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Messages - Demelain

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1
Handbook Discussion / Re: Encyclopedia Vinculum Draconis Discussion
« on: May 10, 2014, 01:17:02 AM »
Weapons-Shield document:

Where did you pull the stats for the Maquahuitl from? You've got
(click to show/hide)

but in MM IV pg 88, it:
- Is a Martial Weapon
- Deals 1d8 (small) or 1d10 (medium)
- Has a critical of 20/x2
- Deals Bludgeoning or Piercing damage

It looks like you accidentally copied the stats of the Minotaur Greathammer.

2
Gaming Advice / Re: Excel Macro Request
« on: April 20, 2014, 12:23:57 PM »
It's been a while and I'd forgotten what a pain in the ass tracking down the documentation is, but I think this will work. I move to LibreOffice a while ago though, so you might want to test it on a small selection before running it over 5000 rows of spreadsheet. Included comments to explain what I think I'm doing.

Dim var As Range 'variable var is a dimension defined as the range; rename "var" to whatever you want if you care to
Set var = Range("B:B").Find("Duration: ") 'range is set to column B (assuming B is the duration column from your example, change to the appropriate column if this is wrong)
Do While Not var Is Nothing 'loop should execute until B is empty (the end of the data)
   var.Insert xlShiftToRight 'data is shifted to the right
   Set var = Range("B:B").FindNext 'move to the next cell in the range
Loop 'close loop

Should work in 2010

3
A static-cost enhancement does NOT increase your item's effective Enhancement bonus. A +1 armor with Fearsome is still a +1 armor. It costs no more or less than usual to advance it to a +2 or higher armor. Neither does the cost of Fearsome change if you add it to a +3 or +5 armor.

4
Gaming Advice / Re: Two Weapon Fighting .... but not
« on: April 06, 2014, 10:46:54 AM »
i don't believe so, no. Otherwise throwing weapon fighting styles would fall flat right out of the gate as some kind of multi-weapon fighting.

5
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: February 28, 2014, 08:50:29 PM »
Artificer using wands to blast is probably the best archer you can get.  Persisted Unfettered Heroism and you can do it all day.

If you want to avoid magic, I am afraid it's impossible to get a truly impressive number.

I have no books available at the moment, but doesn't CSc have an Ambush feat that lets you trade Precision damage for Ability damage?
With enough Precision damage to trade, you might be able to down things in one shot that way.

But, it might not work because I only have a hazy recollection regarding such things.

6
Gaming Advice / Re: Max Dex of Heavy Armor
« on: February 18, 2014, 02:36:37 AM »
Mind if I ask why it's important that it stay Heavy?

7
Gaming Advice / Re: Whirling Adamantine Blade
« on: February 14, 2014, 11:50:50 AM »
My initial instinct is to agree with Phaedrusxy. However, on reading the entry for Instantaneous ("The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. For example, a cure light wounds spell lasts only an instant, but the healing it bestows never runs out or goes away."), I'm left a little unsure. Most Instantaneous magic effects, if I'm remembering correctly, do not get reversed by an Anti-Magic field.

So, I guess what I'm asking for is clarification with references, if possible.

8
Gaming Advice / Re: What can "identify" identify? (wearable items only?)
« on: February 14, 2014, 11:37:24 AM »
Identify lets you discover the magical properties of any item, short of an Artifact (what constitutes an artifact I'm not sure of exactly, but I imagine that the specific artifacts, any magic item with a CL of 21+, and whatever your DM arbitrarily decides would fall under that umbrella).
However, there are several limitations to using Identify as the spell. It's Range: Touch, Casting Time: 1 Hour, and costs 100 GP per casting.

Artificer's Monocle circumvents two of those for all cases - casting time (reduced to one minute) and material component cost.
Spellcasters must still expend a use of Detect Magic, which if nothing else is a limited per-day resource.
Artificers must use it as part of their Artificer Knowledge class feature, which stipulates that he must "hold and examine the object for 1 minute." So large items, or items built into a structure, are right out.

For the most part, it's impractical to use Identify on every single magical aura you come across. If it gets to be a problem, discuss it with your group. At that point, everyone will probably feel like it's slowing the game down and want to do something about it.

9
Gaming Advice / Re: Conjuration [Creation] and defenses...
« on: February 13, 2014, 09:34:56 AM »
Aren't the rules pretty clear on this?  Neither Splinterbolt nor Orb of X nor Fireball operate in an Antimagic Field. 

The reasoning seems fine, if you're comfortable putting a lot of weight on the fluff of spell descriptions.  I'd worry that it'd lead to kind of annoying arbitrary argments, though. 

Let's compare Splinterbolt and Orb of Acid.  You could, I think, argue that Splinterbolt creates a piece of wood and then hurls it.  Both of those operations are magical:  wood doesn't ordinarily spring into being or throw itself at great speeds.  But, after it's cast, it's just a pointy thing moving at high speeds.  So, it's like something launched with a Telekinesis spell. 

All that seems fine.  But, Orb of Acid.  If you want to think it through the same way, wouldn't the Orb dissipate and splatter once it hit the Antimagic Field?  I mean, acid does not normally keep itself coiled into tight easily thrown balls.


Quote from: PHB 173, Conjuration (Creation)
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Emphasis mine.

