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Topics - phaedrusxy

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101
[D&D 3.5] Legacy of the Makers / Dice Rolls Thread
« on: June 28, 2012, 02:18:21 PM »
How about a separate thread just for rolling dice, so we don't get a bunch of angry red warnings about tampering with our dice rolls when editing?

I'll go ahead and roll Loptr's fate dice for the day:

Fate die 1
Rolled 1d6 : 5, total 5

Fate die 2
Rolled 1d6 : 4, total 4

Fate die 3
Rolled 1d6 : 5, total 5

Fate die 4
Rolled 1d6 : 2, total 2

Fate die 5
Rolled 1d6 : 1, total 1

102
Legends of the Heroes / Campaign (element?) idea: The Planar Bridge
« on: June 22, 2012, 06:12:27 PM »
We've had some great clouds around here lately, and I keep imagining an enormous spire piercing the clouds, and going up so far that you can't see it lately. Then I thought "What if it went into space?" And then thought "Hey, in a D&D setting, it could be a bridge between planes!" I'll post more later, but I thought I'd throw this idea out there so others could add to it.

103
Oslecamo's Improved Monster Classes / Shield Guardian (Awakened)
« on: June 04, 2012, 12:25:33 PM »
Shield Guardian (awakened)


A Shield Guardian stands ready to defend its master.

HD:d12
LevelBabFortRefWillFeature
1+0+0+0+0Living Wall, Devoted Defender, Armor Plating, +2 Con
2+1+0+0+0Rapid Repair, +1 Str
3+2+1+1+1Shield the Body, Ever Vigilant, +1 Con
4+3+1+1+1Shield the Mind, Elite Training, +1 Str
5+3+1+1+1Spell Trap, Thin the Ranks, +1 Con
6+4+2+2+2Shield the Soul, Chassis Upgrade
7+5+2+2+2Magic Resistant, Sensory Upgrade, +1 Con
8+6+2+2+2Spell Receptacle
Skills:2+int modifier per level, quadruple at first level. It's class skills are Spellcraft, Knowledge (any, taken individually), Spot, Listen, Sense Motive, Jump, Climb, and Intimidate

Proficiencies: Its own natural weapons, as well as simple weapons. At 4th level, it gains proficiency with martial weapons.

Features:

Living Wall: The Shield Guardian loses all other racial bonuses and becomes a construct with the living construct subtype. It is considered a warforged for all qualification purposes, allowing it to use warforged components, enter warforged prestige classes, etc.

(click to show/hide)

The Shield Guardian is a medium sized construct with base speed 30 feet. It has a slam attack dealing 1d6+Str mod damage which it may use as is primary attack, or as a secondary attack if it wields a weapon. Its slam attack can be delivered with any part of its body. So it does not need a free hand to make a slam attack.

It also gains a bonus to its Nat armor equal to its Con modifier.

Devoted Defender (Ex): The Shield Guardian was built with one purpose in mind: to act as a bodyguard. One of its most basic programs enables it to interpose its own body between its charge and an attacker. Once per round as an an immediate action, it may cause a melee attack directed at an ally within its reach to target it instead. The attack is then resolved against the Shield Guardian as normal (using the Shield Guardian's armor class, etc). Neither the ally nor the shield guardian need to change their positions. The Shield Guardian merely uses part of its body to block the blow.

Ability Score Increase: The Shield Guardian gains +2 Con at the first level of this class and then

+1 to Str at levels 2 and 4
+1 to Con at levels 3, 5, and 7

For a total of +5 Con and +2 Str at 8th level.

Armor Plating (Ex): The Shield Guardian is resistant to physical blows, gaining DR/Adamantine equal to half its HD, rounded up. This stacks with any damage reduction the Shield Guardian may have of the same type (Adamantine) from other sources.

Rapid Repair (Su): Since the Shield Guardian's primary purpose is to take a beating for its master, they need to be able to survive a lot of punishment. At level 2 they gain Fast Healing equal to their hit dice divided by four, rounded up. This stacks with Fast Healing the Shield Guardian may have from other sources.

Shield the Body: At level 3, the Shield Guardian gains the ability to magically shield its charge from damage, allowing it to partially absorb even blows that manage to get around its defenses. It may use Shield Other as a SLA at will, but may only have one creature targeted by this ability at a time. It is considered to be "Shielding" the target of this ability (i.e. "shielding its charge"), which will open up the use of other abilities at later levels.

Ever Vigilant (Ex): The Shield Guardian is always ready to defend its charge. While it is Shielding a Charge (see Shield the Body), it receives a morale bonus on initiative checks, Spot checks, and Listen checks equal to 1/4th of its hit dice, rounded up.

Shield the Mind (Su): At level 4, the Shield Guardian becomes even more closely bonded with a shielded charge, allowing it to redirect mental attacks to target itself instead of its charge. As an immediate action, the Shield Guardian can change the target of any [Mind Affecting] spell or ability directed at the target of its Shield The Body ability to instead target itself. If the Shield Guardian is not a legal target of the effect, then the effect is still redirected and fails harmlessly.

Elite Training (Ex): At level 4, the Shield Guardian gains any [Fighter] feat as a bonus feat (it must still meet the prereqs) and proficiency with all martial weapons. In addition, levels in Shield Guardian stack when determining initiator level for any martial adept class levels the Shield Guardian has (instead of counting as 1/2), and they also count as fighter levels for any feat or other prerequisites.

Alternate Class Feature: Spellsouled Construct
(click to show/hide)

Spell Trap (Su): At 5th level, the Shield Guardian gains the ability to absorb part of any area effects which would encompass either its shielded charge or itself. As an immediate action, it may redirect the energy of any spell or effect which does hit point damage, and whose area encompasses the target of its Shield the Body ability (or the Shield Guardian itself). This causes all damage dice of the effect to be minimized (as if all 1s were rolled). However, instead of being harmlessly dissipated, the damage is instead redirected into the Shield Guardian itself. Instead of the minimized damage, the Shield Guardian takes double the normal damage rolled for the spell or effect. It still gains the benefit of any resistances it has to the damage (if any), including Spell Resistance, and it still gets a saving throw (if one is allowed).

Thin the Ranks (Su): At 5th level, the Shield Guardian gains the ability to release a wave of Force energy that pushes away all foes. As a Move action, it can make a Bull Rush attempt against all foes within 30 feet (the Shield Guardian chooses who is affected, and it gets a +4 racial bonus to the opposed roll). Since this is a Force effect, it can affect incorporeal creatures (which use their Dexterity modifier for the opposed check). Creatures that lose the opposed check are pushed directly away from the Shield Guardian, as if the attacker had moved with them (see Bull Rushing rules), although the Shield Guardian need not move at all.

