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Messages - deadkitten

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1
It's possible to boost aid another fairly easily by 4 or so points in pathfinder if you look into it.

Using a boosted aid another with a two level dip of investigator allows you to be able to aid another as a standard, move, and swift actions.

And a quirk of the rules on aid another is that the bonuses stack with themselves.

This culminates in taking a level in witch and grabbing the coven hex, which allows you to use aid another on another witch to boost caster level.

You could easily give someone a +10 or more caster level boost at level 4 this way.

A bit more restrictive than you might want, but there should be something you could work with in the idea.

2
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: February 13, 2017, 12:31:24 AM »
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

Quote from: PHB57
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own (see Adding Spells to a Wizard’s Spellbook, page 178).

Quote from: RC160, the updated entry of PHB178
ADDING SPELLS TO A SPELLBOOK
Spellcasters who use spellbooks can add new spells to their spellbooks through several methods.

Gained Spells
Spellcasters who use spellbooks perform spell research between adventures. Each time such a caster attains a new level in the appropriate arcane spellcasting class, that spellcaster gains spells to add to the spellbook according to the class’s description and any restrictions from specialization. Spells so gained must be of spell levels the caster can cast. Spells gained in this way don’t have the time and money costs for spell’s copied or researched (see Writing a New Spell into a Spellbook and Researched Spells).

Copied Spells
Spellcasters who use spellbooks can add a spell to their book whenever they find one on a scroll or in another caster’s spellbook. The spell to be copied must be on the copier’s class spell list. No matter what the spell’s source, it must first be deciphered. Next, the decipherer must spend a day studying the spell. At the end of the day, if the decipherer can learn the spell, he makes a Spellcraft check (DC 15 + spell’s level). If the check succeeds, the spellcaster understands the spell and can copy it into a spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook unharmed, but a spell successfully copied from a scroll disappears from that scroll. If the check fails, the spellcaster can’t understand or copy the spell. After such a failure, the decipherer can’t learn or copy that spell again until he gains another rank in Spellcraft. A spell that was being copied from a scroll doesn’t vanish from the scroll in this case. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.

Gotcha, so as long as the copied spell is on your spell list you can add it through that method regardless of you being able to cast it. That is what I thought.

3
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: February 12, 2017, 05:41:52 PM »
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.

It has this unbelievable line :  " ... wizards can copy from their mentor's spellbook at no charge ... "

Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.

Now we just need a mentor-of-the-month....

iirc it was Lycanthromancer that spotted / pimped the Wiz 1 sells his spellbook with >>>+++ level 0 spells, for a big pile of money.
Now a Wiz 1 can do the same thing, but with as many level 1s as a level 10+ Mentor has come across.
T.O. at level 1 for sure.


Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?

Cause it could get much more profitable if there isnt any.

I dont know if I was misremembering the rules, but I used to scribe spells into my spellbook that I couldnt cast ahead of time to deal with long adventuring days with no downtime.

4
Min/Max 3.x / Re: Damaging Auras?
« on: October 16, 2016, 01:53:16 PM »
Well In Pathfinder the I'D Rager Bloodrager Archetype can get this ability. I know it's not 3.5 but it's something.

Quote
          Hateful Aura (Su): When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 10-foot-radius aura that inflicts pain upon the minds of those who dare damage it or its master. Enemies within the aura that deal damage to the spiritualist or the phantom take an amount of damage equal to the phantom’s Charisma bonus. This is a mind-affecting pain effect. The phantom can use this ability in either ectoplasmic or incorporeal form.
 
                                               

5
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: October 05, 2016, 05:40:42 PM »
So here is a random assortment of fun.

The wasp familair familair feat:
(click to show/hide)

This feat can get rather interesting. It states that it functions as a normal familair so you can still give it familair archetypes.

Fun ones include the figment or mauler familiar options because at 5th or 7th level you can give it the statistics of an imp while still being s regular familiar.

Thus, for figment you could spend two evolution points on the limbs evolution to give it hands, and since part of the imps statistics is its outsider type, the wasp would be proficent in all martial weapons. Now you have a familiar with 1/4th the HP of a regular familiar, but in return you have the image of a two armed wasp weilding a reach weapon, which I find both disturbing and hillarious.

Alternatively, you could make it a mauler familiar and it would have the ability to turn into a MEDIUM SIZED FREAKING WASP, which is scary in its own right, and the imps str 10 is good for maulers anyways.

Be an eldritch gurdian figher and youcan even gice the thing all your combat feats as well. Fun times, fun times.


6
If you want to get a little nitpicky. When you use Penetrating Strike, you are not actually making a sneak attack. Its just extra damage equal to half your sneak attack dice. 

So things that require you to actually be making a sneak attack will not work.

7
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: September 29, 2016, 03:01:37 PM »
Here's one that's... unique, as far as I can tell.

The Knight Protector of the Great Kingdom has a feature called No Mercy:

Quote
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.

If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."

My guess is that it's the second one, someone didn't like standardized language when they wrote that...

 Its definitely not RAW but the only way I can wrap my head around that ability is if it was meant to us the bonus from their defensive blow class feature and something just didn't get caught through editing.

8
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 16, 2016, 10:24:30 PM »
Quote from: RC
When a preexisting core book or supplement differs with the rules herein, Rules Compendium is meant to take precedence. ...
The D&D game assumes a specific order of rules application: General to specific to exception. A general rule is a basic guideline, but a more specific rule takes precedence when applied to the same activity.

