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 - Waazraath

Pages: [1] 2 3 4 5 6 ... 9
1
Good read Endarire, thanks.

What I think is difficult, is that there are two kinds of 'fun' that combine badly. The fun of wonder, the difficulties of solving new situations, new riddles and new challenges, match badly with the fun of optimizing. The first depends on not knowing what happens and trying to find out (wether it is "omg I'm being grappled by an ogre how am I going to get out and how will I survive" or "omg my spells and items are not working what is going on"). The second demands a great mastery of the system (which makes sure that not only do you know the grapple rules by hart, you also know what the ogre's modifier is, and what you need to roll to escape, and hell you are an optimizer so you activiate your anklet of translocation or shadow jaunt feat; or which lets you know you are in an AMF, which probably covers this and that area, so you can walk out and do whatever)

Especially in a system like 3.5, that has rules for everything, you can't have both at the same time very well. Maybe this is easier in fifth, I understood there are much less rules and much more that's up to the DM. I haven't read the PHB yet, but for me that would seem like a good development. Under 3.5, a DM who adds new stuff, to invoke that sense of wonder and unpredictability ('what is happening') with experienced players might feel forced to invent rules, use artifacts, unique effects, to prevent the situation where a party already knows all the answers and solutions (or in any case the spells/effects necessary to get to them). If you're unlucky, players might even grow resentfull of that, and see it as a nerf or 'not playing by the rules'. If 5th really is more open and less strict with rules, it should be easier for a DM to create new, wonderous situations. Another example: magic items. In 3.5, experience players know exactly what is what and what each character needs at what level to have maximum survivability/power; in 5th, every item is (if I understood well) strange and unique and rare. That should help.

About what horizons there are to explore, for me plenty. I started out just like you with 3.0, played and DM'd lots and lots of characters. But with the variety 3.5 offers, there are always new classes, races, and concepts to play. The all powerful uber-caster who 'wins d&d' never stroke me as very attractive, so it never was an 'end point' for me, only something to try out of curiosity and then forget about.

I'll happily continu with 3.5, will continue in my first greyhawk campaign, play my first bard and first psion in another, and in a few months an Al Quadim campaign for the first time. Plenty to explore. And maybe in some time I'll join the Fifth as well, and I might even skip going into all the optimizing and game mastery, and try to find out through the game (and not through mastery of the game rules) what the hell is going on.

Anyway, game on  :D

2
D&D 3.5 and Pathfinder / Re: A few specific Monk optimization questions
« on: October 31, 2014, 08:35:40 AM »
1,5 strength with flurry is doable with Pole fighter (dragon compendium), if you  use that instead of unorthodox flurry. Question 2: not that I know.

3

... the concept of 'nonlethal fire damage'.

When I was 12, I got a puppy.  Fire in the fireplace.  Puppy has never seen fire before.  Puppy trots up to fire --- before I can get to her --- and takes a big sniff/whiff of flames right up her nose.  HOWLING!  Vet said there wasn't really anything he could do.  2 months later she wasn't scared of it anymore, and would curl up for a nap like 7-8 inches away from the flames.  1 hitpoint max (tiny).  1 hp non-lethal fire singe damage.

(the puppy had a name way too long for this little story ; way too long, like 7 long names all smushed into one ; technically not my choice)

 :huh

Are you SURE it only had 1hp? I think it had toughness, prolly. Didn't had alertness, in any case :P

@Darbius: ah, I missed the 'exempt' part. Still, I can imagine DM's having doubts with certain strikes, like 'bonecrusher' or 'flesh ripper', doing nonlethal damage. Reading the description, it's hard to imagine it 'nonleathal'; from the description, it's hard to say where the rules end and the fluff begins. On the other hand, probably only a DM bothered with 'realism' will make a point out of it, since it doesn't really matter for game balance.

4
RAW this might be, but I know some DM's who might object to the concept of 'nonlethal fire damage'.

5
D&D 3.5 and Pathfinder / Re: [3.5] Ways to beat Displacement
« on: July 01, 2014, 10:26:41 AM »
The tactical feats woodland archer and awesome smite work, as does the humble true strike spell.

6
Min/Max 3.x / Lady Goro, miss machinegun
« on: June 02, 2014, 02:47:39 PM »
This build is created as a versatile crossbow archer, usable on all levels. Main focus is on getting a high number of attacks.

