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Messages - faeryn

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101
Gaming Advice / Re: [3.5] Close Quarters Fighting feat
« on: March 09, 2016, 07:57:49 AM »
No. It only triggers going in. According to the grapple rules the grappler does NOT need to make a grapple check to end a grapple they initiated, ending a grapple on their part is done simply by stepping away (if they moved into your square to maintain the grapple) or not moving to maintain the grapple after the first round.

Since you threaten no squares while grappled you don't gain the AoOs you would normally be allowed when they move into or out of your square to maintain or end a grapple. Likewise the feat serves only to make you harder and more dangerous to grapple. Close Quarter Fighting is merely a counter measure to Improved Grapple.

102
D&D 3.5 and Pathfinder / Re: Ways to turn spells into spell-likes?
« on: March 09, 2016, 01:01:46 AM »
What you want is the Inate Spell feat: https://dndtools.net/feats/players-guide-to-faerun--22/innate-spell--1651/

Quote
Innate Spell

( Player's Guide to Faerûn, p. 39)

[Metamagic]

You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Prerequisite
Silent Spell (PH) , Still Spell (PH) ,
Benefit
Choose a spell that you know. You can now use this spell three times per day as a spell-like ability. If the innate spell has an XP cost, you pay that cost each time you use the spell. If it has a focus, you must have it to use the spell in this manner. If the innate spell has a costly material component, you need an item worth 50 times that amount to use as a focus for the spell-like ability. Otherwise, you need no components to use the innate spell as a spell-like ability. You must permanently assign one spell slot of the appropriate spell level to the innate spell. You can't use this spell slot for anything else--that is, you can cast one fewer spell per day at that spell level than you could if you didn't have an innate spell. For example, if you could normally cast three 3rd-level spells per day and you choose fi reball as your innate spell, you can now cast only two 3rdlevel spells per day, but you gain three uses per day of fi reball as a spell-like ability.
Special
You can choose this feat more than once, selecting a different innate spell each time.

103
Various thoughts:

I'd honestly give them all Illusion spells as their spells known, and then fill in the little bits around it that seem appropriate (mostly Enchantment/Divination ones, I'd think).
That's pretty much what I'm wanting to do... though a few choice aburation & conjuration spells for defensive purposes will likely also be on the list, such as mage armor & shield.

The class abilities aren't that strong, and the capstone isn't much of one either, especially as it only applies to a subschool of all illusion spells, not all of them. I would recommend adding in a fair number of extra class features to flesh the table out more.
any suggestions as to what those extra class features should pertain to?

Unless it's a monster special quality or from a source not mentioned there. So it's only partially covered.

Given that it's a WIP and the class ability seems to be copy/pasted from another source I think a little slack can be cut on the wording   :p

The abilities are actually pulled from various Wizard ACFs...

104
D&D 3.5 and Pathfinder / Re: The appeal of two-weapon fighting
« on: March 06, 2016, 10:30:18 PM »
If your focus is on Gish builds then you should stick to SWF... Unless of course you want to run TWF daggers and pick up Daggerspell Mage/Shaper... There is also the option of a Casters Glove used to store your off-hand weapon while you cast a spell... TWF can still be viable for a Gish, it just requires additional investment to give it the versatility that SWF & UA have by default.

As for THF Gish... while yes you can take your hand off the weapon to cast a spell it's not quite as beneficial for a Gish as SWF. There are feats and class features designed specifically for SWF Gish builds that are invaluable to a Gish build (at least invaluable in my opinion anyway).


It's also worth noting... you can use an Unarmed Strike as an offhand weapon for TWF, effectively giving you all the versatility of SWF with the potential output of TWF and access to the very same feats and class features that a SWF Gish would excel with.

105
Homebrew and House Rules (D&D) / True Illusionist - Class & Discussion
« on: March 06, 2016, 09:46:43 PM »
True Illusionist


   
"When do you think they'll realize the wall doesn't really exist?"
-Cyra, Changeling Illusionist

A true illusionist has dedicated the entirety of their magical training to mastering the art illusion. Favoring illusions over all other schools of magic, a true illusionist excess at misdirection.

MAKING A TRUE ILLUSIONIST
Short description of play style.
Abilities: Intelligence
Alignment: Alignment restrictions (if any).
Starting Gold: Xd4x10(average gp)
Starting Age: As (core Illusionist).

