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Messages - Maat Mons

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1101
Off Topic Fun / Re: Hell has frozen over... and changed it's name to Iowa.
« on: November 28, 2011, 06:05:13 PM »
I go back to my apartment, find it cold inside, and go to turn on the heater.  It's broken.

When my sister was going to college in Minneapolis, she got back from Christmas break '04 to find her radiator pipes frozen solid. 

1102
Gaming Advice / Re: Stats for GreyHawk Minotaur player race ~ ecl 1 ?
« on: November 28, 2011, 03:28:34 PM »
I know there's a Dragonlance one:
Krynn Minotaur: +4 str, -2 dex, -2 int, -2 cha; medium; 30 ft.; fighter; humanoid (minotaur); Dragonlance Campaign Setting pg. 42

1103
D&D 3.5 and Pathfinder / Re: Triple flail
« on: November 28, 2011, 02:34:00 AM »
Historically, three heads on a flail was common.  I don't think there's any reason to have different rules for flails with different numbers of heads. 

1104
Gaming Advice / Re: Microcosm
« on: November 26, 2011, 09:19:39 PM »
Iron heart surge only works on things with a duration of 1 round or more.  Microcosm is instantaneous.  Antimagic field doesn't work for similar reasons. 

Assuming you realize what's happened, you should still be able to take purely mental actions.  You could manifest psychic chirurgery or reality revision on yourself, assuming you're always considered to be touching yourself.  (All targeted powers or spells require you to be able to see or touch the target.) 

The only way I can think of to realize you've been affected by microcosm (assuming the manifester suppresses the display) is to routinely use purely mental divinations just in case. 

1105
The spell choose destiny (Races of Destiny) lets you roll twice and take the better result for basically everything.  It's personal range, which on the one hand means you have to cast it yourself, and on the other hand means it's eligible for persistent spell.  It's high level, but you get a 1/400 chance of missing each attack, for an average of 399 hits. 

1106
… the party forces the full casters to blow xp …

The casters don't need to be the ones paying the xp costs. 

You could have all npcs be unwilling to spend xp, requiring player's to foot the xp cost of anything they have crafted (in addition to paying full market price).  If items aren't available off-the-shelf, the pcs will have xp invested in any item they didn't find. 

An NPC crafter makes 1,000 gp of goods, spends 500 gp on materials, and spends 40 xp (valued at 200 gp) for every day of crafting.  It seems silly to expect a high-level caster to work for 300 gp per day, so I think crafting speed should be adjusted by level. 

1107
Board Business / Re: Testing out the diceroller
« on: November 24, 2011, 04:33:06 AM »
I know this doesn't work, but I want to see what the HTML winds up looking like. 

Rolled 1d20</em></strong> : 21, total 21
<strong><em>Rolled 1d20
: 6, total 6


Ditto for this one. 

Rolled 1d6 : 6, total 6

1108
Gaming Advice / Re: Strange DR and Doing Damage
« on: November 23, 2011, 08:04:45 PM »
One broadly-worded ability to combat another. 

Quote
Scarab, Golembane

This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.

1109
Gaming Advice / Immunity to Diplomacy
« on: November 23, 2011, 01:22:22 AM »
I remember reading something that made a creature immune to charm effects and made it so you could never improve its attitude beyond indifferent (or it might have been unfriendly).  It was themed on paranoia.  Does this ring a bell for anyone? 

1110
Dervish (Complete Warrior) may suit your needs.  That gives you +5 to attack and damage and the ability to full-attack and move your speed in the same round. 

It's possible to utilize power attack with two-weapon fighting, but it's not as good as doing it with a two-handed weapon.  You need to take oversized two-weapon fighting (Complete Adventurer) to get the same damage returns, and the penalty to attack rolls means you'll be power attacking for two less. 

1111
Gaming Advice / Re: AC of Nimble Bug
« on: November 22, 2011, 02:05:48 PM »
A sparrow hengeyokai (Oriental Adventures) is fine size with AC 28 in animal form.  Make it a psion and have it use whatever defensive powers you like.  Even just inertial armor gets you to AC 36. 

