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Messages - Kethrian

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81
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 09, 2017, 02:29:33 AM »
@ketaro: I'm glad you had a good laugh.  Because it's really more that showing me a statblock whose very data we're trying to discern, due to information pointing to more than one possible outcome, can only point at one outcome.  Hey look, there's a T-intersection, so we HAVE TO turn left, since the other path doesn't exist.  See?  The sign clearly says so!

@SorO: And is the giant ability Rock Throwing a weapon?  No, it is a special ability that allows the use of special weaponry.  Rock Throwing does not have a gp cost.  The ammunition does, but the ability is not the rocks themselves, it is the ability to throw them.

What are the HD of black lotuses?  Because they must be insanely tough to produce DCs that high!  Oh, you meant natural poisons?  Meaning they're not manufactured?  Which means they don't qualify as a valid response to my question.

A chuul's paralysis ability is not a weapon, but rather something which needs a weapon as a vector.  I could have stated many such things to argue my point.  But they don't count, and you know you'd never let something like that slide.  So don't expect me to.  And a WSA that turns a weapon into a creature which then uses NATURAL WEAPON ATTACKS.  And uses the creature's own racial HD, not the wielder's.  Again you miss the mark.  Manufactured item, has save DC, DC is only set by ability score modifier, ACCORDING TO THE STATBLOCK'S OWN TEXT.  And you still stubbornly assume it's an innate racial ability.

And so, after you failed to give an adequate response to any of my questions, you again attack me directly with insults instead of my points which support my side of the argument.

82
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 08, 2017, 03:53:41 PM »
Quote from: MM3 p. 58
A sand blaster costs 30g gp.

Manufactured weapons are always given a cost, even if the cost is zero, such as a club or quarterstaff.  The sandblaster has a cost, and is categorized as a type of weapon that is not Unarmed Attack or Natural.  Care to show me ANY other creature with a special ability with those qualities and is not a manufactured weapon?  Care to show me ANY other manufactured item that uses Racial Hit Dice to set it's DC?  Didn't think so.

Yes, Captnq made assumptions that do not fit with the weapon's stat block.  My first post talked about how a PC could use it, with the idea that it has to remain large size in order to stay viable.  I have not made assumptions, but rather tried to reverse-engineer the item.  You, SorO, are making assumptions that it HAS to work one specific way, without providing any concrete data to support your claim.

And no, I'm don't think I'm "trapped into rationalizing out a defense".  I could have easily chosen not to respond at all.  Or, if you had presented me with a counter-argument that had solid points that convinced me I was wrong, I could have agreed with you.  It's been done before.   So once again, you made an incorrect assumption with no evidence.  In fact, this post is more of a counter attack to yours than an attempt to defend my position.

84
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: May 07, 2017, 08:11:14 PM »
That definition of sprinkling on the heart sounds very wrong.  If I were to sprinkle salt on the top of a filing cabinet, have I sprinkled the salt on a steak in the 2nd drawer?  No.  In order to sprinkle something on something else, it must make contact.  Otherwise, you're just sprinkling it on whatever is in the way, such as a creature's hide.  In fact, under the effects, it further clarifies that you "season" the heart.

85
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 07, 2017, 06:04:22 PM »
SorO, the sand blaster is a manufactured weapon, not a racial ability, so having its DC tied to racial HD makes no sense.  And there is nothing actually stating that it is tied to racial hit dice, as well.

And I get that you don't like homebrew or houserules whenever possible.  What we suggest here is nothing more than that, suggestions for others to use.  Everyone can make their own evaluations for their own games.

86
D&D 3.5 and Pathfinder / Re: Sand Blaster
« on: May 07, 2017, 02:04:31 PM »
Alright, let's break down that save DC on the sand blaster.  A sand giant has 15 HD and a 21 Constitution.  It looks like the sand blaster's DC could be 10 + 1/2 HD + Con modifier.  However, the sand giant champion adds 5 levels of fighter and 4 points of Constitution, yet the save DC (after errata) is only 24.  So that seems like the DC is 17 + Con modifier.  Much more useful at lower levels for the players!  And since a sand blaster is a large ranged weapon, a medium character could use it 2-handed as a full-round action (no attack roll means no -2 penalty for a mis-sized weapon).  Small characters need not apply.


On to ammo:

Black Sand - Target hit?  It's supposed to affect a 10' cone.  I'd say it should create magical darkness within that 10' cone, plus an extra 5 or 10 feet out.  And anyone who remains in or enters the actual cone is subject to further negative energy damage, since the sand is still there.  Possibly anyone who fails their reflex save, too, as they'd have sand inside their clothes and armour (both radiating darkness and ongoing damage).

Leech Salt - Changing the damage to dessication (so it adds dehydrated to anyone harmed) sounds reasonable.

Liquid Salt - So 5 uses packed in to affect a 10' cone?  Seems fine.  Maybe direct damage to anyone failing their save, and splash damage to everyone else.

