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Topics - Azrael

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Gaming Advice / SCM components question.
« on: April 24, 2015, 05:42:13 PM »
I know SCMs only use the components of the silent image (or whatever illusion you use) in order to cast shadow miracles (and I assume if the miracle mimics a spell with an exp cost that is also negated) but where exactly is it stated that you only use the components of the image spell. I cannot find anything regarding components in the shadow illusion description, nor can I find anything regarding components in the shadow evoc/conj descriptions so I was wondering where people got this idea from?

In other words, what text to I point a DM to in order to prove that my shadow miracles mimicking spells with exp components wont actually cost my character exp?

2
Min/Max 3.x / Fear build optimization
« on: March 14, 2015, 01:20:20 AM »
So I recently got into fear optimization and of course the first thing I encountered was caedrus' fear handbook and after reading through it a bit I began to formulate ideas for a divine prankster/SCM build, naturally of course he had a similar idea and went the bard route instead. My build gnome cleric 1, illusionist 1/dread witch 5/nightmare spinner 5/shadowcraft Mage 5/divine prankster 2/mind bender 1 (early entry with precocious apprentice of course) is more on the Wizardy side and I feel works out quite nicely. Except I have a few issues with the wording of some abilities that caedrus seems to hand wave as RAW.

First of all, in shadow illusion it explicitly states that the figments lose the figment subtype and gain the shadow subtype. Yet, caedrus seems to be using the nightmare spinner's ability to infuse figments he uses shadow illusion on. The way I read it, he wouldn't be able to since they are now the shadow subtype instead of the figment subtype. Is he mistaken or is this akin to something like priority in mtg where if you're the active player you can choose the order of your effects, I.e. While your silent image is still technically a figment you use the nightmare spinners ability and infuse it with the phantasm, then you change it into a shadow subtype via shadow illusion?   

The second question involves the greater fear mastery ability of the dread witch. Does her ability to pierce immunity to fear also cover immunity to mind affecting, since that is technically one form of fear immunity, or does it only apply to actual fear immunity?

Another question: does fell frighten apply its shaken condition if the opponent takes damage from the nightmare spinner's non-lethal augmentation? For instance, if I cast a spell that normally deals no damage but does apply a shaken effect which then triggers my nightmare spinner's ability to deal 1d6 non-lethal damage, if that spell was fell-frightened does it then apply the second shaken condition (making the target frightened)?

Additionally, if I am peircing a target's fear immunity with my dread witch's feature will that ability to cancel their immunity also apply to the fell frighten and nightmare phantasm effects since they are technically part of the spell?

One last question I had was regarding shadow illusion and non-heighten metamagics. Does shadow illusion go off the slot or spell level used? For instance, if I fell frighten a heightened (to 3rd) silent image so it uses up a 5th level spell slot am I able to cast an evo/conj of 4th level or lower (with 50%/70%(if 5th level) realness) or am I stuck with only a 2nd level or lower option unless I heighten it to 4th level and then apply the fell weaken (effectively taking a 6th level slot)?

3
D&D 3.5 and Pathfinder / Monk Optimization 3.5
« on: October 07, 2014, 09:32:56 PM »
So I have been tasked with optimizing a 20th level monk character for a friend in an upcoming game and I am having a bit of difficulty understanding the nuances of how a few things operate. Unfortunately the challenge requires that I only take levels in monk with no multiclassing or PrC's so I have very little to work with. Other than that, anything goes.

I read up on increasing the size of natural weapons and I mostly came up with greater mighty wallop (which I plan on turning into a 1/day use item at CL 20 for anywhere between 20-80k depending on slot restrictions), ectoplasmic fist (his race is kalashtar btw), fanged ring, (earth hammer, and sharptooth dont know if I can use these two since they may be too expensive to make into items). I also looked into the wild monk variant in dragon magazine 324 and it seems to be a win/win since for the most part the only major things you are giving up to get wild shape is slow fall (bah, who cant fly at this level?) and empty body (meh, not really combat oriented).

