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Messages - Kethrian

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1
Min/Max 3.x / Re: How to improve the benefit of cover?
« on: August 04, 2023, 02:58:37 AM »
The 2nd level sorcerer spell, Wings of Cover (p. 119, RotD), gives you total cover against a single attack or effect, or improved cover bonuses against an AoE.

2
Min/Max 3.x / Re: Fun Pathfinds
« on: August 08, 2022, 03:30:37 PM »
Even if the pit does not spit things out when you command it to close, it will still expel all contents 1 minute after triggered regardless.

3
D&D 3.5 and Pathfinder / Re: [3.5] Slime Wave spell, how does it work?
« on: August 10, 2021, 04:23:04 AM »
A single 5-foot square of green slime is a patch.  There does not appear to be a limit to how many can be on a creature at a single time, though I would probably limit it to 1 patch for any creature of small size or smaller, and 2 patches for each square of space a creature occupies for medium size or larger (2 for medium, 8 for large, 18 for huge, 32 for gargantuan, and 72 for colossal).

Green slime falls from walls and ceilings onto anything moving below them, and I would assume that touching any patch would also cause it to stick to you, therefore standing or walking on any on the floor would get it on you, too.  Especially since the rules for green slime damaging anything happens from mere contact.

4
D&D 3.5 and Pathfinder / Re: [3.5] Slime Wave spell, how does it work?
« on: August 09, 2021, 03:27:32 AM »
The slime will coat all floor, ceiling, and walls in the area, so even if you save successfully and get no patches on you, you still have to deal with any on the floor in your space, plus any on adjacent walls or the ceiling which will fall onto you.

While it does not say what action you would need to take to scrape off a single patch, I would make it a full-round action, akin to the kind of action required to extinguish a fire if you are burning.  The scraping item would take damage from the slime, based on its material.  So, a wood or stone scraping tool (shovel, weapon, shield, etc) would be damaged by the slime, while a stone tool would be unharmed.

For cutting it away, a full-round action again would be appropriate, as you do not want to risk missing any or cutting too deep.  Damage to the person affected should be appropriate to the weapon's base damage, and ignore any feat or strength bonuses, because you are not attempting to attack at full power.

Fire or cold, any damage would be sufficient to remove a single patch.  An AoE (such as Burning Hands) would be required to remove multiple patches at once.  Daylight is not sufficient for removing green slime, as Daylight does not simulate natural sunlight, but Sunbeam or Sunburst would work.

Using the spell in any place lit with sunlight would cause the spell to essentially fail, because the slime is destroyed before it can affect anything.

One final thing I recommend: against undead, corpses, and bone implements, the slime deals 2d6 damage per round per patch, because there is no Constitution to affect, yet the slime eats away at those materials.

5
Unless there's something letting you resell it after for full price instead of half, then no.

6
Here is an incredible abomination of a feat:

Quote
ANIMAL FEROCITY (COMBAT)
Source Ultimate Wilderness pg. 106
When cornered and wounded, you fight like a feral beast.

Prerequisites: Base attack bonus +3, ferocity racial ability.

Benefit: When your hit points are reduced below 0, you can make attacks, but you take a –5 penalty on each attack roll.

All downside, zero upside. Yep, Paizo has done it. They printed a feat where not having it is strictly better than having it. Definitely the result of a zealous editor nerfing a feat in multiple directions until it becomes worse than useless.

Attacking with a penalty is worse than not being able to attack at all?

 Ferocity

A Creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The Creature is still staggered and loses 1 hit point each round. A Creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.


So it lets you do something you can already do, but at a penalty that you otherwise don't have.

7
Yeah, I was referring to 3.5e Toughness.

8
It's not great.  Only usable against AoOs, though you are left with at minimum a move action with which to provoke as many as possible.  And it does eventually improve to only a swift action to activate.  I'd struggle to choose between this and Toughness.

9
It's even worse than the feat that "lets" you shoot a crossbow from prone "without penalty" (there isn't one to begin with).

10
D&D 3.5 and Pathfinder / Enchanting a Warforged's Body (Armour)
« on: September 07, 2020, 08:58:09 PM »
If a warforged's body is armour that can be enchanted, and he gets the Blueshine armour enchantment, does that make the warforged immune to rust and acid attacks?

11
Ever wanted to be a mercenary bounty hunter mech pilot?  Have I found the board game for you!  Galaxy Hunters has pilots and mechs with different stats and abilities and modular gear, allowing you to customize your build every game.

12
Min/Max 3.x / Re: Best Warmage Spells
« on: July 31, 2020, 05:28:23 PM »
@Storyteller_Arc  WE will only apply to one of the holly berries.  But it's fine, because WE is practically unneeded.  Is there another spell you can think of that adds an average of 8 damage with every caster level increase?  Oh, and it can be used on the fly, because it does not state that detonating them takes a standard action, meaning you could toss them (5 feet out, putting you just outside the tiny blast radius) or drop them from above if you want to Sculpt Spell them into a much larger area, then detonate them on the same turn.

Boreal Wind may not be the widest, but a 20 foot wide line out to long range ... and you can move every round to move its point of origin with you and change its direction ...

13
Min/Max 3.x / Re: Best Warmage Spells
« on: July 31, 2020, 09:17:42 AM »
Fire Seeds, Holly Berry Bomb version.  8d8 + (8*CL) damage, uncapped, is pretty devastating.  Average of 132 damage at level 12, before WE is applied, hits 196 average by CL 20, and is uncapped.  Now try empowering that.

Stored Lightning Bolt can be nice, since you can put all the damage dice into the stored part, and dump it into the stone floor your foe is standing on to immediately trigger it on him for up to 40d6 damage.

Maw of Chaos does uncapped CLd6 damage per round, and save vs daze, so you can lockdown your enemies and keep them getting blasted every round.  WE applies every round, too.

Speaking of applying damage every round, Boreal Wind can give you multiple rounds of decent damage plus knockback, redirectable every round.

Kyristen's Malevolent Tentacles is EBT with added energy drain.

14
Also taking away reach from the spiked chain.

15
Homebrew and House Rules (D&D) / Re: Favored Soul Changes
« on: February 03, 2020, 11:32:27 PM »
With the new Divine Focus, should you maybe give FS a few bonus feats to spend on metamagic?  And maybe Rapid Metamagic?

16
D.E.I. - Divide Et Impera  Another board game, this one set in the frozen future of London.  Players vie for resources, sending their gangs of scrappers to gather everything they can, in the hopes of getting good rewards from the Purebreds (basically the rich folk).

It's a campaign relaunch, as they decided to do a cheaper meeple tier, in addition to the plastic figurines one.  They also re-jiggered some of the rules, if you looked at the original KS.

17
Welcome to Tortuga, a space pirate's paradise!  Tortuga 2199 is a board game with deck-building elements for up to 4 players.  It features asymmetrical features so each player has their own unique advantages.

18
Homebrew and House Rules (D&D) / Re: Favored Soul Changes
« on: January 09, 2020, 02:54:20 AM »
You could also just give the bonus a type, and suddenly it won't stack with itself.

Maybe at higher levels, the Divine Focus buff could be applied to other things?  Like skill checks, ability checks, spell penetration, saving throws?

19
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: January 05, 2020, 01:42:34 AM »
Nope, no SR against that, as it is not acting like a spell.

20
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: November 16, 2019, 10:52:14 AM »
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century.  That's a looooooong wait between castings!

Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.

It does, it's a construct and is immune to all mind-affecting abilities.

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