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Topics - Silveron

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1
D&D 3.5 and Pathfinder / Spell like abilities with no hands.
« on: May 09, 2018, 10:49:20 AM »
From what I have understood from 2nd-3.5 rules is spell like abilities do not require hand gestures.

I am even thinking back to the books where Shandril was asked to shoot shellfire from her busom, rear, eyes, knees, and she could.

Does anyone know of any specific rules that say otherwise? I know some are ranged touch attacks and such but that just method for attack.

Our dm is trying to say when our party members change forms any form that does not have hands they loses spell like abilities.

I have never heard of anything like this.

2
Min/Max 3.x / Templates and racial multiple forms.
« on: May 08, 2017, 10:04:38 AM »
Several races both Dragon mag and books have multiple forms from the start. Tibbit, Hengeyokai, etc. Most of these are referred to as "Spirit Transformations", normal form (and gear) shimmers out and in its place is the new form. "Like Polymorph" Not the bone snapping and muscle tearing of some were-templates where the gear drops or must be removed.

I always believed that template changes, such as dark, draconic, etc., would carry over to the new forms as well.

For example: A Hengeyokai transforms into a Sparrow with a Str of 1. Now a Draconic Hengeyokai would become a Draconic Sparrow with a Str of 3 and be able to fly carrying a light load of up to 10lbs. Nothing game breaking but a tiny size sparrow would be able to pick a heavy iron key ring, full of keys, and fly it over to friends in a jail cell, etc.

I can understand a forced transformation, from a spell or something, might remove a template as long as they are locked in an alien form. Other then that templates would always carry over to the additional forms, correct?

3
Gaming Advice / 3.5 - Armor that reforms to fit different forms.
« on: November 15, 2014, 12:06:19 PM »
My character is a Hengeyokai, so he has three forms, humanoid, hybrid, and animal. When he changes form all his gear, clothes, rings, boots, backpack, etc., all meld into his new form and vanish, any magic effects granted by that gear no longer work.

In the d20 book, Anger of Angels, there is an armor enhancement you can add on for 8,000 gold called Multiform. No matter what physical form you take the armor would adapt and reform as if it was perfectly crafted to that new form.

I can't use it. The DM is only allowing standard books, no d20, so all other 3.0-3.5 books are fare game but no d20. So does anyone know of an armor enhancement, magic item, etc. that can replicate Multiform?? I am just wanting to carry some armor and maybe some other armor enhancements over into animal form. I have seen some druid armor that will change form but it states wild shape so I do not know if that would work since it states a specific supernatural ability druid get.

I know of the Wild enhancement, +3 so an addition cost of 9,000 to standard armor, so it might have to work if I can find nothing better, that lets you keep armor and enhancement bonus of the armor, but if I had a purely cost based special ability added to the armor like Shadow for +5 to hide, it would not function while in animal form. I also know of Shapeshifter’s Armor but its 400k so not going to happen anytime soon. Plus it just says it grants the armor bonus, it does not say it reform, so no better than Wild.

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Gaming Advice / Monsters that have stolen or removed souls. 3.x
« on: November 09, 2014, 02:02:01 PM »
Calling all monster manual and undead monster masters.

With like five monster manuals, three or four campaign world monster books, dragon mag, and additional monsters in several books everything has been covered... Or so I hope.

Does anyone know of any monsters that are created or caused by having their souls removed or stolen? I have been looking but can't find anything soul specific to go along with my campaign

Thx in advance any help is appreciated.

5
Gaming Advice / Fine size character and sneak attack.
« on: November 04, 2014, 10:23:23 AM »
This is kind of two questions.

First off, if you have a hengeyokai character that does not travel with the rest of the party (Follows a little ways behind as a dog/cat like they are hoping to get fed, flits through the forest beside the road the party travels on as a fox, hare, rat, weasel, fly's overhead or bounces from tree to tree around they party as a crane or sparrow) assuming he has the sneak attack feat and this hengeyokia has a ray special ability. Would you count the first attack from this hengeyokai always as a sneak attack? (Yes I know hengeyokia only get one form.)


