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Topics - Raineh Daze

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1
[D&D 3.5] Paradise Regained: Monster Mash Edition / Character Thread
« on: June 10, 2021, 12:13:08 AM »
Or at least until another one is made:

Áine

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2
[D&D 3.5] Paradise Regained: Monster Mash Edition / Dice Rolling
« on: June 09, 2021, 09:13:16 PM »
Skyrock's mad dice rolling shenanigans were proposed


4d6k3
Strength 4d6 : 5, 3, 2, 2, total 12
Dexterity 4d6 : 4, 4, 5, 5, total 18
Constitution 4d6 : 5, 2, 6, 6, total 19
Intelligence 4d6 : 1, 4, 2, 3, total 10
Wisdom 4d6 : 5, 2, 6, 6, total 19
Charisma 4d6 : 6, 2, 4, 4, total 16



Bonus Roll 3d6 : 3, 1, 5, total 9
Bonus Roll 2d10 : 7, 2, total 9
Bonus Roll 1d20 : 20, total 20

3
Off Topic Fun / The Politics Thread v3
« on: April 21, 2016, 07:27:36 PM »
Continue debating the merits of Kasich vs Clinton if you want. :p

4
Other Games / Dark Souls
« on: March 29, 2016, 07:44:14 PM »
http://www.minmaxboards.com/index.php?topic=16461.msg303376#msg303376

I honestly didn't like the Looking Glass Knight. It's... well, let's face it: by this point you've fought the Pursuer (too many times in SotFS since it won't go away), the Dragonrider, more Dragonriders, Ruin Sentinels... it's hard to get excited for another knight boss. Particularly when the quality of summoned invaders (and the return of DSII's annoying habit of having so many enemies involved in everything) varies so much.

I think the person summoned when I fought lasted all of about ten seconds as I threw lightning at him.

Anyway, what confuses me about Sinh: why buff those defences? He was already a hard boss, made harder with the flight and toxic. More than double the HP and resistance against the one thing that should have been a weakness was idiocy.

5
Off Topic Fun / WTF News Stories v2
« on: January 21, 2016, 12:02:13 PM »
Welp, old one was full.

6
Off Topic Fun / The Politics Thread v2
« on: September 09, 2015, 01:24:05 AM »
We needed a new one

7
D&D 3.5 and Pathfinder / Representing Feanor (3.5)
« on: October 29, 2014, 10:21:14 PM »
So, following on from 'Gandalf is a 5th level Wizard', what does Feanor get? My inclination is to have lucked out on stat roll and have at least 18 INT and CHA. Probably a Factotum or Expert, since his achievements aren't equalled.

Really, if I wanted to give him accurate stats, I'd say 'screw the rules' and stick his INT at 30 or something. Genius bastard.

Other opinions?

EDIT: Really, I'm also wondering how the Noldor compare to 3.5 elves. For all that they're one of the inspirations behind the generic elf, that just doesn't work. Hmm.

8
Gaming Advice / Reach and Diagonals
« on: October 28, 2014, 07:13:24 PM »
So, whilst looking over the SRD, I saw this:


Quote
Note:[/size] [/size]Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of[/size] [/size]diagonal[/size] [/size]distance is measured as 15 feet.)[/size]

[/size]
[/size]Does this means that every other size of creature has overly-cut diagonal reach? And that their reach is kind of a mess to calculate?

9
[D&D 3.5] RD Super Robot Wars OG / Character Sheets
« on: August 25, 2014, 08:44:43 PM »
Post here, please.

10
[D&D 3.5] RD Super Robot Wars OG / OOC Thread
« on: August 25, 2014, 08:42:59 PM »
A thread. For OOC.

11
Play By Post / SRW d20 Interest Check/Player Finder Thing [3.5]
« on: August 18, 2014, 08:56:30 PM »
Using the classes and feats found herein, naturally. Anyhow, the idea is that the world's basically the glorious mechanical chaos that can result in all these weird things. Might even use Os's not-fully-developed setting if people are interest in that sorta thing. Fluff can be sorted out later.

Anyway, the character build stuff:

  • 32 or 28 PB (Probably the former)
  • SRW d20 classes only.
  • LA is allowed but I will give you weird looks constantly.
  • Flaws are permissible.
  • Preferably avoid multiple super pilots, real pilots etc.
Anyway, I'm looking for three or four other people. Who will hopefully not murder me for wanting a DMPC because I want to play an Einst. :(

Okay, yes, I am aware there are many, many ways a DMPC can go wrong. At least this way if it starts to go wrong it's the easiest class to write out/transfer to an NPC role in the whole project.

