One very interesting option could be psionic's in general:Quote from: SRDPsi-Like Abilities (Ps)
The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class (creatures with the psionic subtype, also simply called psionic creatures). Usually, a psionic creature’s psi-like ability works just like the power of that name. A few psi-like abilities are unique; these are explained in the text where they are described.
Take the Magic Mantle and PLA's count as SLA's. Thus you could then give your psionic ability with Blood Oath. I have no idea how this works.
The only 3 classes I know of that grant Mantles are the Ardent, ACF Wilder, and the Divine Mind. Wilder is Cha-focused and Divine Mind is crap. Ardent is actually the best choice because they're are Wis-focused so there isn't MAD and because ardents have a unique way of selecting powers so they don't get crippled as much by ML loss.
Go Ardent 10 (for the dominant ideal ACF)/FoB 2/Psychic Theurge 4/Ardent 4 (not in that order). Not a bad build at all (assuming the psionic transfer isn't crappy).
If you wanted to go the Mantled Wilder route, you could combine it with the phrenic template actually. Just make sure you're using LA buyoff.
Whu?
I don't-
Whu?
Whu?
I don't-
Whu?
FoB's can transfer their SLA's to cultists who have participated in a Blood Oath ritual. It's a PRC that's in the Fiend Folio.
And claiming Spellcasting in Ex is a fundamental failure on your part worthy of total ostracization as you have fully and whole heatedly proven your inability & lazyness to preform proper research into a topic while simultaneously showcasing your creative imagination to fabricate your desired results without any regard to what is real or not.
Anyone advocating total ostracization of someone just because they're wrong about something should themselves be totally ostracized.
... wait, did I just totally ostracize myself?
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.America has ~ 90 guns per 100 people. Really high, but still not allowing everyone to dual wield.
Alternatively, many of those longswords could be masterwork, assuming that the two still count as the same item for availability purposes.Argument for is kinda weak (noticeable difference in quality). And even if they are all masterwork, it's still >15 swords per person.
Alternatively, many of those longswords could be masterwork, assuming that the two still count as the same item for availability purposes.Argument for is kinda weak (noticeable difference in quality). And even if they are all masterwork, it's still >15 swords per person.
America.America has ~ 90 guns per 100 people. Really high, but still not allowing everyone to dual wield.
America.America has ~ 90 guns per 100 people. Really high, but still not allowing everyone to dual wield.
Real hunters use bows.
Hey Ed, did you get anything with your fully automatic assault rifle?
I think I found a hoof... Ooo, and it still has some fur attached!
real hunters each tofu ;)Humans used to hunt by running down their prey until it collapsed.
Humans used to hunt by running down their prey until it collapsed.
Yes, even deer. We hunted deer by having ridiculous CON scores, and Endurance and Run as racial bonus feats.
Even if only one person did it, it's crazy! Deer are fast.Humans used to hunt by running down their prey until it collapsed.
Yes, even deer. We hunted deer by having ridiculous CON scores, and Endurance and Run as racial bonus feats.
Note that while endurance hunting is a thing, there's really no evidence that it was quite so widespread as the people who came up with this theory believe.
JaronK
toward the direction of taking AF once per spell, i would like to restate the silliness of the at will or always on item of Alter Self and the free floating feat that humans get. AF should now cover all your warlock and individual spell needs, assuming you need +2 dc.
1 extra feat at 1st level.Don't think that's a 'Bonus feat'. Could be wrong, but don't think so.
real hunters use their hands (http://www.badassoftheweek.com/oyama.html).Wow nij that site is freaking awesome. (http://www.badassoftheweek.com/index.cgi?id=24252828982)
Sabin suplexed a train (http://www.youtube.com/watch?v=mdYhKuzsTq4). Your argument is invalid. ;)real hunters use their hands (http://www.badassoftheweek.com/oyama.html).Wow nij that site is freaking awesome. (http://www.badassoftheweek.com/index.cgi?id=24252828982)
Kefka made Sabin suplex HIMSELF (http://www.youtube.com/watch?v=_zExDUoaZPo). His argument is very valid! :PSabin suplexed a train (http://www.youtube.com/watch?v=mdYhKuzsTq4). Your argument is invalid. ;)real hunters use their hands (http://www.badassoftheweek.com/oyama.html).Wow nij that site is freaking awesome. (http://www.badassoftheweek.com/index.cgi?id=24252828982)
I think this website deserves its very own thread for further discussion (http://www.badassoftheweek.com/dndnonmajors.html). :P Mods?Kefka made Sabin suplex HIMSELF (http://www.youtube.com/watch?v=_zExDUoaZPo). His argument is very valid! :PSabin suplexed a train (http://www.youtube.com/watch?v=mdYhKuzsTq4). Your argument is invalid. ;)real hunters use their hands (http://www.badassoftheweek.com/oyama.html).Wow nij that site is freaking awesome. (http://www.badassoftheweek.com/index.cgi?id=24252828982)
Well, to add some fuel to the Ability Focus(Spells) debate (which seems to be as old as the first Monster Manual itself), Ability Focus was updated in MM4 and MM5 to include any special ability that allows a saving throw, not just special attacks.Special Attack is an offensive list of Special Abilities. So anything that is a Special Attack, is also a Special Ability. And if something is incorrectly listed as a Special Attack...
Topic Created (http://www.minmaxboards.com/index.php?topic=11501.0)I think this website deserves its very own thread for further discussion (http://www.badassoftheweek.com/dndnonmajors.html)Kefka made Sabin suplex HIMSELF (http://www.youtube.com/watch?v=_zExDUoaZPo). His argument is very valid! :PSabin suplexed a train (http://www.youtube.com/watch?v=mdYhKuzsTq4). Your argument is invalid. ;)real hunters use their hands (http://www.badassoftheweek.com/oyama.html).Wow nij that site is freaking awesome. (http://www.badassoftheweek.com/index.cgi?id=24252828982)
Old Blood pg 92Beholder Mage (or Illithid Savant) here I come! Yeehaw! :P
- Chose a rather other than your own. You count as both.
- General Feat, 1st level only.
- Can be any two races effectively at once, with one feat - oh, and it specifically says it qualifies you for "prestige classes..." and that you "...count as a member of that race." I'm sure this has some uses somewhere, namely for qualifying for prestige classes you'd regularly be ineligible for as well as certain racial feats or bonuses.
Beholder Mage (or Illithid Savant) here I come! Yeehaw! :PWhy is there an "or" in that statement? :plotting
Screw the Dragonwrought Kobold debate, now anybody can be a True Dragon!
Also, from that same book:
Large:
You are now size Large. You take a -1 to hit and AC, but you get 10' reach, +10' speed, and double carrying capacity.
Requires a Bloodline from a normally Large or larger race, can be taken after first level. Does the book ever define what a "bloodline" is, or can you just say "My character is descended from dragons" and call it a day?
Some interesting feats from a 3.0 book, Bastards and Bloodlines ...
Lost Tradition pg 91
- "Choose one spellcasting class."
- "You may change which ability score governs spellcasting with that class."
- General Feat, 1st level only.
- Example shows us a cleric taking Charisma instead of Wisdom to base her spells off of and contains this statement, "... and any other calculation regarding cleric spells." and that's after it outright says pretty much everything spell related for the cleric is now based off of Charisma instead of Wisdom.
- This isn't even a Bloodline feat - literally anyone could use this.
- Wait... Wait what? So... I had to check to see if this had any other limitations or stipulations (except that you can't do this again, not that you even could really in the first place), but no, you can base your spellcasting for one casting class off of any ability score. That means you can have absurdities such as Strength based spellcasting, where you outright muscle spells into existence just because you can - but hey, that's not the strangest thing in D&D to date.
The mighty contender of Kord prestige class (Dragon 283, p46) has two cool abilities. Feat of strength, given at 1st level, lets you use the granted power of the strength domain a number of times per day equal to your “unmodified” str modifier and lets levels in the prestige class stack with cleric levels for the granted power of the strength domain. Surge of strength, given at 3rd level, makes the granted power of the strength domain last for 1+1d4 rounds. The domain focus ACF (Dragon 347, p91) for cleric doubles the benefit of a domain but costs you the other one and your spontaneous casting ability.
So, a cleric (domain focus: strength) 8 / mighty contender of Kord 3 / cleric +9 could gain a +40 enhancement bonus to strength for 1+1d4 rounds as a free action some number of times per day. On the down side, mighty contender of Kord only advances casting at even-numbered levels, so you're behind by two on casting. Another downside is that you need to stick with cleric or those few prestige classes that stack for domain granted powers. I can only think of ordained champion (which isn't compatible with Kord) and paragnostic apostle.
The mighty contender of Kord prestige class (Dragon 283, p46) has two cool abilities. Feat of strength, given at 1st level, lets you use the granted power of the strength domain a number of times per day equal to your “unmodified” str modifier and lets levels in the prestige class stack with cleric levels for the granted power of the strength domain. Surge of strength, given at 3rd level, makes the granted power of the strength domain last for 1+1d4 rounds. The domain focus ACF (Dragon 347, p91) for cleric doubles the benefit of a domain but costs you the other one and your spontaneous casting ability.
So, a cleric (domain focus: strength) 8 / mighty contender of Kord 3 / cleric +9 could gain a +40 enhancement bonus to strength for 1+1d4 rounds as a free action some number of times per day. On the down side, mighty contender of Kord only advances casting at even-numbered levels, so you're behind by two on casting. Another downside is that you need to stick with cleric or those few prestige classes that stack for domain granted powers. I can only think of ordained champion (which isn't compatible with Kord) and paragnostic apostle.
They called me mad … mad! Well who's mad now‽
Also, it was hard to construct that quote since the thread it's in is locked and no longer has quote buttons. In particular, working out that the time stamp should be 1360220119 was a pain.
Nothing like the a Feral Loth-touched Half Minotaur Incarnate Construct Warforged Wizard 13/Ab Champ 5/Spellsword 1// Cleric 9/Warhulk 10 with his +32 to STR, before he uses some spell to enlarge himself on top of it to, Giant Size, righteous might maybe...+6 enchant, +4 levels, +5 tome, +24 size, that's what +71 to strength so he'll have what 88 strength as his casting stat, granted this is cheesy as hell and gesalt, but any Caster capable of changing their size or assuming different forms could easily get huge STR scores to pump their DC's and get bonus spells.Yeah, this is pretty much exactly where my head went, as well. Don't forget Necrotic Empowerment! :P
I like, don't understand this series of posts.Nothing like the a Feral Loth-touched Half Minotaur Incarnate Construct Warforged Wizard 13/Ab Champ 5/Spellsword 1// Cleric 9/Warhulk 10 with his +32 to STR, before he uses some spell to enlarge himself on top of it to, Giant Size, righteous might maybe...+6 enchant, +4 levels, +5 tome, +24 size, that's what +71 to strength so he'll have what 88 strength as his casting stat, granted this is cheesy as hell and gesalt, but any Caster capable of changing their size or assuming different forms could easily get huge STR scores to pump their DC's and get bonus spells.Yeah, this is pretty much exactly where my head went, as well. Don't forget Necrotic Empowerment! :P
No, no, no. Festering anger + cancer Mage. Any be a gnome just cause. Then you just sit. You just sit and be the most patient, angry lil guy in the whole world. You become so angrily patient that your power becomes cosmically phenomenal. Beyond, of course, what it was already.Much better.
NAME OF THE MAGE
By plumbing the depths of eldritch knowledge, you have discovered dire secrets no mortal was ever meant to know.
Prerequisites: arcane caster level 20th.
Benefit: Anyone other than you who speaks your name becomes greatly unnerved, as are all who hear it (other than you). If the creature who speaks your name has as many or more Hit Dice as you, he is shaken for 3 rounds (no save); if he has fewer Hit Dice than you, he is frightened for 1d4+1 rounds (no save). Creatures who hear your name must make a Will save (DC 10 + your arcana spellcasting level + your Cha bonus) or become frightened for 3 rounds. Even those who succeed on the saving throw are shaken for 1 round. Neither your presence nor knowledge of you has any effect on this ability. Your name itself has gained an inherent power all its own.
This is a mind-affecting fear effect.
Heck with that, I'm renaming myself "Boo" before taking that feat. Or if I'm really being cruel, I'll go with "and".
JaronK
I just realized something about this feat from Dragon 359 (page 125).Did anyone else think of this (http://www.youtube.com/watch?v=fHKrCs1rFRI)? :DQuoteNAME OF THE MAGE
That means you can have absurdities such as Strength based spellcasting, where you outright muscle spells into existence just because you can - but hey, that's not the strangest thing in D&D to date.I'm not the only one who thought of Muscle Wizards (https://www.youtube.com/watch?v=m7RosIoQisA)?
Is that a South Park clip?That means you can have absurdities such as Strength based spellcasting, where you outright muscle spells into existence just because you can - but hey, that's not the strangest thing in D&D to date.I'm not the only one who thought of Muscle Wizards (https://www.youtube.com/watch?v=m7RosIoQisA)?
No, that's just some 4chan crap made into a video.
I think Muscle Wizard roots back to 3.0's Psionics. Where you literally had Powers based off your Strength Score. 4chan ran with things at some point and it became a meme.
Edit - Fullmetal Alchemist has an entire character based on the ideals of it. It's where the mustached look comes from.(click to show/hide)
someone previously mentioned gaining the template multiple times and I think cited the WotC site. Where was that?
someone previously mentioned gaining the template multiple times and I think cited the WotC site. Where was that?The relevant line is on whichever page has the chimeric creature template. Can't remember which one it is. The line has words to the effect of "as long as the creature still qualifies, you can take the template again."
Okay, so applying the chimeric template from Monster Manual II to a chimera may seem odd, but it's perfectly legal. You can add a template more than once to the same creature as long as it continues to qualify. Some serious magical genetic experimentation is required, so this might well be a unique creature.
Do Muscle Wizards use cabers as wands and redwoods as staffs? Do they carve their spells into mountains using their fingernail?They cast one spell. And that spell is FIST.
Indeed, ask and ye shall receive: Opponents with lots of heads (http://www.wizards.com/default.asp?x=dnd/eo/20070608a) states:Oh yeah, Robert Wiese's pink slip. The Chimeric Template cannot be applied to a Magical Beast to begin with ;)Quote from: Chimeric ChimeraOkay, so applying the chimeric template from Monster Manual II to a chimera may seem odd, but it's perfectly legal. You can add a template more than once to the same creature as long as it continues to qualify. Some serious magical genetic experimentation is required, so this might well be a unique creature.
I remember there being a sort of moss that grows in heavily magical areas. The moss supposedly heals you(both curing and healing spells) if you sleep on it for 8 hours among other effects. I cannot remember where I saw it. Been pouring over books and dragon magazines and can't find it. Any help in finding it would be much appreciated.
It from Forgotten Realms, it's in 2ed Myth Drannor. I think it's called blueglow moss, and grows only in very magically enhanced parts of the ruins.
Spectral Blade (pg 79) is interesting 10k for at will chill touch. Most of the rest of the items were republished since.The 3.5 Spectral Dagger is 6k in the MIC, and the 3.0 version was reprinted in Magic of Faerun. Chill touch in place of an attack and letting you apply dagger-based feats/abilities is also quite a bit better than at-will.
If you are going Third party I always thought the "Absorb Familiar" feat from Races of Renown-Plot & Poision, A guidebook to Drow was pretty funny with an item familiar.
You absorb your familiar into your body, giving you greater power.
Prerequisite: Must have a familiar.
Benefit: Your familiar becomes a part of you, totally subsumed into your
being. Any numerical special benefit your familiar grants you (such as the +2
bonus on Move Silently checks from a cat familiar) is doubled. These benefits
become permanent extraordinary abilities. You lose access to the familiar's
other abilities, and you may never again take a familiar. If your familiar does
not grant you a numerical bonus, this feat grants no benefit.
This feat may be chosen as a wizard bonus feat.
Really funny with an Item Familiar from Unearthed arcania. A +6 to all stats belt becomes a +12 and works in anti-magic clouds. I am sure there is a pile of abilities that would be quite fun doubled and ex in nature. +10% experience points sounds like a numerical bonus to me.
edit --- OH and what happens when you target your familiar with Buff spells ?!"You lose access to the familiar's other abilities,"
Well my memory clearly failed me. I shall have it flogged.Spectral Blade (pg 79) is interesting 10k for at will chill touch. Most of the rest of the items were republished since.The 3.5 Spectral Dagger is 6k in the MIC, and the 3.0 version was reprinted in Magic of Faerun. Chill touch in place of an attack and letting you apply dagger-based feats/abilities is also quite a bit better than at-will.
I've always wondered about this: do targets gain SR vs. the Spectral Dagger's attack?Spectral Blade (pg 79) is interesting 10k for at will chill touch. Most of the rest of the items were republished since.The 3.5 Spectral Dagger is 6k in the MIC, and the 3.0 version was reprinted in Magic of Faerun. Chill touch in place of an attack and letting you apply dagger-based feats/abilities is also quite a bit better than at-will.
Nine Lives is a general feat that allows you to take 2 points of Cha drain to reroll a Fortitude or Reflex save that would reduce you to -10 or fewer hit points. You may do so repeatedly for the same save, but may only ever make a number of such rerolls equal to your Cha score at the time you took the feat at character creation.
Portents also a general feat, allows you as a Standard Action, to use Augury, as a sorcerer of you character level. No components required. Can be used 1/day, but requires you to get 8 hours of sleep as a spellcaster. It is a Supernatural ability, that does not provoke AoOs, though it can be disrupted. Requires a Wisdom 15+, but hey, it is Augury as a Su, that takes a STANDARD action rather than 1 minute. Seems like this could be abused in some way. If not, it is still pretty cool and flavorful.
Unseen: Another General feat. Requires Skill Focus Bluff and Hide. As a Free Action, you can become INVISIBLE. You break the invisibility if you take ANY action, including talking or moving. But that is sort of cool.
Portents also a general feat, allows you as a Standard Action, to use Augury, as a sorcerer of you character level.
In all other respects this ability it is treated as a glamer, and may be disbelieved.
Menta cyclopeans (Dragon 323, p95) get a similar ability. In an inversion of the normal function of augery, it works on others and not on yourself. You get it three times a day, but you can only use it on any given creature once each day.They're also a LA +0 giant, and so allow for a LA +0 Primordial Giant character.
Menta cyclopeans (Dragon 323, p95) get a similar ability. In an inversion of the normal function of augery, it works on others and not on yourself. You get it three times a day, but you can only use it on any given creature once each day.They're also a LA +0 giant, and so allow for a LA +0 Primordial Giant character.
It says AS THE SPELL for that feat. Here is the exact wording:
Unseen [General]
Provided you remain perfectly still you can hide in plain sight. Through some perplexing trick of the light or the mind, other creatures seem to simply overlook you.
Prerequisites:
Skill Focus Bluff, Skill Focus Hide.
Benefit: Whenever you are not being observed, you can conceal yourself as a free action, making yourself invisible as though effected by the spell Invisibility. You can take no actions while concealed, including moving or talking. The effect lasts as long as you take no actions. This is an extraordinary ability, though See Invisibility, True Sight, and similar spells will reveal your presence. In all other respects this ability it is treated as a glamer, and may be disbelieved.
So. Somehow it acts like a spell. But isn't a spell. And can be used in an Anti-Magic Field. Very Interesting.
Ugh, people keep calling that spell Ice Assassin. It's not. It lasts 1 round per caster level. A good spell? Yes. But nothing like ice assassin! I swear, it's like calling Alter Self "a low level Planar Binding".
JaronK
I called no spell Ice Assassin. I called a ritual in Van Ritchen's Arsenal that lets you create a templated copy of something that's totally under your control for a few thousand gold cheaper Ice Assassin. Ravenloft, not your beloved KoK Jaron, don't worry.
This is going to be like the "JaronK loves Factotums above all other classes!" thing again, isn't it?Things are what you choose to make them appear to be.
Things are what you choose to make them appear to be.
The Hallowed Witch from Van Richten's Arsenal is interesting in that it advances the caster level of all your other classes.Huh, a few levels could be useful in a CL build
The features are kinda boring, but you can get awaken as an SLA which is kinda fun.My kitty avatar don't usually work that cheap, but ...
Torque of Lucid Raging
Crafted by savage shamans for use by barbarian commanders, these thick metal chokers allow raging wearers to retain a measure of control despite their battle frenzy. This magic item only aids characters with the rage extraordinary ability. Those that rage while wearing this item are not restricted in the use of skills, feats, or abilities they possess. Thus, a barbarian who rages while wearing a torque of lucid raging can use all skills, any feat, and any ability requiring patience or concentration, as well as can cast any spell and activate any magic item (as long as he possesses such skills, feats, or abilities) as if he were not raging. A torque of lucid raging uses the same space as a magic necklace.
Moderate enchantment; CL 7; Craft Wondrous Item, calm emotions; Price: 9,000 gp; Weight 1 lb.
Well, damn. I guess I'll have to stick to dropping out of the Half-Giant racial class from CompPsi after the first level to get my LA +0 giant.Menta cyclopeans (Dragon 323, p95) get a similar ability. In an inversion of the normal function of augery, it works on others and not on yourself. You get it three times a day, but you can only use it on any given creature once each day.They're also a LA +0 giant, and so allow for a LA +0 Primordial Giant character.
Actually, despite being much more giant blooded than the Half-Giant, they are in fact humanoids.
I think it's just the way "I love KoK" rolls off the tongue ... :P ... (inappropriate smiley face)
You run into the invisible guy, thus triggering the will save.
Aye, but the feat adds additional rules, likely because the author doesn't know how the spell works and thought it was clarification. So now its save is "Will negates (harmless) or Will negates (harmless, object) or Will disbelief (if interacted with)".You run into the invisible guy, thus triggering the will save.
But... invisibility does not work that way, was my point. Its save is not "Will disbelief (if interacted with)" but "Will negates (harmless) or Will negates (harmless, object)", which is entirely different.
Nah, it's just that some folks see the world in black and white. If you defend something and say it's not literally the worst ever, you must love it. If you criticize something and claim it's not the best, you must hate it.Far from it. Recall you jumped into defending KoK's content. Then in humor of the attempt to optimize KoK material you posted a whole thread dedicated to it. to which I quickly requoted what's been said before and each and every single one of those were rebuttal or ignored because you couldn't find a way to comment about them. That's not optimizing KoK content, that's trolling to defend. And just now you read the words "The Hallowed Witch from Van Richten's Arsenal" & "Philosophical Alchemy" and instantly jump in citing KoK's Off the Mirror isn't broken as all fracking get out because Ice Assassin. Like that's some how an excuse, like you need to defend KoK, like what the hell are you even doing? Randomly poping into threads to continue a KoK defense, that's what.
