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Topics - Mister Lamp

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In my AP Physics class, we will be required to write a paper on some Physics subject that interests us later on in the year. Well, I'm not a physics person, so the only thing really of interest to me is Theoretical Physics and the like, and that mainly just because its hard to understand. I have to turn in a short paper friday to state what I'm going to do it on, and planned to choose based on who I could get an interview with, as I'll have to do one in a month or two. Given that this seemed the most likely place I had access to to find one, I figured I'd go here.

tl;dr: I need to interview a Theoretical Physicist in a month or two, please let me know if you are one.

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Min/Max 3.x / Pathfinder: Archetype fun.
« on: November 06, 2012, 04:14:57 PM »
Alright, so I was working on a character for PF and realized that with Archetypes, some interesting combinations were possible. (Ex. You can take both Savage Skald and Geisha as a Bard.)

My questions are, what is the highest number of archetypes you can get on one single-classed character?

Can a character with multiple archetypes be made that functions well?

What is the weirdest way to combine archetypes?

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Gaming Advice / Warforged Enchantments
« on: May 17, 2012, 10:40:14 AM »
Would a Warforged Monk, using the Necklace (amulet? I can never remember) of Natural Attacks be able to be enchanted with the Metalline Enchantment?

Quote
Metalline: The wielder can alter the composition of a metalline weapon from one kind of metal to another as a standard action. For instance, a metalline bastard sword can become an adamantine bastard sword or an iron bastard sword

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Min/Max 3.x / Find a weird niche.
« on: May 16, 2012, 05:23:26 PM »
We are starting a 1st level campaign soon, and I currently have a factotum built to use. I have played factotums before, so I'm NOT here for advice on that one. I made this because I like to have at least 2 characters for every campaign, just in case. For my second character, I thought I'd see what the people here could come up with.

Criteria:
  • At least marginally useful 1-20
  • Not ridiculously overpowered
  • Has to have a very odd focus. just something that never shows up

thanks in advance, and Allons-y!

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Min/Max 3.x / Messing with Clockwork Armor.
« on: March 18, 2012, 08:36:15 AM »
I recently found the link to the online article about the Clockwork Armor. Having read through it seems like fun, but I want to know how it could be more interesting. Assume for this purpose that you could craft your own, so the materials its made of could be changed.

Bonus points for:
     Style
     Fun
     Something people usually wouldn't think of.

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Min/Max 3.x / Help needed.please.
« on: March 11, 2012, 04:24:34 PM »
Alright, so I finally got time to do some work on my Dragon Handbook, and realized the the list would take up most of it if completed, and I couldn't possibly get to fit everything I wanted.

So, I hosted it as a Google Doc. In the transfer, I think I missed some mistakes, so I need you guys to help fix them.

Thanks in advance,
With hope to do more work on the Handbook soon,
Mister Lamp

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Min/Max 3.x / Hoping for help. Or at least to make myself feel better.
« on: January 03, 2012, 05:20:28 PM »
So, after a long break, I've begun working on the Dragon Handbook again. I am actually enjoying doing it, but there's so much work involved just trying to get the dragons' information down that I do not know if I will be able to finish by myself.

Basically, I am asking for either:
          1.) Help: Pick a dragon, do the stuff, then post it either here or the handbook or its discussion thread. or contribute builds   .         etc...
          2.) Encouragement: I am starting to feel like no one cares about this, so I would appreciate it.

Now, for another purpose for this thread, is it just me, or does an Axial Lawful Archdragon seem pretty awesome?

Axials get some neat stuff, as well as a Force breath weapon. With Archdragon tacked on, it becomes a Force/AMF breath weapon. :D

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This is a race I'm making for a campaign setting I hope to create/use, so some of the flavor and one and a half of the abilities may seem odd, and would need to be modified to be used in a more traditional setting
    Hazewalker
    (I’ll include some more description here later.)

    Personality
    Hazewalker personalities vary wildly from one to another, due to their various septs as well as how many different people they come in contact with. Hazewalkers everywhere tend towards a hopeful and innocent outlook on life, and allow very little to get them down.

    Physical Description
    A Hazewalker stands roughly 4-5’ tall. His skin is a very soft white color like the mists in which he plies his trade. His hair is always a light color, tending towards whites and blues. Hazewalkers' eyes can be any color, although Hazewalkers capable of casting spells always have some shade of blue. Sections of Hazewalkers have been known to turn slightly gaseous, allowing them access to smaller areas, but the sections return to solidility quickly.

    Relations
    Hazewalkers are viewed by many as an odd and incongruous part of day-to-day life, albeit one that is sorely needed. Merchant Hazewalkers ply their trade throughout the Plateau and Hazewalker explorers work to find new lands within the mist, as well as out beyond the forested side. Of the recent discovers as to the locations near the Plateau, almost all of them are due to the effort of Hazewalker explorer teams on their trademark airships.

