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Topics - Nytemare3701

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101
Creations & Ephemera / d20Threshold, classless 3&4e
« on: September 24, 2013, 04:41:56 PM »
http://www.d20threshold.com/

Stumbleupon just threw this at me, so I thought I'd bring it here to see what everyone else thinks of it. Might be interesting to toy around with.

102
Homebrew and House Rules (D&D) / Modular Magic [3.5, Base Clase, System]
« on: August 17, 2013, 07:48:10 PM »
    IGNORE THIS PAGE FOR NOW. UNDER CONSTRUCTION
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    103
    Min/Max 3.x / The monk who couldn't decide.
    « on: August 04, 2013, 01:51:17 AM »
    Martial Monk 6/Cleric 1/Pugilist Fighter 2/Feat Rogue 2/Psychic Warrior 2/Bear Totem Barbarian 2/PsyWar PrC X

    Required Stats: 15 Str, 15 Dex, 13 Int, 19 Wis

    Required Feats:
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    Why the hell am I doing this? I felt like activating ALL of the Martial Arts from OA/Dragon.
    Totals of Feats AND Martial Art synergy
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    Houserules: Pathfinder feat progression, antifeats are being used (together this means I have a feat at every level), pathfinder skills (-3 to all skill requirements or count the class skill +3 as ranks. Either way works)

    Most of the work is going to be in finding the optimal order to take the feats in. Any ideas on how to make that easier?

    104
    Min/Max 3.x / Tank-Gish Mechanatrix
    « on: August 03, 2013, 09:30:09 PM »
    Sor0's post about the rings of Mystic Fire/Lightning inspired me to make a fun pseudo-lockdown gish.

    The plan here is to persist Wreath of Flames, admixed with Electricity and Born of Three Thunders to cause constant stun and knockdown on adjacent enemies.

    Houserule: We have a feat at every level (Pathfinder feat progression and antifeats in use).

    Problems:
    • While the group is fine with Persist shenanigans (I played a shadowcraft cleric a while back), getting persist on this character is going to be hard.
    • Getting the enemy TO me is difficult
    • Almost any build that can persist an admixed wreath of flames will probably have a terrible chassis for a gish.
    Discordant Malediction is an amazing addition to this, but a 5th level bard spell is not an easy thing to shoehorn into the build.

    Any ideas?

    105
    Min/Max 3.x / Injury Variant pitfalls
    « on: July 28, 2013, 10:28:30 AM »
    Our group (I'm currently DMing, and I bring fresh tweaks to the rules for the players perusal after every adventure arc) is currently using the Injury system after having tried the Vitality/Wound point system and finding it lacking. After about 2 months of games, we've made the following change:

    "An Injury Check is Base Fortitude+Stat that governs HP (Usually CON)+1/5 extra hitpoints from non-hd sources. Abilities that change your use of CON for HP to another stat use the new stat for Injury Checks.

    This has been working out pretty well, but now we've hit another snag: Healing. Specifically, fast healing. Fast healing in the injury system is "remove 1 injury per 5 points healed, MINIMUM 1 INJURY"

    That last line got pretty insane. It basically reads "Characters with fast healing cannot be downed except by a freak accident" (seriously, they are level 8, and the hardest hitting enemy in the campaign so far landed a full strength power attack for a little over 50 damage. That's a DC 25. The party averages 8 to the save, making it a 17. You have to fail by 10 or more to be downed.)
    THEN: The enemy must land an additional hit (failure by any amount works here) to put the player at dying. If the enemy fails here, fast healing picks the player up as if nothing ever happened
    THEN: The player must fail a save vs death (A laughably easy 10+rounds dying). The weird part here is that getting one shot makes it EASIER to get back up, since your injuries apply to this, and succeeding stabilizes you

    First proposed rule: Fast healing is cumulative (a d6 sitting on your character sheet), meaning every 5 points heals an injury. (this makes healing less of an autorez and more of a way to get up if ignored or protected)
    Second proposed rule: The Dying state does not use your bonuses to injury checks, and fast healing does not automatically stabilize you (but it does still remove injuries, making the save easier). (This makes bleeding out a possibility, and your mortality rate from the Dying state starts at 50% on good day and just gets worse if you don't get any help, but fast healing could still save you if you hold on long enough)
    Third Proposed rule: Getting dropped with no injuries automatically sends you to the Dying state. (the variant suggests failing by 20 or more does this, but honestly, who does that?)

    EDIT: I just realized I posted this in Minmax. Instead of asking for a relocation however, I'd like it to remain here so people can discuss it in a current game perspective as opposed to a homebrew vacuum.

    106
    http://www.darkshire.net/jhkim/rpg/magic/antiscience.html

    Stumbleupon handed me this page, so I thought I'd bring it to you guys to get your opinions on it.