Class Skills
The True Illusionist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d4



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th
1st+0+0+0+2Illusion Focus, Brief Figment53--------
2nd+1+0+0+3Chains of Disbelief, Wavering Image64--------
3rd+1+1+1+3Stalking Figments, Wavering Image65--------
4th+2+1+1+4-663-------
5th+2+1+1+4Extended Illusions, Exceptional Hide664-------
6th+3+2+2+5-6653------
7th+3+2+2+5Irresistible Illusions, Empowered Illusions6664------
8th+4+2+2+6-66653-----
9th+4+3+3+6-66664-----
10th+5+3+3+7Insidious Illusions, Shadow Shaper666653----
11th+5+3+3+7-666664----
12th+6/+1+4+4+8-6666653---
13th+6/+1+4+4+8-6666664---
14th+7/+2+4+4+9-66666653--
15th+7/+2+5+5+9Illusory Touch, Hide in Plain Sight66666664--
16th+8/+3+5+5+10-666666653-
17th+8/+3+5+5+10-666666664-
18th+9/+4+6+6+11-6666666653
19th+9/+4+6+6+11-6666666664
20th+10/+5+6+6+12Shadow Blend, Illusion Mastery6666666665
Weapon and Armor Proficiencies: Illusionist are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Illusionist's movements, which can cause her spells with somatic components to fail.

Spells: A Illusionist casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the True Illusionist spell list given below. She can cast any spell she knows without preparing it ahead of time the way a cleric or wizard must. When a Illusionist gains access to a new level of spells, she automatically knows all the spells for that level listed on the True Illusionist's spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a Illusionist must have a Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Illusionist's spell is 10 + the spell's level + the Illusionist's Intelligence modifier. Like other spellcasters, a Illusionist can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence score (see Table 1—1, page 8 of the Player's Handbook).
Unlike a cleric or a wizard, a Illusionist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Illusion Focus (Ex): A Illusionist increases the caster level of illusion spells she cast by +1.

Brief Figment (Su): At 1st level a Illusionist can create a figment double of herself (similar to mirror image). The image lasts until it is struck or until the start of her next turn. Activating this ability is an immediate action, and she can use this supernatural ability a number of times per day equal to her Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half her Illusionist level (minimum 1st), and the caster level is her Illusionist level. She can't activate this ability in response to an attack that she isn't aware of.

Chains of Disbelief (Ex) Starting at 2nd level, if a viewer disbelieves an illusion created by an Illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Stalking Figments: Starting at 3rd level, if an illusionist attacks or casts a spell on a creature who cannot currently sense her due to one or more illusion spells she has cast, all spells or attacks made by her against that creature this round have a +1 bonus to attack, damage,caster level, and DC. If this is a surprise round, double these benefits.

Wavering Image: At 3rd level the Illusionist can create a wavering image at will. This ability functions like the Silent Image spell with a CL of 1.

Extended Illusions (Su): At 5th level a Illusionist gains the ability to create illusions that last longer than normal. When she casts any illusion spell that has a duration other than instantaneous, the duration of the spell is doubled. A spell with a duration of concentration lasts for the duration of the Illusionist's concentration plus 1d4 rounds. A spell with a duration of concentration plus a certain increment of time lasts for the duration of the Illusionist's concentration plus double that increment of time. Thus, a mirror image spell cast by a 10th-level Illusionist lasts for 20 minutes, a silent image spell lasts for the duration of the caster's concentration plus 1d4 rounds, a minor image spell lasts for the duration of the caster's concentration plus 4 rounds, and a mirage arcana lasts for the duration of her concentration plus 20 hours.

Exceptional Hide (Ex): At 5th level a Illusionist may add her Intelligence modifier (in addition to her Dexterity modifier) to her Hide skill checks.

Irresistible Illusions (Ex): At 7th level, for every illusion spell a Illusionist casts she gain a bonus on caster level checks made to defeat spell resistance equal to half her caster level

Empowered Illusions: Starting at 7th level the Illusionist may choose to add one of the following effects to their illusions.
Shimmering Images: Opponents who see an illusion affected by this ability must make a will save (DC 11 + the Illusionist's caster level) or be dazed for 1 round.
Captivating Images: Opponents who see an illusion affected by this ability find it irresistible and just can't look away. Affected enemies must make a will save (DC 11 + the Illusionist's caster level) each round or be rendered flatfooted and suffer a -5 penalty to hit until the start of their next turn.
Nightmarish Images: Opponents who succeed on a will save to disbelieve an illusion affected by this ability must immediately make a second will save against the same DC or become panicked as the illusion warps and twists into a nightmarish image.
Lingering Images: Opponents who succeed a will save to disbelieve an illusion affected by this ability must make another save every time they interact with the illusion.
Uncanny Illusions: Illusions affected by this ability have their save DC reduced by 5, but opponents may now only attempt to disbelieve upon attempting physical contact with the illusion.