My question is twofold. First of all, are you able to use flurry of blows while in your wildshape? And how exactly does the size stacking work with that wildshape? If I transform into a legendary tiger for example (large) my greater mighty wallop will take me to colossal and then +2 more for the ectoplasmic fist and fanged ring putting it at 48d8 per attack (colossal plus + 3 effective size categories as indicated on the ultimate monk table)? I'm confused as to how this damage applies.

Assuming you cannot in fact use flurry (ive been hearing mixed opinions on this so far) in wildshape will my monk damage then instead be 32d8 as indicated on the ultimate monk table?

4
Gaming Advice / Residual Magic feat
« on: June 09, 2014, 05:55:25 PM »
If you cast a heightened spell in one round, then use residual magic to heighten another spell in the following round for free, can you also then continue to heighten a spell once per- round for free as long as you continue to do it every round or does the chain, in essence, reset after the feat is used.

For example:

1st round: heightened fireball (as normal)
2nd round: using residual metamagic I heighten a fireball for free.
3rd round: since I technically applied heighten for free last round but did indeed use the metamagic feat itself I get to also apply it to another fireball for free this round?
4th round: same as 3rd
etc.

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Gaming Advice / Since we have been talking about SCMs a lot lately
« on: May 06, 2014, 05:02:19 PM »
I have always forgotten to ask this question in the past.

When using a shadow miracle via silent image/shadow illusion is the spell that the miracle creates the actual spell or an illusion? It seems to me that the miracle itself is the shadow illusion but whatever spell it mimics is not, and is actually the real spell.

For instance, if I shadow miracle a forcecage, will there be no save since this is the real spell the shadow miracle is casting, or does it only create an illusion forcecage which people would get will saves for?

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Gaming Advice / Simulacrum confusion
« on: May 02, 2014, 05:08:01 PM »
Ok, so let's say I'm a SCM casting a shadow miracle at 31 CL and I decide to use it to emulate simulacrum and create a force dragon. According to the simulacrum HD limit I should be able to create a simulacrum of a very old force dragon with 60 HD (my limit would be 62). Since simulacrum halves the HD of the dragon it would merely have 30 HD which is the same amount of HD as a young force dragon.

I am confused as to what statistics I would use for said dragon. It seems to me that dragon abilities and advancement are based off age category (which typically corresponds to HD but doesn't seem to be directly tied to it). Would I just essentially be using the statistics for a young force dragon, or would it still have the statistics of the very old force dragon (AC, size,  breath weapon, SR, etc) with the HD of a young force dragon?

7
Min/Max 3.x / A problem with midnight metamagic
« on: May 01, 2014, 08:21:00 PM »
Maybe this has been addressed before but the only thing I remember from the conversation regarding this ability's usage is that people seemed to think it would work. The trick, as many of you probably know, goes as follows...

You combine psycarnum infusion with midnight metamagic in order to apply a metamagic feat you have to a spell you have prepared for free as long as that metamagic feat adjustment is <= whatever the essentia capacity of your midnight metamagic feat is.

I have a problem with this due to the specific wording of the feat.

Midnight Metamagic

(click to show/hide)

It seems to me that people are using the trick to essentially apply any metamagic feat they want on the fly to any spell they are casting but the wording of the feat itself appears to imply that you would be unable to do this.

Quote
Once per day, you can invest essentia into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know.

Notice the once per day stipulation which applies not only to the time-frame one is able to apply essentia to the feat (which psycarnum infusion gets around), but also to the choosing of spells that are to be modified with this feat (which psycarnum infusion does not circumvent). The way I read this is that you can only once per day choose a spell(s) to be modified with this feat and you would be unable to do this on the fly each time you use psycarnum infusion.

This is unlike the power point recharge method using Azure Talent.

Azure Talent

(click to show/hide)

In this case, just as with all of these feats you can only once per day invest essentia (which psycarnum infusion circumvents), but unlike midnight metamagic, the static effect of this feat,
Quote
You gain bonus power points equal to twice the invested essentia.
is its own clause, separate from any once per day stipulation. Therefore, as it is known, each time you use psycarnum infusion to invest essentia into this feat it would obtain a fresh pool of temporary pp equal to the essentia capacity.


Am I just dredging up an old argument here that I was unaware of, or have I basically proven that any psycarnum infusion/midnight metamagic cheese basically doesn't work by RAW or even RAI?