EDIT: Starting level is 6th, thus letting people have feat combos without messing with UA and generally having more options.

Also meaning I'm less likely to accidentally kill someone.

12
Homebrew and House Rules (D&D) / Dwarves Can't See the Ceiling
« on: July 20, 2014, 09:46:16 PM »
 Dwarf Traits (Ex): Dwarves possess the following racial traits.
 
  • +2 Constitution, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Hill dwarves can see in the dark up to 15,840 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.

Thus giving dwarves a visual range, in the dark, that they'd enjoy on the surface.

In other news: Darkvision limitations are stupid. So you can see in the dark... within a very limited range for no reason at all? Bah, about three miles is the limit to resolve anything at all; darkvision should be unlimited with the ability to see stuff determined by spot.

And this way, dwarves stop building awesome-looking halls they can't see because they can only see 60' and the roof is too high.

13
Off Topic Fun / I Am Sad D&D Deviated from LotR
« on: July 02, 2014, 09:30:50 PM »
Well, Middle-Earth specifically.

Because the Silmarillion has the elves doing crazy, crazy things just because one guy got a whole bunch of them to swear an oath (ah, Feanor) and all sorts of crazy resulted from that.

And I am sad it is less relevant than it could be.

Probably as a combination of drunkenness and listening to Nightfall in Middle-Earth.

14
[D&D 2e] Shadows in the Sky / Character Sheets
« on: May 04, 2014, 05:55:44 PM »
Because Garryl asked.

15
[D&D 2e] Shadows in the Sky / OOC Thread
« on: May 03, 2014, 05:45:10 PM »
So, have we actually got a fighter of any description yet?   :rolleyes

For background purposes: whatever city we're currently in (name undecided) was only raised the last few years, so it is literally impossible to have been born here. It also means a total lack of ruling experience from the archmage in charge... and you know what that means? Crime and corruption and problems with all sorts of odd creatures that shouldn't be around.  :D

16
Play By Post / Interest Check--2e Netheril
« on: May 01, 2014, 10:22:44 PM »
So, since by the end of this month I have until September to do very little, and I have come into the possession of the core 2e books... would anyone be interested in this? I should note, however, that I have no practical experience with 2e (just all the damn books. Shiny, shiny books). And, of course, spellcasters have the most glorious buff possible (put simply: casting is like proto-3.5 Psionics) whilst melee characters kind of suffer from lack of equipment.

Though, depending on exact time period, spellcasters must also contend with certain spells' non-invention.  :rolleyes

----

Blame Linklord.

17
Gaming Advice / Speaking in Rhyme
« on: April 28, 2014, 05:57:57 PM »
So, courtesy of a sojourn with the Fair Folk, I now have a character in one thing with a compulsion to speak in rhyme. Any advice for actually managing this? I always seem to go back to the same few rhymes. :lmao
Fortunately, this won't be an issue until September, but then...

18
Arhosa / Elvenhome
« on: April 20, 2014, 03:19:59 PM »
Time to work out where the long-dead elf actually started off! :lmao

Also you should probably move this post to the OOC, I guess. :S

19
This is more or less a straight conversion from 2E, going from a few paragraphs and the arcs table. Yes, it is horribly, horribly imbalanced (and beginners are pretty damn appalling--it's less studious than modern wizardry, but harder). They're supposed to be flat out impossible under the rules of the FR: after the fall of Netheril, magic was revised; and the whole 4E mess removes their source of magic.

Strictly speaking, post-Netheril they would just be normal Wizards due to Mystra's revisions of the system.

If playing one in the right time period: there are no damage caps on spells. Extending this, all caster level based effects likely have no limit.

Feel free to modify the arcs and bonus arcs if you think the numbers are off.



ARCANIST



An Arcanist is a spellcaster whose ability to cast spells is restricted only by their spell knowledge and ability to draw magic from the Weave itself. However, if they fail to learn a spell once, that spell is forever beyond them.

