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Topics - RobbyPants

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21
Homebrew and House Rules (D&D) / New take on Reserve Feats
« on: November 30, 2015, 09:54:56 AM »
I was thinking about a different take on Reserve Feats. This idea would only work if we assumed 0-level spells could be used at-will (house rules I use). The idea would be to take a feat to beef up one of these spells. It would be less powerful than what you could typically cast at any given level, but it wouldn't use up any of your spells per day.

A second note: I've changed the damage-dealing cantrips to be slightly more powerful. The feats will be based on these versions of the spells:
(click to show/hide)

In addition, Cure/Inflict Minor Wounds only heal targets below half their maximum HP.

So, with that in mind:



Burst of Flame [General]
Prerequisite: Able to cast Finger of Fire. Caster level 3+.
Benefit: When casting Finger of Fire, instead of making a ranged touch attack, you affect all targets in a five-foot radius. A successful Reflex save halves the damage. In addition, the damage cap for Finger of Fire is increased to 10d6 at 19th level. Any target that fails its Reflex save and takes damage starts on fire, taking 1d6 fire damage for every 2d6 damage the spell deals (round down). This lasts one round for every 2d6 damage the spell deals (round down), or until the flames are extinguished.


Cone of Frost [General]
Prerequisite: Able to cast Ray of Frost. Caster level 3+.
Benefit: When casting Ray of Frost change the range to 15 feet plus five feet per three caster levels and the range to a cone of equal size. Instead of making a ranged touch attack, all targets in the area take cold damage, with a Fortitude save halving the damage. In addition, the damage cap for Ray of Frost is increased to 10d6 at 19th level. Any creature who fails their Fortitude save and takes damage has their speed (all movement modes) halved for one round per caster level. Each creature can only have their speed halved by this effect once at a time, although future uses can extend the duration.


Corrosive Spray [General]
Prerequisite: Able to cast Acid Splash. Caster level 3+.
Benefit: When casting Acid Splash, if the attack roll succeeds, each creature adjacent to the target suffers one point of acid damage per die of damage dealt to the target. In addition, the damage cap for Acid Splash is increased to 10d4 at 19th level. If the target takes damage from this spell, any damage reduction it has is reduced by one point per two caster levels (to a minimum of zero) for one round per caster level. Each creature can only have their damage reduction reduced this way once at a time, but additional uses can extend the duration.


Curing Touch [General]
Prerequisite: Able to cast Cure Minor Wounds. Caster level 3+.
Benefit: When casting Cure Minor Wounds, you heal 1d6 hit points of damage per every odd caster level (2d6 at 3rd level, 3d6 at 5th, etc). You are able to heal targets above half their hit points, but they are only healed one point per every odd level once they are above half. Cure Minor Wounds always does full damage against creatures damaged by positive energy.


Electric Bolt [General]
Prerequisite: Able to cast Electric Jolt. Caster level 3+.
Benefit: When casting Electric Jolt, change the area to a line extending out to close range. Instead of making a ranged touch attack, all targets in the area take electricity damage, with a Refelx save halving the damage. In addition, the damage cap for Electric Jolt is increased to 10d6 at 19th level. Any creature who fails their Reflex save and takes damage is entangled for one round per caster level.


Force Dart [General]
Prerequisite: Able to cast Force Bolt. Caster level 3+.
Benefit: When casting Force Bolt, you may opt to cast it as a full-round action. When doing so, you may shoot a number of bolts equal to the number of attacks you'd be able to make from your Base Attack Bonus. Each attack requires a separate attack roll, and may affect a different target than previous attacks. You do not get extra attacks from Two Weapon Fighting or Rapid Shot, but you do get an extra attack if affected by Haste. In addition, the damage cap for Force Bolt is increased to 10d3 at 19th level.


[General]Thunderclap
Prerequisite: Able to cast Sonic Snap. Caster level 3+.
Benefit: When casting Sonic Snap, change the area of effect to a five-foot radius. In addition, the damage cap for Sonic Snap is increased to 10d3 at 19th level. Any creature that fails it's Fortitude save and takes damage is knocked prone (in addition to the normal effect of being deafened).


Touch of Pain [General]
Prerequisite: Able to cast Inflict Minor Wounds. Caster level 3+.
Benefit: When casting Inflict Minor Wounds, you deal 1d6 hit points of damage per every odd caster level (2d6 at 3rd level, 3d6 at 5th, etc). You are able to heal targets above half their hit points, but they are only healed one point per every odd level once they are above half. Inflict Minor Wounds always does full damage against creatures damaged by negative energy.


Zone of Disruption [General]
Prerequisite: Able to cast Able to cast Disrupt Undead. Caster level 3+.
Benefit: When casting Disrupt Undead, instead of making a ranged touch attack, you affect all targets in a five-foot radius. A successful Will save halves the damage. In addition, the damage cap for Disrupt Undead is increased to 10d10 at 19th level. Any undead creatures damaged by the spell who fail their Will save must flee from the caster for 1d4 rounds in the using the fastest means available. If they cannot flee, they cower for the duration, unless they are approached within 10 feet.

22
Off Topic Fun / Awesome stuff you have to share, V4
« on: November 20, 2015, 03:32:48 PM »
So, apparently my fortune cookie at lunch had a good idea of what my plans are for this weekend:


23
Homebrew and House Rules (D&D) / Favored Soul
« on: October 30, 2015, 09:29:21 AM »
Recently, the favored soul (Complete Divine) came back on my radar. The concept of the class was simple (divine sorcerer), but it wasn't a very solid class. Still, it seemed so easy to improve.


(11/6/2015 - updated to version Stratovarius suggested.)


Favored Soul



Favored souls are people who have found favor from their deity. They are passionate people who are exemplars of their faith. They channel their deity's power innately, often leading the charge. They have strong personalities and are often natural leaders.

Favored Sould    HD: d8
Level BAB        Fort Ref  Will  Special
                 Save Save Save

________________________________________________________________________________
1     +0         +2   +2   +2    Spells, Aura, Turn or Rebuke Undead, Domain (3)
2     +1         +3   +3   +3    Favored Weapon Focus, Devotion (1)
3     +2         +3   +3   +3    Domain (4)
4     +3         +4   +4   +4    Panacea
5     +3         +4   +4   +4    Ascension
6     +4         +5   +5   +5    Favored Weapon Specialization
7     +5         +5   +5   +5    Devotion (2)
8     +6/+1      +6   +6   +6    Domain (5)
9     +6/+1      +6   +6   +6    Commune
10    +7/+2      +7   +7   +7    Ascension
11    +8/+3      +7   +7   +7    -
12    +9/+4      +8   +8   +8    Devotion (3)
13    +9/+4      +8   +8   +8    Domain (6)
14    +10/+5     +9   +9   +9    -
15    +11/+6/+1  +9   +9   +9    Ascension
16    +12/+7/+2  +10  +10  +10   -
17    +12/+7/+2  +10  +10  +10   Devotion (4)
18    +13/+8/+3  +11  +11  +11   Domain (7)
19    +14/+9/+4  +11  +11  +11   -
20    +15/+10/+5 +12  +12  +12   Ascension
________________________________________________________________________________


Alignment: A favored soul must be within one step of their deity's alignment. A favored soul cannot be true neutral unless their deity is true neutral.

