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Messages - Maat Mons

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181
Min/Max 3.x / Re: Gish PRC Advice
« on: April 08, 2014, 07:00:44 PM »
How are you getting proficiency with all martial weapons to qualify for knight phantom?  Without spending a class level (or being an outsider), all I can think of is the militia feat (Player's Guide to Faerun, p41).  That's a problematic mix with knight phantom though, since one requires being from certain Faerun regions, while the other requires being from a specific Eberron country. 

182
You could take either the hyena tribe hunter feat (Shining South, p20) or the wolf berserker feat (Unapproachable East, p45).  Either one allows you to take the improved trip feat without having combat expertise or the minimum intelligence score normally required. 

183
D&D 3.5 and Pathfinder / Re: New character suggestions
« on: April 02, 2014, 08:50:28 PM »
all the immunities he got

You could gain a lot of immunities by being a necropolitan (Libris Mortis, p114).  It's a +0 LA template.  The upside is you become undead.  The downside is you become undead. 

btw we're running an evil campaign (don't know if that helps at all).

Well, you could gain bonus feats by swearing service to an elder evil (Elder Evils, p10), sell your soul for any of a number of benefits (Fiendish Codex II, p23), gain a bonus to the save DCs for your spells as a cleric of Tharizdun (Return to the Temple of Elemental Evil, p161), or become immune to mind-affecting effects via the deformity (madness) feat (Elder Evils, p13). 

184
D&D 3.5 and Pathfinder / Re: New character suggestions
« on: April 02, 2014, 12:02:52 AM »
With 3 full casters in an 11th-level game, I'd say the best addition is … another full caster. 

I notice you used the name of one class when describing each of the other characters.  Does your group like single-classed builds? 

I'm leaning towards high dps sneak attacker, I'm tired of drawing all the agro

You're getting hurt too much, so you want to become frailer?  Does your DM direct all the attacks at the toughest guy as a matter of course? 

How about a tibbit (Dragon Compendium, 21) psion (Expanded Psionics Handbook, p19)?  Tibbits can transform into ordinary cats whenever they want and stay that way as long as they want.  Psions can manifest all their powers without moving or making noise.  If they make a concentration check (DC 15 + power level), they can manifest powers without their displays too.  So, when an area erupts in fire (or whatever), there won't be much of anything implicating the cat minding his own business in the corner.  The telepathic communication alternative class feature would let you talk to your allies without tipping off your enemies that you're not a normal cat.  Just stay in cat form all the time.  Maybe even take vow of poverty (Book of Exalted Deeds, p48).  Heck, you don't even need to tell the other players that you can change form. 

185
Min/Max 3.x / Re: Tripping bruiser build idea for new campaign
« on: March 31, 2014, 03:47:49 PM »
A mineral warrior (Underdark, p96) earth dwarf (Unearthed Arcana, p16) would be nice. 

186
If I understand correctly, on a critical hit with its claw, the cat rolls 2d2-8 then applies the "minimum 1" rule, meaning he still only deals 1 point of damage.  For the bite attack, its 2d3-8.  So, critical hits don't help the cat at all. 

If the commoner can take the cloak of the obyrith feat (Fiendish Codex I, p85), he gains damage reduction 1/lawful.  This makes him cat-proof. 

If the commoner can take the deformity (tongue) feat (Heroes of Horror, p121), he gains blindsense out to 30 feet.  Hide and move silently automatically fail against blindsense. 

Deformity (tongue) requires willing deformity (Heroes of Horror, p125), so fitting that and cloak of obyrith on the same commoner requires 1 more feat than a 1st-level human gets.  Fortunately, swearing service to an elder evil gives a bonus vile feat (Elder Evils, p10), and both deformity (tongue) and willing deformity are vile feats. 

Sure, you have to have the taint of a demonic ancestry in your blood, grotesquely mutilate yourself, and pledge yourself to the destruction of all that lives, but that's a small price to pay to run off a stray cat.  And hey, once Atropus unmakes the world, there won't be any cats. 

187
Let's look closer at the odds of the cat sneaking up on the commoner. 

The Monster Manual doesn't correctly list the cat's statistics.  Cat's don't have a +1 base attack bonus, so they don't qualify for weapon finesse.  Wizards of the Coast addressed this in the errata.  Cats now have weapon finesse as a bonus feat.  (Creatures don't need to meet the prerequisites of bonus feats.)  Of course, cats still need one regular feat, so the errata gives them the stealthy feat, which gives them an extra +2 to both hide and move silently. 

Spot and listen checks get suffer a -1 penalty per 10 feet of distance.  Since the cat has to move into the commoner's square to attack, he needs to get within 25 feet before he starts his partial charge.  That's -2. 