Orb spells can be cast into an Anti-magic field just fine, so long as the origin lies outside of the field. The only magic involved is at the origin, where the ball of acid/cold/fire/force/whatever is assembled, after that you're tossing a literal ball of element at something. It's a real, physical object - not magic.

It's also pretty stupid in my opinion, but it is what it is.

As to the question at hand: Wind Wall is a jerk like that. You have to decide what "normal" means. At my table, anything which involves magic is no longer "normal" - I'd let Conjuration (Creation) through a Wind Wall, as well as +1 arrows or arrows fired from a +1 bow.

10
Handbook Discussion / Re: Encyclopedia Vinculum Draconis Discussion
« on: February 10, 2014, 06:51:57 PM »
so you can either have a Fiendish Jaw or a Fearsome Eye, since they are both head-based?

what about Feathered Wings, are those the Skin or Flesh slot?

Those are "old" grafts, there's no limit on those. These slots (as well as the only 1-type of graft per body) rule only apply to "new" grafts, as far as I know.
Grafts are a rules clusterfuck thanks to WotC not bothering to retroactively update.

11
Gaming Advice / Re: Duskblade + Dimension Hop + AoOs
« on: February 08, 2014, 11:12:12 PM »
You just designate the destination location to be in the open air.
As written, I believe that the conjuration rules allow for you to use Conjuration to teleport a creature into open air - see the quoted rules above, and the interpretation Linklord calls "stupid."
I'd agree it's open to abuse and a little silly in some cases, but that's nothing new when dealing with 3.5 magic. That same hole is also what allows you to erroneously teleport into rocks or miles up in the air, or to use the shunting rules to gain extra distance on dimensional travel. Seems like more hassle than its worth to "fix" it, but that's my opinion.

12
Gaming Advice / Re: Construct (Living Construct)
« on: February 08, 2014, 04:25:37 AM »
I would like to add that there are exceedingly few construct traits that aren't overwritten by the Living Construct subtype.

This is quite true. They merely retain immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain, plus the trait that they cannot heal damage naturally. And even those are spelled out in the LC entry.

What's the upshot of your question, Demelain? Is there something not covered by LC that is handy or interesting somehow?

I initially thought there was. The ECS Living Construct description does not remove the bonus hit points a Construct gains due to its size category - but I was in the MMV Glossary for unrelated reasons, and noticed that the reprinting of Living Construct there corrected this oversight.

So, no free 20 HP. Still amusing that the hole existed for a good 3 years or so, though.

Thanks for the responses.

13
Gaming Advice / Construct (Living Construct)
« on: February 07, 2014, 10:23:55 PM »
Does a Construct with the Living Construct subtype:
1) Gain the traits of a Construct, except where the Living Construct subtype removes/alters/adds them
or
2) Gain only the traits listed under Living Construct

Basically, an inheritance question. Do LC inherit Construct rules, except where noted?

14
Gaming Advice / Re: Vampiric-like weapon ability
« on: February 05, 2014, 06:32:31 AM »
Wrathful Healing.
Book: Enemies and Allies

15
Handbook Discussion / Re: Encyclopedia Vinculum Draconis Discussion
« on: January 27, 2014, 06:54:54 AM »
Grafts v1.01
"Unfortunately, there are no real rules on Graft location and numbers. Eberron simply stated you cannot have more than five and moves on."

From Magic of Eberron p.126
"No portion of the body (head, skin, flesh, legs, and arms) can have more than one graft."

These five locations are the five graft slots.
The individual graft descriptions in MoE also include a Graft Location entry, corresponding to these slots.

16
Gaming Advice / Re: Quick Loading Oil Chamber.
« on: December 31, 2013, 04:23:04 PM »
Quick-loading is a Crossbow property. Neither of those are Crossbows. The Oil-Chamber isn't even a weapon, so I don't think you can make it +1 to begin with.

That said, it would be neat if you could and I would allow my players to.

17
Gaming Advice / Re: Rolling a nat 1 on crit confirmation - can still crit?
« on: November 14, 2013, 02:37:49 AM »
From PHB pg 140
Quote
CRITICAL HITS
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or “crit”). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made.

I'd say a 1 is an automatic failure.

18
General D&D Discussion / Re: D&D 5e: For real this time?
« on: October 03, 2013, 02:29:52 PM »
I agree. I'd rather not see the groupings used as Super-classes, from which every sub-class must inherent its properties. I'd rather they move them towards both more meta-labels (as 4E), and to use them as keywords that give you an idea of what it does, but does not necessarily tie the class into the general rules for the keyword.

So a Duskblade would have, say, the Warrior/Mage keywords. A Beguiler the Mage/Trickster. And staying away from the idea of a Super-class means that you can just create a new keyword for Binders, Incarnate, Psionics, etc. where creating a dedicated super-class for two or three sub-classes would be wasted effort.

19
Min/Max 3.x / Re: Fun Finds v5.0
« on: October 03, 2013, 02:23:08 PM »
Bring this up next time the DM complains about you buying in bulk, or if you want to know why they have over 300 swords per person.

Seriously, what the hell is this.

America.

Alternatively, many of those longswords could be masterwork, assuming that the two still count as the same item for availability purposes.

20
General D&D Discussion / Re: Feat design?
« on: October 02, 2013, 02:17:14 AM »
I prefer my tree-entry feats to not be garbage and to make sense.
Point Blank Shot is my least favorite feat, ever. If anything should be the Pre-Req for archery feats, it's Precise Shot. Fuck PBS.

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