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Messages - Tonymitsu

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1
Gaming Advice / Re: Dragonchain and Stone Dragon
« on: January 25, 2017, 04:55:44 PM »
So do you think a fair interpretation would be to just allow the dice to stack? So 1d8+2d6+Str*1.5 for the damage roll?

2
Gaming Advice / Dragonchain and Stone Dragon
« on: January 22, 2017, 02:39:32 PM »
There's a weapon introduced in the second appendix of the Red Hand of Doom adventure book called a "Dragonchain"

It is a bludgeoning/trip/disarm weapon that has text which states that if you enter a grapple, you can wrap the chain around your opponent and deal automatic constrict damage on a successful grapple check to the tune of 1d8+Str*1.5

What happens if you have constrict from another source? Like if a Warblade has this weapon and is in the Crushing Weight of the Mountain stance, which says you deal 2d6+Str*1.5 damage on a successful check?

Do they stack, or do you only use the bigger source?

3
Gaming Advice / Re: Overcoming miss chances in E6
« on: January 17, 2017, 06:31:25 AM »
Huh... interesting.

So then the only restrictions on magic items in E6 are if you can cast or find scrolls of the spells?

4
Gaming Advice / Re: Overcoming miss chances in E6
« on: January 16, 2017, 08:22:13 PM »
Hmm... are those caster levels requirements? Or just the CL of the item, in case someone tries to Dispel it?

 :???
Is there a difference?


I mean, I know what it says in the introduction, but if you assume all created magic items must have a minimum caster level required to create them, then that statistic is not listed for any magic item printed in the MIC.

5
Gaming Advice / Re: Overcoming miss chances in E6
« on: January 16, 2017, 07:38:09 PM »
Well... it somewhat depends on the source, but the Gauntlets of Ghost Fighting are a cheap way to beat the miss chance from incorporealness (and they also work for spells...). IIRC there was a weapon ability called Blood Seeking that also helped, but that might only work against cover (not concealment). Edit: Seeking is the one that basically negates all miss chances, not Blood Seeking.

Yeah, pretty much the problem is that Seeking needs a caster level of 12 and spells that don't exist in E6, and Improved Precise Shot requires BAB of +11. Gauntlets of Ghost Fighting also has a caster level requirement of 13 to create. Blood Seeking requires a caster level of 9th, and in any event explicitly does not function against concealment, so it wouldn't be of much help.

So far the only thing I can come up with that might be of any help is the Bracers of Accuracy in the MIC (duplicates the effect of Improved Precise Shot for spending 2 of 3 charges per day), and the Blindsighted weapon property from the same book. (Grants Blindsight out to 30 feet for 1 minute, 3 times per day. That can be used to ignore most concealment, right?)

I'm just trying to make sure I didn't miss anything

6
Gaming Advice / Overcoming miss chances in E6
« on: January 16, 2017, 04:50:49 PM »
What's the best way for a ranged scout to deal with miss chances in E6?

7
Gaming Advice / Re: Detecting scrying via spellcraft
« on: January 06, 2017, 05:32:29 PM »
Oh I was just looking for clues as to his location. The whole, "well I see the area around him so what do I see?"
The lockout was due to him making the save and being immune for 24 hours. That's why I had to wait.

And it's an E6 game, so we'll probably have to stick with the more mundane methods. Which is cool. I like adventures. And I like being foiled in clever ways.

I mostly wanted to confirm I was reading everything correctly, so that when my character does this back to him at a later date there's a good rules precedent.  :devil


I guess my next question then is how is scry-and-die a thing that even works against spellcasting opponents? Unless you catch them while they are sleeping? I would think as soon as they make the save, pass or fail, the jig is up.

8
Gaming Advice / Detecting scrying via spellcraft
« on: January 05, 2017, 11:48:18 PM »
After obtaining the blood sample from the baddie, I attempted to scry on him. I was informed by the DM that he made the save (which is fine, he was a vampire wizard), so we time-lapsed a day so I could try again tomorrow.

The next day I was told my attempt simply failed. And afterwards the DM told me that the baddie had cast Nondetection in response to my scrying attempts, at which point he said that the Spellcraft skill has a use that for 25+spell level allows you to identify a spell that you just had to save against, and that's how he knew someone was scrying on him.

Is that correct? And if so, how do you counteract that?

9
D&D 3.5 and Pathfinder / Re: In need a creepy undead villain
« on: January 01, 2017, 05:00:59 PM »
I am not familiar with the "Unkillable" template...

10
Gaming Advice / Re: Retrieving a stored item during a grapple
« on: November 25, 2016, 08:27:59 PM »
But light weapons are kept in the open in sheaths within easy reach for drawing when necessary.

Even a belt pouch would prove more troublesome than that (as is evidenced, I think, by something as insignificant as a spell component taking a full round action to get ready).


And other than the exception for the Handy Haversack (that is clearly intended to facilitate item retrieval) I really can't see how fumbling around with a bag of holding or an enveloping pit is somehow easier than working a weapon out of it's sheath. Especially when the intent of that clause is clearly to allow the activation of wands already in your hand or use-activated items worn on your person.