1112
Gaming Advice / Re: any weapon as a monk weapon?
« on: November 22, 2011, 02:22:22 AM »
Double steel strike: feat, treat two-bladed sword as monk weapon, Eberron Campaign Setting
Serpent strike: feat, treat longspear as monk weapon, Eberron Campaign Setting
Shou disciple: class, use any light weapon (level 3) or any weapon (level 5) with flurry, Unapproachable East
Whirling steel strike: feat, treat longsword as monk weapon, Eberron Campaign Setting

1113
Gaming Advice / Re: anti-mind blank
« on: November 22, 2011, 12:28:26 AM »
Metafaculty is the only thing I know of. 

1114
What exactly is your idea of “High damage?”  As Gavinfoxx mentioned, you can get damage in the thousands at high level. 

If you have a lower idea of “high damage,” an option that might appeal to you is playing a gish (a combination melee/caster character) who casts greater mighty wallop (Races of the Dragon) on two war maces (Complete Warrior).  It chews up feats, but you wind up with one-handed weapons that have 8d6 base damage at high level. 

Also, what levels will this be played at? 

1115
Board Business / Re: Banned posters
« on: November 21, 2011, 10:15:47 PM »
A Saiyan: Bardock has gone absolutely mad, sire. He's been telling everyone that Frieza plans to destroy Vegeta.
King Vegeta: Wait. My son, the planet, or me?
*beat*
A Saiyan: Yes.

Cirbozoid!

1116
D&D 3.5 and Pathfinder / Re: "Take that, moon! Perfect orbit, my ass!"
« on: November 21, 2011, 07:44:03 PM »
I have a suspicion that the moon is a “very large object.” 

Quote
Very large objects have separate hit point totals for different sections.

Based on other things in the rules, I think the moon would probably be divided into 10-foot cubes with 1,800 hit points each.  There would be around 7.7544*10^17 such cubes to deal with. 

1117
Gaming Advice / Re: I need to find a PRC...
« on: November 21, 2011, 03:30:29 PM »
It's from Dragon magazine, issue 274, page 49.  It doesn't give any caster levels though. 

1118
D&D 3.5 and Pathfinder / Re: The balance of racial hit dice.
« on: November 21, 2011, 02:10:19 AM »
Well, I'd definitely rather have HD 4 / warblade 1 than have warblade 2.  The first one gets 2nd level maneuvers and I can take martial study with the extra feat to make up for the extra maneuver known I'd get with warblade 2. 

I'd consider the trade up to 12 HD for 3 levels.  That ultimately puts me 3 levels ahead on the level of maneuver I can access (4th level maneuvers at ECL 4) and about 1 down on maneuvers readied and stances known. 

Edit: I know you said no LA, but imagine this option on a phrenic creature. 

1119
Min/Max 3.x / Re: I close my eyes and swing wildly into the square.
« on: November 20, 2011, 02:33:20 AM »
Ghost Touch weapons and Force effects are the only real counters to this.

A rapier of unerring direction (Magic Item Compendium) works too, but has some issues. 

1120
Min/Max 3.x / Re: Vampiric Touch optimization?
« on: November 20, 2011, 02:01:18 AM »
It's from the FAQ. 

Quote
If a rogue delivered a sneak attack with the vampiric touch spell, would the extra damage from the sneak attack also give her extra hit points? And could the sneak attack dice allow her to exceed the maximum damage allowed by the spell?

Yes and yes. The spell simply says that you “gain temporary hit points equal to the damage you deal.” The spell doesn’t seem to care how you get to that value (Empower Spell, sneak attack, and so on), so a rogue who delivered 50 points of damage with vampiric touch would gain 50 temporary hit points. The maximum damage listed for the spell only applies to the damage gained by your caster level; it doesn’t take into account any other benefits the character might have, such as sneak attack damage.

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