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Topics - Captnq

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1
D&D 3.5 and Pathfinder / The Pricing Of Invisible (metamagic) In Scrolls
« on: August 25, 2017, 07:44:05 AM »
As i've continued to explore every possible permutation of metamagic, metapsionic, psi-spell, and spell template, one thing has been nagging at me. How does one price a +0 level metamagic feat on a scroll?

At first glance, one might assume it is free. After all, +0 is Zero. However, I have a different take on it, and if I am incorrect, I challenge those of you who believe so to prove me wrong.

A fireball (SL 3) is created as a scroll at caster level 10.
3x10x25=750gp

An empowered (SL +2) fireball (SL 3) created as a scroll at CL 10 would thus be:
5x10x25=1250gp

However, one could also look at it as.

(2x10 + 3x10) x 25 = 1250 gp.

So, what happens if we remove the fireball, but keep the empower? (Yes yes, the scroll would be useless, but if I used a WISH to remove the spell but keep the empowered, what would it look like?)

Well, then we would have:

2x10x25 = 500 gp.

So. Now then. What if we had an Invisible (SL +0) Fireball, then took away the fireball?

0 x 10 x 25 = 0 gp.
Right?

WRONG.

0 level spells are treated as 1/2 level for purposes of magic item creation. In this situation, JUST invisible Metamagic feat, without the spell it is attached to, would be considered a half level. So, a scroll of just invisible metamagic feat, no spell would actually be:

0.5 x 10 x 25 = 125 gp.

So, when it comes to pricing any magic item where you add +0 spell level adjustment, you would ACTUALLY be adding +0.5 to the spell level for purposes of cost calculation.

2
Psi-Spell Feats
(click to show/hide)

So, what's my question here?

Basically, since I'm exploring the fullest extent of items that store spells for later use, I have discovered certain combinations that allow you to put metamagic on powers and metapsionics on spells.

Which beings to mind, Psi-Spell feats from Dragon #313.

Now, from the portion that is in bold, I conclude the following:

1) They are similar to metamagic/metapsionic feats, with the exceptions listed above. That means they are treated as metamagic/metapsionic EXCEPT as written above. So, they can be applied to a scroll or a powerstone, as long as you have the feat:

CHAMELEON CRAFTING [ITEM CREATION]
- DRAGON #349 (3.5)
(click to show/hide)

Normally, you couldn't add a psi-spell to a scroll, because it couldn't take power points, and you couldn't add a psi-spell to a powerstone, because you couldn't add spells to it. With the addition of Chameleon Crafting, "You can place any spell or a power that you know into any items you create." Thus, you should be able to add psi-spells, if you are willing to pay the additional cost.

2) The second part in bold indicates that spellcasters who have to memorize spells has to pay for the power points upon memorizing the spell modified by psi-spell. This indicates that once done, you cannot remove the psi-spell later. Once committed, it is part of the spell, just like a metamagic or metapsionic feat.

Since I am trying to investigate all possible combinations of Metamagic and Metapsionic feats in various forms of Spell Storing items, it seems obvious to also add psi-spells, since they appear to also be a form of Feat that could be added to spells and powers.

If so, one would calculate the cost based on both aspects of what is paid.

For example, A psi-spell that was 3rd level with a CL of 10 that had 9 power points added to it to fuel the psi-spell effect, would be a scroll with a cost of ((3 x 10) + (3 x 9) x 12.5) x 1.5 gp

Now, admittedly, this would get horribly expensive very quickly, but I'm not here to discuss the cost effectiveness of such combinations, just if said combinations are possible and can be created. If so, I need to add an entire section on how to combine various Metamagic, Metapsionic, Psi-Spell feats together.

or am I missing something obvious?

3
Gaming Advice / How to price Powerstones with the Linked Metapower
« on: August 20, 2017, 06:06:57 PM »
Quote
With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level. Thus, a 3rd-level power modified with the Empower Power feat could not be stored in a psionic tattoo, because the power would be equivalent to a 5th-level power for the purpose of limiting manifestation, and a psionic tattoo can hold a power of only up to 3rd level. A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.

Okay...

LINKED POWER [METAPSIONIC]
(click to show/hide)

Now then...

POWER STONES
(click to show/hide)

Now then. If I create a power stone with a 1st level power with a ML of 1, then use linked to add on a 9th level power that I create with a ML of 19, how do I price it?

