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Messages - Concerned Ninja Citizen

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1
Homebrew and House Rules (D&D) / Re: Morph Bark's Homebrew Tier Compendium
« on: September 15, 2013, 10:03:39 PM »
Sirpercival has a fix of the base Shadowcaster from ToM.

He also made a class for his Magipunk setting called the Powerbard which uses very similar crunch to Shadow Magic, though the fluff is entirely different.

2
Oslecamo's Improved Monster Classes / Re: Kami, Dosojin
« on: September 15, 2013, 08:55:39 PM »
Travel Together has this line: "As a standard action the Dosojin can pick two adjacent creatures whitin 60 feet and 120 feet." What does the bolded portion mean?
It means you can't use it in a creature that's closer than 60 feet to you.

Ok, that makes sense. It should probably be worded "between 60 and 120 feet from its location" or "at least 60 but not more than 120 feet from it" or something like that.

The ability would cease to function if either creature came closer than 60 feet to the Dosojin, then?

3
Oslecamo's Improved Monster Classes / Re: General Discussion and Sugestions
« on: September 15, 2013, 06:12:43 PM »
For Crossbreed, is there a limit to how many times you can take it now the feat prereqs are gone?

Also, maybe add a line regarding size. Do you always gain the size of your crossbred race or can you choose either size if they're different?

As to "how broken is this really?"

Water Orc + Lesser Chaond = +4 to all physical stats in exchange for -2 to int and wis and -4 to cha.

Anthropomorphic Bat + Anthropomorphic Toad = +12 wis in exchange for crippling penalties to other stats but still, that's 30 wis at level 1 (or 2 really since you need a level of something else to make it useful.)

Beguiler + Lesser Wispling = +10 dex, +4 int, -6 str

4
(click to show/hide)

Vail staggers as the poison courses through his body. He backs up a step and fumbles out a small packet which he attempts to throw at the Hit Tail but he is too weak to manage more than a feeble lob and the object bounces harmlessly off the ground, well wide of its target.

(click to show/hide)

5
[D&D 3.5] Phantasy Star: Start of the Millenium / Re: Low-End Rolling thread
« on: September 15, 2013, 11:38:27 AM »
Fort Save:
Rolled 1d20+6 : 1 + 6, total 7


Ranged Touch Attack:
Rolled 1d20+5 : 1 + 5, total 6


Entangling Exhalation Damage:
Rolled 1d6 : 3, total 3


Oil Flask Damage:
Rolled 1d6 : 6, total 6

6
Irritated by the overly peppy reporter and somewhat worried that her recordings might reveal his whereabouts to his family, Vail had kept to the rear of the group, trying to stay inconspicuous and out of the camera's line of sight.

The new enemies banished those thoughts from his mind, however, and he stepped up to the front rank, unleashing flames on the bizarre crawling monsters.

(click to show/hide)

7
[D&D 3.5] Phantasy Star: Start of the Millenium / Re: Low-End Rolling thread
« on: September 04, 2013, 10:30:40 PM »
Damage
Rolled 1d6 : 2, total 2


Duration
Rolled 1d4 : 4, total 4

8
Min/Max 3.x / Re: SPEW!: A guide to spitting for fun and profit.
« on: August 20, 2013, 08:50:31 PM »
Is it me, or you just posted the most dirty guide on the boards?  :love

If he adds a guide to this ability it'll be the dirtiest.

9
Oslecamo's Improved Monster Classes / Re: Kami, Dosojin
« on: August 20, 2013, 08:44:34 PM »
The first couple of Kami didn't catch my interest (not sure why, will probably reread them now) so I sort of overlooked this one.

I read it now and, holy crap! This thing is awesome!

Perilous Path was what first caught my attention. It's an excuse to break out all sorts of obscure books looking for traps to use (Dungeonscape comes immediately to mind) and I'm a sucker for that sort of thing*.

The rest of the class is pretty great in its own right, though. Blind Steps is what the Marshal's grant move action ability should have been and manipulate path is the most workable attempt I've seen at that sort of ability.

Questions:

How does triggering a Perilous Path trap work? Can you bring it into being in such a way that it immediately triggers?