Insidious Illusions (Su): At 10th level a Illusionist can cast illusion spells that are harder for other creatures to detect or pierce. When any creature employs a divination spell, spell-like ability, or magic item (such as detect magic or true seeing) that would detect or pierce an illusion spell cast by the illusionist, that creature must make a caster level check (DC 11 + the Illusionist's caster level) to successfully detect or pierce the illusion. Additionally, when a creature employs a special quality (such as scent or blindsense) that would detect or pierce an illusion spell cast by the illusionist, that creature must make a spot or listen check (DC 11 + the Illusionist's caster level) to successfully detect or pierce the illusion. The detecting creature can check only once for each divination spell or effect used, no matter how many of the Illusionist's illusion spells are operating in an area.

Shadow Shaper (Su): At 10th level the Illusionist's illusions become infused with shadow stuff from the Plane of shadow, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spells increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.

Illusory Touch (Ex): At 15th level, a Illusionist may cast any personal illusion spell as a touch spell.

Hide in Plain Sight (Su): At 15th level a Illusionist can hide in plain sight (as the ranger ability, except that the Illusionist need not be in natural terrain).

Shadow Blend (Su): At 20th level, the Illusionist gains the ability to blend into shadows. In any condition of illumination that would normally grant the Illusionist concealment, she instead gains total concealment (as if she were invisible).

Illusion Mastery (Ex): At 20th level a whenever Illusionist cast an illusion (shadow) spell that creates a partially real effect (such as shadow conjuration or shadow evocation), the effect is 10% more real than normal. Thus, a creature created by shadow conjuration is 30% as strong as a real creature of the same kind, instead of the normal 20%.


 
TRUE ILLUSIONIST SPELLS <WIP>
All 0-level Arcane spells
All Illusion spells
Mage Armor, Shield, <WIP> need more specific non-illusion spells
<WIP> I'd love some input on this class and some help creating a complete spell list... I'd like to include all illusion spells and a handful of useful/essential non-illusion spells. The primary focus of the class is obviously illusions, but they should still have enough non-illusion spells to hold their own when backed into a corner.

106
D&D 3.5 and Pathfinder / Re: The appeal of two-weapon fighting
« on: March 06, 2016, 01:54:45 AM »
In my personal experiance TWF has been far superior to THF... Having tried various melee build types this has been my experiance from best to worst...

Natural Weapons - Loading up on Natural Weapons can quickly add up to insane amounts of damage... Somewhat costly investment in enchanting natural weapons and a bit of a feat tax to optimize them but certtainly worth the cost and thensome... having nearly all attacks at the same BAB is a major plus as well.

TWF - Essentually double damage output at the cost of -2 to attack... yes please... sure it has a high feat tax but the result is definately worth it. The only real downside to TWF is the enchantment costs of enchanting 2 weapons rather than 1.

SWF - Perfect for a spellblade style build... Having that free hand allows for full freedom of spellcasting without comitting to specific weapons and/or classes. Optimizing for onehanded consists of only a couple feat selections as well.

THF - Two words... Power Attack... thats where THF really shines... beyond that though it's basically just the benchmark for melee... While it's damge is superior to SWF, the lack of versatility is the reason I rate it below SWF...

S&B - There really is nothing going for this... Shield bonus to AC? Can get the same or better shield bonuses to AC with all the other melee styles without the penalties that shields carry with them... And you deal SWF low damage without any of it's versatility...

107
Min/Max 3.x / Re: [3.5] Super Sneaky Rogue
« on: March 04, 2016, 12:15:06 AM »
Get your armor enchanted with Greater Shadow for +15 to hide... but its a heafty 33.75k... 3.75k will get you a +5 from normal Shadow armor though... Same goes for Silent Moves... same prices & bonuses to move silently...

2 levels of Shugenja will get you access to Know the Shadows which grants you a +20 bonus to hide when within 10ft of shadows... Get an item familiar and dump as much of your skill bonus as posssible into Hide...

Rogues Vest +2 hide, Move Silent, & Reflex Save, +1d6 SA... 29.6k

5 levels of Illusionist variant Wizard adds your Int (in adddition to Dex) to Hide via the Shadow Shaper class feature... plus being a 5th level illusionist gives you access to numerous spells to assist you in being sneaky...

...

Beyond that I'd highly recomment both Darkstalker & Ring of the Darkhidden... those 2 items alone can make all the difference...

108
Off Topic Fun / Re: Letter Swap Game v6
« on: February 29, 2016, 11:58:43 PM »
slimily

t -> l

109
Armor/Protection would probably be either Shield or Magic Vestment... probably Magic Vestment...

Hiding would likely be Silent Image...


110
D&D 3.5 and Pathfinder / Re: Can i get a little clarity on this?
« on: February 28, 2016, 05:12:34 AM »
That's the way I understand it works, same goes for the Combat Wizard ACF with it's Fighter Feats.

111
Just a few

Quote
Crystal Echoblade (Magic Item Compendium)
Price: 4,310 gp
Weight: 4 lb.

A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level.