Class Skills
The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
The following are class features of the Favored Soul:

Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Spells: A favored soul casts spells drawn from a narrow spell list (see below), which is expanded by her domains. She may spontaneously cast any spell she knows and gains a number of spells per day equal to a sorcerer. She uses her Charisma to determine the highest level of spell she can cast, her bonus spell slots, and the DC for her spells. Her spells are divine and are not affected by arcane spell failure.
   If a favored soul would add a spell to her list of spells known that she already has, she gains a +1 bonus to her caster level when casting that spell.
   In addition gaining new spells directly from her domains, she also learns one 0-level spell from the Cleric list for each domain that she has from her class.

Aura (Ex): A favored soul has an aura based on her deity's alignment, just as a cleric.

Turn or Rebuke Undead (Su): A favored soul can turn or rebuke undead, just as a cleric.

Domain (Ex): At 1st level, the favored soul gains three domains associated with her deity. She gains each domain's granted benefit, and any spells on the domain list are added to her list of spells known. She can cast them once she is a high enough level to cast that spell. As she gains levels, the favored soul gains new domains. She gains a fourth at 3rd level, and a new domain each five levels thereafter. If her deity does not grant enough domains, she may pick one (choice subject to DM's approval). She may never select an alignment domain opposing her deity's alignment.

Favored Weapon Focus (Ex): At 2nd level, the favored soul gains the Weapon Focus feat with her deity's favored weapon. If she already has it, she may pick a different feat for which she meets the prerequisites, instead.

Devotion (Ex): At 2nd level, the favored soul gains a devotion feat corresponding to a domain her deity grants. She gains an additional devotion feat every five levels thereafter. If her deity does not grant enough domains, she may pick any devotion feat (choice subject to DM's approval). She may never select an alignment devotion feat opposing her deity's alignment.

Panacea (Su): At 4th level, the favored soul can channel divine energy to remove certain afflictions. To do so, she must touch the recipient as a standard action, and expend a spell slot. The spell slot might be at least as high a spell level, corresponding to the affliction, based on the chart below:
  Spell  Condition
  Level

  ______________________________________________
  0      Fatigued, Shaken, Sickened
  1      Exhausted, Frightened, Panicked
  2      Ability Damaged (one ability), Dazed,
           Nauseated, Stunned, Paralyzed
  3      Blinded, Cowering, Deafened
  4      Abilty Drained (one ability), Energy
           Drained (all negative levels)
  5      Confused
  6      Petrified
  ______________________________________________
Each use of this removes one condition. The favored soul may use this to remove two conditions, each at least two levels lower than the slot expended. She may remove three conditions, each at least three levels lower than the slot expended. She may expend a spell slot to remove all conditions four levels or lower than the expended spell slot.

Ascension (Ex): At 5th level, the favored soul begins her transition to becoming an outsider. She picks one energy type (acid, cold, elctric, fire, or sonic) and gains a number points of energy resistance to that type equal to her class level. As her level increases, so does the resistance. Once made, this choice cannot be changed.
   At 10th level, the favored soul grows wings, giving her a flight speed of 30 with good maneuverability. She also gains damage reduction equal to half her class level, overcome by silver or cold iron (based on her deity's alignment). The damage reduction of favored souls of lawful deities is overcome by silver weapons. The damage reduction of favored souls of chaotic deities is overcome by cold iron weapons. A favored soul with a deity that is neither lawful nor chaotic chooses whether her damage reduction is overcome by silver or cold iron. Once this choice is made, it cannot be changed.
   At 15th level, she gains reistance to a second energy type with an ammount equal to her class level. Her fly speed increases to 60 feet with perfect maneuverability.
   At 20th level, her type changes to outsider (native). She no longer ages and does not suffer penalties from aging. In addition, she gains immunity to one of the two energy types to which she has resistance.

Favored Weapon Specialization (Ex): At 6th level, the favored soul gains the Weapon Specialization feat with her deity's favored weapon. She may later take Greater Weapon Focus and Greater Weapon Specialization with her deity's favored weapon as a fighter two levels lower than her class level.

Commune (Sp): At 9th level, the favored soul may cast Commune once per day as a spell-like ability. She does not pay the XP cost of the spell.


Favored Soul Spell List

Level 0: Pick one 0-level spell from the Cleric list for each domain granted by the class.

Level 1: Detect Chaos/Evil/Good/Law*

Level 2: Align Weapon

Level 3: Magic Circle Against Chaos/Evil/Good/Law*

Level 4: Dismissal, Lesser Planar Ally

Level 5:** Dispel ChaosL, Dispel EvilG, Dispel GoodE, Dispel LawC, Plane Shift

Level 6: Banishment, Planar Ally

Level 7:** BlasphemyE, DictumL, Holy WordG, Word of ChaosC

Level 8: Greater Planar Ally

Level 9: Gate

* Gain All
** Pick any one alignment-based spell if deity is true neutral
C only if deity is Chaotic
E only if deity is Evil
G only if deity is Good
L only if deity is Lawful

24
Homebrew and House Rules (D&D) / Improved sorcerer casting
« on: October 30, 2015, 08:20:33 AM »
I've been thinking about sorcerers lately, and I was thinking about modifying their spell progression. There are two things I wanted to look at and bounce off you guys:

1) Even casting progression
One thing I hated about sorcerers is how they get their new spell levels on even-numbered levels, where as the good casters get their spells a level earlier. Is there actually a good reason for this? Given that people tend to rate sorcerers as behind clerics, druids, and wizards on power, I'd like to examine a progression that changes that.

The following two tables are pretty much a straight port of the sorcerer's spells/day and spells known tables, but with the new spell levels coming online at odd-numbered levels:

Sorcerer spells per day:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     5 3 - - - - - - - -
2     6 4 - - - - - - - -
3     6 5 3 - - - - - - -
4     6 6 4 - - - - - - -
5     6 6 5 3 - - - - - -
6     6 6 6 4 - - - - - -
7     6 6 6 5 3 - - - - -
8     6 6 6 6 4 - - - - -
9     6 6 6 6 5 3 - - - -
10    6 6 6 6 6 4 - - - -
11    6 6 6 6 6 5 3 - - -
12    6 6 6 6 6 6 4 - - -
13    6 6 6 6 6 6 5 3 - -
14    6 6 6 6 6 6 6 4 - -
15    6 6 6 6 6 6 6 5 3 -
16    6 6 6 6 6 6 6 6 4 -
17    6 6 6 6 6 6 6 6 5 3
18    6 6 6 6 6 6 6 6 6 4
19    6 6 6 6 6 6 6 6 6 5
20    6 6 6 6 6 6 6 6 6 6
_________________________



Sorcerer spells known:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     4 2 - - - - - - - -
2     5 2 - - - - - - - -
3     5 3 1 - - - - - - -
4     6 3 2 - - - - - - -
5     6 4 2 1 - - - - - -
6     7 4 3 2 - - - - - -
7     7 5 3 2 1 - - - - -
8     8 5 4 3 2 - - - - -
9     8 5 4 3 2 1 - - - -
10    9 5 5 4 3 2 - - - -
11    9 5 5 4 3 2 1 - - -
12    9 5 5 4 4 3 2 - - -
13    9 5 5 4 4 3 2 1 - -
14    9 5 5 4 4 4 3 2 - -
15    9 5 5 4 4 4 3 2 1 -
16    9 5 5 4 4 4 3 3 2 -
17    9 5 5 4 4 4 3 3 2 1
18    9 5 5 4 4 4 3 3 3 2
19    9 5 5 4 4 4 3 3 3 2
20    9 5 5 4 4 4 3 3 3 3
_________________________