8
Min/Max 3.x / Ability Rip and Living Spells - the Omnispellstriker
« on: April 09, 2014, 02:42:01 AM »
Ok, so lets say I have a 10 psion/10 metamind that uses a dorjie of greater metamorphosis to transform into a zodar. Using his wish he creates a simulacrum of a Solar. He then proceeds to use this solar to use its daily wish (we could also theoretically obtain a dorjie of genesis to create our own plane with altered time traits if we want to expedite this process) to either cast a spell on our metamind (or use a ring of greater spell storing to transfer the spell if its personal) which is effectively persisted because our metamind is doing the font of power/temporal reiteration trick. In this manner we can persist on him every power and every spell of 8th level or lower.

Now that that's done, we use the solar (of course the quickest way would be to use the solar to use its wish to create another simulacrum of a solar and so on until we have an exponential number of solar slaves) to create simulacrums of any creature within its HD limit (which is 40HD so that's pretty much anything we want). We then proceed to have the solars use wish to cast ability rip (7th level spell in serpent kingdoms...seriously, could this book be more broken) into the ring of spell storing which allows our metamind to then rip any supernatural ability he wishes from the simulacrums his solar army has created (I know, its basically a weaker version of what pun pun does, but still a neat trick).

As if that were not broken enough, it seems to me that you could theoretically have the solars use wish to create simulacrums of ANY aoe spell turned into a living spell. Our metamind can then use ability rip on their SU ability and effectively in one slam attack hit an opponent with every spell in the game (that can be turned into an aoe) simultaneously...an Omnispellstrike, if you will.

If I am correct, I do believe this belongs in "you break it, you buy it." But I'm putting it here first just in case I made an error in my assumptions (feel free to move it if you wish).

P.S. We technically don't even need a metamind to do this, in fact, we could do it with a psion 3, wizard 3, cerebralmancer 10, insert whatever arcane prestige class you want 4, and the psicarnum infusion, azure talent and midnight augmentation combo that allows you a large portion of free pp every round. We could use that free pp every round to manifest temporal reiteration. This way the character can cast their own spells as well rather than being full psion. Make this a 21st level build and you can throw in 4 levels of dweomerkeeper for the supernatural spell.   

9
Min/Max 3.x / PF - Ring of Continuation and Echo Effect
« on: March 10, 2014, 01:31:19 AM »
So it seems to me that with this combination you can effectively persist (change the duration of a spell to 24 hours) any spell (with target: personal) on any character in a collective.

So lets say we have a tactician 10/thrallherd 10 with a wizard and cleric cohort. Each of those cohorts has a ring of continuation (Ultimate Equipment pg.168) which reads:

This band of braided copper wires throbs ever so slightly in
harmony with its wearer’s heartbeat. Whenever the wearer
of this ring casts a spell with a range of personal, that spell
remains in effect for 24 hours or until the wearer casts another
spell with a range of personal (whichever comes first). Spells
that usually only affect one specific action (such as making a
particular attack) are expended after that action. This does not
reduce the duration of spells that normally last longer than
24 hours. Casting a new spell does not eliminate a previous
spell if its normal duration is such that it would still be in
effect. However, attempts to dispel or otherwise eliminate a
spell kept active by the ring work normally and, if successful,
remove the spell from the ring, causing the wearer to lose all
benefits from that spell.


Now the tactician (Psionics Unleashed pg. I don't know I'm getting my info off the website, but its a base class and pretty easy to find) has a nice little broken ability called Echo Effect, which states:

Echo Effect (Su)

At 8th level, the tactician gains the ability to copy non-permanent magicial and psionic effects within his collective. If a member of the collective is affected by a magicial or psionic effect with a duration greater than 1 round, the tactician can echo it onto another member of his collective. To do so the tactician must first identify the power properly (see the Spellcraft skill description).

Echoing a magical or psionic effect is a standard action that provokes attacks of opportunity and costs the tactician a number of power points equal to the original effect's caster of manifester level (whichever applies). As a supernatural ability, a tactician is permitted to spend more power points than his manifest level on this effect. The new target must be legal for the effect in question (for instance, if you attempt to echo an unaugmented Empathic Connection on a dog, the echo will fail). If the effect allows a saving throw, the new target is entitled to a saving throw when the effect is echoed (same DC as the original power).

