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Messages - Raineh Daze

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9501
[D&D 3.5] Heroes Reborn / Re: Communal OOC
« on: April 08, 2013, 11:31:59 AM »
Snazzy.

Is that a plateau I see?

9502
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 08, 2013, 11:29:24 AM »
Looking at the above: the Tarrasque has a +57 to hit, and another five at +52. I don't think you're going to stop something like that from hitting you so easily, even if you get 67 AC it'll still hit you at least half the time.

Admittedly, that's the only brute monster I can name off the top of my head. And it's far weaker than something so renowned should be, so... eh. XD

9503
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 08, 2013, 09:58:29 AM »
If you're going to argue that a 2GP dagger is underpriced, can you at least stick with BAB 1 or BAB 0, rather than assuming it would be in the hands of someone 20th level? :huh

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This is getting off topic, but I've always thought that's a silly argument against monks. Not listing unarmed strike among the monk's proficiencies was an obvious mistake. It could even have been omitted deliberately, so as not to insult the intelligence of the reader. Who would ever read the Monk description and think they weren't proficient with unarmed strike? The answer is, only someone specifically setting out to degrade the monk.

In fact, monks actually are playable, though they have many flaws. In a lower-power campaign, they can be quite fun, especially at lower levels. In a high-power campaign, they have to be multiclass to be competitive, but 1, 2 or 3 levels are still worthwhile (3 to qualify for Psionic Fist). I played a monk-like character (2 levels of monk, focused on unarmed strike) for 25 levels or so without feeling like I was the weakest member of the party. But back on topic...

I'm not sure it speaks well for the monk if it's only worth two or three levels to get the punching abilities.

9504
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 08, 2013, 09:14:35 AM »
Partly the deal with missing out on a load of abilities without a matching shield and armour, partly the fact that you'll start tripping over artefacts constantly at higher levels due to the artifactwork stuff. It makes it seem too common, I guess.

Also, what's the actual value of the items? As it is, it's the sum of the base value + material costs + 300 (Masterwork) + 3,500 (Relicwork) + 35,000 (Artifactwork) + 350,000 (Phantasmwork). We also seem to be making it at the same level it costs...

Might be getting confused on something, though--when you pay to make a masterwork item, does the base cost increase by 100 (1/3 the increase in value) or 300?

9505
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 08, 2013, 08:36:10 AM »
I get the feeling I would hate to see this come up as loot. @_@

9506
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 07, 2013, 09:17:30 PM »
Time to add something requiring you to make the stuff, rather than buying it, I wonder?

9507
Min/Max 3.x / Re: 3.5 Sacred Vow Bard
« on: April 07, 2013, 08:23:12 PM »
... knew I was forgetting something, like why I put the +1 in INT.

9508
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 07, 2013, 07:46:36 PM »
... you know, I think this means I've lost a step on the Diplomacy chart. Yup, I went straight from Hostile to Indifferent. :banghead

It's from one of the Carnival Phantasm episodes where Saber works in the café, after she becomes Saber Alter. It'd ruin the fun to explain why he's got that reaction. :p

Fun fact: Enuma Elish can now consist of throwing three galaxies at the enemy. Gilgamesh is now Tengen Toppa Gurren Lagann, only under six feet tall.

9509
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 07, 2013, 07:27:40 PM »
I think you have just rendered all kings immune to regicide, which is a crying shame. How can I have my political intrigue when everyone with any money buys a bunch of armour and their enemies stop caring about murder? ;-;

Love me because I'm rich? Reminding me of something, here.
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9510
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 07, 2013, 06:54:30 PM »
Gold, despite supposedly being a bad weapon, is granting a save or die effect? I am... confused. The Relicwork ability seems seriously out of place. Not to mention that the Masterwork property damages their saves. :eh

Liking the armour abilities, though. Shinyshiny ally-buffing protection (though I have to wonder if making archers even more useless is intended, given the Artifactwork ability).

The special ability says Pure Iron, and the way it's worded seems... self-protecting. Basically, so long as you're near it, no-one can attack you, because they're all indifferent at worst. So, too, will they not really want to disrupt the protection, because... y'know, they don't care about you. Also kind of... vague, given the way Diplomacy works. Same with the shackles.