Second question is just to help me clarify that I understand the rules. So you have a hengeyokai sparrow, size fine so it gets a hide bonus of +16, dex modifier of +7 and whatever skill is (do not have character sheet on me). So its completely with in the rules to: Hide and fly at half speed of 25ft in the trees, next turn sneak attack with ray that is (sp) so its a standard action, next turn hide and fly at half speed of 25ft, next turn sneak attack, etc., etc. ,etc.... Right?

6
Gaming Advice / Spellfire mechanics?
« on: June 03, 2013, 02:56:46 PM »
I am the dm of this game and my character is the one who has spellfire so its not going to be abused I just wanted it for a nice long range shot when I need it and to help healing. My character is a mage-blooded warlock so I thought spellfire just fit in nicely. As a warlock he can fire EB all day long without changing up first or targets getting a save, so using spellfire for damage is not really needed. The spellfire will come in handy if I need to fire beyond 60ft. since I do not want lose an invocation to spear shape invocation and more so I love the healing aspect. Its more fun to have more then one encounter a day when the cleric does not have to burn all his spells to heal up the party after the first battle. Since this game is starting level 1 and only starting gold its going to be a while before we can starting buying a ton of magic items and it's also up to the players what magic items they want. 


I have looked over this forum and a few others for the past two days to try to answer a few questions I had about spellfire and I have made no progress.

I got the basics:

Absorbing: "A Spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption." Readying an action equals a standard action. So unless the spell/item is an immediate, swift, or free action, you can't use a spell/item to charge yourself up on the same turn. Not an issue if your using other party members or a familiar to charge you up.

Storing: "... can store a number of spellfire energy levels equal to her Construction." Simple

Using: "As a standard action, a spellfire wielder may expend stored spellfire energy levels as a melee or ranged touch attack (max range 400ft), dealing 1d6 points of spellfire damage per level expended (Reflex half, DC 20)." This is what I saw most forums arguing about how its so powerful at low level and meh at mid to high levels. Yes, if all the party member spend all their turns charging the person with the feat, then yes it can be abused. However, that's not going to happen in my game so its not even going to be an issue.

Healing: "A spellfire wielder can heal a target by touch, restoring 2 hit points per spellfire expended for this purpose." Simple.

I am not interested in the prestige class but it does add the ability to drain charges out of items and even draining non charge magic items of spell levels disabling them for 24 hours.


Now here are the two things I can't seem to find an answer on...

You can absorb a lightning bolt fired at you but you can't simply reach out and absorb the magic of a floating disk, a light spell cast on a rock in your hand, place your hand on the disk of a shield spell and absorb it??? Really? You can absorb the magic of friendly non damage spells cast on you as well. Yet even with the absorb action readied you can't drain anything not targeted on you? Not talking about trying to pull in a lightning bolt targeted on someone else here. I just mean all the free standing magic spells like light on other objects, silent image, floating disk, etc. I can understand maybe not the shield spell since that actually is on another person but still why not the others?


My other questions is does the absorption for spells targeted on you have to be the same turn? Say like you are in need of healing badly yet have no spellfire stored, but you do have mage armor on you. Could you spend one turn to ready the action to absorb then the next turn absorb the spell that is already on you?

These both seem like reasonable things they can do but I can't find anything saying its possible or is not. So any feedback or better yet sources of info one way or the other would be greatly appreciated.  Thanks in advance.


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Min/Max 3.x / Cleric or a better healer class???
« on: March 31, 2013, 05:35:12 PM »
Been a while since I played a cleric so need the experts to give me some pointers to max out a cleric for best healing or fill me in if some other class would do better. I do not want him to be one sided healing only, having a few other tricks up his sleeves would be nice, but over all I need to keep eight people alive. If a pure healer exists it might be best to go with it, if that's what you guys suggest.

Here is the game info:

Starting level 1, can be up to +3 level adjustment, taking place in Forgotten Realms but is not limited to only classes/races/etc. found in that world, two flaws are allowed for extra starter feats, 3.0-3.5 and d20 supplement books are useable, as well as dragon mag.

