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Messages - JanusJones

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1
Awesome!  I'll let you know, bhu!  The first deck is gonna' be zombie, but the next will be Super-Heroic - the idea is to make multiple decks with multiple scripts, and keep expanding so you can blend together to make mashup scripts: the survivors of the apocalypse develop super-powers with which to face the horde, etc.  Have a Teen Drama deck in the works too; should be able to swing High School of the Dead-style action and/or Super-Hero/ine High stuff.  Fun!  Holler if you'd like Print n' Play in the meanwhile - we haven't started blind testing, yet, and that would help kick my butt on finishing the latest copy of the written rules.  We're planning a video, too (I'm the beardy guy in the play video, btw), to make learning to play easier, but that's a bit that'll have to wait till I have a tad more time.

Yeah, Nanshork, I feel you - age and such do tend to get in the way.  Dude, if you gotta move for work, though, New Mexico is pretty sweet!  I've kept my hand in games, just let things go with 3.5 (since, y'know, d20 seems dead compared to a lot of the new stuff, though I still love it in my heart of hearts).  Actually blogged about it on genrecardgame.com: http://mmlow1979.wix.com/genrecardgame#!Winning-is-for-Losers/v7862/56c276240cf2100f6473fa86.  Blogging being part of the marketing thing (ew), but I've been enjoying writing about games a bit - been too long since I've been on the forums!

Apropos of games - just got a sweet old copy of Tunnels and Trolls which inspired me to go shopping for the new Deluxe version.  It's kinda' AWESOME - way simple and stripped, but cool!

Anyhoo, cheers, guys!

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Whoops! Sorry about those links! Been a long time since I wrangled the posting on these forums  ... They should work now, apologies!

Hi Nanshork! I've been moving to  California, having a baby, and making this game! How goes?

Check it out for me? I think it's my answer to years of CO work; the opposite off all the tactical creativity required by 3.5. It's all about narrative creativity. I'm pretty proud of the game, no lie!

How goes for you? Forums are still kicking, even with all the WotC fail, yeah?

Cheers! Holler back! It's nice to know some of us old timers are still around!

3
Hey all!

I've been on these forums, off and on, for around a decade, and before that I was a regular on the CO boards over at WotC - I wrote the Dragonfire Adept guide (a looong time ago!).

And I made a game!

(click to show/hide)

If you're at ALL interested - or even mildly curious! - PLEASE let me know!  We've playtested the ever-loving CRAP out of the game, and we're pushing to start the publication process, but there's a long road ahead.  It looks like LOTS of folks are doing the crowd-funding thing, so ANY feedback or support would be amazing, and to anybody out in the Bay Area, we'd love to see you!

You can contact us by ...

Or, just post here!  I'll reply!  If you're interested, I'll happily get the Print and Play up for you and send along the rules.

Cheers!

4
Since you're high-powered and playing with a squad of casters, in Eberron, and nobody is playing the damage machine, perhaps a WF Juggernaut/Dungeoncrasher or a Revenant Blade (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1096851)?  Both have effectively scaling power and can pull their weight even in heavier campaigns, if done well, though the Revenant Blade is more playable from 1st as a straight charger. 

There are some build stubs linked in the guide (very old, however - apologies on the big link, as I can't seem to figure how to make it standard text), but the basics are simple: Ranger 2 for TWF and the skill prereqs, Lion Totem Barb 1 for pounce, and Fighter 2 (swap for WB/Crusader if you like) for Leap Attack, then Revenant Blade 5 (along with a nice Zaelshin Tu for ridiculous numbers of feats and the lovely two-weapon PA on pouncing charge with ITWF), finish as you choose.  Warblade and Crusader to taste, and you can do whatever you like with your last levels - Eternal Blade is nice for flavor/speed and function (and a bit of variety, which can be nice on a tank, along with immunities from IronHeart Surge and so on), Frenzied Barb makes for pate and chunky salsa, and Bloodstorm Blade lets you go for ranged buzzsaw pouncing (very nice for surprising those battlefield control types).  Those are my faves, but really anything with pouncing goodness and a +1 BaB works nicely.  Throw in Stormguard Warrior if you really want to do some nastiness over 2 rounds.

The WF Juggernaut doesn't do his job well until he becomes large, which is obnoxious, but it's fun once he's got the Knockback + Dungeoncrash combo.  Very flavoriffic, too, and the immunities from being a Juggernaut are just win.

