum.com/index.php?topic=16816.0 (http://minmaxforum.com/index.php?topic=16816.0) will explain it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: magic9mushroom on March 26, 2019, 08:00:13 AM
Royal Defiler mentions you need to be a defiler. From what I can gather it deals with being an Arcane Spellcaster of sorts, but I am not sure if it is a specific class, a status Arcane casters can obtain with some feat or other prestige class, or just a general label for Arcane casters in general?

In Dark Sun, arcane magic draws power from the life energy of Athas. Good people generally try to avoid taking too much, and are called "preservers". Evil people draw all they can for extra power, which has a bunch of cool mechanical effects (free metamagic, re-using slots) but kills all the nonsentient life in the vicinity - for decades to centuries. Athas is largely a wasteland in the current era because there are actually quite a few evil people around, and defiling adds up fast.

Dragon 315 has rules for preserving/defiling magic, and 319 has a Dark Sun player's handbook (Dungeon 110 has a complementary Dark Sun DM's guide). Not sure whether that's reprinted/superseded by other 2nd-party Dark Sun material.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Stratovarius on March 26, 2019, 09:10:20 AM
I would generally say that's superseded by the Athas.org material, given they were the ones who received the official WotC stamp for Dark Sun in third edition. Its also much more extensive, although that's not always a mark of quality.
Title: Re: Fun Finds the 2nd Party Edition
Post by: akkristor on March 27, 2019, 09:28:10 PM
Dragon #347 is a boon for any summoner. 
Page 57 adds the Paraelementals to summon Monster and Summon Natures Ally at the same level as standard elementals, and also to Elemental Monolith.

Page 71 adds the spell Elemental Guardian.  Clr 5, Sor/Wiz 5, Drd 4.  Summons a Lesser Elemental Weird  (8HD, Medium size).  Elemental Weirds have a moderate strength slam attack, an o.k. ranged blast, Improved Grab, and Suffocate.
Downsides: The Weird is restricted from moving more than 100ft from the point of origin of the spell, and the casting time is 10 minutes.
Upsides:  The summon lasts for 1 DAY per level.  Same HD as a Large elemental, at the level of Medium elementals.   Can also be made permanent.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on May 27, 2019, 06:33:14 PM
Dragon 351 has Dragonmarked Sorcerer which, in exchange for one feat and not being able to take Dragonmark feats, gives you all the SLAs granted by your Dragonmark to your Spells Known. RAW this isn't actually a Dragonmark, which means you can't take feats that require one and can take stuff (Aberrant, Child of Kyber) that require not having one. It's unclear if Dragonmark Adept/Prodigy/Visionary spells are added.

Jorasco is explicitly mentioned (albeit to say it's rare, but on Eberron that just means PC material). That means you add Cure Light Wounds, Lesser Restoration, Cure Serious Wounds, Neutralize poison, Remove Disease, Restoration and Heal to your casting. When "you are the appropriate level to [cast them]" is I have no idea, but I'd assume when you can cast spells of a high enough level to cast them at the level they are on the Cleric list, but it doesn't say.

In the same article are variant sorcerers for each of the progenitor dragons that trade away your familiar. Eberron gives you a half-power animal companion instead of a familiar, Diplomacy instead of bluff and, if you somehow qualify for it, Natural Spell works in Polymorph spells as well as it does for Wildshape. Khyber is trash, since it just improves the CL of your summoning spells by one AND prevents summoning good creatures. Siberys is the real prize though, giving Diplomacy and Knowledge (Planes) for free and boosting your effective charisma for determining saves (and if you have enough of an attribute to cast, but that rarely comes up) by 4.
Title: Re: Fun Finds the 2nd Party Edition
Post by: redking on July 14, 2019, 08:10:16 AM
Towers of High Sorcery, Dragonlance 3.5, p.52.

(http://arena.athas.org/uploads/default/original/1X/3254fb00c601682d2ac4d730d9123a27cd77ca3c.png)

You can draw people (in the form of simulacrums, according to how they are remembered), and even half powered magical items. There is huge potential there. Combine with programmed amnesia for profit.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on July 23, 2019, 12:02:03 AM
Dragon #355 page 42 has the Cannon Golem. It's really lame for its CR of 14 with three single digit saves (though it does have a golem's infinite SR), 135 HP, DR 10/Adamantine, and a set of really lame attacks consisting of a pair of 2d6+21 slams or ranged attacks its cannon dealing +13 3d6+13 or at will CL9 fireball doing 9d6 area damage. What caught my eye though is the construction requirements explicitly call for a cannon with no mention on how this works in any campaign setting. Weird.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on October 07, 2019, 05:22:03 PM
I come bearing a treasure trove of content from the oft-reviled Kingdoms of Kalamar:

Today I'm doing spells from the Villain Design Handbook. This book is so dense with unique spells that I'm barely skipping anything, and the ones listed range from amazingly good to unique mechanics not found elsewhere.