My thoughts so far were to maybe use Dvati Cleric (Dvati are a twin race from Dragon Magazine Compendium. One soul, basically treated as 1 character in terms of exp, skills, etc. but two body's) so my character could literally be in two places at once doing two different things (except when casting). So one could be on the right side using healing skill on one ally while his twin could be on the left helping another ally drink a healing potion. Whatever the case when casting is needed one or the other can cast the spells targeting whatever side needs it the most. Just an idea so far not set in stone. So welcome to any other race ideas that might work a lot better. Thx in advance.

8
Gaming Advice / design programs
« on: October 27, 2012, 06:44:01 PM »
I hope I am posting to the right area, this one seems best for my question. Since its:
"This is a place for general advice about gaming, not restricted to specific games."

What is a really good free or very low cost program to design/map?

I was looking over some and found dungeon designer 3, it both looks overly complex as well as the map it makes looks overly simple. I need something that is easy to use yet the maps/rooms do not look like they were done in crayon.

Before thinking of posting on here I was about to get a copy of the sims 3 and use it to design with because I know from the original game you can find anything at all for it. So I could use it and use screenshots in game.

I hope someone knows of a program as easy to use as the sims with as good results. I really do not want to install the game just to design with.

I am looking for a program a bit more visual then just graph paper like map. Something that can show a somewhat 3d look into the more elaborate rooms.

9
Gaming Advice / Bag of Holding Type V? Type VI?
« on: October 16, 2012, 09:45:04 AM »
I am trying to create a non-dimensional/extra-dimensional space just like a bag of holding except 630 cu. ft.

I thought to base it off Bags of Holding but the progression for has me a bit confused.
Bag Type I is 30 cu. ft. for 2,500
Bag Type II is 70 cu. ft. for 5,000 (double type I + 10 cu. ft. more for price increase of 2,500)
Bag Type III is 150 cu. ft. 7,400 (double type II +10 cu. ft. more for price increase of 2,400)
Bag Type IV is 250 cu. ft. for 10,000 (now this gets odd, only an increase of 1.6~ times more cu. ft. for a price increase of 2,600, given pattern this item should be 310 cu. ft.)
Theoretical Bag Type V should be 630 cu. ft. but I have no clue what cost for something like this should be since they disregard the pattern for bag type IV.

My true goal is to create a new magic item based off the magic item Folding Wagon/Cart (from the d20 book In the Saddle: Fur and Feathers: Volume I), the non-dimensional space of a bag of holding to make it bigger on the inside (OMG, its a Tardis!), and the spell Leomund's Secure Shelter.

"Folding Vardo"
A Vardo (gypsy caravan) that is made of wood, yet it resists flames and fire as if it were stone and it is impervious to normal missiles (but not the sort cast by siege engines or giants). The inside of the Vardo is bigger containing a reduced version of Lemund's Secure Shelter. Providing a door, two windows(door and windows matching up to the ones on the Vardo outside), 3-4 bunks, a  small table, 4 stools, a small stove and a writing desk. On command folds its self up into a cube measuring 6 inches on each side.


Well that's the idea anyways. Makes for a place to rest, study spells, work on magic items or read tomes while the party travels from place to place and since it uses same non-dimensional/extra-dimensional method of creation as a bag of holding it would be safe to place the folded cube into a bag of holding when not needed. Since it has four connections to the outside (door, 2 windows, smoke stack for the stove) you do not need to worry about being able to breath inside. Just open the window shutters.

Edit: Forgot to add if you keep a familiar outside then you could act on initiative because of empathic link. The moment your familiar knows of danger so do you. So you could exit on your turn or cast a spells or use items to buff yourself before you exit.

So if anyone sees a pattern to the price I am not getting or knows of some d20 or dragon mag that has higher types of bags of holding in them so I have something to base price off of, or even if someone knows a much easier spell or some other way to do that. I would be greatly appreciated if you could let me a hand figuring how to do this.

Thank you in advance.