4
You Break it You Buy it / Hardfire: How to make a Tzar level nuke
« on: July 04, 2017, 08:04:51 AM »
HARDFIRE
- DRAGON #347 (3.5)
These small red and orange mottled quartz-like rocks are usually found in chunks weighing roughly a pound and form on the banks of cerulean magma pools. Holding a hardfire stone unprotected deals 1d6 points of fire damage every round. When removed from the elemental plane of fire, hardfire falls apart at a rate of 1 ounce per week until it completely crumbles into worthless dust. A hardfire stone has hardness 2 and 2 hp per ounce. If ever reduced to 0 hit points, the hardfire stone explodes in a fireball that deals 1d6 points of fire damage per ounce in a radius equal to 10 feet per ounce. A DC 14 reflex save halves the damage. Generally ignored by natives of the plane, efreet merchants sometimes export hardfire to buyers on other planes, where it sells for 150 gp per ounce.
Editor: Ladies and gentlemen, gaze upon one of the most broken materials ever created in d20. Combined with stone metamorphosis, you can create this material in tonnage amounts. Yes, you have to have material of the same value to transform into another type of stone, but that’s just a logistical problem. Available at level 4 for cleric or druid, stone metamorphosis allows you to absolutely devastate an area because hardfire has no upward limit to damage or area. On the other hand, a mere square foot of this material can keep a cistern boiling hot for 33 years, so I can see the appeal to getting a block of this stuff.
Editor (Blowing up a city): Assuming that the upward limit of hardfire that can be considered a single item is if you made a wall of the stuff, and walls take damage in 5’ x 5’ x 5’ chunks, then we can determine how many ounces you can put in the largest possible amount one can stick together to damage and still have it be one explosion. Any amount larger than this in volume will merely result in overlapping explosions. Assuming 125 square feet of material, it will take a 7th level druid approximately 7 castings of this 4th level spell to create that amount. If we assume hardfire is 2/3rds the weight of normal quartz, and we round down to 1 ounce per cubic inch, one 5 cubic foot of this stuff weighs 216,000 ounces. (Side note, it would take 4142 years for that block of hardfire to crumble at one ounce a week. Put that sucker in a cistern and you’ll have hot water for the length of an empire.)
Now to cast the spell, you will need 32,400,000 gp worth of rock and other material to transform into the hardfire, but we’re really just discussing the logistics of the matter. If you can gather more than 150 gp a week in material, you’ll eventually build this monstrosity. Your block has a hardness of 2, so damaging it will be quite easy. However, you will need to do 432,000 hp of damage to it. At 10 hp a round, 10 rounds a minute it will take exactly 72 hours of non-stop whacking at this thing to set it off. If you have minions working in unison, you can have 8 guys standing around the rock, giving it a whack every round. You can cut it down to 9 hours until detonation.
And what a detonation it will be. Everything in the blast radius will take 216000d6 fire damage. Although with a DC of 14, most people in that area will be able to save for half. Every rogue in the area and anyone with any form of evasion will have a decent shot at taking no damage. Which would be a good idea, considering the average is 756,000 hit points of fire damage. At half damage, you are still ash blowing in the wind. What is truly terrifying is the radius.
At 2,160,000 feet, or approximately 409 miles, the blast will only be limited by the curve of the planet. If the explosion of the largest nuclear weapon in earth atmosphere is any indication, there is a point where the air resistance itself acts as a bulwark and redirects the energy into space. Simply put, a single explosion can only go so far before the curve of the earth forces the energy up and out. Since it is only fire damage and has no kinetic energy, I will assume that there is a natural limit of the horizon. So, at sea level we’re talking a mere 2.9 miles, but the average is somewhere about 22 to 64 miles, so let’s go with 20 miles to be on the safe side. Remember, the planet gives you total cover, so a valley won’t let it go as far as on top of Mount Everest, which gives you a blast radius of about 209 miles. You can see the advantages of an airburst.
Now, before you think you are going to have this massive crater, remember that fire does half damage to objects, but does ignore hardness. I’ll save you the math, your average mountain only has 15.6 billion hit points. We’re only doing 756,000 HP, which is halved or 378,000 hp of damage. So, as a DM, you might want to consider a mountain a single target, thus it would barely scratch the surface.
That said, this is an area of effect and it’s doing that much damage per 5 foot square. Your average 5 foot cube of ground has, assuming the ground is solid rock, 225 hp. Assuming the blast is reduced by every 5 foot cube of material above it, this blast will destroy the first 8,400 feet of ground, or create a crater 1.59 miles deep. Assuming the rock is on top of the tallest mountain on the planet, with a mountain about the size of Everest, including how far the blast eats up the ground, you’ll have at most a crater about 211 miles across and 1.5 miles deep. Since the rock only melts and is not destroyed, it will be a seething sea of molten magma. Congratulations, you just created a lake of fire.
However, assuming this goes off underground, the blast is far more limited, being around 3.18 miles across, and if within 3.18 miles of the surface, again, results in a mere puddle of fire, in comparison. However, on average you’ll get a decent sized pond of fire, about 50 miles across.
I would still have damage out to the full 409 miles, however. Assuming that every drop of moisture in the area turns to superheated steam, there will be a blast of pressurized steam that rolls through the area. So beyond the horizon, I’d make it a mere 10d6 fire damage and 10d6 kinetic damage from flying debris. Half damage to both on a DC save 14. Knock off a few dice if you get to cover. I mean, you should have a few rounds before the blast hits.
So, to put this in perspective, the Tzar Bomb, or 50 megaton fission-fusion nuclear bomb, had a radius of total destruction out to 15 miles, with 3rd degree burns out to 64 miles. It was not an airburst and dropped close to sea level, so this is actually on par with our block of hardfire. Yes, that’s right, for one 4th level druid spell, and a mere 32.4 million gp, you can build the Tzar bomb in d20 3.5 and turn that ultimate dungeon the DM made into the latest resort location for efreet tourists.