Only the basic effect and augmentation are echoed: metamagic and metapsionic feats do not echo. The echo has all the same decisions made as the original. For example, Specified Energy Adaption echoes would guard against the same energy type, while a 5pp Empathic Connection (extended duration) could not be echoed as a 5pp Empathic Connection (affects aberrations). The echo takes effect at the same caster or manifester level as the originator. When the original ends or leaves the collective, all echoes of it also end. An echo can be dispelled as normal without terminating the original.

A tactician can spend power points to augment this supernatural ability. For every 4 additional power points spent, the echo may reach an additional target. If the augment would raise the cost of the echo above the tactician's manifester level, the echo attempt fail (although he may still attempt to echo it onto a single target). The tactician knows if an effect is beyond his ability to echo this way when he identifies it.



Now, if I am understanding this correctly, which I may not be, it seems like any spell (with range: personal) the cleric or wizard casts on themselves will be converted into a duration of 24 hours. The tactician should then be able to use his Echo Effect ability to then grant the spell to himself, while its duration remains at 24 hours. Since the ability Echo Effect seems to copy the spell/ability as it is in that moment, and in that moment, due to the ring, its duration is 24 hours, the ability should also copy the spell to himself (or any other member of his collective) with its duration at 24 hours regardless of whether he has a ring or not.

Since the ring overrides the previous spell but that ring is not present on the tactician it seems to me that you could just repeat this effect with the cleric/wizard casting a new spell on themselves, having the ring change the duration, and then using echo effect to copy the spell with its new changed duration to the tactician. In this manner the tactician (or anyone else in his collective) can not only gain the effects of any personal spell cast by the buffer thralls but benefit from these spells 24/7 since the ring is no longer maintaining the duration of the spell; the tactician is only limited by his own power point reserve.

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D&D 3.5 and Pathfinder / Please help me with my thesis
« on: September 10, 2012, 03:49:12 PM »
I realize this is not the place to post this topic but since it will receive little to no attention in other areas and a large part of my thesis is essentially about this board and boards like it I hope it doesn't get moved. Having said that here is my request.

I am currently working on my masters thesis on collective intelligence cultures in games and for part of this thesis I am doing a systems analysis on 3.5 and 4.0. What I am looking at here are the failures of 4.0 and the success of 3.5 as a system that promotes online environments for discussing emergent gameplay elements. Essentially, my thesis regarding 4.0 is that one of the reasons it "failed" as a system is its lack of interesting and dynamic gameplay and character building options. It seems to me that very little discussion was necessary in order to "figure out" the system and exploit it to its greatest potential; whereas 3.5 promoted and to this day promotes rich discussion and collaboration. Just by looking at the board it's clear (to me) that 4.0 has failed in terms of promoting an online collective intelligence culture (with 70 posts compared to over 10,000 in the 3.5 area), while 3.5 continues to succeed, even years after the last official material has been published. Moreover, because 4.0 was clearly unacceptable to some, Pathfinder was created in order to carry on the ideas of the 3.5 system and improve upon it in a non-destructive manner.




What I want from you all is to discuss on this thread the reasons you think 3.5 succeeded, and continues to succeed (or not succeed), and why 4.0 has failed (or not failed, if that is your analysis). From a design perspective what are the strengths and weaknesses of each, how does 3.5 promote collaborative discussion where 4.0 does not (or the opposite), and any other thoughts on the flaws or advantages of each system are the questions I would like to focus on addressing. Of course I welcome any other constructive points anyone would like to make about either system as well.

I've been with this board since 2003 and was with many of you on the wizards board before it changed. I have had the great pleasure of seeing this community grow and develop so naturally I want to include your (highly valued) thoughts and opinions in my thesis but since I lack the measures to interview anyone directly this is the best way of going about it. Thank you all in advance for your assistance. 
     

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Introduce Yourself / >.>
« on: November 06, 2011, 11:25:05 PM »
Do I actually have to create a thread in order to post...testing to see if this is true...


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