Oh!  Outside thought!  I like symbionts, and being a Half-Daelkyr with a tentacle whip can be win with certain AoO strategies.  Particularly, I like Evasive Reflexes + Stormguard Warrior + Combat Reflexes + PA + GTWF (use a Mighty Whip from Sword & Fist in your off-hand, or get two tentacle whips).  Throw on Improved Reach (Savage Species - the one that gives you 5 more feet of reach for flexible attacks, which your tentacles, of course, are) and maybe even Deformity: Tall (if evil) or Aberration Blood - Inhuman Reach.  Once your reach is ridiculous, the strategy is simple: someone provokes, you give up your AoO to move 5 ft. and gain a +4 to hit/damage, you keep moving back/away as they approach and stacking the bonuses balls deep, then unleash the next round with a ridiculous flurry of amped-up attacks.

Just a few thoughts.  Hope they helped!  Cheers!

5
Min/Max 3.x / Re: Immunity to Damage: Level 1
« on: January 23, 2014, 07:54:17 PM »
Nah - just wait till they run out of ammo.  Or get tired.  Or sleepy.  You never will.  :cool

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Min/Max 3.x / Re: Help me abuse this
« on: January 22, 2014, 02:07:41 PM »
Be an Outsider.  Assume Supernatural Ability.  Zodar.  Wish.  Rinse, repeat.

7
Min/Max 3.x / Re: Immunity to Damage: Level 1
« on: January 22, 2014, 02:03:23 PM »
The Delicious flaw!  PERFECT!  I'm tempted to make it the Weresheep flaw, so you could wander around as a hybrid sheep, totally harmless, but immune to everything and attracting ALL monsters ...

So that'd be Commoner 1/Pugilist 1, with Improved Resiliency at 1st ... and some other feat of your choice, like maybe Skill Focus: Basketweaving.  ECL 2 = immune to damage AND all monsters MUST attack you if they can.   :lol

The answer to the other immunities would be, if we're going for straightforward, levels in Warforged Juggernaut.  Takes a few levels to get there, though.

8
Min/Max 3.x / Re: Immunity to Damage: Level 1
« on: January 14, 2014, 01:29:03 PM »
The reason I like using Warforged is that there's is no need to worry about ANY damage.  Ever.  :)


9
Min/Max 3.x / Re: Immunity to Damage: Level 1
« on: January 14, 2014, 12:15:16 PM »
Costs exp. tho.  I like Warforged for flavor, too.

10
Min/Max 3.x / Re: Immunity to Damage: Level 1
« on: January 13, 2014, 06:31:16 PM »
Nice because it's not too complex, right?  I enjoyed finding it.

Been wishing I could find someone to run a nice high-op, zany hijijnx game I could play it in.  So simple, and doesn't require any other shenanigans after.  Pretty much done after level 1 - from there, you get to play a normal Fighter and still feel useful. 

Well, moderately so, but as long as you can aggro the baddies, all is well and your party will enjoy having you around.  It would be loads of fun to be the rogue, too - you could simply stomp ahead of the party triggering everything at low levels - you wouldn't need to worry until the traps starting teleporting and doing other nasty magical things to you.

Good times.

11
Min/Max 3.x / Immunity to Damage: Level 1
« on: January 13, 2014, 06:23:59 PM »
  • Requires: Dragon #310, Eberron Campaign Setting, Races of Eberron
  • Ingredients: Pugilist Fighter variant, Warforged Race
  • How To: Take "shake it off" as a special ability (Pugilist), allowing you to "develop non-lethal damage only."  Take "Improved Resiliency" from Races of Eberron, which makes you immune to non-lethal damage.
  • Flavor: Wear black leather armor, heavy boots, Sundark goggles and speak in a heavy Austrian accent.  Mention that you'll return when leaving anywhere.  Take Warforged Juggernaut when you can so you can be immune to everything BESIDES damage (since you start out immune to poison and such). 

Hadn't seen anyone post it before, and I liked it just for being quick and elegant (three sources, two feats, first level, simple).  Also not really that abusive, since after all, damage is the LEAST of PC worries (hell, your DM can still grapple, entangle, teleport, etc. you).

12
Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: September 06, 2013, 06:24:11 PM »
Wait, wait ... are we assuming DMs allow you to pick your companion's FEATS?

