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Messages - Maelphaxerazz

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61
you should note that taking UL has a negative impact on your living Leadership score.
How does that work? Do we apply Undead Leadership's modifiers to both the leadership scores (i.e. taking Leadership and Undead Leadership is like Undead Leadership x2)?

62
Unless you can get a 6th level follower's leadership score up to 21 (and they don't gain levels, so it has to be built-in), then they don't get 6th level followers, so don't loop to infinity.

Leadership Score 21 at level 6: 6 from level + 5 from Cha modifier (15 base score + 2 racial + 2 from Magic-Blooded template from Dragon 306 + 1 increase at lvl 4), that leaves only 10 left to go. + 2 Great Diplomat feat + 2 Might Makes Right feat, + 2 Ecclesiarch feat, + 2 Improved Leadership feat, + 2 Natural Leader (Dragon 346) feat. If you are wondering how I got 6 feats, consider: 3 base, + 2 from flaws, +1 bonus feat from a class (for example, Savant level 2, with Savant being appropriately Tier 4).

Therefore, you can in fact have a Leadership score of 21 at level 6.

63
The real question is if followers can take Leadership. There isn't any rule against it anywhere, but technically, followers having Leadership could lead to an infinite Leadership chain (where "infinite" is "until the DM throws a book at you", of course).

64
Incidentally, the "how many followers I can get build" WAS the Orc Warlord, so now I'd probably play something else.  :tongue Maybe a Chameleon.

So. Religion. I didn't want to specify since I wasn't sure what pantheons we're using, but if we are sticking with Greyhawk ones we might want to follow something more obscure, just for the fun of it.

For example, Wee Jas is indeed a Neutral goddess of death, and thus popular among necromancers (which we will have at least one of). However, another suitable undead-themed deity is the Evening Glory, from Libris Mortis page 17, the goddess of undying love.


Another idea is following a heretical variant of a good-aligned religion. For example, we could be the Wandering Crusade of Pelor the Burning Hate.

Here's Wikipedia's List of D&D Deities. There are plenty to choose from.

65
I know, I was being humerus.  ;)
There's no bones about it, infinite loops are out of the game.

66
Step 1: take the Dragon Cohort feat. Dragon cohort is treated as -3 ECL for the purpose of cohort level restrictions.
Step 2: get a Dragonwrought Kobold as your cohort (or any other LA+0 Dragon-type creature). He will, in fact, be higher level than you are.
Step 3: have the Dragonwrought Kobold take the Dragon Cohort feat
Repeat ad nauseum

67
One homebrew item? Well...  :p

68
I am interested. Probably would build a "how many followers can I get" build, because it is pretty rare to see Leadership even allowed, let alone encouraged.

While we are on this topic, I could use some clarification.

1. You have two class lists, A and B. "Base character classes will be chosen from a pair of lists as seen below." Does that mean one from A and one from B, or that one must choose A or B and get both from that list?
2. "No templates greater than LA+1". How does this interact with Savage Progressions, which divide up templates into one-level increments?
3. "average per level, rounded down". Does this mean that a d6 hit die produces 3 hit points, or does it mean that a d6 hit die produces 3.5 hit points, and if you have a .5 after adding your hit points, you round down? In other words, is it rounded down for every hit die, or is the final total rounded down?
4. What is an "anti-feat"? We cannot take Chicken-Infested as Commoner is not on the class list, and I don't think there are any other flaws that give a benefit to the PC, so I am wondering what you mean by this.

69
While browsing Complete Adventurer, I noticed that epic improved skirmish is decidedly un-Epic in terms of power, and makes more sense as a "normal" feat for Scouts to pick before level 21, removing the prerequisite and [Epic] tag. Which made me wonder: which Epic feats do you think could be allowed before level 21?

70
Gaming Advice / Re: Counterspelling Spells With a Long Casting Time
« on: November 01, 2016, 11:00:41 PM »
Fair enough, I was wrong by my first assessment. In that case, it should work just fine no matter what counterspelling method you use: you can counter the Impenetrable Legend Lore Caster any time during the 2d6 weeks. You're readying to react to whether he "tries to cast a spell", so if he's still trying, you're fine.

