Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mooncrow

Pages: [1] 2 3 4 5 6 ... 49
1
Handbook Discussion / Re: The Druid Handbook - Discussion Thread
« on: March 26, 2014, 02:53:36 AM »
Hmm, I thought I had Augment Elemental in there already, though my opinion of it is admittedly rather low.  Druid feats are so few and precious and the options are so powerful that a feat really has to shine in order to really make the cut.  Augment Elemental is really too narrow to fit into most druid builds - even ones focused on elemental summoning.  Maybe in a build using the Shifter Bestial Spirit racial substitution or a Moonspeaker build.   Hmm...  anyway, I'll try to stick it back in next time I'm updating.

Summon Elemental, on the other hand, just doesn't have a place in any druid build.  Even if you stretch the rules to allow the summoning enhancing feats to apply, they will still be 100% worthless in a fight at any level.  That leaves the uses limited to (bad) scouting and setting off traps.  Those uses aren't worth a feat; not when stacked up against a druid's other options.  It's sad, because I love the flavor of it, but after testing it in multiple games, it just doesn't do anything worthwhile.

As for the Dire Eagle, in general the most recent listing takes precedence, so when it was listed in the PHBII as 7th, that overwrote the RoS level listing.  (and judging by stats, correctly so).  Of course, if your DM hasn't read PHBII, hey, more power to you^^

But thanks for posting - it's good to get some of this stuff written down somewhere - real life has taken way too much of my time lately :p  I really need to sit down and finish all of the mostly-done writing I have for this guide.

2
Handbooks / Re: The 3.5 Cleric Handbook
« on: June 05, 2013, 03:11:21 AM »
Always found it odd that the Extra Turning feat was never listed or evaluated.  Is it a good choice or are there a lot more other things that offer more?

Generally speaking, feats are really tight as a cleric, so it's much more valuable to pick up extra turning attempts from items rather than spending a feat slot on it. 

3
Gaming Advice / Re: Ways to cast personal spells on someone else?
« on: November 14, 2012, 01:41:11 PM »
Runes from the Runecaster PrCPGtF are my favorite way to do this. 

4
Min/Max 3.x / Re: Making a Valkyrie with an Asperi mount
« on: September 01, 2012, 03:53:47 AM »
I want the "free" bonus HD to make them survivable, is really the reason.

It is a gestalt setting, however, so I could just do something like throw Druid on one side to get full AC advancement (though the loss of using metal armor would suck).  Tack on a level of Beastmaster on the "warrior" side, and Natural Bond, and the Asperi would be gaining bonuses at full Druid level (as a wolf, for example).

No Forgotten Realms deities around?  Worshipping Mielikki is one easy way to get around the "no metal armor" restriction. 

5
The additional HD etc are for animals - your elemental companion has a separate progression - to wit, the scaling from small to medium to large to huge.  The ACF in the Complete Mage lists the levels, but here they are:

1st - Small, 4th - Medium, 10th - Large (or a HD and stat increase), 16th - Huge (or another HD/Stat increase)

You can probably talk your DM into letting Natural Bond work for your elemental as well, even though it's not strictly RAW.  It would then set your level for the purpose of elemental advancement at Druid Level + 3 (10, in your case, which would be when you would have the option of a Large Elemental)

6. there are a lot of "personal" buffs that work well still - the "Bite of the X" line from the Spell Compendium leaps to mind.  Really, the only relevant buff you miss out on is Animal Growth.

7. Only if the spells are already on the druid list - most of the initiate spells are not.  Taking the feat does put them on the druid list, and then they can be memorized just like any other druid spell.

8. All creatures/players/etc, unless otherwise noted, have a natural armor bonus of +0.  That's different from most armor bonus types - for instance, when your character is naked, you don't have a shield bonus of +0 - you simply don't have a shield bonus.  So, something that added a shield enhancement bonus wouldn't work, since you need something to enhance.  That's the distinction that the extra wording is making - basically, everyone has natural armor, even if it's +0, and therefore can benefit from a natural armor enhancement bonus.

6
D&D 3.5 and Pathfinder / Re: Animal Companion List
« on: August 31, 2012, 10:06:35 AM »
Vizzerdrix, where is the watch spider located?  I'm not familiar with that one.
"Spider, Watchspider            FR:CoS"
I'm going to assume that is Forgotten Realms: City of the Spider Queen.  Not positive, however.

