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Topics - Dwarfi

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1
D&D 5e / 1st time 5e pala needs a feat. Some advice welcome.
« on: April 25, 2017, 09:25:19 AM »
Hello everyone. As of last week I finally was able to start my first 5e session as a player.
So far its a a lot of fun as we are finding our way through the early levels.

The 1st feat/ Ability increase isnt far of though and I just cant think of what to pick ^^ So maybe I get some help for the decision making here.

The character: A small s&b paladin (homebrew race) Going for ancient oath and a more defender like stile. Since its a small character a heavy weapon is no good though, so we go with a warhammer and a shield for now.

14 STR
12 DEX
15 CON
9 INT
13 WIS
16 CHA

So far I am a bit torn between increasing the main stat with +2 STR for +1hit/dmg/SVs
a more potent increase with resilient for +1CON and CON saves
or those lovely utility feats:
Shield master - I love the idea, but I am worried that both my STR (I have prof in athletics) and my DEX are a bit low to really use it well. the SV boost aura will help of course.
Sentinel - Always good to get another attack in at times, though it would be better with a reach weapon and higher STR

Lucky: I know its good, but I dont like the way it slows down the game.

ARGH, so much to pick from! What to take first ? XD
Maybe you guys with a bit more experience in 5e can give me a better idea of what works well with what stats and alike.
Thanks again.

2
D&D 3.5 and Pathfinder / I need a short wild magic table for 3.5!
« on: March 11, 2017, 08:20:11 AM »
Hello everyone.
In my next 3.5e DM evening one of my players will find a spellbook, but there is a catch. Its so old that he would have to study each spell before he can use them without problems. Alternatively he could go to a teacher who might show him everything within a couple of days.

If he doesnt, he can still use the spells, but it works like wild magic.
I know the Dnd 5e wildmagic table, which is a bit too long for my taste, but I dont know of anything alike in 3.5e except for some homebrew and those are too long as well.

And so I would like to make a really short list, that you can do with one dice roll and without having a giant paper at you.
A d12 for example, where 1 is the worst and 12 the best result. There might be a middle for "normal" although that doesnt have to be at 5 or 6.

Could look like this: On a D12

1. Full Backfire as if cast on yourself/position instead
2. The spell failed
3. Partial backfire: You take half of the dmg instead
4. Partial failure: dmg halfed, spells without dmg half duration
5. Target blurred for 1 round
6. Normal spell with loud noises and lights
7. Nomal spell
8. Caster blurred for 1 round
9. DC+1/+2vsSR
10. Spell slot not used up
11. Opponent fails its SV
12. Empowered or extended if no dmg

I could go to a D20 and add more "normal spell but this happens as well" to it. 1-5 bad effect, 6-10 normal with bad side effect, 11-15 normal with slightly good effect, 16-20 good effect

Open for ideas. Thanks

3
D&D 5e / An awakened badger as a PC?
« on: March 01, 2017, 11:44:06 AM »
Hello everyone,
I opened a similar thread in the inspiration sub forum, but after checking the thread post intervals and reactions its unlikely to actually get any reaction over there. ^^
If thats a problem, just delete the one over there.

I want to play a badger that has been fey touched and is now an intelligent creature.

The class would be obvious, an ancient oath paladin.

EDIT: Here the current version, thanks for all the feedback guys

5e - Awakened badger
Type: Fey
Size: Small
Language: Common and Fey(Sylvan)
Stats: Con+2, Cha+1 (badgers are tough and thanks to the fae touch very cute and charismatic)
Speed: 25ft
Resistances: Since he is a fey he is is already imune to the charm-person spells so no more resistances, but Keen senses would be nice: Adv. on perception when based on smell.
Darkvision is fine
Prof weapons: prof. in perception, animal senses and all.
Prof tools: burrow 10ft in natural ground? Doubt it would be useful beyond 1 or 2 uses in an entire campaign ^^
Stonecunning: prof. in knw. nature when related to field and forests
Toughness: Would fit the badger, I am open for more ideas though as its a bit boring. - Animal messenger? Speak to animals like a language and move one of the languages above to the background ?

Open for everything you can come up with. Thanks and have fun.

4
Hello everyone. The idea is that a druid (preLv1) was cursed by a lich and got stuck during a wildshape as a badger.
Now he lost all his druidic powers and becomes a paladin of the fey/wild.