I think it's just the way "I love KoK" rolls off the tongue ... :P ... (inappropriate smiley face):lol
Nah, it's just that some folks see the world in black and white. If you defend something and say it's not literally the worst ever, you must love it. If you criticize something and claim it's not the best, you must hate it.Far from it. Recall you jumped into defending KoK's content.
Then in humor of the attempt to optimize KoK material you posted a whole thread dedicated to it. to which I quickly requoted what's been said before and each and every single one of those were rebuttal or ignored because you couldn't find a way to comment about them. That's not optimizing KoK content, that's trolling to defend.
And just now you read the words "The Hallowed Witch from Van Richten's Arsenal" & "Philosophical Alchemy" and instantly jump in citing KoK's Off the Mirror isn't broken as all fracking get out because Ice Assassin. Like that's some how an excuse, like you need to defend KoK, like what the hell are you even doing? Randomly poping into threads to continue a KoK defense, that's what.
And I don't know if you're aware of this or not, but you've always been like that. You argue the finest strawman across multiple threads because you think that if one of those elements (IC>OtM, ps it's not) some how utterly invalidates the main scope of things (OtM is the f'ing shit). And you do this to such an extent that three or four pages of threads later you still cannot even bring your self to comment that OtM is even a decent Spell, it's weaker than Ice Assassin is your only comment and you will randomly pop into threads just to argue that.
2 kinds, both humanoid:
+2con, -2dex (or also +2str for -2int)
medium 30' darkv 60'
the 3/day other people augury thing or instead +1init & refl insight
-2search, spot & ranged rolls
auto common & giant, some other manual languages
LA+0 favored wizard or bard
Actually, it's cyclopes that are called giants. Cyclopeans are only ever called humanoids.
The Hallowed Witch from Van Richten's Arsenal is interesting in that it advances the caster level of all your other classes. The features are kinda boring, but you can get awaken as an SLA which is kinda fun
Known as Feral-Kind, these cyclopeans are violent and savage, like many other types of giants.
The Hallowed Witch from Van Richten's Arsenal is interesting in that it advances the caster level of all your other classes. The features are kinda boring, but you can get awaken as an SLA which is kinda fun
*Stuff*
Best,
David
So what happened to the KoK Fight ?Someone called stop.
probably a fair point there, never looked much into the rest of the x stat to damage abilities were worded to see if they qualified. this one i thought was interesting because it would potentially be a great dip for either a cleric or druid.Ability Damage is not Damage just because they share one word.
Do feats that affect damage, such as Weapon Specialization, increase the amount of ability damage done with an attack such as a shadow’s touch attack?
Although they do use the same word, damage and ability damage are completely different. Feats and other sources that give bonuses to damage do not affect ability damage unless they specifically say so.
probably a fair point there, never looked much into the rest of the x stat to damage abilities were worded to see if they qualified. this one i thought was interesting because it would potentially be a great dip for either a cleric or druid.Ability Damage is not Damage just because they share one word.
The argument is so old even the FAQ jumped in and said no.QuoteDo feats that affect damage, such as Weapon Specialization, increase the amount of ability damage done with an attack such as a shadow’s touch attack?
Although they do use the same word, damage and ability damage are completely different. Feats and other sources that give bonuses to damage do not affect ability damage unless they specifically say so.
Damage reduces a target’s current hit points, unless it’s specified as some other sort of damage. Certain attacks, creatures, and magical effects can cause other sorts of damage, such as ability damage, energy drain, or nonlethal damage.
probably a fair point there, never looked much into the rest of the x stat to damage abilities were worded to see if they qualified. this one i thought was interesting because it would potentially be a great dip for either a cleric or druid.Ability Damage is not Damage just because they share one word.
The argument is so old even the FAQ jumped in and said no.QuoteDo feats that affect damage, such as Weapon Specialization, increase the amount of ability damage done with an attack such as a shadow’s touch attack?
Although they do use the same word, damage and ability damage are completely different. Feats and other sources that give bonuses to damage do not affect ability damage unless they specifically say so.
Thank you. The intent has always seemed braindead obvious to me. Do you think it would work on spells and breath weapons though?
That's odd. I got the opposite impression from Rules Compendium.:twitchQuoteDamage reduces a target’s current hit points, unless it’s specified as some other sort of damage. Certain attacks, creatures, and magical effects can cause other sorts of damage, such as ability damage, energy drain, or nonlethal damage.
I'm having a tough time reading that RC ruling as anything other than "ability damage is a subset of damage". In that case, any thing that applies to "damage" can also be applied to ability damage.I'm reading it that true "damage" deals HP damage. But there are other things that are harmful to creatures and damage them in some form or another but are separate and distinct, not a subset of the HP dealing damage. But just because something work on an ability that deals HP damage does not mean it works with EVERY type of damage. Heck, the RC quote lists energy drain. So now can you get a vampire that gets WIS to "damage" for the number of levels he drains thanks to Shiba Protector? :o
How are you reading it?
JaronK
Does KoK have damage subtypes ... OK I'll stop.
Sor0, ability damage was never mentioned. Or implied. He was referring to the X Stat to Y Bonus (http://www.giantitp.com/forums/showthread.php?t=125732) thread.Spot failed on my part, I seen the "damage abilities" and like a dyslexic person flipped it.
We're not that dumb, you know :D.
That said, if it is based off of damage and not weapon damage, it applies to stuff like breath weapons or other abilities that deal flat damage that are otherwise kinda a pain to enhance otherwise.
That RC quote certainly does look like it's trying to say ability damage and energy drain both count as damage.Even if you can't understand how one word can mean more than one thing, mindful as the RC has stated that "damage" always means HP damage unless the rules in question directly state otherwise. Shiba Protector's No Thought (and the like) of course do not specify otherwise, so take a second to realize what that means. There is no nor ever has been ambiguity and the FAQ's entry, like virtually all the others it contains, is because common sense is a rarity.
Of course, the FAQ obviously disagrees here (and is more specific to the case in question). Between FAQs trumping it and the newer core books trumping it, does the RC have any purpose at all? It seems like absolutely everything trumps it at this point and the book has no purpose whatsoever.
When a preexisting core book or supplement differs with the rules herein, Rules Compendium is meant to take precedence. If you have a question on how to play D&D at the table, this book is meant to answer that question.Actually, RC trumps everything.
My understanding of the RC quoteAnd that's it right there. Your understanding.
Quote from: Rules Compendium, Introduction on page 5When a preexisting core book or supplement differs with the rules herein, Rules Compendium is meant to take precedence. If you have a question on how to play D&D at the table, this book is meant to answer that question.Actually, RC trumps everything.
I foresee a humongous debate that clogs this thread in the near future. Why not either create a new thread or decide to cease arguing?
I never did get why SorO is so personal about me. But he does this on a regular basis. Whatever, no point in engaging. I'd prefer to actually just talk about rules and fun finds and the uses of those finds.
JaronK
Also the Vodan is an amazing divine caster that gets 9th level spells, imbue with spell ability as a class feature and MULTIPLE turning pools such as undead, outsider, fey, and animal
you can find it on pg 174 of Dark Tales and Disturbing Legends in the Ravenloft campaign setting.
Also the Vodan is an amazing divine caster that gets 9th level spells, imbue with spell ability as a class feature and MULTIPLE turning pools such as undead, outsider, fey, and animal
you can find it on pg 174 of Dark Tales and Disturbing Legends in the Ravenloft campaign setting.
I'd like to bring this back up since I finally took a look see. It's a fantastic class! Everything you ever wanted your Spirit Shaman to be, all wrapped up in one pleasant little tier 1 divine spell caster. They get 9th level spells off the bard, cleric, druid and ranger lists in two schools, and 8th level ones in the rest due to quirky casting mechanics. That's nearly Archivist levels of spell access, without the need for a prayer book. Plus, share your personal buffs as an innate part of the class. And if the Turning works as Turn Undead, you can make the classic PBMC uber rebuker but use it on your choice of 2 of Animals, Elementals, Fey, Outsiders, or Undead. Plus, it occupies that nice niche where it's clearly really good, but not Darklight Wizard broken, so you've got a decent shot of actually getting it allowed.
Also the Vodan is an amazing divine caster that gets 9th level spells, imbue with spell ability as a class feature and MULTIPLE turning pools such as undead, outsider, fey, and animal
you can find it on pg 174 of Dark Tales and Disturbing Legends in the Ravenloft campaign setting.
I'd like to bring this back up since I finally took a look see. It's a fantastic class! Everything you ever wanted your Spirit Shaman to be, all wrapped up in one pleasant little tier 1 divine spell caster. They get 9th level spells off the bard, cleric, druid and ranger lists in two schools, and 8th level ones in the rest due to quirky casting mechanics. That's nearly Archivist levels of spell access, without the need for a prayer book. Plus, share your personal buffs as an innate part of the class. And if the Turning works as Turn Undead, you can make the classic PBMC uber rebuker but use it on your choice of 2 of Animals, Elementals, Fey, Outsiders, or Undead. Plus, it occupies that nice niche where it's clearly really good, but not Darklight Wizard broken, so you've got a decent shot of actually getting it allowed.
Now this is a topic worth discussing. I had no intention for this thread of devolving due to my previous post concerning Shiba Protector.
That may be the funest find ever. You could even have a veritable nesting doll forest of Dragons in Dungeons in Dragons in Dungeons. (Dragon) Turtles all the way down.I never did get why SorO is so personal about me. But he does this on a regular basis. Whatever, no point in engaging. I'd prefer to actually just talk about rules and fun finds and the uses of those finds.
JaronK
Passive aggressive bullshit like this is no better than Soro's blunt confrontation. Don't make a fucking post to talk about how you aren't going to engage someone. Just don't engage them.
To contribute... I'll re-add my favorite little thing ever. With Reserves of Strength and a sufficiently high CL you can cast a Horde Gullet spell large enough to contain buildings. Thus allowing for Dungeons in Dragons.
... With Reserves of Strength and a sufficiently high CL you can cast a Horde Gullet spell large enough to contain buildings. Thus allowing for Dungeons in Dragons.
Only the PrC Recaster can cast ANY spell from ANY list (But you can only select two spells, ever.)To add to the Recaster comment, the MiC's Runestaffs allow you to channel an open/unused Arcane Slot through it to cast an Arcane Spell of the type the Staff was made with. There are three limitations to note, first the MiC suggests custom made Staffs to have only 3~5 Spells, second is only one such Staff can be used at once, and the third is the Spell cast must be on your Spell List. However a Staff is a Magic Item and subject to UMD. UMD in this case and proof is fully intended to meet such requirements as seen with Scrolls and such. Therefor, depending on your creator, a Runestaff allow you to cast any 5 Arcane Spells ever printed.
Silver Pyromancer adds Paladin spells to the spell list of any Arcane class. Your Wizard can now legally add all Paladin spells to their spellbook.
its just 3.0/3.5 1st party material? or are dragon mags included?
Silver Pyromancer adds Paladin spells to the spell list of any Arcane class. Your Wizard can now legally add all Paladin spells to their spellbook.I thought it was Divine Based not Arcane, good to know. :D
I feel it necessary to distill what this is grammatically saying.Quote from: Rules CompendiumDamage reduces a target’s current hit points, unless it’s specified as some other sort of damage. Certain attacks, creatures, and magical effects can cause other sorts of damage, such as ability damage, energy drain, or nonlethal damage.
the reference to "unless the rules in question directly state otherwise" is talking about the very next thing it says, namely ability damage (the rules for that state it applies to abilities, not HP) and Energy Drain (the rules for that state it applies to levels, not HP)I understand what you are saying and this is very common sense to me. So far, I agree (though I do like the RC! sorry JK!)
Also the FAQ entry is marked red, it came out post RC.Can I get the dates?
KoK damage is no laughing matter.I don't know. Depends on how you damage it. ;)
Now this is a topic worth discussing.No its not because it isn't legal for 3.0/3.5
On the other side of the coin, if feats like Weapon Spec. and other things affect ability damage it may mean that ability damage is affected by DR.I get where you're going but am having difficulty finding the rules quote I want.
Now this is a topic worth discussing.No its not because it isn't legal for 3.0/3.5
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
I'm terribly sorry, but I am often guilty of beating dead horses... because I'm not sure I understand if its dead or how we are beating it.You are quite guilty. I will answer the date question through. RC is 08/2007 and the FAQ entry is marked red (thus new) in the final 06/2008 release.
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
that makes them officially licensed, since the book was published by a 3rd party. that puts them in the same boat as Dragon mags and KoK... i mean Kalamar
so it's really up to him to choose to include all of the licensed material, which is about 2-3x the WotC material
I welcome and encourage others to take my work, steal it, and go further.Philosophical question here, if you offer something up for free can it truly be stolen? ;)
It's more about avoiding mission creep and usability. I KNOW what I'm making is "official". In so much as you might exclude specific books, but you can't say you are excluding the material because it wasn't "approved". Also, I don't have EVERYTHING. But I do have all the "official" books both in hard copy and on PDF. So I feel comfortable working with those. I welcome and encourage others to take my work, steal it, and go further.
Has anyone tried to define tightly and/or complied a list of:I have (http://brilliantgameologists.com/boards/index.php?topic=10871)
pseudo-1st party "official" stuff that isn't Official-y enough.
This doesn't contradict what I said. ;)Now this is a topic worth discussing.No its not because it isn't legal for 3.0/3.5
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
[/spoiler]Has anyone tried to define tightly and/or complied a list of:I have (http://brilliantgameologists.com/boards/index.php?topic=10871)
pseudo-1st party "official" stuff that isn't Official-y enough.(click to show/hide)
This doesn't contradict what I said. ;)Now this is a topic worth discussing.No its not because it isn't legal for 3.0/3.5
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
What makes you think, Wizards wasn't leading you around by your nose the whole time?
... If I cannot trust the Wizards logo than what is the point of its existence in the first place.
myself, along with some others, consider these licensed material from other companies as '2nd party material'.Indeed, I'm one of them. The concept is quite well spread too.
PLZ = thanks = awesome.What makes you think, Wizards wasn't leading you around by your nose the whole time?
... If I cannot trust the Wizards logo than what is the point of its existence in the first place.
:D ;)
Many of the book writers put out web expansions of material
they had worked on for whatever specific book, but didn't
make the final editing cut. Like Ed Bonny here:
http://www.candlekeep.com/library/articles/leof_main.htm
I guess this is a category like Hyperconscious.
@deadkitten, many of the companies have had the licensing revoked.
anything they created before getting or after losing the license, are officially UN-licensed.
anything created while they HAD the license is officially licensed.
the biggest was Paizo's Dragon/Dungeon magazines.
myself, along with some others, consider these licensed material from other companies as '2nd party material'.
Dammit, this thread doesn't need another KoK fight.Isn't KoK fighting illegal in all 50 states now?
And then the Succubus said "Are you proficient with that?""Want me to show you a weapon drill?"
"With your base? Perhaps if you were better equipped..."And then the Succubus said "Are you proficient with that?""Want me to show you a weapon drill?"
Pounce
When a creature that has this extraordinary special attack charges, it can still make a full attack even if it charged while restricted to a single action. All its attacks receive the +2 bonus on attack rolls gained from charging. If it uses its attacks to successfully start a grapple, and it has the rake ability, it can also make rake attacks.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
A monster that has the rake ability must begin its turn grappling to use its rake. It can’t begin a grapple and rake during the same turn unless it has the pounce ability or some other ability that allows it to start a grapple and rake during the same turn.
There's a paragraph in the RC about pounce:QuotePounce
When a creature that has this extraordinary special attack charges, it can still make a full attack even if it charged while restricted to a single action. All its attacks receive the +2 bonus on attack rolls gained from charging. If it uses its attacks to successfully start a grapple, and it has the rake ability, it can also make rake attacks.
First line says pounce still works even when the character is slowed and such (restricted to a single action). Second line makes it absolutely clear that all attacks on a pounce get the +2 from the charge. Third line contradicts the actual rake rules (http://www.d20srd.org/srd/specialAbilities.htm#rake) which say:QuoteA monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Although the RC's Rake entry does clarify this by saying:QuoteA monster that has the rake ability must begin its turn grappling to use its rake. It can’t begin a grapple and rake during the same turn unless it has the pounce ability or some other ability that allows it to start a grapple and rake during the same turn.
Pounce (Ex)
If a leopard charges a foe, it can make a full attack, including two rake attacks.
+1 Twilight.
+1 Twilight.
The most recent printing of the twilight armor ability is in Player's Handbook II (on page 21). It also appeared in Book of Exalted Deeds, which is older than Explorer's Handbook, but less obscure.Pretty sure most recent printing is MIC.
Wouldn't that be a -2 Cursed Twilight? :tongue+1 Twilight.
I hate Stephanie Meyer.
Shadow Blend (Su): In any conditions other than full daylight, a 7th-level Dark Moon Disciple can disappear into the shadows, gaining total concealment.
Artificial light does not negate this ability, though a daylight spell does.
Cloak of dark power creates a dusky haze around the subject.
The haze does not interfere with vision, but the subject and anything she wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world.
A drow subject suffers no blindness or bright light combat penalties while under the effects of a cloak of dark power.
The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.
And a persistent Cloak of Dark Power (http://dndtools.eu/spells/forgotten-realms-campaign-setting--19/cloak-of-dark-power--1190/)Drow 1? That must be a Domain which means a single dip into Cleric can pull it off (planning/undeath domain, pick up persist in a spare Feat slot).
And a persistent Cloak of Dark Power (http://dndtools.eu/spells/forgotten-realms-campaign-setting--19/cloak-of-dark-power--1190/)Drow 1? That must be a Domain which means a single dip into Cleric can pull it off (planning/undeath domain, pick up persist in a spare Feat slot).
Strange Observation::twitch It's right there. Page 106.
For anyone who would argue that 3.0 is not part of 3.5 cannon:
LIVING CORAL
- STORMWRACK (3.5)
Coral armor is heavy and difficult to craft (see page 15 of the Arms and Equipment Guide). An expensive alternative is growing a casing of living coral over the wearer.
One of the last books ever published of official 3.5 cannon, Stormwrack, directly references, by page number, the A&EG, which is so 3.0 it is not funny.
Have we mentioned the Ring of Anticipation yet? 8K, +2 Spot and Listen, and the constant benefit of being able to roll twice and take the better result on any Initiative check.Yeah, that's one of the items I always buy as soon as I can afford it for almost all characters.
In case I didn't make that last part clear, it's a constant benefit.
you can already put armour magic things on normal outfits, iirc.
so yeah, monks are fine wearing +1 beesuit, but they are just as fine wearing +1 monks outfit.
you can already put armour magic things on normal outfits, iirc.
so yeah, monks are fine wearing +1 beesuit, but they are just as fine wearing +1 monks outfit.
Well, actually, That's not RAW.
A monk's outfit has no AC. The beekeeper outfit is the only outfit that actually gives an Armor Bonus.
In order to make something into magic armor, it must be masterwork armor.
While you can make anything masterwork, it is not clear that a masterwork monk outfit, in anyway is masterwork armor. However, if you know where it states I can put Armor Special Abilities in masterwork clothing, I would love the book and page number.
A masterwork beekeeper Outfit would be absolutely, 100% masterwork armor, since it does grant Armor Bonus. Yet, it is not listed as Light, med, heavy armor, so it would not fall under armor classification to affect a monk.
I'd recommend just using an Obi of the White Louts (from Dragon 325). Grants +4 Armors bonus to AC, plus miss chance if you're a normal monk.
My opinion on the armour, it's a valid way to get armour enhancements on a monk. I cannot see how a DM could disallow it without breaking lots of other stuff. or just banning it...which is no fun.MiC 233, adding Common Effects to Existing [Magic] Items. You can add AC bonuses you any item you buy, including a Monk's Belt or Hat of Disguise.
My opinion on the armour, it's a valid way to get armour enhancements on a monk. I cannot see how a DM could disallow it without breaking lots of other stuff. or just banning it...which is no fun.MiC 233, adding Common Effects to Existing [Magic] Items. You can add AC bonuses you any item you buy, including a Monk's Belt or Hat of Disguise.
You should read the entire back section of the MiC page to page. Like around 225 or so it flat out says Players can buy Partially Charged Wands which is an argument ender into it's self. Lot's of cool stuff in there to see if you've never read it.
[/spoiler]Has anyone tried to define tightly and/or complied a list of:I have (http://brilliantgameologists.com/boards/index.php?topic=10871)
pseudo-1st party "official" stuff that isn't Official-y enough.(click to show/hide)
You have Planar Handbook listed as an unupdated 3.0 supplement. It is absolutely a 3.5 book.This doesn't contradict what I said. ;)Now this is a topic worth discussing.No its not because it isn't legal for 3.0/3.5
Actually The Ravenloft campaign setting is and "official Wizards of the Coast licensed product". Their Logo is right there on the 2nd page of the book I referenced. It might not be first party material but it is second party material.
iirc - Power of Faerun has 1 useful crunch in it, the uncapping of (non-epic) Leadership.There is an Initiate Feat that adds Time Stop to the Cleric (and Paladin's List) floating in there somewhere too.
Great book list PLZ.Ty and unfortunately no. The Rulership feat looks good but appears to use optional rules. The Epic leadership stuff specifically doesn't help the non-epic PCs (p154 on).
iirc - Power of Faerun has 1 useful crunch in it, the uncapping of (non-epic) Leadership
Harpooned is a condition, is there a way to give them a condition besides spearing them?Gynecology check ups?
Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes or gloves you are wearing)
Where is that hatch? I want to stay as far away as possible. :(The ridiculous thing is that that's from a 2E adventure, where you have a lot less hp than in 3.5...
lol, better have a Feather Fall prepared. :lolWhere is that hatch? I want to stay as far away as possible. :(The ridiculous thing is that that's from a 2E adventure, where you have a lot less hp than in 3.5...
Glyph for 14d4 + 60hp maximum on PWK... that's average of (effectively) 95 HP damage, and I don't see a save listed. Assuming that you did have Feather Fall, even... and in 2e, that's a hell of a lot more health than it sounds like, yeah? (123 effective if you take the 8d6 falling)lol, better have a Feather Fall prepared. :lolWhere is that hatch? I want to stay as far away as possible. :(The ridiculous thing is that that's from a 2E adventure, where you have a lot less hp than in 3.5...