If they are pushed into a wall, creature, or other hard object, both they and the creature or object they collide with also take damage equal to 1d6 per five feet traveled, plus 1.5 times the Shield Guardian's strength modifier. In addition, those that lose the check must also make a Reflex save (DC 10+1/2 the Shield Guardian's hit dice + it's Strength modifier) or fall prone.

A Shield Guardian with 8 or more hit dice can use this ability as a Swift action if it desires, and one with 12 hit dice can use it as an immediate action. Regardless of the action used, a Shield Guardian may only use Thin the Ranks once per round.

Shield the Soul (Su): At 6th level, the Shield Guardian becomes even more closely bonded with its charge, allowing it to redirect attacks aimed at its charge's soul to itself instead. As an immediate action, the Shield Guardian can change the target of any spell or ability with the [Death] descriptor, any necromantic effect, or any effect which does physical ability damage or drain, negative energy damage, or causes exhaustion or fatigue, to target the Shield Guardian instead of the target of its Shield the Body ability. If the Shield Guardian is not a legal target of the effect, then the effect is still redirected and fails harmlessly.

Chassis Upgrade: At 6th level, the Shield Guardian is upgraded to a larger chassis. Its size increases to Large, but its ability scores do not change due to this. It does however take up more spaces, gain an increased reach, and all other properties associated with an increased size.

Magic Resistant (Su): At 7th level, the Shield Guardian gains some resistance to the magical attacks of enemy spellcasters, gaining SR equal to 15+HD. The Shield Guardian may drop and raise its SR as a free action at any time even if it isn't its turn to let allies buff it.

Sensory Upgrade (Su): At 7th level, the Shield Guardian gains non-visual senses that allow it to detect hidden creatures and magical effects. It gains Blind Sense out to 5 feet per hit die. It also gains a permanent Arcane Sight effect.

Spell Receptacle (Su): At 8th level, the Shield Guardian gains the ability to absorb and recast spells. As an immediate action, the Shield Guardian can absorb one spell targeted at it. It may "recast" this spell later, using the same kind of action that the caster used when originally casting it at the Shield Guardian. The spell is recast as if the original spellcaster had cast it (saving throw DC, caster level, etc), and the Shield Guardian need not provide any components (including Somatic, so no ASF, or Attacks of Opportunity) or focuses required, as the original caster had already provided those when she cast the spell. The Shield Guardian chooses the new target of the spell, with the normal limitations for whatever the spell is.

The Shield Guardian can even absorb personal spells in this way, if they are specifically targeted at it for the sole purpose of absorption, and are cast by the target of its Shield the Body ability. Such personal spells may only be recast on the Shield Guardian itself or the current target of its Shield the Body ability. All spells (including personal ones, and those with a range of touch) which are redirected to the target of the Shield the Body ability have a range of short (30' + 5/Shield Guardian level).

It can also use this ability defensively to absorb hostile spells and recast them, including offensive area effect spells for which either it or the target of its Shield the Body ability were within the radius of.

If the Shield Guardian tries to absorb a spell while it already has one held within its receptacle, the spell energy of the first spell is harmlessly discharged. There is no limit to how long a Shield Guardian may have a spell held in its receptacle.

Comments
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104
General D&D Discussion / Awesome page of D&D math...
« on: May 31, 2012, 11:45:13 PM »
I wasn't sure where else to post this:

http://www.monkeysushi.net/gaming/DnD/math.html

105
[D&D 3.5] Exiled / Encounter Thread 1
« on: May 26, 2012, 12:11:57 AM »

G = gnome
O1 = Orc #1
O2 = Orc #1

Blue = water (it's shallow, so you can wade through it, but it counts as difficult terrain)

Initiative order
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106
Bearer of Legend


   
I am King. And this is Excalibur, sword of kings from the dawn of time. Who are you? What do you seek?

 Wielder of items of incredible power, members of this class often beg the question "Does he own the sword, or does the sword own him?"

Becoming A Bearer of Legend
Members of all walks of life may take up this cause. Often, they do not choose this destiny as much as it chooses them.

 ENTRY REQUIREMENTS
   Character level: 5
   Alignment: Within one step of the item they are to claim
   Special: Must be "chosen" to bear an item of legendary power. This item is actually an NPC with class levels that acts as the character's cohort. It may be created specifically for the PC, with the DMs approval. Alternatively, an existing item may become "bonded" to an appropriate wielder (one with a compatible alignment who takes levels of this class). The item must willingly bond with the Bearer.
   

Class Skills
 The Bearer of Legend's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Ride (Dex), Swim (Str), and any that the item itself has ranks in.
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Sword of Power, Faithful Cohort
2. +1    +0     +0     +3    Special Power
3. +2    +1     +1     +3    Special Power
4. +3    +1     +1     +4    Special Power
5. +3    +1     +1     +4    Special Power

Weapon Proficiencies: Gains proficiency with the bonded item.
 

Class Features

Sword of Power: The Bearer of Legend receives a special version of the Ancestral Relic feat, which may be applied only to their bonded item. This ability differs from the standard Ancestral Relic feat as follows: the costs of enhancing their item are halved, and the maximum value it may have is doubled. This ability counts as having the Ancestral Relic feat for all purposes.

Faithful Cohort: The item bonded to the Bearer of Legend is an NPC cohort. The DM should create this NPC in conjunction with the player who will be wielding it by first creating the character as normal, and then applying the Magic Item template to it. This NPC should have an ECL two lower than that of its Bearer, and gain levels whenever the Bearer does so that it stays 2 levels below him or her. If the item has levels in a spellcasting class, it need not supply any somatic, verbal, or trivial (less than 1 gp) material components or focuses when casting spells (this only applies when it is in the form of an item). Any experience point components are instead supplied by the Bearer. Likewise, the Bearer can provide any expensive material components or focuses required.

The bonded item, although a creature, retains its hardness and is treated as an object in all ways when doing so would be beneficial (it does not have to make saving throws against area spells unless its bearer rolls a natural 1, etc). It also has its own set of actions separate from those of its wielder, and retains access to all class and racial abilities that it would have in its "original" (non-object) form.

If an existing item has more levels than is appropriate for a cohort of its Bearer, it temporarily loses access to them, and is treated as a character of the appropriate level while it is bonded to him or her (reduce all stats appropriately). For this reason, very powerful items may refuse to bond with an unworthy wielder, although in some cases they may see potential in a neophyte wielder, and bond with them in order to guide their development into someone who is worthy.

The Bearer may still gain other cohorts and followers via other means (such as the Leadership feat), and having levels in the Bearer of Legend class grants them a +1 bonus to their Leadership score due to having a "special power".


Special Power: At each level of this prestige class except first, choose one of the abilities listed below. Each ability may only be chosen once.

Share Spells: The item may have any spells it casts also affect its Bearer, treating its Bearer as its familiar. It gives up any other familiar it might have had, and can not summon another one. If the item has levels in psionic classes, this ability also functions as Share Powers.