Quote
Harmonizing (weapon special ability)
Price: +1 bonus (Magic Item Compendium)
Property: Melee Weapon

A harmonizing weapon accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks.
In addition, if you hold a harmonizing weapon when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action.


Quote
Bow of Songs (Magic Item Compendium pg. 48)
Price: 12,330 gp
Weight: 2 lb.

This +1 shortbow blends music with every shot to deadly effect. On your turn, you can expend one daily use of your bardic music ability to gain a bonus equal to your Charisma bonus on the next attack roll and (if your attack hits) on the corresponding damage roll that you make with the bow.

I highly recommend adding Harmonizing to any weapon your bard wields

112
Gaming Advice / Re: [3.5?] Detect Elves
« on: February 24, 2016, 04:19:54 AM »
Try Detect Favored Enemy with a favored enemy of Elves

Quote
Detect Favored Enemy

(Spell Compendium, p. 64)

Divination
Level: Ranger 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Using your passion for fighting your foe, you reach out with your magic and your mind to sense the presence of your enemies.
You can sense the presence of a favored enemy. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of a favored enemy in the area.
2nd Round: Types of favored enemies in the area and the number of each type.
3rd Round: The location and HD of each individual present.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks detection.
Also appears in

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Complete Divine

113
D&D 3.5 and Pathfinder / Re: [3.5] Help on a houserule
« on: February 21, 2016, 05:37:56 PM »
Adding +1 per damage die on damaging spells wouldn't be too overpowered on most spells.

114
Off Topic Fun / Re: Letter Swap Game v6
« on: February 19, 2016, 10:04:16 AM »
pulling

o -> u

115
D&D 3.5 and Pathfinder / Re: Simple And Easy , discuss
« on: February 19, 2016, 10:00:24 AM »
Paperwork Nightmare
Prepared casters working with the book list the MMX boards expects to be a given.

Paperwork Nightmare is a pretty fair assessment of that indeed... *looks at her Spellthief/Wizard/Archivist's spell list and shutters* too many spells... too many complications...


And yea... just about everything can be both simple and easy when played as intended... If you play with a group that doesn't care to optimize everything then you likely won't even notice the power discrepancies between those who picked high power and those who picked low power classes even... And if everyone plays their class the way the class was intended to be played then they will find themselves gravitating towards the feats and abilities that they need to make the class work as intended.

116
D&D 3.5 and Pathfinder / Re: Simple And Easy , discuss
« on: February 18, 2016, 03:43:45 AM »
There are two different "easy" things. There is easy to play, and easy to build.

Things that are easy to play:

Tripstar Fighter, Uberchargers, Sorcerer with well picked spells, Sorcerers with an arcane thesised blow everything up right now spell, Beguilers.

Then there are things that are easy to build:

Druid, Beguiler, Dread Necro, ?

Basically, you have to clarify which you mean, because most classes aren't both.

Based on the topic and the first post he means both in one... Simple to build and Easy to play... So a class that makes all the hard choices for you and tells you everything you need to build it and practically makes every decision for you in play as well...

Honestly I have to say that there really isn't any real answer because what may come across as simple and easy to one person may as well be an entirely different world to another. But if I had to pick a class as what I personally believe to be simple and easy... I'd have to say, and I'm sure everyone will disagree with me, Soulknife.

There are practically zero choices you have to make when building the class thus Simple, and it's play style is rather straight forward... the class may not be up to par with most other classes when it comes to effectiveness in any role in the party but that does not prevent it from being both simple and easy.

117
Given the fact that the effects of Darkness and Daylight are both suppressed when their area of effects overlap both instances of Daylight would be suppressed. The reason being that Darkness was not dispelled only suppressed so the effects still overlap thus the second daylight is still suppressed. Should the party use one daylight to dispel Darkness, on the other hand, then use the other to provide light then they would have the light of daylight. Otherwise they have pretty much just created an area that magical light effects don't work in... hope they brought a torch.

118
Min/Max 3.x / Re: Spell Focus vs Weapon Focus: Which is better?
« on: February 16, 2016, 06:58:15 AM »
I don't remember exactly which book it was that opened spell descriptors I think it may have been UA... I'll double check my books in the morning it's late and I need sleep...

If the feat won't stack when applied to different descriptors that apply to the same spell then I've had some very bad advice when I asked about boosting spell save DCs in the past on here...

119
Gaming Advice / Re: Ardent Rule Breaking
« on: February 16, 2016, 06:54:04 AM »
This doesn't exactly pertain to the question at hand... but you may as well make things a little easier on your player if she's dipping into Ardent only for Magic Mantle and remind her about the Mantled Erudite ACF which lets and Erudite choose 1 Psionic Mantle...

120
Off Topic Fun / Re: Letter Swap Game v6
« on: February 16, 2016, 12:24:43 AM »
Playing

+p

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