(http://i.imgur.com/oqXxgWe.png)My favorite and most memorable 2e module. I think I'm going to run a 3.5 converted version of it after my viking game finishes up (still over a year from now).
I vaguely remember seeing something about using metamagic feats on psionics... Where is this from?
There was a feat (or was it a class feature?) in a Dragon Mag that let you do that, I think.
I think there was a very similar trap in Ruins of Myth Drannor, though I think it had a Blade Barrier. I just remember a TPK was only avoided due to a ring of regeneration. For extra fun, the tunnel only let to a second hatch that released a bunch of Devils from stasis.My favorite and most memorable 2e module. I think I'm going to run a 3.5 converted version of it after my viking game finishes up (still over a year from now).(click to show/hide)(click to show/hide)
Not so much a "fun" find as an annoying one: The Improved Overrun (http://www.d20srd.org/srd/feats.htm#improvedOverrun) feat doesn't get rid of the AoO.While annoying, I can kind of understand why. Normally, Overrun gives your opponent the choice to just avoid it or to make an AoO against you at the risk of being knocked over. Improved Overrun means they no longer get to make the "just avoid it" choice, so in the interest of balance, the designers made it not a "lose-lose" feat for the opponent. They missed a number of key factors (namely Overrun sucks) on their decision and I am not saying they did a good job, but I can understand why they did it.
Paired is a +1 Shield Enhancement. Technically, you don't have to actually touch anyone else, and since there is no facing, anyone in a square next to yours with a paired shield grants you a bonus to your AC.Did we just find a way to make a katamari ball?
Wrapping is a +1 Shield enhancement that lets you "stick" to a target. Both you and the target suffer a -5 to your rolls and a -2 to hit.
Get a platoon of men with Paired Wrapping shields. They swarm someone. They shield bash then activate the wrapping. Each man clinging to you is another -2 to hit and -5 to all other rolls. Each man gains a +1 to his AC. Keep sticking city guards on someone until they collapse from the sheer weight and penalties.
Dark Sun Prestige 1 has a 3.5 PrC of the Soulknife!
Let's take Slayer's (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm) Enemy Sense ability out of context and say it can also apply to a ranger's favored enemies.Eh, Nemesis is better.
So long as one qualifies as Exalted, I agree.Let's take Slayer's (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm) Enemy Sense ability out of context and say it can also apply to a ranger's favored enemies.Eh, Nemesis is better.
... Soulknife / Soulknife ...
... soulknife ...
Likewise with the Uncanny Trickster (although it specifies "feats that enhance mobility" and doesn't give a guideline as to which ones).Hmmm.... would Improved Skirmish fall under that purview?
I will look into these more closely when I get home...I have it on my laptop so allow me.
Bonus Feat: At 2nd level, you gain a bonus feat for which you meet the prerequisite. This feat must be selected from the list of fighter bonus feats.I'd say any Feat, this thing replaces Fighter much like a Warblade.
Adaptation
The battle trickster is already a very generalized prestige class that can easily fit into any campaign setting. It does rely on the new rules for skill tricks, however, so it is not suitable for a campaign that does not incorporate them. Replacing bonus tricks with extra feats from the fighter list can repurpose the character as a combat specialist with a more generalized approach to skills.
Bonus Trick (Ex): At each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.
Adaptation
The uncanny trickster is already a very generalized prestige class that can easily fit into any campaign setting. It does rely on the new rules for skill tricks, however, so it is not suitable for a campaign that does not incorporate them. Replacing bonus tricks with extra feats that enhance movement and defense can repurpose the character as a sneaky combatant with a more generalized approach to skills.
Replacing bonus tricks with extra feats that enhance movement and defense...So, that would include:
... How could you forget the glory that is Run?QuoteReplacing bonus tricks with extra feats that enhance movement and defense...So, that would include:
Dodge [maybe]
Mobility
Spring Attack
Flyby Attack (and improved)
The various improvements to Flyby Attack from Savage Species and Draconomicon
Improved Flight (RotW)
Improved Maneuverability (Drac)
Improved Skirmish
Hover
Wingover
I'm sure there are tons more; that was just off the top of my head.
Unless a feat specifically says it can be taken multiple times, it can't.I know, what I didn't was Endure Blows lacked the same cause Roll with it did. Improved Damage Reduction and Thick Skin stack just fine as well. And speaking of;
And let's not get into the issue of it being "unupdated" because the update has a different name. It is very clearly the same effect done exactly the same way.So, you're saying the Monsterous Dragon-Only nonstacking Endure Blows is a clearly a 3.5 update to the General Roll with it that provides a stacking Bonus without a single rules quote?
... How could you forget the glory that is Run?QuoteReplacing bonus tricks with extra feats that enhance movement and defense...So, that would include:
Dodge [maybe]
Mobility
Spring Attack
Flyby Attack (and improved)
The various improvements to Flyby Attack from Savage Species and Draconomicon
Improved Flight (RotW)
Improved Maneuverability (Drac)
Improved Skirmish
Hover
Wingover
I'm sure there are tons more; that was just off the top of my head.
Any of the skill tricks take Free Actions?There are quite few. Most of them trigger as part of another Action or are Swift based additions.
The now-corporeal creature gains a Strength score equal to its Charisma score (not including any nonpermanent modifiers to Charisma, such as an eagle’s splendor spell). Its incorporeal touch attacks become normal touch attacks (and it uses its Strength modifier on attack rolls unless it has Weapon Finesse).Me, I'd allow stuff like Inherent, Racial, Age, & Pacts. And could probably be talked into anything without a duration (yep, cloak of charisma +6 works).
Speaking of Sorcerers, has there ever been an in-depth look at the Dragonpacts mechanic from Dragon Magic? Trade 1 spell slot for several SLAs, most with multiple uses, all for a little GP.
Granted not all of them are good, but we've come to expect that.
Speaking of Sorcerers, has there ever been an in-depth look at the Dragonpacts mechanic from Dragon Magic? Trade 1 spell slot for several SLAs, most with multiple uses, all for a little GP.Of course :)
Granted not all of them are good, but we've come to expect that.
Well it makes sense that a first generation half elf couldn't have the Mark of Storm or Mark of Detection since they can't actually be a descended from one of those families. The other Half Elves have been an established race of their own for a long enough time to have long since started calling themselves Koravar and have their own culture. Its essentially two races using the same rules as each other... other than for Dragonmark access.
But every other source says that the only exception to the one mark, one (sub)race rule is House Tharkaash, and their Orc kin get screwed in the deal.
In the core DUNGEONS & DRAGONS game, the offspring of drow and humans are standard half-elves. The union of a drow and any other creature does not produce children.
Right next to that feat is a hilarious tidbit.Quote from: Drow of the UnderdarkIn the core DUNGEONS & DRAGONS game, the offspring of drow and humans are standard half-elves. The union of a drow and any other creature does not produce children.
Drow cannot have children with other drow. For that matter, pure-blooded Drow only exist in a single generation, it seems (and their origin is a mystery). "Don't worry, guys. We just have to outlast them."
Also the Dragoloth (a type of half-fiend drow) doesn't exist. Nor do any other hlaf-drow half-fiends, half-dragons, or half-celestials.Specific trumps general? :smirk
Also the Dragoloth (a type of half-fiend drow) doesn't exist. Nor do any other hlaf-drow half-fiends, half-dragons, or half-celestials.Specific trumps general? :smirk
Not according to Salvatore... :PAlso the Dragoloth (a type of half-fiend drow) doesn't exist. Nor do any other hlaf-drow half-fiends, half-dragons, or half-celestials.Specific trumps general? :smirk
Maybe the demon has to polymorph into a human first?
As a full-round action, a razor golem can separate itself into its component razor disks. This attack form duplicates the effect of a blade barrier spell (set vertically) as if cast by a 15th-level cleric, except that the razor golem can move at half speed while in this state.[...]While in wall form, the golem can attack by merely moving through foe's spaces, which forces opponents to make Reflex saves (DC 18) or take damage from the blade barrier effect.Note that a CL15 blade barrier is 300ft wide...
Digging around old articles on the Wizards site:
(snip)
Also: bladesong (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010126a). Just bladesong.
My god...Digging around old articles on the Wizards site:
(snip)
Also: bladesong (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010126a). Just bladesong.
Holy... :twitch :) :D :lol
Also: bladesong (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010126a). Just bladesong.
Also: bladesong (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010126a). Just bladesong.
Wasn't that updated to Bladeweave in SpC, which has a Will save to negate the dazing?
How many Necropolitans do you know? Do they know about the Lifebond feat, from Libris Mortis? If not, they should. It gives +4 Turn Resistance and +2 untyped bonus to all saves as long as a certain someone is alive and within 60ft. Your familiar counts, as do the other party members.
It also can be taken multiple times, and the effects stack (not just the Turn Resistance but the save bonus too). I know a bunch of Dread Necromancer players who would be very happy with a couple instances of that feat, just for the extra security.
Everyone knows about the Anthropomorphic Bat, but what about the Anthropomorphic Baleen Whale?
For three monstrous humanoid HD and zero LA you get:
- Size Large
- Stats +8, +4, +4, +0, +4, +0
- Blindsight 120'!
- +9 NA
- Swim 40' and hold breath
- Tail attack(1d4)
They make just amazing Psywars or Swordsages.
... What does Concussive do, you ask? Well, any creature damaged by the spell must make a Balance check (DC 10 + CL) or be knocked prone by the spell. That's pretty cool. Especially when you remember that any creature with <5 ranks is Balance is flat-footed while balancing ...
The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
It's for D&D 3.5, using homebrewed (but officially sanctioned (http://www.birthright.net/forums/showwiki.php?title=BRCS:Introduction)) material for a 2nd edition campaign setting converted to 3.5.The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
Unfortunately, this doesn't really qualify for Fun Finds since it's not affiliated with anything remotely close to D&D, WoTC, or even Paizo/Pathfinder.
Although professional publication of the BIRTHRIGHT line has been discontinued, the BIRTHRIGHT setting has continued to engage the imaginations of adherents who enjoy role-playing in the rich tapestry of Cerilia. This is a resource for players and Dungeon Masters who play (or desire to play) BIRTHRIGHT under the third edition Dungeons & Dragons rule system.It actually looks pretty interesting. I remember Birthright was very popular with some of my friends back in 2nd edition.
This document has been prepared by a team of the official BIRTHRIGHT website at www.birthright.net. The scope of this manual is a comprehensive treatment of the core BIRTHRIGHT rulebook, The Book of Magecraft , The Book of Priestcraft and The Book of Regency. Setting information that is not rules dependent is not comprehensively covered herein. Material relating to regional areas, such as domain statistics, Organizations, prestige classes, NPC statistics, and other material tied to regional areas will be released in the d20 Atlas of Cerilia.
This document contains text and artwork copyrighted by TSR/WotC. Permission has been granted to www.birthright.net, as the official Birthright fan organization, to use all copyrighted material. This material may not be used for profit. This latest version of this manual will be made available, without charge, on www.birthright.net. For-profit sale of this document is in violation of TSR/WotC's copyright and is prohibited.
Who was drunk when they wrote Protege (http://dndtools.eu/spells/spell-compendium--86/protege--4664/)?
It's a 4th level Bard spell that lets you slap the ability to use Bardic Music onto people. Sure, it only lasts 1 minute/level, but still.
EDIT: Actually, no screw Protege, the spell I really want to know about is Dragonblood Spell-Pact. (http://dndtools.eu/spells/dragons-of-faerun--26/dragonblood-spell-pact--1117/)
That spell is also known as "hey, fixed list casters, how would you like to customize your spell list"?
...Hallucinatory terrain is Illusion (glamer) and Shadow Conjuration is Illusion (shadow).
These spells must be of the same level, though not of the same school.
...
They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration.
That's perfectly legal; that sentence means that it doesn't matter what school the two spells are.Ah, it should be read as "... though need not be of the same school." Very poorly worded. An equally valid interpretation could be that they must be the same level and of different schools.
Yeah, they worded it in a confusing manner, but that "not" is negating the "must" of the preceding clause.
Yeah, but I agree that it is just poorly worded and the intent is that there are no restrictions on school. It is a very nice find. I can't believe I haven't seen this before.That's perfectly legal; that sentence means that it doesn't matter what school the two spells are.Ah, it should be read as "... though need not be of the same school." Very poorly worded. An equally valid interpretation could be that they must be the same level and of different schools.
Yeah, they worded it in a confusing manner, but that "not" is negating the "must" of the preceding clause.
Are there ways to gain temporary spells known? If so, you can sacrifice those instead of your "real" spells known.I don't think a Spirit Shaman's retrieved spells actually count as spells known, do they?
They don't seem to have considered that someone might want to learn a spell not on their class list. For that matter, they didn't consider that a spell might be a different level on for different classes. You could dominate a trapsmith and force him to trade you his 1st-level version of haste. (Tangentially, why has no on ported this thread (http://brilliantgameologists.com/boards/index.php?topic=12661)?)Ring of Theurgy? With a very strict wording, as long as you have an unused spell slot, the spells in a RoT count as spells known even if you can't trade them in.
Are there ways to gain temporary spells known? If so, you can sacrifice those instead of your "real" spells known.
Ah, it should be read as "... though need not be of the same school." Very poorly worded. An equally valid interpretation could be that they must be the same level and of different schools.Not me. This is atypical "base rule, exception format" found through English and especially D&D rules. For example, "no one is allowed in except law enforcement", or one of the other thousand variants spoken or posted on signs. Pretty common here in the states where D&D was written.
Dear lord.Needs Prestige Bard, Silver Pyromancer, and a Child of Eberron True Dragon.
I just realized.
Rainbow Warsnake + Dragonblood Spell-Pact.
You now have most of the Cleric spell-list up for trade.
Sorcerers using the Wu-Jen spell list can also go back and grab Wizard spells that they like.
Are you talking about mine?I think he's referring to things like the following:
Both are official material.
The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.I don't have any specific examples immediately at hand to proffer as evidence, but there have been other home-brew things brought here before, and I'll admit, I find such posts annoying. Not enough I'd have been the first to bring it up, but since the topic is now at hand...
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
Are you talking about mine?I think he's referring to things like the following:
Both are official material.The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.I don't have any specific examples immediately at hand to proffer as evidence, but there have been other home-brew things brought here before, and I'll admit, I find such posts annoying. Not enough I'd have been the first to bring it up, but since the topic is now at hand...
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
The Birthright links are borderline acceptable... I realize they are officially sanctioned by WotC, but I still consider it completely homebrew.
Birthright is no less official than Kingdom of Kalamar, Dragonlance, Rokugan, or even Dragon Magazine.I like it. I use lots of 2nd, 3rd, and homebrew material as a PC and DM. I know where to look for homebrew. This is one place I look for "printed" material.
However, if we as a community feel that 2nd party material doesn't qualify for fun finds, then I'll stop posting it :p
The Noble class in the Birthright Campaign Setting (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Noble) gets Leadership at level 3.
A 2nd level Magician (http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Character_Magician) can get Skill Mastery for 3 + Int modifier skills.
Unfortunately, this doesn't really qualify for Fun Finds since it's not affiliated with anything remotely close to D&D, WoTC, or even Paizo/Pathfinder.
Looking at the Planar TouchstonePlH feat...
Attuning to The Were Glade gives you the shapechanger subtype permanently, letting anyone enter warshaper....
So this is an interesting little feat that I found in Eberron - City of Stormreach:
HARDENED CRIMINAL
You’ve done hard time on the unforgiving streets. You know how to knuckle down and get the caper done regardless of the obstacles, and your steely gaze can meet anyone’s eye without fl inching.
Prerequisite: Iron Will.
Benefit: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition, you can take 10 on any checks with one skill chosen at the time you take this feat, even under conditions when taking 10 would normally be impossible.
Heh, apart from the obvious advantage of being immune to demoralize, I find the wording amusing because its the first time that I have seen Immunity to a SKILL in game.
So this is an interesting little feat that I found in Eberron - City of Stormreach:Hmmm.... would you guys read that as allowing a non-warlock to take 10 on Use Magic Device checks?
HARDENED CRIMINAL
You’ve done hard time on the unforgiving streets. You know how to knuckle down and get the caper done regardless of the obstacles, and your steely gaze can meet anyone’s eye without flinching.
Prerequisite: Iron Will.
Benefit: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition, you can take 10 on any checks with one skill chosen at the time you take this feat, even under conditions when taking 10 would normally be impossible.
Heh, apart from the obvious advantage of being immune to demoralize, I find the wording amusing because its the first time that I have seen Immunity to a SKILL in game.
I believe the correct answer to that is no.
I believe the correct answer to that is no.
why do you say that?
Looking at the Planar TouchstonePlH feat...
Attuning to The Were Glade gives you the shapechanger subtype permanently, letting anyone enter warshaper. Also you can become a werewolf 1/day for 9 hours (animal or hybrid form), though it's unclear whether you gain the extra HD, and you only get two uses before you need to recharge.
I'm not sure this is the case, though. No Skill Mastery where you choose the affected skills rules out UMD and UPD as options. I think this would be a case of specific trumping general, since Skill Mastery says "you may always take 10 when using the selected skill" That would override the general "you can't take 10 on UMD"I believe the correct answer to that is no.
why do you say that?
I believe Soro is using the basis that it's impossible to Take 10 on UMD except for the very specific cases of artificers and warlocks. The rogue's Skill Mastery ability, for example, doesn't allow Take 10 on UMD nor does any general "you may Take 10 on skill(s), even under adverse conditions" ability allow for it.
Ah, it should be read as "... though need not be of the same school." Very poorly worded. An equally valid interpretation could be that they must be the same level and of different schools.Not me. This is atypical "base rule, exception format" found through English and especially D&D rules. For example, "no one is allowed in except law enforcement", or one of the other thousand variants spoken or posted on signs. Pretty common here in the states where D&D was written.Dear lord.Needs Prestige Bard, Silver Pyromancer, and a Child of Eberron True Dragon.
I just realized.
Rainbow Warsnake + Dragonblood Spell-Pact.
You now have most of the Cleric spell-list up for trade.
Sorcerers using the Wu-Jen spell list can also go back and grab Wizard spells that they like.
Yep, it does.Quote from: ksbsnowowlAh, it should be read as "... though need not be of the same school." Very poorly worded. An equally valid interpretation could be that they must be the same level and of different schools.Not me. This is atypical "base rule, exception format" found through English and especially D&D rules. For example, "no one is allowed in except law enforcement", or one of the other thousand variants spoken or posted on signs. Pretty common here in the states where D&D was written.Dear lord.Needs Prestige Bard, Silver Pyromancer, and a Child of Eberron True Dragon.
I just realized.
Rainbow Warsnake + Dragonblood Spell-Pact.
You now have most of the Cleric spell-list up for trade.
Sorcerers using the Wu-Jen spell list can also go back and grab Wizard spells that they like.
Doesn't Silver Pyromancer have language specifically stating you can't do that? I recall the example was even a warmage.
In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list.
Nightskulk Skinwalkers (http://www.d20pfsrd.com/races/other-races/more-races/skinwalkers-10-rp#TOC-Wererat-Kin-Nightskulk-) can get Distraction. Nothing like adding a save vs. Nauseate to all your attacks.Hmmm... Bat-kin get a feat that lets them turn into bats; could be good on a 3.P warlock. Shark-kin with magus levels can gain a version of scent that applies only to spellcasters and SLA users, and is very hard to block. Tiger-kin have a trait that grants +3 initiative if they act in the surprise round. Wolf-kin have Wolf Style (http://www.d20pfsrd.com/feats/combat-feats/wolf-style-combat-style), which looks to be the PF equivalent of Improved Trip/Stand Still (and combos well with Gorgon's Fist).
The 3.5 update booklet for the MMII gives Cloaked Ape's an LA of +2...despite them only having an Int of 3 :huh.
Eidoloncer grants spell advancement in all your other classes
Yeah, that KoK fight and about the back door ... (bad aDMg think about the x-mas elves)Actually what I spoke of was this
I was following Fun Finds before, but unfortunately can't follow it anymore. Homebrew is now being introduced which really doesn't qualify as a fun find in official material. There is a separate thread specifically for homebrew that is outside of the primary DnD 3.5 and Pathfinder thread. We really need to get back on focus here.Which was then +1'ed by someone.
The Birthright links are borderline acceptable... I realize they are officially sanctioned by WotC, but I still consider it completely homebrew.
Some people frown on 2nd party, to be honest we have kept a level of Dragon separation before. Due to it's classification, access, and it's quality of material.Obviously, it didn't work. But I did get to use the term "dragon kok" in a single sentence, through not quite grammatically correct.
Having another Fun Finds thread to stuff Dragon Kok in would probably be helpful, if not pleasing to some people.
Eidoloncer grants spell advancement in all your other classes
How do you figure? It uses the singular in every reference to the class it progresses that I can see.
Also, you can't take more than 10 levels in the class pre-epic, or else you succumb to the Calling.
a crysmal psicrystal explicitly has HD/skills/feats independent of being a psicrystal, which eliminates the confusion and argument about psicrystals and the "-" entry for advancement. (thanks to TheAbyssDragon for pointing it out to me.)
As a swift action, you can expend a 1st-level arcane spell or spell slot while holding a runestaff of power to activate a smite ability. Until the start of your next turn, all melee attacks made with the runestaff of power deal double damage (or triple damage on a critical hit).
a crysmal psicrystal explicitly has HD/skills/feats independent of being a psicrystal, which eliminates the confusion and argument about psicrystals and the "-" entry for advancement. (thanks to TheAbyssDragon for pointing it out to me.)
Where's the option to take one of those as a Psicrystal? I can't find it.
THUNDERCLAP [GENERAL]
You create a cone of deafening sound by clapping two limbs together.
Prerequisite: Str 30, Improved Unarmed Strike, Power Attack.
Benefit: You may, as a full-round action, clap two of your limbs together and create a cone of sound that starts at your position and continues out for a number of feet equal to 5 × your Hit Dice. Creatures in the cone get a Fortitude save (DC 10 + 1/2 your Hit Dice + your Con modifier) to resist the effect. Those who fail their save are deafened for the duration of the encounter. Those who fail their save by 5 or more are also knocked prone.
Special: This effect automatically extinguishes unprotected flames (candles, torches, and the like).
She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components.
a crysmal psicrystal explicitly has HD/skills/feats independent of being a psicrystal, which eliminates the confusion and argument about psicrystals and the "-" entry for advancement. (thanks to TheAbyssDragon for pointing it out to me.)
Where's the option to take one of those as a Psicrystal? I can't find it.
you can find it here (http://www.wizards.com/default.asp?x=dnd/psm/20011229a) or in the Mind's Eye PDF.
