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Topics - Fadier

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1
Min/Max 3.x / The Fear Injector
« on: January 02, 2016, 09:21:14 PM »
The Fear Injector

Half-Orc Antipaladin 3/Fighter 4
Feats: Noble Scion, Soulless Gaze, Fiendskin, Bullying Blow, Enforcer, Power Attack, Cornugon Smash

The Fear Injector uses Bullying Blow with Power Attack and deals non-lethal damage using his +1 Merciful Longsword. This triggers 3 free action demoralize checks, starting with Enforcer for the duration, then the next two increase the condition to frightened then panicked due to Soulless Gaze. Thanks to his Aura of Cowardice fear immunity means nothing to him.

In a few levels he can pick up Slippers of BattledancingDMGII 272 so he can add his Charisma to his attack and damage, combined with Noble Scion and Unholy Resilience he uses Charisma for everything apart from hitpoints.


2
Gaming Advice / Are these throwing weapons?
« on: May 16, 2015, 08:28:03 PM »
Are abilities like the Manticore BeltMoI and the Pyrokineticist Bolt of Fire considered a throwing weapons?

Would they be Power Throwable?

3
Gaming Advice / Saving throw Substitutions
« on: October 11, 2013, 06:40:00 PM »
Are there any other ways to substitute a different roll for a saving throw apart from the Diamond Mind Concentration maneuvers and the epic feats Dexterous Fortitude and Dexterous Will?

I am mainly interested in substituting a Fortitude or Will save in place of a Reflex save for Mettle fun but any other substitutions would be good to know about.

4
Gaming Advice / Is there a creature that controls constructs?
« on: October 23, 2012, 04:07:44 AM »
I am looking for a creature with an innate ability to control a construct. Maybe an elemental?

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Gaming Advice / Ex Ways to be Immune to Fire?
« on: October 19, 2012, 10:30:35 AM »
What ways are there to be immune to fire even in an AMF (and/or undispel-able Fire immunity)?

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Min/Max 3.x / Favourite Cleric Spells
« on: October 04, 2012, 05:52:52 AM »
I have a NPC in a upcoming game that is a Beguiler/Rainbow Servant but I am just realizing that my knowledge of the cleric spell list (at least the non-srd spell list) is rather lacking. So I am wondering what are your personal favorite cleric spells?

The ones I have found/know of are:

Alter Fortune
Dampen Magic
Bewildering Substitution
Terrible Remorse
Euphoric Tranquility
Jolting Portent
Eyes of the Oracle

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Gaming Advice / Pathfinder Metamagic Feats
« on: September 19, 2012, 06:24:27 AM »
1. How does Echoing Spell work for spontaneous spellcasters?

I hope it does not just give the slot back otherwise you would essentially just be able to cast any number of spells of your maximum spell level -3


2. Would a Dazing Jolting Portent daze after the first save or would it provoke a second?

i.e.:
Subject attacks/casts, jolting portent triggers.
They fail the save, do they take the damage and get stunned or do they make a second save vs stunning?

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Gaming Advice / Identifying a Still Silent Spell?
« on: September 16, 2012, 09:04:00 AM »
If someone casts a spell with no verbal or somatic components can another character identify the spell?

Do they take a penalty if they can? If so how much?

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Min/Max 3.x / First time making Epic Spells
« on: September 05, 2012, 04:27:02 AM »
Recently I was asked to guest GM an epic game for a session, the GM wants to be a player as he has a favorite NPC. I have most of it worked out apart from a couple of epic spells I want to make (they will be part of the treasure if they beat him) so I need some help putting DCs to somethings not covered in the rules.


The first one I want to make is one that essentially is the Practiced Spellcaster feat but it effects anything with a caster level. Mainly due to the caster level of the spell-like abilities of the domains (10 + DVR) being really low. If this was my game I would house rule that to be HD + DVR but I think that will be overstepping my bounds, so I want to make an epic spell for this. Chances are this is a ritual with additional casters involved.

The problem is there is nothing like this in the Epic Level Handbook. Does anyone have any suggestions on the DC for this or know of a spell like this already existing?



The second one is a last resort spell. It is meant to be a trap for anyone who manages to kill or subdue the deity. On the outside the spell looks like it increases ones DVR by 1, but what it really does is resurrect the deity in the casters body and if the caster had DVRs gives the deity +1 DVR. I am thinking that if/when the players find it there will be some ticking clock so that its harder to realise this is actually what the spell will do and get them to cast it as quickly as possible.