Build (class, feats, special abilities) ; race: human ; no flaws

Fighter - point blank shot, precise shot, hand crossbow focus
Fighter - dead eye
Rogue - rapid shot, crossbow archer
Totemist
Totemist
Barbarian - extra rage
Rogue - two weapon fighting
Cloistered cleric - law devotion, knowledge devotion, improved initiative
Swordsage - improved two weapon fighting
Swordsage
Ruby Knight Vindicator
Ruby Knight Vindicator - woodland archer
Ruby Knight Vindicator
Ruby Knight Vindicator
Ruby Knight Vindicator - greater two weapon fighting
Ruby Knight Vindicator
Ruby Knight Vindicator
Ruby Knight Vindicator - divine might
Ruby Knight Vindicator
Ruby Knight Vindicator

Alternative class features / adaptions / variants

- Feat rogue (UA) - fighter bonus feats instead of sneak attack
- Ruby Knight Vindicator adaption - replace devoted spirit with tiger claw school
- Hit & run fighter (DotU) - only light armor, +2 initiative, dex to dam. vs flat footed
- Cloistered cleric (UA) - extra domain (knowledge), other minor details
- Whirling frenzy barbarian (UA) - rage gives extra attack for -2 to hit, +4 str, and +2 vs reflex and AC

Assumption

The trick with dual wielding hand crossbows is an answer to the question 'how to reload'? The description of the hand crossbow says: "You can draw a hand crossbow back by hand. ... you can shoot, but not load, a hand crossbow with each hand ...". Implication: you need a free hand to reload a crossbow, which seems reasonable. Magic of Incarnum states on the nature of soulmelds: "Once shaped, a soulmeld takes on a solid physical form in the shape specified for that particular meld." (p49) On page 68 the soulmeld Girallon arms is described, and the text specificly describes you get extra arms when bound to your totem chackra.

This is a case of "the rules don't say I can't"; the rules don't say specifically that Girallon arms can be used to reload a crossbow. Since they can be used to make attacks, and since they include a pair of hands attached to the arms, and the description of the crossbow says that free hands are necessary for reloading, I don't think it's too unreasonable to allow this.

Alternative, when a DM doesn't, a similar build is quite possible, with either a four arm race, like Tri-kreen or Diopsid, or with grafted additional arms, or a persisted / permanent Girallon's blessing.

Equipment

+6 belt of magnificence / belt of battle
+5 inherent dex bonus
2 splitting force +5 hand crossbows
Items that give extra turn attempts (like nightsticks)
- metamagic rod of extend spell

Conclusion - what does this build do?

With a concept like this, the risk is to end up with a gimmick build, that makes a lot of attacks but doesn't do anything else. I tried to avoid that here. What this build brings:

- rapid fire. At level 20, the build can make 30 attacks: 4 from BAB, 3 from two weapon fighting, 1 from rapid shot, 1 from whirling frenzy, 4 from raging mongoose, and 2 from dancing mongoose (and the extra swift action from divine impetus), all x2 from the 'splitting' enhancement on the crossbows. 1/day, with belt of battle, even more.
- attack bonus: +16 BAB (20 with divine power) + 11 dex + 5 (item) +1 (point blank shot) +7 (law devotion) + 1 (weapon focus) -2 (rapid shot) -2 (whirling frenzy) -2 (two weapon fighting) = +36. With the 30 attacks attack routine, 10 would be at +36. With divine power on, the first 10 attacks would be at +40. This does not include the extra to hit from knowledge devotion.
- damage: 1d4 + 5 (item) + 1 (point blank shot) + 11 (dead eye) + 5 (crossbow sniper) + 11 (againt flat footed) + knowledge devotion + divine might, no damage reduction (because force), for easily 30 - 40 damage / arrow. Times 30 = plenty of damage.
- initiative: this is a dex based character. Assume 16 dex + 5 (inherent) +5 (levels) +6 (item), there's a +11 dex bonus. Inclusing the +4 (improved initiative) +2 (hit & run acf) +2 (belt of battle), +1 (swordsage), the grand total is a +20 initiative bonus (not included other items, spells and buffs)
- Base saves: through the roof, with so many classes / prestige classes
- Maneuvers of an IL 16 martial adept (up to 8th level)
- Level 9 divine caster (up to 5th level spells)

So that leave to customize:
- loads of maneuvers and stances (the only ones filled in so far are a few tiger claw maneuvers), as an IL 16 martial adept.
- all cleric spell casting (lvl 9), so up to 5th level spells. Best choice is probably long duration stuff
- 2 soulmelds
- as good as all skill points, though some investment is needed to fuel knowledge devotion.