    107
    Min/Max 3.x / What to do with one level of Martial Monk?
    « on: July 18, 2013, 09:48:36 PM »
    We have a factotum->shadowpouncer in the group, and he's considering a level of monk to pick up Sun School (for the extra attack when he shadowpounces). Other than Weapon Supremacy, what would you suggest for the bonus feat from Martial Monk (It's any fighter feat, ignoring all prerequisites)?

    108
    Min/Max 3.x / Qualifying for Archmage as a Divine caster.
    « on: July 11, 2013, 01:17:23 AM »
    I have a Divine Shadowcraft Mage with 10 or so open levels. I saw the divine defiance shenanigans posted in the Fun Finds thread, and thought "that sounds like a pretty nifty trick, I'd love to tack that onto my mage"...then I read the requirements for Archmage. Assuming I have the feats and skills covered, how do I go about getting "Ability to cast 7th-level arcane spells"?

    109
    Min/Max 3.x / Trying to Negate CON damage.
    « on: May 15, 2013, 11:13:30 PM »
    Elan
    Factotum/Telflammar Shadowlord (possible Soul Eater dip, hence Elan.)

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    The ritual requires a piece of jet worth 500 gp or more and drains 2,000 XP from the recipient.

    Cunning Surge->Shadow Walk->Shadow Pounce->Repeat.

    I need to negate the CON damage, but the XP burn from this ritual already hurts, So Necropolitan is probably a bad idea.

    Strongheart vest looks like it needs a very high character level, so that's out for now.

    Starting at level 5, needs to be usable as early as possible.

    EDIT: All books available, Injury Variant is in use.

    110
    Min/Max 3.x / I need to make a DC20+ will save at level 5. [Solved]
    « on: May 05, 2013, 01:56:24 PM »
    Can't change my class, feats, or stats.

    My current will save is +7

    The DC of this save is currently a 20, but I expect it to go up significantly every level.

    I only NEED to make this save once, but being able to make it reliably would be better.

    My tools:

    I have 8k gold, 3rd level cleric casting, and Evocation/Conjuration from sorcerer/wizard.

    111
    Creations & Ephemera / Neverwinter MMO is in open beta
    « on: May 01, 2013, 11:39:11 AM »
    http://nw.perfectworld.com/

    It's owned by Perfectworld, and only has a passing resemblance to the 4E rules. It's an action-MMO that bastardizes the Neverwinter name and world.

    Naturally, I'm downloading it anyway.

    From what I've heard, the cash shop isn't intrusive, and the cash shop gold (called Zen) is purchasable with ingame currency.

    EDIT: Played it, hated it.

    EDIT2: Aaaand this has been moved to plug/promote when it was supposed to be a critical discussion of a D&D product.

    112
    Min/Max 3.x / Did I miss anything important?
    « on: April 03, 2013, 01:31:30 AM »
    I haven't played in a while, so I'm paranoid that I might have missed something important when making this character.

    The character

    The class being used

    What I need: Any flaws in the character NOT based on a comparison to a T1-2 caster. I'm going for a secondary role in all aspects, with an emphasis on blitzing the enemy with a Spellfire Blast for 18d6, followed by buffing the frontline with Speed of the Zephyr/Temporal Twist/archer's eye.


    113
    Off Topic Fun / My internet provider.
    « on: March 30, 2013, 04:29:31 AM »

    115
    Game Design / My Holy Trinity of Game Design
    « on: March 12, 2013, 04:00:36 PM »
    I've had these floating in my head for years and I apply them to every job I do, but I feel that it would be good to get them on paper and potentially challenged by the community. (Written in chronological order, as I use them during development)

    1. Cross Reference EVERYTHING
        When you make a polymorph spell, it needs to be checked against all the monsters. All of them. When a new book is in development, every creature needs to be added to the polymorph pool or removed from it (like the sharn)
    2. Modular Design is GOOD.
        This is sort of an extension of #1, but it deserves its own place. A game that has clearly defined terms and keywords can be easily cross referenced and added to without breaking things.
    3. Iterative Design is GOOD.
        If #2 is an extension of #1, then this is an extension of #2. A hardcopy RPG can't go through iterations after release without clunky errata, so all iteration must be during the development phase. The developers of 3.5 weren't testing the game, they were just playing it, and making assumptions that everyone else would be playing it their way. This led to things like the Druid's animal companion being a combat monster, while they assumed a druid would never let his pet get in harm's way.  :banghead


    116
    Min/Max 3.x / Reusable Potion survey
    « on: March 02, 2013, 09:52:05 AM »
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    If potions had unlimited uses, which would you choose?

