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Topics - awaken_D_M_golem

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D&D 5e / Plane Shift : Dominaria
« on: July 31, 2018, 07:08:10 PM »
pdf --->

lots of backgrounds + similar.

Aven on page 6 , might be (idk) a bit different from ps:amonkhet.

Keldon Human on page 19 are not like other humans.
+2 Str , +1 Con , Athletics , Str save prof , cold adapted
... could shore up grapple Rogues + Bards.

D&D 5e / Sorc 3 / Druid 2 and a Hat
« on: January 22, 2018, 05:58:47 PM »
Subtle Meta gets rid of V+S.  Dark Crystal or Hat or Ruby , in Xanathar's p136+ , are 100gp arcane focusi (as in it could be anything really) = Ta Da , Natural Spell equivalent at level 5.  Should also work with Holly berries (etc) for the Druid.  Make the item during downtime just before sorc 3.  Maybe a custom cheapy magic item combines together druid focus and sorc+ focus.

Sorc 1 / Druid 2 / Sorc 2+ , coasts on moon power at ecl 4 , good after
Sorc 1 / Druid 3 / Sorc 2+ , "feels" better than above , worst level falls on Cantrip boost
Sorc 1 / Druid 5 / Sorc 2+ , a weaker combo , soft until Sorc 5
Sorc 1 / Druid 3 / Sorc to 3 / Druid +X , more druidy , sorc 2 gets the meta points over for wildshape

War Caster feat first , then whichever Caster stat +2 and +2.

more edits
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D&D 5e / Plane Shift : Ixalan
« on: January 09, 2018, 05:00:54 PM »
 link -->

Middle half has Races, most slight variants of PS:Zendikar stuff , as of p.11.
Regular Humans.
Green and Blue Merfolk ... ( not Volo's ! ) minor stat , cantrip and skill differences
Vamp ... no Nulls --> dead dead at zero + buff , 1 racial feat for flight 1/short
Orc = Half-Orc
Goblin ... (not Volo's) +dex and climb , perhaps the weakest race published so far
Siren ... +cha flight and Friends , see SCAG Tielfings
2 older races , brought in via small print


This version of Vampire is more immediately playable than the Zend version.  Totally aimed at Grapple specific Bard , or Rogue 1 dips.

D&D 3.5 and Pathfinder / moving spells from School A to School B
« on: January 02, 2018, 06:30:33 PM »
Usually I'm looking at this sort of thing, via a Psi/Magic Transparency prism.

This Transmuter acf can slowly move any school spell over to Trans.
Spell Versatility (Ex) A 5th-level transmuter using this variant can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed.
from -->
PsyRef can't help on this, unlike the DoE dragon cleric/druid -> sorc thingies.
(and separately, move said spell over to PsychoMetabolism, ho-hum, including Universals Abjures + Necros that otherwise couldn't)

What other abilities + spells, move spells from 1 school over to 1 other school ??

Off Topic Fun / Eclipse Aug 21
« on: July 07, 2017, 05:02:30 PM »
I wanna go so bad.
Maybe I can, maybe.

Cloud map is the most important thing, whether you could see it or not.

Banzai run 1000+ miles during the day before, might be 100% necessary.

Min/Max 3.x / DL Nightstalker
« on: April 13, 2017, 03:34:03 PM »
This one looks interesting.  Especially since you don't have  to be a Kender.
Don't have real access right now, 1 web site has some of it.

Basic chassis is Adept +1.
Add in Trapfinding early, some facey later.
2/3rds Cleric casting, shortened list, w/ Rebuke at level 4.
DMM tricks are possible but delayed and at greater expense.

More tasty :
Necro + Div greatest hits from both Cleric and Wiz ; and DMM can apply to that.

Most tasty :
the Ghosts are basically Thrallherd with less assembly line slaughter

Overall I think it's competitive + functional thru level 7 and
solidly a strong Tier 3 with nothing really gamebreaking.
Far fewer decision trees to process, but still a touch complicated for new players.