2) 1 known spell of the top level
This issue bothers me far less than the other, but I don't like that sorcerers only get one spell known of their highest level when they first learn it. This following progression is based off of the above table (so, new spells at odd levels), but I made two changes:
1) You get another 1st level spell at 2nd level instead of 3rd.
2) Each odd level from 3rd and on, you start with 2 spells of the highest level known.
So, it looks like this:

Sorcerer spells known:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     4 2 - - - - - - - -
2     5 3 - - - - - - - -
3     5 3 2 - - - - - - -
4     6 3 2 - - - - - - -
5     6 4 2 2 - - - - - -
6     7 4 3 2 - - - - - -
7     7 5 3 2 2 - - - - -
8     8 5 4 3 2 - - - - -
9     8 5 4 3 2 2 - - - -
10    9 5 5 4 3 2 - - - -
11    9 5 5 4 3 2 2 - - -
12    9 5 5 4 4 3 2 - - -
13    9 5 5 4 4 3 2 2 - -
14    9 5 5 4 4 4 3 2 - -
15    9 5 5 4 4 4 3 2 2 -
16    9 5 5 4 4 4 3 3 2 -
17    9 5 5 4 4 4 3 3 2 2
18    9 5 5 4 4 4 3 3 3 2
19    9 5 5 4 4 4 3 3 3 2
20    9 5 5 4 4 4 3 3 3 3
_________________________



So, I'm mostly interested in the first point, but I'm curious about your thoughts on both.

Is the progression in point #1 fine? I really can't see it breaking anything. Sorcerers will meet the prereqs for some feats and PrCs a level earlier, but no earlier than a wizard would, anyway. I don't expect this to make them better than wizards (or even as good as), but I'm hoping it'd make them a little more fun to play.

26
Off Topic Fun / Letter Swap Game v6
« on: October 05, 2015, 09:09:10 PM »
needed

p -> d

ended

(how appropriate)


27
Off Topic Fun / Counter Question V2
« on: August 24, 2015, 07:32:38 AM »
The last thread hit 50 pages:

I do?
Are we getting married?

28
[D&D 3.5] The Vault / Game Thread (Rob DM)
« on: July 18, 2015, 07:19:48 PM »
After agreeing with the dwarves about what should be done, you are told to meet a priestess of Heironeous named Sorsha Belgen. She is both friendly to the cause and also quite knowledgeable of the local area and the history and religion surrounding the tales of the vault. You are told that she is stationed in the city of Skogen, which lies Eastern side of the Beld river, about thirty miles north of the fork.

You travel to Skogen and arrive in early May. Skogen is south of the Taren Forest, but there are still evergreen trees across the landscape. It's a cool, crisp afternoon when you arrive at the gates of the town. What few conifers you find are still budding and are without leaves, but a lot of the ground vegetation is sprouting out nicely. The trail following the river is noisy with birds.

The gates have been reinforced, as of late. New, sharpened palisades surround the city, with towers set up behind them. Each tower has no less than two archers, and the gate is manned by six soldiers. Each solider has a white and blue tabard over their armor. Soldiers are typically outfitted with studded leather or scale armor. Some have longswords and heavy shields, while some only have spears. You get the impression that the lighter-armored soldiers with spears are irregulars who have been quickly brought up to bolster the defenses on the border.

One of the soldiers with a sword calls to you as you approach the gate: "Hail! State your name and your business here!"

He, and the other guards seem relatively at ease. You're guessing they haven't seen much action around here and are just taking precautions.



OOC: Do you have a "permanent" creature summoned via Master Summoner or are you alone?

29
Homebrew and House Rules (D&D) / Summoner
« on: June 10, 2015, 01:55:39 PM »
This is a class I started a while ago and decided to finish up when a player showed interest. It's part of a three-class project to fill in all of the schools of magic with specialty classes like the Beguiler, Dread Necromancer, and Warmage. I created an Oracle class for Divination and Abjuration, and I still need to finish a Transmuter class some day.

So, what are your thoughts? Is this guy viable? He gets some good Conjuration goodies for solid crowd control, and he should be able to get summons out in combat fairly quickly. Also, having access to a wide variety of creatures gives him access to a wide variety of SLAs and movement forms.

At the end of the class are two ACFs for people who want to focus on summoning celestials or fiends.

Let me know if any of the wording on this is too stilted.



Summoner

"Why don’t you pick on someone your own size? Here, I’ll help you."



Summoners are magic users who specialize in summoning creatures to do their bidding and conjuring matter to whatever end suits them. They can fill the battlefield with a variety of deadly impediments, bind outsiders from the far planes to fulfill contracts, or simply summon servants to make life a bit easier. Because a summoner needs to be very persuasive to control that which he summons, he tends to be far more personable than most other people.


The Aeromancer    Hit Die: d6
Level BAB    Fort Ref  Will  Special
             Save Save Save

______________________________________________________________________
1     +0     +0   +0   +2    Armored mage, master summoner, rapid summoning
2     +1     +0   +0   +3    Extended summons
3     +1     +1   +1   +3    Augment summoning
4     +2     +1   +1   +4    Advanced learning
5     +2     +1   +1   +4    Dispel ward
6     +3     +2   +2   +5    Summon group
7     +3     +2   +2   +5    Sculpt spell
8     +4     +2   +2   +6    Distant summoning, advanced learning
9     +4     +3   +3   +6    Master binder
10    +5     +3   +3   +7    Summoned resistance
11    +5     +3   +3   +7    Magical ward
12    +6/+1  +4   +4   +8    Advanced learning
13    +6/+1  +4   +4   +8    Reactive summoning
14    +7/+2  +4   +4   +9    Summon horde
15    +7/+2  +5   +5   +9    Tough summons
16    +8/+3  +5   +5   +10   Advanced learning
17    +8/+3  +5   +5   +10   Reflexive summoning
18    +9/+4  +6   +6   +11   Immunity
19    +9/+4  +6   +6   +11   Abduct
20    +10/+5 +6   +6   +12   Undeniable calling, advanced learning
______________________________________________________________________


Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).

Class Features

Your class features focus on advancing your strength with conjuring and summoning magic.

Weapon and Armor Proficiency: Summoners are proficient with simple weapons and light armor, but not shields.

Spells: A summoner casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  To cast a spell of a given level, the summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): A summoner can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the summoner class.

Master Summoner (Ex): A summoner gains the Master Summoner feat* as a bonus feat, even if he does not meet the prerequisites.

Rapid Summoning (Ex): When casting a Conjuration (Summoning) spell with a casting time of 1 full round, the summoner may reduce the casting time to a standard action. If he does, the summoned creature may only take a standard action on the round that it’s summoned.

Extended Summons (Ex): At 2nd level, all Conjuration (Summoning) spells cast by the summer have their durations doubled.

