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Topics - geniussavant

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1
Min/Max 3.x / Gestalt intelligent Stone Golem
« on: November 26, 2018, 10:08:48 PM »
Hello everyone, after a long hiatus, I'm finally getting back to 3.5

I could use some help. I'm going to be planning a high level gestalt game, and I'm making an intelligent golem as a character. One of the other players is an artificer and will be rp'ed as my creator. One half of the build will have to contain 14 HD for the stone golem section of the build (no la) All 3.5 material is open, and homebrew is allowed pending DM approval. 2 flaws, and 3 free bonus feats are a available. Starting level 20, no epic spell casting, and house rules that stop all planar travel including calling. At this level, the DM isn't looking to prevent breaking the game, but for use to go on a grand adventure while doing so.

Originally, I was going to go with a warblade+crusader tripper build using stormguard warrior to boost damage, and rely on magic immunity to help with casters. However, one of the other player's wants to focus on tripping, and I am happy to pursue other routes.

Dm has ruled that I can voluntarily allow myself to be affected by spells  and powers as a free action for bluffs from the party. Current party make up is an artificer//updated gun mage (iron kingdom), a shadow craft mage// beguiler, a half giant psychic warrior//warblade tripper with a homebrewed paionic discipline and a spiked chain discipline, and a werewolf version of Dr. Jekyll and mr. Hyde using advanced potions and tigerclaw manuevers.

So, does anyone have any suggestions? I'd prefer to stay melee focused, and not tack on a huge amount of casting even though casting is incredible at these levels.

Original build idea:
(click to show/hide)

2
Gaming Advice / Can a Level 20 beguiler casting spells on a golem?
« on: October 12, 2016, 02:01:01 PM »
Does the beguiler ability "At 20th level, you become able to automatically overcome the spell resistance of any affected target." Allow them to cast sr (yes) spells on a golem or does overcoming any amount of sr still fail to penetrate the golem's magic immunity?

3
Gaming Advice / Highest intelligence bonus
« on: October 08, 2016, 12:12:57 AM »
What's the highest intelligence bonus you can get with 4 la and a level in Wizard? Ignore the loss of cl. And assume an 18 in int before modification.

4
Min/Max 3.x / Equiping a 20th Level Wizard
« on: October 03, 2016, 06:52:53 PM »
I'm trying to finish up a couple of Wizard builds. Level 20, 760000 wealth by Level to spend.  The first is a malconvoker gestalt mash up with master spellthief, the second is an illusonist shadowcraft mage//beguiler.

Here's the equipment I've got so far.

Malconvoker

Equipment current total 573,025

(click to show/hide)

Shadow craft mage

Equipment total 58050

(click to show/hide)

Assume spell books can be filled for free by copying from another Wizard trading spells.

Anything that stands out that I should pick up or change?
Both characters are using Superior resistance,  mind blank,  freedom of movement,  and greater mage armor as buffs. 

5
Gaming Advice / Getting venomfire on a characters class list
« on: September 23, 2016, 04:01:47 PM »
Is there a reasonably painless way to get venomfire on to the Wizard list?  Or even beguiler or nar demonbinder list? Preferably using either items or a single feat.

6
Min/Max 3.x / "Specalist" in each school of magic?
« on: September 13, 2016, 05:46:26 PM »
I'm doing some work for a gestalt campaign and I was wondering if anyone has any suggestions for arcane spell casting builds to represent each school of magic: abjuration, conjuration, enchantment, evocation, illusion, necromancy, and transmutation? I'm populating a wizard college with department heads and wanted to see what others thought. Level 15, gestalt, two prcs at the same time allowed, 32point buy, no la buy off, must be reasonably humaniod looking, and use wizard as a base for one side. I don't need full builds, just suggestions unless someone already has something done. Currently I'm thinking:

Abjuration: initiate of the seven fold veil//xx

Conjuration: malconvoker// mystic ranger

Divination: I know there were a couple divinstion specific prcs that were pretty decent but I'm drawing a blank.