Luck: The item grants its master a luck bonus equal to his levels in Bearer of Legend (rounded up) to all saving throws, ability checks, attack rolls, and armor class.

Called: The item can be summoned by the Bearer as a swift action, immediately appearing in his hand or on his body (as appropriate for the item), no matter where it is currently at. It can even be called across the boundaries of the planes, or taken from another creature's possession. Only abilities that can block planar travel can prevent this. If the item is in the possession of another creature with levels of Bearer of Legend which has claimed ownership of it, it cannot be summoned by its previous master until he has reclaimed it through other means (i.e. taken it from its new master).
,
Shared Knowledge: The Bearer may use either the item's or his own skill ranks, whichever is higher, for all skills.

Dancing: If a weapon, the item gains the Dancing ability, differing as follows: Activating this ability does not require an action on the part of the Bearer at all. The item can activate it on its own as a free action. It also does not have to remain in the same space as the wielder, and the duration of its "dance" is unlimited.

Shared Senses: The Bearer can extend his senses through the item's, allowing him to see and hear what it can see. The item can also detect the world through the Bearer's senses, if he allows it. Use of this ability requires a swift action each round to activate or maintain. This ability also allows the sharing of any spells or special senses that the item (or Bearer) may possess, such as Detect Magic, Darkvision, True Seeing, etc.

Shared Power: The Bearer gains the use of one class or racial ability of his bonded item. His level for this ability is equal to one half of his character level. This may not include spellcasting or psionics. Any limitations on how often or frequently the ability can be used are shared with the item.

Shared Defenses: The Bearer may use the items base saving throw bonuses instead of his own, if desired.

Sacrificial Shield: As an immediate action, the Bearer may choose for any ability that targets him to instead affect his bonded item. The item is granted a saving throw (when one is allowed) to resist any effects diverted, regardless of whether the Bearer has already attempted one or not. Any abilities which do not affect the item's creature type (construct) fail harmlessly when so diverted.


Original thread.

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107
Homebrew and House Rules (D&D) / The Nord's Blade
« on: April 25, 2012, 04:00:47 PM »
Disclaimer: This class was created by Amechra. I did not contribute at all to this, nor ask permission to copy it here, but I do like it a lot. So I thought I'd copy it over to this board, because I frequently have problems with the one where it was originally posted, and I want to have reliable access to it. I only modified one thing, and that was to make the table match the text, and Amechra had confirmed that it was supposed to work as the text, not the table.


(click to show/hide)

THE NORD'S BLADE
Select any 10 Discipline skills; they are the Class skills for this class.
Skill Points per Level: 4+Int Modifier
Skill Points at First Level: (4+Int Modifier)*4
HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialFate DiceManeuvers Recognized
1st
+0
+0
+2
+2
Altered Fate, Fate's Swordsman
1
2
2nd
+1
+0
+3
+3
Uncanny Dodge, Replace Fate
2
2
3rd
+2
+1
+3
+3
Right Place at the Right Time
3
3
4th
+3
+1
+4
+4
Fate's Evasion, Fated Strike (1st)
3
3
5th
+3
+1
+4
+4
Alter the Outcome (Damage)
4
4
6th
+4
+2
+5
+5
Mutable Past
5
4
7th
+5
+2
+5
+5
Fated Strike (2nd)
5
4
8th
+6
+2
+6
+6
Improved Uncanny Dodge
6
5
9th
+6
+3
+6
+6
Alter the Outcome (Attack)
7
5
10th
+7
+3
+7
+7
Fated Strike (3rd)
7
6
11th
+8
+3
+7
+7
Improved Fate's Evasion
8
6
12th
+9
+4
+8
+8
Bonus Luck Feat
9
6
13th
+9
+4
+8
+8
Fated Strike (4th)
9
7
14th
+10
+4
+9
+9
Bonus Luck Feat
10
7
15th
+11
+5
+9
+9
Alter the Outcome (Saves)
11
8
16th
+12
+5
+10
+10
Bonus Luck Feat
11
8
17th
+12
+5
+10
+10
Fated Strike (5th)
12
8
18th
+13
+6
+11
+11
Bonus Luck Feat
13
9
19th
+14
+6
+11
+11
Fated Strike (6th)
13
9
20th
+15
+6
+12
+12
Fatima Pluropotentia
14
10
Weapon and Armor Proficiencies: A Nord's Blade is proficient in all simple and martial weapons, along with any associated weapon of any discipline they selected in the morning; they are also proficient in all Light and Medium armors.

Maneuvers Known: A Nord's Blade is a rather different fighter than your average Initiator; in fact, they are almost surreally differently.

Each morning, the Nord's Blade may select a number of Maneuvers Known from any Discipline equal to the Maneuvers Recognized column on the table above.

They have a number of Readied Maneuvers equal to 1plus half the number of Maneuvers Recognized they have; unlike normally, they may ready a single maneuver multiple times. They may recover a single expended use of any maneuver by removing a number of Fate Dice results equal to 1 + one-third the level of that maneuver, rounded up.

Instead of learning a number of stances, the Nord's Blade automatically enters a stance of their choice; they may only enter a stance if they have met all of the prerequisites for that stance.

For the purposes of what maneuvers they have access to, select any three disciplines. For those disciplines alone, the Nord's Blade's IL is equal to their class level plus half their levels in non-initiator classes. Finally, the Nord's Blade uses their Charisma in place of the normal key ability score for those three discipline.

Fate Dice: For those who play with fate on their side, it helps that they are able to "tug" the strings, as it were. At the start of the day, a Nord's Blade rolls the number of six-sided dice indicated above, and records the results. If Fate Dice are removed, they regain a single Fate Die at the beginning of every encounter; you do this by rolling a d6, and recording the new result.

Altered Fate (Ex): A Nord's Blade is a horrible person to fight; after all, they have been changed by the fates to work on a slightly different framework of fate. As such, at level 1, the Nord's Blade is treated as if they were using the Bell Curve Rolls variant from Unearthed Arcana.

Fate's Swordsman (Su): A Nord's Blade is, literally, the Sword of Fate, and, as such, is rather more dangerous than a swordsman should be; they may, by performing a DC 20 Concentration check, replace a "d20" roll (in reality a 3d6 roll) with a roll of 4d6 and remove any one dice result. That result is then added to their Fate Dice pool; as such, it can only be used when the Fate Dice pool isn't full. This ability is a free action that may be used only once per round.

Uncanny Dodge (Ex): As the Barbarian class feature.

Replace Fate (Su): A Nord's Blade smiles at bad luck, as for them, there is no luck; they are merely saving up success for later. At 2nd level, when they roll a "d20" (really a 3d6), they may replace a single d6 from the result with of one of the dice from their Fate Dice pool. This ability is a free action that may only be used once per round.