Appear Behind is a 3rd level arcane spell that teleports you and anything you touch (up to 50lb/level) to "directly behind any one opponent within a 25 ft radius". For all your anime needs of course. No somatic components, so it's a valid way to escape a grapple.

Arm is Girallon's Blessing lite, at level 1!. "The new arm may be used to grip objects, wield weapons, or perform any other task the person is normally considered capable of with their other arms". It's always considered off-hand, but has a 2h/level duration.

Ball of Disruption is a cold element version of fireball with long range and an interesting rider effect. Any spells cast within the area for the next 10 minutes take twice as long, have 1/3 range, and last half as long. It's level 4, but I think it's worth it.

Bar Creature is a brutal way to kill someone via abjuration of all things. It forces a person to leave a 10ft square, but if they are prevented from doing so or return, they take 1d4 con damage per round they remain. Abjurant Champions just got a SoD!

Bat Accident is grease, but with a 1d6 acid damage and nausea rider that lasts 1round/level. You are literally summoning a stream of bat shit into their face and mouth. Beautiful.

Beacon basically triples the random encounter rate in the area around it (which is 1/2 mile per level!). Also a pretty good way to instigate a monster siege on an unsuspecting village.

Bird's Eye View is the best low level scouting spell I've ever seen. The area is "Caster's normal range of vision" so if you climb a tree it's ludicrous. It lets you get an aerial view of anything in that area, with the sensor being placed at medium range upward.

Body Wrack is a unique way to screw with someone if you can compel them to cast spells. It deals 10d6 to a target, but for every 6 rolled, the caster permanently loses a hitpoint.

Bribe is a bard spell that makes people willing to accept bribes. In true testament to how dumb KoK writing can be, it provides a table and suggests using linear interpolation as a method for determining values outside the table.

Cluo's Babbling Tongues is a level 2 NO save, NO sr, 15 radius "everyone in the area speaks nothing but gibberish for 1hr/level. This bypasses Tongues since it is explicitly "incomprehensible babble, even to listeners not effected".

Constricting Serpent Arm allows anyone who can cast a level 2 spell to immobilize people with a stretchy arm simply by beating the enemy AC by 5.

Delay Spells simply shuts off ALL spellcasting for the target for 2 rounds per level. Unfortunately it allows both a will save and SR.

Dragon Radar is a level 1 spell that detects and describes (number, relative size) all dragons within spherical radius of 1 mile per level and lasts 10 minutes per level. Niche as hell, but spontaneous divination exists, so why not?

Dwarven Constitution is a level 2 arcane spell that gives the touched target the Kalamar dwarf racial ability of "+2 racial bonus on saving throws vs poisons, spells, and spell-like abilities" for 1hr/level. That's a hell of a level 2 buff.

More to come later.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on October 08, 2019, 01:33:40 AM
Bird's Eye view isn't that crazy: Raven familiar can do that. Others are downright crazy though.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on October 08, 2019, 02:09:49 AM
i had all the Kalamar spells in my super spell list.

Kalamar is a nightmare, some totally OP stuff, while lots of it is barely usable.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on October 08, 2019, 04:03:03 AM
i had all the Kalamar spells in my super spell list.

Kalamar is a nightmare, some totally OP stuff, while lots of it is barely usable.

Sifting through it exposes you to a ton of unique mechanics though, for when you need a spell that does something REALLY weird.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on October 19, 2019, 11:02:36 PM
Dragon 304 introduces "Prestige Races", which is really just a fancy way of giving yourself slot free, unremovable magic items by spending a feat on the crafting feat and XP on the improvement. None of them seem that useful (they're priced as slotless items, and you often have to pay full price for an upgraded ability instead of the difference), but it's OGL content for some reason.