Augment Summoning (Ex): At 3rd level, a summoner gains the Augment Summoning feat as a bonus feat, even if he does not meet the prerequisites.

Advanced Learning (Ex): At 4th level, the summoner learns a new spell. This spell can be chosen from any Conjuration spell off the Sorcerer/Wizard list. The spell must be of a level the summoner can cast. The selected spell is permanently added to the summoner's spell list.
   The summoner gets another spell at 8th, 12th, 16th, and 20th level.

Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. When someone attempts to dispel any of his summoned or called creatures, their caster level check is opposed by 11 + his caster level + his Charisma bonus (if any).
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.

Summon Group (Ex): At 6th level, when the summoner casts a summon spell of a particular level to summon more monsters off of a lower level list, the dice rolled to determine the number of monsters are maximized. So, typically, a summoner would summon three monsters off of a list one level lower (1d3 maximized) and five monsters off of a list two levels lower (1d4+1 maximized).

Sculpt Spell (Ex): At 7th level, the summoner gains the Sculpt Spell metamagic feat (Complete Arcane) as a bonus feat, even if he does not meet the prerequisites.

Distant Summoning (Ex): At 8th level, all Conjuration Summoning spells the summoner casts with a range of Close are extended to Medium range (100 feet + 10 feet per caster level).

Master Binder (Ex): At 9th level, a summoner may add a +4 competence bonus to opposed Charisma checks made while casting Planar Binding spells (including the Lesser and Greater versions).

Summoned Resistance (Su): At 10th level, the summoner may gain energy resistance calling or summoning a creature. The summoner may pick any one energy resistance or immunity the summoned creature has and gain it for a number of rounds equal to his Charisma modifier (minimum one). He gains a number of points of resistance equal to the creature's resistance or his class level, whichever is lower. If the creature has immunity to the energy type, the summoner gains resistance to that energy type equal to his class level.
   For example: if a 13th level summoner summons a bone devil, he could gain fire resistance 13 (the devil is immune to fire) or acid resistance 10 or cold resistance 10 (the devil has a resistance of 10 to both of those energy types).

Magical Ward (Ex): At 11th level, any creature called or summoned by the summoner gains Spell Resistance equal to 8 + your caster level. If the creature already has Spell Resistance, it uses the higher of the two values and adds two if its own resistance is higher.

Reactive Summoning (Ex): At 13th level, if an opponent provokes an attack of opportunity from the summoner, he may opt to cast a Summoning spell as an immediate action in lieu of making the attack. This ability uses the attack of opportunity for the round. The summoned monster appears immediately, although it does not act until the summoner's next initiative pass.

Summon Horde (Ex): At 14th level, when the summoner casts a summoning spell, he may opt to summon ten creatures of the same type from a summoning list three levels lower. So, the summoner could summon ten creatures from the Summon Monster III list when casting Summon Monster VI.
   The level of the summoning spell cast must be at least two levels lower than the maximum level the summoner is able to cast. So, if the summoner can cast 7th level spells, he may only use 5th level or lower Summoning spells with this ability.

Tough Summons (Ex):[/b] At 15th level, all creatures called or summoned by the summoner have maximum hit points for their Hit Dice.

Reflexive Summoning (Ex): At 17th level, whenever a summoner casts a spell other than a calling or summoning spell, he may cast a summoning spell as a swift action. The summoned monster may only take a move action on this round.
   This summoning spell must be of a lower level than the first spell cast. For example: if the summoner casts Solid Fog (4th level), he may cast a 3rd level or lower summoning spell as a swift action.

Immunity (Ex): At 18th level, any creature called or summoned by the summoner gains the benefits of one of the following spells for the duration the creature is summoned: Death Ward, Freedom of Movement, Mind Blank, or True Seeing. The caster level for this ability is equal to the summoner's caster level.

Abduct (Ex): At 19th level, whenever a summoning spell ends either due to the duration ending or the summoner dismisses it, the creature may abduct another creature as it leaves. If the summoned creature successfully grapples and holds a creature, the held creature is taken back to the same plane and location as the summoned creature.
   The abducted creature may negate this ability with a successful Will save, DC 10 + 1/2 the summoner's hit dice + the summoner's Charisma modifier.

Undeniable Calling (Ex): At 20th level, when the summoner casts Gate to call a creature, even deities and unique creatures are compelled to come. Note that this does not confer the ability to control unique creatures or deities with the spell, and a creature that would not have otherwise come on its own accord might be hostile.



Summoner Spell List

Level 0:
Acid Splash
Arcane Mark
Caltrops SC
Detect Magic
Prestidigitation
Read Magic
Resistance

Level 1:
Buzzing Bee SC
Grease
Hail of Stone SC
Identify
Mage Armor
Mount
Obscuring Mist
Resinous Tar 2
Summon Component 2
Summon Monster I
Summon Nature's Ally I A
Summon Undead I SC
Unseen Servant
Wall of Smoke SC

Level 2:
Cloud of Bewilderment SC
Fog Cloud
Inky Cloud SC
Incendiary Slime CM
Kelgore's Grave Mist 2
Malevolant Miasma SC
Summon Monster II
Summon Nature's Ally II A
Summon Undead II SC
Summon Swarm
Web

Level 3:
Bands of Steel SC
Caustic Smoke CM
Contagious Fog SC
Dispel Magic
Mage Armor, Greater SC
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Phantom Steed
Sleet Storm
Stinking Cloud
Summon Monster III
Summon Nature's Ally III A
Summon Undead III SC
Tiny Hut

Level 4:
Bright Worms 2
Caustic Mire CM
Dimensional Anchor
Ethereal Mount SC
Evard's Black Tentacles
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Summon Nature's Ally IV A
Summon Undead IV SC
Wall of Sand SC
Wall of Water SC

Level 5:
Call Zelekhut SC
Cloudkill
Dragon Ally, Lesser SC
Hidden Lodge SC
Major Creation
Mordenainen’s Faithful Hound
Planar Binding, Lesser
Secret Chest
Summon Monster V
Summon Nature's Ally V A
Summon Undead V SC
Viscid Glob SC
Wall of Stone

Level 6:
Acid Fog
Dispel Magic, Greater
Freezing Fog SC
Mordenkainen's Trusted Bloodhound 2
Planar Binding
Steal Summoning 2
Summon Monster VI
Summon Nature's Ally VI A
Wall of Iron

Level 7:
Call Kolyarut SC
Choking Cobwebs CM
Dragon Ally SC
Instant Summons
Mordenainen’s Magnificent Mansion
Summon Monster VII
Summon Nature's Ally VII A

Level 8:
Incendiary Cloud
Planar Binding, Greater
Summon Monster VIII
Summon Nature's Ally VIII A

Level 9:
Call Marut SC
Dragon Ally, Greater SC
Gate
Refuge
Summon Elemental Monolith SC
Summon Golem CM
Summon Monster IX
Summon Nature's Ally IX A


SC – Spell Compendium
CM - Complete Mage
2 – PHB2
A – As an arcane spell




Summoner Alternate Class Features

Celestial Summoner

Lose:
  • Remove all Summon Nature’s Ally, Summon Undead, and Dragon Ally spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon celestial creatures or good outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Evil, L2 – Align Weapon, L3 – Remove Curse, L4 –Holy Smite, L5 – Dispel Evil, L6 – Banishment, L7 – Holy Word, L8 – Holy Aura, L9 – Imprisonment
Fiend Summoner

Lose:
  • Remove all Summon Nature’s Ally and Summon Undead spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon fiendish creatures or evil outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Good, L2 – Align Weapon, L3 – Bestow Curse, L4 – Unholy Blight, L5 – Dispel Good, L6 – Banishment, L7 – Blasphemy, L8 – Unholy Aura, L9 - Imprisonment

.
.
.
.


