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Messages - TeslaWolff

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1
Homebrew and House Rules (D&D) / Nightmare Spinner Adaptation help
« on: November 16, 2012, 06:41:47 PM »
Originally had this in the D&D 3.5 and Pathfinder discussion thread, figured I should put it here instead.
Any advice is very appreciated :).

Okay so I found this homebrew adaptation on the old boards http://brilliantgameologists.com/boards/index.php?topic=8799.0
and I made a few adjustments to it. I was just wondering if the changes I made seem fair to you guys and if you have any feedback
for me. Thanks 

REVISED
Charming Presence taken from this version of the PrC http://www.giantitp.com/forums/showthread.php?t=189346

Nightmare Spinner adaptation - Dream Spinner

   Same basic chassis as the N.S. just different abilities.

Entry Requirements
   Skills: Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
   Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one charm spell and at least one compulsion spell.

Class Features
   Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell.
   If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an enchantment spell.
   Unbending Will (Su): Beginning at 1st level, you gain immunity to all charm and compulsion effects.
   Charming Presence (Su): When you use any charm effect against a creature that is currently being threatened or attacked by you or your allies, your target does not receive the usual +5 bonus on its saving throw against the effect. You also add a competence bonus equal to your class level on Bluff, Diplomacy and Sense Motive checks and on Charisma-based checks.
   Lingering Enchantment (Su): Beginning at 2nd level, when you cast a charm or compulsion spell, you can choose to make it a lingering enchantment as a free action. if a target successfully saves against the affected enchantment spell, the target must make another will save at the beginning of his next turn.
   You can use this ability a number of times per day equal to 3 + your Cha modifier.
   Oppressive Will (Su): Beginning at 3rd level, creatures targeted by a charm or compulsion effect you cause (whether by a spell, class feature, or other effect) take a -4 morale penalty to Will saves.
  Compelling Enchantment (Su): At 5th level, when you cast an enchantment spell, you can choose to make that spell a compelling enchantment as a free action. A compelling enchantment can affect targets who would otherwise be immune to that spell (such as from an immunity to mind-affecting effects, immunity to charms or compulsions, or immunity to a specific spell, such as an elf's immunity to sleep).
   You can use this ability a number of times per day equal to your Cha modifier.

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Other RPGs / Re: Can you suggest a good gaming system?
« on: February 20, 2012, 05:33:35 AM »
Try LEGEND!

I concur! Legend RPG is truly a magnificent read and when you're done you will be aching to try it out with friends :).

3
Another combination I have also pondered when I get access to 5th level spells at level 9
is to cast Aqueous Orb and then Transmute Water to Acid for more awesomeness,
basically every round a creature fails their reflex save they take 10d6 Acid + 2d6 nonlethal/round
from being bashed around and melted in my huge Orb of Acid  :D. Also, since Aqueous Orb works
similar to Flaming Sphere if they pass their save I can just move it again to pick them up again
after and 3 other medium sized people as well! 


I just realized that is pretty much impossible to convert that entire orb to acid, math-fail  :(.

4
D&D 3.5 and Pathfinder / [3.P] Acid Pit + Mass Reduce Person shenanigans
« on: November 28, 2011, 11:21:54 AM »
So I just thought of a what I think is a really good combination of spells.

Background:
I just played through a campaign session this weekend where I was a 6th lvl conjurer and I found amazing
utility out of the Create Pit spell from the pathfinder SRD. The first time I used it I managed to put the BBEG
and 8 of his minions completely out of the fight, later on the party had to run away from a much stronger
monster but there was a gate blocking our path so I Created a pit underneath and we all jumped in then i
dismissed the spell so it would elevator all us back up on the other side.

Now for the main point of the thread:
Looking through more Pathfinder spells, planning for my 4th lvl spells next level, I notice Acid Pit which functions
exactly like Create Pit but has a 5' deep pool of acid on the bottom + maximum pit depth is 100'. So I was thinking
that if I could get a whole bunch of medium enemies to fall into the pit then cast Mass Reduce Person on them inside the pit
they would all suffer 10d6 acid / round instead of the 2d6 in the spells description, going with the rules for immersion in acid here
(About 1/3 down the page).

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Min/Max 3.x / Re: Monk Build Thread
« on: November 17, 2011, 01:33:28 PM »
Unarmed Swordsage. 'nuff said.  :p

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Min/Max 3.x / Re: The Ideal Sorcerer Spell Selection
« on: November 15, 2011, 01:10:40 PM »
Incoming special cheese, ray of stupidity for killing most any animal and many magical beasts like Purple Worms, Roc's or the Remorhaz instantly.  :D

7
Min/Max 3.x / Re: Magina, the Anti-Mage
« on: November 15, 2011, 12:37:37 PM »
Probably not what you are looking for but there's the Ritual of Shadow Walking in Lords of Darkness (p. 125).

Basically you pay 2,000 XP and a piece of jet worth 500gp, and you can
as a standard action move through shadows up to a distance of 100' at a time.
You can also remain in the shadows indefinitely if you so choose. Doing this has
a high cost though, 2 temporary CON damage and 1d4 hit point damage for the
travelling ability, and 4 temporary CON and 3d4 hit point damage for every round you remain
in the shadowstuff.

If you can make yourself immune to the temporary CON damage or heal it fast enough though it can be
very useful. I know when I mentioned it on the old boards JaronK got pretty excited about it combined
with using Naberious.

EDIT: OH yeah this is usable at-will and it's Supernatural.

8
Introduce Yourself / Re: Hello BG!
« on: November 07, 2011, 06:10:33 AM »
I like the roll dice feature, gives me an idea to convince my current gaming group to start a PbP
here now for our current game since it's so hard for us to have in-person sessions these days.
Rolls initiative,
Rolled 1d20+5 : 20 + 5, total 25
... I win!  :)

9
Introduce Yourself / Hello BG!
« on: November 07, 2011, 06:01:09 AM »
-Your name: Nick Cook, Online aliases: TeslaWolff, NWolff, NkWolff, KaiserWolff
-Your favorite games: D&D 3.5, many o' computer/console game including, but not limited to, titles such as Chrono Trigger, Final Fantasy Tactics, Mass Effect, StarCraft 2, Civilization IV and Left4Dead1/2.
-Your non gaming hobbies: Netflix, hitting stupid people with a stick, reading forgotten realms lore, watching competitive StarCraft 2, perusing the interwebz.
-Where you live: Alberta, Canada
-What other communities you belong to: I am everywhere

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