Ah, City of Splendors, actually, but thank you =)

7
D&D 3.5 and Pathfinder / Re: Animal Companion List
« on: August 31, 2012, 09:32:06 AM »
Awesome, that is a huge help =)  Now I just need to get it all sorted and rated^^

Vizzerdrix, where is the watch spider located?  I'm not familiar with that one. 

8
Min/Max 3.x / Re: DnD 3.5 The most unsuspicious dude....
« on: August 29, 2012, 06:11:43 PM »
I always just go druid in those types of situations.  It's super easy to tune your power level down however far you need to - toss your unbuffed pet into battle and use your own actions to heal if they're that bad.  But, if need arises, you're still a super badass that can rain down hell - all without any "cheesy" multiclassing, "weird" feats, or the like.   :rolleyes

9
Min/Max 3.x / Re: [3.X] Changeling Warshaper/Master of the Nine
« on: August 23, 2012, 08:26:29 PM »
IL doesn't matter - Crusader 1 specifies a 1st level stance. 

10
It only affects caster level (which is still absolutely worth getting) and not spell progression. 

11
Spellthief isn't a bad choice then; you will need 5 levels of wizard to qualify for the sniper though.  (unless you want to dance around with the shady Versatile Spellcaster tricks and their ilk)  I would say don't bother though.  Or, Spellthief 1/Wizard 3/Master Specialist 2/Spellwarp Sniper 1 would work as well. 

12
I need rogue or spellthief to qualify for spellwarp sniper, and spellthief seems to go nicely with the feat Master Spellthief for counting spellthief levels as arcane caster levels.

See if you can use the Trickster spellthief ACF from some Dragon Mag or other.  It gives you Bard casting progression, which is about 239587240587 times better than original spellthief.

Dragon 353, page 85

13
Kk, that's straightforward enough^^  (oh, and to answer question 2, since I missed it before, it uses your symbiote's HD).  What class are you?  I'm assuming archivist from the "Divine" tag rather than a class list?  If so, how lenient is your DM about adding stuff to your spell list?  A lot of the spells that work best are off the Sorc/Wiz list, and with work you can get them, but I don't want to waste time if he's going to shoot down any additions. 

14
"Best" for what, exactly?  Without the specifics of what you're looking for, there really isn't an answer to your question.

15
As long as you aren't on the run every day, you should be fine.  You do need some downtime, so you might want to check with the DM on that.  If you're going to be literally constantly on the run, yeah, not a good option.  The crafting rules are actually pretty lax as far as having workspace/tools. 

Complexity-wise, there are a lot of options, since you basically have theoretical access to every spell in the game.  However, it's not that hard to simplify it down and have a strong character that focuses on a few things, and then as you get more comfortable with the class, you can expand the repertoire.

So, if you go the artificer route, just say the word and we can help you out with the build^^

16
The artificer is actually a pretty good option, especially if you're aiming higher up on the power curve.  If you're interested, check out the handbook for a good place to start. 

17
Min/Max 3.x / Re: Dwarfen earthcaster
« on: August 22, 2012, 10:47:56 AM »
The planer sheperd is a little difficult to understand at first glance.
It continues some of the druid ab. but is connected to a plane of his choice.

Usually my group doesnt play in Eberron, but Faerun. Do you think this class could be translated there ?

Except for the self transformation stuff, what makes this class so strong?

Hrm, it's probably easier to read a bit of this guide rather than retyping out a lot of stuff.  Basically, the planar bubble and expanded wild shape options are just that strong.  It would take a little bit of work to port the class to Faerun, but not too much.

18
Min/Max 3.x / Re: Dwarfen earthcaster
« on: August 22, 2012, 09:45:43 AM »

Can a druid have an earth elemental as a companion ?

Elemental Companion from Complete Mage.

19
D&D 3.5 and Pathfinder / Re: Animal Companion List
« on: August 22, 2012, 01:16:36 AM »
Oops, thought I already posted this but apparently it got munched by the system ><

Anyway, thanks Littha!  That's exactly the type of thing I'm looking for =)

20
How exactly are you saying that every monk is a QM? If you become a QM, then how are you getting the abilities from the ZAM when you are specifically barred from taking two archetypes???

Where are you getting that from? 

"Characters may take more than one archetype as long as they meet the requirements."  And I don't see a specific exception to that rule in either of those archetypes. 

Pages: [1] 2 3 4 5 6 ... 49