Alternatively, which I like a bit more: A celestial beeing, lets say a cel. badger got lost on the material plane. Here he starts doing what he did back home and becomes a badger-paladin.
This character would be like a noble knight, stuck in the body of a badger.

How would you build this in 3.5e or 5e ?
-In 5e a paladin of the wild would be the obvious choice, only the badger would be a bit tricky to do as the base creature is tiny and there is no celestial template that I have seen yet. The giant badger is medium and would likely be a better starting point.
-In 3.5e a badger is only small and there is a celestial template, but +2LA is not funny. You could remove a lot of the powers to get 0LA as he lost his divine connection for too long.
Or simply use a reguar race and switch some things around and call it a badger.
There is also the option of a cleric with a fitting domain.

Edit: D&d5e: Starting from an AAsimar with some flavor changes might do the trick.

Obviously this is not a power build, but one for roleplay.
Lets have some fun with it and tell me your ideas and thoughts. Homebrewing a cel badger for 5e would be fine too.
Thanks.


5
D&D 3.5 and Pathfinder / Basic question on resting
« on: January 05, 2017, 05:37:53 AM »
Hello everyone, although I played Dnd for years now I just recently tried to read up on the resting rules, which I somhow failed to find besides the healing effect and the spell recovery for casters.
But was there a limitation in 3.5e on when or how often you can rest? I know 8 hours is a full rest, the healing is houseruled to Lv+Con to make it a bit easier.

Right now my group tends to basically rest after 1 or 2 fights To heal and regain spells. And lately it feels a bid odd to me. I didnt want to challenge this during the game, so I ask here before the next one starts.

For a mage this doesnt seem much of a problem, but for example for clerics this might be tricky, as they only get spells on certain times of the day.
Not to mention that it seems strange that the characters sleep for 8-12 hours, walk around a bit, fight for some minutes and go right back to sleep.

Its just one of those things I never questioned, but now I want to check how you guys usually handle resting/sleep in your games?
Thanks.

6
Gaming Advice / Reincarnate spell 3.5e
« on: September 02, 2016, 09:00:54 AM »
Hello everyone, as my group basically never really used the spell I wanted to check on it before I might use it.

In my example, my PC is a chaotic gnome who loves trying out new ways of life. So that spell looked like fun and at first I didnt mind the possible effects that much.

The correct use is just a bit confusing:

Undo ALL racial adjustments? For example: My gnome has +2DEX, +2INT, -2STR, -2WIS (Dragonlance) Would all that go to +/-0 or do I keep the INT/WIS/CHA stats?
The thing that I only GAIN changes from the new body based on STR/DEX/CON is what confuses me.
So if I use this spell as a race that gives an edge on mental stats, I would basically loose that without getting anything if I return as a race with INT or WIS bonus. Even if I reincarnated as the same race I would loose those stats and only gain/loose  based on STR/DEX/CON ?

What happens to LV adjustments ?

How do you handle changing size? Usually your size effects weapons and clothing.

You gain ALL abilities and alike of the new form but keep your feats, skills.... so no new skill/feat if I become a human, but I dont loose one either if I was a human?


Thanks,
Dwarfi

7
Gaming Advice / D&D 3.5e - something on grapple/pins
« on: August 10, 2016, 07:50:05 AM »
As my group likes to come up with scnarios and questions that I usually dont think about, but do once we have a beer and start discussing,
here some questions around grapple and pins: I found the Handbook a bit confusing at times.

D&D 3.5e

1) Can you make a grapple check for each Attack/Round that you have (Based on your BAB)?
Lets say you have 3 attacks per round, can you replace every one of those in a Full attack to make grapple checks?

1b) Can you replace an Aoo with a grapple check? I know you can for trip and disarm and alike, so I would say yes, but I am not sure.

2) Pin: A pin works until you next turn and has to be reestablished each round to keep the target pinned. Keeping a pin up is a standart or atk action / round?
Can you make attacks while pinning an opponent? Do you have to make grapple checks to do it if possible?

3) Can a pinned character use a breath weapon? It says a pinned characters can be stopped from talking, but a breath weapon?

Thanks again,
best
Dwarfi

8
D&D 3.5 and Pathfinder / Can a familiar use wands?
« on: July 28, 2016, 08:37:11 AM »
Hello everyone,

again some questions came up that I usually dont think about which need clarification.