Right Place at the Right Time (Ex): A Nord's Blade is well attuned to the ebb and flow of Fate, and, as such, is always at the right place at the right time. At 3rd level, they may add their Charisma modifier to their initiative.

Fate's Evasion (Ex and Su): This ability functions as Evasion, but can be aided by a pull at fate's heartstrings; they may swap any number of d6s rolled for damage for the evaded effect with results from their Fate Dice pool. This swap applies to the damage rolled for everyone affected by the evaded effect. The second part of this ability is Supernatural, and as such does not function when Supernatural abilities can't be used; additionally, the second part of this ability does not affect Maximized effects, as they do not actually roll the dice.

Fated Strike (Su): A Nord's Blade is strengthened by the power of fate, and of course, since fate's strings are so close to their fingers... After all, if that blow was FATED to hit, they obviously don't have to put any effort into it.
A Nord's Blade may, once per encounter per 3 Nord Blade levels, use a single maneuver of up to the listed level without expending it; if they do so, they may add their charisma modifier to either the attack roll or the damage rolls for the maneuver. If the maneuver doesn't deal damage or require an attack roll, they may instead have the duration of any effect it causes repeat next round, without spending an action. After using this ability, remove a number of Fate Dice equal to 1 plus one-third of the maneuver's level, rounded up, from their pool; if the number of Fate Dice removed from the pool is greater than the number of Fate Dice in the pool, the Nord's Blade gains a number of Negative Levels equal to the difference. These Negative Levels never become level loss, and ignore immunity to Negative Levels; Fate can only be pushed so much.

Alter the Outcome (Su): EVERYONE follows fate, its just that some people... like giving fate a push to keep it going the direction they like.
As an immediate action, a Nord's Blade may designate a single creature within 60'; for 1 round, that creature is treated as if they had the Altered Fate ability. In addition, as a free action, once per round, the Nord's Blade may use their Fate's Swordsman or Replace Fate ability on a single roll by the designated creature.
At 5th level, they may only use this ability on skill checks made by the designated creature.
At 9th level, they may also use this ability on attack rolls made by the designated creature.
At 15th level, they may also use this ability on saves made by the designated creature.
This ability may be used on the Nord's Blade themselves; this allows them to use Fate's Swordsman or Replace Fate twice on a single roll of the indicated types, if they so choose.

Mutable Past (Su): Not everyone started off perfect; however, when you can push fate around, you can usually figure out how to deal with vagaries of the past.

While they are selecting their maneuvers known, they may lower the maximum amount of Fate Dice results they may have prepared by 3 for 24 hours to make it so that one ability score is treated as if it was originally an 18 (in other words, before any increases from levels or magical enhancements, their ability score is treated as if it was an 18.) In addition, they may alter their appearance to any their race could possible have, and may alter their name, their accent, their gender, and the appearance of their clothing while they are doing this; however, this cannot be used as a disguise because, as far as the world is concerned, they have always been that way (Wanted posters alter to match a different face, the name on official documents is changed and so on.). The "18" for a given ability score lasts for 24 hours, but the other changes they may elect bring into play are permanent until they change them again through use of this ability.

Improved Uncanny Dodge (Ex): As the Barbarian ability of the same name.

Improved Fate's Evasion (Ex and Su): As the Fate's Evasion ability, but based off of Improved Evasion rather than Evasion.

Bonus Luck Feat (Ex): Luck is just another word for the vagaries of fate; thus, this marks a refinement of the Nord's Blade's talent for fate manipulation. At the listed levels, they gain a bonus luck feat, which they must qualify for.

Fatima Pluripotentia (Su): Fate is now a pushover for the Nord's Blade to push and pull; they may, as a free action once per round, set every result in their Fate Dice pool to either 1 or 6. All Dice in the pool must be set to the same value.

Multiclassing Notes
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Nord's Blades and Luck Feats
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Additional Stuff:
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Notes:
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Changelog
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108
Gaming Advice / Does Freedom of Movement protect vs. Stun?
« on: April 23, 2012, 10:12:37 PM »
It seems pretty clear that it should to me, but then again the spell is worded so vaguely and open-ended that it could in theory protect against almost anything, including death...

109
Board Business / Funny spam PM
« on: April 12, 2012, 09:10:36 PM »
I thought this was pretty funny. This bot quoted one of the templates for homebrew class development, and at the end added a message to me. Check this out:

BASE CLASS NAME


   
"Quote of Some Kind by a member of the class!"
-name of quote origin, race and class name optional

 A general description of whatever the class is!

MAKING A CLASS NAME
Short description of play style.
Abilities: The important abilities and why they are important.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: Alignment restrictions (if any).
Starting Gold: Xd4x10(average gp)
Starting Age: As (core class name).

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

Hit Dice: dx



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2-
2nd+1+3+0+3-
3rd+2+4+1+3-
4th+3+4+1+4-
5th+3+4+1+4-
6th+4+5+2+5-
7th+5+5+2+5-
8th+6/+1+6+2+6-
9th+6/+1+6+3+6-
10th+7/+2+7+3+7-
11th+8/+3+7+3+7-
12th+9/+4+8+4+8-
13th+9/+4+8+4+8-
14th+10/+5+9+4+9-
15th+11/+6/+1+9+5+9-
16th+12/+7/+2+10+5+10-
17th+12/+7/+2+10+5+10-
18th+13/+8/+3+11+6+11-
19th+14/+9/+4+11+6+11-
20th+15/+10/+5+12+6+12-
Weapon and Armor Proficiencies: A place to put the different proficiencies.

Class Ability (Ex): At Xth level a class name...

Class Ability (Su): At Xth level a class name...

Class Ability (Sp): At Xth level a class name...
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
 Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Looking to get in touch with PhaedrusXY. I heard he was very good. I'll pay him $100 for a build.

anabolixx@gmail.com


EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

Emphasis mine.  :lol

110
Gaming Advice / Largest area "Fog type" spell?
« on: March 09, 2012, 06:20:30 PM »
I'm looking to fill an area with an invisible fog spell to screw over a bunch of invaders that will likely all have True Seeing up. What D&D spells have a massive area and create some kind of non-illusionary vision-obscuring effect? Guards and Wards looks to be the top contender so far, but I'm wondering if I'm missing something.

111
[D&D 3.5] The Fanged Crater redux / Character Sheets
« on: February 13, 2012, 10:35:46 PM »
Guess who started the last character thread? :P

Urglmek, the Pit-spawned


(click to show/hide)

112
Handbooks / Getting Re-Wired: Expanded Psionic Tattoos
« on: January 13, 2012, 11:12:25 PM »
This thread is devoted to Psionic Tattoos. There was an excellent Mind's Eye Article called "Getting Wired" that detailed a new feat which allowed the creation of Advanced Psionic Tattoos, which can contain powers above 3rd level, and also a few unique tattoos. It was 3.0, but Bacris did an excellent job of converting it to 3.5 Unfortunately, the thread where he did this was archived, and eventually lost. I fortunately had saved a copy of it, and I also found a thread where Lokiyn had posted an excellent mini-guide to using Psionic Tattoos. So I'm going to combine the two here, with a few modifications, and try to turn this into a mini-handbook on Psionic Tattoos.

