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Messages - Endarire

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1501
General D&D Discussion / Re: Wizards, Warriors, and Tome of Battle
« on: December 22, 2011, 06:32:44 PM »
A typical martial adept knows 6 stances at 15 and can swap all his maneuvers and stances known each day.  (Also, the only prereqs for maneuvers & stances is initiator level.)

Also, by 15, all martial adepts have at least 1 of those continously active as an (Ex) ability due to class.

1502
General D&D Discussion / Re: Wizards, Warriors, and Tome of Battle
« on: December 21, 2011, 09:11:33 PM »
I've devised stances and abilities that function as these:

Crit Immunity
Death Ward/Life Ward
Flight (in a meaningful fashion, not the ToB Rising Phoenix Stance)
Freedom of Movement
Mind Blank
True Seeing

I did this because I knew they're staples of level 15+ combat.  Show up with these or don't even bother.

1503
D&D 3.5 and Pathfinder / Why do Druids get Wild Shape at level 4-5?
« on: December 21, 2011, 02:00:18 AM »
Wild Shape is the iconic Druid class feature.  In 3.5, Druids get it at 5.  Pathfinder gives Wild Shape at 4.

Why does it come a few levels in and not right away?

1504
General D&D Discussion / Re: Feat traps and Ivory Tower Game Design
« on: December 21, 2011, 01:49:25 AM »
Cu sounds like a Barbarian/Warblade/Frenzied Berserker with Martial Stance: Holocaust Cloak.

1505
Why prevent the stacking?  It's usually these classes that wish they had the high AC of Clerics, etc.

1506
People complain lots that AC becomes useless around level 7-10, that AC boosters are expensive, and people with competitive AC are usually casters.

What if we gave certain classes a bonus to AC (including touch + flat-foot) equal to their level in that class?  Martial adepts, Fighters, Barbarians, and 'tank' classes all get this bonus.

What does this fix?  What does it hurt?  Where should it matter where it doesn't?

1507
General D&D Discussion / Re: Wizards, Warriors, and Tome of Battle
« on: December 19, 2011, 07:43:57 PM »
Let's assume no homebrew, no third party material, and no magazines.

I'm not crying foul for allowing Tome of Battle characters to have nice things.  I just don't want to deal with Iron Heart Surge ambiguity.

1508
Gaming Advice / Re: A Kobold Monk: Natural Attacks and Manufactured Weapons
« on: December 19, 2011, 06:38:42 PM »
Halinn: Mechanically, I understand why it was done.  Logically?  It makes no bloody sense.

1509
Gaming Advice / Re: A Kobold Monk: Natural Attacks and Manufactured Weapons
« on: December 19, 2011, 04:53:57 PM »
Here's the part I'm curious about.

"A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Manufactured weapons get iteratives.  Does this Kobold Monk?

1510
General D&D Discussion / Wizards, Warriors, and Tome of Battle
« on: December 19, 2011, 04:48:12 PM »
Fellow optimizers, these things have become apparent:

-There are a lot of "mundane vs. caster"/"mundane and caster" threads out there.
-Many of these threads don't consider Tome of Battle.
-Given sufficient optimization, the caster/manifester will win.

What I haven't noticed in these threads in general is how Tome of Battle changes things.  (Let's ignore Iron Heart Surge for now.)

How well do martial adepts fare in these "mundane vs. caster" competitions?

1511
Gaming Advice / A Kobold Monk: Natural Attacks and Manufactured Weapons
« on: December 19, 2011, 04:33:08 PM »
Let's assume I'm a Kobold Monk who, via the web enhancement, gets claw/claw/bite as a natural attack routine.  I go Monk.  I also have 6 BAB.

Do I get iterative attacks on my natural weapons?  If so, do I get iteratives on all my natural weapons?

1512
Yeah.  I can see the connections to my many question threads.

1513
D&D 3.5 and Pathfinder / What did Pathfinder fix? Where did it fail?
« on: December 18, 2011, 11:36:36 PM »
I've heard a lot about Pathfinder, but mostly its bad sides.

What did it improve over 3.5?  What should it have done?

1514
What are we expecting this 'mundane' character to do by level?  Sure, he can do spiffy stuff at 20, but anyone who gets to 20 has a large chance of being spiffy.  What about at level 5, 10, 13, 15, 17, and 20?

1515
General D&D Discussion / Re: Dealing with tier 1s and 2s
« on: December 14, 2011, 03:43:48 AM »
My theme would be, "Spells that I like."

1516
General D&D Discussion / Re: What do y'all mean by "nice things?"
« on: December 14, 2011, 03:41:43 AM »
I combine Open Lock with Disable Device, because d20 Modern did it and I agree.

Also, bypassing a lock is usually a trivial matter.  Being quiet about it only matters if you must be quiet, like you haven't alerted the complex to your presence in the past 3 battles.

A lock is a speedbump.  There should be more than one way to get past/around the speedbump.

1517
Ziegander: I saw your response as this.

In Medieval Europe and Middle Earth, you can succeed fairly well at your performance of Spamalot.  In Faerun, there are better acts that will come alive and kill you/petrify you/make you insane/slap you with a fish.

midnight_v: If you can get past the "walk into Hell" part (assume a convenient portal) and find the demon (assume plot convenience), you still need to contend with the Hellish environment and the other creatures and hazards in the area.  How do you do that?  With magic and psionics.  A "Samurai" who's a Warblade/Wizard/Jade Phoenix Mage could do it, but a plain ol' martial adept couldn't.  (With the right items, anyone can do it.)

1518
General D&D Discussion / Re: What do y'all mean by "nice things?"
« on: December 13, 2011, 12:26:46 AM »
In this discussion about knock, I'm curiuos what people believe a L2 Wizard spell should do regarding the opening of locks.

Should it auto-open locks, or just help the target to open a lock?  How many locks should it open or help open, and with what duration?

1519
I proposed that one of my friends DM while I run a solo game using 3.5 core-only rules.  The module was Bastion of Broken Souls.  I planned to be a TN Human Diviner5/Red Wizard10/Archmage2 with my cohort as a Diviner5/Red Wizard10.

Once I described what I planned to do (be plane shifted to Ysgard, use astral projection to visit the adventure site, craft a staff of holy word and UMD it to caster level 47, craft a staff of moment of prescience...) then my DM no longer needed to run it.  I just had to roll to determine initiative on the final boss, and if I won initiative, I won the module.

He never did run that module.

1520
Min/Max 3.x / Re: Handbook Idea: 'The essential warrior project'
« on: December 11, 2011, 01:44:16 AM »
And Hood.  But you probably already knew that.

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