I would like 2 limitations on this spell, first it can only be cast once by any caster (this gives a reason as to why the deity has not just cast this spell over an over again) and the second is that it requires a sacrifice of an ally who felt real betrayal at death (so no memory editing etc, also another reason it has not been spammed by the deity).

Heres what I have so far:

    Resurrection Life +27


DVR Increase
    Natural AC +1 Fortify +17
    Fortitude save +1 Fortify +17
    Reflex save +1 Fortify +17
    Will save +1 Fortify +17
    Fire Resistance +1 Fortify +17
    SR +1 Fortify +17

Mitigating Factors
    Backlash 54d6 -54 (can this damage be increased?)
    Personal -2


What I still have to do:
    Divine AC +1
    Attack Rolls +1
    Skills +1
    Ability Checks +1
    CL Checks +1
    Turning +1
    Salient Divine Ability +1
    Saving Throw DC +1 (Both Sp's and Divine Aura)
    Senses +1 mile
    Remote Sensing +1 mile
    Block Sensing +1 mile
    Divine Aura +10 ft
    Remote Communication +1 mile
    Godly Realm +100 ft
    Travel +100lb
    Castable only once
    Betrayal of a close ally



Any suggestions on Spellcraft DCs would be appreciated.

10
Gaming Advice / 3.0 'Free Actions'
« on: September 05, 2012, 04:15:59 AM »
I was looking over the divine rules and a couple of things slightly confused me.

The number of free actions a deity can perform each round is also determined by the deity’s divine rank.

and

The use of Instant Counterspell counts against the normal number of free actions the deity is allowed each round.


Should these be swift/immediate actions? I know swift and immediate actions were only introduced in Complete Warrior and were not in 3.0, but did you only have one free action a turn in 3.0?

So is it correct to say a Divine Rank 3 deity has 2 swift actions a turn?

11
Gaming Advice / A Question on Harmless Saves
« on: August 13, 2012, 02:01:25 AM »
The basic question is when you get hit with a spell that has a save do you know if it is harmless?

I was thinking of having a character with Divine Defiance ready an action to cast a save or die/suck (with the appropriate save) when you counter spell an opponents buff/heal spell. When this happens does the target of the spell know they are getting hit by a non-harmless spell?

12
Gaming Advice / A LE Rainbow Servant's Patron Outsider?
« on: July 30, 2012, 03:26:36 AM »
I am adapting the Rainbow Savant to be Lawful Evil but cannot seem to find an appropriate outsider (or other creature) for it. Does anyone know of a LE outsider that casts arcane spells and has access to the cleric spell list?

13
General D&D Discussion / Things I did not notice about Pathfinder
« on: July 24, 2012, 01:14:07 AM »
The other day I was looking at the combat rules and found something strange under initative

Quote
Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.

That's not right is it? So I looked up uncanny dodge:

Quote from:  http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Uncanny-Dodge-Ex-
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Emphasis mine. So melee gets something! Kinda, if only they had decent immediate actions.

Call me surprised. Then later on I found that Regeneration is basically just Fast Healing + Delay Death that you can turn off, nothing about non-lethal damage there.


This gets me thinking is there anything else that Piazo stealth changed? Have you come across anything like this?

14
D&D 3.5 and Pathfinder / 3.5 vs Pathfinder summoning spells
« on: May 21, 2012, 04:41:04 PM »
Pathfinder changed the Summon Monster and Summon Natures Ally list of potential summons.

As I have never played any character that used summon spells I was wondering if the lists got better or worse?

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D&D 3.5 and Pathfinder / Pat#finder or the Numbers of Pathfinder
« on: April 15, 2012, 02:19:53 AM »
There has been one thing in the back of my mind for a while, when Pathfinder is talked about there are little to no numbers supplied to back up points. By this I mean there is no statistical base for number arguments.

Questions like:
What kind of CMB do I need at each level to be a viable tripper/grappler/etc?
What kind of investment do I need to put into Acrobatics to be able to tumble past enemies?
At what level do I need to be able to fly at?
What kind of damage does CR x deal per attack/in a full attack?
What kind of resistances am I going to come up against at level x?
How high should my Fortitude/Reflex/Will saves be at level x?


So I am going to put numbers to the monsters in Pathfinder. Here is the google doc of what I am going to cover. Is there anything that I have missed that should be included? Or any other suggestions?

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Gaming Advice / Monster statistics listing for Pathfinder?
« on: April 08, 2012, 03:06:06 AM »
Is there a consolidated list for monster statistics for pathfinder done by anyone yet?