I know there are also expanded rules for psionic tattoos in some of the Hyperconscious 3rd party material, but I'm not personally familiar with that. I do know that many (all?) of the authors were regulars from the Psionics forum at the WotC boards, and their material is well done from what I've heard.


First, we'll go over the "basics" of Psionic Tattoos. This is all mostly copied verbatim from Lokiyn's post, much of which is taken directly from the SRD.


Psionic Tattoos: The Basics

Crawling Tattoos
Crawling tattoos resemble standard psionic tattoos, but their effects are often harmful rather than beneficial. Like a psionic tattoo, a crawling tattoo can be scribed only with a power of no higher than 3rd level that targets one or more creatures. Exceptions are the body adjustment power, which can be scribed even though it affects only the manifester, and telepathy (compulsion) powers, which cannot be scribed at all. Powers that normally have an area affect only one target if scribed in a crawling tattoo. Powers with an experience point requirement cannot be scribed into a crawling tattoo. Otherwise, crawling tattoos are treated as psionic tattoos until they are activated by the wearer.

The wearer of a crawling tattoo can tap the tattoo as a standard action that provokes attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated.
The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10 hit points, a hardness of 5, speed 30 feet, and a bonus on attack rolls equal to the wearer’s manifester level + his key ability modifier. Crawling tattoos, unlike true constructs, are subject to illusions, darkness, fog, and similar effects. Should the target be killed, teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a crawling tattoo shatters and evaporates.

A crawling tattoo must enter the target’s square to attack and thus provokes attacks of opportunity as it passes through the target’s threatened area. The tattoo makes one touch attack per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the crawling tattoo affects the target if the target fails the appropriate saving throw; however, powers that normally allow a Reflex saving throw automatically affect the touched target. Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo’s touch attack to succeed if he or she desires.

Two examples of crawling tattoos are described below; many more types are possible.

Market Price
The cost of a crawling tattoo depends on the level of the power scribed in it.
Code: [Select]
Power Level Market Price
1st 50 gp
2nd 300 gp
3rd 750 gp

Psionic Tattoos
Psionic tattoos are designs scribed on the skin that manifest powers on their wearers. The wearer doesn’t get to make any decisions about the tattoo’s effect—the manifester who scribed it has already done so.

Psionic tattoos can vary in size, but a creature can wear only a total of twenty tattoos at one time—attempting to add one more than this maximum causes all previously scribed tattoos to simultaneously activate. A psionic tattoo fades away after use.

Table: Psionic Tattoos
Code: [Select]

                          Power    Market
Minor   Medium   Major    Level    Price

01-47   01-08    --       1st      50 gp
47-100  09-75    01-50    2nd      300 gp
--      76-100   51-100   3rd      750 gp


Physical Description
A typical psionic tattoo is a colorful pattern of tiny, interlacing lines within a larger design. This design can be as simple as a circle or a star, or as complex as an artist wishes to make it. Once it is scribed, a tattoo’s design does not change. A psionic tattoo usually covers an area of skin no more than 5 inches in diameter (larger ones could be designed, but would have no added effect).

Scribing and Transferring Tattoos

The manifester level of a psionic tattoo is the minimum level required to manifest the scribed power. A psionic tattoo can contain only powers of 3rd level or lower.

A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to move to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo while willing it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another.

Identifying Psionic Tattoos

In addition to the standard methods of identification, the wearer of a tattoo can concentrate on it and attempt to gain some sense of how it would feel if activated. A successful DC 13 Intelligence check provides a hint to the tattoo’s effect.

Activation

A psionic tattoo produces its effect when touched by its wearer and willed to do so. This activity, called “tapping” the tattoo, is a standard action that provokes attacks of opportunity. A psionic tattoo fades away after use.
The following rules govern the use of psionic tattoos.

• A creature must have an appropriate physical surface on which to scribe the pattern (thus, incorporeal creatures or creatures with impermanent flesh, such as fire elementals, cannot use psionic tattoos).
• Tapping a psionic tattoo provokes attacks of opportunity. A successful attack (including grappling attacks) against the wearer forces a Concentration check. A wearer who fails this check cannot concentrate effectively on the tattoo to use it. The tattoo remains untapped, and the wearer can make another attempt.
• A character can trigger the effects of another’s psionic tattoo if the other wearer is unconscious. It is a full-round action to find, touch, and concentrate on an unconscious creature’s tattoo in order to tap it.

The manifester level for a standard psionic tattoo is the minimum manifester level needed to manifest the power (unless otherwise specified).

Creating Psionic Tattoos

The creator of a psionic tattoo must have a patch of uncovered skin free of hair and fur, and at least a few containers in which to mix dyes. In addition, he needs special materials, usually to create dyes. The costs for materials and dyes are subsumed in the cost for scribing the psionic tattoo— 25 gp × the level of the power × the level of the manifester. All ingredients and materials used to scribe a psionic tattoo must be fresh and unused. The character must pay the full cost for scribing each psionic tattoo. (Economies of scale do not apply.)

The user of the psionic tattoo is both the manifester and the target; therefore, powers that target another creature cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos.
The creator must know the power to be placed in the psionic tattoo (or must have the power available in some other form). If manifesting the power would reduce the manifester’s XP total, he pays the XP cost upon beginning the scribing in addition to the experience point cost for making the psionic tattoo itself. The act of scribing triggers the power as if it had been manifested, costing the character an appropriate number of power points.
Scribing a psionic tattoo requires one day.

Item Creation Feat Required: Scribe Tattoo.

Alright

These are the rules that govern Psionic Tattoos and their use.

Many people make the mistake of treating Psionic Tattoos as potions. While they can serve that purpose they are considerably more useful than that.

First off Psionic Tattoos can hold nearly any power inside of them. To sum up the full texts above here are the limitations

Psionic tattoos

1.) Any power that targets a creature or creatures, or has a personal range is a valid target for the tattoo.
2.) Personal powers cost double
3.) 25 gp × PL × ML however x2 if personal
4.) 20 total including Crawling tattoos and extras

Crawling Tattoos


1.) Must target a Creature or creatures Personal powers are not allowed
2.) There are only Two exceptions to this rule
a. Body Adjustment even though a personal power may be scribed
b. Under no circumstances may a [Telepathy (compulsion)] power be scribed.
3.) Crawling Tattoos have formula for cost. Although not listed a quick examination of the chart for the costs reveals the formula to be (ML*PL*50)
4.) 20 total including Psionic tattoos and extras

Edit: Link to discussion thread.