* I don't have the exact text of Master Summoner handy, but the gist of it is you cast a Summon ___ spell to summon a creature, and the duration of the spell is permanent; however, you don't recover the spell slot used to cast the spell until after it ends or is dismissed (and you rest). You can only have one creature summoned in this way at a time.

30
D&D 3.5 and Pathfinder / Poison/Disease without Ability Damage
« on: May 28, 2015, 12:45:32 PM »
In 3E, poisons and diseases typically do ability damage/drain. People often complain about adjusting ability scores this way because of how many things you have to recalculate. I like the idea that lowering different scores has a different effect, making different poisons and diseases feel different, but I do get the complaint about recalculation.

In a 3E-like system, are there any better alternatives other than simply dealing HP damage? Are there ways to mimic stat adjustment without so much recalculation? Are there any other systems that do this well?

My first thought would be something like statuses, condition tracks, or more precisely-applied penalties.

31
Min/Max 3.x / Pyromancer build
« on: April 16, 2015, 02:02:22 PM »
I'm looking for suggestions on making a pyromancer in 3.5. I've made up a couple home-brew classes in the past, but I'm curious what can be done within the published materials.

Requirements:
  • Figure builds for levels 5-10, or so. They can go higher, but it'd be nice to realize the concept somewhere in this range.
  • Only lose zero or one caster levels.
  • Able to do relatively decent blasting with fire spells (doesn't have to be Incantatrix-level uber blasting, but it'd be nice to actually have it worth casting a [fire] spell with a standard action in the right situation).
  • Able to use other thematic spells. This could include lava spells, anything light or heat related, or smoke-related spells (think Stinking Cloud, Cloudkill, and/or Acid Fog reskinned as "smoke").
  • Still has some general utility (So, things like Fly and Teleport would be fine to have in the build). It doesn't have to be just fire spells, but the PC should be able to throw a bunch of fire and fire-like (see above point) spells/abilities around a lot of the time.
Allowed materials:
  • Core
  • Unearthed Arcana races, classes, traits, flaws, and feats (basically, not the alternate systems).
  • All Completes (except Complete Psionic)
  • PHB II
  • Spell Compendium
  • Magic Item Compendium

What are your suggestions? I've never been all that good at math-hammering metamagic feats, but I guess I forsee something like MM stacking on something like Lesser Orb of Fire or Orb of Fire for my primary damage-dealing (particularly Lesser if the game is lower level). What's the best base class for this? The spell list is tight enough that it could theoretically be Sorcerer for the extra spells per day, but that costs a couple bonus feats before PrCs become available. I have no idea what (if any) PrCs make sense for this character. I know there's an Elemental Savant in CA that got nerfed pretty solidly form it's first printing in Tome & the Blood.

32
[D&D 3.5] The Vault / Character sheet thread: 2
« on: January 24, 2015, 09:18:11 PM »
Not yet complete, but here it is so far:

Tylarus, mechanite fighter

33
Homebrew and House Rules (D&D) / Gadgeteer
« on: January 12, 2015, 12:52:38 PM »
The Gadgeteer

This is somewhat of a work in progress, but I wanted to post it. I think it's 80-90% done and worth tweaking. The idea is to have a class that's roughly 75% "mundane" and 25% magical that can still do "magical" things at higher level. It assumes using some firearm rules I made; they're simple weapons that don't do a huge amount of damage. Flint locks take two rounds to reload (one with Rapid Reload) and breech loaders take a move action to reload (free action with Rapid Reload).


Note: The 4th level class feature assumes my crafting rules. You don't have to read through that whole thread, but just note that the gadgeteer will be able to craft any time of item based off of his various Craft skills, and you don't have to burn feats or XP on crafting. You are, however, limited to how often you can craft.


Hit Dice: d8

Level   BAB         Fort Ref  Will  Special
_____________________________________________________________________
1       +0          +0   +0   +2    Rapid reload, bonus craft
2       +1          +0   +0   +3    Improved crafting, grenadier
3       +2          +1   +1   +3    Enhanced armor
4       +3          +1   +1   +4    Spell-like abilities, craft magical items
5       +3          +1   +1   +4    Trick shot
6       +4          +2   +2   +5    Mechanized armor (+2 Str, DR 4/adamantine), bombs
7       +5          +2   +2   +5    Aquatic suit, antimagic projectile (Dispel Magic)
8       +6/+1       +2   +2   +6    Boosters
9       +6/+1       +3   +3   +6    Cloaking, antimagic projectile (Dimensional Anchor)
10      +7/+2       +3   +3   +7    Mechanized armor (+4 Str, DR 6/adamantine)
11      +8/+3       +3   +3   +7    Mechanized guardian, antimagic projectile (Dismissal)
12      +9/+4       +4   +4   +8    Phase shift
13      +9/+4       +4   +4   +8    Boosters (improved) , antimagic projectile
                                     (Greater Dispel Magic or Seal Portal)
14      +10/+5      +4   +4   +9    Mechanized armor (+6 Str, DR 8/adamantine)
15      +11/+6/+1   +5   +5   +9    Improved cloaking, antimagic projectile (Antimagic Ray)
16      +12/+7/+2   +5   +5   +10   True sight visor
17      +12/+7/+2   +5   +5   +10   Antimagic projectile (Dimensional Lock)
18      +13/+8/+3   +6   +6   +11   Mechanized armor (+8 Str, DR 10/adamantine)
19      +14/+9/+4   +6   +6   +11   Antimagic projectile (Mage’s Disjunction)
20      +15/+10/+5  +6   +6   +12   Resuscitate
_____________________________________________________________________



Class Skills (4 + Int modifier per level): Appraise (int), Craft (int), Disable Device (int), Escape Artist (dex), Jump (str), Knowledge (Arcana, Architecture, Dungeoneering, and Local) (int), Open Lock (dex), Ride (dex), Search (int), Sleight of Hand (dex), Use Magic Device (cha), and Use Rope (dex).

Class Features


All of the following are class features of the Gadgeteer class:

Weapon and Armor Proficiency:
The gadgeteer is proficient with all simple weapons, repeating crossbows, light armor, and any weapons and armor created by his class features.

Rapid Reload (Ex): A 1st level gadgeteer gains Rapid Reload as a bonus feat, even if he doesn’t meet the prerequisites.

Bonus Craft (Ex): At 1st level, a gadgeteer gains eight skill points to spend on Craft skills (and only on Craft skills). Each class level thereafter, the gadgeteer gains two bonus skill points to spend on Craft skills.