Impressions ??

D&D 5e / French German Italian Japanese Spanish Polish Portuguese
« on: March 22, 2017, 04:36:45 PM »
Hey ...

Ups the market by an order of magnitude.

edit --- looks like a legal challenge will hold up the Portuguese version.

Gaming Advice / How did Fighter or Commoner 9s work again ?
« on: March 06, 2017, 04:35:38 PM »
 :D as in a penultimate thread, for this era of BG.

iirc there's this one :
Any others ?

Min/Max 3.x / Mister Medusa says "Kill Me"
« on: February 27, 2017, 05:29:27 PM »
"Stop" in the name (meow) of love ...

Maedar --- Medusa's hard as a rock boyfriends --- were never officially converted from 2e.
realmshelps did pseudo-officialize one, here :
It's probably BOZ's as posted here :
(idk if this is the same boz who has posted in these here parts)

So basically it's ballpark OK , 2nd party , ~1st party unofficial.
Maedar is 6HD + 4 LA = 10 ECL !!
Says Kill Me, then the Glyptar becomes a Stone Golem.

That's quite tasty, because it still has a slew of things from the Maedar.
Kinda like a gestalt Flesh Golem 9++ racial prog // something better on the mental side.
And/or also goes CR 4 into CR 11, with only a slight twist.

Min/Max 3.x / late Supermount speculations ...
« on: January 17, 2017, 05:14:15 PM »
I was doing some scrounging

Tamer of Beasts prc is 3.0e, but has a CL based # of HD for Animal Friendship.  If there was some way to tack this onto SirP's caster level loop.  Not at all a supermount, rather trans-editionaliy in the ballpark.  And it's SirP's loop that would (could?) power it.  Unless someone has a new-ish less well known decent CL loop to throw at it.

Epic Paladin's Mount can take Epic Leadership feat, picking another Paladin = loop , like The Big Guy Is With Me or KellK's Shards of Leadership ideas.  This is the core + srd supermount.  Since the Mount can work with Leadership and Animal Companion, it gets started sooner.  The power up has little to do with the supermount idea itself, just the kick off time.
Beastmaster 4 prc can get a 2nd AC going, since the above version doesn't need much.  This particular part is rather weak and relies on other things to make it good.

Bloodlines, with previous interpretations to PLZ's handbook, can count in ways PLZ would immediately protest (and rightly so given his handbook and his supermount).
Faith Scion prc in UA/SRD counts for both Paladin's Mount and Animal Companion.  Works best with Bloodlines, already mentioned as sketchy, and just as a garnish to a build.

Imbued Staff is in DMag and not on realmshelps.  Turns the Wizard's staff into a familiar.  That's a perfectly usable target for the Psychic Weapons Master prc (and maybe the soulknife-y PsyWar thingy), which gets a new thing over onto a supermount, recovering some of the normal familiar things lost to going Imbued Staff.  I'll put a gold star on my kitty avatar's Tail  just to drive it a little more nuts than it already is.  The PWM prc is quite a diversion of a build from supermount, OK when it happens, bad caster before.  Only really useful thing is to go Planar Vanguard prc to have a Supermount Demi-Plane.  { edit --- or Big Guy Is With Me, or both }  Since it's available to magic weapon mods and separate magic staff type mods, I'll call this a winner if comparably sucky up until boom happens).  If supermount based mount and ac stuff can be squeezed specifically onto the Imbued Staff and not the other ways, then it'd be more like a traditional supermount, with a long pause.  I think I can get the Epic Paladin loop going along side most of this one.  I think I can ...

Spell Sovereign prc has a batch of previous threads around here.  Wiz 5 Changeling sub, is a key.  Add in loose-ish bloodlines onto Uncanny Trickster 2 and Legacy Champ 3, and you've got a 7th level living spell booping around.  Could go SirP's CL loop on this one, which might be awesome.  Feat based supermount stuff can be offhandedly added.  Could drop down to 6th level spells, and fit in 3 levels of trad supermount classes ; or down to 5s with 6 levels of trad supermount.