1) - One of my players has a raven familiar, which can speak. Now he argues that the raven should be able to hold and use wands while flying around.
I believe that it can hold a wand in its claws and fly around, but casting from it? I dont know, is talking all thats necessary to use a wand?

2) - Pin an opponent + potions?
 you pin an opponent, stop him from speaking and then search for a potion and drink it? I am not very used to the rules when it comes to pinning an opponent.

Thanks again.
best, Dwarfi

9
D&D 3.5 and Pathfinder / Some basic questions on spells and treasure
« on: June 27, 2016, 08:47:19 AM »
Hello again everybody.

Scroll to the later question further down in the thread please.

EDIT:
Since the question further below has been answered already, I would like to check something else about spell casting that I was a bit uncertain of.

1) Casting a spell -line of sight/line of effect: I find the PHB to be a bit confusing about this. On the one hand it says that I have to specify one corner of a square, so I would have to see the point and aim at it. But then it says that its enough for spells like summon monster to just be specified in some way. The difference in both is if you can cast a spell (lets say fireball) into an area that you can't see, like darkness or a fog cloud.
So, do I NEED line of sight or is line of effect sufficient for a fireball?

1b) If you can cast it blindly, what would happen if you dont actually know the distance to a surface? Lets say you are in total darkness, cast a fireball and dont know that 10ft in front of you is a wall?

We had a bit of confusion yesterday, as a monster was inside a fog cloud and we wanted to shoot ray attacks blindly into the square the beast was supposed to be.
Reading up on it later, I am sure that rays are to be handled like ranged attacks with a bow. But a fireball doesnt work like that, its not "thrown" like a missile, it actually emminates from one spot.

2) Do cloud effects stack? Lets say I cast a 2nd acid cloud inside of another acid cloud. Does that work or does it just replace the previous cloud?

3) Touch attacks as attack action? The wiz uses a touch spell and tries to touch a target. The first time he does this he uses his action to cast the spell including the touch attack. Lets say he misses , then the spell is still charged. In the next turn he would have 2 attack actions (thanks to fighter lv and total Lv) can he now make 2 touch attack -attempts (or until discharged) ?
I would say yes, as the casting of the spell is what stops you from doing it multiple times in the first round. Equally, touch attacks as AOOs (the spell was cast before but is not discharged)?


Thank you again.

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



I am currently running a campaign in which I usually was very stingy with treasure in general as the book that I follow gave away some very powerfull items but barely anything else.

Now I am checking what a treasure of the current Level would look like and I would like some advice on that.
The group so far:
4xLv12 Well equipped I would say with 20-25k extra for shopping, which they just cant spent anymore as they already shopped the town empty by buying for 10-15k each.

The next encounters are dangerous at times, but from 6-7 encounters only 2 give treasure and one+2 item of choice/character from the story itself ) if I follow the Monster manual:

1EL13 (2xCR11) normal treasure (13k) in a hoard
1EL14 (2xCR12) double treasure +3 large longspear (2 elder celestial salamander)

The 2nd one is giving me some problems. When checking the DMG, an EC14 encounter should give~17k, correct? The +3 longspear alone is worth that much already (~18k) do I subtract that from the treasure?
Or does this really mean that I should give the group 2x +3 longspear AND treasure worth 34k (because double)?

Of course they might not even get all the treasure, if they dont find the hoard or dont kill both monsters.

I am not used to this, so I would like some advice on this from someone who is more used to reading treasure tables and creating them.
Thanks.

10
D&D 3.5 and Pathfinder / Inspiration for a swamp encounter?
« on: April 15, 2016, 11:05:11 AM »
Hello everyone.
I am currently leading my group through a swamp, complete with a Black dragon at the end. So no dragon encounters needed.
My players are really hyped about this area and so I want to give them some really sweet encounters instead of just some random rolls for random encounters that just die too easily anyway.
And so I would like to ask for some ideas. Basically anything is possible as an encounter, it shouldnt have much treasure if any at all though.

Group: LV11- some nice armor items and weapons but overall not overequipped
Wizard of high sorcery-necromancer
Beguiler (my PC)
Fighter
Fighter/cleric

NPCs: We have 3 other gnomes and a Lv7 kobold wizard with us as well. The kobold helps in battles.