113
Handbooks / Compilation of Low Level Builds
« on: January 13, 2012, 10:49:54 PM »
I'll be moving this thread by Kelan over here, since it seems very useful for practical optimization.
http://forums.gleemax.com/showthread.php?t=808659

the discussion thread

1st-lvl Builds (With Flaws)
(click to show/hide)

114
Handbooks / Getting the most out of the Chain Spell feat
« on: January 13, 2012, 10:43:44 PM »
I have seen people claim that you can use Chain spell on Rays and Touch spells now, but I do not feel that this is legal.
So I will not be updating this thread to include Rays and Touch spells. However, feel free to suggest other spells, and if I am feeling bored someday I might get around to updating this first post with them. But don't expect me to be expedient. :P


In a discussion with Sisyfos in an old thread on the WotC CO board, we both said that we liked the Chain Spell feat, and that in theory it should be great for "buffing" your party, but unfortunately most of the "buff" type spells have a range of Touch. Chain Spell works for spells with a range of greater than touch and a single target. So I put together a list of spells that can be used with this great feat.

I know there are tons of great offensive uses, but mainly I'm interested in "buffing" spells. However, if you have a great offensive combo to use with this feat, post it here too. I think one of the best suggestions I've seen for that is using Dispel Magic to individually target each and every magic item on your enemy at the same time, inactivating them.

Spell (Source-Level) Duration, Effect

Buffs
-Blink, Greater (Level 5, Unsure of source and what spell lists it's on)
-Greater Magic Weapon (PHB-Clr 4, Pal 3, Sor/Wiz 3) 1hr/lvl - Adds an enhancement bonus to a weapon.
-Greater Magic Fang (PHB Drd 3, Rgr 3) 1hr/lvl- Adds enhancement bonus to natural weapon.
-Keen Edge (PHB Sor/Wiz 3) 10min/lvl- Gives a weapon the Keen property, doubling it's threat range.
-Levitate (PHB Sor/Wiz 2) 1min/lvl- allows the subject to levitate ( :P )
-Enlarge Person (PHB Sor/Wiz 1, Strength 1) 1min/lvl- Doubles the size of target humanoid.
-Ironwood (PHB Drd 6) 1day/lvl- Gives a wooden item the durability of iron.
-Magic Mouth (PHB Brd 1, Sor/Wiz 2) Permanent until discharged- I'm not sure how useful this would be, but it certainly could be put to good use just trying to disturb people.
-Make Whole (PHB Clr 2) Instantaneous- fully repairs damaged items.
-Mind Blank (PHB Protection 8, Sor/Wiz 8) 24hrs- Good if you're Epic or an Incantrix.
-Misdirection (PHB Brd 2, Sor/Wiz 2) 1hr/lvl- Misleads divination spells.
-Phantom Steed (Brd 3, Sor/Wiz 3) 1hr/lvl- Summons a nice mount.
-Reduce Person (PHB Sor/Wiz 1) 1min/lvl- Shrinks a willing humanoid.
-Sending (PHB4, Sor/Wiz 5) 1rnd- Not exactly a buff, but it could be useful to Chain.
-Shield Other (PHB Clr 2, Pal 2, Protection 2) 1hr/lvl- Umm... even though this is possible, it might not be such a good idea. :D
-Simulacrum (PHB Sor/Wiz 7) Inst- The DM might rule that you have to pay the price for all of them, and you'd need to be Epic or an Incantrix to Chain this, anyway.
-Speak with Dead (PHB Clr 3) 1min/lvl- Not sure how useful this would be, or how exactly it would work. It certainly would be creepy, though.
-Stone to Flesh (PHB Sor/Wiz 6) Inst- Pray that you never need to Chain this.
-Undetectable Alignment (PHB Brd 1, Clr 2, Pal 2) 24hrs- Foils alignment detection magic.

Offensive Spells
-Blindness/Deafness (PHB Brd 2, Clr 3, Sor/Wiz 2) Permanent
-Baleful Polymoprh (PHB-Drd5, Sor/Wiz5) Permanent-  cutefuzzylittlebunnies
-Command Undead (PHB Sor/Wiz 2) 1day/lvl- You "charm" an undead creature.
-Curse of the Putrid Husk (BoVD Sorc/Wiz 3) See text- Target is stunned for one round, after which they fall unconscious for 1d10 minutes. Close range.
-Dispel Magic (PHB Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3) Instantaneous
-Dispel Magic, Greater (PHB Brd 5, Clr 6, Drd 6, Sor/Wiz 6) Instantaneous
-Dominate Person (PHB Bard 4, Sorc/Wiz5) 1day/level- You command one humanoid for 1 day/level.
-Feeblemind (PHB Sor/Wiz 5) Instantaneous- Subjects Int drops to 1.
-Flesh to Stone (PHB Sor/Wiz 6) Instantaneous- Subject is petrified.
-Fleshshiver (Level 5, does Dex damage, unsure of source)
-Forcewave (1st level Evoc., MoF 95) Target takes damage and is bull-rushed. Fort partial.
-Grease (PHB Bard1, Sorc/Wiz1) 1 rnd/lvl- Use the targeted version to grease the weapons of a bunch of enemies.
-Hideous Laughter (PHB Brd 1, Sor/Wiz 2) 1rnd/lvl- Subject can do nothing but laugh.
-Hold Person (PHB Brd 2, Cleric 2, Sor/Wiz 3) 1rnd/lvl- 1 lower level than a Mass Hold Person
-Hold Monster (PHB Brd 4, Law 6, Sor/Wiz 5) 1rnd/lvl- 1 lower level than a Mass Hold Monster
-Horizikaul's Boom (1st level Evoc., MoF 101) Target takes sonic damage and is deafened (will negates deafening).
-Know Protections (1st level Div, MoF 104) Determines DR, SR, etc... Will negates
-Maze (PHB Sor/Wiz 8) See Spell- Good for Epic characters or Incantrixes.
-Modify Memory (PHB Brd 4) Permanent- Different effects related to changing a creatures memory. Of course, Bards don't get 7th level spell slots normally, but maybe someone will find some use for this. ;)
-Mount (PHB Sor/Wiz 1) 1hr/lvl- Summons a horse.
-Nybor's Gentle Reminder (1st level Ench., UE 51) 1 round/lvl - Target is dazed for a round, then takes a -2 penalty on actions. Fort negates
-Phantasmal Killer (PHB Sor/Wiz 4) Inst- Kills 1 target.
-Resilient Sphere (PHB Sor/Wiz 4) 1min/lvl- I'm not sure whether this one is legal or not. It would be a DMs call I think. It can only be cast around a single creature, but an Effect Line instead of a Target Line.
-Shatter (PHB Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2) Inst- Destroys one object, or damages one crystalline creature.
-Spell Theft (Complete Scoundrel, Bard 4, Wiz/Sorc 5) A dispel magic that steals someone else's buffs and puts them on you instead.
-Suggestion (PHB Brd 2, Sor/Wiz 3) 1hr/lvl- See spell description. Mass Suggestion is better in all ways.
-Trap the Soul (PHB Sor/Wiz 8) Permanent- Would they all go into the same gem? Not exactly sure how this one would work, and as with some others you'd have to be Epic or an Incantrix to Chain it.
-Wither Limb (2nd level Nec., BoVD, LM) Can wither legs or arms of target humanoid. Fort negates.

