Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Esgath

Pages: [1] 2 3 4 5 6
1
Gaming Advice / Re: [D&D 3.5] Item enchantment
« on: October 31, 2022, 05:51:01 PM »
That was exactly the enchantment I was looking for. I knew it existed, thanks!

2
Gaming Advice / [D&D 3.5] Item enchantment
« on: October 31, 2022, 03:06:53 PM »
Was there an item enchantment similar to "Defending (DMG, p224)" where you could convert the enhancement bonuses to your saves?

3
The seeking enhancement.

4
Handbook Discussion / Re: The Archery Handbook discussion
« on: March 17, 2018, 04:50:58 AM »
Righteous Wrath of the faithful only works on melee attacks.
For divine spellcasters with access to the spell domain, they can grab Draconic Polymorph and persist it so they can be an upgraded Arrow Demon.

5
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: November 21, 2017, 01:27:07 AM »
Familiars have Darkvision, nice.

Quote from: MM I, 306
Augmented Subtype: A creature receives this subtype when-
ever something happens to change its original type. Some crea-
tures (those with an inherited template) are born with this subtype;
others acquire it when they take on an acquired template. The aug-
mented subtype is always paired with the creature’s original type.
For example, a wizard’s raven familiar is a magical beast (aug-
mented animal). A creature with the augmented subtype usually
has the traits of its current type, but the features of its original type.
For example, a wizard’s raven familiar has an animal’s features and
the traits of a magical beast.
Quote from: MM I, 311
Traits: A magical beast possesses the following traits (unless oth-
erwise noted in a creature’s entry).
Darkvision out to 60 feet and low-light vision.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.

6
If you want them to play together, talk to the players. Make it clear you want a group that plays together and you do not have the time/will to prepare an adventure for one part of the group while the others garden their flowers, bake cakes, go shopping etc. Those who want to play in this group should make characters which want to solve adventures together for one reason or another. Nobody wants to lose control over his character, but creating a character which doesn't want to take part in anything is disrupting.
I am not saying that everybody should be best friends, inter-party problems can be fun, but there is a minimum of cooperation required. Railroading someone into plot is definitely the worst way to "cooperate".

7
D&D 3.5 and Pathfinder / Re: Favorite/most useful wizard spells
« on: July 05, 2014, 01:38:34 PM »
Ray of Clumsiness (SpC) - as ray of enfeeblement, but applies a penalty to Dexterity instead of Strength.  Empower this and you can drop tons of Large+ creatures to 0 dex with a single spell, since they already have size penalties to begin with.  Also, people in heavy armor.  And if they're not outright paralyzed by their own rigid muscles, then their AC still just took an enormous hit thanks to their now below-10 Dex.

Minor quibble, its a penalty, not damage.  You can't bring them to 0 Dex.
....Wow, I completely forgot about that.  Well, the massive AC penalty is still great, and reduced attacks on ranged characters is awesome too.
Penalties can bring ability scores down to 0. One exception is Ray of Enfeeblement which explicitly tells you, that it can't bring strength down to 0.

8
Gaming Advice / Re: Energy Substitution Questions
« on: June 27, 2014, 05:33:04 PM »
The spells still conjure their original material into being, it just gains the fire descriptor and all energy damage is converted into fire if possible.

9
Gaming Advice / Re: Dracohydra
« on: June 27, 2014, 09:52:39 AM »
A very finely crafted homebrew book I must admit. The first thing I noticed was the short length, only on a second reading I noticed the introduction. The real book is here (yeah yeah, shitty version) and a "little" bit longer.

10
Gaming Advice / Re: Dracohydra
« on: June 27, 2014, 04:11:18 AM »
It's not in the official "Forgotten Realms - Dragons of Faerun". The only source with this title I could come up with is this.

11
Nevertheless, you generally get the first hit and that's crucial.

12
Just because it is a transmutation spell and not an illusion doesn't make it immune to True Seeing. True Seeing will show you the original, even if it is transmuted.

13
Gaming Advice / Re: Humanoid shapechange
« on: June 05, 2014, 06:26:45 AM »
There is the list for forms of alter self for a start.

14
What about the spell Hardening from SpC?
While it states that
Quote
A hardening spell does not in any way affect a substance's resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.
the object in question would have to take elemental damage first, which is reduced by its hardness. The only downside is, that this spell is permanent and thus can be dispelled. But as long as no effect has LoE on it, that shouldn't matter.

15
Gaming Advice / Re: Greater Luminous Armor + Sorceror/Wizard
« on: June 01, 2014, 02:23:03 AM »
Here is an excerpt from Sanctified Spells in the BoED:

Quote from: BoED, page 83-84
Spellcasters prepare sanctified spells just as they do regular spells, and casters who do not prepare spells (including sorcerers and bards) cannot make use of them except from a scroll. Evil characters cannot cast sanctified spells, including ones cast from magic items.
...
Sanctified spells are specific to no character class. They are neither inherently arcane nor divine spells. A divine caster casting a sanctified spell casts it as a divine spell, while an arcane caster casts it as an arcane spell.
While wizards, druids, rangers, and paladins can all prepare sanctified spells, clerics have a special advantage: they can spontaneously cast any sanctified spell, just as they can spontaneously cast cure wounds spells.