We are using 2 boats and a raft tied to it as means of transport and we will travel for 3 days until we reach a ruin in the swamp, where the dragon lives.
Day 1- open marsh - belly deep swampy water, grass and a lot of water ways and fog, some trees here and there. At the late afternoon we come across a 12 headed hydra, which was a lot of fun to beat up.

Other ideas so far:Letting them decide which path to take:
Deeper water but faster travel: (CR10)
Wyndlass- Kind of close to the Hydra encounter, bigger surprise attack and more dangerous in deeper water for sure. 10 attacks, grapple lots of damage. Can die as easily as the Hydra if it eats a ray of exhaustion or a hold monster. The guide on the boat would definately warn them about possible dangers on this way. If it manages to stay underwater and attack from there then its even more dangerous. Potent but a bit repetative with the previous Hydra.

Water path through the forest: (CR11)
2d6 x shocker lizard (tribe) + 1 Behir
Maybe the PCs see some signs for a tribe, like totems and then meet only one of them, which returns with a group and a Behir to attack.

Vinespawn - x1 (CR7) x4 (CR11)
Pretty disgusting as it is a plant type (useless beguiler). Very strong, fast and can dish out lots of damage. The effect of the "spawn" is a great element to describe ingame. ^^

Swamp gas ? negative effects or igniteable when fire is used?

What have you played so far, or what comes to your mind?

11
D&D 3.5 and Pathfinder / Checking on rules - starting an encounter
« on: April 03, 2016, 11:20:49 AM »
Hello everyone, I read through the PHB part about starting an encounter, but it confuses me a bit when in use, so I would like to countercheck how this is done correctly.

1: both partys are unaware of each other until:
2: Spot/ Listen checks - are spot/listen checks always made against a monsters hide/move silently check or against a surrounding based check? Usually a walking character is not trying to hide or move silently, a monster in a swamp might though.

3: result: Only 1 side is aware > start of a  surprise round, where you can make limited actions. Enemys unaware are flat footed.

after that or:
4: Both are aware of each other: Roll for initiative and begin the turn.

Question there:
Even if both are aware of each other, is a character flat footed until he takes his first turn or is he automatically not flat footed once he is aware of the enemy?

Thanks again everyone

12
D&D 3.5 and Pathfinder / DnD 3.5e - Boss too powerfull?
« on: February 19, 2016, 09:26:45 AM »
Hi everyone,

I am currently running an adventure for my 4 man group in a dragonlance setting.
Usually the encounters are pretty easy thanks to our group composition:

1-tauren fighter
2-human mystique/fighter mix
3-wizard black robe, focus on necromancy and some other spells
4 Beguiler (my character)

But right now we are about to face a boss character, which is almost perfectly made to fight our group, if I just play it after the book.
Not to mention that he is really powerfull:

We are all Lv10, the CR is 12 although we defeated other CR like that with easy already.
The problem is that it is a construct with 250HP and Chaos spells.
Not just any, Cloak of Chaos, Chaos Hammer, Confusion, Word of chaos, 4x +25 slam attacks for a lot of dmg, +45 grapple/trip, constrict, smite law.... even if all players were Lv12 this would be hard, but Lv10... I have serious doubts.
The cloak of chaos alone is a Lv8 spell with no save if I remember correctly.

All the melees and I think the wiz as well are lawfull and thereby prone to the anti law effects.
The tauren fighter uses a fire whip which is bad against constructs (because of the fire dmg)
The necromancer because he cant debuff it
And my char can at least use illusions or haste, so maybe I can buy them some time.

I would like to hear some feedback and ideas from you as I dont want to kill my entire group with this.
What would you do?


 

13
Hello everyone,

last week I had a nice play session with my group, which started with a discussion about balance.
To my surprise it was not about the difference between caster and non caster.
Instead our DM wanted us to tone our characters down, so that he doesnt have to adjust the encounters.

We play 3.5e - in a dragonlance adventure.
32 point buy system
5 players (the DM plays a PC too) - We all are core+Dragonlance characters except for a beguiler (which could as well be a focussed Wiz) and some lv of Hexblade on another character.
So far we only got very basic magic items in terms of loot or beeing able to buy something. I think a +2 ring of protection was the best in that regard.
The real power came from the book itself in terms of 4-5 epic items.

