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Messages - Soundwave

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1
D&D 3.5 and Pathfinder / Re: [Psionics] Ability Burn.
« on: July 02, 2018, 04:23:03 AM »
OK so lets say you have 15s in Str Dex + Con.
And you Burn them down to 1s each.
14*2=28 ppoints = 4 festings of level 4 powers.
That's not too bad, painful but at least effective.

Call that your : "If I can just get through today" mode.
But you're basically helpless at the end of that.
If you go Warforged and use Control Object 1
you'd get Int as your melee stat for a total emergency.
Vigor 1 to rebump your hit points up vs ultra low Con.

And you can always ping Mind Thrust with Overchannel.
That gives you 4 modes for 4 combats :
b) ... iffy Psion but functional
a) ... Psion with a slight Nova
c) ... ping your last normal ppoints
d) ... Burning down your house

Call it tier 1-ish for A depending on load out,
tier 3 for B , tier 5 for C , and staring your doom in it's face.

A great start, cheers'

2
D&D 3.5 and Pathfinder / Re: [Psionics] Ability Burn.
« on: June 23, 2018, 08:17:45 AM »
If I was interested in taking an easier route I'd just run an infinite PP recharge trick. Looking to see how far something sub optimal like ability burn, can be pushed. Hence the post regarding it.

3
D&D 3.5 and Pathfinder / Re: [Psionics] Ability Burn.
« on: June 22, 2018, 10:33:52 PM »
I'm going for something of a fluff build, kineticist who "burns" (takes ability burn/dmg) to power abilities, the characters are going to be in a dungeon for a very long time so I'm going for more of a marathon type character than just nova and done.

Most of my choices so far are thematic decisions, I'm aware of how shitty ability burn is, trying to do my best to take it further if at all possible. The general idea I have right now is buffing natural healing as far as I can to reduce reliance on party spells, and acquiring fast healing so that in between vigor I can stay alive... somehow.

Edit: Nothing about the character is optimal, getting more mileage out of ability burn grew as an interest mostly because I can find so little to do with it.

4
D&D 3.5 and Pathfinder / [Psionics] Ability Burn.
« on: June 20, 2018, 04:24:03 AM »
I have something of a sub optimal character I am working on, the concept involves making use of ability burn, and the associated feat body fuel etc To regain PP, to anyone's memory is there anything else out there to combo with Body Fuel?

I am aware that it is a sub optimal means to get replacement pp, I am just looking to see how far it can be taken, if anywhere at all.

Edit: Struggling to find anything however, beginning to wonder if anything exists outside of the XPH feats like Mind over Body, I am also looking for other feats similar to Rapid metabolism if anyone knows of any.

Faster Healing CW, and Hibernate in the Dragon Compendium might be candidates, though it wont help ability burn.

5
Very much! hmmm...going to need to visit some ventral planes.

6
We know it did. He just never bothered to learn the newer editions like the rest of us and just claims "house rules" for anything he isnt familiar with. All the while claiming hes playing the same edition we have all our books of lol.

7
I know thats what he implies :P thats why I told you to ignore water breathing right off the bat. also the only reason his house ruled dimension door spell works like that is because he only listens or reads the name of a spell and decides what it does based solely on that. However, this is really something to take to the quirks thread I made.

8
Gaming Advice / Re: Hilariously poor rulings and DM quirks
« on: November 13, 2013, 12:59:51 PM »
That is actually pretty funny.

9
Anyone else have any ideas that might help whether spell effects that might fit thematically or even ritual or construction concepts I could work in?

10
To clarify: I do NOT endorse the DM's style in any way shape or form on this plane of existence or any other.


11
I'll definitely have to look into that :D

12
Gaming Advice / Building an Evil Artifact from Scratch
« on: November 05, 2013, 01:51:03 AM »
I've been playing an Evil character for several years now and one of the long running goals I have been working towards is the creation of an Artifact.

The concept I have is a Book "called the Charter" that when touched instantly transforms your alignment to one of an Evil bent as well as binding you to a blood oath of sorts that kills you if you betray other members of the Organization. I do not want a save allowed for either effect what so ever.

I am not sure what other powers it should have but I want those two for certain.

To this end I have been collecting signatures  and blood of various evil entities and of anyone/anything particularly powerful.