The issue also has a bunch of (non-OGL) spells. Bolster Damage Reduction is a 3rd level wiz/cleric/druid spell that improves any DR (except DR/-) by 5 for minutes per level, which is really good. Energize Projectiles (sorc/wiz 3) is what Flame Arrows should have been (has anyone ever used that spell? It would have been OK as a 2nd level spell but as a third level one its worthless) dealing 2d6 damage and letting you choose the energy type at the cost of lower duration, fewer projectiles and requiring the user have protection/resistance of that energy type. Sonic Wave (wiz 5) is a blast that deals CLd6 sonic damage (it also adds racial HD to CL if you have a sonic racial ability, which I'm sure some dragon can abuse).

Exemplifying dragon's loose affiliation with balance, there's a pair of cantrips that are situational save or die: Gasp on airbreathers underwater and attract eyes for something with gaze.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on January 05, 2020, 02:43:53 PM
The Rokugan d20 books are "produced by AEG under license from Wizards of the Coast, Inc." so I guess they count here.

Campaign Setting:
三y三 of the Sun Eye of the Sun is a first level Shugenja (fire) spell (!) that makes the target save or be blinded and stunned for a round (and they take some light damage if tainted).

B三t三n's Touch Beten's Touch is a second level (Air) spell on the Shugenja and Bard list that gives a +10 (!!!) enhancement bonus to all charisma based skills for 10 mins per level. It can be cast on anyone, though Shugenja are a charisma based class. Wisdom of the Kami is a 4th level Shugenja (Air) spell that gives a +10 bonus to any one skill not barred to Shugenja (though it's still untrained).

Castl三 Castle of Water (OK I'll stop now, but I really don't like the font used in these books using a real and common character, the one for three, in place of E) is a first level Shugenja/Druid (Water) spell that summons a wall of water in a ring around you. Anyone who touches the wall (even if you summon it under them) must save or thrown back, fall prone and take 1d4 damage. It also provides full cover against mundane projectiles (magic attacks, and big projectiles are uneffected while fire damages the wall).

Death of Flame is a 7th level Shugenja (Fire) spell that makes the target save or become feebleminded, confused and slowed for a round per level. I wouldn't note this if the Shugenja's fire list wasn't so crap this looked decent. Similarly Everburning Rage is an 8th level spell that makes the target disabled, explicitly including that they drop to negative HP if they take an action that would do so.

Immortal Steel (Earth Shugenja 4) is PF's Masterwork Transformation, though with an XP cost instead of money.

The Mirror's Smile is a 9th level Air Shugenja spell with "permanent" duration that can't be dispelled (did Permanent duration mean something different in 3E compared to 3.5?) that allows you to change the target into any other humanoid form. They gain the attribute bonuses (not modifiers) and natural abilities of the new form and lose all traits of their original form except bonus feats and skill points (so humans it's a strict upgrade). You can also make them look like the duplicate of an existing person by saying the appropriate full name. No save, but 10 min casting time, so you could use it offensively with a scroll.

Osano-Wo's Embrace is a 5th level Shugenja (Fire) spell that sets the target on fire, making them take 4d6 damage each round. The important part is the target can't take actions that require concentration while on fire from this spell, and it's a fortitude negates so it shuts down casters hard. They also must make a will 20 save or be useless.

The Penetrating Drop is a 7th level Shugenja (Water) spell that makes a "30 foot cube of non-living matter" take 3d10 damage per round that increased by 3d10 every round (3d10, 6d10, 9d10) for a number of rounds per level. Even if hardness is factored in, that will destroy most things (especially if extended). Time's Deadly Hand is an 8th level (Earth) spell that makes objects in a 5 foot radius per level age "hundreds or thousands of years". The intended use is to destroy shit, but I'm sure it would be interesting with wine.

Quiesence of Air is a 1st level Shugenja (Air) spell that creates a sphere around a creature that prevents sound from traveling past it in either direction for a minute per level. Silent casting/movement and immunity to sonic spell in exchange for failing listen checks is a nice trade for a 1st level spell.

Tremor is a Shugenja 3 (Earth) spell that makes everyone in a 100 foot radius area save or be knocked prone. That area is massive and you're explicitly excluded (good thing, since as a medium range spell you'd need to be level 11 to not hit yourself).

Wonderful Origami Furoshiki (Shugenja 3 Water) is yet another temporary bag of holding spell (50 pounds, plus 25 per CL to a max of 45). Worse than most due to ending if open.


Magic of Rokugan:
Unless otherwise noted, all spells are Shugenja only.