The general idea that came up was, that our Characters are way stronger at the current Lv than they should be. But how would you get a group to be at a point that they can have fun and not adjusting every encounter as a DM? What do you think is the best way to achieve that? We want to reduce the amount of overconfidence in the group so that roleplay is more important and looking for other options than punk-bashing everything.

After thinking about it more, I would say playing with 5 characters total instead of 4 definately makes a big difference.
The 2nd would be that we use 32 point buy. Which already says that the character are very powerfull- its like playing a game on easy mode.
We want to adress this issue by playing our next adventure with core only (maybe a few exceptions like PrC for fighters) magic items controlled by the DM and maybe only 28 point buy when we play with 5 characters. In the hope this makes it easier for the DM so that he doesnt have to basically double any encounter in the book, but play it as its written.

What are your thoughts and experiences on this? How do you adress the power of players or a group in general when in comes to CR and beeing a DM.
I was there too and buffing every encounter up like crazy is not much fun. The only concern I have is that we usually play from 1-14 - we havent played much in that Lv area or higher but from what I saw so far it seems that the monsters become a lot harder all of a sudden.

Do you use 32 point buy or less? whats your experience with this topic?

14
Hello everyone. This will be a mini homebrew thing.
I am currently working on a build based on a dwarfen Monk> Fighter> Kensai
Its a core game, but I think I can get the Kensai, simply because of the utter lack of any fighter PrC in core.

Now are Monks usually not dwarfs from what I know, but who cares. As long as you can make it believable by reflavoring, and some houseruling.
As long as you are having fun and its not getting unfair.
The whole idea is a dwarfen weapon-monk, who lives in a blacksmith instead of a regular cloister, throwing in some dwarfen things, weapon crafting and stuff like that.

The Kensai class, plays right into that idea of making your own weapon in the "cloister"

I could just take a regular core monk for 2 Levels or the passive way monk, which would be slightly better. therefore we only design around the first 2 Levels.
But why take the ordinary when you can spice it up and give it your personal touch?  :plotting


If the DM has a problem with the passive way monk, then just use the regular monk and replace evasion on LV2 for the skill focus on Lv1 and if he is generous give you the limited weapon proficiency for free, as you are still forced to put points into craft that way.

Iron monk

Quote
Skin made of iron and steel in the bones. - Anvil Hammerhand - Iron Monk Master

There are no dwarven monks! Thats what humans and elve think. Usually because they dont exactly look like regular monks.
In the dwarven society working hot iron is considered a high form of art. Creating your own Masterwork weapon is the highest form of this process and fighters wielding their own weapon are highly respected and can become a Kensai.

Iron Monk

Races:Dwarv
Alignment: Lawful
Starting Gold: Like a regular monk except the changes in iron adebt.
Starting Age: Like a dwarven fighter

Class Skills
Like the regular monk 4+INT/Level

Hit Dice: 8

Weapon and Armor Proficiencies: As a regular monk

Change: On Lv1: You gain proficiency with a weapon that you made yourself and trained with for at least 1 week.
You do not gain the usual dwarven proficiencys and you loose the proficiency if you loose the weapon.

Iron adept: At 1st level an iron monk masters his art more then any regular smith. He gains Skill Focus Weaponsmith as a Bonus feat.
Depending on the DM he learns either the usual feats or the feats from the passive way monk.
Starting bonus on Lv1: You begin your journey with a selfmade weapon, on Lv1 you gain A +2bonus for MW tools and +2 bonus for working in the blacksmith. However you still have to pay for it.
You keep the weapon as well as the tools.

At 2nd level an Iron Monk learns Impr Trip, just like a passive way monk. He does not gain the Evasion feat though as dwarves dont doge, they take it and go on.

NPC Reaction
Almost all races see an Iron monk as a highly skilled blacksmith, but nothing more. Only dwarfs recognize them and treat them with respect for their skills.

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+2+2Impr. unarmed strike +Combat expertise(instead of impr grab)   Flurry of blows, Iron adebt
2nd+1+3+3+3Impr. Trip,

15
D&D 3.5 and Pathfinder / 3.5e steadfast boots + reach trip build ?
« on: August 01, 2015, 07:35:20 AM »
Hello,

a question crossed my mind. 3.5e rules
In the MIC, there are the steadfast boots.

Giving a good bonus vs trip, bull rush and alike, but thats not the selling point.