@Above: be a Fighter. Make your tower shield a Pure Mythril alloy. Probably not a sane option, but at least you get rid of the annoying attack penalty. XD

9511
Min/Max 3.x / 3.5 Sacred Vow Bard
« on: April 07, 2013, 04:05:26 PM »
So... yeah, I'm trying to work out a 20 level progression for a bard taking the nonviolence/peace/poverty Vows (Obedience, Abstinence, and Chastity just don't fit with my concept of a bard, Purity is optional), but I kind of run out of ideas post level 6 (I'm also not familiar with the Bard spell list). It's not actually for use in anything (mostly because I have nothing to use it in, partly because I don't think most DM's would be overly pleased by the idea), so the following assumptions are in place:
And now, a few preferences:
  • As playable as this is ever going to get.
  • I would prefer to avoid LA and template jiggery-pokery as much as possible
  • No multiclassing.
So, this is what I've got so far:


Human Bard 6, Chaotic Good


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9512
Off Topic Fun / Re: Poetry/Literature Discussion
« on: April 07, 2013, 09:32:00 AM »
I've written haiku before, it's just about the only type of poetry I can manage. XD

9513
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 06, 2013, 10:25:05 PM »
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Pure Metal items cannot be further enanched or changed by any kind of magic or special crafting methods. They have double the hardness and HP of their normal counterparts and their break DCs are 5 bigger than normal. Anyone equiped with a pure metal item cannot cast spells/powers/SLAs  or similar, neither activate spell-trigger items such as scrolls and wands or similar as dorjes.

No magic buffs for them.

9514
I'd say it's innocent, personally, but that's because I'm inclined to take a lenient view of self-inflicted screwups or deciding, barely into the adventure, to ignore the only sane action. Yes, just ignore the powerful cleric of an evil god when you're in his house and are level 2. Suuuure that'll go well. :eh

9515
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Fine, changed it to 1/day, up to 1/4 your ranks in gardening per week. So that's a 5-day workweek.

Adventurers deserve breaks too. :p

9516
Four spells, in fact, if they cast both rounds (and don't just leave repeat spell to keep up the damage). I'm sure I saw a thread somewhere that worked out how to stack that stuff to basically OHKO anything that moved.

So, unless you have so many encounters in one day that you completely exhaust said sorcerer's ability to pull off this exact combo (if they have versatile spellcaster, that gets even harder), then it's even worse (not to mention that so many encounters would either get: A) Really boring, or B) give so much loot the party could start a nation).

It depends on having Ancient Temple, using particular weaponry, and is a class ability. You make it sound like every 17th level Initiator has the thing. The major question is what combination of feats you expect to be as useful as any other spells the sorcerer may have for when they aren't raining destruction. :eh

Basically: no, I don't see it as 'too much'. You can use everything it grants anyway, and it doesn't give the ridiculously huge power boost you're suggesting.

Plus you eventually end up in a similar area... that can be anywhere within 1,700 miles. The False Destination stuff is in the teleport description. You can't freely reuse the stance if you actually want to get back to your friends, y'know? You'll just get horribly lost.

9517
Arcane Spellsurge, Twin Spell, Repeat Spell, Quicken Spell, and Rapid Metamagic (for a sorcerer). Chuck on a bunch of stuff to bring the level costs down. High Charisma. Using four spells, you can get something like a dozen things out in two rounds. @_@


Oh, and Arcane Fusion. Nearly forgot that.

9518
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Tower Watching Blade's Bullet-Cutting Third Eye
...Not sure you follow. You called the soul thing "Separated Soul".
It is always with you. The maneuver says: "You may initiate this counter whenever an opponent would harm you or any ally whitin sight. If it was an ally, you can move up to twice your movement speed (including trough the air even if you cannot normaly fly) in their direction."
Since the soul thing that is always with you would count as an ally, if you are attacked by an AoE the soul thingie would of course be affected too, which means that can always double move to the enemy to make attacks, getting a fullround's worth of action to waste the action of an opponent despite the clause meant to have it only activate when real allies are being harmed, as in, your party members.

Is this an argument based upon declaring part of yourself your own ally? That's easily avoided. :/

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Either way, it doesn't address the critical issue with this stance, which is infinite maneuvers. Everything else it grants is more than what should have been sufficient. That thing shouldn't exist in any form, even if the daze was prolonged by an additional round for each time the Mishap got rolled (which would serve as a more proper cooldown between uses, by the way).

Maximum number of maneuvers useable in three rounds, barring factors that grant extra actions from other sources: nine, with the boosts and counters this allows. Only three of them are going to be taking actions, so that's three attacks, plus six boosts or counters.

Isn't it possible to get that many spells in a single round?

9519
Team M.O.N.S.T.E.R. / Re: Team MONSTER OOC
« on: April 06, 2013, 10:31:14 AM »
"Can I call him Mr. Spiky?"

9520
Homebrew and House Rules (D&D) / Re: Pure Crafting
« on: April 06, 2013, 09:18:09 AM »
Having to cool a phantasmwork blade in something like the blood of a white dragon to make sure it keeps its edge is an awesome mental image, though. :D

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