Starting at level 1, the build isn't strong yet: high initiative and AC (with buckler, a high dex and a chain shirt), but low damage. That gets better at level 2 and 3, while level 3 also gives some skill points to spend. At level 4 and 5, the levels of totemist provide a little utility or defense (there are good soulmelds to enhance AC), the totem chakra meld is needed only at level 7 for girallon's arms. Level 6 and 7 each give an extra attack, and level 8 gives a strong bonus to hit, a bonus on damage, and on initiative. Level 9 gives another 2 attacks, with 6 attacks you're doing fine at this level. Also maneuvers are added. Level 10 adds another maneuver, another stance and wis to AC. At this point, further levels increase both spell casting and martial adept levels, so power will develop smoothly into the higher levels.



Any comments, suggestions, additions, thoughts?


7
Min/Max 3.x / Re: Paladin or Paladin-esque Build Options
« on: May 16, 2014, 04:29:51 PM »
You can check out the paladin build compendium: http://www.minmaxboards.com/index.php?topic=8971.msg143560#msg143560

There are quite some options that you can take, without or hardly using spells. Some examples:
- LG Human paladin 4 / sneak attack fighter 1 / shadowbane inquisitor 10 (sneak attack based)
- CG paladin of freedom 5 / barbarian 1 / champion of Gwynharwyf 10 (BoED)
- Hellbred (mind) bbn 1 / paladin of freedom 4 / fighter 1 / hellreaver 10 / pally +4
-  paladin 5 / pious templar 3 / planar champion 9 (weird planar abilities, including plane shift & ethereal jaunt)

8
Min/Max 3.x / Re: Help with archer build...
« on: May 10, 2014, 05:04:03 AM »


First of all i dont get what the hype about the swift hunter build is... In 20 levels i get to add 5d6 dam due to skirmish, in 9 levels of order of the bow initiate i can add 5d8 as a standard action, that means i can still move around...

Am a bit in a hurry, but among others:
- OotBI adds 5d8 as a standaard action, so you can't use it with manyshot. A swift hunter build moves around, uses manyshot, and shoots 3 arrows with skirmish damage
- skirmish damage can be quite increased with some feats
- a scout / ranger build with the focus on ranger has a lot of ranger spell casting, which is is nice
- the build as you suggest lacks damage on the higher levels; 1 arrow, even with +5d8 +2d6 sneak attack is just too low

You could try to focus more on sneak attack, adding feats like craven and staggering strike, if you want to take it in that direction.

9
Min/Max 3.x / Re: Good Aligned Accelerated Casters
« on: May 08, 2014, 05:53:28 PM »
Ur Priest also has the non-evil version.

An official one? Where?

10
Min/Max 3.x / Re: Good Aligned Accelerated Casters
« on: May 07, 2014, 04:30:36 PM »
Disciple of Thrym gets 5th level spells in 10 levels.  Its really only accelerated compared to Paladins and (most) Rangers.

Doesn't the same goes for the Suel Arcanamach that was suggested earlier? Besides, when you look at the spell list, you see that several spells on its list have a lower level normal, like 'summon giants' (8th level cleric spell) as a lvl 4 spell (accessible at character level 12) and 'entomb' (wiz/sor and druid 6) as a fifth lvl spell... so also in that respect it accelerates a bit.

But of course, it's no 9th level spells over 9 levels class like ur priest.

11
Min/Max 3.x / Re: Good Aligned Accelerated Casters
« on: May 07, 2014, 09:12:11 AM »
Disciple of Thrym is a non-good accelerated divine caster with a few great spells and full BaB, quite good and flavorful class. Quite easily to adapt to a disiple of Kord, Thor, etc. as well.

12
Min/Max 3.x / Re: Best Build for Wizard/Psion
« on: May 06, 2014, 04:39:27 AM »
I'd go with either a phrenic wizard, or a half-fey psion, with LA-buyback (when allowed) and the magic in the blood feat from PgtF. Further to be augmented depeninding on the power level of the campaign with stuff like prestige classes, domain wizards, focussed specialists, etc.

This combines psionic with magic, and is quite playable from the first level you can play these builds (lvl3), though squichyness is a problem at the low levels.

13
Min/Max 3.x / Re: A true Lock-Down has the following abilities...
« on: April 19, 2014, 04:06:22 AM »
AoO for being attacked: Dragon descendent (9) - prolly not worth it though.