Mirror Sand - Yeah, I'd go with what you suggested, for everyone within the 10' cone.

Moondust - Sounds about right, though I'd also add that anyone with sufficient protection (as mentioned in the dust description) would be immune to the suffocation effects.

Slipsand - I'd also make the area count as if the floor was Greased, probably until something scatters it, such as wind or a large enough creature passes through.

87
Other Games / Re: Dark Souls
« on: May 04, 2017, 07:07:39 PM »
Honestly, money's been tight for a while, so I'm waiting until Steam has it on sale super cheap.  Possibly with all the DLC, too.

88
Other Games / Re: Dark Souls
« on: May 02, 2017, 07:52:11 PM »
Hey, that magic painting pulled me in without my permission!  And I couldn't find another way out, so I went to ask for directions, and everyone there just attacked me on sight!

89
Other Games / Re: Dark Souls
« on: May 02, 2017, 06:35:28 PM »
But according to fluffy-tail-dragon-lady, the bonewheel skeletons are peaceful and kind!  They are residents of her land, after all!

91
Other Games / Re: Dark Souls
« on: April 28, 2017, 12:14:09 PM »
That end part of Lost Izalith is half-way to decent only because they actually have a bit of level design.  There's a whole 2 enemy types in there, minus the 1 unique never respawns witch.  And of those two, only the Chaos Eater is actually interesting and well designed.  The demonic statues have almost no animation at all, like the devs were out of time and needed another enemy, so one panicked and grabbed an art asset and rigged it with the most basic skeleton ever, then let it breathe fire by leaning forward a few degrees.  And the statues were then just dumped willy-nilly about the zone to liven it up a bit.

Had they had another 3 months to make the demon ruins/Lost Izalith area, it could have been engaging and interesting.  Instead you get early bosses rehashed (Taurus and Capra), a barely animated statue minion, and dragon butts for the majority, with paths that were hastily slapped together.  The rockworms were decently used, at least, and the giant fleas were sort of interesting, if only because of their prominence in Solaire's quest line.  And the architecture of both zones was fairly pretty, if nowhere near as well laid out as any other zone in the game.

92
Other Games / Re: Dark Souls
« on: April 27, 2017, 08:30:21 PM »
And today I was reminded that as bad as some of DS2's bosses are, they are leagues better than DS1's Bed of Chaos and Pinwheel.  Pinwheel is an utter joke that should never have been, and the Bed is total horseshit that only exists as it does because it's just as unfinished as its zone.  And Lost Izalith is terrible.  Nothing but eye searingly bad lava effects and rotting dragon butts everywhere.  Like someone just literally just mouse-clicked their placements practically at random until the area was full.  Nowhere in DS2 is that unfinished.  No, not even there.

93
D&D 3.5 and Pathfinder / Re: Dabus
« on: April 11, 2017, 08:42:08 PM »
From Wikipedia:

"Physically, a Dabus resembles a humanoid with yellow-tan skin, goatlike horns, and a shock of white hair. Dabus float off the ground, their feet never touching the earth. The character Fell is the only exception to this."

94
Last reminder for Grimslingers: The Northern Territory which has just over 1 day remaining, and every stretch goal is already unlocked!  $65 will get you all the cards ($50 for the tier with core + expansion, $10 for Advanced Duels, $5 for the card pack), or if you want all the goodies, $150 for the Super-Ultra bundle (which includes a $20 credit for shipping, any of which is unused will automatically go toward other add-ons), $29 for the core game (if you don't already have it), $15 for the resin Witch King figure, $10 for Advanced Duels.  I got the Super-Ultra bundle, and am adding the core game, advanced duels, and a 2nd card pack (to have more than enough light and dark cards to go stupid and have a 7+ player PvP duel game!)

95
Unarmed Swordsage 10/Master of the Nine 10

96
D&D 3.5 and Pathfinder / Re: Good Flaws for a Noncombatant?
« on: March 30, 2017, 08:35:16 PM »
If you're not planning on making attack rolls anyway, Code of Arms, Pride of Arms, Honorable Challenge, and Honor of the Duel can all be good flaws to take.  Hot-Blooded and Cold-Blooded aren't bad flaws regardless of character build, Fussy is fine if you don't use potions very much, Divine Gesture is okay for an unarmoured divine spellcaster, and Metal Intolerance is good if you don't plan on being in combat, too.

97
Awakened boa constrictor wizard with vampire familiar.

98
Anthropomorphic Hungry Hungry Hippo.

99
There is nothing in the rules which prevent you from picking invalid targets.  You can choose unwilling creatures as targets of a spell which has Target: Willing Creature, it simply won't affect them.  Also,

Quote from: Rules Compendium p. 134
Creatures in the spell’s area that aren’t of the appropriate type don’t count against the creatures affected.

So, quite clearly, a spell will ignore and have no effect upon any invalid target(s).

100
When chaining, you still can only pick valid targets, which is essentially still just the caster ("you"), and anything that counts as "you" (familiars).  So it still won't let you buff your friends.

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