The commoner certainly seems "distracted" as you've described him, and that adds another -5 penalty to spot and listen. 

The cat's hide modifier is +16, and the commoner's spot modifier is at best 4, from skill ranks, but down to -3 from penalties.  If the cat rolls a 1, he gets 17, and if the commoner rolls a 20, he gets 17.  On a tie, opposed skill checks go to the character with the higher modifier.  So, the commoner has a 0% chance of spotting the cat. 

The cat's move silently modifier is +8, and the commoner's listen modifier is at best 4, from skill ranks, but down to -3 from penalties.  Now, the fact that 2 d20s are being rolled makes the results cluster around the middle.  This results in the cat having a 91% chance of going unheard.  Go ahead and check the 400 possible outcomes if you want.  You'll find the cat wins in 364 of them.  (Or just have the computer tell you the answer, like I did.) 

188
Min/Max 3.x / Re: Healer Build for a New Campaign
« on: March 29, 2014, 04:07:34 AM »
He's allowing favored soul, but not mystic (Dragonlance Campaign Setting, p47)?  That's odd.  They're both spontaneous casters that use the cleric spell list. 

When you say "all characters start off with 2 feats," do you mean that human's don't get their normal bonus feat? 

I appreciate your desire to get your casting all on one ability score, but very few of your spells are things anyone will need to save against.  It seems to me you could skip dynamic priest, dump charisma, and not lose much.  (This assumes you're not getting offensive spells from somewhere.) 

How much leeway do you have on these extra spells you add to your list?  For example, cure moderate wounds is a 1st-level spell on the runescarred berserker (Unapproachable East, p31) spell list.  Better yet, haste provides an AC bonus and is a 1st-level spell on the trapsmith (Dungeonscape, p53) spell list. 

The mastery of day and night feat (Player's Guide to Eberron, p125) auto-maximizes your cure spells with no increase in level.  The earliest you could take that is 3rd level.  You'd need maximize spell as one of your 1st-level feats to qualify. 

189
Min/Max 3.x / Re: Battle cleric of Gond?
« on: March 29, 2014, 01:21:40 AM »
Yes, according to the rules, you have to be a gnome to be a cleric of Gond.  On the other hand, many people don't even know that's a rule (probably including many of the game designers), and those who do tend to think it's stupid.  You should ask your DM. 

When the pride domain was printed in Spell Compendium, there was no explicit list of which deities offer it.  When it was originally printed in issue 323 or Dragon Magazine, there was such a list.  It's on page 65, if you have the issue.  Otherwise, you can take my word for it that Gond is one of the deities that offers the pride domain. 

The newest printing of divine disciple is in Player's Guide to Faerun, and it doesn't give a bonus domain. 

If you DM sticks to the rule of only gnome clerics of Gond, you could be a cleric of Ubtao.  He has "chultans" listed among his typical worshipers, which is a human ethnicity (Races of Faerun, p106).  Counting an aasimar as a human isn't any kind of stretch.  Though most of the aasimar in Faerun are from in or near Mulhorand, which is pretty far from the Chult.  That could be a sticking point.  Oh, the character is already in play.  Nevermind

190
My computer had a random # generator that wasn't random.

No random number generator is actually random.  Though a period of only 500 is terrible, at least by modern standards. 

191
D&D 3.5 and Pathfinder / Re: What class/build to play?
« on: March 27, 2014, 05:37:37 AM »
I'm also starting at level 1 and it's worth noting that no one in the party has any social skills.

You can make a cleric startlingly socially adept at 1st level. 

The herald domain (Book of Exalted deeds, p87) adds intimidate to your class skills and gives a +4 sacred bonus to diplomacy and intimidate.  The domain focus alternative class feature (Dragon 347, p91) doubles the bonus provided by a domain, but removes your other domain and your ability to spontaneously cast cure spells.  Combining those, you have a +8 sacred bonus to diplomacy and intimidate, and you can have 4 ranks in both skills. 

The evangelist variant (Dragon 353, p88) gives you a +2 bonus on diplomacy (also comprehend languages 2/day), but removes turn undead. 

If you want to go full diplomancer, you can take the bind vestige and practiced binder feats and bind Naberius.  That lets you take 10 on diplomacy checks no matter what and removes the normal -10 penalty for making a rushed diplomacy check as a standard action.  (All from various parts of Tome of Magic.) 

Admittedly, the herald domain is hard to rectify with Naberius.  The joy domain (Book of Exalted Deeds, p87) can be used instead, but you give up intimidate.  Hedonism seems like a perfectly viable explanation for religiously dedicating yourself to joy and binding your soul to otherworldly entities. 