Quote from: Savage SpeciesTHUNDERCLAP [GENERAL]
You create a cone of deafening sound by clapping two limbs together.
Prerequisite: Str 30, Improved Unarmed Strike, Power Attack.
Benefit: You may, as a full-round action, clap two of your limbs together and create a cone of sound that starts at your position and continues out for a number of feet equal to 5 × your Hit Dice. Creatures in the cone get a Fortitude save (DC 10 + 1/2 your Hit Dice + your Con modifier) to resist the effect. Those who fail their save are deafened for the duration of the encounter. Those who fail their save by 5 or more are also knocked prone.
Special: This effect automatically extinguishes unprotected flames (candles, torches, and the like).Quote from: DeafenedShe takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components.
That's a pretty big cone, and the feat has some interesting prereqs. Deafened isn't much of a condition (unless the -4 Init penalty applies post-rolling), but imposing a 20% spell failure chance is nice, and the ability to mass-trip enemies without making an opposed Strength check is kinda cool.
Question: What's the earliest we can qualify for this feat, how high can we pump Con, and can we do both in the same build? I'm thinking it involves Mineral Warrior, Half-Minotaur, Lolth-Touched, Mongrelfolk, and Dragonborn.
Spell Conversion: A maho-tsukai can "trade in" levels in another spellcasting class for additional levels of maho-tsukai spellcasting ability. Each level of prior spellcasting ability counts as one additional level as a maho-tsukai for purposes of determining spells known and spells per day only. Spells previously learned as a shugenja or sorcerer count against the character's total spells known, but the maho-tsukai casts them now as arcane maho spells, spilling blood during the casting as a blood component. Maho-tsukai do not learn more cantrips or gain more 0-level spells per day as they advance. When a maho-tsukai advances a level, she can learn her new spells from either her old spell list or the maho-tsukai spell list, but casts all her spells as maho spells regardless.
I might throw this on a War Troll...Quote from: Savage SpeciesTHUNDERCLAP [GENERAL]
You create a cone of deafening sound by clapping two limbs together.
Prerequisite: Str 30, Improved Unarmed Strike, Power Attack.
Benefit: You may, as a full-round action, clap two of your limbs together and create a cone of sound that starts at your position and continues out for a number of feet equal to 5 × your Hit Dice. Creatures in the cone get a Fortitude save (DC 10 + 1/2 your Hit Dice + your Con modifier) to resist the effect. Those who fail their save are deafened for the duration of the encounter. Those who fail their save by 5 or more are also knocked prone.
Special: This effect automatically extinguishes unprotected flames (candles, torches, and the like).Quote from: DeafenedShe takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components.
That's a pretty big cone, and the feat has some interesting prereqs. Deafened isn't much of a condition (unless the -4 Init penalty applies post-rolling), but imposing a 20% spell failure chance is nice, and the ability to mass-trip enemies without making an opposed Strength check is kinda cool.
Question: What's the earliest we can qualify for this feat, how high can we pump Con, and can we do both in the same build? I'm thinking it involves Mineral Warrior, Half-Minotaur, Lolth-Touched, Mongrelfolk, and Dragonborn.
basically, you can have an actual parasitic twin :POpen your mind! (http://www.youtube.com/watch?v=At5kaGJGcyU)
At least according to the SRD, octopi and squids can ink cloud and jet when out of water.I'll bet the Sea Drake can do so as well. Yeah, the Sea Drake gets an ink cloud ability...
how long does ink cloud last outside water?
Anyone familiar enough with 3.0 psionics and power chains to convert the quanak lizardfolk (http://www.wizards.com/default.asp?x=dnd/psb/20021227b) to 3.5? The LA +0 and Poison Use is already notable enough.
No, it's ECL +2, which, since it includes 2 RHD, is equivalent to LA +0. That's how it was written in 3.0. Races didn't differentiate between RHD and LA, they just gave it to you as one lump sum. I remember seeing some races somewhere that even had ECL modifiers less than their total RHD, which would mean a negative LA in 3.5 terms.
No, it's ECL +2, which, since it includes 2 RHD, is equivalent to LA +0. That's how it was written in 3.0. Races didn't differentiate between RHD and LA, they just gave it to you as one lump sum. I remember seeing some races somewhere that even had ECL modifiers less than their total RHD, which would mean a negative LA in 3.5 terms.
Personally I always thought the differences between LA and RHD never did make sense. Like one that takes half dragon with LA +3 but no RHD. Yeah they have all these nifty abilities, but oh no, you sneeze in their direction and they're dead. Starting ECL of 4th, but as a lvl 1 character, means you've pathetic HD. I've always ruled it as being whatever the LA is, that's how many RHD they get, otherwise, the entire LA/RHD system is broken in a bad way, not a good way.
No, it's ECL +2, which, since it includes 2 RHD, is equivalent to LA +0. That's how it was written in 3.0. Races didn't differentiate between RHD and LA, they just gave it to you as one lump sum. I remember seeing some races somewhere that even had ECL modifiers less than their total RHD, which would mean a negative LA in 3.5 terms.
Personally I always thought the differences between LA and RHD never did make sense. Like one that takes half dragon with LA +3 but no RHD. Yeah they have all these nifty abilities, but oh no, you sneeze in their direction and they're dead. Starting ECL of 4th, but as a lvl 1 character, means you've pathetic HD. I've always ruled it as being whatever the LA is, that's how many RHD they get, otherwise, the entire LA/RHD system is broken in a bad way, not a good way.
I like this idea. How does it work normally? (My group has a running ban on anything with RHD since nobody understood them)
Any of the very old pre-'04 psi board 3.0e guys around to comment ??I followed the Psi stuff back then. Played a ~13th level telepath in a game for a few months. I got kicked out of the game for three things:
No, it's ECL +2, which, since it includes 2 RHD, is equivalent to LA +0. That's how it was written in 3.0. Races didn't differentiate between RHD and LA, they just gave it to you as one lump sum. I remember seeing some races somewhere that even had ECL modifiers less than their total RHD, which would mean a negative LA in 3.5 terms.
Personally I always thought the differences between LA and RHD never did make sense. Like one that takes half dragon with LA +3 but no RHD. Yeah they have all these nifty abilities, but oh no, you sneeze in their direction and they're dead. Starting ECL of 4th, but as a lvl 1 character, means you've pathetic HD. I've always ruled it as being whatever the LA is, that's how many RHD they get, otherwise, the entire LA/RHD system is broken in a bad way, not a good way.
I like this idea. How does it work normally? (My group has a running ban on anything with RHD since nobody understood them)
Normally, both RHD and LA count towards your character level when determining your ECL (and thus how much xp you earn and how much it takes to level up). However, RHD are like actual character levels in a class with no class features (you get HP, skills, BAB, and saves according to your creature type, and they count towards feats, skill rank maximums, not dying to Cloudkill, etc.). If you only have 1 RHD at character creation, you can even trade it in for a full-fledged class level. However, if you have more than that (2+ RHD), you're stuck with them, and they come first before any class levels so your low level feats can't use your class features for prerequisites (since you won't have them yet), and it's your RHD's skill points that are multiplied by 4 at 1st level, not your first class's skill points. Some things with enough RHD can get you high enough level to meet the prerequisites for some PrCs, letting you skip taking base classes entirely.
LA is just a blank, where you get nothing (no HP, skills, BAB, saves, feats, max ranks, etc.). On the other hand, you can buy off your LA if you use the rules in Unearthed Arcana, which involves spending extra experience points at certain levels (the exact nature of which I kinda understand, sort of, but not well enough to explain).
Neither LA nor RHD count against you for multiclass penalties if you use them. You could have, say, 10 RHD, +5 LA, and 1 level each of Fighter, Rogue, and Wizard (not that you should ever do this), and you'll still get your full experience, albeit only the experience that a level 18 character would earn.
Daelkyr half-bloods are a race that come from unborn babies corrupted in the womb by Daelkyr (lovecraftian entities trapped beneath the world of Eberron).
Quotes from Magic of Eberron explain how they're created:Quote from: MoE, page 39Daelkyr half-bloods are born of pregnant mothers who were either influenced by close proximity to a daelkyr confinement cylinder or infected by a breed leech (see page 154).Quote from: MoE, page 155Breed leeches are an extraordinary leap in daelkyr corruption magic. Instilled in each leech is a terrible infection that corrupts a regular pregnancy if allowed to run its course. The resulting child is born a daelkyr halfblood (see page 37).
Now as I said before, Half-Bloods are a race (not a template) that look almost exactly like humans except for the aberrant symbiotes that are attached to them.
What's creepy is that the above quotes do not specify the mother has to be humanoid. As long as it's pregnant and a mother, the baby can be corrupted. Attach a breed leech to a pregnant dog and a human-looking baby with a slimy thing attached to it will come out. A very unpleasant surprise for owners watching a dog birth :puke
EDIT: For those not familiar with Eberron, let me specify that the Daelkyr Half-Blood is an LA 0 playable race (with no RHD). You can play a character whose parents are literally dogs.
Desert Binding (http://dndtools.eu/spells/sandstorm--85/desert-binding--3151/) is a fun spell. Just take a look at Wind in the Waste.Fifteen? Blow a Limited Wish to aid that puppy with a Consumptive Field! Binding's casting time is only one minute. ;)
If you just need to get someone out of your hair for a bit, turning them into a wind that can do nothing but just howl along for the next 15+ years seems like a good bet.
cast it on yourself? to take an extended vacation?Not a bad way to escape death by assassins from all the BBEG's you've pissed off. Just drop off the face of the planet for a few decades.
creepy "fluff" ... Attach a breed leech to a pregnant dog and a human-looking baby with a slimy thing attached to it will come out. A very unpleasant surprise for owners watching a dog birth ...
Changelings can use Disguise Self to alter their physical appearance as a real physical effect. Thus they should be able to use Assume Supernatural Ability (Savage Species p 30) to gain a really sweet ability or two.
...
Enter the Protean Scourge (MMIII p 126, thanks to bhu for getting me to look again at the creature). It has a (Su) ability to Split
Changelings can use Disguise Self to alter their physical appearance as a real physical effect. Thus they should be able to use Assume Supernatural Ability (Savage Species p 30) to gain a really sweet ability or two. If a real polymorph ability is required to qualify, then the Changeling could be a DfA and take the Humanoid Shape ability, but since Minor Change Shape is 'Similar' to polymorph, this should be unnecessary. One nifty ability would be the Medusa's Gaze, but that can hurt your allies. Why not be your own flanker, and then while you're at it completely ruin the action economy?Throw this on a psion with a psicrystal, Vigor, and Share Pain to make each of those clones much, much harder to kill...
Enter the Protean Scourge (MMIII p 126, thanks to bhu for getting me to look again at the creature). It has a (Su) ability to Split(click to show/hide)
So, you can now have as many as 2^(number of HP you have) copies of yourself. Since the Protean Scourge can look like any humanoid, you always have this ability (if your DM is a real stickler, then just look like the picture for Protean Scourge). So for -2 HP, and -2 to Attacks, Saves, Skill and Ability Checks, you have 4 fully OperationalBattle Stationscopies of yourself. For -3 HP, you have 8, and so on. As a Factotum or Chameleon, you have a 1 character Party. Less tanking, but being more targets is great! Plus whenever you take damage, there are suddenly more of you.
Be a Warlock or Dragonfire Adept; You now get enough actions to take on most any threat. And you can always leave one copy of yourself behind as a 'Savegame.' Just pick him up at the end of the scary bits. If you survived them.
(Edit/PS: I would argue that the 'current HP total' clause would allow each to be healed separately, and you could have NI copies. Anyone got anything saying otherwise?)
Armor of the Dread EmperorTake 100 damage? No, you take 50, your four minions take 12 each. Then four rounds of Share Pain kicks in and *you* only took 3. ;)
This suit of +1 full plate has four 5-foot chains connected to it at the waist. Each chain has a ring manacle sized to fit around a humanoid neck. If people are placed in these manacles by either the armor's wearer or his minions, the armor is ready to display its true power. Whenever the wearer takes damage, the captives held by the chains take half the damage themselves. If the chains hold more than one person, divide the half damage among all of them. Operating in this armor with chains attached to other people is difficult. The wearer takes an additional -5 armor check penalty unless the victims are somehow magically subdued or controlled, such as by stupor or dominate person. If the captives are children, the additional armor check penalty is only -2. If the captives are subdued or controlled children, there is no additional armor check penalty.
CL 8th; Craft Magic Arms and Armor, shield other; Market Price:14,650 gp.
Perform (weapon drill) checks get a bonus equal to 1/4 your BAB, +2 for certain feats like Weapon Focus and Two-Weapon Fighting. Normally this would be the best version of Perform in the game, but it can't be used for bardic music.
Now look at the Versatile Performer (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Versatile_Performer) feat. If you use dance, song, etc. to perform bardic music but you're already performing weapon drills at the same time, you use the latter modifier +2.
Use this with the Chord of Distraction feat, Virtuoso's Jarring Song, or a Lord of the Dance build (with a wand chamber for undersong).
Much more streamlined than the Changeling into Illithid Savant.Not really. Minor Change Shape states it's based of Disguise Self and further explains is is an actual minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell such as you can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type but you could add or obscure a minor feature or look like an entirely different person. Not a single sentence in that paraphrased paragraph says or even suggests you grow additional limbs (tentacles), machine parts (effigy), or change your Type from Humanoid to something like "Robot Pirate Ninja". In turn; Racial Emulation only works on Humanoid forms. Aberrations, specially ones with prehensile face tentacles to make up for their lack of sexual organs, are excluded.
http://www.minmaxboards.com/index.php?topic=826.0
Reread Split: The two scourges have all the abilities of the original scourge, except that they cannot change shape (whether that means change shape at all, or only limits the scourges specific ability is slightly nebulous). Since each has the abilities, they each retain split and thus would each split when damaged.
A protean scourge’s deadliest surprise only becomes apparent when it has been damaged in battle: It splits into two protean scourges, each one with the strength and capabilities of a normal protean scourge. Many an unknowing foe has seen a protean scourge use this ability and assumed it to be some other illusion, only to learn too late how real the double really is.
When damaged, a protean scourge splits into two identical versions of itself.
Neither half of the protean scourge can change shape as long as the creature remains split.
What does the Steel Dragon's Minor Arcane Shield do?
I noticed that the oh so crappy Arcane Archer can cast any area spell as a standard action, despite having a longer casting time.This has been pretty common knowledge for years. :D AA2 is actually a decent capstone to some builds, if you can afford the loss of CLs.
oops, I just shot you with an apocalypse from the sky arrow as a standard action.
oops, shot you w an antimagic field arrow :twitch
force cage from 1000+ ft away?
what happens if you cast Arrowsplit.on the arrow to be imbued? It seems to split the spell off into each arrow. It only changes the possible arrow type.Oh god... Not touching this with an 11 foot pole. :P
I never learned to follow signs anyway.Quotewhat happens if you cast Arrowsplit.on the arrow to be imbued? It seems to split the spell off into each arrow. It only changes the possible arrow type.Oh god... Not touching this with an 11 foot pole. :P
Although, I wonder how it reacts with Persist Spell. Spontaneous casters may be at a disadvantage there, but I think a Prepared caster could use it to fire a Persisted spell.Intro says area and the entry goes on to say, the spell’s area is centered on where the arrow lands. Rays and Personal Spells won't work with it.
splitting is the same i assume?YEah I'd go with a no go on it. It seems Imbue Arrow modifies an Area Spell.
Which is why you imbue a glyph of warding that contains the spell you want (http://www.minmaxboards.com/index.php?topic=10643). :pAlthough, I wonder how it reacts with Persist Spell. Spontaneous casters may be at a disadvantage there, but I think a Prepared caster could use it to fire a Persisted spell.Intro says area and the entry goes on to say, the spell’s area is centered on where the arrow lands. Rays and Personal Spells won't work with it.
Aww heck the wotc NPCs are a wreck, a total wreck.
I thought his name was: Fahrvergnügen.
CL 20 is nice, 2 feats down on good cleric builds, and can't go Planning for cheap DMM.
Still doing DMM , and also later feat slot Leadership = good enough.
Cleric of F -zilla.
I was reading through the mounted combat rules recently, and I noticed that you get a +1 on attack rolls while mounted against enemies smaller than your mount... due to being on higher ground.
Now, there are a couple of feats that trigger off being higher than other people. For example, Shi'Quos School (http://dndtools.eu/feats/drow-of-the-underdark--93/shiquos-school--3460/) knocks people prone on a charge unless they succeed on a Reflex save. Nice for a cavalry charger against infantry, me thinks.
Other nice, if tiny, bonuses include:
- Roofwalker gives you a +1 Dodge bonus to AC if you are at a different elevation from your opponent.
- Mountain Warrior gives a +1 bonus on damage rolls for melee attacks, or +1 on ranged attacks, if you are on higher ground.
- Cragtop Archer grants a +2 bonus to Damage rolls with ranged attacks made from higher ground.
So if you are at a loss for feats to take when making a mounted character... here are some options.
Wand Bonding (CoS) is Channel Charge plus for warforged. I hate the editing on this book.Found this a little over 3 hours before I did, lol.
Yeah, besides campaign setting, the Eberron books are very annoying trying to find something in
DAMN IT!
I just realized something. Maenads sparkle in the sunlight. They are LITERALLY described as having their skin glitter like gemstones when the light catches it right.
Therefor, Twilight Vampires can be statted out as Maenad Vampires with that one magic item that makes them not poof in sunlight. So now they can be murdered with extreme prejudice, if you so choose.
Yeah, besides campaign setting, the Eberron books are very annoying trying to find something inNo kidding.
Targath: Even a small amount of targath worn or carried on the body grants a character a +2 resistance bonus on Fortitude saves against disease.Recycling from Bunko's? Or would this be better categorized as advertising?
An arrow head looks about the same size as a periapt and oh hey look it says +3gp for ammunition. Less than 4gp for +2 vs Disease, useful for any 1st level medic.
Targath: Even a small amount of targath worn or carried on the body grants a character a +2 resistance bonus on Fortitude saves against disease.Interesting. What's the source?
An arrow head looks about the same size as a periapt and oh hey look it says +3gp for ammunition. Less than 4gp for +2 vs Disease, useful for any 1st level medic.
Speaking of City of Stormreach, per RC Sleight of Hand was nerfed with limitations on what can be stolen and if you were noticed then you immediately switched to using Disarm/Grapple rules. Master Pickpocket allows you to steal anything not in their hand.
And reduces the Free Action penalty to -10.
It also removes the AoO for using the Skill, and I can't find anything that says it does anyway. But hey, now you're covered against some houserules just in case.
Just remember, a Mount holds a creature not in hand :smirk
Recycling from Bunko's? Or would this be better categorized as advertising?Now that it's in the thread, it could be the former.
Interesting. What's the source?ECS, found it this morning looking poking around for Special Materials. Actually considering making a material list (probably incorporate into class boosters) just so I don't have to keep digging for the one(s) I want.
I guess I saw it in the Shax's Handy Haversack thread, not Bunko's...Recycling from Bunko's? Or would this be better categorized as advertising?Now that it's in the thread, it could be the former.
I just found a small boost. A small one, but a nice one.
Fey Power, which requires Fey Heritage (+3 to Will saves vs. the entire Enchantment school), gives a +1 to the save DCs and caster level of all Warlock invocations (as well as Enchantment spells.)
Not super-duper amazing, but it is pretty damn decent for a feat.
I just found a small boost. A small one, but a nice one.
Fey Power, which requires Fey Heritage (+3 to Will saves vs. the entire Enchantment school), gives a +1 to the save DCs and caster level of all Warlock invocations (as well as Enchantment spells.)
Not super-duper amazing, but it is pretty damn decent for a feat.
EDIT: Another fun feat is Fell Conspiracy: You just need 4 ranks in Knowledge (Religion) and Wisdom 13+ to take it, and it lets you give the entire party Message at will for 24 hours as a 20 minute ritual.
However, since it's a [Ceremony] feat, it has 2 other benefits: if you have 8 ranks in Knowledge (Religion), you can use up 50gp to grab everyone 100' telepathic communication with each-other for 24 hours. And, if you have 12 ranks, you can spend an additional 150gp to essentially give everyone in that telepathic network the Hivemind special ability.
Ceremony feats are lovely for anyone who can afford the money burn; 200gp for every day of adventuring might be expensive, but the benefits are worth it.
EDIT: Another fun feat is Fell Conspiracy: You just need 4 ranks in Knowledge (Religion) and Wisdom 13+ to take it, and it lets you give the entire party Message at will for 24 hours as a 20 minute ritual.
However, since it's a [Ceremony] feat, it has 2 other benefits: if you have 8 ranks in Knowledge (Religion), you can use up 50gp to grab everyone 100' telepathic communication with each-other for 24 hours. And, if you have 12 ranks, you can spend an additional 150gp to essentially give everyone in that telepathic network the Hivemind special ability.
Ceremony feats are lovely for anyone who can afford the money burn; 200gp for every day of adventuring might be expensive, but the benefits are worth it.
The Ice Golem (Frostburn) has an ability called "Ice Shards", which does some damage and has a save-or-blind. The blind DC is constitution-based. It's a golem. It doesn't have a CON.Well, there's always that template in Magic of Incarnum that turns a construct into a Living Construct...
It's nice that they decided to not limit it to evil people.
I'm kinda sad that they only had Ceremony Feats in Dragon Magic (4 of them), PHB II (2 of them), and EoE (2 of them), and only the ones in EoE are any good, really. I might do a mini-handbook at some point, because there is some benefit in all of them (except Ritual Blessing. SCREW Ritual Blessing.)
The Ice Golem (Frostburn) has an ability called "Ice Shards", which does some damage and has a save-or-blind. The blind DC is constitution-based. It's a golem. It doesn't have a CON.
Necropolitan Changeling brings up some interesting roleplay possibilities since the change Shape ability isn't lost, although the Disguise Self spell is a bit ambiguous on what its full capabilities are. "You cannot change your body type." I wonder if we might want a new thread to analyze that and come to some reasonable conclusions given the spell level and all.
Provides concealment (unspecified as to how much) and when you are attacked (no specified range) they get attacked back for a d12!Concealment in vary amounts is 3.0 rules, in 3.5 Concealment provides a standardized 20% miss chance and Full-Concealment provides a 50% miss chance.
Seems legit.Quote from: http://www.d20srd.org/srd/environment.htmBoiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.Hot water hurts lava immune creatures.
