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Messages - Maat Mons

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61
D&D 3.5 and Pathfinder / Re: Help with roguelike arcane caster.
« on: March 08, 2015, 12:02:58 AM »
Eeh. . .

I was just sharing an amusing anecdote of something I stumbled upon as a result of this thread. 

62
Gaming Advice / Re: [PF] Ranged Grappling
« on: March 07, 2015, 03:11:46 AM »
The arrows only let you grapple on a critical hit, so anything that helps you get those is worth a look. 

If I'm reading the Pathfinder grapple rules right, the guy who started the grapple can only attack once per round (as part of the standard action to maintain the grapple), but the other guy can make a full attack.  It seems like starting a grapple kind of screws you. 

63
Gaming Advice / Re: [3.5] Best dwarf for a bard?
« on: March 04, 2015, 08:49:08 PM »
It's on page 12 of Oriental Adventures.  Sorry, I just assumed you were using my list as a reference. 

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D&D 3.5 and Pathfinder / Re: Help with roguelike arcane caster.
« on: March 04, 2015, 08:18:37 PM »
CL: … 25 for divination acid spells (which there are none)

Oddly enough, there is a divination spell with the cold descriptor.  It's detect fire (Frostburn, p92), which if anything should have the fire descriptor. 

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Gaming Advice / Re: [3.5] Best dwarf for a bard?
« on: March 04, 2015, 04:35:06 PM »
There's also Korobokuru. 

66
Min/Max 3.x / Re: Need help making epic level gestalt demigod
« on: March 03, 2015, 07:33:40 PM »
The level adjustment of swarm shifter is -.  That means it's not usable for a player character.  If you want, the city shape alternative class feature gives a druid the ability to turn into swarms.  The nice thing about that is, it's a form of wild shape, so the natural spell feat allows you to continue casting spells in swarm form, and wilding clasps allow you to continue using your equipment.  Due to poor wording, by RAW you need to use the enhance wild shape spell (Spell Compendium, p82) to actually gain the benefits of being a swarm. 

Being a swarm is nice, since it not only makes you immune to virtually all targeted spells, but also can make you immune to weapon damage.  Since swarm shifters can remain in swarm form in an antimagic field, I can see why you'd want to go that rout.  Sadly, I can't think of a way to be a swarm in an antimagic field that's available to players. 

Bone creature doesn't have a level adjustment listed anywhere that I can see.  Excepting races clearly designed to be player options on the same level as the Player's Handbook races, that's generally taken to mean they aren't available to player characters. 

Since you're starting at such a high level, you could use the walker in the waste prestige class (Sandstorm, p89) to become undead.  It has the added benefit of allowing you to use your charisma to determine hit points the same way a living creature uses constitution.  Since you're a kind of lich, you might even add the demilich template.  Its immunity to magic ability isn't limited to effects that allow spell resistance like 3.5 spell immunity is. 

I've always kind of wanted to try out multi-charging with the streetfighter alternative class feature.  Here's a quick list of the usual stuff for improving charge damage.  The shock trooper feat (Complete Warrior, p112) lets you apply the penalty from power attack to AC instead of your attack roll, so you canget the maximum damage bonus and still always hit.  The leap attack feat (Complete Adventurer, p110) gives you 4-to-1 returns on power attack when charging.  (Make sure to look at the errata.)  A valorous weapon (Unapproachable East, p54) deals double damage on a charge. 

I know it seems odd to suggest a class that includes rage for an epic game, since rage impedes spellcasting.  If you can get torque of lucid raging (Drungeon 126, p95) allowed, wearing that will negate that handycap.  Otherwise, I suppose you could trade rage for something else or just not use it. 

67
D&D 3.5 and Pathfinder / Re: Help with roguelike arcane caster.
« on: March 01, 2015, 12:17:31 AM »
I liked the Unseen Seer, but the only way so far to hit those weird requisites and still get lv 9 spells is sublime chord or..... maho tsukai.

What in the world are you talking about?  A human rogue 1 / wizard 4 with the able learner feat can easily meet the skill requirements if he has an int score of at least 12.  There are 11 divination spells on the wizard spell list at levels 0 through 2 just in the Player's Handbook.  Wizards know lots of spells.  You've got the spellcasting requirement in the bag.  That's all the requirements there are. 