MAKING AN ARCANIST
A wizard, only more specialised and less restricted!
Abilities: Intelligence is the most important attribute for an Arcanist, as it determines bonus arcs per day, and influences their ability to learn new spells.
Races: Many races have arcane spellcasters, but only the humans--in particular, the Netherese--ever developed magic to the extent displayed here. It is rumoured that halflings were an offshoot due to the magic of Netherese Enclaves, but it is unlikely they ever reached such lofty heights of skill.
Alignment: Any; though many Arcanists are Chaotic Neutral due to their interests lying entirely in subverting natural laws and academic achievement, as well as to match Mystryl's.
Starting Gold: No idea!
Starting Age: As Wizard

Class Skills
The Arca's class skills (and the key ability for each skill) are.... (As Wizard)
Skill Points at 1st Level: (2+int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d4



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
No. of ArcsMaximum
Spell Level
1st+0+0+0+2Specialisation, Bonus Feat11
2nd+1+0+0+3-21
3rd+1+1+1+3-42
4th+2+1+1+4-72
5th+2+1+1+4Bonus Feat113
6th+3+2+2+5-143
7th+3+2+2+5-204
8th+4+2+2+6-274
9th+4+3+3+6-325
10th+5+3+3+7Bonus Feat395
11th+5+3+3+7-516
12th+6/+1+4+4+8-666
13th+6/+1+4+4+8-787
14th+7/+2+4+4+9-857
15th+7/+2+5+5+9Bonus Feat948
16th+8/+3+5+5+10-1158
17th+8/+3+5+5+10-1309
18th+9/+3+6+6+11-1409
19th+9/+4+6+6+11-1559
20th+10/+5+6+6+12Bonus Feat, Archwizard17010

Weapon and Armor Proficiencies: Arcanists are proficient with the club, dagger, and quarterstaff, but not with any type of armor or shield. (If crossbows have been invented before the character's lifetime, add light and heavy crossbow proficiency)

Spells: An arcanist casts arcane (no, really?) spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or cleric must.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier.

Unlike other spellcasters, an arcanist can cast as many spells per day as she likes, so long as the combined spell level in a day does not exceed her number of arcs. An arcanist receives bonus arcs per day equal to half the number of bonus power points per day a psion of equal intelligence would receive, rounded down.

Unlike a bard or sorcerer, an arcanist may know any number of spells. She does not need to memorise her spells for the day; simply learning them is enough. She needs eight hours of rest, otherwise the previous day's total spell level is carried forwards.

Arcanists do not use somatic components, and thus never suffer from arcane spell failure.

0th level spells use no arcs to cast, but require a personal and unique ritual to achieve an effect--the results are standardised but not the process. These are known as cantras.

Specialisation: At 1st level an Arcanist chooses a field of magic to be their Major Field, one to be their Minor Field, and one to be their Barred Field. An Arcanist may never learn spells from their Barred Field, and they can only invent spells belonging to their Major Field.
Inventives: Conjuration, Evocation
Mentalisms: Enchantment, Illusion
Variations: Transmutation, Necromancy

Divination and Abjuration spells are considered universal to all fields; one as it fits none, and the other as a basic necessity of the profession.

Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, an arcanist gains a bonus feat. At each such opportunity, she can choose a metamagic feat*, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
*In this regard, they function as Prepared Casters rather than Spontaneous Casters--thus, Quicken Spell is usable, and applying Metamagic does not make a spell a fullround action.

Spell Knowledge: An arcanist begins play with knowledge of two cantras, plus one more for every point of intelligence bonus she has, and three 1st-level spells of your choice, again with as many bonus spells as points of Intelligence bonus. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level). At any time, an arcanist can try to learn a new spell from a spellbook or similar tome of magic, but this requires a spellcraft check of 20+(Spell Level*2) or the arcanist can never learn the spell. Unlike normal skill checks, this cannot succeed on a roll of 1, must be rolled (no source of an automatic result of 20--not even for a Greater Deity--can apply), and no source of rerolls may be used.

Archwizard: At 20th level, the arcanist has the magical knowledge and power to become an archwizard, and is expected to create a mythallar and convert a mountaintop into a floating city-cum-personal domain. She may cast and learn 10th level spells. These have world-altering effects that would normally be expected of Epic Magic, but without the restrictions on learning and transcribing, or the spellcraft DC checks--though the DC must still be calculated and the time put in to research the spell.