71
Gaming Advice / Re: Counterspelling Spells With a Long Casting Time
« on: October 31, 2016, 02:59:00 PM »
If someone is casting a spell with a casting time longer than a Standard Action, can somebody come up after the spell has been started but before it finishes and counterspell it?  Does the answer change if you use Dispel Magic instead of the same spell the other guy is using?

For example, the BBEG is casting Legend Lore to find out something you don't want him to know.  Sometime during the 2d6 weeks casting time, you bust in his door to stop him.  For some reason you can't get to him in order to use one of the myriad other ways to force him to stop the spell (such as by punching him in the nose or whatever).  Can your party spellcaster try to Counterspell the spell in progress?
The answer is "no" for using Legend Lore to counter it, but the other ways of countering the spell would work just fine. In terms of RAW, Necro is right that it says you can only ready standard, move, or free actions. In terms of RAI it is a bit more complicated, because one might say the RAW simply did not take this sort of corner case into account: readying is about reacting, and couldn't someone react to a slow activity by initiating another slow activity?

The answer is that, even if one follows that logic, it is too late to start countering a long-casting-time spell with a similarly long-casting-time spell if you barged in after he'd already started. A readied action normally occurs before the action you're trying to prevent. For example, if Black Spy is in a hostage negotiation with White Spy, Black Spy might ready an action to counterspell, and as soon as he sees White Spy beginning the first motions of summon bomb, he counters White Spy's summon bomb spell with another summon bomb spell. If Black Spy started casting his counterspell halfway through White Spy's attempt to summon a bomb, his counterspell would come too late.

Dispel magic is a different matter, as is improved counterspell or a spell specifically designated as countering that spell. Since these can be completed before the enemy will complete his multi-round spell, he will counter the spell just fine.

Postscript: with a variable (2d6 week) casting time, it is arguable that you have a chance of casting Legend Lore faster than the enemy casts Legend Lore (for example, you can roll a 2 and he rolls a 6). Though un-RAW, I would allow it, though I would consider you awfully silly for doing so when you could just go home, take a nap, prepare new spells, and do something more sensible than that.

72
D&D 3.5 and Pathfinder / Re: Impact of CON-Based Massive Damage Threshold
« on: October 23, 2016, 02:03:04 AM »
I do not recommend setting the Massive Damage threshold to the characters' Con scores.

Con already has a heavy weight on a character: it affects Fortitude saves and Hit Points. With the MD rule, everybody would max out Con, or else face Massive Damage rolls from mooks and small furry animals.

While it does increase "seriousness" in that people fear combat more, you can do that by simply lowering the Massive Damage threshold to any amount you wish, without tying it to an ability score. Sadly, there's another unfortunate side-effect for any low MD threshold: it disproportionately affects nonmagical melee combatants, who tend to take more hits.

73
Gaming Advice / Re: REBUILDING class levels
« on: October 07, 2016, 05:58:26 PM »
Its actually rebuilding for class levels, not retraining. Fine distinction, I know, but the book gives both those words a specific game meaning, so it is important to be clear  :tongue

Now that I've got the semantics out of the way, I can answer your question. Yes, it works, with the caveat that the DM has to approve of it and, if approved, your character has to complete a quest. The book specifically mentions rebuilding for power as a potential problem, so take care.

74
Gaming Advice / Re: Apprentice and Half-Fey interactions?
« on: September 30, 2016, 01:17:35 PM »
Half-fey is not a spellcasting class. It has a number of spell-like abilities, which isn't the same thing. You would gain no benefit to your half-fey levels from being an apprentice spellcaster, and in fact you cannot even be an apprentice spellcaster as a half-fey unless you have an actual spellcasting class, and in that case your special benefits would go to your spellcasting class and not to half-fey.