68
D&D 3.5 and Pathfinder / Re: Help with roguelike arcane caster.
« on: February 28, 2015, 04:30:51 AM »
The able learner feat (Races of Destiny, p150) is good for such builds.  It makes cross-class skill ranks cost just one point each.  Throw one level into rogue or some-such to get your rank cap up, and you'll never have to worry about skill lists again. 

The Unseen seer prestige class (Complete Mage, p81) gets full casting progression and 6 + int skill points.  It also gets +4d6 sneak attack over its ten levels, if you're interested in that.  You've already seen arcane trickster, and it's a good option for after you finish off unseen seer. 

69
Min/Max 3.x / Re: 50 Shades of Cleric Archer
« on: February 18, 2015, 01:32:23 AM »
Hmm.  I can't suggest anything from an exotic source, because your DM doesn't like that.  I can't suggest anything from a source that's not exotic because it will be "obvious."  I can see why you're having trouble getting people to give input. 

70
Gaming Advice / Re: Maxing out CHA
« on: February 17, 2015, 04:22:42 PM »
Just to be clear, the LA and HD are drawing from the same pool of 10 and can be class levels? 

Bearing in mind that undead don't necessarily have to be evil, you could play a necropolitan (Libris Mortis, p114), a +0 LA undead.  You could then add the evolved undead template (Libris Mortis, p99), which is unusual in that it can be applied to the same creature multiple times.  Each application of the template gives you +2 strength, +2 charisma, +1 natural armor, and +1 LA. 

There's also some stuff here.  I never looked at level-adjusted races and templates in that project though. 

71
So, I'm making one new mistake for every existing mistake I address.  At this rate, I'll have all my mistakes sorted out in… let me think…

72
Dragon 353, not 5353.

Maybe, in the year 2425, Wizards will publish the 5353rd issue of Dragon magazine.  Maybe it will reprint the No Tuning article.  You can't know that I'm wrong.  We'll just have to wait and see. 

Thanks though.  I'll go and edit that. 

73
You can get survival as a cleric class skill via the wanderer alternative class feature (Dragon 5353, p89).  That also gets you knowledge (geography), knowledge (local), and speak language as class skills plus endurance as a bonus feat.  You do have to give up your ability to turn or rebuke undead, but if you weren't planning to take any divine feats, that's fine. 

74
Min/Max 3.x / Re: 3.P Dispel Master
« on: February 08, 2015, 05:54:25 PM »
I hadn't considered heighten, but the divine metamagic approach seems pretty hard on the turn undead uses.  I suppose I could use the disturbing spell feat (Dragon 332, p44) instead, if a DM would allow it to function when the ability damage is negated.  I could use improved bind vestige (Tome of Magic, p73) to bind Dahlver-Nar (Tome of Magic, p28) and avoid the wisdom damage.  Unfortunately, that still only leaves me able to heighten spells up to the maximum spell level I can cast (+1 with earth spell). 

Divine countermagic also seems pretty hard on the turn undead uses. 

It has come to my attention that Pathfinder replaced turn/rebuke undead with channel energy.  I suppose updating divine defiance for Pathfinder means changing it to use a channel energy attempt? 

75
D&D 3.5 and Pathfinder / Re: No spellcasters, and we're all going insane...
« on: February 07, 2015, 01:32:16 PM »
Dread necromancer (Heroes of Horror, p84) can get a ghostly visage familiar at 7th level.  That thing protects its master as mind blank, except for the divination part.  The class does change your type to undead at 20th level though, so you'd need to get it modified somehow. 

The deformity (madness) feat (Elder Evils, p13) makes you immune to all mind-affecting effects.  The idea is you're already as crazy as you can be, but you're a high-functioning lunatic. 

76
Min/Max 3.x / 3.P Dispel Master
« on: February 06, 2015, 02:19:33 PM »
There's an idea I've been rolling around in my head, but I'm not very familiar with Pathfinder, so I'd like some input.  This isn't for any particular campaign, but let's assume Pathfinder rules with un-updated 3.5 material allowed.  Also 3.0 material if it wasn't updated by either 3.5 or Pathfinder.  Further, let's assume both 1st- and 2nd-party material is allowed. 

