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Messages - Chemus

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1
Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: December 20, 2021, 07:04:02 PM »
Whats kinda sad is that some of us worrying about money, if given enough to 'not have to worry' would use it up and then still have money troubles. Look at the stats for 'lottery winners'... I'd feel kinda disheartened if I were able to give 10 folks millions, and some of them just 'blew it all'... ending up about where they were originally, or worse.

2
Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: December 17, 2021, 09:49:14 PM »
[...]

Granted, if I win a million dollars I probably wouldn't tell anyone.

Hey everyone, Nanshork is a secret millionaire!!1¡

3
Homebrew and House Rules (D&D) / Re: Trapsmith [Prestige Update]
« on: December 17, 2021, 01:27:51 AM »
Nifty.

First question: does the Trapsmith get 3rd level or 5th level spells, and does he get CL 3 or 5? Second q: if he gets 5th level spells, what's his 4th and 5th spell list, and if he doesn't get above 3rd, what's his spell progression look like?

... Re-read Trapsmith... I don't know why I thought it was a 3-level class with 3 levels in casting... sorry for the dumb.

4
Min/Max 3.x / Re: Passive weapon enchantments and sheathed weapons
« on: December 16, 2021, 12:28:59 AM »
Skyrock's answer to your question is that it depends on the wording of the ability that the dagger has. If you wrote the ability, then you decide which it is.

5
Oslecamo's Improved Monster Classes / Re: Asperi
« on: December 13, 2021, 10:53:14 PM »
Yeah, me too. Any critique, or quibbles?

6
For anyone interested, I have an Asperi workup up...

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Oslecamo's Improved Monster Classes / Asperi
« on: December 13, 2021, 02:19:31 PM »
Asperi



HD: d10
LevelBABFortRefWilFeatures
1+1+2+2+0Wind Steed Body, Ascetic Rage, Frosty, Scent, Wind Immunity
2+2+3+3+1Ability Boost, Fast Movement, Feather Fall, Telepathy, Teeth, Uncanny Dodge
3+3+3+3+1Ability Boost, Dodge Arrows, Fast Movement, Growth, Ride the Wind

Skills: 4+IntMod/level (x4 at 1st). Class skills: Balance (Dex), Concentration (Con), Knowledge (Nature) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: Asperi are proficient with their own natural weapons. They are not proficient with any armor.
 

Features:
Wind Steed Body: An asperi loses all other racial traits and becomes a magical beast, gaining the following traits:

  • Medium size
  • 40 ft. base land speed
  • Two natural hoof attacks, dealing 1d4+Str mod damage
  • Darkvision 60'
  • Low-light vision
  • Asperi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
  • Asperi cannot speak, but understand Common (and gain bonus languages as normal).
  • Additionally, the asperi gains a bonus to natural armor equal to its Con modifier.

Ascetic Rage (Ex): Levels in asperi can count as levels in either barbarian or monk for the purposes of fast movement, number of rages per day, uncanny dodge (see below), AC bonus, and unarmed strike damage.

Frosty (Ex): An asperi gains the [Cold] subtype, which grants immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Scent (Ex): The scent ability allows an asperi to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wind Immunity (Ex): Winds, either natural or magical, have no effect on an asperi unless it chooses to ride them for additional movement (see Ride the Wind, below). This benefit applies equally to mountain gales, magical windstorms, elemental whirlwinds, and other similar effects.

Ability Boost: At second level, an asperi gains a bonus of +1 to Str and Con, and again at third level, for a total of +2 Str and +2 Con.

Fast Movement (Ex): A second level asperi adds +10 feet to its base land speed, and again at 3rd level, for a total base land speed of 60 ft.

Feather Fall (Sp): At second level, an asperi may use feather fall as the spell one time per day per 2 HD. Caster level equals the asperi's HD.

Telepathy (Su): A second level asperi can communicate with any creature that has an Intelligence score of at least 1 through a form of telepathy. This communication has a range of 10 feet per HD, and its complexity is limited by the Intelligence score of the other creature.

Teeth (Ex): At second level, the asperi gains a secondary bite attack that deals 1d4+1/2 Str damage.

Uncanny Dodge (Ex): A second level asperi retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 4 levels higher. It can flank characters with the uncanny dodge ability as if it were a rogue. Add asperi levels to levels in classes which grant either the uncanny dodge or the improved uncanny dodge ability.

Growth (Ex): At third level, the asperi grows to Large (long) size. At this time, the damage from its hoof and bite attacks increases to 1d6 each.

Dodge Arrows (Ex): At third level, an asperi Riding the Wind (see below) gains a +2 dodge bonus to AC, +1 per 3 additional HD (+3 at 6th, 4 at 9th, etc), against any missile attack during any turn in which it takes a move action. If it has a rider, he or she also gains the bonus. The bonus lasts until the asperi’s next turn.

Ride the Wind (Su): At third level an asperi may move as if under the effect of an air walk spell, except that it gains the end of turn movement of high winds as bonus movement (+5 ft. to speed for each 5 mph of the prevailing wind) when moving with winds faster than 20 mph, rather than moving at the end of its turn. Adverse winds do not slow it down, but they provide no bonus movement.
An asperi carrying a rider gallops through the air so smoothly that the rider can cast spells without making Concentration checks, provided that the asperi does not attack or perform any sudden aerial maneuvers.
An asperi can share this magical movement with up to one other creature within 5 feet, for as long as it remains within 5 feet. Asperi mothers use this to allow their foals to run with the herds; after a fall or two (caught with feather-fall), the foals learn to stay with their mothers while in the air.

Comments
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8
Homebrew and House Rules (D&D) / Re: Trapsmith [Prestige Update]
« on: December 11, 2021, 12:58:10 AM »
Nifty.