EDIT: though for the record, Savage Progressions levels do count as "classes". Just not the kind you are looking for.

75
D&D 3.5 and Pathfinder / Re: Melodic Casting and Cloaked dancer
« on: September 29, 2016, 12:46:29 PM »
It would help, but only with spells that do not require a Standard or Full Action. Enchanting Dance requires you to "concentrate each round", like a Concentration-duration spell, which is a Standard Action every round. You might notice that Melodic Casting mentions this near the end: "Bardic music abilities that require concentration still take a standard action to perform." Melodic Casting lets you replace Concentration checks with Perform checks, it does not remove the standard action required for Concentration-duration abilities. So you will need to use Swift and Immediate-action spells, and Quickened spells, to cast while you perform an Enchanting Dance.

76
General D&D Discussion / Re: How much is that warforged in the window?
« on: September 29, 2016, 12:25:12 PM »
"Price as slaves" would probably be the most correct answer, even if the group does not treat them like slaves, since Warforged were described as being unpaid and obedient during the Last War. The equation for pricing slaves is found on page 101 of Lords of Madness: the Book of Aberrations.

Quote from: Lords of Madness
The basic method for determining the value of a slave is based on the creature’s CR, using the following formula:

 Cost = (CR, minimum 1)2 × 100 gp

An unskilled dwarf, for example, with CR 1/2, costs 100 gp (CR 1/2 rounds up to 1; 1 squared = 1; 1 times 100 gp = 100 gp). A troll slave, on the other hand, costs 2,500 gp (CR 5 squared = 25, times 100 gp = 2,500 gp).

 Unusual or marketable qualities in a slave, such as great strength, great beauty, valuable skill, or exotic origin, can multiply the price by two, three, or four. A skilled miner dwarf might bring 200 gp if sold at a mine. If that same dwarf were exceptionally strong, he could cost 400 gp. If that dwarf was an 8th-level rogue and the buyer was the head of a thieves’ guild, the slave could cost between 12,800 and 25,600 gp. The DM has considerable leeway when setting these prices, of course.

Thus, newly-created Warforged would cost at least 200 gp each, because "willing to fight in battle" is a pretty unusual quality in a slave.

77
D&D 3.5 and Pathfinder / Re: Best firearms rules [19th Century]?
« on: September 26, 2016, 06:17:55 PM »
The closest thing I can think of is Pathfinder's modern firearms, which aren't quite modern: they're from 1891-1917. The sourcebook they originate from is the Rasputin Must Die! adventure. You can probably guess what that's about.

78
Quote from: Kickstarter
1,846 backers pledged $664,274
That's a lot of money. Averages to $360 per backer. The fact that Monte succeeded in drawing this level of financial support is considerably more interesting than the game itself, in my view.

79
Gaming Advice / Re: Classes that change creature types
« on: September 22, 2016, 04:57:53 PM »
I always assumed it specifically related to template stacking.
You assumed correctly. However, because templates can be turned to classes, I believe classes are expected to work just like templates with regard to type changes. After all, a person can take the Ghost template (for example) all at once, or the Ghost class for five levels, and there's no logical reason why the latter would be treated differently from the former. Thanks to Savage Progressions and similar templates-turned-classes, you can see templates as classes and vice-versa.

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Gaming Advice / Re: Classes that change creature types
« on: September 20, 2016, 04:12:32 PM »
There are rules for templates, and since templates can be turned to classes (see the Savage Progressions articles), class-based type changes work the same way.

For more rules, there's the Type Pyramid in Savage Species 143, which basically says that some types do not get overridden by some other types. As far as I can tell, no one has ever actually used the type pyramid, but its there if you want it.

To your example problems: using the Type Pyramid, that warforged would remain a Construct (as Construct is higher in the type pyramid than Plant). On the other hand, if you do not use the type pyramid his type would become Plant. There's no such thing as a Plant Construct, but instead it would be a Plant (augmented construct).

Whether the Type Pyramid is used or not, a Necropolitan Alienist would become an Outsider (augmented undead).

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