    Alignment
    Hazewalkers are generally neutral. Hazewalkers who trade with people who are predominantly one alignment tend towards that alignment, and Hazewalkers are nearly always Chaotic.


    Language
    Hazewalkers speak Common, as well as their own language. Hazewalkers are exposed to every language as explorers and merchants, so they often learn the languages of the peoples that they trade with.

    Names
    Hazewalker names are made up of 4 separate names, the personal name, the family name, the clan name, and the sept title. A Hazewalker introduces himself to strangers with his clan name and sept title, only giving family, and eventually personal, names to the people who he comes to trust.

    Adventurers
    Hazewalker adventurers usually travel in order to gain prestige, hoping to win the right to become an Airship Pilot for their clan or sept. Some adventuring Hazewalkers are clanless; Those Hazewalkers who broke a law of their sept or clan and have been cast out.

    Hazewalker Racial Traits
    • Features: A Hazewalker has the following features.
    • +2 Dex, +2 Cha, -2 Con: Hazewalkers are coordinated and quick talking, but their times on airships has weakened their ability to deal with the hazards of normal life.
    • Hazewalkers are humanoids with the godtouched subtype (Part of the campaign setting. no real modifiers.).
      • +2 bonus on Profession(Airship Pilot) and Escape Artist checks. Hazewalkers spend a large portion of their lives on airships, so the ability to pilot them well is ingrained into their beings.
      • Slight Build: The physical stature of Hazewalkers lets them function in many ways as if they were one size category smaller. Whenever a Hazewalker is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Hazewalker is treated as one size smaller if doing so is advantageous to the character. A Hazewalker is also considered to be one size smaller when "squeezing" through a restrictive space. A Hazewalker can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Hazewalker remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
      • Medium: As medium creatures, Hazewalkers have no special bonuses or penalties due to size.
      • Hazewalker base speed is 30 feet.
      • Automatic languages: common, Hazewalker. Bonus: any.
      • Favored Class: Any with profession as a class skill.
    [/list]

    9
    Other RPGs / Can you suggest a good gaming system?
    « on: December 30, 2011, 04:17:51 PM »
    My group and I have been doing DnD for several years now and would like to try a different system. We have previously played Deathwatch as well, and enjoyed it.

    one of my friends said:
    Quote
    I want something that's futuristic, but not Star Wars futuristic.

    We hope for your responses.

    pleases list what systems you like, as well as what reasons its good.

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    Handbook Discussion / Dragon Handbook Discussion Thread
    « on: December 09, 2011, 07:51:18 PM »
    Well, this is the place to discuss... stuff...

    Sorry for the lack of updates recently, been busy.

    11
    Handbooks / Dragon Handbook -or- Hoarding for Fun and Profit
    « on: November 22, 2011, 04:05:32 PM »
    The Dragon Handbook
    A guide for PCs and DMs to getting the most out of half the game.

    Half the game is Dragons, but when considering characters the word "Dragon" rarely pops into your mind. They have just as much, if not more support as any other character, but not a ton of effort has been put into how to make them more effective. We've got some (bestow curse, etc...) but if all goes according to plan, this'll change that.

    For Players:
        You guys get most of the space here, as DM's already have ways to use dragons. The first place to start on a Dragon PC is your DM. First, ask him if LA buyoff is allowed in this campaign. If not, you would probably be better of with a more traditional character. The next step is to ask your DM for some extra stuff for your character, as few dragons are worth their ECL. That isn't necessary, but an extra level or two, or some bonus magic items will really help you.

    (click to show/hide)

    For DM's:
         A lot of the info here will be pointed towards players. There will be a section devoted directly to DM use of dragons later, but feel free to pillage and plunder the more player geared resources. If you have a(some) Dragon PC(s) in your campaign, consider giving them bonus EXP or a lower LA or some other benefit, as Only a few Dragons are easily playable with their ECL as written.

    (click to show/hide)

    A note on sources: I will be including stuff from the core WotC books, as well as Dragon Magazine. Some DMs may not allow them, but I feel its important to give you all the options.

    (click to show/hide)

    Changelog:
    (click to show/hide)

    12
    Min/Max 3.x / Masking my goals.
    « on: November 19, 2011, 08:21:51 PM »
    Ok, so my uncle is running a Forgotten Realms 3.5 campaign (although he allows most stuff from campaign settings.) We are currently at 6th level. I feel like my character may need to leave the party before to long. (backstory thing, not too important here) and I was trying to work on a replacement. I was thinking that Master of Masks (CSc) sounds interesting, but I can't come up with a build that could actually take advantage of it. So, with that, I leave it to you guys for some tips. /bow

    13
    Let's See:

    -Matt Williams
    -DnD, videogames, WoW
    -Coin collecting, Being a nerd
    -Ringgold, Georgia, United States of America
    -You can PM me, and I'll give you my Facebook if I like you, but I'm not going to just post on here. I do have a Mister Lamp page though.    :D

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