14
Min/Max 3.x / Re: Paladin Gish Assistance
« on: April 19, 2014, 03:59:35 AM »
Is it viable at all levels? I'm a great fan of Carnivore's builds, but looking at this one, it looks like a late bloomer. Depends mabye a bit on in which order feats / class levels are taken, but:
- monk AC bonus and sorcerer casting don't match with the heavy armor a paladin can use
- monk 2 loses 1 bab, sorcerer 4 loses 2 bab, wilder 4 loses 1 bab... that's already 4, at the later levels you can compensate with spells/powers, but at the low levels that'll really hurt
- this looks more like a caster build then a gish build, to be honest

15
Min/Max 3.x / Re: Paladin Gish Assistance
« on: April 18, 2014, 04:19:35 PM »
Ah ok, good.

Reading everything again, a few things:
- a pure paladin build is out, I guess... with this splatbook support, you'll be outshined from early levels by the druid, and from mid levels by the cleric, especially if DMM is allowed.
- for inspiration, the paladin build compendium: http://www.minmaxboards.com/index.php?topic=8971
- if your idea is a kind of  (almost) full caster gish with a paladin base, or paladinesque feel, the balance problem in your party won't be you, but it will be the rogue.
- if you go for a divine caster side, like cleric / knight of the raven, or cleric / fist of raziel, you will resemble the battle cleric a lot.

Best bet would be imo the paladin 2 / sorcerer / gish prestige classes (like in the build suggested) or paladin 2 / wilder / psi gish classes, like you suggested in the OP. On the one hand, Shackeld city is a tough (though very fun, so enjoy!) campaign, and to go in without an arcane caster is tricky (UMD rogue could compensate though). But the problem with a pally / sorcerer build that starts at level 1 is the big, big power dip between level 3 and +/- 7. When you start taking levels sorcerer, you hand in both BAB and AC. It will take a number of levels before your spells compensate for the loss in both offense and defense.

What I like a lot about the pally / wilder combo, is that you can manifest with full plate (no AC loss, defenitely relavant at low levels), and you only loose 1 BAB. It also minimizes MAD, because if you go for the psy cristal / vigor / share pain combo, you might even keep your constitution a bit lower then normal; you'll have plenty of hp, and your cha adds to your fort saves (to all saves), so you can fully focus on strength and charisma. The wilder has less utility then a sorcerer though.

Other great prestige classes for the gish wilder are Abjurant champion (psionic adaption, if you can use complete mage) and the sanctified mind (also helps against psychic enervation).

Good luck!

16
Min/Max 3.x / Re: Paladin Gish Assistance
« on: April 18, 2014, 03:45:53 PM »
Abjurant Champion is from complete mage, that's not in the books mentioned in the OP...

17
If you want to focus on intimidate / fear effects, check out Dreadful Wrath (Players Guide to Fearun), Imperious Command (Drow of the Underdark) and  the Fearsome armor enhancement (+5 on intimidate, intimidate as move action).

Maybe you can also check out the fear handbook: http://www.minmaxboards.com/index.php?topic=8759

18
Handbook Discussion / Re: Compilation of Low Level Builds Discussion
« on: April 11, 2014, 02:17:00 PM »
Is the original thread still being updated? If so, I'd like to submit some low level builds.

19
Shadowpounce & swift action teleport?

20
- draconic aura's: take 'em by feat and make sure you have the dragonblood subtype; you won't need dragon shaman; don't forget double aura
- marshall 1 is great for the minor aura, maybe marshall 2 for one major aura
- dread commando 5 for a +5 initiative bonus
- saint template for minor globe of invunarability & magic circle against evil
- paladin 4 for aura of courage & turn undead for protection devotion feat
- some levels in martial adept classes for leading the charge and tactics of the wolf stances (damage bonusses on charge / when flanking)

If you just want to stand around and do nothing, you might optimize intimidate to shout at people to make them shaken / cowering (imperious command). Or use white raven tactics to give somebody an extra turn.

A build like silverbrow human paladin 4 / marshal 2 / saint template +2 / monk 2 / fighter 1 / dread commando 5 / warblade 2 / crusader 2 should get you quite far
(monk and fighter needed for dread commando prereqs). At least +7 ac for everybody, +5 initiative, up to +/- +15 with the right minor aura and draconic aura, quite some damage bonusses and immunities.

Pages: [1] 2 3 4 5 6 ... 9