All signatures were made willingly under the rp concept that names hold some sort of intrinsic power and that evil entities that willingly sign their names will invest some miniscule portion of that essence into their signature.


So far I have: a White dragon signature, a Demon templated /black dragon signature, a Wraith lord signature, 1 Ghost's signature, a Frost giants signature, A drow signature, an Ogre Magi's signature, several human evil rogues signatures, a djinn's signature, and a devils (kyton's) signature.

And signatures from slightly over 500 evil minions. (Thrallherd minions and leadership followers both mine and other  affiliated npcs.)

I have also been collecting blood from every monster that we encounter of appreciable strength as well as from every PC to have adventured along side me, regardless of their alignment.

I for certain want to use the evil aligned assets I have gathered, however I am not deadset on using some of the neutral or good aligned blood or signatures I have gathered.

I haven't yet decided if adding those aligned assets to the mix would dilute the evil or if using them for an evil purpose would corrupt them sufficiently or not.

I have also not decided on the materials I should construct the charter out of yet but one trait I would like is nigh indestructibility. With a specific method for the destruction of this artifact require much like other items I have read about over the years.

I am not yet sure how I will combine these things to create the Artifact I desire but I am looking for input from others if anyone has any thoughts.

If you have a few ideas I would love to hear them.

Thank you for your time.



13
Gaming Advice / Re: Hilariously poor rulings and DM quirks
« on: November 04, 2013, 07:38:21 AM »
Two annoying ones, DM rules that npcs moving at X speed cant be hit be aoe effects. Of course this only works when we target npcs. Works just fine when he targets us.

Reflex saves are only allowed if you are moving out of the aoe.

Heh, also the game is not turn based, all actions are "simultaneous" leads to all manner of hilarity.


14
I would agree.

15
Board Business / Re: What are the biggest handbooks/homebrew still on BG?
« on: October 31, 2013, 01:01:15 AM »
Does anyone know offhand how much storage space the old forums take up?

16
Gaming Advice / Re: Framing the party
« on: October 29, 2013, 11:59:16 PM »
What if the local law enforcement has people IN on the deception?  Dun dun dun!

Scandal!

17
This a DM that thinks the vow of poverty is OP.

18
Gaming Advice / Re: Framing the party
« on: October 29, 2013, 03:16:12 AM »
Expect them to volunteer for using zone of truth to settle their guilt and innocence. A high level divine caster could potentially make short work of the deception. Divination magic can also have a similar effect so try to use nondetection on the bad guys to help nip that sort of thing in the bud.

Also a trick you can pull on the pc's is to sneak up on them when they are sleeping for the evening and have a badguy modify their memories to remember the crimes the npcs are about to commit.

You can roleplay it like the pc's had a bad dream over the night. Handing each player a note about their "nightmare"  before their encounter with the paladin.

It acts as foreshadowing and might trick the pcs into considering if maybe they ARE responsible somehow after all. It wont likely fool them for long but it can serve as a good red herring.

Just thoughts off the top of my head.


Edit: Make sure the badguy npc's wear nonmagical disguises under their illusions so anyone who could see through such magic STILL see something similar to the party of player characters.

and going along with the nightmare concept if you can steal gear from the pc's or leave evidence of the crime on their equipment it will go a long way into framing the player characters.

If you mess with their memories while they sleep it will only add to their confusion and if they DO plan to ask for zone of truth or similar spells you can foil that by having the npc badguys cast mindblank or a similar effect persisted for 24hours AFTER messing with their dreams.

This would make any clerics or others capable of using zone of truth or divination magic pretty suspicious of the party even after it was removed.  What kind of bad guys cast buff spells on their enemy!?

Furthermore if you go this far you might as well mess with the memories of witnesses to convince them they "Saw" the player characters commit the crimes, a bunch of low level witnesses who honestly believe the party is guilty could add a fair amount of wait to any case brought against them.

19
Gaming Advice / Re: Hilariously poor rulings and DM quirks
« on: October 28, 2013, 03:53:07 PM »
There is always the wonderful: "your character thinks this" or "your character does this or that".


20
The DM makes everything up as he goes along. No stats written down, no dungeons mapped out in advance, No treasure pre crafted, no plot fleshed out.

It's all pretty much ad-hoc.


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