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Messages - Stratovarius

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41
Elil seems overlevelled for the benefits that it grants. I would be expecting it to be a third or fourth level vestige, not where it is now.

42
Play By Post / Re: Board Requests & Retired Games
« on: June 02, 2022, 07:40:59 AM »

43
Play By Post / Re: Board Requests & Retired Games
« on: April 15, 2022, 07:01:59 AM »

44
D&D 3.5 and Pathfinder / Re: Nerve Manipulation, XPH
« on: October 25, 2021, 05:35:48 AM »
Athas.org is the dark sun campaign setting for third edition. They were given the rights by WotC to take up the mantle of the defunct setting. So it's official second party content, much like dragon and dungeon are.

45
D&D 3.5 and Pathfinder / Re: Nerve Manipulation, XPH
« on: October 24, 2021, 10:36:55 AM »
Neither of those powers are in my copy of the XPH...
My Google-Fu points at AD&D 2E Dark Sun: The Will and the Way (TSR 2431).

Maybe it found its way somewhere into the Athas d20 stuff?

You are correct, they're both in the DSCS. But that's ascended homebrew and has only one source, so certainly no errata. Just use what it says.

46
D&D 3.5 and Pathfinder / Re: Nerve Manipulation, XPH
« on: October 24, 2021, 07:25:48 AM »
Neither of those powers are in my copy of the XPH...

47
No, Strat has control of everything and I think currently he is the only one with access.

Prime had access as well, but he's kind of disappeared... Which has left me as last person standing at the moment.

48
Arhosa / Re: Arhosa Discussion and Notes
« on: October 15, 2021, 03:48:56 PM »
Rewrote the ability since casting defensively doesn't exist in Arhosa. Which I had forgotten because of that being a copypasta from the Mage Slayer feat.

49
Arhosa / Re: Arhosa Discussion and Notes
« on: October 15, 2021, 06:30:34 AM »
Intransigent, anti-magical prestige class aimed primarily at Llethu and Yn Gyntaf

50
Arhosa / Intransigent [Prestige]
« on: October 15, 2021, 06:29:24 AM »
Intransigent

"Text"
– Am Shaegar, Biyou Intransigent


Text

Becoming a Intransigent
Text

Table 1: The Intransigent
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities      Fusillades
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +2     Mind and Body          +1 Fusilier Level
  2    +2     +3    +3    +3     Spellbreaker           +1 Fusilier Level
  3    +3     +3    +3    +3     Sunder Magic, Backlash +1 Fusilier Level


Class skills (2 + Int modifier per level): Acrobatics (Dex), Animalism (Wis), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (History, Local, Nature) (Int), Perception (Wis), Warcraft (Int)

Requirements:
Skills: Athletics 6, Perception 6
Feats: Inimical to Progress
Special: Cannot have the ability to use Spells, Spell-Likes, or Supernatural abilities. The Intransigent can never use an ability of those types.
             
Class Features
Text
  • Fusilier Level: The Intransigent increases all martial fusillade features as if the character had gained a level in the appropriate class at each indicated level.
  • Mind and Body (Ex): Any time a Spell, Spell-Like, or Supernatural ability allows for a saving throw, the Intransigent rolls twice and takes the better result.
  • Spellbreaker (Ex): Whenever the Intransigent would be affected by a spell, he may make an attack of opportunity against that spell. Make a dispel check using the result of that attack roll (a natural 1 is always considered a failure). If the dispel check succeeds the spell fails to affect the Intransigent, even if it is an ongoing spell (he treats its area of effect as if it did not exist). This does not affect the spell's outcome with other targets. If the Intransigent fails in his dispel attempt, he saves as per normal for the spell.
  • Sunder Magic (Ex): On his first successful attack of each round, the Intransigent may make a free dispel attempt or sunder attempt against one spell or item affecting or held by the struck creature. Use his attack roll for his caster level, and his attack and damage roll for the sunder attempt. The dispel attempt automatically targets the highest level spell affecting the target. If there are multiple, choose randomly.
  • Backlash (Ex): If the Intransigent successfully dispels a spell using Spellbreaker or Sunder Magic, the caster of that spell takes 1d6 damage per spell level.
Inimical to Progress
Prerequisites: Str 15
Benefit: You do not provoke an attack of opportunity when you strike at an object held or carried by an opponent, and deal an extra 1d12 damage if the item is magical. Any time a spellcaster you threaten attempts to cast a spell, you may make one additional attack of opportunity as an immediate action, in addition to the normal attack you would be granted. You take one less damage per each die of damage a spell would do. This cannot reduce the total below 0.