Epic spells created in this way have a minimum casting time of one hour, and often involve complicated material components (the engorged gizzard of an ancient dragon, for instance) that cannot be bought or rituals (if the resulting spell DC would be 10xSpell Level, it's one; 20xSpell Level, it's both. Only extra casting time may be used as a mitigating factor in this, and the final DC cannot exceed 30xSpell Level). Metamagic may be used to enhance spells to this level.

Without this class feature, arcanist casting is capped at 9th level spells. Even with this feature, an Arcanist may not take Improved Spell Capacity or utilise any other form of Epic Spellcasting.

EPIC ARCANIST

Hit Die: d4
Skills Points at Each Level : 2 + int
Spells: The arcanist's arcs per day and available spell level continues to advance beyond 20th level, as shown on the following table.
Bonus Feats: The Epic Arcanist gains a Bonus Feat (as a wizard) every 3 levels higher than 20th. They may not take Improved Spell Capacity until level 40 onwards, or Epic Spellcasting at all.

Arcanist
Level
No. of ArcsMaximum
Spell Level
2118510
2220010
2321510
2423010
2524510
2626010
2727510
2829010
2931010
3033010
3134510
3236010
3337510
3439010
3540011
3641011
3742011
3843011
3944011
4045012
41 (Karsus)46012
42++1012




MYTHALLAR

A Mythallar is a 150' crystal sphere that draws magic straight from the Weave and distributes it to its surroundings. Almost too bright to look at, anything except a specially constructed stand is annihilated the instant it is brought into contact with the Mythallar's surface--including creatures, without a save.

Quasi-magical Items function within a 1 mile radius of the Mythallar (including the floating mountaintops that serve as a base for enclaves).

Crafting a Mythallar requires 6 months of work, Craft Wondrous Item, 500,000 GP in raw materials for both the stand and the crystal itself, and finally the casting of a 10th level spell.*

QUASI-MAGICAL ITEMS

A quasi-magical item is designed to utilise magic in specific ways--but never natively imbued with any, nor with the ability to store it. Thus, away from a mythallar they are simply masterwork items; whilst within a mile of one they display the full extent of their abilities.

Both the purchase and creation costs of a quasi-magical item are 1/10th of the price of their fully magical counterpart, with no XP cost, but they are intended to be permanently active, or with the ability to disable the enchantment entirely. Thus, spell-use items such as wands, scrolls, potions, rings of three wishes, and so on can never be turned into quasi-magical items.

Many quasi-magical items are made for the domestic market, and provide lighting, plumbing and security for homes inside enclaves.

An arcanist doesn't need to know the exact spell to make an item if it would use a spell from their Major Field.

CRAFT QUASI-MAGICAL ITEM
Prerequisites: Caster Level 1st, knowledge of at least one cantra.
Effect: You can craft quasi-magical items.




*
Ioulaum's Empower Mythallar (Seed: Empower Mythallar)
Universal (Arcanist)
Spellcraft DC: 200
Components: V, S
Casting Time: 6 Hours
Range: Touch
Target: The finished Mythallar to be empowered
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No

The base spell, and Seed, for creating a Mythallar. When cast, the touched crystal begins to draw magic from the Weave, and will promptly destroy the caster if they are still touching it a minute later. It is highly advised to put the Mythallar in its stand before casting.

It can be combined with other seeds in order to create a more unique Mythallar (there is, for instance, one intelligent example that can withhold magic from some item or person), in which case the duration remains the same as for Empower Mythallar.

This Seed cannot be used with an Epic spell slot: it only works with numerical spell slots and, consequently, the Arcanist's Archwizard class feature.

20
Monstrous Builds / Giant Half-Snake? Why Not!
« on: March 31, 2014, 09:49:54 PM »
Because why not? For fun, using only stuff from these classes (that means all feats are DIF/Monster Lord and Extra Options

Final Size: Colossal++++, or 1/5 of a mile high. Tail is probably longer.

Anthromorphic Animal 6/Monster of Legend 1/Titanic Creature 13.

32 PB.

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I am too lazy to add items. +6 STR and CON, +5 resistance, and... necklace of natural attacks +5 (since weapon special properties don't seem needed), presumably. There. Shrink them to medium to go inside, and to-hit is a far more respectable +38 (before getting into inherent bonuses), AC is 41/25, and presumably there's enough wealth left over to do something about those will saves. :lmao

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