If you don't know what an abbreviation of a book name stands for, go look at this thread.

Edit: I guess I should post what the feat does, for those who don't have Tome and Blood. It basically allows you to cause a spell that normally only affects a single target to instead affect multiple ones (+1 extra target per caster level). Secondary targets take less damage and get bonuses on saves, if applicable. The spell takes up a slot three levels higher than normal.

115
Handbooks / 3.5 Forms for Alter Self
« on: January 13, 2012, 10:34:36 PM »
Uses of Alter Self: (discussion thread here)
Mobility: Pick a few forms that can fly, swim, and burrow. I think you'd get a climb speed also, which can be handy.

Combat: High natural armor class, and natural attacks. Mobility can be helpful here also.

Utility: Many creatures have high racial bonuses to skills, and/or racial bonus feats. Telling whether something is a racial bonus feat or not can be tricky. If it has a (B) next to it in the feats section, it definitely is. Otherwise, if the creature's description doesn't say that it is, it probably isn't. All creatures get feats every three levels, and at first level, and you don't get those from the spell. I think disguising yourself as a member of another race, or an individual, also falls under this, but I guess it could be its own category.

If you submit something to be added to the list, please list the HD of the creature, the Type of the creature, benefits it offers, and what book or resource it is from.

Just so we are all clear on what exactly you can get from the spell, here is an excerpt from its description in the SRD. Pay special attention to the parts I've underlined.
 
Here is the compiled list so far, taken from lists by Lilt, Schulerta, ErikPSO, SouthernSkies, and various other sources. Dpskane is in the process of adding a column to it that indicates whether the form would be capable of using Verbal and/or Somatic components. Feel free to look over the list, and check to make sure it is correct, because I don't own all of the books used as sources in it.

Humanoids from the SRD:
 
Code: [Select]
[b]Name Source Cast NA Size Movement Skill/feat bonuses[/b]
Bugbear MM p29 V/S 3 M 30ft +4 Move Silently
Dwarf PHB 14 V/S - M 20ft (no encumbrance) +2 to Craft (Stone or Metal),
+2 to Search (Stonework)
Duergar MM 92 V/S - M 20ft (no encumbrance) +4 Move Silently, +1 Listen and Spot
Elf PHB 15 V/S - M 30ft +2 Listen, +2 Search, +2 Spot
Half-Elf PHB 18 V/S - M 30ft +1 Listen, +1 Search, +1 Spot,
+2 Diplomacy and Gather Information
Aquatic Elf MM 103 V/S - M 30ft, 40ft Swim +2 Listen, +2 Search, +2 Spot
Drow Elf MM 103 V/S - M 30ft +2 Listen, +2 Search, +2 Spot (Looks cool)
Githyanki MM 127 V/S - M 30ft
Githzerai MM 129 V/S - M 30ft
Gnoll MM 130 V/S 1 M 30ft
Gnome PHB 16 V/S - S 20ft +2 Listen, +2 Craft (Alchemy)
Forest Gnome MM ?    V/S    - S 20ft As gnome, and +4 Hide (+8 Forests)
Goblin MM 133 V/S - S 30ft +4 Move Silently, +4 Ride
Halfling PHB 19 V/S - S 20ft +2 Climb, +2 Listen,
+2 Jump, +2 Move Silently
Hobgoblin      MM 153 V/S - M 30ft +4 Move Silently
Kobold MM 161 V/S 1 S 30ft +2 Craft (Trapmaking), +2 Search,
+2 Profession (Miner)
Lizardfolk MM 169 V/S 5 M 30ft +4 Balance, +4 Jump, +4 Swim,
Claw and Bite attacks (1d4 each)
Locathah MM 169 V/S 3 M 10ft, 60ft Swim +8 Swim (take 10)
Merfolk        MM 185 V/S - M 5ft, 50ft Swim +8 Swim (take 10)
Orc            MM 203 V/S - M 30ft
Troglodyte MM 246 V/S 6 M 30ft +4 Hide (+8 underground), Multiattack,
Claw and Bite attacks (1d4 each)
 
Other Humanoids:
 
Code: [Select]
[b]Name Source Cast NA Size Movement Skill/feat bonuses[/b]
Skulk FF 154 V/S - M 30ft +8 to Move Silently, +15 to Hide
(only if wearing light/no armor)
Svirfneblin MM 132 V/S - S 20ft +2 Search (Stonework), +2 Craft (alchemy),
+2 Listen, +2 Hide (+4 underground)
Tallfellow Halfling MM 149 V/S - S 20ft +2 Search, +2 Spot, +2 Listen
Deep Halfling MM 150 V/S - S 20ft +2 to Craft (Stone or Metal), 
+2 to Search (Stonework), +2 Listen
Phaerlock UD 97 V/S 7 M 30ft +4 balance, +4 Jump, +4 Swim, Multiattack,
Claws and Bite attacks (1d4 each)
Crucian MH 59 V/S 8 M 20ft Iron Will, Weapon Focus (Warhammer)
Catfolk MH 56 V/S 1 M 40ft +2 Listen, +2 Move Silently
Dark Creeper FF 38 V/S 1 S 30ft +8 Hide, +4 MS in Shadows
Dark Stalker FF 38 V/S 2 M 30ft same as above
Mongrelfolk FF 125 V/S - M 30ft Endurance, +8 Hide, +8 Sleight of Hand
Asabi MoF 15 V/S 2 M 50ft, 20ft Burrow Bite attack(1d4), Combat Reflexes,
Jump Lengths Increased
Bullywug MoF 25 S 3 M 20ft, 30ft Swim Endurance, +6 Hide (Marshes)
Gibberling MoF 52 V?/S 1 S 30ft Bite (1d3), Weapon Focus (Bite)
Shalarin MoF 76 V/S - M 40ft Swim Weapon Focus (Trident)
Siv MoF 78 V/S 2 M 40ft, 20ft Swim Exotic Weapon Proficiency (Siangham)
Arctic Dwarf RoF 9 V/S - S 20ft (no encumbrance) +2 to Craft (Stone or Metal),
+2 to Search (Stonework)
Urdunnir Dwarf RoF 22 V/S - M 20ft (no encumbrance) +2 to Craft (Stone or Metal),
+2 to Search (Stonework)
Wild Dwarf RoF 24 V/S - S 20ft (no encumbrance) +2 to Craft (Stone or Metal),
+2 to Search (Stonework)
Avarial RoF 31 V/S - M 30ft, 50ft Fly +4 Spot, +4 Jump, , +2 Listen, +2 Search
Grey Orc RoF 65 V/S - M 40ft
Orog (Deep Orc) RoF 71 V/S 2 M 30ft +2 Craft (Armorsmithing and Weaponsmithing)
Spirit Folk, River UE 14 V/S - M 30ft, 30ft Swim +8 Swim (Take 10)
Spirit Folk, Mountain UE 13 V/S - M 30ft, 30ft Climb +2 Balance, +2 Jump,
+2 Tumble, +8 Climb (Take 10)
Tren SK 87 V/S M 30ft, 40ft Swim +4 Hide (+8 in rocky/subterranean),
2xclaw (1d4), 1xbite (1d4), Multiattack
Varag MM4 168 S 3 M 60ft Run and Spring Attack bonus feats