51
Other Games / Total Warhammer II Modding
« on: September 21, 2021, 11:39:01 AM »
Been doing a little Warhammer II modding:

The Cult of Ulric and Ar-Ulric Emil Valgier have brought along Boris Todbringer, the Bloodkin of Ulric, and the Teutogen Guard! Ride down your enemies with the Knights of the White Wolf as the Priests of Ulric summon winter's chill upon Ulric's foes!
https://steamcommunity.com/sharedfiles/filedetails/?id=2589111773

Supreme Warlord Kratch Doomclaw, Lord of Crookback Peak, is the ruler of Clan Rictus and a member of the Council of Thirteen. And he's come to put Tretch back in his place! That jumped up chieftain thought he could run the clan while Kratch was away on Council business, but now Kratch is back, and Tretch is demoted to Grand Chieftain once more! https://steamcommunity.com/sharedfiles/filedetails/?id=2591240508

Plagues spill forth from the south of Lustria, marking the advent of the Bubonic Court of Nurglitch. Arch Plague Lord Nurglitch wields his Bubonic Sceptre atop the mighty Pox as he recalls Lord Skrolk and the Pestilent Brotherhood, then sets forth into the jungle to do the Horned Rat's bidding. https://steamcommunity.com/sharedfiles/filedetails/?id=2585355342

52
Homebrew and House Rules (D&D) / Re: "Tier 3" System Revisions
« on: September 15, 2021, 05:30:13 AM »
Given what you're trying to do, rather than start by taking the entire mass of third edition content and trying to hammer some sense into all the edge cases, you'd honestly be better off starting from scratch and building AD&D D20 using the rules the way you want it done. You'll find it easier in the long run, since there's nothing saying you can't allow large chunks of rules at a go. For example, saying all of Weapons of Legacy are legal, since it's a lower risk system.

53
Homebrew and House Rules (D&D) / Re: "Tier 3" System Revisions
« on: September 12, 2021, 05:30:46 PM »
These feats suffer from the same issue that existing martial feats do - they're mostly useless or weak in actual gameplay versus what casters can do with their feats.

Look at armour specialization compared to something like Fell Animate or Greenbound Summoning - one is miles ahead of the other in terms of game impact, and it's not the martial feat.

These should be combined into a single feat granting most or all the benefits of the full feat chain, rather than being individual.

54
Homebrew and House Rules (D&D) / Re: "Tier 3" System Revisions
« on: September 10, 2021, 06:08:22 AM »
I went the other way and sacked the ranger for basically being a fighter druid mishmash that took place in the woods, while keeping the barbarian and pushing that class into being very powered up by combat, as well as having a few interesting skills that work for out of combat function.

Admittedly, I also sacked the Paladin for much the same reason

55
Homebrew and House Rules (D&D) / Re: "Tier 3" System Revisions
« on: September 08, 2021, 10:42:32 PM »
Honestly, the Monk probably can be replaced by an Unarmed Swordsage in its entirety, especially since disciplines like Setting Sun really replicate a lot of what a Monk is supposed to be able to do flavourwise. You can probably leave the monk in the garbage where it belongs.

As for the Barbie, it really is only the rage that separates it from the Fighter, so I guess the class needs to go all in on that. Maybe make it get those extra attacks when raging? And give it more survival in hostile environments type abilities, with some tie back to a native environment? (Desert, Cold, Jungle, etc).

56
Homebrew and House Rules (D&D) / Re: Tier 3 Rogue
« on: September 08, 2021, 10:38:35 PM »
The Gallant is how I went about replacing the Rogue/Bard/Swashbuckler. It's a mishmash of all three, and has a lot of special rules, but a quick glance through the normal class features will give some idea of how I think a Tier 3 Rogue could be done.

Also, in terms of schools, there's hundreds of premade schools out there, all nicely linked in the homebrew forum, so not too difficult to scroll through and pick a few out that work.

57
Homebrew and House Rules (D&D) / Re: Tier 3 Rogue
« on: September 08, 2021, 08:55:21 AM »
Rogues are also important for their exploration utility - sneaking, hiding, and spotting and overhearing those enemies who do.

You'd ideally create custom schools to replace the Swordsage ones that are more rogue-like - apart of Shadow Hand, the existing ones aren't. Maybe cribbing off the Psychic Rogue powers list as an existing T3-rogue-like-in-a-can, along with some fitting stealth and detection spells.

Very much this. I'd see Rogue much more adding movement, stealth, disabling options (for both enemies and objects), and maybe even the occasional handy spell or scroll (UMD or class feature).

58
Homebrew and House Rules (D&D) / Re: "Tier 3" System Revisions
« on: September 08, 2021, 08:52:15 AM »
Looks like you forgot Barbarian & Monk & Bard from your classes list? Or was that intentional?

59
Homebrew and House Rules (D&D) / Re: Tier 3 Rogue
« on: September 07, 2021, 11:13:18 AM »
To me, this is too far away from what a Rogue should be to be called a Rogue, it's still much more a Swordsage.

60
Homebrew and House Rules (D&D) / Re: Tier 3 Wizard
« on: September 02, 2021, 03:14:11 PM »
Given that there are scaling saves, how does a flat DC work? By higher levels, many monsters will have a 5% chance of failing a save, meaning that casters just use the strongest of the no save options.

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