Provides concealment (unspecified as to how much) and when you are attacked (no specified range) they get attacked back for a d12!Concealment in vary amounts is 3.0 rules, in 3.5 Concealment provides a standardized 20% miss chance and Full-Concealment provides a 50% miss chance.
those are the main ones in 3.5, there are some things that grant unusual %s of miss chance.irrelevant. I was clarifying Crawling Darkness's granted a 20% miss chance because Concealment is defined as bestowing a 20% miss chance unless noted otherwise.
Quote from: the guy too lazy to put this into a demotivatorSeems legit.Quote from: http://www.d20srd.org/srd/environment.htmBoiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.Hot water hurts lava immune creatures.
Fire Resistance 1 is enough to render you immune to touching/immersing yourself in lava, but doesn't help against the heat it gives off very much.
Among the most famous game in the place are the white stags. These elusive creatures (treat as celestial chargers; see page 250 of the Monster Manual) live for the thrill of the chase and consider the hunt part of their life cycle. Even the most devoted defender of good can hunt a white stag, for the stag knows the consequences and is willing to be prey. But white stags don’t give themselves up. They take great glee in using their wiles and unparalleled knowledge of the forest to confound hunters from other planes. No creatures native to the Beastlands will attack a white stag. Instead, they turn on the hunters with unbridled ferocity.
The antlers of a white stag stretch wide enough that it’s possible to fashion a composite longbow out of them using the Craft (bow-making) skill (making checks against DC 30). Such a bow is considered of masterwork quality, and magical enhancements placed on the bow cost 10% less because the antlers have an affinity for magic.
Found something new in the good-old DMG:Quote from: DMG pg 166, Wilderness of the Beastlands, Karasuthra Hunter’s GlenAmong the most famous game in the place are the white stags. These elusive creatures (treat as celestial chargers; see page 250 of the Monster Manual) live for the thrill of the chase and consider the hunt part of their life cycle. Even the most devoted defender of good can hunt a white stag, for the stag knows the consequences and is willing to be prey. But white stags don’t give themselves up. They take great glee in using their wiles and unparalleled knowledge of the forest to confound hunters from other planes. No creatures native to the Beastlands will attack a white stag. Instead, they turn on the hunters with unbridled ferocity.
The antlers of a white stag stretch wide enough that it’s possible to fashion a composite longbow out of them using the Craft (bow-making) skill (making checks against DC 30). Such a bow is considered of masterwork quality, and magical enhancements placed on the bow cost 10% less because the antlers have an affinity for magic.
A 10% discount on bow enhancements? I'll take it!
Downside is that you might end up chasing it through a portal that leads to a world covered with a permanent anti-magic field.
Its ok, you can always dual class to Fighter.Found something new in the good-old DMG:Quote from: DMG pg 166, Wilderness of the Beastlands, Karasuthra Hunter’s GlenAmong the most famous game in the place are the white stags. These elusive creatures (treat as celestial chargers; see page 250 of the Monster Manual) live for the thrill of the chase and consider the hunt part of their life cycle. Even the most devoted defender of good can hunt a white stag, for the stag knows the consequences and is willing to be prey. But white stags don’t give themselves up. They take great glee in using their wiles and unparalleled knowledge of the forest to confound hunters from other planes. No creatures native to the Beastlands will attack a white stag. Instead, they turn on the hunters with unbridled ferocity.
The antlers of a white stag stretch wide enough that it’s possible to fashion a composite longbow out of them using the Craft (bow-making) skill (making checks against DC 30). Such a bow is considered of masterwork quality, and magical enhancements placed on the bow cost 10% less because the antlers have an affinity for magic.
A 10% discount on bow enhancements? I'll take it!
Downside is that you might end up chasing it through a portal that leads to a world covered with a permanent anti-magic field.
Sounds like a literary of otherwise fictional reference; someone may have chased a white stag through a portal to earth once. Possibly the one that led the kids out of Narnia (Thanks Wikipedia!)
Skymage is one of the most powerful PrCs out there, and a personal favorite
According to the charts in the Random Town Generation tables in the DMG, a 20 person Thorp has about a 1% chance of having a 13th level Druid living there.
They are Bards, they make a good 5th man and hippies like to dance.According to the charts in the Random Town Generation tables in the DMG, a 20 person Thorp has about a 1% chance of having a 13th level Druid living there.And 2 7th level druids, 4 3rd level druids and 8 1st level druids. Who knows what the other five people do in this commune...
Power Touch + Opportunity Power3.5 psionics overwrites 3.0 psionics, and Opportunity Power is clearly the 3.5 version of (http://www.wizards.com/default.asp?x=dnd/dnd/20050110x) Power Touch, which would make Power Touch illegal anyway.
One sec...Power Touch + Opportunity Power3.5 psionics overwrites 3.0 psionics, and Opportunity Power is clearly the 3.5 version of (http://www.wizards.com/default.asp?x=dnd/dnd/20050110x) Power Touch, which would make Power Touch illegal anyway.
Find the Guilty (Ex): So long as a revenant and its killer are on the same plane of existence, the revenant will know which direction its killer can be found in and how far away he is. Depending on the magical abilities of the base creature, this extraordinary sense may even work across planar boundaries.They are also immune to rebuking or turning.
So I recently discovered that in fact Martial Wizard 5/Zhentarim Skymage 5/Incantatrix 3/Initiate of the Sevenfold Veils 7 is pretty much the ideal feat alignment. Combat Casting and Mounted Combat are your wizard bonus feats, Iron Will comes from the old Otyugh Hole. Skymage gives Skill Focus (Spellcraft), Spell Focus (Abjuration), and Enlarge Spell as bonus feats. Incantatrix is covered by your Iron Will and Enlarge Spell, while you only have to take Greater Spell Focus (Abjuration) with a real feat slot to get into IofSV. Kinda weird how they lead into each other so well feat wise.Looks like a great build. I'll have to use this sometime. Would like to see it fleshed out into an actual character.
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The undead-creation function of the claw uses the spell trigger activation method, so the wearer must have create greater undead on his or her spell list to use this ability.
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Although I am not aware of if/where there is text how to otherwise create Revenant's, the following lends credence to being able to with Create Greater Undead (at no more than CL20, given the artifacts own CL)QuoteThe undead-creation function of the claw uses the spell trigger activation method, so the wearer must have create greater undead on his or her spell list to use this ability.
or you could just use metafaculty and/or hypercognition.Good to note for the future, but if a game doesn't use psionics, then (I think) I just found a way without it to overcome Mind Blank.
Maddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.... begin speaking backward.
From the planar traits list of the Far Realm, MotP:QuoteMaddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.... begin speaking backward.
Someone was having a little too much fun when they wrote that :rolleyes
From the planar traits list of the Far Realm, MotP:That's good, but it's still only a 2nd place runner compared to my favorite D&D Easter Egg.QuoteMaddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.... begin speaking backward.
Someone was having a little too much fun when they wrote that :rolleyes
From the planar traits list of the Far Realm, MotP:That's good, but it's still only a 2nd place runner compared to my favorite D&D Easter Egg.QuoteMaddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.... begin speaking backward.
Someone was having a little too much fun when they wrote that :rolleyes
i'll take a stab and guess that it isn't the déjà vu power (which was printed twice in the book...).
[/quote
It is. I love that one.
From the planar traits list of the Far Realm, MotP:That's good, but it's still only a 2nd place runner compared to my favorite D&D Easter Egg.QuoteMaddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.... begin speaking backward.
Someone was having a little too much fun when they wrote that :rolleyes
i'll take a stab and guess that it isn't the déjà vu power (which was printed twice in the book...).
It is. I love that one.
The Touchstone feat in Sandstorm is obtainable by level 6 without early skill point shenanigans.
Attune yourself to the Healing Waters of Abu-Ima (an ECL 5 location).
Voila, Raise Dead as a Spell-Like Ability, so you skip the costly diamonds, in E6.
In other campaigns it's just a very cheap Raise Dead.
I think with early shenanigans you could get Raise Dead at something like level 2... but the ECL 5 part makes it risky.
Similarly, one of the next locations is ECL 6 and gets you Undeath to Death, which is a 6th level spell with a 500gp component as an SLA.
The Touchstone feat in Sandstorm is obtainable by level 6 without early skill point shenanigans.
Attune yourself to the Healing Waters of Abu-Ima (an ECL 5 location).
Voila, Raise Dead as a Spell-Like Ability, so you skip the costly diamonds, in E6.
In other campaigns it's just a very cheap Raise Dead.
I think with early shenanigans you could get Raise Dead at something like level 2... but the ECL 5 part makes it risky.
Similarly, one of the next locations is ECL 6 and gets you Undeath to Death, which is a 6th level spell with a 500gp component as an SLA.
A Psion (Nomad) can make for a pretty reliable planar traveler, and can take the whole party with him, at level 5. Each trip could turn into an adventure itself, though, due to the way Astral Caravan (http://www.d20srd.org/srd/psionic/powers/astralCaravan.htm) works.The Touchstone feat in Sandstorm is obtainable by level 6 without early skill point shenanigans.
Attune yourself to the Healing Waters of Abu-Ima (an ECL 5 location).
Voila, Raise Dead as a Spell-Like Ability, so you skip the costly diamonds, in E6.
In other campaigns it's just a very cheap Raise Dead.
I think with early shenanigans you could get Raise Dead at something like level 2... but the ECL 5 part makes it risky.
Similarly, one of the next locations is ECL 6 and gets you Undeath to Death, which is a 6th level spell with a 500gp component as an SLA.
This is relevant to my interests.
Higher order abilities still remain in the DM realm, as its quite unlikely for an E6 party to be able to hop directly to exact sites, and so it doesn't guarantee access to Raise Dead.
Interesting... I didn't even know of the Touchstone feat (I've hardly looked at Sandstorm).
Found something new in the good-old DMG:Excellent find. I'll add it to my handbook and add you to the acknowledgements section.Quote from: DMG pg 166, Wilderness of the Beastlands, Karasuthra Hunters GlenAmong the most famous game in the place are the white stags. These elusive creatures (treat as celestial chargers; see page 250 of the Monster Manual) live for the thrill of the chase and consider the hunt part of their life cycle. Even the most devoted defender of good can hunt a white stag, for the stag knows the consequences and is willing to be prey. But white stags don’t give themselves up. They take great glee in using their wiles and unparalleled knowledge of the forest to confound hunters from other planes. No creatures native to the Beastlands will attack a white stag. Instead, they turn on the hunters with unbridled ferocity.
The antlers of a white stag stretch wide enough that it’s possible to fashion a composite longbow out of them using the Craft (bow-making) skill (making checks against DC 30). Such a bow is considered of masterwork quality, and magical enhancements placed on the bow cost 10% less because the antlers have an affinity for magic.
A 10% discount on bow enhancements? I'll take it!
Why's everyone talking about planar travel? This is Touchstone (http://dndtools.eu/feats/sandstorm--85/touchstone--2945/), not Planar Touchstone (http://dndtools.eu/feats/planar-handbook--79/planar-touchstone--2173/).Because in E6, planar travel is easier to get than teleportation thanks to Psion Nomad's Astral Caravan. And faster than humping back to it if you're a few countries over.
The recharge condition does require turn undead.
You can rent a camel, buy some everlasting rations/everful mug and go looking for the Ancient Temple of Abu-Ima, only requirement is the DM allows it's existence in your game.
The Mystic Lash spell from PGtF is really quite nice. 1d6/3 levels electricity damage(max 4d6), 15ft reach, touch attacks, no Str to damage, but Cha instead, and finally, save against stun on each hit. Unfortunately, it's normally only accessible to clerics of Bane and costs a feat. Unless of course, you happen to be an archivist or chameleon...The Psychic Whip (http://www.psionics.info/powers/psychic-whip/) power is similar, but doesn't do as much damage.
The Mystic Lash spell from PGtF is really quite nice. 1d6/3 levels electricity damage(max 4d6), 15ft reach, touch attacks, no Str to damage, but Cha instead, and finally, save against stun on each hit. Unfortunately, it's normally only accessible to clerics of Bane and costs a feat. Unless of course, you happen to be an archivist or chameleon...The Psychic Whip (http://www.psionics.info/powers/psychic-whip/) power is similar, but doesn't do as much damage.
hmm...Magic items. The nonmagical ones you can already use with a -4 nonproficiency penalty and the subtype itself has no correlation to nonmagic weapons. A racial ability provides that, and only to some of the members of the subtype.
does Ritual of Association grant you actual weapon proficiency with those racial weapons?
or is more for magic items that have a racial requirement(click to show/hide)
The Mystic Lash spell from PGtF is really quite nice. 1d6/3 levels electricity damage(max 4d6), 15ft reach, touch attacks, no Str to damage, but Cha instead, and finally, save against stun on each hit. Unfortunately, it's normally only accessible to clerics of Bane and costs a feat. Unless of course, you happen to be an archivist or chameleon...The Psychic Whip (http://www.psionics.info/powers/psychic-whip/) power is similar, but doesn't do as much damage.
He forgot to mention that after you attack someone with the whip, you can release it, and it will continue to auto-attack them! Makes the Mystic Lash even more crazy-awesome!
And to that I only have to say; "+1 Mouthpick Amulet of Natural Weapons"Away from book. Mouthpick lets you make iterative attacks with a bite, right? ...can you multi-weapon fighting eight mouthpicks for a shitload of attacks?
And to that I only have to say; "+1 Mouthpick Amulet of Natural Weapons"Away from book. Mouthpick lets you make iterative attacks with a bite, right? ...can you multi-weapon fighting eight mouthpicks for a shitload of attacks?
And you do lose the bite attack, right?
stupid fucking Savage Species
A "+1 Mouthpick Amulet of Natural Weapons" means a Monk's Unarmed Strike is perfectly formed to fit in a Beholder's mouth, and the Beholder has Weapon Proficiency(monk). Both of these are hilarious oddities, nothing more.
Whoa hold up people. Mouthpick doesn't bestow some super ultra attack ability. It allows you to hold a weapon using your mouth instead of a hand and grants proficiency. You're reading into things a little too far (and incorrectly).ok good im glad that doesn't work because it's insane. i clearly don't remember mouthpick well.
That's far enough out there that you shouldn't have expected anyone to get it based on just "Mouthpick Amulet of Natural Weapons."I suppose not.
Trident of Serenity (Races of FR) suppresses rage-like abilities w/in 15ft. It doesn't mention that it must be held/wielded to be active. Couldn't you just have Armor Spikes of Serenity?Yes, but only if you don't want to use Rage :p
Trident of Serenity (FR:RoF): blocks rage, and frenzy. Give it to a party member you don't want to kill.
fwiw, Rapidstrike seems much more efficient than all these mouthpick shenanigans. Amusement notwithstanding.
Trident of Serenity (Races of FR) suppresses rage-like abilities w/in 15ft. It doesn't mention that it must be held/wielded to be active. Couldn't you just have Armor Spikes of Serenity?Interesting. I was planning to place a Marilith up against my 18th level party soon. One of her weapons will now be this Trident (blame it on the cover art for FC1 - she has four swords, an axe, and something like a two-pronged spear or trident).
Ah crap, I was totally misunderstanding Rapidstrike. Which is good to know. For some reason I thought it was an extra attack with each of your natural weapons (i.e., Claw/Claw becomes Claw/Claw/Claw-5/Claw-5), but I was totally wrong. Maybe I was getting it mixed up with multiweapon fighting or something.fwiw, Rapidstrike seems much more efficient than all these mouthpick shenanigans. Amusement notwithstanding.
Regular rapidstrike only grants a single extra attack, as noted with the words "you can make one extra attack with one of those weapons at a —5 penalty." Improved Rapidstrike only allows iteratives with one, not all attacks, as noted with the wording "you can make two or more extra attacks with one of those weapons, the first at a —5 penalty and the second and subsequent attacks at an additional —5, but never more than four extra attacks."
Let's compare: Rapidstrike has a BAB req of +10, so we'll go with a 10-headed hydra. With Rapidstrike it gets 10 bites at +10, and another at +5 for a total of 11 attacks. Give that same hydra mouthpick weapons and its routine is 10x +10 / 10x +5 for a total of 20 attacks. Bump it up one head for another BAB and the rapidstrike hydra has 12 attacks versus the Mouthpick hydra who just got extra iteratives and now has 30 attacks.
It's a comparison of taking one feat for one extra attack (or two feats for up to 4 extra) instead of taking a specific class and then spending a bunch of XP to enchant weapons to get scaling multiples of attacks. In the long run I'd say the mouthpick option ends up being more efficient given how its gains are at least an order of magnitude greater without spending an order of magnitude more on creating the character overall.
I've seen this exact (incorrect) interpretation thrown around on the boards for quite some time now. So it's not just you.Ah crap, I was totally misunderstanding Rapidstrike. Which is good to know. For some reason I thought it was an extra attack with each of your natural weapons (i.e., Claw/Claw becomes Claw/Claw/Claw-5/Claw-5), but I was totally wrong. Maybe I was getting it mixed up with multiweapon fighting or something.fwiw, Rapidstrike seems much more efficient than all these mouthpick shenanigans. Amusement notwithstanding.
Regular rapidstrike only grants a single extra attack, as noted with the words "you can make one extra attack with one of those weapons at a —5 penalty." Improved Rapidstrike only allows iteratives with one, not all attacks, as noted with the wording "you can make two or more extra attacks with one of those weapons, the first at a —5 penalty and the second and subsequent attacks at an additional —5, but never more than four extra attacks."
Let's compare: Rapidstrike has a BAB req of +10, so we'll go with a 10-headed hydra. With Rapidstrike it gets 10 bites at +10, and another at +5 for a total of 11 attacks. Give that same hydra mouthpick weapons and its routine is 10x +10 / 10x +5 for a total of 20 attacks. Bump it up one head for another BAB and the rapidstrike hydra has 12 attacks versus the Mouthpick hydra who just got extra iteratives and now has 30 attacks.
It's a comparison of taking one feat for one extra attack (or two feats for up to 4 extra) instead of taking a specific class and then spending a bunch of XP to enchant weapons to get scaling multiples of attacks. In the long run I'd say the mouthpick option ends up being more efficient given how its gains are at least an order of magnitude greater without spending an order of magnitude more on creating the character overall.
Thanks for the correction.
Legacy Champion + variant Uncanny Trickster = infinite feats
x 7/Uncanny Trickster 3/Legacy Champion 7
when you gain your 8th level of Legacy Champion, choose to advance Uncanny Trickster, which you then advance Legacy Champion, etc.
(I'm guessing that dndtools doesn't have some of the language/text.)
Class Features: At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.
Bonus Trick (Ex): At each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.
Adaptation
The uncanny trickster is already a very generalized prestige class that can easily fit into any campaign setting. It does rely on the new rules for skill tricks, however, so it is not suitable for a campaign that does not incorporate them. Replacing bonus tricks with extra feats that enhance movement and defense can repurpose the character as a sneaky combatant with a more generalized approach to skills.
Class Features: At each level except 1st and 7th, you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a legacy champion, you must decide to which class to add each level for the purpose of determining class abilities.
Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual. Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft. Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.Emphasis mine, but that is the entire paragraph.
So, Fiendish Grafts are even cheaper than we thought. According to the Fiend Folio:Quote from: Fiend Folio, page 209Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual. Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft. Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.Emphasis mine, but that is the entire paragraph.
Got at least 40 HP and a minute of time? Get yourself a fiendish graft today!
Plus, you don't need to be friends with/know a level 15+ caster. Anyone can do it, provided they can survive 10d4 damage.So, Fiendish Grafts are even cheaper than we thought. According to the Fiend Folio:Quote from: Fiend Folio, page 209Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual. Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft. Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.Emphasis mine, but that is the entire paragraph.
Got at least 40 HP and a minute of time? Get yourself a fiendish graft today!
All you had to do in the first place was bind a Sibriex, but yeah. This is somewhat cheaper than an 8th level spell.
And if you have someone cast vigor on you (3rd level spell iirc), the fast healing 2 that it gives for at least 15 rounds on average negates all the 10d4 damage in just over half again the time it takes for the damage to be dealt.Vigor is 1st level, and heals 11 points per casting. Makes a great bandaid wand.
Average damage/round, 2.5. Fast healing 2 makes the net there .5 damage/round.
Vigor is 1st level, and heals 11 points per casting. Makes a great bandaid wand.That's lesser vigor. Still good, but doesn't negate as much of the ritual damage as it occurs.
The Dreaming Blindfold (MIC):You can do the same thing via the Remote Viewing (http://www.d20srd.org/srd/psionic/powers/remoteViewing.htm) power. They do need to fail the initial save for Remote Viewing, but since you have a virtual presence there (and can even be attacked), I'd think you could use touch spells (or just about anything).
"If you are also wearing a psicrown (EPH169), you can target the recipient of the dream or nightmare with a single psionic power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days."
It seems like a nice way to assassinate someone from afar. You probably can't use powers that require you to touch the creature, which makes me sad because I'd have liked to be able to teleport the target as well (sleeping implies willing).
But note that technically it works even if the target is protected against mind-affecting effects, and doesn't sleep: you just need to target it with Dream (which might fail immediately).
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.No duration is listed on that ability, just that it comes into effect 1 round after you issue the command. I believe it defaults to permanent or instantaneous when no duration is listed?
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.
Is there an updated version of Knock-down (http://dndtools.eu/feats/deities-and-demigods--39/knock-down--1725/)? I'm asking because I don't see it talked about often but I think its good as fuck.
under the subsection that states these are for deities only. There is no Deities & Demigods specific errata pdf that I'm aware of.I don't see anything in the quoted text saying these are for deities only. Is it stated somewhere else, in a section other than the quoted one?
In addition to the feats in the Player’s Handbook, deities can also
obtain the feats described here, all of which were originally pub-
lished in other D&D game products. Because these feats (as well as
those in the Player’s Handbook) were originally designed for use by
player characters, many of them have prerequisites that any deity
automatically meets, such as a base attack bonus of +2 for Hold the
Line. Nevertheless, those prerequisites are retained in these feat
descriptions so that the descriptions will be consistent with the
way they were originally published.
under the subsection that states these are for deities only. There is no Deities & Demigods specific errata pdf that I'm aware of.I don't see anything in the quoted text saying these are for deities only. Is it stated somewhere else, in a section other than the quoted one?
In addition to the feats in the Player’s Handbook, deities can also
obtain the feats described here, all of which were originally pub-
lished in other D&D game products. Because these feats (as well as
those in the Player’s Handbook) were originally designed for use by
player characters, many of them have prerequisites that any deity
automatically meets, such as a base attack bonus of +2 for Hold the
Line. Nevertheless, those prerequisites are retained in these feat
descriptions so that the descriptions will be consistent with the
way they were originally published.