STONE METAMORPHOSIS
(click to show/hide)

5
Gaming Advice / Alchemy Sources
« on: June 02, 2017, 08:33:27 PM »
So someone asked me to list all the sources of mundane and alchemy based equipment. Originally I wasn't interested because I already figured out the combat sources of alchemy, but since I'm quitting playing Unturned for the forseeable future, I need something to occupy my time that isn't related to work or politics. So I'm gonna go tackle this a few hours a night.

if anyone knows of any guides or discussions that stand out in your mind about normal equipment (yes, Bunko's basement. That one I got) or ANYTHING alchemy related, please post links here. Or if anything that stands out to you as Must have commmon items, or just comments in general about non-combat related equipment.

Note for the alchemy equipment, feel free to include guides/threads/posts about combat and alchemy equipment, because as long as I'm doing this, I can update the combat file as well.

-Thanks In Advance,
Bob

6
Gaming Advice / Putting my footbow in my mouth
« on: May 24, 2017, 09:01:29 PM »
FOOTBOW
(click to show/hide)

MOUTHPICK
(click to show/hide)

(click to show/hide)

Okay, if I used either of these two WSA on the footbow, could I use the bow without using my feet, and thus keep the strength x1 1/2 bonus?


7
D&D 3.5 and Pathfinder / Sand Blaster
« on: May 07, 2017, 03:28:26 AM »
Great. Someone pointed out alternative sources of sand so now I have to update the EVD.

SAND BLASTER
- MONSTER MANUAL 3 (3.5)
(click to show/hide)


SAND
- MONSTER MANUAL 3 (3.5)
(click to show/hide)

So... Contenders for being turned into ammo. Mostly I need to figure out the GP cost.

BLACK SAND
(click to show/hide)
I'm thinking this causes 1d4 points of negative energy damage and cloaks the target hit in a 5 foot area of darkness for a round.

LEECH SALT FLATS
(click to show/hide)
I'd say it just renders the target dehydrated on top of normal damage. Although could I take THIS:

LIQUID SALT
- SANDSTORM (3.5)
(click to show/hide)

And make a 5 pound dry version for the blaster? Sure, it'd be 1,000 gp a shot, but I'm going for sake of completeness here



MIRROR SAND
(click to show/hide)
Basically makes the target make a DC 10 Fortitude save or go blind for 1 hour.

MOONDUST
(click to show/hide)
SUFFOCATION IN A SANDSTORM
(click to show/hide)
Basically, this ammunition would be a one time DC 10 fort save or start to suffocate.

SLIPSAND
(click to show/hide)
If used as ammunition, I would assume it has the effect of getting hit with a grease spell for a round.

Now, for sake of completeness...