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Gaming Advice / Travel back from the Plane of Shadows through a shadow.
« on: September 29, 2012, 06:53:29 PM »
Shades
(click to show/hide)
Plane of Shadow
(click to show/hide)

So many books state the Plane of Shadows overlaps the Material Plane and connects to it via darkness and shadow, as well as many spells and abilitys connect paths through the plane of shadow to travel or to teleport between shadows.

So if a Shade used Shadow Travel (Sp) to travel to the Plane of Shadow could they then use Shadow Stride (Sp) to return to the material plane? Since Shadow Stride (Sp) normally opens a path through the plane of shadow allowing a shade to cover a great distance then pop up in a shadow back on the material plane?

Might be a major stretch but I am tring to find an easy way for my character to return to the material plane.

Thanks in advance for any ideas/suggestions.

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Min/Max 3.x / Can you block effect from Vow of Non Voilence?
« on: September 06, 2012, 07:08:48 PM »
A member of my group took the feat Vow of Nonviolence. My character is a Rogue/Assassin and I took the Merciless flaw. Both are listed below.

I find it irritating that a feat another character has taken can affect my character. Is there a way to overcome or block this besides distance that is listed in the feat?




Vow of Nonviolence [Exalted] ( Book of Exalted Deeds, p. 47)

You have taken a sacred vow to avoid violence against humanoids.

Prerequisite: Sacred Vow (BE) , Required for Vow of Peace (BE)

Benefit: The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl's venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it.

Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a -1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.


Merciless (Flaw)

Begging will do you no good.

Prerequisite: None

Effect: Whenever you would normally be given the chance to show mercy, you must make a DC 15 + (1/2HD) Will save or be unable to show mercy. For example: An enemy has surrendered to you and is begging for his life. You roll a 14... Off with his 'ead.
 
Benefit: Bonus Feat.


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Asking two questions in this post to save from having to do a double post.

I believe I have this correct but I am not sure and want to avoid any rules arguments or game time lost looking in books for reasons for/against.
 
Another player has a familiar that has a continuous Magic Circle against Evil.

If you have a magic item or spell effect that obscures your alignment your immune to Protection From ~ Spells right? The Protection From Spell does in some way have to detect you are good/evil/neutral in order to bar you, so if your alignment is obscured in some way......

Am I completely wrong in thinking this or did I luck out and get it right???

Reason I ask is, I might be getting a Jaculi (Chaotic evil) familiar.

------------------------------------------------------------------------------------------------------------------------

Speed issue solved, thanks to those who posted ting to help.

Secondly, I have been looking and looking for something close to the old boots of speed. Best I can find is Boots of Striding and Springing that only up movement by 10ft. The rest of the items are limited by rounds or uses per day. Utterly worthless to me.

I originally thought to just add a continuous spell of haste to my gear but the cost is abit much (120,000) and after seeing for a +3 enhancement I can add Speed to my armor for the extra attack, the only thing left I need is movement. I do need the movement because of hide and tumbling at half movement. My character is a shade assassin (movement 50ft w/ haste adds +30 for 80ft), so I have to study my target for afew rounds without them not noticing. So if I can use my natural invisibility, hide, and move near them (at 40ft) or be near another creature and then tumble across to my target (at 40ft), it makes it much easier. I know, I still need to meet requirements to get SA or DA but I will not be fighting alone so if I can not catch them flat-footed, I will most likely be able to flank them with other characters, if not I have a blurstrike weapon.

If no one can suggest an item for less then 120,000gp that gives me +30ft. Then, I guess I can get a permanent spell of expeditious retreat added to my boots for the movement and with that and speed enhancement added to armor, I get full effect of haste all the time at alot less the cost of a continuous haste spell.. If possible I still wish to find an item that does this if it exists to make things alot easier.


Big thanks to anyone who can help me with ether thing. :clap

13
Min/Max 3.x / Is there a way to fool a true seeing spell???
« on: August 31, 2012, 06:11:49 AM »
There are no shortages of way to appear to be something different that what you are. With Changelings natural ability to disguise, many spells, and dozens of magic items. However, they all seem useless under the eyes of a true seeing spell.