Oh wow.  That's just ... wow.

Yeah, a Swindlespitter at 4th with Deadly Spittle = Iaijutsu Focus win, not to mention just having a big ol' viper of some sort.  Dragon Familiar should be able to grab you a Wyvern, right?  Then Venomfire, and awaaaay you go!

Piggy: point on Psychic Reformation, but requires a lenient DM.  I like the Companions.

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Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: September 02, 2013, 07:30:34 PM »
Love it.  All on a touch attack - what fun!  I hate having to rely on spells, but loogies, like everything else in d20, are just more effective when you add magic.

Man, but I'd forgotten Hunter's Eye - what a ridiculous spell.  Another thumb in the eye of non-casters, that one.

Your Flaming Loogie brought up a point I've been wrestling with: it seems a shame that most vomited venom caps out with such low ability damage.  I'd like to figure out a way to make a big cone of spew rather deadly - not just due to Venomfire, but from straight-up POISON - at higher levels.  Changing shape would be perfect, since you could keep attributes that would boost your DC high; polymorph would also, of course, work nicely.

It got me looking at one of my old evil faves, the Mortal Hunter, again. 

I need a list of nasty venom - that's all there is to it.  What has the roughest poison, and who can turn into one all day?

Arachnomancers get Colossal spiders.  Primevals have some options, I'm sure, and there's always Druids. 

Thoughts, y'all?

14
Min/Max 3.x / Re: Reel em in!
« on: August 25, 2013, 08:55:33 AM »
Just hook the harpoon up to a spool of endless rope to swing more distance, and the rules are that if you make a Strength check, you can control the movement of the target you've 'pooned - I'd say that's dragging 'em, though how far is your DM's call.

Another fun one I like is to stick an Immovable Rod either IN the harpoon or on the other end of the rope.  Stick it and click it - instant dog on a chain!

15
Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: August 21, 2013, 04:50:39 PM »
1. If you can turn your spit into an area effect cone, is it a breath weapon? If so, can I use all the spells that modify breath weapons?

2. If I get a necklace of natural weaponry, can I apply WSAs to my spit?

I do not think spit counts as a "natural weapon," technically, though this could be open to interpretation.  The rules list only physical melee weapons, not spit or breath.

On the issue of breath, it isn't breath - it's SPEW.  As I mentioned, LIKE breath, but wetter (ewwww).  MUCH more humiliating for your target, too!   :lol

Share Soulmeld + symbionts = As cheesy as your DM allows. Many aweful images come to mind but spitting tentacles is over the tops.

Oh ... GAWD.  We need to get a listing for Half-Daelkyr and that funky Half-Daelkyr class, now.  And a section on symbionts ... and on GRAFTS, for that matter!  Hmm ... I need to look up that flesh-grafting class now, too.  Phew! 

Shouldn't this be in the handbooks section? Either way, interesting stuff.

Edit: The Emanothrope link is broken. Because you have it written directly, the boards think that the period at the end of the sentence is part of the link.
Code: [Select]
[url=http://www.wizards.com/default.asp?x=dnd/re/20040621a]Emanothrope[/url]

You have bad list tags at the end of Shinomen Naga (no closing /li tag) and the start of Mongrelfolk (extraneous opening list tag). The tags at the start of the Fang of Seth PrC and Wand Bracer item are messed up, too. You also seem to have a set of extraneous opening list tags at the start of the first post and closing /list tags at the end of the first post.

Noted.  The tags on this board are not fun to work with.  I'm working on fixing it up - thanks for the heads-up!

Very fun guide. :D

However, Venomfire specifically says it has no effect on creatures who do not have a natural poisonous attack. So it shouldn't work on the druid using Blinding Spittle, or any of the other things that rely on spells or other pseudo-magical effects to pick up their poison(s).


Hey PXY!  Yep, you're right - modified the base text to reflect that, and will modify builds when time allows.  That said, I think you qualify as having "natural venom" when you're wild-shaped, so critters with Natural Spell should be fine. 

Also, that makes races with natural venom more attractive, which is nice!  After all, so many have unreasonable LA (where WAS the Yuan-Ti Tainted One re-printed?  I FAR prefer the Savage Species +1 LA version - it's almost worth playing, given the serpent shape bit!).