Agasha's Kiss ([Earth] 3) lets you temporarily reassign raw pluses of a Samurai's enhanced Daisho to special properties for minutes per level. Bane is the obvious use. Any other ideas?

Alter Mind ([Air] 8) is Mind Rape, Lesser. It's a Dominate Person paired with instant change in alignment for the victim. It's not [evil], but it is considered "dishonorable".

Arrows Flight ([Air] 1) doubles range increment of 50 arrows. Meh on its own, but stacks with a bunch of stuff and thus useful for theoretical optimization.

Awaken the Spirit ([Air] 1, Crane only) gives 6+(2*cl) bonus (max of 20) to any skill (but it's still untrained). I don't think the authors for this stuff knew how useful effortless large bonuses to skills. Flash of Insight ([Air] 1) gives you a temporary rank in any skill for a check. This means you know essentially everything but the most secret (DC32+) stuff with no skill investment.

Balance the Elements ([Void] 6) auto dispels all spells of 4th level or lower on the target and heals it 2d8 damage. It's a touch spell though, and Shugenja are squishy.

Blessed Winds ([Air] 1) gives +4 deflection bonus against ranged attacks and +2 deflection bonus to reflex saves.

Borne by the Wind ([Air] 7) gives Fly to everyone in a 50 foot radius centered on you. Need to remain in the area or stop flying though.

Dispel Slumber (Cleric 2, Shugenja 3 [air]) is an unstopable force that just ends sleep effects. Useless for the low level ones (except the area) but there's some special sleep effects out there that are supposed to need special conditions to end that this just bypasses. Also stabilizes everyone in the area.

Distracting Spirits (Bard 2, Shugenja 2 [Air]) forces (no save) the target to make concentration checks on every spell they cast (10+level of spell they're casting+your CL).

Grandfather's Word (7 [fire]) stuns all enemies in short range if they fail a will save. Again, noting largely because fire list is terrible.

I'll look at H-Z spells and other stuff in book later.

Hurried Steps (Sorc/Wiz 2, Shugenja 2 [Fire]) is haste, but only gives the extra spell. No way this is broken, not in the slightest. Not in the slightest...

The Kami Watch Over Me (Shugenja 6 [Air]) lets you cast a second level spell on another character and have it take effect when they want it to (spending the action needed to cast it). Lasts until discharged, so it can be used to carry spells over between days besides the action economy stuff.

Laughter of the Risen Earth (Shugenja [Earth] 7) costs 5000 XP, but stops you from aging for the duration (5 years, can be extended). Not a lot of ways to do that.

Lessons of the Crab (Cleric and Shugenja [Earth] 4) creates a large pool of temp HP (1d10 per level, max 15d10)

Path Not Taken (Water 5) gives you a quick save once per day.

Scatter the Soul's Flames (Fire 5) forces a target to fort save or be reduced to 1 dex and it needs Heal to remove it.

Spirit of Water (brd, shu [water] 1) grants an extra partial action to a target as an instant effect. Decent if translated to a move action, absolutely insane if it allows casting another spell.

Stand Against the Waves (brd 4, shu [water] 3) grants the target an extra attack at highest BAB for every 5 CL you have for a round, but also gives the target a -5 to hit penalty. Can be extended to last two rounds. Pairs well with Strike of Flowing Water ([Water] 5) which makes the target's touch attacks for a round and can also be extended.

Whispers of the Land (druid range and shugenja 1 [earth]) is actually a good first level divination. It reveals if a named target has been within 60 feet of your location (you can move and concentrate), if they touched anything, and (failing that) when they were last here. Narrows suspect pool and reveals stuff of interest without  totally breaking the plot. Problem is you can concentrate for an hour per level on this, which opens up a lot of abuse.

Winds of Agression (Sorc/Wiz, Shugenja 3 [air]) is forces reflex save or be blinded for rounds per level in a large area. Problem is the area is everything between you and the end of medium range, so you're going to need to be clever to avoid hurting allies.

Wisdom of the Dragon ([Air] 6) lets you counterspell for free once a round. Actually pretty nice.
 
Basically the book has a ton of OP spells. I like how it assumes people capable of casting 9th levels are even remotely common enough to include as many as they did.