It's unfortunate that they didn't include the errata, as it came later than the D&DG reprint, and therefore should be the most recent version.
Sword & Fist errataDoes the SRD version override this errata? What is the publication date of the SRD?
p. 7, Knockdown
Insert to end of Benefit:
Use of this feat cannot be combined with Improved Trip to generate an extra attack, and
successful use of this feat does not grant an extra attack through the Cleave or Great Cleave
feats.
Insert may into “you may make a trip attack as a free action.”
After “whenever you deal 10 or more points of damage to your opponent in melee” insert: with a
single attack
It's a little screwed up...
Sword & Fist (Jan 2001) was printed first, and errata'd (10/18/2002). This errata'd version is certainly available to a PC where 3.0 material is allowed.
The Dreaming Blindfold (MIC):You can do the same thing via the Remote Viewing (http://www.d20srd.org/srd/psionic/powers/remoteViewing.htm) power. They do need to fail the initial save for Remote Viewing, but since you have a virtual presence there (and can even be attacked), I'd think you could use touch spells (or just about anything).
"If you are also wearing a psicrown (EPH169), you can target the recipient of the dream or nightmare with a single psionic power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days."
It seems like a nice way to assassinate someone from afar. You probably can't use powers that require you to touch the creature, which makes me sad because I'd have liked to be able to teleport the target as well (sleeping implies willing).
But note that technically it works even if the target is protected against mind-affecting effects, and doesn't sleep: you just need to target it with Dream (which might fail immediately).
SRD is 2004Clearly those aren't Deity only feats because Persist Spell, along with lots of other bullshit, is there.
http://www.wizards.com/default.asp?x=d20/article/srd35
Divine Abilities and Feats
FEATS
Deities can obtain the feats described here, in addition to any standard feats.
My interpretation:
Deities can take the 'unerrata'/OP version
Players are left with the errata'd sword and fist version
Is there an updated version of Knock-down (http://dndtools.eu/feats/deities-and-demigods--39/knock-down--1725/)? I'm asking because I don't see it talked about often but I think its good as fuck.Often? I see it every time a Trip build is mentioned.
Sorry to pimp but this isn't the first time others have come to the same conclusion as me. It sounds like someone was edging towards the PBMC balanced ECL variant. I wouldn't be surprised if we learned that half the designers thought those RHD were free anyway...No, it's ECL +2, which, since it includes 2 RHD, is equivalent to LA +0. That's how it was written in 3.0. Races didn't differentiate between RHD and LA, they just gave it to you as one lump sum. I remember seeing some races somewhere that even had ECL modifiers less than their total RHD, which would mean a negative LA in 3.5 terms.
Personally I always thought the differences between LA and RHD never did make sense. Like one that takes half dragon with LA +3 but no RHD. Yeah they have all these nifty abilities, but oh no, you sneeze in their direction and they're dead. Starting ECL of 4th, but as a lvl 1 character, means you've pathetic HD. I've always ruled it as being whatever the LA is, that's how many RHD they get, otherwise, the entire LA/RHD system is broken in a bad way, not a good way.
I like this idea. How does it work normally? (My group has a running ban on anything with RHD since nobody understood them)
Normally, both RHD and LA count towards your character level when determining your ECL (and thus how much xp you earn and how much it takes to level up). However, RHD are like actual character levels in a class with no class features (you get HP, skills, BAB, and saves according to your creature type, and they count towards feats, skill rank maximums, not dying to Cloudkill, etc.). If you only have 1 RHD at character creation, you can even trade it in for a full-fledged class level. However, if you have more than that (2+ RHD), you're stuck with them, and they come first before any class levels so your low level feats can't use your class features for prerequisites (since you won't have them yet), and it's your RHD's skill points that are multiplied by 4 at 1st level, not your first class's skill points. Some things with enough RHD can get you high enough level to meet the prerequisites for some PrCs, letting you skip taking base classes entirely.
LA is just a blank, where you get nothing (no HP, skills, BAB, saves, feats, max ranks, etc.). On the other hand, you can buy off your LA if you use the rules in Unearthed Arcana, which involves spending extra experience points at certain levels (the exact nature of which I kinda understand, sort of, but not well enough to explain).
Neither LA nor RHD count against you for multiclass penalties if you use them. You could have, say, 10 RHD, +5 LA, and 1 level each of Fighter, Rogue, and Wizard (not that you should ever do this), and you'll still get your full experience, albeit only the experience that a level 18 character would earn.
Ok, so we WERE doing it right, it just sucked that hard.
Going back to the Uncanny Trickster/Legacy Champion talk... Apply one to Abjurant Champion, and the other to the one applied to AC. Proceed to laugh at how huge the bonuses from Abjurant Armor get on the right spells.
Going back to the Uncanny Trickster/Legacy Champion talk... Apply one to Abjurant Champion, and the other to the one applied to AC. Proceed to laugh at how huge the bonuses from Abjurant Armor get on the right spells.
Congratulations! 1/20 of the time you get hit by a sword, no effect on touch AC. :p
Going back to the Uncanny Trickster/Legacy Champion talk... Apply one to Abjurant Champion, and the other to the one applied to AC. Proceed to laugh at how huge the bonuses from Abjurant Armor get on the right spells.
Congratulations! 1/20 of the time you get hit by a sword, no effect on touch AC. :p
Yup, pretty much!
Now if only there was a PrC that boosted the AC gains from spells that grant Deflection bonuses.
A yurian’s favored class is barbar-
ian. Yurian spellcasters are usually
adepts or druids. Their few clerics
revere ancestral spirits, and can
choose from the domains of Heal-
ing, Luck, Protection, and Water.
A yurian PC’s effective charac-
ter level (ECL) is equal to its class
level +4. Thus, a 1st-level yurian barbarian has
an ECL of 5 and is the equivalent of a 5th-
level character.
Fun Find: Yurians from Fiend Folio have 3 racial HD and a +4 LA, and are overall kinda crappy.
No, what's important about them is the "Yurian characters" section of their write-up:QuoteA yurian’s favored class is barbar-
ian. Yurian spellcasters are usually
adepts or druids. Their few clerics
revere ancestral spirits, and can
choose from the domains of Heal-
ing, Luck, Protection, and Water.
A yurian PC’s effective charac-
ter level (ECL) is equal to its class
level +4. Thus, a 1st-level yurian barbarian has
an ECL of 5 and is the equivalent of a 5th-
level character.
Looks like Plz was right, in at least one case...
Fun Find: Yurians from Fiend Folio have 3 racial HD and a +4 LA, and are overall kinda crappy.
No, what's important about them is the "Yurian characters" section of their write-up:QuoteA yurian’s favored class is barbar-
ian. Yurian spellcasters are usually
adepts or druids. Their few clerics
revere ancestral spirits, and can
choose from the domains of Heal-
ing, Luck, Protection, and Water.
A yurian PC’s effective charac-
ter level (ECL) is equal to its class
level +4. Thus, a 1st-level yurian barbarian has
an ECL of 5 and is the equivalent of a 5th-
level character.
Looks like Plz was right, in at least one case...
Fiend Folio has LA in it, so does Savage Species, both are 3.25 books
whereas, Manual of the Planes and Miniatures Handbook have LAs, and those are hardcore 3.0 books
If you look at Crucians in Sandstorm, the "Crucians as Characters" entry completely lacks any mention of you having to take their 3 Humanoid HD. So presumably you should only have to pay the +2 LA. Still a bit overpriced, but not nearly as bad as ECL 5.
perfectly legit for alter self...If you look at Crucians in Sandstorm, the "Crucians as Characters" entry completely lacks any mention of you having to take their 3 Humanoid HD. So presumably you should only have to pay the +2 LA. Still a bit overpriced, but not nearly as bad as ECL 5.
The fact that an entry contains no reminder of the general rule does not remove the general rule from applicability. Sorry, you still have to take the RHD as normal.
Fiend Folio has LA in it, so does Savage Species, both are 3.25 books
whereas, Manual of the Planes and Miniatures Handbook have LAs, and those are hardcore 3.0 books
I can tell you for sure that the Miniatures Handbook is 3.5e. It states right on the back cover that it is for use with the 3.5e core books.
A dragonshard pommel stone can be attached to a weapon that already has an enhancement bonus and possibly also one or more special properties, but the magic of the pommel stone supersedes the existing enchantments
The incarnate weapon gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of essentia you invest in it.
---
RAW, it appears, at least in the Book of Vile Darkness, that the Disciple and Thrall PrCs don't require to worship the actual archfiend
Am I Orcus? Nope. I just won the annual deity eating
contest
Knight unburdened (The Forge of War, p114) is a 1st-level spell that removes the speed reduction from medium and heavy armor for an hour per level. It's pretty limited for spell lists, but there's always archivist.I actually just found that while I was looking for stuff about raising the max-dex.
Am I Orcus? Nope. I just won the annual deity eating
contest
Annual Deity Eating Contest.
Wat.
Am I Orcus? Nope. I just won the annual deity eating
contest
Annual Deity Eating Contest.
Wat.
"Insectile" is an inherited template that can be added to any giant, humanoid, or monstrous humanoid (hereafter referred to as the base creature). An insectile creature is a biped, and it gains four more arms. It has all the base creature's characteristics, except as noted below.I noticed that the Insectile template changes to only 2 legs, so Centaurs become 'humans' with 6 arms.
Tome of Magic has the Supernatural Opportunist feat which lets you do the same thing, but has a much worse pre-req. I like the FCII version better!
and the other triggers when the enemy attacks.A successful attack provokes an AoO for Karmic Strike, not a missed one.
what happens when you cast Incarnate Construct on a 12-headed Hydra with Half-Iron Golem arms, when 11 of the heads are destroyed?
The hydra entry in d20srd doesn't have the head*2 regen goodie listed as (ex) or (su) or Special Attack or Special Quality.
Fast Healing (Ex)
Each round, a hydra heals damage equal to 10 + the number of its original heads.
The hydra entry in d20srd doesn't have the head*2 regen goodie listed as (ex) or (su) or Special Attack or Special Quality.Quote from: http://www.d20srd.org/srd/monsters/hydra.htmFast Healing (Ex)
Each round, a hydra heals damage equal to 10 + the number of its original heads.
Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.
Strong: Living creatures that require sleep lose the ability to do so, as their bodies fidget and their thoughts race. Physical exhaustion sets in, and eventually minds break. A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become fatigued during that time, it is exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage. If the total Wisdom damage exceeds its Hit Dice, the creature is affected as if by an insanity spell. Once its Wisdom score drops to 0, the creature becomes unconscious but cannot recover lost Wisdom naturally. Only a sleep or deep slumber spell or equivalent effect can grant rest for a time, after which the effects of the sign begin anew.
There are rules for sleep deprivation under the "Appalling Fecundity" sign in Elder Evils.Sadly, nothing in that prevents you from healing the 1 point of wisdom damage naturally each day. It only prevents you from recovering wisdom naturally after the wisdom score has dropped to 0. So, as long as someone has a base wisdom higher than 1 (and doesn't take Wis damage from some other effect), they can't ever reach 0, and won't ever become insane (because 1 point of wisdom damage never exceeds the HD of even a first level commoner.)QuoteStrong: Living creatures that require sleep lose the ability to do so, as their bodies fidget and their thoughts race. Physical exhaustion sets in, and eventually minds break. A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become fatigued during that time, it is exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage. If the total Wisdom damage exceeds its Hit Dice, the creature is affected as if by an insanity spell. Once its Wisdom score drops to 0, the creature becomes unconscious but cannot recover lost Wisdom naturally. Only a sleep or deep slumber spell or equivalent effect can grant rest for a time, after which the effects of the sign begin anew.
Sadly, nothing in that prevents you from healing the 1 point of wisdom damage naturally each day.Quick check of the rules compendium shows that
HEALING ABILITY DAMAGEit needs sleep. Which we can't do without magic, so all the mundane folk do go crazy eventually.
If, during a 24-hour period, a creature gets a full 8 hours of sleep or equivalent rest (depending on the creature’s race), that creature recovers 1 ability score point per damaged ability score.
I am really happy to see some sense injected into the rules by that book. Not every "clarification" made in there actually makes sense, but this one sure does. (It seems like obvious RAI in the srd rules, but sadly they didn't explicitly say that you needed sleep...).Sadly, nothing in that prevents you from healing the 1 point of wisdom damage naturally each day.Quick check of the rules compendium shows thatQuoteHEALING ABILITY DAMAGEit needs sleep. Which we can't do without magic, so all the mundane folk do go crazy eventually.
If, during a 24-hour period, a creature gets a full 8 hours of sleep or equivalent rest (depending on the creature’s race), that creature recovers 1 ability score point per damaged ability score.
Sadly, nothing in that prevents you from healing the 1 point of wisdom damage naturally each day.Quick check of the rules compendium shows thatQuoteHEALING ABILITY DAMAGEit needs sleep. Which we can't do without magic, so all the mundane folk do go crazy eventually.
If, during a 24-hour period, a creature gets a full 8 hours of sleep or equivalent rest (depending on the creature’s race), that creature recovers 1 ability score point per damaged ability score.
<snip>Oh that. I thought he meant the Hydra's HP regeneration based on it's number of heads. *shrugs*
They should have said so explicitly in the ability, for those that don't use Rules Compendium ;)Actually the equivalent rest puts it back to you. They don't need to sleep, they just need to toss and turn in bed for eight hours a day. If they get up to pace around, you can count that as an interruption and sooner or later the sustained damage will add up. It just takes a while, which is kind of the point. Killing people in a week isn't evil enough, slowly driving them mad so the still sane ones have to deal with them is the best way to go about things. :devil
<snip>Oh that. I thought he meant the Hydra's HP regeneration based on it's number of heads. *shrugs*
wand of 'insert here'I will NOT insert a wand there... :twitch
Actually the equivalent rest puts it back to you. They don't need to sleep, they just need to toss and turn in bed for eight hours a day.
HEALING ABILITY DAMAGEThe only equivalent rest to 8 hours sleep is 4 hours trance, or something similar to trancing (ie. that states it counts as 8 hours rest).
If, during a 24-hour period, a creature gets a full 8 hours of sleep or equivalent rest (depending on the creature’s race), that creature recovers 1 ability score point per damaged ability score.
Complete bed rest for the entire 24 hours doubles this rate. Undertaking even light activity during a 24-hour period prevents this additional healing.You don't need sleep. Period.
Tome of Magic has the Supernatural Opportunist feat which lets you do the same thing, but has a much worse pre-req. I like the FCII version better!
The rules aren't clear enough and might seem contradictory, but it should be abundantly clear that whatever would be considered "rest" for the character is what's needed. For some races, that means sleep. For others, it doesn't.
The rules aren't clear enough and might seem contradictory, but it should be abundantly clear that whatever would be considered "rest" for the character is what's needed. For some races, that means sleep. For others, it doesn't.
24 hours of bed rest in no way involves 24 hours of sleeping, so no, it is not abundantly clear; it is not in fact clear at all.
The rules aren't clear enough and might seem contradictory, but it should be abundantly clear that whatever would be considered "rest" for the character is what's needed. For some races, that means sleep. For others, it doesn't.
24 hours of bed rest in no way involves 24 hours of sleeping, so no, it is not abundantly clear; it is not in fact clear at all.
"For some races, that means [some] sleep..." Better?
Or how about we not go RAWtard on it and just ask whether the character is resting in whatever way that character would rest? Sleep? Sure. Tossing and turning? Why not? Laying there twiddling their thumbs? Go for it.
Found another solution to Mindbender + Mindsight wrecking the game.
Telepathy Block from BoED (Brd 5, Clr 5, Sor/Wiz 5) only lasts 1 round per level, but it is an 80-foot radius emanation, and a Widened version (8th level slot) shuts it down completely. Although it comes from the BoED, it isn't a [good] or exalted or sanctified spell, so as far as I know, there's no reason the bad guys can't use it too.
This just adds to the gem of Hellbreaker, which can also shut down Mindblank, in a limited fashion.
Granted, it would have to be used by foes that know what to expect, so it wouldn't come into play in a lot of situations.
Boots of Gravity!Source?
I never really appreciated this until i read Brandon Sandersons Way of Kings book.Makes me think of Mistborn Lurching; I haven't yet read Way of Kings.
Planar Handbook.Boots of Gravity!Source?
The rules aren't clear enough and might seem contradictory, but it should be abundantly clear that whatever would be considered "rest" for the character is what's needed. For some races, that means sleep. For others, it doesn't.
24 hours of bed rest in no way involves 24 hours of sleeping, so no, it is not abundantly clear; it is not in fact clear at all.
Absorb Fear (Su): Starting at 2nd-level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition that could make you frightened, all your spells function at +2 caster level; if panicked, all your spells function at +3 caster level. These bonuses last for the duration of the fear effect, of for a number of rounds equal to your Charisma modifier, whichever is less (Of course, if you fail your save against the condition, you might not be in the position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save, but only frightens those who make the save, you gain the bonus from being panicked, even if you make the save.
You can, instead, choose to cast a single spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd-level spell if panicked.
If you are subject to a second fear effect while still enjoying the effects of the first, either the granted benefits or holding the extra spell, you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time.
or get Touch of Hate (http://dndtools.eu/feats/players-guide-to-faerun--22/touch-hate--3599/)Wow... so once every ten days, you can create a templated animal that follows your commands indefinitely? That's crazy awesome. Sounds like an actual mechanism for the BBEG to fill a forest with his horrific minions. :D
Embrace Emotion (Ex): By internalizing the philosophical teachings of the reforged, you learn to experience emotions more powerful than most living creatures ever know. From 3rd level, any time you are subject to an effect that grants you a morale bonus, that bonus is increased by +1.
This feat is insane. How have I never heard of this before? :lmao
Reforged (http://dndtools.eu/classes/reforged/) has a lovely capstone, Embrace Emotion.QuoteEmbrace Emotion (Ex): By internalizing the philosophical teachings of the reforged, you learn to experience emotions more powerful than most living creatures ever know. From 3rd level, any time you are subject to an effect that grants you a morale bonus, that bonus is increased by +1.
I feel like this could be a nice boost to an IC Bard build; it would be slapped on at the end, but I think it would give that particular character +1d6 damage from Dragonfire Inspiration...
I feel like this could be a nice boost to an IC Bard build; it would be slapped on at the end, but I think it would give that particular character +1d6 damage from Dragonfire Inspiration...Didn't check but I think you're right. WoC applies to the Bard's Bonus which would be factored before it's application to a Reforged. DI however makes you lose the bonus to gain d6s, implying that the Moral Bonus is granted and replaced (which is why undead cannot use it without requiem).
Okay... So, I have a familiar. I cast Devil's Tongue on myself (and my familiar) Then I use Balor's Nimbus I can cast both of these at 3rd level with a high enough int. So, I grapple with my tongue. If I grapple, I assume my Familar gets an auto grapple as well (That target is immobilized. How can my familiar miss?) So, assuming I hit first, the target will take an average of 21+21 points of fire damage. So unless my target really is impressive, WHOOSH!
Perhaps a possible answer for That Damn Crab (http://www.wizards.com/default.asp?x=dnd/fw/20040221a), since it includes being grappled, that the crab is want to do.
EDIT: BTW, I just can't stop laughing about a wizard and his toad familar just burning people to ash with their elongated tongues.
Note:(click to show/hide)
Okay, I cast this, include my familiar. We both turn into displacer beasts. I immedately dismiss the spell on myself and mount up on my displacer beast familiar and ride into battle. As long as I'm riding him, we are never more then 5 feet apart and no chance the familiar will accidentally get further then five feet from me and lose the spell.
Note, nothing under familiar states that I have to keep the spell up on myself to keep the spell going on my familiar.
Share SpellsYou don't have to worry about your familiar getting further than 5 feet away. Just cast it directly on him to start with. (This only works assuming you don't also want the benefit of the spell on yourself.)
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Note:QuoteShare SpellsYou don't have to worry about your familiar getting further than 5 feet away. Just cast it directly on him to start with. (This only works assuming you don't also want the benefit of the spell on yourself.)
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Also, I don't think you can have it affect both of you and then only dismiss it upon yourself. It's one spell, if you dismiss it, it ends, period.
Wrong thread... but that guy's an ass.It might be, depending if the discussion really takes off or not.
"I can't see a thing on the surface of Venus. Why not? Because it's covered with a dense layer of clouds. Well, what are clouds made of? Water, of course. Therefore, Venus must have an awful lot of water on it. Therefore, the surface must be wet. Well, if the surface is wet, it's probably a swamp. If there's a swamp, there's ferns. If there's ferns, maybe there's even dinosaurs."This is D&D on the Forums in a gist.
Which is not what this thread is about; please, start a new thread if you want a discussion.
Don't derail this thread. Please.
Which is not what this thread is about; please, start a new thread if you want a discussion.
Don't derail this thread. Please.
I'm going to second this.
Strict RAW it doesn't work.... The Draconomicon Dracolich isn't a Lich, it's its own template, thus not able to become a Demilich.Even just having a dracolich familiar is pretty awesome. :lmao (I don't think it would actually stay your familiar after the transformation, though...)
Hide Life (Tome and Blood: A Guidebook to Wizards and Sorcerers)Ok, so you burn a 9th level Spell and 5,000XP one day and chop off your little finger, then for the rest of your unnatural life you're Staggered.
Necromancy
Level: Sorcerer 9, Wizard 9,
Components: V, S, M, XP,
Casting Time: 1 day
Range: Personal
Target: You
Duration: Instantaneous (see text)
You isolate your life force in one single part of the body-typically the little finger on the left hand. You can then remove this part and store it in some safe place. Once the spell takes effect, you can no longer be killed by ordinary means: If damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects. Instead, you are staggered (only able to take partial actions).
While this spell is in effect, if you would otherwise be disabled or dying, you do not lose hit points for taking actions or having a negative hit point total. Healing does not automatically return you to 0 hit points but simply adjusts your current total upward.
If you would otherwise be dead, you cannot benefit from healing and simply fall down dead if the spell is ended.
If the hidden body part is ever destroyed, the spell is broken and your life force returns to your body if you would not otherwise be dead.
Material Component: A small sickle made of the purest silver, which you use to detach the body part to be stored.
XP Cost: 5,000 XP.
You're staggered forever because you took 12 trillion damage, and can't be bothered to heal yourself that much.Pretty much. Once the Spell is saving you form being dead at -11HP you lose the ability to be healed which locks you into a dead/staggered state.