My character is more or less a sleeper assassin. He may be stationed in one place for several years getting closer and closer to his would be target and going in and out of guarded areas. So he needs a long term way to hide his true race without doing anything that would remove his naturnal abilitys such as a polymorph spell would (or does true seeing see thru that too???)

There are many items that protect against divination, but many of those list just scry or detecting/reading thoughts, and say nothing about visuall immunity to div spells. So I am unsure if any of them would work.

Two guidelines...

Cost: Can not be over 70k, lower cost the better.
Level: My levels and race are fixed so anything that would require me to take a level or two of some other class/template are completed out.


Any ideas? Thx in advance.

14
I need to make a 10th level character for a side game we are playing for a month or two, while our current DM is too busy to work on game.

I decided to play a Frey (cat race that looks like a house cat that can walk on two legs, from oathbound, +0 level adjustment). They have claw (1d2) and bite (1d3) natural attacks. I am not worried about such utterly abysmal damage on them because he is starting us out with a lot of gold. There are plenty of magic items that you can enchant natural attacks like a magical weapon. So I can make those attacks +5 and do +3d6 (ice,fire,shock) or more damage from different weapon enchantments, as if they were +8 weapons.

What I need help with is any and all advice I can get on what class/feats/prestige classes do I use to make the most of natural attacks?

Thanks in advance.

15
Min/Max 3.x / Forgotten D20 book of races
« on: August 06, 2012, 11:17:41 AM »
I was idly flipping through a D20 book of races and a few days later, I keep thinking about a race I was intrigued by. Of course now I can't find the book or remember what it was called...

In it there was a catlike race for each type (cheetah race, panther race, etc) and the main thing I remember was a good(alignment) skeleton race that has bits of flesh on its bones but perfect blue or green eyes. This race had no con score, immunities to most things that would require a fort save. Does anyone know this race and what book its from?

If it helps I also remember a race in the book that was a floating skull.

Big , huge thanks to anyone who knows what d20 book this is from. :clap

16
Min/Max 3.x / Warlock - Expert advice needed.
« on: July 09, 2012, 01:57:15 PM »
I have never played a warlock before so I am looking to the pros for help.

 I want to make sure I do not end up at 3rd level regretting my character because I picked a race that limits it, I took wrong feats, or didn't take a feat that I should of taken at first level in order to access a whole line of feats.  :banghead
Here is what I was thinking so far:

Since I get unlimited EB I plan that to be my main weapon.

Race: Unknown (I normally like to play outsiders but can't with warlock)
Feats: Extra Invocation (Plan to take flaws to get 2 extra feats)
           Obtain Familiar (warlock levels count as caster levels and have plan to get an improved familiar later)
           Point Blank Shot (to add precise and rapid shot later if this words for EB)

Invocations: Eldritch Spear: Blast range increases to 250 feet.
                     Baleful Utterance: Speak word of the dark speech and shatter objects as the shatter spell.

Is there a magic item that you can enchant as a weapon to give bonus and added effects to ranged touch attack? Like a ring or glove that I can make +5 and effects like acid damage or cold damage as you can do with weapons? So my EB would get +5 to hit and also cause 1d6 acid or cold dmg w/e the case maybe.

Only item I found for warlock is a +2 light mace that has 50 charges that let you add extra damage to EB. This seems rather lame to me.  Are there much better items out there? I really have never dealt with trying to up ranged touch attacks before.

Does any feat or item that gives bonus to ranged attacks work the same for ranged touch attacks?

I am afraid I will end up planning this character one way and then end up making a big mistake or plan to do something only to find out that it does not work that way for warlock or ranged touch attacks. So please any advice/tips is greatly welcomed.

17
Gaming Advice / Activation type for built magic items.
« on: May 31, 2012, 10:49:36 AM »
For D&D 3-3.5

Ok lets say my character pays to have the Shield spell put on a ring, either as a command word or use-activated magic item (per page 258 of the 3.5 DMG.)