Rokuganni Steel weapons and armor cost slightly less than a proper magic item for the same enhancement bonus, though it doesn't bypass dr. Tools are the real prize though: 1500 for a +8 (See the above about undervaluing skill bonuses).

edit: Fortunes and Winds gives alternate, always LA+0, hengeyokai. One serious issue with them is they need to take a bunch of taboos which, unlike the Wu Jen taboos, are actually quite punishing (both the demands and penalties for failure) and many completely screw over an adventurer. They get to pick some special abilities from a point based list. Dragon deserves a note since they need to take fewer taboos and have a good animal as their natural form (medium constrictor snake with fly speed) and can explicitly cast in that form. Aside from dragon, Improved Animal Form (use your human form's ability scores for your animal form and be able to cast in it. With phoenix or crane you're a tiny, flying caster at level 1) and Shapeshift: Imitate (Take the form of a specific human with an alter self effect if you have a cherished possession or part of their body. Only comes online at 12th level, but the ability score shenanigans are worth it)

edit: Dragon 343 has a bunch of feats. Most of them are meh, but it's notable in that their support for Shugenja and Spirit Shaman in there even if it is crap. A few of them caught my eye though.

Spirit Spell lets a Spirit Shaman blow 4 uses of Chastise Spirits as a standard action that automatically maximizes all spells you cast the following round (wording seems intentionally designed to stop quickened spells from being used).

Divine Sorcery is a feat that gives a Sorcerer as domain's power and adds one spell from that domain to their spells known each day. Requires no cleric levels, alignment appropriate for deity and you take the feat the same level you take your first level of sorcerer.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Jowgen on February 16, 2020, 10:54:30 AM
This find is from Dungeon (Issue 148 p. 82), but it might belong in the 1st party thread IF you consider Savage Tide adventure path material to qualify as such.

The Chokesnake is a 6 HD Fiendish Symbiont (yes, the Fiend Folio things). It's not really a benefiicial symbiont to have as its largely geared towards completely dominating its host (Ego save is a whooping 44), but it does have one thing going for it, and that's is (Su)  Poison.

Normally its a simple DC 17 1d6 Con/1d6 Con damage poison, BUT it has a stipulation that any poison immune creature (except Undead, Contruct, Plant and Ooze) still has to save against 1d4 Con/1d4 Con.

So it is a planar bind-able source of Immunity-busting Poison that isn't limited to evil creatures like ravages are. Even better, if you appy any undead template that leaves (Su) abilities intact, the switch from Con to Cha for the save DC goes up a respectable 24 (10+ 3 HD + 2 Ability Focus + 9 Cha)

Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on February 16, 2020, 11:54:06 AM
That's hilarious. Not sure who would consider Savage Tide first party content for 3.5 (maybe some PF players) though, Shackled City is because the compendium is published under the same nature (with D&D logo) as Dragon Compendium but Savage Tide has no such luck.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on August 01, 2020, 12:27:49 AM
Dragon 323 page 35 has Chocobo stats (actual Chocobo, not thinly disguised lawyer friendly standin). They're pretty meh, literally worse than a cheaper heavy warhorse in every way except initiative being higher by one. The fun find is the black variant, which at 2000GP is a really cheap flying mount.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nanashi on September 09, 2020, 04:13:11 AM
Ravenloft book Van Richten's Arsenal has the feat Beloved, which lets you select one humanoid (or creature that appears humanoid) and gain +1 morale bonus to attacks and saves when the beloved is in sight, +2 if they're threatened but take massive penalties if they die or are turned. Things is, nothing in the feat says you can't narcissisticly select yourself.

Gazetter 3 has the Stage Magician class, which lets you reduce the level of a spell if you make a moderatly expensive focus for it. The class implies it's for bards, but the requirements can be done with anything that has spellcraft as a class skill and enough skill points to buy 4 ranks each in cross class perform and bluff. It's five levels, full casting,. and lets you pick the level reduction five times.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Skyrock on June 10, 2022, 10:34:43 AM
Ravenloft: Van Richten's Guide to the Walking Dead p.55 has the Voracious feat, where you gain a +2 enhancement bonus to Strength and Constitution for one week after consuming humanoid meat.

Not that interesting for PCs outside of gold-starved campaigns (those who care about those two scores will have magic items that do it better), but interesting for monsters, especially those that don't tend to carry many magic items around. With the proper diet it's like Weapon Focus and Improved Toughness rolled into a single feat.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on September 21, 2022, 01:04:32 AM
Dragon Annual VI

pg40 has tiny "house"cats with pounce, improved grab, and rakes... Tiny!
pg45 has 4 snakes w crazy poisons, even Trouserfang would be scared of early in his career.