D&D 5e / ... the UA Monk storm ...
« on: December 09, 2016, 04:36:50 PM »
< formerly : the calm before >

Sometimes my tongue is planted so firmly and deep in my cheek, that my kitty avatar mistakes me for a squirrel.

 ;)  :banghead  :D

Min/Max 3.x / UMD 1/day spike , useful ?
« on: November 29, 2016, 04:28:01 PM »
This feat has been noticed before, but largely ignored.

Magic Device Attunement
Prerequisite Use Magic Device 1 ranks
If you successfully activate an item with the Use Magic Device skill, you can take a free action to attune yourself to the item. For the next 24 hours, you can activate that item without making further Use Magic Device checks. You can attune yourself to only one item at a time. If you attune yourself to a second item, the previous attunement ends.

Warlock Info guide says Warlocks don't need it.
2 threads at BG vaguely discuss, with my-old-school weenie filter triggers.

Version 1 --- you do it once, you get a free pass.  No big deal, let's move on.
Version 2 ... what happens to the UMD check # itself?  Is that the number that's carried forward (so to speak)?  In which case, it's possibly near T.O.-ish.  If the check # is not carried forward, you're back to Version 1 with an uncomfortably large handwave necessary for whatever it does, to work.

** For purposes of this thread, I'm going with Version 2 = the check number is carried forward.

So there's 2 separate questions :

1) ... what to use it for, like The Word
Caster Level substitute is obvious, as is Augmentation.
Linked metapsi + PsyChiurgery + exp is a river = abusive fun.

2) ... how to get that 1/day spike number, when that sort of thing has never been Opt before (except Omni or Nanobots)
iirc the UMD build record was around 230 ; provided someone has a copy saved from multiple board-pocalypses.
The casually easy focused UMD number is :  Take 10 + 23 ranks + 13 stat mod + 23 item familiar + 15 bard 1 spell + 20 cleric 2 spell = 107
Both of these are not 1/day spikes, rather more often usable consistent numbers.

Any ideas for the build, and for using it  :???

D&D 5e / Volo's Guide to Monsters ( Firbolg + more )
« on: October 23, 2016, 03:23:52 PM »
edit ---- retitled, with more previews.

ninja'd Wilb ... didn't know my kitty avatar could do that so early in the morning  :eh

Product link

Firbolg link (also on the one above)

Just a smidgen of powercreep.  Wis +2, Str +1.
Short Rest Detect Magic, ~Disguise are o.k.
but the sub-Invisible, will get lots of use.
SoBaL is right up Druid's alley.
Q1 ... I'm wondering if a Wisdom based Monk could work ?

Gaming Advice / Apprentice and Half-Fey interactions?
« on: September 29, 2016, 05:17:54 PM »
Any ideas on how these 2 interact ...  :???

"Apprentice Spellcaster" 
(click to show/hide)

... while Half-Fey racial progression can be considered an actual "class" (or maybe I'm way off base here)
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Creations & Ephemera / Museum of African American History
« on: September 24, 2016, 02:20:02 PM »
Plug for that, in general.  Official grand opening today.

"The Supreme Court failed."
-  John Roberts current Chief Justice of The Supreme Court


Specific plug, I happen to know a guy involved in the installation of the entryway sculpture, he's in this pic somewhere.

EDIT --- they changed their #-ing system in the meanwhile, that should be the right one.

Also there's this shot of it, completed :

Gaming Advice / Could somebody stat this please
« on: September 15, 2016, 05:23:12 PM »

Here's what I'm looking at pre-acquired templates ...