What do the obstacles created by Dosojin Dungeon do, mechanically? Do they prevent or impede movement into or out of the affected area? Can an obstacle be created in an area currently occupied by creatures?

Travel Together has this line: "As a standard action the Dosojin can pick two adjacent creatures whitin 60 feet and 120 feet." What does the bolded portion mean? Also, does the benefit last indefinitely assuming the creatures remain adjacent and the Dosojin doesn't pick new ones? Can the Dosojin target itself with this ability? 

10
On another note, if people see a specific monster already requested and that they would like to see done sooner, you can point it out. It would help me decide which one to tackle next.

Looking through the list, the things that most catch my interest are the Sakrith Spelleater (the Pure Crafting subsystem you created for the Thane was awesome) and the Oni (loved the Kuwa, would like to see how the others turn out.)

Also the remaining KAYOSS! classes, though I can't really justify asking for more of those as I'm still in the process of trying out the currently existing ones in Kuro's Grimdark campaign.

11
Can I do the templates, using your table format (assuming I magically acquire free time, of course)?

12
oops, wrong thread

13
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: August 09, 2013, 08:58:37 PM »
Text for improved oppressive heat references blistering heat.

14
Oslecamo's Improved Monster Classes / Re: Banshrae
« on: August 08, 2013, 06:31:26 PM »
I pretty much always like your takes on monsters that synergy with one martial class or another, and this is no exception.

Maybe note that the blowgun flute can be enchanted as a normal masterwork weapon and the enchantments remain if the Banshrae has to dismiss the flute and summon a new one for whatever reason?

15
No clear opinion on our way forward from here, but anyone who's worried about their ability to hit and/or deal damage in non mecha combat should get flasks of oil inflammable propellant mixture from Vail. Toss it at enemies he has set on fire for decent damage off a touch attack.

16
Other Games / Re: M:tG Deck Tips?
« on: August 07, 2013, 07:04:04 PM »
Barrage may be interesting in standard and limited. Unfortunately, Goblin Bombardment is probably better in most instances for formats where it is legal. Might be worth it as a second copy of bombardment in EDH.

The new slivers are somewhat interesting, as much as a look at what abilities are valued higher or lower than previous sliver releases as anything else. Double Strike, flying and lifelink are cheaper (though Essence Sliver used the pre keyword lifelink which meant that multiple instances stacked) while +0/+1 is more expensive.

Functional reprint of muscle sliver means you can run 12 pump sliver grizzly bears if you so choose.

Reprinting Scavenging Ooze is interesting. That came out of the commander precons originally, so it was supposedly balanced for legacy play, not standard.

Shadowborn Apostle makes me wonder about EDH possibilities.

In general I'm seeing lots of fun timmy cards, which seems about right for a core set.

17
Homebrew and House Rules (D&D) / Re: Naturalist [3.5 Base Class]
« on: August 06, 2013, 07:54:55 PM »
So this looks pretty awesome.

The vessel of purification abilities are 1/encounter? On abilities that only function for a couple of rounds and allow a save?

The published invocation users and many homebrew ones have scaling at will attack abilities in addition to their invocations. Not sure if this class needs them but it's a thought.

Obscuring Mist and Fog Cloud are both on the least invocation list. Is there any reason to pick the former over the latter?

18
Min/Max 3.x / Re: The monk who couldn't decide.
« on: August 05, 2013, 10:00:52 PM »
Unearthed Arcana pg48 has this to say about multiclassing between variants of the same class.

(click to show/hide)

This is talking about the UA variants, not the Martial Monk specifically, so YMMV on whether it applies.

19
Oslecamo's Improved Monster Classes / Re: Al-mi'raj
« on: August 04, 2013, 09:20:52 PM »
The SRD already has rules on quadrupedal creatures. No reason to dig through other homebrew to find different ones.

It would also be a big and irritating job to comb through the index for all the creatures with 4 legs and/or no fine manipulation and add these abilities.

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Oslecamo's Improved Monster Classes / Re: Brain in a Jar
« on: July 27, 2013, 10:38:40 PM »
There's always SirP's quick fix from his houserules. Learns an extra power per level. Simple, but addresses the primary issue with the class.

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