Furthermore, as long as you carry a
two-handed weapon, you are treated as if
you had readied that weapon against any
creature that charges you (and thus it deals
double damage if your attack is successful),
even if the weapon can't normally be
set against a charge.

I have the feeling that I am missing some sort of drawback that I cant see.
Wouldnt that mean that if I use a greataxe + these boots, that I get a free attack with double dmg whenever I get charged? Its not even an Attack of o. so its not limited? Or can I use a readied action only once, and when the next one charges in the same round it doesnt work anymore. Even with that rule it seems to be very powerfull in my eyes.

Now lets put that into a reach control build.
We get charged > 1 atk with 2x dmg as soon as he enters our reach > as he moves from 10 to 5ft he gets a trip atk + anothe hit if it works and now lays prone in 10ft away.
With a spear we would deal 3x dmg and one more atk instead of the trip.

Is that correct or am I missing something? Especially for the low price of the item it seems to be really powerfull.

16
Hello everyone.
I am currently trying to build a PrC for a field control build based on the idea of the PHB2 knight. (Which sucks beyond the idea and the LV3 ability)
The purpose of this class is to be as core-ish as possible, so no bonus feats that use any material outside of that. I know that a knight isnt core, but that one is fine. ;)

Give me your ideas and thoughts. Too much, too little? Or something else?


Knight of the spear
aka master of opportunities   
"Foul monster! you will not lay a hand on these people as long as I can stand! "

 A noble fighter, devoting his life to the protection of those in need and danger.

BECOMING A Knight of the spear
Usually knights or paladins become knights of the spear, as they already devoted themselfs to a higher goal and code of conduct.

 ENTRY REQUIREMENTS

Alignment: Law/Good
BAB:+5
Weapon focus: Any reach weapon (A large weapon doesnt count for this purpose)
Feats: Impr. Trip,
Maybe: Sense motive or heal?

Special code of conduct: Your order isnt as bound to the idea of honor as regular knights. Instead they follow a different path that replaces any previous codex.
Save the weak: If anybody asks you for protection to save his or some others life you will help him, equally you wont stand by when the weak are beeing preyed on.
A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

Class Skills
 The Knight of the spear's class skills (and the key ability for each skill) are....
Clim, Jump, Ride, swim, knw. Local, knw.nobility, diplomacy, heal, sense motive, spot, intimidate
Skills Points at Each  Level : 4 + int

Hit Dice: D10


   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +0     +2    Edge of opportunity, Take me instead, The knight's code
2. +2    +0     +0     +3    improved reflexes, Avenger,
3. +3    +1     +1     +3    I see an opening,
4. +4    +1     +1     +4    Edge of oportunity, Improved reflexes,
5. +5   +1     +1     +4    Battlefield presence, Take me instead-greater
6. +6    +2     +2     +5    Improved reflexes,
7. +7    +2     +2     +5    Take me instead,greater, edge of oportunity
8. +8    +2     +2     +6    Size doesnt matter



Weapon Proficiencies: You gain no additional weapon or armor proficiencies
 
Abilities:
Edge of opportunity: Your order favours the way of controlled battle over a bruttal attack.
You gain +1ATK/+1DMG on every a.o.o. you make, simultaneously you gain +2 bonus on every STR check used for a trip, disarm or sunder attempt. This increases to +2/+4 on Lv4 and +3/+6 on Lv7

Take me instead: To protect the weak, to shield others with your own live is what defines a true knight.
Once per turn, you can make an immediate action to absorb the dmg an adjacent ally would have taken. This only works on melee and ranged melee attacks, not on spells, except area of effect spells that allow a save to half the dmg. In this case you take half of the dmg your ally would have taken, he still takes the other half.

Take me instead, greater: A knight will give his life for others, that doesnt mean that he is easy to kill though.
This ability works like the previous version, but now you only take dmg from melee attacks if the attack would have beaten your AC. If you shield an ally against an aoe spell it still deals half the dmg to you, but none to you ally.

Improved reflexes: You training made you more aware of enemy mistakes.
You gain +1 additional Aoo for each turn, this increases to +2 and +3 additional uses on Lv3 and Lv6.

Avenger: If you cant protect them you must avenge them!
If an enemy that you threaten damages and ally with a melee attack you can make an a.o.o.