Grenadier (Ex): A 2nd level gadgeteer gains Grenadier as a bonus feat, even if he doesn’t meet the prerequisites. Note: I've improved the feat, and it can be found at the bottom of the entry

Improved Crafting (Ex): The gadgeteer gains a competence bonus on Craft checks equal to half his class level. When crafting non-magical items, the gadgeteer may make the normal Craft check for weekly progress each day. If the Craft check is at least double the DC, the gadgeteer can opt to craft additional items that day instead of reducing the crafting time, but he must pay additional raw materials. So, instead of halving the time for rolling double the DC, he may craft two items that day, and he may craft three if the check is at least three times the DC.
Crafting only requires an amount of raw materials equal to one sixth of the market cost instead of one third. A gadgeteer may craft alchemical items as though he were a spellcaster.

Enhanced Armor (Ex): At 3rd level, the gadgeteer is able to build himself a specialized suit of metal armor, with intricate gears and straps to facilitate easy movement and to distribute the weight. The suit grants a +5 armor bonus to AC, has a max Dex bonus of +4, an armor check penalty of -2, and an arcane spell failure penalty of 15%. It weighs 50 pounds but due to the mechanics, it only affects the gadgeteer’s encumbrance by 25 pounds and counts as light armor.
   The suit costs 400 gp to make. If worn by someone other than a gadgeteer of at least third level, the maximum dexterity bonus decreases by one point, the armor check penalty increases by one point, and the arcane spell failure increases by 5%.
   
Spell-like Abilities (Sp): At 4th level, the gadgeteer is able to cast Repair Light Damage as a spell-like ability a number of times per day equal to his Intelligence bonus (minimum one). Every four levels after 4th, he may use these spell-like abilities one extra time per day.
   In addition, he may use other spell-like abilities at higher levels, but he may only use a total number equal to his daily allotment, regardless of which he uses.
  • At 6th level, he may also cast Repair Moderate Damage.
  • At 8th level, he may also cast Repair Serious Damage.
  • At 10th level, he may also cast Repair Critical Damage.
  • At 12th level, he may also cast Mass Repair Light Damage*.
  • At 14th level, he may also cast Mass Repair Moderate Damage*.
  • At 16th level, he may also cast Mass Repair Serious Damage*.
  • At 18th level, he may also cast Mass Repair Critical Damage*.
* See Chapter 8: Spells and Magic

Craft Magical Items (Su): At 4th level, the gadgeteer is able to craft any type of magical item by using the appropriate Craft skill. He may substitute his ranks in Craft minus three for his caster level for purposes of determining how powerful of an item he can create. He must use the appropriate craft skill when making an item. For example, Weaponsmithing for weapons, Armorsmithing for armors, Textiles for clothing, Jewelling for rings and amulets, Alchemy for potions, and Woodworking for wands and staves.
The DM may have to make a judgment call on the skill used, but any item should never require more than one type of craft skill. For example, if an item could be described to be made out of wood and metal, the item should not require both skills to create. The DM should either pick the skill that represents most of the material of the item or allow either skill to be used.
In all other ways, the costs and restrictions on the number of items that can be crafted apply as usual. When crafting a potion, the gadgeteer must expend one of his spell-like abilities for the day, and it must be of greater or equal level to the spell used for the potion. For example, a gadgeteer capable of casting Repair Moderate Damage (a 2nd level spell) would be able to create a potion of Bull’s Strength or Invisibility.

Trick Shot (Ex): At 5th level, the gadgeteer can achieve impressive results with his firearms by taking careful aim. As a standard action, the gadgeteer can shoot a firearm firing ball ammunition to affect everyone in a 40’ line, and he may fire shot to affect everyone within a 20’ cone. In either case, the attack deals 1d6 points of damage per odd class level to everyone affected, with a Reflex save for half damage (DC 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier). If aiming down a scope on a musket, increase the DC by two points.
   The length of the line and cone increase by their starting amounts every three levels after 5th. So, ball ammunition would affect an 80’ line at 8th level, a 120’ line at 11th level and 240’ at 20th level. The cone would be 40’ at 8th level, 60’ at 11th level, and 120’ at 20th level.

Mechanized Armor (Ex): At 6th level, the gadgeteer is able to build a mechanical suit of armor that runs on fuel. The fuel (typically coal, charcoal, oil, or kerosene, but possibly something more exotic) generally costs 5 sp per day and weights five pounds. It takes a full-round action to climb into or out of the suit, and another full-round action to activate it or shut if off. The fuel is enough to run the suit for sixteen hours per day, but the suit must be turned off for one hour every four hours to prevent over heating. Only the gadgeteer is able to properly operate the suit.
   The suit grants a +8 armor bonus to AC and provides damage reduction 4/adamantine. When it is running, it has a max Dex bonus of +1, an armor check penalty of -5, and an arcane spell failure penalty of 25%. If it is turned off, it is too heavy and slow-moving to be worn as armor. It weighs 150 pounds but does affect the gadgeteer’s encumbrance when turned on and worn. It counts as heavy armor. This suit is considered masterwork and may be enchanted like a normal suit of armor.
   While activated, the mechanized suit grants the wearer a +2 enhancement bonus to his Strength score. At 10th level, the enhancement bonus and the damage reduction both increase by two points, and increase by two points every four levels thereafter, to +8 strength and damage reduction 10/adamantine at 18th level.
   If the suit is submerged waist deep or deeper in liquid, it becomes waterlogged and cannot operate again until it has been taken out and left to dry for at least on hour.
   If the gadgeteer takes electric damage while the suit is activated, his movement speed is halved for one round.

Bombs (Ex): At 6th level, the gadgeteer can create devastating explosives. Each bomb costs 100gp and takes one hour to create. These bombs when armed are quite unstable, and must be prepared sealed, in an inert state. To arm a bomb, the gadgeteer must expend one of his daily spell-like abilities as a standard action. Once armed, the bomb may be thrown like a splash weapon with a range increment of 20 feet. Once the bomb lands, it explodes immediately. If the bomb is armed and not thrown, it will become unstable one minute after being armed. After one minute, each round the bomb has a 10% chance spontaneously exploding. Additionally, an armed bomb that takes fire or electric damage has a 20% chance of exploding, even if it hasn’t become unstable.
   When the bomb explodes, it deals 1d6 points of damage per class level of the gadgeteer who created it to everything within a 10’ radius, and half this damage to everyone within a 20’ radius. Half of this damage is fire and half is sonic. Everyone taking damage may make a Reflex save for half damage (DC 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier).

Aquatic Suit (Ex): At 7th level, the gadgeteer has made his suit capable of being sealed air tight and fitted it with adjustable ballasts and fins that can be retracted. When swimming, the weight of the suit and it’s armor check penalty do not affect the gadgeteer’s ability to swim or his Swim check. In addition, the suit grants the gadgeteer a swim speed equal to his base land speed.
   The suit can operate under water without issue and has enough air to sustain itself and the gadgeteer for ten minutes per class level. After this time, it is no longer considered air tight and will get waterlogged when submerged as normal.