SAND PIPE
(click to show/hide)

SAND, BLINDING
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
(click to show/hide)

SAND, BURNING
- SECRETS OF XENDRIK (3.5)
(click to show/hide)

SAND, SLUMBER
- SANDSTORM (3.5)
(click to show/hide)

SAND, SUNSCALD
- SECRETS OF XENDRIK (3.5)
(click to show/hide)


Now then, to the discussion part.

I mentioned it in the editor's notes, can one use slumber sand with a sand pipe?
If I get 5 times the slumber sand, can I load a sand blaster and also do additonal damage? Since I'm firing 5 charges at once do I get more HD of "sleep" out of it?


-----

Also, modifying these to work with the sand pipe/blaster

EGGSHELL GRENADE, DUST
- ORIENTAL ADVENTURES (3.0)
(click to show/hide)
The obvious question being, what happens if I use Mirror sand?

Also, assuming that 10 sling stones weigh 5 pounds, I think we can assume that if we get 10 charges of this, can we use it in a sand blaster?


EGGSHELL GRENADE, FLASHPOWDER
- ORIENTAL ADVENTURES (3.0)
(click to show/hide)
The whole needing fire to ignite them is easily solved with a sand blaster mounted with:
WEAPON CAPSULE RETAINER
- COMPLETE ADVENTURER (3.5)
(click to show/hide)
And a quickflame capsule.

So what sort of effect would happen by loading 5 pounds of this stuff into my sand blaster that ignites the flash as it goes off?


EGGSHELL GRENADE, PEPPER
- ORIENTAL ADVENTURES (3.0)
(click to show/hide)
Again, making into an ammo for a sandblaster. 10 changes = 5 pounds. Thoughts?

EGGSHELL GRENADE, POISON SMOKE
- ORIENTAL ADVENTURES (3.0)
(click to show/hide)
See above trick with weapon capsule for ignition.

What happens if I use x10 the charges and load in a blaster?


GLOWPOWDER
(click to show/hide)

So I only need 5 charges to reach my weight requirements for loading into my sand blaster.
Any thoughts on how that should be handled with this material?


POWDERED SILVER
- COMPLETE SCOUNDREL (3.5)
(click to show/hide)
5 charges to make 5 pounds. Effects when loaded into my sand blaster?

FLOUR POUCH
- DUNGEONSCAPE (3.5)
(click to show/hide)

Now this one looks like it should work with a sand pipe. But if I load 10 packets into my sand blaster, should it do any damage? It's flour. Also, flour floating in the air becomes quite explosive. Just saying.



So:

1) your thoughts.
2) did I miss any contenders?

8
Gaming Advice / ASSASSINATION WSA
« on: April 16, 2017, 07:18:49 AM »
ASSASSINATION
(click to show/hide)

Now then, player came up with something so bizzare I needed to clairify.

If I have an empty assassination dagger, can I stir my wine with it and pull out any poison in it?

Also, since alcohol is technically a poison, will it remove the alcohol, and thus get a target drunk when you stab them?

9
Gaming Advice / Can you take Multiple Head Casting if you are a Synad?
« on: August 01, 2016, 05:28:39 PM »
MULTIPLE HEAD CASTING [GENERAL]
(click to show/hide)


SYNAD
- Complete psionics [3.5]
(click to show/hide)

So, the synad sometimes have three heads, but most of the time it has 1, but always has three minds. Can it buy the feat?

10
Gaming Advice / Ardent Rule Breaking
« on: February 15, 2016, 02:55:02 PM »
MAGIC MANTLE
(click to show/hide)

So, my player wants to know, if Magic is psionics and psionics is magic, then you can use Metamagic feats on psionics, right? True, you need to take one level of Ardent, but she plans on the rest being Erudite, so I'm expecting a sick combination. Just wanted to know why this wouldn't apply.

11
Gaming Advice / Astral Construct Weapons
« on: February 15, 2016, 10:09:25 AM »
So, you got astral construct:
(click to show/hide)
Notice it says, takes the form you desire.

Then you got the advanced menu B option:
(click to show/hide)
Now, while it gives you a +3 enhancement bonus on it's slam attacks, it says specifically the ENTIRE BODY is a +3 psionic weapon.

Example Constructs:
(click to show/hide)
Now, We show that the Astral Construct can be as small as small size.