I'm thinking of compiling a list of the different Hit Dice/BAB/CMD/CMB/Saves/SR/etc for the pathfinder monsters to be able to put average/maximum numbers to various CRs, but I don't want to do it if it has already been done elsewhere.

17
Min/Max 3.x / [3.P] The Tsunami Army
« on: March 18, 2012, 03:23:04 AM »
Everyone know Leadership is the most powerful feat as it gives you another character. But you can equally abuse the followers you gain aswell. So I present

The Tsunami Army

Build: Take Leadership at level 7, have a high charisma.

When you reach a leadership score of 25 or higher you have 163 followers, say they are all Clerics, Oracles, Druids, Inquisitors or even Adepts. They all take Allied Spellcaster, the cantrip Create Water, Gifted Adept trait for Create Water and for the level 3+ Spell Focus (Conjuration) and Bloatmage Initiate.

Go to some stragetic point in space (on the side of a mountain, in the middle of the air, on the other side of a Gate or the like) and get them to all cast Create Water. With a minimum caster level of 3 on your 1st level casters and a maximum of 9 on your 6th level casters you will be creating 1122 gallons/round of water. For added devastation make a basin out of a wall of X or fabricate one and dump the water all at once.

Wipe out cities, drown those pesky drow or even water the crops in a time of drought all with a cantrip. In context this is some real world numbers:

It would take 58 minutes and 9 rounds to fill an olympic swimming pool.
If they worked 8 hours a day they would provide water for 15,386 average American Households:


This is also using a conservative reading of Allied Spellcaster, if you can get the +1 caster level more than once for being adjacent to more than one ally this number gets stupidly big.

This is just using Pathfinder sources (including 3.5 this number can be dwarfed easily) but I am quite sure this number can be higher. Are there any caster level shenanigans in Pathfinder that I have missed?


Edit: Thanks to Halinn for directing me to the Gifted Adept trait and Maat Mons for the real world numbers.

18
Min/Max 3.x / Dragonfire Adept in Pathfinder
« on: March 08, 2012, 01:12:05 PM »
I have been asked to cover the arcanist in a Pathfinder game and was considering playing the Dragonfire Adept idea I have had for a while (Dragonfire Adept 10/Urban Savant 10 but re-mechanised to being more anti-tiamat flavoured).

Seeing as I am planning on being a Dragonborn the base race is kind pointless aside from stats and base speeds. After a quick look over the races Gnomes are the best (+2 to my 2 main stats, -2 to my dump) are there any better I could use?

With Voracious Dispelling counterspelling is easy and awesome so I would like to use Divine Defiance but getting Channel Energy and a divine caster level of 3 is going to be a problem, is this possible with the build I have?

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Gaming Advice / [3.Path] Ki Throw
« on: March 02, 2012, 08:28:44 PM »
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.


Does this mean a monk with Ki Throw can trip a creature of any size?


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Min/Max 3.x / [3.Path] Where's Pimp Daddy's money?
« on: February 22, 2012, 08:57:17 AM »
Where's my money?

Everyone is Pimp Daddy's b*tch and all he wants is his money, when he approaches you you better run.

Human Antipaladin 15 or 19/Rogue (Bandit and Thug Archetypes) 1 or 5
Important Feats: Improved Unarmed Strike, Enforcer, Crusaders Fist
Backup Feats: Power Attack, Cornugon Smash
Other possible Feats: Boar Style, Boar Ferocity, Boar Shred
Notable Possessions: A Conductive weapon

In combat Pimp Daddy backhands his b*tches demoralising them (Enforcer) and making them frightened (Frightening from the Thug archetype), then lets loose a Touch of Corruption to make them Panicked (using Crusaders Fist and the shaken/frightened Cruelty).

At higher levels Pimp Daddy has the edge on his b*tches (Ambush from Bandit archetype) and his backhand is enough to make them sickened (Brutal Beating from Thug archetype)



The Aura of Cowardice condition should detract from the intimidate DC but RAW it does not (silly pathfinder). In total you are debuffing the enemies Fortitude save vs your Cruelty by 8 (4 for Aura of Cowardice, 2 for Shaken and 2 for Sickened).

Even if the shaken/frightened Cruelty does not increase the fear from Frightening it should atleast extend the frightened condition to the duration of the Cruelty. If this is the case then you probably want to resolve the Touch of Corruption first with the frightened Cruelty followed by the Demoralise action to make them run for a while.

If Taunt works with things like Enforcer it might be better to go with a Halfling.

For extra style get a pair of gloves that when you hit an opponent it triggers off a Modify Memory spell to insert a memory of them owing you money.

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