Antimagic Projectile (Su): At 7th level, the gadgeteer is able to imbue antimagical properties to a crossbow bolt, arrow, or a musket or pistol ball. By spending one use of his daily spell-like abilities, he enchants the projectile for one minute. During this time, the first creature struck by the projectile is affected by a Dispel Magic effect (targeted version, only). After striking the first target, the projectile loses this property. Note that the gadgeteer cannot use this ability in conjunction with Trick Shot. As he gains levels, he may imbue other anti-magic abilities into the projectile (although only one per projectile):
  • At 9th level, he may use Dimensional Anchor.
  • At 11th level, he may use Dismissal.
  • At 13th level, he may use Greater Dispel Magic or Seal Portal*.
  • At 15th level, he may use Antimagic Ray*.
  • At 17th level, he may use Dimensional Lock (centered on target).
  • At 19th level, he may use Mage’s Disjunction (target-only).
* Spell Compendium
   Any saving throw offered by any of the above-mentioned spells has a DC of 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier.

Boosters (Ex): At 8th level, the gadgeteer’s mechanical suit gains boosters. The boosters can be fired in bursts or set to sustained force. The sustained force use can be used as an immediate action. It slows the gadgeteer’s fall as a Feather Fall spell. The burst can be used as a move action, which grants the gadgeteer a fly speed equal to his move speed with average maneuverability. The burst can also be used as part of a charge and is resolved as a full-round action. The gadgeteer flies in a straight line at double his movement speed. In all other ways, resolve this as a charge. Firing the boosters creates considerable noise, giving the gadgeteer a -20 penalty to Move Silently for that round.
   At 8th level, the burst mode can be used for up to three rounds consecutively, but he must wait a like number of rounds before using it again. The sustained force mode can be used as often as he likes.
   At 13th level, there is no limit to how long the burst mode can be used. Also, the sustained mode can be used to hover in place. The Move Silently penalty for using the boosters is reduced to -10.
   At 18th level, the Move Silently penalty for using the boosters is removed completely.

Cloaking (Ex): At 9th level, the gadgeteer’s suit is able to bend light for short periods of time, providing it does not move too quickly. As a standard action, once per hour, the suit can mimic the effects of the Invisibility spell. This effect lasts one minute per class level, but ends if the gadgeteer attacks, moves faster than his base land speed (double-moves are permitted), or takes electric damage.

Mechanized Guardian (Ex, Su):  At 11th level, the gadgeteer can create a mechanized guardian to serve and protect him. Creating the guardian requires 5,000 gp of materials and one week of eight-hour days spent crafting in a well-stocked workshop. The physical construction of the guardian and it’s functioning is considered an extraordinary ability; however, the ability for the guardian to understand instructions and communicate with its creator is a supernatural ability. If this ability is magically suppressed, the guardian will act erratically, as though affected by a Confusion spell, until the communication can resume.
The guardian can be given simple instructions and will follow them to the best of its ability. The gadgeteer may only control one such guardian created at a time. Creating a second guardian causes the gadgeteer to lose control of the guardian, and the guardian is permanently affected by a Confusion effect. The gadgeteer may attempt to regain control of an uncontrolled guardian as a full-round action by making a Charisma check, opposed by the guardian’s Wisdom check. Making this attempt causes the gadgeteer to lose control of the guardian he is currently controlling (if any).
If the guardian is destroyed, the parts of it can be used to substitute 2,500 gp of the cost of creating a new guardian.
   The guardian is composed of various types of metal and runs on fuel the same way the gadgeteer’s mechanized suit does. The guardian uses the baseline stats of a flesh golem (including size and type), with the following changes:
  • Lose all abilities listed in the Combat section (including Berserk, Immunity to Magic and specific listings of the effects of different types of energy).
  • The guardian is affected by critical hits as though it were not a construct.
  • A guardian that takes electricity damage is slowed for one round.
At 13th level, the baseline stats of the guardian increase to that of a clay golem, although it’s composition and appearance remain largely unchanged.
   At 15th level, the baseline stats of the guardian increase to that of a stone golem. At 17th level, they increase to that of an iron golem. At 19th, they increase to that of a greater stone golem, except the damage reduction is increased to 15/adamantine and the natural armor bonus increases to +24 (for an overall AC of 30). It does not gain any of the special abilities of the other golem types (such as Haste, Slow, or the breath weapon). It is still affected by critical hits and electric damage as described above.

Phase Shift (Su): At 12th level, when the gadgeteer’s mechanical suit is active, he may use it to duplicate the effects of either the Teleport, Plane Shift, or Ethereal Jaunt spells. In any case, he, his mechanical suit, and any carried or worn objects up to his maximum load are affected. He may take any willing creature within five feet of him as well (and any carried or worn possessions up to their maximum load).
   This ability may be used once per six hours.

Improved Cloaking (Ex): At 15th level, when the gadgeteer uses his cloaking ability, he may opt to mimic the effects of Greater Invisibility, instead. Doing so shortens the duration to one round per class level, but attacking and moving fast do not end the effect. It is still ended early if he takes electric damage.

True Sight Visor (Su): At 16th level, the gadgeteer’s suit is equipped with a visor that continually grants the effects of True Seeing. Any effect that would dispel this instead suppresses it for ten minutes.

Resuscitate (Ex): At 20th level, once per day, the gadgeteer’s suit is able to bring him back to life. This ability only works if the gadgeteer’s body has not been wholly destroyed and this will not remove any abilities such as poisons that may have killed the gadgeteer. If successful, one round after he dies, on his turn, he is restored to one hit point.




Grenadier [General]
Prerequisite: Dexterity 13+ or Base Attack Bonus +1.
Benefit: When throwing a grenade-like weapon that deals damage, you add a competence bonus to your damage roll equal to one plus half your Base Attack Bonus. Anyone in adjacent squares to the grenade take half the damage dealt to the main target.
   In addition, you may draw grenade-like weapons as a free action.
Special: A fighter may select this as a bonus feat.

35
Off Topic Fun / Letter Swap Game v5
« on: October 09, 2014, 12:07:25 PM »
nintendo

+n (No proper nouns, I know. However, I am going to argue that the Nintendo brand is an appropriate noun for any console system; similar to how kleenex works for tissues or Coke works for soda).

innocent

d -> c

37
Homebrew and House Rules (D&D) / Mechanical race/subtype ideas
« on: September 21, 2014, 09:27:14 PM »
So, I'm bouncing ideas around to create a race of mechanical creatures, similar to the warforged, with a few key differences. The idea is that the creatures are actually mechanical, which means that they're subject to critical hits, and even ability damage. They burn fuel, which means they have to "eat" and "breathe", although failing to do so just makes them inert, not dead. Also, some of them (the playable ones) would have soul stones (something I'd have to create from something modified from Trap the Soul) that would grant them sentience. So, to accomplish what I wanted, I created three subtypes of Construct that deal with the race being mechanical, burning fuel, and having a soul. I've included them and the base stats for the race.

I'm curious about your ideas, both in terms of the subtypes and also overall balance of the race. Is it too good for LA +0? Also, the name "mechanite" is somewhat of a place-holder. I'm open to the ideas. I figured the original ones came from Mechanus.