Enchantment: mindbender?//xx

Evocation: no idea how I'm going to make this work

Illusion: shadowcraft mage// beguiler

Necromancy: xx/ dread necromancer

Transmutation: master transformagist(spelling?) Shored up to have full casting

Thanks

7
Gaming Advice / Magic scabbard
« on: August 12, 2016, 06:24:45 PM »
Other than a scabbard of keen edges are there any other options? Even mundane ones?

8
D&D 3.5 and Pathfinder / Help building an encounter
« on: August 05, 2016, 06:50:05 PM »
I need to send some soldiers with a solo PC to track down some advanced stone giants. The PC is a gestalted level 14 bard+warblade//sorcerer+prcs. The PC is a gish monster and adds 12d6 cold damage via dragonfire inspiration and due to a handful of buffs, has a pretty good attack bonus.

Any suggestions on something other than straight fighter or warblade? Or at least some way to add some interest other than stab stab stab? I don't really mind something simple, but I don't want the soldiers to just be red shirts, and I'd rather not give them serious magical abilities.

3-6 soldiers at cr 6-8 and one cr 9-12 commander

9
[D&D 3.5] Red Hand of Doom x2 / Whispers of treasure IC group 2
« on: August 03, 2016, 07:33:20 AM »
For one reason or another, each of you has heard to the treasures hidden within Vraath vault. Maybe it was a letter from a friend describing the wealth within, maybe a rumor from ages passed, but however you heard of it, you decided to set out on the road to riches.

Each of you walks north in hopes of finding riches beyond your dreams, but for now, you still have a ways to go. Darkness is setting in and it's time to make camp for the evening. In the dusk, you can see a hollow up ahead that will serve to keep the wind off of you tonight.

Eventually, the first to settle in is greeted by one and then another, before darkness settled in fully, each of you have decided to stay the night together in the hollow, after all, there is safety in numbers and stories of attacks on the roads have gotten more common the fatter north you have gotten.

10
[D&D 3.5] Arkkek testing / Important Npcs
« on: July 13, 2016, 05:53:45 PM »
The dragon king of Arkekk: spell hoarding great silver wyrm with half dragon alternative form feat

11
[D&D 3.5] Arkkek testing / Dice thread
« on: July 13, 2016, 05:51:59 PM »
Roll here

12
[D&D 3.5] Arkkek testing / Exploring the city (In character part 1)
« on: July 13, 2016, 05:49:26 PM »
It was snowing outside when the courier came this morning. Nothing hard, but it was a sure sign winter was coming soon. The courier was from the crown, well dressed, bundled against the blustery winds, and all business. After confirming you were who he was sent to deliver the message to, he handed you a heavy parchment envelope and left without another word.

When you opened the envelope, the writing was near and clear, a royal scribe must have taken the king's dictation, because at the bottom of the letter was the Crown's sigil. Upon reading it, you learn you have been summoned to the golden throne, at the request of the king himself. You were to arrive at dusk.

---

It was an hour before dusk, and you needed to get going if you were going to make the appointment. Having your things, you set out through the swoon laden streets. They were crowded, but at least the snow wasn't more than a inch deep at the most.

When you arrive at the castle, you are ushered into a room, and the door is shut behind you. Other than yourself, there is only one other person present among the piles of books and tomes strewn throughout the room. Shelves and racks are full of texts surround you, covering the walls and nearly any flat surface. In some cases, books have been stacked against each other to keep from falling over, making teetering attacks far above your head. Farther into the room is the only other person present, although as you get closer, you realize it's not a human.

Standing before you, dressed in a deep purple robe is a half dragon. Humanoids in shape, but with the reptilian head, claws, and silver scales our a dragon, there is only one person this could be, the king. At the moment, he is pouring through a tome covered in dust and yellow with age, as he turns a page, you can hear the parchment crackle. The kings tongue flashes out and you can see it's fork.

Muttering a few words of arcane magic, the book glows dimly fit a moment beefier the king looks up and notices you.