Southernskies compiled a couple of lists of Magical Beasts with under 5 HD for use on familiars and other companions via the Share Spells ability.

The Sage recently said that familiars can only take the forms of animals using Alter Self (via Share Spells). He is obviously wrong. If you want to know why, look near the bottom of Page 2 of this thread. Southernskies lays it out well there.

Alter Self: Magical Beast Forms for your (Diminutive or Tiny) Familiar
 
-Cockatrice; Small; Fly 60 ft (poor); Bite (1d4)
-Darkmantle; Small; Fly 30 ft (poor); +6 natural;
slam (1d4); No skill bonus as doesn’t get Blindsight
-Shocker Lizard; Small; 40 ft, climb 20 ft, swim 20 ft;
+3 natural; +4 Hide, +2 Listen, +2 Spot, +8 climb (take 10),
+8 swim (take 10); bite (1d4)
-Stirge; Tiny; 10 ft, fly 40 ft (average); Weapon Finesse;
 
Alter Self: Magical Beast Forms for your Improved Familiar or for Larger Masters.
Also usable with "Improved Familiar, Onara" from "Players Guide to Arcanis" (which has Light Warhorse @ CL5th and Heavy Warhorse @ CL7th) (These could also be useful for a Palladin or Blackguard with Sorcerer levels, etc)
 
-Aranea (Shapechanger); Medium; Climb 25’; +1 natural;
+2 Jump, +2 Listen, +2 Spot, +8 Climb (take 10); Bite (1d6)
-Blink Dog; Medium; +3 natural; (Bite 1d6)
-Eagle, Giant; Large; Fly 80 ft (average); +3 natural;
+4 Spot; 2 Claws (1d6) and bite (1d8); speech
-Ethereal Marauder (Extraplanar); Medium; +3 natural;
+2 Listen, +2 Move Silently, +2 Spot; Bite (1d6)
-Hippogriff; Large; 50 ft, Fly 100 ft (average); +4 natural;
+4 Spot; 2 claws (1d4) and bite (1d8)
-Hydra (5 headed); Huge; Swim 20 ft; +6 natural; +2 Spot,
+2 Listen, +8 Swim (take 10), Combat Reflexes (all heads); 5 bites (1d10)
-Krenshar; Medium; 40 ft; +3 natural; +4 Jump, +4 Move Silently, Track;
-Owl, Giant; Large; 10 ft, Fly 70 ft (average); +3 natural;
+8 Listen, +4 Spot, +8 Move Silently when flying; 2 Claws (1d6) and bite (1d8); speech
-Owlbear; Large; +5 natural; 2 claws (1d6) and bite (1d8)
-Pegasus; Large; 60 ft, fly 120 ft (average); +3 natural;
+4 Listen, +4 Spot; 2 hooves (1d6) and bite (1d4)
-Phase Spider; Large; 40 ft, climb 20 ft; +3 natural; +8 climb (take 10); bite (1d6)
-Spider Eater; Large; Fly 60 ft (good); +4 natural; +4 Listen, +4 Spot; Sting (1d8)
-Unicorn; Large; 60 ft; +6 natural; +4 Move Silently; horn (1d8) and 2 hooves (1d4)
-Worg; Medium; 50 ft; +2 natural; +1 Listen, +1 Move Silently, +1 Spot, +2 Hide; bite (1d6)

More ideas for Improved Familiar forms by RuneLordAsmodeus can be found here.

Books: Monster Manual (MM), Monster Manual 2 (MM2), Monster Manual 3 (MM3), Monster Manual 4 (MM4), Races of Faerun (RoF), Forgotten Realms Campaign Setting (FR), Unapproachable East (UE), Fiend Folio (FF), Underdark (UD), Miniatures Handbook (MH), Manual of the Planes (MoP), Monsters of Faerun (MnF), Lords of Madness (LoM), Sandstorm (SS).

116
[D&D 3.5] Exiled / Chapter 2: New Beginnings
« on: January 03, 2012, 04:21:31 PM »
@Cyrus and Tetch
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@Tash, Wedge, and Xar
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Gaming Advice / How to add detection/revealing effects to a spell?
« on: December 01, 2011, 09:47:12 AM »
I'd like to add the ability to reveal hidden creatures (like with Faerie Fire) to something like Detect Thoughts. I know there are ways to add damage to spells like this, and negative levels and all kinds of things. Is there a way to tack on something like Faerie Fire?

I picked Detect Thoughts because it has a nice area and range, and the initial detection of thoughts (and # of creatures and their intelligence scores) seems not to allow a save, nor spell resistance.


As a second question, is there any way to block Detect Thoughts short of Mind Blank or being Vecna Blooded (or undead)? Would Nondetection work?

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[Tome] The Fall of Pun-Pun / Chapter 3: In Times Like These (continued...)
« on: November 28, 2011, 09:26:07 AM »
The tall devil simply replies "Not in my contract." and pulls out a cigarette and begins to puff on it.


Quote
"Ris-Janna." He turned to the rogueish woman. "Do you have any skill in making mundane disguises?"

Raoul scratched the back of his head.

"Or do you happen to know anyone who does, Sammy?"

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Gaming Advice / Evil equivalent of lantern archon
« on: November 25, 2011, 11:50:44 PM »
I'd like to summon a bunch of low hit die creatures with the ability to use Teleport at will. I'm an evil bastard up to no good, so convincing lantern archons to help me might be difficult. Is there an evil equivalent to this creature (low hit die with teleport at will)? Or am I stuck with trying to dupe/enslave these things?

I guess I could just call a bunch of these via Planar Binding, and lie to them about what I'm up to. I'm afraid they'll figure it out, and try to screw me over, though. I'm going to use them as scouts, and bad info could be pretty harmful... maybe worse than nothing at all.

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Most recent version (Asura) is HERE
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