Mechanite Racial Traits
  • Medium
  • Base land speed is 30 feet.
  • Type: Construct. Mechanites are constructs and are not affected by spells or effects that only affect humanoids, such as Charm Person.
  • Subtype: Mechanical. This subtype modifies some of the traits of the Construct type, as follows:
    • Unlike normal constructs, a mechanical construct does have a Constitution score.
    • Unlike normal constructs, mechanical constructs are affected by critical hits and ability damage (provided it isn’t caused by something else to which they are immune). They are otherwise unaffected by nonlethal damage, ability drain, fatigue, exhaustion, or energy drain, like normal constructs.
    • Unlike normal constructs, a mechanical construct is not automatically immune to effects that require a Fortitude save.
    • Immune to being sickened and nauseated.
    • A mechanical construct is not destroyed at 0 hit points like a normal construct. Once reduced to zero or fewer hit points, it rendered inert, helpless, unconscious, and unable to take actions. It does not continue losing hit points in this stage, but it remains this way until restored to one or more hit points. Once the construct’s hit points are reduced far enough below zero to kill a living creature, the construct is destroyed.
    • A mechanical construct does not need to sleep, but it does require four consecutive hours of downtime, during which it may only take limited actions. It cannot move more than five feet per round and my otherwise only take move-actions. It is permitted to repair itself using the Craft (Clockwork or Mechanics) skill. Failure to get this downtime each day will inflict two points of Strength, Dexterity, and Constitution damage.
    • A mechanical construct with a Constitution score reduced to zero is destroyed. If any of its other ability scores are reduced to zero, it is rendered inert and is unconscious and helpless until the score can be brought above zero and it is mechanically restarted.
  • Subtype: Fueled. This subtype modifies some of the traits of the Construct type, as follows:
    • A fueled construct needs to consume fuel to remain active. Fuel can be in the form of coal, oil, alchemical substances, electrically charged gems, or possibly other creative sources. Generally, each mechanical construct can only consume one type of fuel. The construct must be refueled every 24 hours. If it is not refueled, it will be staggered for one minute, and will then go inert, losing consciousness and the ability to take actions, becoming helpless. Once the construct is refueled, it may typically be mechanically restarted, but it will be staggered for one minute afterward.
    • A fueled construct needs to breathe, just like a living creature would. A fueled construct can stay active a number of rounds equal to its Constitution modifier (minimum 1) before going inert, losing consciousness and the ability to take actions, and is helpless. Once restored to an environment with air, a fueled construct can typically be reactivated by a mechanical means, after which point, it is staggered for one minute. A fueled construct that goes inert due to being submerged in a liquid must be left to dry for ten minutes before it can be reactivated, as well.
  • Subtype: Ensouled. This subtype modifies some of the traits of the Construct type, as follows:
    • An ensouled construct is able to be raised or resurrected from the dead, as a living creature. This does not allow it to be affected by positive or negative energy, however (see house rule, below).
    • An ensouled construct may be affected by spells or effects that affect souls, such as Magic Jar or Trap the Soul.
    • Affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Proficient with weapons and armor by class. Proficient with its own natural attacks, if any.
  • Mechanites do not heal naturally, but are able be repaired with a Craft (Clockwork or Mechanics) check (DC 15), taking four hours. A successful check heals the construct a 1d6 hit points per each of the construct’s hit dice. For every five points the check exceeds 15, an additional 1d6 hit points is healed. A successful check also heals up to two points of ability damage to each ability score. The construct may perform this repair on itself, so long as it may take actions and isn’t damaged to the point of having no functioning limbs.
  • Mechanites have a slam attack that deals 1d4 points of bludgeoning damage.
  • +2 Racial bonus on all Craft checks.
  • -10 Racial penalty on Swim checks, due to weight.
  • Mechanites cannot wear armor, although they can use shields. Their bodies may be plated (see below) to offer armored protection.
  • Automatic Language: Common. Bonus Languages: Any.


(The basic idea of the plating, mentioned in the second-to-last bullet point is that you would spend money equivalent to the cost of master-work armor plus an extra cost to have armor permanently added to you. It could be later enchanted.)

In addition, I'll make up a paragon class, and probably a few feats to unlock additional features and abilities.


So, is this way too much for a LA +0 race?



Edit: I've added this house-rule to my games:

Positive and negative energy:
Only living creatures with a Constitution score are healed by positive energy and harmed by negative energy. This typically excludes constructs and undead.

38
Gaming Advice / MOVED: Who wants to play D&D on Skype?
« on: September 03, 2014, 10:18:14 PM »

39
[D&D 3.5] The Vault / Game Thread
« on: July 16, 2014, 03:28:10 PM »
You find yourself in the small village of Telger, near the western border of Bjorin. Telger is most notable for being the half-way point between Daern (southwest coastal city) and Miahrans (northwest mining city), and sits on a major road, as a result. There are a relatively large amount of inns, taverns, and other attractions for such a small town. Telger is located in the Taren Forest, and trees (primarily fir and pine) are visible from pretty much any point of the town. A small river runs through the town, and is crossed by three bridges.

In the center of the town is a large square. The ground is covered in packed dirt from all of the foot traffic. This area is typically used for markets, festivals, and meetings. The major north-south road passes along the western edge of the square. The two temples of Pelor and Ehlonna, the town hall, and the barracks are all located here. Pretty much anything of interest happens in or around this point (or, perhaps in the taverns).



Around 9:00 in the morning, you find yourself in or near the town square. The sky is overcast, and the day has a relatively cool start for a mid-August morn. People are going about their business. A few carts are set up in the square, and people are bartering and selling their wares. The smell of fresh baked bred and cinnamon fill the air. Enough people are talking that it's pretty much impossible to pick anything out at a distance.

Suddenly, the peace of the crowd is interrupted by the sound of heavy-booted feet running and urgent yells. The crowd turns toward the road leading up to the square and to the barracks. Six soldiers wearing green tabards and black pants come running up to the square. Four of them are carrying two others on stretchers, and it's obvious that two of the four running have been injured. They are met by a seventh guard from the barracks.

Leading guard of the six: "Out of the way! Out of the way!"

Guard from the barracks: "What happened!?"

"We went east, out into the woods to look for Karl. As we expected, he was with some gnolls. What we didn't realize was that there were two more waiting behind trees. They ambushed us. They killed Ulrik and Rolf isn't much better. We managed to kill one or two of them, then both sides retreated."

"Son of a bitch. I knew we should have run Karl out of town earlier..." The guard from the barracks walks up to one of the two stretchers and says something inaudible.

"So, what do we do now? We can't go back like this, but we can't just leave her, either."

"... With the war, we're already stretched light on manpower as it is. Losing one or two more men on top of that isn't helping things."

A man dressed in fine clothes comes running up to the guards: "You're damn right you can't just leave her! I'll triple your pay! Get out there! Pelor knows what they've done to her!"

"It's not that simple. It's not a matter of pay. You can load our pockets with platinum and it won't make a bit of difference when steel meets flesh out there. They were ready for us the first time, and being down two men and injured on top of that, we won't fare any better."

"Goddammit, you're useless!" The well-dressed man is fuming, and you can see his face turning red from where you are standing.

He turns his back on the guards. They begin tending to the wounded. The square stands eerily silent for some time, and the cold morning breeze picks back up, stirring some of the trampled dust.


At this point, describe what your character looks like and how s/he is responding. Note: if you say anything in character, make it a different color, so what's said in-character stands out from everything else. Each person pick a different color.

40
D&D 3.5 and Pathfinder / MOVED: [PF] Siege Firearms
« on: July 01, 2014, 11:01:38 PM »

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