Emphasis mine.

Which core book or supplement is the FAQ?

This is mostly beyond my expertise in the game. But he will likely say something along the lines of the faq being a supplement by its very nature, cause it cannot exist without the source it expands upon.

9
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: September 15, 2016, 06:50:34 PM »
Its been awhile so I figured I would post something. Forgive me if I have already shared this in the thread. It has been THAT long.

Heroes of the Streets has this little gem of a spell:

Quote
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.


Yet another way for casters to make Skill checks insignificant, and this spell is a good canidate for a cheap wand, so never feel the need for gather information again.



10
Min/Max 3.x / Re: Reality Check: Nightmare Spinner 1 a good dip?
« on: August 29, 2016, 11:34:38 PM »
Best answer I can give is a resounding...probably?

11
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: August 25, 2016, 05:52:13 PM »
So I don't really know if this has been discussed before
As of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.

The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.

However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.

Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)

Oh, I was aware of Versatile Spellcaster+ Beguiler. Shenaningans being a common thing and rather old.

I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before. 

And as for miminimum caster level thing, I can see your point on that.

12
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: August 25, 2016, 04:50:03 PM »
Quote
Versatile Spellcaster
( Races of the Dragon, p. 101)

[General]

You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite
Ability to spontaneously cast spells,
Benefit
You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.

Quote
Exploit Vestige (Su): At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige's granted abilities in order to gain one additional arcane spell slot per day of any level up to the highest you can cast. Thus, if you bind the vestige Dantalion (see page 28), you could give up the read thoughts ability he grants you in exchange for a bonus spell slot that day.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a —5 penalty on your binding check. If you make a good pact despite this penalty, you gain a bonus spell slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell slot, and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige's awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.

So I don't really know if this has been discussed before, and im not an expert by far when it comes to this sort of thing, but it seems that if you combine anima mage+beguiler+versatile spellcaster, you can gain a true spell slot one level higher than the norm for your class. Which is kinda neat I guess.

13
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: August 19, 2016, 12:08:36 AM »
Domain droughts are actually pretty nifty for non-clerics.

While 3k is a bit expensive for a one shot item, some domains actually have abilities that are worth just buying as an option rather than going the Planar Touchstone and Catalogues of Enlightenment route.

The drought gives you access to a domain granted power for 24 hours so you can get into some nifty stuff that way.

Most of the alternate turning granting domains give them to you as separate pools distinct from turn undead, so 3+Cha uses of say turn plant might actually be a cool one shot item.

However, I would also love access to the deathbound domain in a bottle.

14
This could sorta turn into a fun project. Possibly starting with the lowest CR, creating a sort of ranking system within that range and then moving on to the next highest.

You can always find the most notable offenders by searching the internet and get stuff that is under CR, but there are probably some monsters that haven't gotten the attention they deserve cause there are huge outliers already present in that particular CR.

I know I would love an attempt at a comprehensive scaling system for monsters. I don't think it has really been done yet and Wizards kinda done a poor job of it themselves.

15
Min/Max 3.x / Re: Dodgy McDodgerson
« on: July 27, 2016, 07:40:12 PM »
Is Carmendine Monk being used for the +2 monk level ability, or just the Int?  If it's just the Int stuff then you might as well go Kung Fu Genius instead since Dragon Mag is on the table based on the item entry.

And if Robilar's Gambit and Dragon Mag are used together, then the Dragon Mag 340 feat Improved Combat Reflexes is a great addition.

It might be better for the build overall just to save a feat.

But yea, I am more a fan of Kung Fu Genius than Carmedine Monk myself

16
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: July 22, 2016, 12:20:41 AM »
Oh, and this one is solid fucking gold.

Dragonkith requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.

Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.

Neat. Thats a good one.

Although I do find it funny that "Mighty Attack" is a measly +3d6 AT 12th LEVEL!!! :banghead

17
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: July 11, 2016, 09:48:39 AM »
I guess getting some increased dice stuff, like Improved Natural Attack and Strong Jaw could get crazy. The vortex gun starts at 10d6, so like 160d6 w just those two and 1 size increase?

Vital strike would be good then. But that's just a result of the big pool of dice you can have rather than the strange rules regarding them.

The three aspects of them that make them interesting are:

1: You turn a manufactured technological weapon into a natural attack.

2: You do NOT get iteratives when attacking with them.

3: You can get a ranged natural attack, which is uncommon if not absent from Pathfinder.

So anything that you can get to trigger off of an attack action OR onto natural attacks specifically that will operate outside of a full attack is golden.

Actually, the vital strike idea could be rather terrifying considering you are able to make it with something that has a range increment. you become a very mobile big pool of dice.

 

18
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: July 09, 2016, 09:50:21 PM »
(click to show/hide)

I'd love a laser that counts as a natural weapon, esp in 3.P. There's some ugly stuff you could download that, Feral Weapon Training + flurry being on the lower end of what you can do.

Amulet of might fists for a cheap way to add enhancement bonuses.

While its a neat idea to work off of, flurry would not work cause you specifically cannot get itteratives with them

19
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: May 22, 2016, 08:29:18 PM »
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.

Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!


Thats a cool one! Thanks a bunch for finding it, the fun finds has been a bkt of a desert as of late and I have been thirsty.

20
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: May 04, 2016, 04:00:06 PM »
It only affects thrown weapons that aree treated as ammunition unfortunately.

And ammunition is destroyed when it hits it's target and only has a %50 chance of being recovered when it misses.

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