Or a friendly psion. (http://www.d20srd.org/srd/psionic/powers/crisisofBreath.htm)You're staggered forever because you took 12 trillion damage, and can't be bothered to heal yourself that much.Pretty much. Once the Spell is saving you form being dead at -11HP you lose the ability to be healed which locks you into a dead/staggered state.
Unless you put your head in a bucket of water. :smirk
That's also how I read it, and it makes it stronger.From the quote it looks like it's Instantaneous... The only thing that can end it is someone destroying your removed digit (so put that in an iron golems mouth, which you Imprison underneath the world's worst dungeon, at the bottom of the sea (or inside a star, etc).
I can remember any tricks for ignoring staggered, but I bet there's some immunity somewhere.
Most worrying part is that you can't be healed if you're dead, and if Healing bucket is out, we need to spam contingent resurrections for when the spell ends or somehow find a way to heal without being able to benefit from healing.
Is it just me or is that spell like crazily badly written?Oh I think we all agree with you on that.
Is there any particular REASON we're sticking our head inside the friendly psion?Or a friendly psion. (http://www.d20srd.org/srd/psionic/powers/crisisofBreath.htm)You're staggered forever because you took 12 trillion damage, and can't be bothered to heal yourself that much.Pretty much. Once the Spell is saving you form being dead at -11HP you lose the ability to be healed which locks you into a dead/staggered state.
Unless you put your head in a bucket of water. :smirk
Hide Life + stuffDoes a staggered Swiftblade take normal actions? If so, combine it with that spell that Matyr spell and you have a fucking awesome concept.
So we feel better.Is there any particular REASON we're sticking our head inside the friendly psion?Or a friendly psion. (http://www.d20srd.org/srd/psionic/powers/crisisofBreath.htm)You're staggered forever because you took 12 trillion damage, and can't be bothered to heal yourself that much.Pretty much. Once the Spell is saving you form being dead at -11HP you lose the ability to be healed which locks you into a dead/staggered state.
Unless you put your head in a bucket of water. :smirk
Does a staggered Swiftblade take normal actions? If so, combine it with that spell that Matyr spell and you have a fucking awesome concept.Yeah, stack orders apply. Stagger knocks you down to a single Move or Standard, Haste gives you another Standard. Immunity to being Staggered solves all your problems.
In case the DM rules that "suffocation/drowning can't heal you (http://www.d20srd.org/srd/psionic/powers/psychicCrush.htm)
If damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects.
To the disabled part, but it also sets your HP to -1, no?In case the DM rules that "suffocation/drowning can't heal you (http://www.d20srd.org/srd/psionic/powers/psychicCrush.htm)QuoteIf damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects.
Wouldn't transparency apply?
To the disabled part, but it also sets your HP to -1, no?In case the DM rules that "suffocation/drowning can't heal you (http://www.d20srd.org/srd/psionic/powers/psychicCrush.htm)QuoteIf damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects.
Wouldn't transparency apply?
The Manticore Sting feat from Dragonmarked is pretty cool, especially since it uses Daggers/Shurikens.
You are a master of the art of throwing numerous, sharp projectiles, such as daggers and darts.
Prerequisites: Mror dwarf, Dex 17, Quick Draw, base attack bonus +6.
Benefit: When you take this feat, the range increment for daggers, darts, or shuriken increases by 10 feet when you throw them. In addition, as a standard action, you can throw two such weapons at the same time, provided you throw them at a single target within 30 feet. Both weapons use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). The weapons you throw do not have to be of the same type.
For every five points of base attack bonus you have above +6, you may add one additional dagger, dart, or shuriken to this attack, to a maximum of four weapons (in any combination) at a base attack bonus of +16. However, each weapon after the second adds a cumulative –2 penalty on the attack roll, for a total penalty of –6 for three weapons, and –8 for four. Damage reduction and other resistances apply separately against each weapon thrown.
Special: Regardless of the number of weapons you throw, you only apply precision-based damage (such as sneak attack damage) once. If you score a critical hit, only the first thrown weapon deals critical hit damage; all the others deal regular damage. If throwing more than one type of weapon, you must declare which weapon you throw first before rolling damage.
Gal-Ralan from Cormyr, the Tearing of the Weave. A level 4~7 adventure module.
They take up the arms slot and deal one point of Con damage while worn. It's stated that this damage cannot be recovered by any means so long as they are worn but saying nothing about if you're already immune to Con damage.
So why do I bring this up? Pretty much 40%~50% off Resistance Bonuses to Saves. 625gp for a +1 bonus (vs 1k) or 15,600 for +5 (vs 30k). As if you needed more reasons to become an Undead Creature.
Gal-Ralan from Cormyr, the Tearing of the Weave. A level 4~7 adventure module.
They take up the arms slot and deal one point of Con damage while worn. It's stated that this damage cannot be recovered by any means so long as they are worn but saying nothing about if you're already immune to Con damage.
So why do I bring this up? Pretty much 40%~50% off Resistance Bonuses to Saves. 625gp for a +1 bonus (vs 1k) or 15,600 for +5 (vs 30k). As if you needed more reasons to become an Undead Creature.
Yeah, but only if it's melee. Who has more than 30ft melee attacks without also being 30ft wide?
Glad you asked. (http://www.minmaxboards.com/index.php?topic=12750.0)I like it, but needs more %Metal% Whirlwind Maneuvers from Tome of Battle. :)
Glad you asked. (http://www.minmaxboards.com/index.php?topic=12750.0)I like it, but needs more %Metal% Whirlwind Maneuvers from Tome of Battle. :)
Glad you asked. (http://www.minmaxboards.com/index.php?topic=12750.0)I like it, but needs more %Metal% Whirlwind Maneuvers from Tome of Battle. :)
Unfortunately, those things specify adjacent, rather than just what's within reach.
Yeah, but only if it's melee. Who has more than 30ft melee attacks without also being 30ft wide?
Yeah, but only if it's melee. Who has more than 30ft melee attacks without also being 30ft wide?
The Bloodstorm Blade should be able to with the right equipment.
Yeah, but only if it's melee. Who has more than 30ft melee attacks without also being 30ft wide?
The Bloodstorm Blade should be able to with the right equipment.
The Bloodstorm Blade makes ranged strikes with melee weapons. The roll itself is a melee attack roll (for calculations), but as far as I can tell, it is still a ranged attack.
Monkey Grip + Slaughter Master of the Bloodbound = No penalties w/ weapon one size larger plus a n exotic weapon proficiency.
Nice for gladiators of the harpoon or greatbow ;)
Bloodbound stuff can be found in the City of Stormreach book, if anyone's curious.So now you can actually duplicate Powerful Build via feats. It just takes 3 of them (Jotunbrud, Monkey Grip, Slaughter Master of the Bloodbound).
Monkey Grip + Slaughter Master of the Bloodbound = No penalties w/ weapon one size larger plus a n exotic weapon proficiency.
Nice for gladiators of the harpoon or greatbow ;)Bloodbound stuff can be found in the City of Stormreach book, if anyone's curious.So now you can actually duplicate Powerful Build via feats. It just takes 3 of them (Jotunbrud, Monkey Grip, Slaughter Master of the Bloodbound).
Edit: Ah, I see from below that I was slightly wrong. That would be much more difficult to add to an adventuring PC.
unless you were the subject of frequent scrying... i could imagine some old rich fogies club where they scry on select champions sit around and sip fine mead and wines and bet on the outcome and methods used to overcome various encounters.This is a hilarious idea, and I definitely plan to include it in a game at some point... if I can remember it. :P
unless you were the subject of frequent scrying... i could imagine some old rich fogies club where they scry on select champions sit around and sip fine mead and wines and bet on the outcome and methods used to overcome various encounters.This is a hilarious idea, and I definitely plan to include it in a game at some point... if I can remember it. :P
unless you were the subject of frequent scrying... i could imagine some old rich fogies club where they scry on select champions sit around and sip fine mead and wines and bet on the outcome and methods used to overcome various encounters.
unless you were the subject of frequent scrying... i could imagine some old rich fogies club where they scry on select champions sit around and sip fine mead and wines and bet on the outcome and methods used to overcome various encounters.
Heh. I have this in my campaign world. Except it's a tavern for adventurers with a large-screen scrying device. Some patrons are given crystals that allow them to be scryed upon while they're out adventuring. A good time is had by all!
Monkey Grip + Slaughter Master of the Bloodbound = No penalties w/ weapon one size larger plus a n exotic weapon proficiency.
Nice for gladiators of the harpoon or greatbow ;)Bloodbound stuff can be found in the City of Stormreach book, if anyone's curious.So now you can actually duplicate Powerful Build via feats. It just takes 3 of them (Jotunbrud, Monkey Grip, Slaughter Master of the Bloodbound).
Edit: Ah, I see from below that I was slightly wrong. That would be much more difficult to add to an adventuring PC.
unless you were the subject of frequent scrying... i could imagine some old rich fogies club where they scry on select champions sit around and sip fine mead and wines and bet on the outcome and methods used to overcome various encounters.
ALSO: Help a fellow minmaxboards chap (trappedslider) out brainstorming how to surprise and propose to his girl! (http://www.minmaxboards.com/index.php?topic=12769.0)
Any given object or creature has a 1% cumulative chance per 30 days spent on Thuldanin of spontaneously petrifying into stone.
A quanak's effective character level (ECL) is equal to its class level + 2
The Quanak Lizardfolk (http://www.wizards.com/default.asp?x=dnd/psb/20021227b) is the most unbalanced race in the game.
why?QuoteA quanak's effective character level (ECL) is equal to its class level + 2
this means that any template you add (even -- LA ones) does not change its ECL. Because it specifically says the 'ECL' is +2, not LA. This overrides the standard use of LA (specific over general).
The Sha'ir can take Mystic Theurge starting 4th level and gains both progressions.
The Sha'ir can take Mystic Theurge starting 4th level and gains both progressions.No. Bad.
The Red Avenger class in Sword and Fist page 34 has an interesting BAB progression. Basically it's a 3/4 progression, but moved up a level, so it goes 1, 2, 3, 3, 4, and so on. The Halfling Outrider on page 22 is likewise a bumped up, but is a 1/2 progression. Thankfully it got updated in CW to have full BAB.
kind of like Dragonwrought true dragon cheese being against the intent, but is pretty black and white.
The Red Avenger class in Sword and Fist page 34 has an interesting BAB progression. Basically it's a 3/4 progression, but moved up a level, so it goes 1, 2, 3, 3, 4, and so on. The Halfling Outrider on page 22 is likewise a bumped up, but is a 1/2 progression. Thankfully it got updated in CW to have full BAB.
kind of like Dragonwrought true dragon cheese being against the intent, but is pretty black and white.
You mean other than that whole clear-as-day list of all true dragons that has no mention of DWKs? Or the part where DWKs do not gain HD from their age categories? Or how they don't have breath weapons, or ...
Yeah, gonna have to strongly disagree on the part about RAWtarded rule interpretations to try and declare DWKs as true dragons being "black and white".
I think all of these are likely mistakes.The Red Avenger class in Sword and Fist page 34 has an interesting BAB progression. Basically it's a 3/4 progression, but moved up a level, so it goes 1, 2, 3, 3, 4, and so on. The Halfling Outrider on page 22 is likewise a bumped up, but is a 1/2 progression. Thankfully it got updated in CW to have full BAB.
Along those same lines, most of the 3/4 BaB PrC from the Mind's Eye articles have only +2 BaB at level 4 instead of +3.
Can we not do this again? pretty pretty please?kind of like Dragonwrought true dragon cheese being against the intent, but is pretty black and white.
You mean other than that whole clear-as-day list of all true dragons that has no mention of DWKs? Or the part where DWKs do not gain HD from their age categories? Or how they don't have breath weapons, or ...
Yeah, gonna have to strongly disagree on the part about RAWtarded rule interpretations to try and declare DWKs as true dragons being "black and white".
what list? Draconomicon pg144 ? Races of the Dragon pg103 ?
both are missing several true dragons (Drac more than RotDr), unless you don't want to count Mercury, Steel, and Mist Dragons as a true dragons, or the Obsidian or Ectoplasmic Dragons.
Material ComponentYeah, he doesn't need the expensive gem. Interestingly, among his listed possessions is 1,000 gp worth of gems. Every single one of those gems is going to have a trapped soul in it when my PC's face one of these...
Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Won't continue that argument hereThat's my take on it too. He's supposed to have a lot of gems on him anyway; I'm just going to say that they ALL have souls trapped in them. When the PC's have to rescue someone who was kidnapped.... Have fun figuring out which gem holds their friend.
the only thing I can think of is the demon needs some kind of gem to trap the souls, they just don't need to be that expensive. You could use a quartz worth 1cp
The Molydeus demon from FC1 gets Trap the Soul as an SLA 1/day.
Remember how SLA's don't require any components?QuoteMaterial ComponentYeah, he doesn't need the expensive gem. Interestingly, among his listed possessions is 1,000 gp worth of gems. Every single one of those gems is going to have a trapped soul in it when my PC's face one of these...
Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
The Molydeus demon from FC1 gets Trap the Soul as an SLA 1/day.fify.
Remember how SLA's don't require any Material components?
And how Trap the Soul has a Focus Component?
I guess I'm just saying this demon runs around with the souls of failed adventurers. Still cool huh?
The Molydeus demon from FC1 gets Trap the Soul as an SLA 1/day.fify.
Remember how SLA's don't require any Material components?
And how Trap the Soul has a Focus Component?
I guess I'm just saying this demon runs around with the souls of failed adventurers. Still cool huh?
Actually, the gem is a material component. And since material components get annihilated during the casting process, there's no gem left for the soul to get trapped in, so the soul gets released immediately! Yes, the gem should be a focus component.
Actually, the gem is a material component.You're right, it's tagged for the Trigger Object only. You cannot legitimately use Spell Compilation since Material Components are consumed.
The point is moot, since SLAs don't require focus components either.RC>MM's Glossary.
The Molydeus demon from FC1 gets Trap the Soul as an SLA 1/day.fify.
Remember how SLA's don't require any Material components?
And how Trap the Soul has a Focus Component?
I guess I'm just saying this demon runs around with the souls of failed adventurers. Still cool huh?
The point is moot, since SLAs don't require focus components either.RC>MM's Glossary.
No verbal, somatic, or material components are required to use a spell-like ability, nor does using one require a focus or have an experience point cost.For completeness:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost.
As others have already stated:I like the MM's version better now. Focus and XP are directly listed along side the other Component rather than appearing as an additional sentence. Helps old people like me remember things correctly rather than oh the RC removed them from the list.Quote from: RC p. 118No verbal, somatic, or material components are required to use a spell-like ability, nor does using one require a focus or have an experience point cost.
Warmage (Miniatures Handbook): Expanding the warmage spell list isn’t recommended. The warmage has a limited list of spells to balance its power and adding spells might tip that balance. If you’d like to add to the list anyway, try replacing access to spells rather than simply giving the warmage a wider range of spells to choose from. Of course, when a warmage gains the advanced learning class feature, the evocation spells in this book offer many options.Known
X: Sorcerer (maximum known by the 20th level) / Warmage (obtains full value on spell level access)
C: 9 / 4
1: 5 / 13
2: 5 / 11
3: 4 / 10
4: 4 / 12
5: 4 / 7
6: 3 / 8
7: 3 / 8
8: 3 / 7
9: 3 / 6
If your DM allows full swapping to w/e you want. You obtain more Known Spells, free Sudden Metamagics, and the Warmage's Edge over the Sorcerer to compensate for that over-powered familiar.This lovely feat is from Player's guide to Eberron pg. 151
Shocking Fist [ Warforged ](click to show/hide)
I just KNOW there have to be things you can do with this feat.
Shocking Fist [ Warforged ]
Your slam attack can deal a shock.
Prerequisite: Warforged, base attack bonus +3.
Benefit: As a free action, you can channel some of your life force into a slam attack. You must declare that you are using this feat before you make your attack roll. When you use this feat, you deal damage to yourself (any amount equal to or less than your base attack bonus). If the attack hits, you deal ld4 points of electricity damage to the target per point of damage you dealt to yourself. For example, if you dealt 3 points of damage to yourself, a successful attack would deal an extra 3d4 points of electricity damage. If the attack misses, the attempt is wasted (but you still take the damage you dealt to yourself).
You can attempt a shocking fist attack any number of times per day, but only once per round.
This lovely feat is from Player's guide to Eberron pg. 151
Shocking Fist [ Warforged ](click to show/hide)
I just KNOW there have to be things you can do with this feat.
Two points of interaction here
Anything that triggers on you taking damage
Anything that triggers on dealing electricity damage
If you figure out how to heal off electricity (like the mechanatrix does), then you have masochistic healing. Otherwise? not much I can think of.
Unfortunately, it seems that the type of damage that is dealt to you is untyped so healing off of electricity will not work.
The healing thing would work by attacking yourself. You're guaranteed to at least break even, and even that is only if you roll all ones.Indeed. Take 3 damage to hit your self with your Slam damage plus 3d4 Electricity damage.
Unfortunately, it seems that the type of damage that is dealt to you is untyped so healing off of electricity will not work.The healing thing would work by attacking yourself. You're guaranteed to at least break even, and even that is only if you roll all ones.Indeed. Take 3 damage to hit your self with your Slam damage plus 3d4 Electricity damage.
You can mitigate the Slam damage by choosing to deal nonlethal and taking the Improved Resiliency Feat.
I don't know why the SpC referenced the original printing over the in CAr but they did.Still trying to pimp-out their minis game? (I'd imagine that it was probably a relatively low seller ..... take every marketing opportunity you can)
Yes the SpC notes Warmage from the Mini's handbook. Complete Arcane was published in November 2004 with what appears to be no changes to it (per D&D tools)
Copypasta
When you need to inflate page numbers to sell more products.
You're post is a little confusing. >.>
Yes the SpC notes Warmage from the Mini's handbook. Complete Arcane was published in November 2004 with what appears to be no changes to it (per D&D tools) and the SpC was published in December 2005. I don't know why the SpC referenced the original printing over the in CAr but they did.
DMG page 144 mentions that Bronze breastplates can be made, trading +1 armor bonus for +1 Max Dex bonus. Could be handy for characters with class features or feats relating to medium armor, but have decently high Dex mods.
Even better is the fact there does not seem to be any additional price associated with this change.DMG page 144 mentions that Bronze breastplates can be made, trading +1 armor bonus for +1 Max Dex bonus. Could be handy for characters with class features or feats relating to medium armor, but have decently high Dex mods.
Good Eye!
You actually made me increase the version number on my materials file. Actually, you would be better off adding to the Tumbler's breastplate.
Is there anything that works with medium armor but not with light?Certain feats and magic items do. Don't know about any class features.
DMG page 144 mentions that Bronze breastplates can be made, trading +1 armor bonus for +1 Max Dex bonus. Could be handy for characters with class features or feats relating to medium armor, but have decently high Dex mods.Is this an option with full plate? Due to the Dex requirements on some feats, I've had characters that I'd really like to use this on.
My bad.The preceding text claims that the rules applicable to similiar classes. This means the rules applies on the same basis (requires DM cooperation, despite it not being advised) to two things:
So that trade language is in SpC, and supercedes.
Awesome. Call it: Incentive to Play a Warmage.
:D
3.0 Masters of the Wild's Tamer of Beasts is still available... since it's not the same as Beastmaster
it does rely on the Animal Companion spell a lot
Tharizdun’s Maddening ScreamNow just Quicken your favorite Spell that just happens to half a Reflex Save...
Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8, Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched <- Watch using this with Fireball :p
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The target cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell worsens the Armor Class of the creature by a –4 penalty, makes Reflex saving throws impossible except on a natural roll of 20, and makes it impossible to use a shield.
Quote from: Return to the Temple of Elemental Evil, pg162Tharizdun’s Maddening ScreamNow just Quicken your favorite Spell that just happens to half a Reflex Save...
Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8, Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched <- Watch using this with Fireball :p
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The target cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell worsens the Armor Class of the creature by a –4 penalty, makes Reflex saving throws impossible except on a natural roll of 20, and makes it impossible to use a shield.
Updated in LoM, but the bolded parts remain. Reach and Chain this spell to be a real jerk.Doh. It was reprinted as "Maddening Scream" in LoM, which subsequently got a hit on D&D Tools for the SpC. I should have probably realized I needed to drop the RttToEE's name >.>
Wings of Flurry. :lmaoQuote from: Return to the Temple of Elemental Evil, pg162Tharizdun’s Maddening ScreamNow just Quicken your favorite Spell that just happens to half a Reflex Save...
Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8, Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched <- Watch using this with Fireball :p
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The target cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell worsens the Armor Class of the creature by a –4 penalty, makes Reflex saving throws impossible except on a natural roll of 20, and makes it impossible to use a shield.
Ring of the Octopus (http://www.wizards.com/default.asp?x=dnd/fw/20040320a) 20' reach for decisive strike monks.
Wounderful ^^'
Another reason to better trade the "fragile walking XP drain bag" called "familiar" with some nice ACF.
Or learn how to better utilize one.Wounderful ^^'
Another reason to better trade the "fragile walking XP drain bag" called "familiar" with some nice ACF.
Or just hold off on summoning one until you can get an Imp or something.
Quote from: Return to the Temple of Elemental Evil, pg162Tharizdun’s Maddening ScreamNow just Quicken your favorite Spell that just happens to half a Reflex Save...
Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8, Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched <- Watch using this with Fireball :p
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The target cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell worsens the Armor Class of the creature by a –4 penalty, makes Reflex saving throws impossible except on a natural roll of 20, and makes it impossible to use a shield.
From the Dungeon crasher archetype in dungeonscape:
At 6th level, the bonuses from dealing with traps increases to +4, and the bonus to strength checks to break objects increases to +10. The damage you deal when bull-rushing an opponent into a wall increases to 8d6 points + three times your strength bonus.
So the extra damage from the 6th level of dungeoncrasher only work when bull-rushing into walls specifically, so no to getting creative with what to bull-rush someone into. :P
Kinda depends on how you define "wall."Get the party wizard to charm a Walking Wall from the Miniatures Handbook.
From the Dungeon crasher archetype in dungeonscape:
At 6th level, the bonuses from dealing with traps increases to +4, and the bonus to strength checks to break objects increases to +10. The damage you deal when bull-rushing an opponent into a wall increases to 8d6 points + three times your strength bonus.
So the extra damage from the 6th level of dungeoncrasher only work when bull-rushing into walls specifically, so no to getting creative with what to bull-rush someone into. :P
The 2nd level bonus would still work though..