11
Gaming Advice / Retrieving a stored item during a grapple
« on: November 25, 2016, 04:38:00 PM »
So I have a player who found "Ipecac" in the back of the Expedition to Castle Ravenloft.

His primary intended use for wanting it is that, if he ever gets swallowed whole, he can pour a dose out into the creature who will then be forced to immediately vomit him back up with no save, and afterwards will be nauseated for 1d4 rounds. Without a save.

 :huh ...uh huh...

So before I even have to make a ruling on whether or not you can force a potion down a creatures throat, even if it has swallowed you, there's something else I want to clarify:

Being swallowed puts you in a grapple, while the creature that did the swallowing is not.

There is a specific list of things you are permitted to do while in a grapple.

And while retrieving a spell component is on that list, retrieving a stored item is not. Nor are there any further clarifications on the matter in the Rules Compendium.
So is it even possible to get at the ipecac after he's been swallowed for his intended purpose?

12
D&D 3.5 and Pathfinder / Re: In need a creepy undead villain
« on: November 09, 2016, 10:36:48 PM »
http://www.realmshelps.net/monsters/templates/curst.shtml

This work for you?  Remove Curse might be the easiest way to destroy it, but it isn't the only one.

Only one big question I guess:

How do you create one of those without the use of Wish or Miracle? Even the version in Lost Empires of Faerun requires Create Undead which is level 5 at the lowest (I think).

And is there any solid way to make that a threat against a party with at least one primary spellcaster?

http://www.realmshelps.net/monsters/templates/dracolich.shtml

i do not see a caster level req

dragonwrought kobold dracolich

2 levels to play with

Clicking on "dracolich phylactery" link in that template, brings up a reprint of the information found in the Draconomicon on page 120.
Creating one requires the control undead spell, 25,000 gp, Craft Wondrous Item, and a caster level of 13. Even the dracolich brew required for the transformation detailed right above it needs a caster level of 11.

13
D&D 3.5 and Pathfinder / In need a creepy undead villain
« on: November 09, 2016, 09:51:44 PM »
I was chatting with a friend the other day, and he asked me about D&D things saying he needed a bad guy for his players in a 3.5 game. The conversation went sort of like this:

Me: "What kind of villain?"
Him: "Something creepy and undead-like that is recurring. That keeps coming back."
Me: "Like a lich?"
Him: "Yeah, but it's E6."
Me: "Ah.  ...How about a ghost?"
Him: "I don't want the melee guys to need special weapons to fight it."
Me: *facepalm*

So I told him I'd think about it but I'm drawing a blank. Dracolich is out because it requires an even higher caster level than regular lich. Something simple like a spell-stitched necropolitan wizard would cover the creepy undead portion and be a decent challenge, but how do you make it recurring?

14
Okay so I checked with him this Saturday and laid out some of the options things you guys came up with and asked him what he wanted to be able to do in game. His response was:

1) Make things die

2) Not be made redundant by another party member.

In addition, it looks like the cleric or rogue player might not be participating.


So this leads me towards duskblade even further, since he'd be able to fill the arcane caster niche, and could certainly make things die. I showed him a build I'd done a little while ago and he seemed intrigued but wanted more time to think about it.

With those two new stipulations, is there anything else more specific that might be a good fit for the group?

15
D&D 3.5 and Pathfinder / Re: words of creation and inspire courage
« on: November 04, 2016, 05:37:00 PM »
I've heard constantly how one of bards biggest assets is inspire courage. Giving basically free damage accuracy to you and your team.
But i've also noticed that words of creation is basically in every build I've seen specializing in inspire courage, and for good reason as it feels like the returns you get without it are hardly worth it especially if you don't go pure bard.

Basically is inspire courage still effective without words of creation? or are you better off using inspire awe or something?

Just to further elaborate on what Keldar said: Most bard songs suck.

-Fascinate, in addition to being mind-affecting, requiring you to concentrate for the duration, AND allowing additional saves for any potential threat, it flat out does not work if your target is threatened or in danger in any way.

-Inspire Competence: Does not scale. it stays a flat +2 forever. Further, as it's a competence bonus it does not stack with magic items that boost skill checks.

-Suggestion: See Fascinate

-Song of Freedom: Are they serious with this? Break Enchantment is already on the bard's spell list. As a 4th level spell. Two levels sooner than this class feature.

-Inspire Heroics: At level 15, you have far better things to do on your turn than grant a single ally within 30 ft. a +4 morale bonus to saves and a +4 dodge bonus to AC

-Mass Suggestion: See Fascinate

The only two that you'll ever really, really want are Inspire Courage and Inspire Greatness. The rest of the time you are trading the others away for much more useful effects.

For the clearest example of superiority, note that while Inspire Heroics only affects allies within 30 ft, Inspire Courage affects everyone that can hear the sound of your voice, regardless of distance.

And while the competence bonuses for Inspire Greatness are a little piddly (and also competence bonuses, which are common), granting two bonus HD is invaluable.