The section is obnoxious, since they don't clarify which snakes uses which stat block. Only using the poison DC, can u figure out which snake uses which (only the two-step uses the Tiny stat block)

Quote
Mountain King = Fort DC 11; initial 1d6 Dex; secondary death
Hooded Adder = DC 11; initial 2d6 Con; secondary death
Bloodsnake = Fort DC 11; initial 2d6 Dex; secondary death
Two-Step = Fort DC 10; initial 3d6 Con; secondary death

...

Polyhedron 159 (Githyanki Incursion one)

Splitting weapon enhancement (Champions of Ruin) + Githyanki Triple Crossbow = 6 arrows/attack roll at -6
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 16, 2023, 09:04:28 PM
Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning. Prerequisites: Int 13, Knowledge (any one) 5 ranks.
Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level. Normal: A character’s maximum rank in any skill equals 3 + character level.

From Ravenloft Legacy of the Blood pg 92

could this let you qualify for epic feats before being epic? or do you have to have 21+ levels?
Title: Re: Fun Finds the 2nd Party Edition
Post by: snakeman830 on February 20, 2023, 08:50:40 PM
[Epic] feats have the additional prerequisite of 21+HD.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on February 21, 2023, 11:48:58 AM
damn

found a spell that i had never seen before in Dungeon or on here

(click to show/hide)
Title: Re: Fun Finds the 2nd Party Edition
Post by: magic9mushroom on April 28, 2023, 08:14:23 AM
Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning. Prerequisites: Int 13, Knowledge (any one) 5 ranks.
Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level. Normal: A character’s maximum rank in any skill equals 3 + character level.

From Ravenloft Legacy of the Blood pg 92

could this let you qualify for epic feats before being epic? or do you have to have 21+ levels?
You need to be epic, but dragons that are Old or older can ignore that. Insert Dragonwrought Kobold here.

A lot of epic feats need more than 24 or 25 ranks in a skill, though (and quite a few don't need epic skills at all, or need non-Int skills), so the amount potentially unlocked by adding this is fairly low:

Augmented Alchemy (Craft(alchemy) 24)
Automatic Silent Spell (Spellcraft 24)
Magical Beast Companion (Know(nature) 24)
Plant Wild Shape (Know(nature) 24)
Vermin Wild Shape (Know(nature) 24)
Efficient Item Creation (Know(arcana) 24, Spellcraft 24)
Epic Spellcasting (Know(arcana/religion/nature) 24, Spellcraft 24)
Ignore Material Components (Spellcraft 25)
Improved Combat Casting (Spellcraft 25)
Permanent Emanation (Spellcraft 25)
Scribe Epic Scroll (Know(arcana) 24, Spellcraft 24)
Spell Opportunity (Spellcraft 25)
Spell Stowaway (Spellcraft 24)
Spontaneous Spell (Spellcraft 25)

Ignore Material Components and Spell Stowaway are the really-interesting ones there (Epic Spellcasting's not great at subepic without gate-chaining or hiring a pile of NPC spellcasters, although this feat is useful for it later on since your epic slots/day is proportional to Knowledge ranks).
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on June 03, 2023, 10:57:41 AM
Yet another weird Kalamar thing...

Player's Guide 3.0 pg
Quote
Cloak of Worship: The wearer of this deep purple cloak gains a +8 enhancement bonus to Charisma. This cloak is not effective against monsters, only humans, humanoids, and demihumans.
Caster level 8th: Prerequisites: Craft Wondrous Item, emotion; Market Price: 54,000 gp; Weight: 2 lbs.
Title: Re: Fun Finds the 2nd Party Edition
Post by: Nytemare3701 on June 05, 2023, 06:08:31 AM
Yet another weird Kalamar thing...

Player's Guide 3.0 pg
Quote
Cloak of Worship: The wearer of this deep purple cloak gains a +8 enhancement bonus to Charisma. This cloak is not effective against monsters, only humans, humanoids, and demihumans.
Caster level 8th: Prerequisites: Craft Wondrous Item, emotion; Market Price: 54,000 gp; Weight: 2 lbs.

"Not effective against"

My only guess here is that the bonus to charisma skills doesn't work on them, but that's horrible wording.
Edit: To be thorough, also dump any increase in save DCs from it.
Title: Re: Fun Finds the 2nd Party Edition
Post by: zook1shoe on September 06, 2023, 01:34:39 AM
Need a 4 hour time stop? Dragonlance's Legend of the Twins has your back.

Quote
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