Maybe I should work on a guide to tentacle combat ...
JJ I'm so glad to have you back. I love fringe optimization. Clearly you are up to the challenge of the tentacle handbook. School girls must be included. ;)

Thanks, man.  You know, I'm starting to think there's a "Guide To Disgusting Things to Do To Your Enemies" in this, somewhere.  Swallow Whole, Gape of the Serpent (for eating things your own size!), Barbed Stinger (impaling people on your giant pokey tail has some definite "Seven" flashback potential ... does anyone else remember that movie and get the heeby-jeebies just because of that ONE scene?), and a tentacle guide (Darktentacles, those big hounds from LoM, Deepspawn feat, Extended Reach, the Illithid tentacle feats from CPsi, and tentacle symbionts ...).

Ew.

16
Handbook Discussion / Re: Shuriken Enchanting Guide Discussion
« on: August 20, 2013, 04:07:10 PM »
Okay, let's take this to the next level:

Drunken Master.

Now you have no penalty for wielding your gimmicky shuriken - it's an IMPROVISED melee weapon!

Add in staggering charge and have fun, or go Master Thrower/Bloodstorm Blade and make it BACK into a ranged weapon (in addition to increasing base damage).

FUN!

17
Introduce Yourself / Re: JanusJones, back.
« on: August 20, 2013, 03:45:44 PM »
That's the idea!  Incarnate Construct Warforged with templates for free, Venerable Dragonwrought Kobolds, Beguilers, Jermlaine, Murkdwellers, Water Orcs, Primordial Half-Giants, Half-Minotaurs, Mineral Warriors, Feral Critters, Unseelie Fey, Arctic/Wild/Magic-Blooded, Entomanthropes, maybe some Gravetouched Ghouls and Voidminds, Necropolitans (all human and Strongheart Halflings, of course) ...

The idea is to re-fluff them so they are coherent races.  Humans and strongheart necropolitans, for instance, might be two different forms of an ancient undead empire's main race - two castes, as it were.

Are you interested?  I've done a bit, but I'd love some help!

18
Min/Max 3.x / Re: [Fighter's Handbook Updating] Top-tier feats!
« on: August 20, 2013, 03:02:14 PM »
Dancing With Shadows from Races of Eberron allows for Combat Expertise optimization.

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Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: August 20, 2013, 02:33:56 PM »
Is it me, or you just posted the most dirty guide on the boards?  :love

I HOPE so!   :D

And ... urm ... ahem (pushes English teacher glasses up) ...

That would be "dirtiest."

Maybe I should work on a guide to tentacle combat ...

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Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: August 20, 2013, 01:54:31 PM »
EXPECTORATORS by CATEGORY

Before I start, it behooves me to point out that spewing is primarily a low-level technique; after a certain level, everything's immune to poison or the ability damage dealt is insignificant.  With that said, if using the Dragon #313 Spit Venom variant OR the Blinding Spittle spell (assuming it works for Deadly Spittle), you can create higher level viable and tough builds using Iaijutsu Focus abuse.

BLINDING SPITTLE BUILDS

These builds rely on the use of the Druid's Blinding Spittle, shaped into a cone, to create a NO SAVE, NO ATTACK roll blinding cone of nasty that lasts "until the target uses a standard action AND water to wash his eyes."  The potential for abuse is crazy when it's paired with Iaijutsu Focus.

(click to show/hide)

HANDYMAN SPITTERS

These builds use tools - Wands of Blinding Spittle and Venomfire - to achieve similar effects to those above.  Thus, they only work if your DM first rules Blinding Spittle works with Deadly Spittle, and second that wands work the same as spells for those purposes.

(click to show/hide)

INCARNUM SPEWERS

I think Incarnum is where spitting really shines.  It's low-level, it's fun, and it's flavorful.  Heh.

(click to show/hide)

INVOCATION-BASED EXPECTORATORS

Let's hear it for non-caster casters!  Spitting is a nice way to round out someone who wishes he cast real spells.  Plus, I have a soft spot for DFAs.   ;)

(click to show/hide)

MORE SPIT-CASTERS ...

Again, not really fair or even rational to make spitting primary on a caster, but hey - why not?  For the sake of completeness ...

(click to show/hide)

And that, kids, is that.  I'm sure, given the immensity of the published material out there, that I've missed a TON of fun classes, feats, races, spells, and equipment handy for spitters, so please feel free to spray them all over this thread.  If you have a build, just use my format above and I'll post it (if I like it).

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