16
Min/Max 3.x / Re: Solo kill the Tarrasque at 13th level.
« on: May 27, 2014, 05:17:01 PM »

Orbs are a possible solution. They're not rays (carapace) and they are not subject to spell resistances. A mailman would trump the Godzilla ("King T"), as well.
Fun fact-as a colossal creature, the Tarrasque can reach 128 feet up without trying even with the basic jump rules and no ranks. If you're close enough to throw magic orbs, you're close enough to be nommed. :smirk
Greater Invisibility. Problem solved forever.  :P
It has Scent. It doesn't need to see you to start noming you.
Scent has a very limited range, even if the creature can pinpoint you with a move action, you still have total concealment.

* Mummy Rot
Is a Supernatural Disease with a magical curse-type element that prevents the disease (something regeneration never cured to begin with) from being healed, the curse is removed by break enchantment or remove curse. This example can be said as defining "incurable" as in 'requires a spell in order to recover from' which covers an insane degree of content. As a fact through, this regeneration also covers none-HP related effects.
Since there could be Su/Ex/Sp abilities that could help you, under this argument you could even extend that to "doesn't heal with time".

17
Gaming Advice / Re: Fall damage on to other creatures.
« on: May 24, 2014, 03:19:52 AM »
After some lawyering with the DM and throwing in the "the titanic slamming your face at terminal velocity should not deal the same damage as an obese orc falling from 200 feet" it was accepted that I would roll the 500d6(lol) to see if the ancient red dragon survives (it won't).
That does imply that everytime a big creature falls 10 ft he is crushed by his own weight and breaks his neck. I'd rather have falling damage maxed at 20d6 and live in a heroic world, then in a slapstick world where everyone is afraid of heights. But to each his own.

18
Gaming Advice / Re: Fall damage on to other creatures.
« on: May 23, 2014, 10:10:50 AM »
Here is the Dungeon Master's Guide version:
Quote from: Dungeon Master's Guide, page 303
FALLING OBJECTS
Just as characters take damage when they fall more than 10 feet, so
too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their
weight and the distance they have fallen.
Table 8–4: Damage from Falling Objects
Object Weight Falling Distance
200–101 lb. 20 ft.
100–51 lb. 30 ft.
50–31 lb. 40 ft.
30–11 lb. 50 ft.
10–6 lb. 60 ft.
5–1 lb. 70 ft.
For each 200 pounds of an object’s weight, the object deals 1d6
points of damage, provided it falls at least 10 feet. Distance also
comes into play, adding an additional 1d6 points of damage for
every 10-foot increment it falls beyond the first (to a maximum of
20d6 points of damage
).
Now that sentence structure is clearly only limiting the damage from height.

Here is the Rules Compendium version:
Quote from: Rules Compendium, page 52
FALLING OBJECTS
Just as creatures take damage when they fall more than 10
feet, so too do they take damage when falling objects hit them.
Falling objects deal damage based on their weight and the
distance they have fallen.
 For each 200 pounds of an object’s weight, the object
deals 1d6 points of damage, provided it falls at least 10
feet, adding an additional 1d6 points of damage for every
10-foot increment it falls beyond the first. Objects lighter
than 200 pounds also deal damage when dropped, but
they must fall farther to deal the same damage. Use the
following table to see how far an object of a given weight
must drop to deal 1d6 points of damage. This is also the
increment at which the object deals an additional 1d6
points of damage. A falling object can deal a maximum of
20d6 points of damage.
Objects weighing less than 1 pound
don’t deal damage to those they land upon, no matter how
far they have fallen.
This means, you can't receive more than 20d6 damage from a single falling object.

19
Gaming Advice / Re: Fall damage on to other creatures.
« on: May 23, 2014, 05:30:03 AM »
It's 10d6, because it's a creature, same as he gets from falling.

If it's a red dragon corpse, it would be 20d6.

edit: Please, someone correct me on this.

20
Gaming Advice / Re: Fall damage on to other creatures.
« on: May 23, 2014, 04:18:34 AM »
Heroes of Battle does have aerial bombarding rules, but those also follow the rules of the DMG and can be avoided with a DC 15 reflex save. I think the hulking hurler was built upon the rules in the DMG, whose wording is such, that the more weight an object has, the more damage it does. Only the "height" part of the falling damage was capped at 20d6. The Rules Compendium changed that to a flat out 20d6 cap.

Pages: [1] 2 3 4 5 6