From the Dungeon crasher archetype in dungeonscape:
At 6th level, the bonuses from dealing with traps increases to +4, and the bonus to strength checks to break objects increases to +10. The damage you deal when bull-rushing an opponent into a wall increases to 8d6 points + three times your strength bonus.
So the extra damage from the 6th level of dungeoncrasher only work when bull-rushing into walls specifically, so no to getting creative with what to bull-rush someone into. :P
The 2nd level bonus would still work though..
Wow.
Even without Bloodlines or Legacy Weapon shenanigans that means you can recover Unfettered Heroism using the AP from Unfettered Heroism for infinite 5th and below spells per day.
That's some terrible R&D proofing there.
What happens if you know the wall is an illusion, but they failed their will save?From the Dungeon crasher archetype in dungeonscape:
At 6th level, the bonuses from dealing with traps increases to +4, and the bonus to strength checks to break objects increases to +10. The damage you deal when bull-rushing an opponent into a wall increases to 8d6 points + three times your strength bonus.
So the extra damage from the 6th level of dungeoncrasher only work when bull-rushing into walls specifically, so no to getting creative with what to bull-rush someone into. :P
The 2nd level bonus would still work though..
Told this to one of my players for a laugh. He said "what about illusionary walls?"
So the extra damage from the 6th level of dungeoncrasher only work when bull-rushing into walls specifically, so no to getting creative with what to bull-rush someone into.It isn't the "wall" that's the problem with the combo, but you need Knockback to make it worth while and even then it's just more charging damage anyway.
Golem Immunity (http://dndtools.eu/spells/races-of-eberron--10/golem-immunity--4815/) is a sexy, sexy spell.Is it just meant as a major power up to warforged and homonculi? Though granted it's a pretty high level spell. Do warforged even count as "constructs" or is "living construct" totally different?
My favorite iterations are Flesh and Stone.
Is it just meant as a major power up to warforged and homonculi? Though granted it's a pretty high level spell. Do warforged even count as "constructs" or is "living construct" totally different?It appears that, yes, this is basically a big Warforged power up. Warforged are Constructs, so would be eligible targets.
The dragonfire adept's Breath Effects can be applied to any breath weapon, not just the one you get as a DFA. Potentially useful for monsters.
Since Breath Effects modify a use of a breath weapon rather than the breath weapon itself, a dragonfire adept/dragon samurai (http://dndtools.eu/classes/dragon-samurai/) (red, brass or gold) gets to stack his breath weapons before applying them, meaning a DFA 10/DS 10 can use Fivefold Breath of Tiamat for 312.5 average damage (25d6+50d8).
The dragonfire adept's Breath Effects can be applied to any breath weaponCitation needed.
In context it's referring to only the breath weapon gained from DFA ("your breath weapon"). Taken a bit out of context though, it neither specifies that it must be for a DFA's weapon, nor does it say it can't be for any other breath weapon gained.In context is the only context that matters, IE the rules don't say 'no' isn't an excuse to say you can do X.
Can a dragonfire adept (DM 24) apply her breath effects to breath weapons other than the breath weapon gained from the dragonfire adept class?
The dragonfire adept section assumes you have only that breath weapon when discussing breath effects. In the Sage’s opinion, you would use the dragonfire adept breath effects only with the breath weapon granted by the dragonfire adept class.
Create Small Human's from Animals: druid 5 spell
http://dndtools.eu/spells/standing-stone--150/create-faux-human--4974/ (http://dndtools.eu/spells/standing-stone--150/create-faux-human--4974/)
Got to be abusable?
It doesn't specify what the physical ability scores are.Annnnnnnnnnd neither does Awaken.
5. Animal Growth runs out... and they don't shrink. They've been set to Medium. Therefore, I'd argue that they wouldn't lose their physical ability score modifications.If such fallacies worked, I'd cast Shapechange then Devil's Ego. When Shapechange ends, my type still remains Outsider, ergo I am now a Beholder (Mage). Because if your going to blatantly butcher things, at least aim for the big stuff :P
There's a convincing argument; thanks.
I don't think you get the size adjustments, though; otherwise one of the example NPCs wouldn't have Str 8.
They... aren't the same thing?Just to note, it is the same thing.
You happen to be forgetting the final paragraph of Animal Growth, which states that multiple magical effects that increase size do not stack. ... However, I believe by RAI, you can still adjust things according to the size change chart in MM, page 291.Correct and negative. You don't get to cast Righteous Might for a +4 Size Bonus to Str, then say the Medium-to-Large table says you further gain another +4 to Str.
When you grow larger with righteous might, do you also get the –2 penalty to Dexterity for growing from Medium to Large? The spell description does not indicate that, but other descriptions for size increase do.
No. The changes to statistics by size indicated in Table 4–2 in the MM are primarily a guideline for monster creation, rather than hard-and-fast rules. Although many size-change effects mimic the numbers given on that table, each such effect has its own unique properties that don’t necessarily match the table. (The enlarge spell, for example, grants only a +2 bonus to Strength, in contrast to the +8 bonus listed on Table 4–2.)
I'd argue that the MM's size modifiers should take effect, because it doesn't make any sense for the new humanoid to have the strength of the bunny it was,That's a fallacy of appeal. And a pretty poor appeal at that, see a '10' is the average based off the 3~18 range. Just like the average Str of a Human that doesn't get killed early has an Str score of 4 (-6 for venerable). And believe me, that '4' is too high to be realistic. But anyway, the Human will always carry and hold more than the Bunny due to the sheer size difference, your Strength value only plays half the part in this role. So you're wrong to think a 2~4 range isn't humanly possible and that Tiny/Medium creatures can lift the same amounts due to having identicle Strength scores.
The size bonuses put in place by Animal Growth would be lost as soon as Create Faux Human is cast.CFH does not alter physical scores nor bestow Size Bonuses. You're fallacy of pathetic appeal does not change this, period. So no.
One note: Create Faux Human does not create a Human. It creates a Humanoid that looks identical to a Human.Rereading it, yeah I agree.
fix'd
[http://dndtools.eu/spells/spell-compendium--86/light-of-lunia--4368/]Light of Lunia[/url]
WTF is going on with the range in that spell? The block at the top lists it as medium, but the text says 30 feet...fix'd
[http://dndtools.eu/spells/spell-compendium--86/light-of-lunia--4368/]Light of Lunia[/url]
Light of Lunia (http://dndtools.eu/spells/spell-compendium--86/light-of-lunia--4368/)
:) ... and a possible target for the Divine Mind Aura: Light And Darkness.
Benefi t: Each day, you can use one or more of your spell slots to
prepare spells you know. (Usually, you do this in order to apply a
metamagic feat to the spell.) Thereafter, you can cast that spell as
a standard action even if you apply a metamagic feat to the spell
as you cast it. Preparing a spell uses a slot of the appropriate level.
Once the spell is prepared, you can’t use that spell slot for anything
else until you cast the prepared spell.
Players Guide to Faerun; Arcane PreparationQuoteBenefi t: Each day, you can use one or more of your spell slots to
prepare spells you know. (Usually, you do this in order to apply a
metamagic feat to the spell.) Thereafter, you can cast that spell as
a standard action even if you apply a metamagic feat to the spell
as you cast it. Preparing a spell uses a slot of the appropriate level.
Once the spell is prepared, you can’t use that spell slot for anything
else until you cast the prepared spell.
Standard Action Planar Binding, Augury, etc.
*cough* epic spells *cough*Epic spells don't take spell slots though do they?
oh, I'll just develop this spell that reduces the DC by 220, forcing you to cast over the course of an extra 100 days, 10 min... Oops, I just cast that spell as a standard action :plotting
EPIC SPELLCASTING
Once an epic spell is developed, the caster knows the spell. A developed epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. A spellcaster can prepare or cast any epic spell she knows as many times per day as she has available epic spell slots.
Players Guide to Faerun; Arcane PreparationQuoteBenefi t: Each day, you can use one or more of your spell slots to
prepare spells you know. (Usually, you do this in order to apply a
metamagic feat to the spell.) Thereafter, you can cast that spell as
a standard action even if you apply a metamagic feat to the spell
as you cast it. Preparing a spell uses a slot of the appropriate level.
Once the spell is prepared, you can’t use that spell slot for anything
else until you cast the prepared spell.
Standard Action Planar Binding, Augury, etc.
You can still do some of that through Arcane Archer, which also has the "standard action" wording.Or Anima Mage, which gets any spell at all as an Immediate action 1/day.
Dragons of Faerûn mentions epic spell slots under the section 'Epic Spellcasting' on pgs 120-121. Also, in the sidebar on pg 120, the have a term description for epic spell slots.
what part of the epic section in Complete Arcane says epic spell slots are different? I can't find it.
EPIC SPELL TERMS
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.
spell slot: The “space” in a spellcaster’s mind dedicated to holding a spell of a particular spell level. A spellcaster has enough spell slots to accommodate an entire day’s allotment of spells. Spellcasters who must prepare their spells in advance generally fill their spell slots during the preparation period, though a few slots can be left open for spells prepared later in the day. A spellcaster can always opt to fill a higher-level spell slot with a lower-level spell, if desired.
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.
Epic Spell Slots: You must have an available epic spell slot to prepare or cast an epic spell, just as you need a normal spell slot for a nonepic spell. You don't gain epic spell slots by virtue of your level and class, however. You get one epic spell slot for every 10 ranks you have in the relevant Knowledge skill (see below).
Each day, you can use one or more of your spell slots to prepare spells you know
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.
Epic Spell Slots: You must have an available epic spell slot to prepare or cast an epic spell, just as you need a normal spell slot for a nonepic spell. You don't gain epic spell slots by virtue of your level and class, however. You get one epic spell slot for every 10 ranks you have in the relevant Knowledge skill (see below).
Moving on from that;
Wind Kin arrows from The Complete Exotic Arms guide ignore the effect of wind, both magical and mundane, including effects designed to stop them. The one thing that always gets thrown around on how to stop archery is Wind Wall, and this near enough explicitly defeats it.
It still requires optimizing to deal damage to defeat enemy DR, and obivously can't deal equivalent uber charger damage, but for a +1 enhancement bonus to arrows, it's not half bad. In fact, must have, when any 5th level character can just shut you down.
Moving on from that;
Wind Kin arrows from The Complete Exotic Arms guide ignore the effect of wind, both magical and mundane, including effects designed to stop them. The one thing that always gets thrown around on how to stop archery is Wind Wall, and this near enough explicitly defeats it.
It still requires optimizing to deal damage to defeat enemy DR, and obivously can't deal equivalent uber charger damage, but for a +1 enhancement bonus to arrows, it's not half bad. In fact, must have, when any 5th level character can just shut you down.
Also handy to have when facing air elementals or similar creatures... or druids/DMs that decide today should be a tornado day.
Mark of Minauros is the key to circular charging.I'm planning to give that to a specialized Hellwyrm in the early epic levels of my gestalt game. Charge for 500 feet, get +100 to attack!
... A square is a rectangle but a rectangle is not always a square and all that.
Pre-epic could be a Paragon Shadow Dark Cheetah (2,100ft charging = +4,200 to attack)
... A square is a rectangle but a rectangle is not always a square and all that.
no No NO NO !!
my kitty avatar now unfriends you, more than you could ever unfriend my kitty avatar.
(pout)
:fu
:pout ... nor Pentagons disguised as Rectangles or Squares.Thats what finally turned me entirely off 4e. I played with the whole diagonal moves equal straight moves thing, until I realized what that meant. Effectively, in 4e, circles equal squares. Which means that pi = (complicated equation equating r squared with a formula to determine the [variable] distance from the center of a square to it's perimeter). Think about what that does to geometry, let alone physics.
I hate having to pull my reading glasses out, only
to determine whether I should roleplay being mad or not.
Effectively, in 4e, circles equal squares. Which means that pi = (complicated equation equating r squared with a formula to determine the [variable] distance from the center of a square to it's perimeter). Think about what that does to geometry, let alone physics.
Effectively, in 4e, circles equal squares. Which means that pi = (complicated equation equating r squared with a formula to determine the [variable] distance from the center of a square to it's perimeter). Think about what that does to geometry, let alone physics.
It's not complicated at all: A 5-foot-radius "circle" in 4e is a 2x2 grid of 5 foot by 5 foot squares, with a circumference of 40 and an area of 100, so from 2*pi*5 = 40 and pi*5*5 = 100 we know that pi = 4. :D
:pout ... nor Pentagons disguised as Rectangles or Squares.Thats what finally turned me entirely off 4e. I played with the whole diagonal moves equal straight moves thing, until I realized what that meant. Effectively, in 4e, circles equal squares. Which means that pi = (complicated equation equating r squared with a formula to determine the [variable] distance from the center of a square to it's perimeter). Think about what that does to geometry, let alone physics.
I hate having to pull my reading glasses out, only
to determine whether I should roleplay being mad or not.
Of course, in 3.5 its not all that much better, as a diagonal movement is still only 2/3 the distance of a straight line (I'm paraphrasing, but you get the point).
Square circles (http://en.wikipedia.org/wiki/Manhattan_distance#Circles_in_Taxicab_geometry) are perfectly fine by the mathematical definition of distance (http://en.wikipedia.org/wiki/Metric_%28mathematics%29). Can't a game go non euclidean (http://www.google.com/imgres?imgurl=https%3A%2F%2Flh3.googleusercontent.com%2F-avl7DEJ92fw%2FTqs_8MJDHBI%2FAAAAAAAACe0%2FDxCjpW7Yp9Y%2Fs800%2F20111029-lovecraft_nemec.jpg&imgrefurl=http%3A%2F%2Fdocmadhattan.fieldofscience.com%2F2011%2F10%2Flovecrafts-mathematical-horrors.html&h=481&w=800&tbnid=mUl0smytOhS6QM%3A&zoom=1&docid=7K1t1cyQqPnkEM&ei=eKdeU9XjFIigyAS_-oC4CQ&tbm=isch&ved=0CGMQMygDMAM&iact=rc&uact=3&dur=304&page=1&start=0&ndsp=10) without everyone complaining?
… but while one radius is 5, the diagonal radius is 7.07 (the square root of 50)(See Pythagorean theorem).
Well, that presumes that math still remains constant in a world with non-euclidean geometry (In other words, your assumption is that all circles are squares; my assumption is that all squares are circles)(I know it doesn't really work, but play along for a sec). Isn't it equally plausible that in a world with magic that math isn't constant? That pi has a different value during different circumstances? And couldn't a lack of universal constants (if pi isn't constant, what else isnt? Conservation of Energy? Speed of light in a vacuum?) be why denizens of that universe have access to magic in all its forms?… but while one radius is 5, the diagonal radius is 7.07 (the square root of 50)(See Pythagorean theorem).
No, no, no. The Pythagorean theorem only holds in euclidean geometry. In the kind of geometry we're dealing with, all three sides of that right triangle have length 5.
Well, that presumes that math still remains constant in a world with non-euclidean geometry (In other words, your assumption is that all circles are squares; my assumption is that all squares are circles)(I know it doesn't really work, but play along for a sec). Isn't it equally plausible that in a world with magic that math isn't constant? That pi has a different value during different circumstances? And couldn't a lack of universal constants (if pi isn't constant, what else isnt? Conservation of Energy? Speed of light in a vacuum?) be why denizens of that universe have access to magic in all its forms?… but while one radius is 5, the diagonal radius is 7.07 (the square root of 50)(See Pythagorean theorem).
No, no, no. The Pythagorean theorem only holds in euclidean geometry. In the kind of geometry we're dealing with, all three sides of that right triangle have length 5.
Featherfall doesn't magically lessen your weight, it just gives an awareness that allows an object to remain in a position where gravitational acceleration and friction won't let it reach speeds that would do damage.
:clap And I continue to look forward to the day when our theoretical physicists begin figuring out how to replicate things like teleportation and fabrication.. The day comes!Well, that presumes that math still remains constant in a world with non-euclidean geometry (In other words, your assumption is that all circles are squares; my assumption is that all squares are circles)(I know it doesn't really work, but play along for a sec). Isn't it equally plausible that in a world with magic that math isn't constant? That pi has a different value during different circumstances? And couldn't a lack of universal constants (if pi isn't constant, what else isnt? Conservation of Energy? Speed of light in a vacuum?) be why denizens of that universe have access to magic in all its forms?… but while one radius is 5, the diagonal radius is 7.07 (the square root of 50)(See Pythagorean theorem).
No, no, no. The Pythagorean theorem only holds in euclidean geometry. In the kind of geometry we're dealing with, all three sides of that right triangle have length 5.
Featherfall doesn't magically lessen your weight, it just gives an awareness that allows an object to remain in a position where gravitational acceleration and friction won't let it reach speeds that would do damage.
Sounds like a neat setting concept to me!
Alternatively, welcome to the Far Realms. Please stay in your Prime Material aspect field, because outside right is left and up is purple.
But one side note: We actually live in a non-euclidean geometry. Oh. Yes. Spooky. Thank you curves for ruining geometry forever.
"Note: A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed."
Pretty sure they're referring to disarming the spiked gauntlet itself, not other weapons. But yeah, it's not properly worded to convey that information without context....
I do like the disarming immunity interpretation though. It won't be the first time that we've stretched a text here.Pretty sure they're referring to disarming the spiked gauntlet itself, not other weapons. But yeah, it's not properly worded to convey that information without context....
...
That makes a lot more sense. :banghead
Square circles (http://en.wikipedia.org/wiki/Manhattan_distance#Circles_in_Taxicab_geometry) are perfectly fine by the mathematical definition of distance (http://en.wikipedia.org/wiki/Metric_%28mathematics%29). Can't a game go non euclidean (http://www.google.com/imgres?imgurl=https%3A%2F%2Flh3.googleusercontent.com%2F-avl7DEJ92fw%2FTqs_8MJDHBI%2FAAAAAAAACe0%2FDxCjpW7Yp9Y%2Fs800%2F20111029-lovecraft_nemec.jpg&imgrefurl=http%3A%2F%2Fdocmadhattan.fieldofscience.com%2F2011%2F10%2Flovecrafts-mathematical-horrors.html&h=481&w=800&tbnid=mUl0smytOhS6QM%3A&zoom=1&docid=7K1t1cyQqPnkEM&ei=eKdeU9XjFIigyAS_-oC4CQ&tbm=isch&ved=0CGMQMygDMAM&iact=rc&uact=3&dur=304&page=1&start=0&ndsp=10) without everyone complaining?
What 4e has is actually the discrete Chebyshev distance (http://en.wikipedia.org/wiki/Chebyshev_distance).
Aptitude doesn't work to qualify you for High Sword Low Axe. It doesn't give you extra feats, it just lets you apply your existing weapon focus-like feats to the Aptitude weapon. Even if that meant that you count as having the feats for meeting qualifications, which I don't think it does, it still wouldn't work with HSLA because it asks for WF with a whole weapon type, not just that one axe you happen to be wielding right now.I see what you're saying. Hmm... too bad none of the disciplines have both an axe and a sword from the list of things that work for this feat... I guess you'd at best get one free feat from Swordsage, and still have to actually take the other WF.
Aptitude doesn't work to qualify you for High Sword Low Axe. It doesn't give you extra feats, it just lets you apply your existing weapon focus-like feats to the Aptitude weapon. Even if that meant that you count as having the feats for meeting qualifications, which I don't think it does, it still wouldn't work with HSLA because it asks for WF with a whole weapon type, not just that one axe you happen to be wielding right now.I see what you're saying. Hmm... too bad none of the disciplines have both an axe and a sword from the list of things that work for this feat... I guess you'd at best get one free feat from Swordsage, and still have to actually take the other WF.
With being affected by Baleful Polymorph, do you...
#1 keep your ECL
#2 LA+animal HD
if #2, this makes an Atropal pc have an overall ECL of -35 post Baleful Polymorph.
Though in the FAQ it is specifically indicated that it counts as actually having the Weapon Focus feat. :flutterWoo! :D
With being affected by Baleful Polymorph, do you...
#1 keep your ECL
#2 LA+animal HD
if #2, this makes an Atropal pc have an overall ECL of -35 post Baleful Polymorph.
If #1, then ECL means absolutely nothing. :-P
You forgot the book is an improvised weapon (-4) and the DM doesn't exercise (-1 or so) ;)One of my DM's would beg to differ... (Weightlifter, and since book would be a thrown weapon... +2 or so instead xP)
Some scariness just happened...
made an awakened Half-Clay Golem Paragon Weasel Factotum 3
194hp, all his stats between 24 and 29, 63 AC and has a Bite +40 melee (1d3+33 plus attach +14 grapple)
all this as an ECL 6 ex-orc barbarian 6
looking at the DMG, I should change him to a Ferret or Hedgehog
---
a hedgehog rolling into a ball doesn't appear to affect its movement?
like a Gnome Wizard that turns into a Raven, then is awakened w Sudden Empower/Maximize, then Ghost Companion spell.
then you're a Ghost Raven Wizard w 27 Int w ~2 racial HD (due to ignoring the 1 base HD?) + Wizard levels
how would Invisible Spell interact w Baleful Polymorph? :twitch
it seems like Baleful Polymorph can apply templates to the animal form (ex. Paragon Badger)
(covers multiple ears)
Hear No 4e Evil.
Hear No 4e Evil !!
I've recently thought the Garrotes are ridiculously crazy.
how would the locking garrote work with throwing/returning. Does it drag the opponent to you? Or just the garrote, cutting the creatures head off fluffwise.
(covers multiple ears)
Hear No 4e Evil.
Hear No 4e Evil !!
does 4e use non-euclidean geometry then?
Euclidean geometry is basically what you learned in school. If pi really equals 3.14159etc., if a stick remains the same length no matter what direction it's pointed at or how fast its moving, then you're dealing with Euclidean geometry. If things get longer, shorter, or slower as they get faster, then its non-euclidean. If a mile in one direction is shorter than a mile in another direction, then its non-euclidean. So DnD's squares are non-euclidean, because they don't match up with circles (things often get odd when you move into three dimensions, too). Einstein's relativity is non-euclidean, because fundamental measuring sticks change as you approach the speed of light.(covers multiple ears)
Hear No 4e Evil.
Hear No 4e Evil !!
does 4e use non-euclidean geometry then?
The less legit science-y the geometry, the better for D&D as a whole.
However, I have no idea at all about Pre-Euclidean or Non-Euclidean.
I have heard it used (and have used it myself not knowing)
... but would find a real write up to be a good thing.
High Math guy + Medium Philosophy guy + Teaching Calculus to Your Dog guy
= a mystery of the real world solved.
:)