The first ingredient I'd like to use is samsaran with the mystic past life alternative racial trait.  Choosing trapsmith as the class to draw from would let me get dispel magic as a 1st-level spell and greater dispel magic as a 3rd-level spell on whatever arcane spellcasting class I like. 

The second ingredient I'd like to use is divine defiance (Fiendish Codex II, p83).  That feat would let me spend a turn undead attempt to counterspell as an immediate action.  I'd still need to use an appropriate spell (or dispel magic) to counterspell. 

The first thing I need help with is combining arcane casting and turn undead.  In 3.5, I know sacred exorcist (Complete Divine, p56) works, but I'm hoping Pathfinder has an easier option. 

In 3.5 I know of a few ways to boost dispel checks.  The arcane mastery feat (Complete Arcane, p73) would let me take 10 on the check (even in combat, once the errata is figured in).  The inquisition domain (Spell Compendium, p275) gives a +4 bonus, or a +8 bonus if combined with the domain focus alternative class feature (Dragon 347, p91) for cleric.  The latter option tends to conflict with the arcane casting requirement of the samsaran trick, but the domain granted power alternative class feature (Complete Champion, p52) for wizard or the planar touchstone feat (Planar Handbook, p41) can at least nab the base effect.  I seem to remember that a prestige class or two in 3.5 gave bonuses to dispel, but I can't remember which ones.  I'm sure Pathfinder added some dispel bonuses of its own.  I see it removed the cap on caster level that can be added to dispel checks, which is nice. 

I'd really like to be able to cast dispel magic and greater dispel magic spontaneously.  I don't have any attachment to spontaneous casting otherwise, so a prepared class is fine if there's an easy way to spontaneously convert prepared spells into those two. 

I know 3.5 had a couple of ways to be able to use immediate actions before your first turn in combat.  There were dire tortoise (Sandstorm, p151) and mark of stars (Dragonmarked, p142).  Did Pathfinder add any?  I suppose high initiative is also an option. 

Do you think I need to worry too much about turn undead attempts per day?  Nightsticks (Libris Mortis, p78) and Tenebrous (Tome of Magic, p48) are options.  I don't know if there's anything Pathfinder-specific that gives a lot of turn attempts. 

So there's my goal, be able to use an immediate action, a 1st-level spell slot, and a turn undead attempt to negate a 9th-level spell an enemy tries to cast as a standard action.  Can anyone help me realize my dream? 

77
Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« on: February 04, 2015, 09:25:43 PM »
I've found a way to make one use of rage last forever.  I haven't worked out any particularly good reason to do so, but I'm sure someone can come up with one. 

The firestorm berserker prestige class (Dragon 314, p60) gets an ability at 6th level that lets him maintain his rage after it would normally expire at a cost of one point of con damage per round.  That's a gross oversimplification, actually.  I've put the full details in this spoiler:
(click to show/hide)

As I'm sure we all know by now, binding Naberius (Tome of Magic, p41) causes you to heal a point of damage to each ability score every round.  I have some quibbles that I'll put in another spoiler:
(click to show/hide)

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Min/Max 3.x / Re: Fun Finds v6.0
« on: January 31, 2015, 01:34:21 AM »
The ghaele monster class in savage species gets full cleric spell progression up through 14th level.  Up through 5th level, you don't even lose any hit dice.  So you spend the first 5 levels getting full casting, full base attack bonus, all good saves, and 8 + int skill points.  I think I need to play one of these guys in an E6 game. 

79
Gaming Advice / Re: Dragonlance staff
« on: January 28, 2015, 11:37:34 PM »
Based on what Shadowhunter said, I skimmed through Holy Order of Stars and found the emmide on page 31. 

80
Gaming Advice / Re: It's Over One Hundred! (at once)
« on: January 08, 2015, 01:23:43 AM »
I'm looking into the idea of a damage cap …

Just gonna throw this out there, how about tying the damage cap into the death from massive damage rules?  You could lower your damage cap to 50, or increase the death from massive damage threshold to 100.  It reminds me of blowthrough in GURPS, and how blowthrough on the head was automatically fatal. 

It would be interesting to work in the massive damage based on size variant (Dungeon Master's Guide, p27).  Imagine if a jermlaine psychic warrior compressed down to fine size could only ever take 10 points of damage.  Maybe the save DC would have to scale based on how much the damage would have exceeded the cap to make up for that advantage. 

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