 Lycanthropy Paragon Remade Obah-Blessed Maurid Half-Machine Divine Messenger of Kord Chameleon Woodling Mythal Ghost Magebred Master of the Tower Faerzress-Infused Magic-Blooded Arctic Deep Aquatic Desert Glyph Guardian Half-Stone Golem Wild Phynxkin //Entomanothrope Paragon Master of the Tower Faerzress-Infused Divine Messenger of Hextor Half-Machine Remade Obah-Blessed Mythal Ghost Maurid Chameleon Draconic Dark Guardian Acidborn Deep Magic-Blooded Arctic Desert Aquatic Corrupted Wild Medium Monstrous Centipede // Katane Ghul Genden Fetch Glyph Guardian Half-Clay Golem Half-Satyr Primordial Giant Reptilian Winged Fiendish Half-Troll Dungeonbred Shadow Paragon Remade Phrenic Mythal Ghost Maurid Master of the Tower Magister Magic-Blooded Faerzress-Infused Chameleon Dark Draconic Desert Deep Aquatic Anarchic Sharn

What The Half-Dragon is that ?!

D&D 3.5 and Pathfinder / What are the toughest encounters for each CR ?
« on: August 04, 2016, 04:38:54 PM »
Chickens ... Infested with Commoner Campaign ++
Theme :  Million Monkeys over a million years, can write all of Shakespear.  We do it sooner.
Details :  CR 1/10 (and 1/8s too) can hack almost all of the Commoner Campaign.  Except there's 2 or more of them.  And a wizard can get involved.  Or anyone else.  See Shadowhunter's post replay #10 below.
Start here --->

McGroober ... the Kobold MacGyver
Theme :  Agent of Pun-pun gets more mileage out of magic marts and npcs than anybody else.
Details :  NPC 1s have at least as much gear as level 2 PCs, and a higher net worth.  NPC 2s still have the advantage.  Kobolds kick this off at a CR = NPC (-3) level.  So a Kobold Expert 1 is a CR 1/4, Kobold Adept 2 is CR 1/3, Kobold Warrior 3 is CR 1/2, Kobold Commoner 4 is CR 1.  Kobolds Npc 6 can take Leadership, etc.  You still have a build to bother with.  You could have more than 1.
Start here --->

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D&D 3.5 and Pathfinder / alt Tiers definition (?)
« on: July 09, 2016, 02:31:41 PM »
Just connecting the numbers in the most obvious fashion.
Most likely this is combat only  though ...
Not sure what assumptions ought to be brought in.

Tier 6 would be a Less Than 60% failure rate, within 6 rounds.

Tier 5 would be a Less Than 50% failure rate, within 5 rounds.

Tier 4 would be a Less Than 40% failure rate, within 4 rounds.

Tier 3 would be a Less Than 30% failure rate, within 3 rounds.

Tier 2 would be a Less Than 20% failure rate, within 2 rounds.

PC Commoner 1 and 2 would be even a Tier 7, by this scale.
Explicitly successful Tiers 1s would be much rarer.
idk if this scale works for Social non-combat stuff, hmm.

I think the Same Game Test idea can fit into this rather easily.
(don't know if it's originators would want that)
I presume the supposed game maths, would assume Tier 5 to be normal.

Hard maths based, but no easier to prove.
What do you think  :???

You Break it You Buy it / Pun6
« on: June 25, 2016, 02:47:18 PM »
I'm curious ...  :D

So let's say it's E6 limited, but with ~reasonable T.O.
Say like PHB2 Rebuilding would need to be justified,
but would open up usually 6 levels of various PrCs.

Not sure where/when to cap monsters, say CR 6 maximum
but with whatever shenanigans you can pull of with those.
That might  shut off our favorite reptilian-isms.

Presumeably we can get up to and pass Limited Wish At-will.
Pun-pun 6 , calling Pun-pun 6.

Gaming Advice / ways to keep Skills as Class instead of Cross Class
« on: May 07, 2016, 03:09:08 PM »
Rogue 5 gets stuck in the middle of no where,
and has to train as a Fighter 2, but wants to
keep some Rogue Class Skills at max ranks
inspite of not being a Rogue for the 2 levels.

I'm blanking on the few easy things that do this.
There should be a few others not as well known.


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