13
Min/Max 3.x / Part Demon or Devil Character
« on: July 09, 2016, 10:38:43 PM »
I had an idea for a character today and was wondering how to best represent it in the system. Figure d&d 3.5, all wotc material allowed and fairly optimized without getting into anything majority earth shattering. I don't need a complete build, but suggestions would be nice. Assume at least a point buy of 28-32(it's where I build all my characters), probably gestalt as most of the games I'm involved in have gone gestalt the last year or so. Would like the character to be playable at most levels, usually my games range from 5-15 or so, with 6-10 being the sweet spot. I rarely see my games go past 15 and usually start at 5 or 6.

Character idea: Born to a demon or devil mother and wizard father. I'd like some method of representing both sides. Thinking as fiendish abilities from the mother and maybe training from the father. Would love to have the ability to have lots of tricks up his sleeves.

So far, I've looked at warlock//wizard going for eldritch theurge for greatreach blast to deliver touch spells at range, but it's a late bloomer for its ability (around elc 16).

Also looked at warlock//artificer for the ridiculous item creation abilities, especially with hellfire infusion and metamagic infusion. Gets going a little earlier, and gets better as things go along. This one and the next are the ones I think fit the best with my play style. I tend to fulfill the role of problem solver and fixer with my groups. They always seem to be getting into oddball situations, but one player usually plays a career focused on battlefield controller with a bit of utility so it's more of a woops we need an of the wall solution as opposed to a power thing.

Warlock//factotum: can anyone say skill monkey? Use arcane dilettante to represent training for father.

I'd thought about a few other options, but haven't looked into them.

Warlock// non lawful paladin variant(maybe other cha + ability classes)

Sorcerer//warlock: losses some of the ties to his father, but not a huge issue, gains better cha figure focus than wizard or artificer

Has also considered taking a few templates on one side of the gestalt, but the half fiend template costs 4 la, won't be able to be bought off, and while it doesn't cost hd, I'm not convinced it's with half of 4 levels. I could be wrong though. La don't hurt anywhere near as bad in gestalt as the do in regular play, and it's low enough that he could start as early as 4 level of it comes to that.

I like the warlock, and while not a power house, it does give a lot of flavor and a decent base for gestalt, but I could be convinced to use something else without much trouble if it send like a better option.

Mostly just looking for ideas as to how someone else might build this character or improve upon one of the above ideas.

14
Roll'em, roll'em, keep those puppies roll'n, rawhide.

15
Gaming Advice / Spell channeling ability
« on: July 04, 2016, 12:00:42 AM »
Other then duskblade, spellsword, and arcane archer, are there any other classes that can deliver a spell through a weapon? Or any feats or other options? Besides spell storing weapons.

16
[D&D 3.5] Red Hand of Doom x2 / Off to Vraath vault (group 1 IC)
« on: July 02, 2016, 12:02:32 AM »
For one reason or another, each of you has heard to the treasures hidden within Vraath vault. Maybe it was a letter from a friend describing the wealth within, maybe a rumor from ages passed, but however you heard of it, you decided to set out on the road to riches.

Each of you walks north in hopes of finding riches beyond your dreams, but for now, you still have a ways to go. Darkness is setting in and it's time to make camp for the evening. In the dusk, you can see a hollow up ahead that will serve to keep the wind off of you tonight.

Eventually, the first to settle in is greeted by one and then another, before darkness settled in fully, each of you have decided to stay the night together in the hollow, after all, there is safety in numbers and stories of attacks on the roads have gotten more common the fatter north you have gotten.

17
[D&D 3.5] Arkkek testing / Sheets
« on: June 26, 2016, 07:09:23 PM »
For characters, I'll be posting important non-party npcs in another thread after they have been used.

18
[D&D 3.5] Arkkek testing / Arkekk ooc
« on: June 25, 2016, 10:06:45 PM »
Arkekk OCC

19
Gaming Advice / Warforged armor feats
« on: June 16, 2016, 05:27:34 PM »
Is anyone aware of a medium armor feat, ala mithral(light), and adamanite(heavy)?

20
[D&D 3.5] Red Hand of Doom x2 / Communication with Command (OOC) II
« on: June 16, 2016, 10:40:37 AM »
Out of character chat and questions for me.

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