I see an opening: Your keen eyes can make out openings in the defences of all enemys to land stunning blows.
As an immed. action you can use up one attack of opportunity (from the number of possible aoos you would have each round) to increase the power of a melee attack. If your attack deals damage, the enemy must make a Will saving throw or become dazed for 1 round. DC10+ your knight level+ STR modifier. You must decide to use this ability before you make the attack, if you miss, the effect is lost.

Battlefield presence: An enemy that starts his turn in an area that you threaten must watch out for your strikes. He looses -2ATK on all Attack rolls as long as he stays within your reach.

Size doesnt matter: You have mastered your weapon and you skills, enemys no longer gain a size advantage against you when it comes to trip or disarm attacks. They still gain a bonus from Strength or because of having more then 2 legs and alike though.

PLAYING A Knight of the spear


 Combat
: You goal is not to kill an enemy as fast as possible but to ensure that your allys are save. You use your quick reflexes to stop enemys as soon as they come into your reach.
 Advancement: -
Resources: You are a member of a knightly order, therefore you can expect help from other orders or paladins with simmilar goals. You basically find a free bed and food in everey city where such an order is present. You are also more respected, especially by travelers.

Knight of the spear IN THE WORLD

„I will never forget how the man held off those monsters all by himself until every last one of my family was save behind the city walls.“

Usual reactions: Positive, most people know of the good deeds of the spear order and praise them as companiens and guards on journeys.

 



17
D&D 3.5 and Pathfinder / 3.5e Knight/Fighter/Kensai control or others
« on: July 14, 2015, 05:39:09 PM »
EDIT: Current build:
3.5e
A control build with a reach weapon Guisarm or spiked chain. Dw. Warpike wont be allowed as nobody has Dragon Mag.
A Gauntlet or dw. waraxe(1H) as a 2nd weapon
We will try to stick to core, so the written idea below will probably be replaced by a fighter based build instead of the knight. Maybe I can talk the group at least into a nice prc for the fighter.

Some options, all depending on what is allowed:
(click to show/hide)

Stats: 32 point buy
16/16/14-14/8/8 would be 16 CON and 6 CHA as a dwarf... an ugly knight. We get +2 on Saves anyway so the WIS doesnt bother me as much.
The 14 INT is necessary for W.Expertise and to get all the cross class skill for Kensai in. And an odd number would be useless in terms of extra skills.
We could go for 18CON (dwarf) and drop the DEX by some amount, but I havent played an AOO build yet, so I am not sure, how many we actually need. ^^

Personal tweaks and flavors: A weaponsmith- after beeing rescued by a knightly order, he feels so inspired to become one himself.
If I can make it believeable for the knight, it might be ok to start with the spiked chain instead of the dw. Weapons, a bit cheesy but whatever. ^^
Maybe a knightly order of protectors, who are based around the more "civilized" ways of battle. Meaning trip and disarm. (Switch intimidate for diplomacy?)
So we could switch Mounted combat on LV2 for something else (or just retrain)

Knight3- Fighter2 - Kensai ...
Lv1 Knight: C.Expertise
Lv2 Knight: Mounted combat > retrain Impr. Trip
Lv3 Combat reflexes
Lv4 Fighter: power attack
Lv5 fighter: Weapon focus
Lv6 Kensai: disarm

Alternate: Exotic weapon master: Lv8
The saves are rather bad again, but it fits the flair.
Trip Attack, Flurry of strikes and exotic reach would be the way to go. Compared to a Kensai... I dont think its really worth it. Any thoughts here?

Skills: Dwarf: INT14
We need Conc5, Dipl 5 and ride 5 for the Kensai.
Conc should be high enough so that we can use the Kensai abilitys (we get ~3 from CON)
Diplomacy maybe in exchange for Intimidate as a knight?
Craft weaponsmith should be good too as our weapon cant be repaired otherwise DC 18 (+2INT/+2Dwarf/+2tools)
And if mageslayer is possible 2 spellcraft

Lv1: 16 : Concentration 4(8), diplomacy 4(8) (both cross class skills)
Lv2: 4 - Conc 5(2), dipl 5(2)
Lv3: 4 - ride 4
Lv4: 4 - ride 5(1), swim 3
Lv5: 4 - swim 7(4) (you always need swim and a Kensai cant learn it)
Lv6: 6 - Conc 9 (4), craft weapons (2)
Lv7: 6 - Conc 10(1), craft weapons 7(5)
Lv8: 6 - Conc 11(1), Craft weapons 11(4), Kw, nobility 1

Note: This might not work as planned. Cross class skills can only by maxed to 1/2 the normal amount.