EDIT: Oh right, Countersong. Works only on spells and abilities with the sonic descriptor, and ones that are language dependent (Geas/Quest, Suggestion, Command). Note that it also only works on things that produce on-going effects, so you could not stop a Shout Spell or a Sonic Orb. And all it does is grant you a new save (so also ineffective against something like Blasphemy).

Quite possibly the most absurdly niche class feature in all of 3.5 D&D.

16
It's specifically when he's standing next to a Druid (or other full caster) that he's better than useless.

What he does is double the primary caster's action economy by casting their spells.

(Is this worse than having your own spells? Yes, it certainly is. But it's still better than useless.)

((Would I personally play this? No.))

So, the plan is he will stab party members in order to cast their spells for them?
 :scared Because that... that probably won't fly at our table.

Way back when we first started playing 3rd Edition, this particular player started with Rogue. He really really wanted to multi-class into Assassin, but our mutual friend who was DMing wouldn't waive the RP requirement (killing someone). So he hatched a plan.

During a dungeon run, he was searching a body and palmed an amulet from his belt pouch he had acquired earlier. We didn't have an arcane caster, and based solely on the description, it looked to be an Amulet of Health. He offered it to the monk, who was out in front more than anyone else.

Of course it wasn't an Amulet of Health, and as soon as the monk put it on it killed him instantly. He felt legitimately terrible about it and tried to explain his reasoning to the group.

Me: "...You know you it didn't have to be a party member to qualify right?"
Him: "...Huh?"
Me: "Yeah, it could have been anyone. Like, literally any NPC anywhere."
Him: "...Really?"
Entire Group: "YES!!"
Him: "aw shit... my bad."

Now this was almost nine years ago, and there's no hard feelings between the two, but thanks to that he is forever known as the sneaky, backstabbing, never-take-your-eyes-off-him type of character. No matter what kind of character he is playing.
So as hilarious as it would be I really can't in good conscious recommend he play a character who operates by routinely stabbing party members.  -_-'


I invoke the power of kung-fu!
...that's clearly a barbarian.
 Ah ok, I read the thread, and that was the joke.  /facepalm  :lmao

Limited spells + melee = duskblade?
Limited lists and melee? Has he tried psychic warrior, mystic ranger, or duskblade?

He never seemed interested in psionics at all for some reason.
But that is two more votes for duskblade. Not a bad idea either.

Thanks again guys.

17
I'd been a little leery of totemist because I distinctly remember playing one in a game with him at one point and he didn't seem to interested in the class.
When you say allowing Soul Manifester to advance bonus feats what did you mean by that?

Wildshape Ranger probably isn't the entry I would have gone with but Warshaper could be interesting.

I played a spellthief a while back. Aside from the Trickster Dragon Mag variant (which pretty much turns it into Bard+), I remember being really underwhelmed by the class.
Can it really stand alongside a druid and an egoist and not be marginalized to uselessness?

As an aside, he's just not into bards for some reason.

18
Nanshork:
Limited available to choose from, as Dread Necro. Favored Soul only worked because he had help picking out spells. I'd definitely be building a sorcerer with him in the same way.

Nifft:
DFA is good. Thanks for that.
Binder I think might run into some of the same problems as primary casters. The different vestiges and all of their abilities are a lot to keep on your mind each adventuring day.

Psion will require the same help that sorcerer would, and I think he'd get into it. But I just worried about stepping on the other player's toes by having two full manifesters in the party.

I should clarify that the Druid is playing one for the first time, but he's done a lot of homework and looks pretty solid. The egoist knows at least as much about system mastery as I do, if not more, so he is definitely solid. The maybe cleric/maybe rogue is, well... he doesn't always want the help.

I've also considered a swift hunter build, but I'm worried it might turn into too much ranger spellcasting for his tastes.

19
I'm going to be starting up Red Hand of Doom for a few of my players soon.
One of them is interested in playing, but he has no idea what he wants to be.

-He is a creative player and does well with most 3.5e mechanics, but generally dislikes primary spellcasters and their largely limitless spell lists. In his words, it's just too much to read and keep track of. He tried a Factotum once, and didn't like it for exactly this reason.
-On the other hand, he does like primary casting classes with limited lists. Dread Necromancer is his favorite class. He played a Favored Soul once with help picking out his spells and enjoyed it. He likes Warlock. And he expressed mild curiosity in Beguiler.
-He also does generally well with anything that has a melee focus

I am specifically forbidding for this game:
-Mindsight
-Large scale undead minionmancy, mostly because of the massive graveyards at Rhest, and the huge amounts of unattended corpses that they will find at the Battle of Brindol. because I don't feel like upscaling encounters to compensate.

The party so far consists of:
-A druid
-A goliath warblade
-An undecided, but definitely a (horrifically unoptomized) cleric or a (mostly competent, if attention-deficit) rogue
-An egoist focused psion

I'm hoping for some advice on something that might appeal to him, and that would give him plenty to do throughout Red Hand of Doom.

Any thoughts?

20
Gaming Advice / Shadow Weave magic and things that aren't Dispel Magic
« on: October 07, 2016, 04:43:22 PM »
If you cast debuff spells and have the Tenacious Magic feat, does the bonus apply to removal attempts from Break Enchantment, Remove Disease or Remove Curse?

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