First question: does the Trapsmith get 3rd level or 5th level spells, and does he get CL 3 or 5? Second q: if he gets 5th level spells, what's his 4th and 5th spell list, and if he doesn't get above 3rd, what's his spell progression look like?

9
Handbook Discussion / Re: Encyclopedia Vinculum Draconis Discussion
« on: December 10, 2021, 02:04:15 PM »
Are these three in there?
http://archive.wizards.com/default.asp?x=dnd/psm/20041029b

They're in the hidden link in that last article

10
Oslecamo's Improved Monster Classes / Re: Unbodied
« on: December 10, 2021, 12:14:28 AM »
I'd request you revisit the telekinetic force vs telekinetic maneuver (same page); TK force only works vs objects (in this case objects up to 250 lbs), where TK maneuver only works vs creatures. If you're concerned about at will damage, consider that it's not able to be augmented, and it only moves at 20' per round; it's not great as a damage machine...  They need hands, and far hand is too weak, TK maneuver doesn't provide 'hands', and TK force does.

11
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: December 01, 2021, 03:17:45 AM »
(click to show/hide)

Though it's less hardy than a wight (2HD instead of 4, +1 BAB instead of +2, 13hp instead of 26, +2 NAC instead of +4), it's a 3rd level spell (rather than 5th for summon undead V), not a summon, stays under control (caster readies an action to call it off if it's about to get too many attacks against a target), doesn't create spawn, and gets at least 2 claw attacks on a full attack instead of 1 slam, and the damage per attack is the same. In fact, it's been suggested that the caster could choose any 2HD Humanoid as the skeleton... with phaerlock (Und, 97) a strong contender with 15 Str, and 12 Dex (after adjusting for skel), plus a secondary bite attack, for 2 claws at +3, and a bite at -2, each causing neg levels...

What caught my attention is that it's the lowest level spell that gives negative levels that I've found/seen; it can give reasonably controllable negative levels to remove pesky RHD and such... at 5th level. And a scroll of it is reasonably cheap at 375GP...

12
Off Topic Fun / Re: I just got my first 24h ban on Facebook, lol.
« on: November 22, 2021, 05:26:20 PM »
To be fair, the right of free speech only applies to government restrictions on free speech.  You have no right to say whatever you want on Facebook (or twitter, this forum, etc).

Once any platform is large enough to be a de facto public square, free speech needs to apply, regardless of whether or not the owner of the public square is working with or for any government, either in public or in private.

14
May we get working links in his handbook?  I don't know what 'This Obelisk' means.

The wayback machine is your friend.

Even Better, just adding 'archive' in place of the 'www' in many wizards.com addresses fixes most of the links. Like so:
http://archive.wizards.com/default.asp?x=dnd/ex/20070812a&page=4

15
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 11, 2017, 09:53:49 PM »
And here I was with just umpty jillion followers, making flying-mounted chargers and flying monkey warlocks, with some crafters thrown in. I've even made a 'flying' (floating+sails and a cheap gust-of-wind knockoff) ship as my mobile stronghold and a lyre of building for making a stationary stronghold at need (With enough time).

16
Off Topic Fun / Re: Letter swap game v8
« on: July 11, 2017, 12:09:49 PM »
deltas

(reordre)

17
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 11, 2017, 11:19:56 AM »
I agree with ketaro about that, although many things from the Races books are probably also non-exotic.


On a different topic, I'm usually against revealing major villain information before the Knowledge check, but a recent conversation has lead me to believe we might like to do some calibrating. I want to make sure I'm challenging you guys, not annihilating you.

In the course of this campaign, you're going to come up against many different types of threats, and though they were design to kill each other, they'll be pretty good at killing you, too. For instance, we can all rest assured that there's not much point in overbuilding followers up to level 3, because the odds they'll survive for any significant length of time are really, really low.

On the other side of it (and I wish I weren't spoiling him), there's a villain with a breath weapon that hits a large area and does anywhere from 21 to 189 fire damage. The save is pretty low for his CR, but even at his median damage, that might be enough to reenact a Logi on your character's bones. It's probably the most egregious example of army-leveling goonery... but is this something you can withstand, or should I re-calibrate some of these threats?

I'm hoping that my calculation of 21d8 is correct (as I calculated your number range to indicate, though 189/21=9, so I could be wrong), but MY PC, a 9HD undead (d12) only has 60 HP (64 if getting 6.5/level rather than 6). Even at average damage (105 from your numbers) my PC and non-mook cohorts and followers would all be just about dead even on a save (52.5 damage average on a save).

Now, my army has a bit of ranged damage potential, some of which is force damage, to a range of 150' (at -8 penalty to hit) for the force javelins (1d6+str) that some of my cohorts and followers have, and 250' for my apparently ignorable flying mookey warlocks (2-3d6, IIRC, EB 1-2d6+ Chas. Fell Power for +1d6). This potential means that I might lose some to him once, but perhaps focused fire will prevent a second loss. Depending on how many of my army survive. Or if my PC survives charging a 'dragon'.

18
Off Topic Fun / Re: Letter swap game v8
« on: July 11, 2017, 10:51:27 AM »
astutely

d -> u

19
General D&D Discussion / Re: If you had to be, what would you be?
« on: July 10, 2017, 10:28:10 PM »
And if you were a bikini-clad girl with your own mobile trampoline...

20
Perhaps it was an honest correction; someone thinking you were 'milking' the clock and didn't wanna confront you 'bout it. They shoulda talked to you if they were honestly trying to make things 'right', but some folks avoid drama like drama.

Talk it through, don't die on the hill, but scout it at least. Maybe only use binocs... up to you :)

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