So does anyone know of any rules that say it can't be a free action, swift command (mental), or even an immediate action use (magic missles is cast on my character and the ring activates to block it)? This item is being made on the spot for my character so can't activation be specified during creation?

So please if anyone knows any rules about this somewhere please let me know. Thanks in advance. :)

18
Gaming Advice / Last resort casting spells directly from spellbook.
« on: April 15, 2012, 11:17:02 PM »
In D&D 2nd Edition it was an optional rule to allow Wizards to cast a spell directly from their spellbook. This, of course, wiped the spell from the spellbook just as if it was cast from a scroll.

I have looked and looked in forums and in Players Handbook, DMG, Complete Arcane, Complete Mage, and Rules Compendium, to try to find any reference to if this 3.0-3.5. I can find nothing at all saying it can or can't be done at all.

Example: A wizard is stuck in an inescapable position. No spells he has on hand can help him. So he casts Fly directly out of his spellbook, thus sacrificing his only copy of the spell, it is now erased from his spellbook. When a spell is cast from a scroll the spell, is wiped from it completely. So if a spell is cast from a spellbook then the spell would be wiped completely from the spellbook, as well as multiple copies would all be erased. So this could not be abused.

Now, if he wishes to ever be able to cast Fly again, he must acquire a scroll of Fly (Cost 375gp) and copy it into his spellbook again (Cost 300gp).

I saw allot of personal opinions on another forum.

People saying spells in the book and on scrolls are different. No book or reference was provided.
   This is contradictory. If a wizard can buy a scroll, copy it into his spellbook, and then later copy it out to a scroll. Exactly
   how can it be different? The only information the wizard ever had on the spell is the scroll.

People saying that scrolls are magic items and spellbook are not. No book or reference was provided.
   That may be true but it’s not absolute. There are several magical spellbooks as well as any wizard can add protections
   and many other spells/spell effects to a spellbook. So a spellbook that is also a magical item is not rare.


So I am not looking for any arguments if you think this should or should not be allowed.

Just please if anyone can say: "This" book says on "that" page that you can't do it. Or "This" book says on "that" page that you can do it. In the books I have looked in I can't find one peep one way or the other.

Big thank you in advance to anyone who can help!!! :clap

19
Over a week ago I was flipping thru some books looking at magic items, for weapons, and I came across a magic item (I think it might have been a mask/lenses/goggles) that allowed wearer to see in magical darkness (it was not a gem). Being a Tiefling I was so happy having found this. Because I wanted to get the Deepening Darkness Feat (This is not Deeper Darkness, Deepening Darkness is just a Tiefling Race feat that lets me do darkness 3x a day.) However, I only had 750 gold at the time so I passed it by. I have been kicking myself for not writing it down ever since then.

I think it was a mask that gave the user both darkvision and ability to see in magical darkness as well. Being able to see in magical darkness was the whole key that made me really want it. I could see in the tiefling darkness race ability.

I have been reading :banghead, rereading :banghead,  and rerereading :banghead, over everything tring to find it again for the last week. My brain hurts. I know I saw it. Just for the life of me I can't seem to find it agian. I have been looking over all 3.0, 3.5, and d20 books I got but no luck, maybe it was someone elses book I was looking in, I have done several searches on the web and no luck.

Please if anyone knows of the item I am tring to find or any other item that allowes wearer to see in magical darkness will you please post it and source book it comes from. As I said it might have been from 3.0, 3.5, or a d20 book.

Thanks in advance for anyone nice enough to help. I would be so greatfull, after going over and over the books its all blurring together and it just makes it more of a nightmare tring to find it when I am no longer sure what the item even was.

20
Introduce Yourself / Hello!
« on: April 12, 2012, 09:28:00 AM »
Hey I am Silveron.

I just started playing D&D again after not playing 3.0 since shortly after it came out. There is so much more data for the game with all the 3.0, 3.5, and d20 stuff that has come out since I stopped, that I am lost. :??? My DM suggested this site as a great resource. :clap

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