The Saves on Lv6:
1/1/3 -Lv3 Knight
3/0/0 - Lv2 Fighter
0/0/1- Lv1 Kensai

=4/1/4 +2vs poison/+2vs magic
+Ability points

Early items: Healing belt (700) Steadfast boots (1400), ring of floating(2000) ...recetly the planning goes more into the direction of total DM control. So basically no MIC. T_T

Open for all ideas.

18
D&D 3.5 and Pathfinder / Becoming a vampire- Gnome Beguiler?
« on: October 03, 2014, 08:28:35 AM »
Hello everyone, its been a while.
DnD 3.5

So in my current adventure, my Lv8 gnome beguiler met its maker in the shape of a giant ogre greatsword.
My group is currently trying to find a creative way to bring me back to life... more or less. We are extremely short on wealth so a real resurrection is out of the question. Reincarnation would be possible but there is no  temple around the desert in which we are.
Our latest addition to the group is an elvish wizard with a liking to necromancy and some other dark arts. One of his posessions is a magical staff made from a spine and a skull.
We havent completely figured out what this thing is capable of, since we found it, but it can cast death knell to gather charges, which can be used up to cast certain spells. (None of them is anywhere near "good")

And so the idea came up, to revive me in the form of a zombie... which I dont like.
Or a vampire , which would actually be very cool. It fits the beguiler and the character. The problem is obvious, that I would instantly become way more powerfull then the rest of the group.
Not to mention the usual vampire problems like travelling, crossing water and the +8LV adjustment.

Therefore I was looking around for alternatives.
So far the vampire spawn seem more fair for a game then a full blown vampire lord.
But the problems remain.

Of course its up to the DM what can or cant be done, but he likes to hear ideas if we want to play something in particular.
Maybe some homebrewing.

A+1Lv adjustment would be ok for me
So what do you think would be a fair deal for that, slightly more powerfull then a spawn, not too powerfull ? Have you played a vampire before?
Stuff like telepathy, dominate or enthrall would be fitting abilities.
My character is a masterfull alchemist, so maybe I can produce an extra strong sun lotion of some sort... and as I am a gnome I can use a really small coffin to carry it around on my horsy.

I am open for ideas.

19
Gaming Advice / Shortsword + Gnome - Dmg roll question
« on: February 18, 2014, 02:21:10 PM »
Hi,
I have a beguiler gnome with 6STR (-2)
Recently I got a +2 short sword, +4 vs evil and I am a bit insecure about the atk/ dmg roll, so I want to check.

ATK roll: 1D20+3/+5vs evil
BAB (+2) + STR(-2) + small size (+1) + magical(+2/+4 vs evil)

DMG roll: 1D4 (small short sword) +2/ +4 vs evil
BAB (+2) + STR (-2) + magical (+2/+4 vs evil)

Now what I am interested in:
If I use it in my offhand I only add 1/2 my STR mod, would this actually increase my hitting chance/dmg, because 1/2x(-2 STR) = -1, instead of the flat -2STR ?


On a side note: Its THIS sword: http://guilesworld.com/role-playing-games-stuff/dragonlance/shard-of-light/
I have no idea what its worth, but it must be a lot. ^^
Sadly I am the only one who can use it, as the rest of my group is more or less evil. My gnome isnt much of a fan of paladine, but at least I am neutral.

20
Gaming Advice / A question about fog, cover and hiding
« on: November 18, 2013, 11:26:14 AM »
As my group rarely used effects like this I'd like to ask to be sure:

DnD 3.5

Fog effects (like the Lv1 spell)
give total cover when more then 5ft away from the viewer.
Half cover if 5ft away

Q1:
If I stand in the outer fields of the fog I can look out of the fog, but if I shoot somebody outside (bow or ranged touch) I still have a 20% miss chance.
Same goes if somebody from outside the fog looks at me when I am in a field on the edge of the effect.

Q2: Can I make a hide check in such an "edge" field to become semi invisible for the ones outside the fog?
Interesting for sneak attacks and other effects.

Q3: Can I move at full speed through a normal fog ? Or do I have to slow down ?

Thanks.

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