192
D&D 3.5 and Pathfinder / Re: What class/build to play?
« on: March 26, 2014, 10:59:33 PM »
If you go arcane, you'll probably want to be as different as possible from the wizard.  If you're essentially a better version of him, he probably won't be happy.  Oriental Adventures has an option for sorcerers to use the wu jen spell list instead of the sorcerer/wizard spell list. 

193
Min/Max 3.x / Re: Two weapon fighting with flat damage boost.
« on: March 24, 2014, 05:57:30 PM »
Can you use diopsid (Dragon Compendium, p10)?  They're really great at mixing power attack with two-weapon fighting. 

194
Gaming Advice / Re: Maho-Tsukai
« on: March 24, 2014, 05:32:56 PM »
Quote
Spell Conversion: A maho-tsukai can "trade in" levels in another spellcasting class for additional levels of maho-tsukai spellcasting ability. Each level of prior spellcasting ability counts as one additional level as a maho-tsukai for purposes of determining spells known and spells per day only. Spells previously learned as a shugenja or sorcerer count against the character's total spells known, but the maho-tsukai casts them now as arcane maho spells, spilling blood during the casting as a blood component. Maho-tsukai do not learn more cantrips or gain more 0-level spells per day as they advance. When a maho-tsukai advances a level, she can learn her new spells from either her old spell list or the maho-tsukai spell list, but casts all her spells as maho spells regardless.

For example, a 5th-level sorcerer becomes a maho-tsukai when she reaches 6th level. As a sorcerer, she knew six 0-level spells, four 1st-level spells, and two 2nd-level spells. As a maho-tsukai, she converts her sorcerer levels to maho-tsukai spellcasting ability, and can now cast spells as a 6th-level maho-tsukai. She learns one new 1st-level spell (a total of five), one new 2ndl-evel spell (a total of three), and two 3rd-level spells as well. She casts all her spells—whether she knew them before her "conversion" or not—as maho spells, using blood components. She still knows her six cantrips, and can cast six 0-level spells per day for the rest of her career.

195
Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« 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. 

196
The mark of stars feat (Dragonmarked, p142) prevents you from being flat-footed no matter what.  Unfortunately, it requires taking a level in heir of Siberys (Eberron Campaign Setting, p80). 

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."  That's kind of like an immediate action. 

The mark of Avernus feat (Fiendish Codex II, p84) lets you attack or use a spell-like ability as an immediate action once per encounter.  Unfortunately, it mostly requires being a devil. 

The divine defiance feat (Fiendish Codex II, p83) lets you counterspell as an immediate action by spending a turn undead attempt.  It's way better than reactive counterspell, which has that "takes the place of your next turn" clause. 

197
Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« 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. 

198
Min/Max 3.x / Re: Ideas for a healer/skill monkey
« on: March 07, 2014, 03:51:58 PM »
Cloistered cleric (Unearthed Arcana, p50) gives you 6 + int skill points per level.  That's decidedly helpful to any skill-focused build. 

If you want to focus on knowledges, ancestral knowledge (Races of Stone, p136) is a dwarf-only feat that lets you use wisdom instead of intelligence for knowledge checks.  Cloistered cleric already has all knowledge skills as class skills, so you can pretty easily get some high modifiers. 

If you want to focus on social skills, the pact domain (Spell Compendium, p278) and the trickery domain add appraise, bluff, disguise, hide, intimidate, and sense motive to your cleric class skills.  Cleric already gives you diplomacy.  I think pact and trickery have a nice thematic connection, obeying the letter of a deal while twisting the intent. 

199
Gaming Advice / Re: How does one imprison a psion?
« on: March 06, 2014, 03:07:21 AM »
All right, lower level and easier to get rid of.  Stick a turbidus leech (Bestiary of Krynn, p72 (original) or p97 (Revised)) on prisoners.  Charm and compulsion effects last forever on someone with a leech attached.  Then cast suggestion on each prisoner twice.  The suggestions are "serve out your prison term peacefully" and "don't mess with the leeches." 

If someone manages to get a leech off, they'll be free from the suggestions in a few hours, and can then rip the leeches of other inmates.  Of course, the leeches would be put in highly visible locations, so the guards would immediately notice if someone was missing his.  Also, since everyone is compelled to leave the leaches be, the only way I can think of to kick this off is for a leech die via some sort of accident or illness. 

200
Gaming Advice / Re: How does one imprison a psion?
« on: March 05, 2014, 03:57:18 PM »
If they're mentally debilitated the whole time you're indoctrinating them, I don't see the indoctrination sticking when they're thinking clearly again. 

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