    My ideas so far:

    • Remove Curse (750gp)
    • Remove Blindness/Deafness (750gp)
    • Barkskin +5 (1,200gp)
    • Undetectable Alignment (300gp)
    • Protection from Evil (50gp)
    • Invisibility (300gp)
    • Pass without trace (50gp)
    • Fist of Stone (50gp)

    Note: I'm intentionally NOT using skull talismans of higher level spells. I'm considering a Thunderlance talisman, but that's the upper limit.

    117
    Min/Max 3.x / Searching for an INT race that qualifies for dragonborn.
    « on: March 01, 2013, 01:08:53 PM »
    I only NEED Int and Con. I would like Dex and strength if possible. Right now I'm working with Dragonborn Lesser Dust Para-Genasi.

    LA 0 only.

    The optimized character niche thread had this, but it seems to be invalid as Captured One doesn't apply to fey.

    Petal Captured One(shrapnyl) incarnate construct
        Str 18(18 not +18) Dex 11, Con +4, Int +4, Wis 19, Cha +8

    118
    Min/Max 3.x / Requesting help with a SCM (again)
    « on: December 25, 2012, 12:34:48 AM »
    The more I look at the SCM, and the more I play with the mechanics of it, the more I fall in love with it. Therefore, I've decided to make it my default character to grab when I'm going to a game.

    NEW LIMITATION: I don't want any version of this build to cast spells in a lower slot than the original spell. Residual Magic is the only exception.

    Minimal Sources: Core, Spell Compendium, Races of Stone
    Middle Ground Sources: +Complete Divine, Unearthed Arcana, PHB2, Underdark, Player's Guide to Faerun
    Unlimited Sources used (So far): +Villian Design Handbook, Complete Mage

    Worst Case Scenario
    Gnome Cleric7/SCM5/Cleric+8
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    Middle Ground
    Gnome Cloistered (Spontaneous Illusion) Cleric3/SCM5/Shadow Adept1/Contemplative1/Shadowcrafter8/???2
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    Full Power
    [Any Race] Cloistered (Spontaneous Illusion) Cleric1/SCM5/Shadow Adept1/???2/Contemplative1/Shadowcrafter8/???2
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    Optional: +Divine Minion of Sebek for wildshape/taint

    119
    (click to show/hide)
    The Campaign Setting and General Plot.

    The Problem:
    If the enemy is 3 or less creatures: Lockdown and shoot it. It's not going anywhere.
    If the enemy is 4 or more creatures: Greater turning.

    The solutions so far:
    Swarms are immune to half the party, and are able to hit the Puppeteer. They aren't very satisfying encounters though, since flat immunities make for boring fights.
    High HD groups are effective, but there's only so many high HD low CR undead.
    Ranged Attackers are an option, but the ratio to Intelligent/Unintelligent undead isn't too favorable for this.
    Turn Resistance helps, but it is kind of a slap in the face to the second weakest person in the party.
    Incorporeal Undead don't actually help, since the lockdown's weapon is ghost-touch.

    EDIT:I'll try to be more clear this time around: I'm looking for single mechanics or base creature abilities that works well against the listed party, while NOT requiring an intelligent Team Monster. Deflect attack works great, as it's a single ability that I can stick on any creature and entirely shut down or hamper certain mechanics. The barghest has invisibility and blink on a bruiser, so he bypasses 90% of the party. These things are good.

    Note: 90% of the encounters don't have an enemy leader. They are the byproduct of the plot mechanic. As the story ramps up, there will be quite a few more planned encounters with real enemies. What I'm having a problem with right now is the mindless hordes and random encounter undead.


    120
    The campaign is loosely based on The best damn campaign journal ever, with a more "points of light" world as a base, and a larger focus on the swiftly building critical mass of undead due to the "nobody stays dead" plot mechanic.

    The Mechanic:
    • Anything classless that dies raises shortly after as a Lesser Unbound, an undead being driven by an insignificant Vestige.
    • Anything with class levels that dies becomes an Intelligent or Brute Unbound, usually the original creature with the undead type.
    • Players who die can try to cheat death by defeating the Vestige "on its way in" and taking back their body, albeit as undead.

    I'm looking for potential problems with such a world. I've already established the following:

    • Shops pretty much don't exist except in holdouts. To compensate, rare stuff is pretty much unguarded or still being worn by the Unbound.
    • Social encounters are taking a backseat to combat, since the ratio of "stuff that wants to eat your face" to "people capable of speech"
    • The BBEG of the world is the same as in the original campaign. Orcus & Tenebrous. The plot revolves around the X Disciples of Tenebrous trying to become demigods via an artifact Tome. Each one has to do it separately, and it takes a month each time. Each one that succeeds will disappear to join the final battle and apply a global debuff until then.

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