So, is there any reason that I cannot make as a DC 15 crafting check (just to be absolutely sure we're on the up and up) to create my Astral Construct as say... a two handed sword? Even if you say that the astral construct cannot be created with less than minimal body mass, there is no reason my astral construct cannot be a small bug like creature that clings to my back with a very long tube-like arm that ends in a two handed sword. Yes, I would have to carry said creature (weight of 25 lbs).

So, lets say I make my small creature using weaponcrafting skill DC 15 check. I mold his legs into two tubes that run down my arms and into my hands and form the two-handed sword. I have to have a custom made saddle in order to have him "ride" me. He still has his arms free, so he can still make Full-round attacks (he has his move action, because I provide his movement) and if needed, I can order him to "spur" me, (unskilled DC 15 ride check) so I take 2 HP damage, and can move an extra +10 feet.

And, of course, I get a two-handed +1,+3,+5 weapon, depending on which menu item I can pay for.

Thoughts? Possible?

Also, Can I just skip the whole having my AC mount me jazz and just go straight to "It's a +3 sword" and skip the whole it's riding on my back with tube feet? I know it will lose any attacks it would have, but there are reasons you might not want a ball of astral snot on your back with wiggly arms turning into a sword.

------

Now, additional question:

I can summon the construct to look like anything I want. I can give the construct magic items to use (if it could use it) if I wanted to. can I Summon it into a square where I am holding a Graft and have it form around the graft?

12
Gaming Advice / [3.5] Erudite Power Purchasing
« on: February 12, 2016, 08:11:27 AM »
Off the top of my head, my answer was NO, however, the player made a good case and I need some feed back.

Erudites spend XP to purchase powers. So while they have a theoretical unlimited access to every arcane spell and power, actual circumstances limit them. However, the player pointed out that you can buy XPs to pay for magic items. Then I stated powers aren't magic items. Then she pointed out spellbooks can be in your head. I said still not a magic item. Then she pointed out grafting. Also, the fact that someone could craft a book to allow you to learn a +1 to a base ability, why not craft a book to teach you how to learn an erudite power?

So, I need a RAW/RAI assessment of this.

Can you pay someone else 5x the GP value of the XP needed to learn a new power as an erudite? If so, why? If not, why?

I need a proof either way, because while technically I have to say no, the rules on Wondrous Items lead me to believe that I see so reason why someone couldn't craft an item to do just that. And if I'm allowing a wondrous item to do the same thing, whynot skip the middle man and allow XP transfer directly to pay for it?

13
Gaming Advice / Magic in the blood/Dragonmarks?
« on: March 20, 2015, 04:54:40 PM »
Magic in the blood
Benefit: You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day.

Now...
ABERRANT DRAGONMARK
Requires you to be one of the following races:
Dragonmarked race (human, dwarf, elf, gnome, halfling, half-elf, or half-orc).

If you cannot take a feat unless you are a specific race, then the feat must be racial.
If the feat is racial, the Spell-Like Abilities it grants must be racial.

Therefore, Magic in the blood allows you to use any one a day power three times a day.

Yes/No?

14
D&D 3.5 and Pathfinder / Familiar Item
« on: March 19, 2015, 07:33:41 AM »
So I've made my way up to familiar item and I'm sitting there and going, "I really should explain the many ways this is broken.", but the fact is it would be simpler to simply write:

Ways Broken: YES.

Is there any redeeming feature of this feat at all?

15
Handbook Discussion / FEAT HANDBOOK DISCUSSION
« on: March 15, 2015, 11:35:58 PM »
If you have any comments or requests for the Feat Handbook, post 'em here.

16
Handbooks / Feat Handbook
« on: March 15, 2015, 11:17:49 PM »
This handbook is a work in progress. I'm not planning on doing it all at once, since it will take forever. If you have a specific grouping of feats you'd like to have looked at before another group, let me know. If there is a group you'd like created like, Every feat that helps someone use cloaks in combat, let me know. Post requests in the discussion thread HERE.

This purpose of this handbook is to look at groups of feats without considering anything else. Just the feat group itself. There will be a listing by type of feat in the beginning. Use it to find the topic you want, because I'll be rearranging things as I go. The ones with [XXX] After them are finished.

  • Aberrant [ABERRANT]
  • Abyssal Heritor [ABYSSAL]
  • Ambush
  • Ancestor
  • Archivist Bonus Feat
  • Bardic
  • Binder Bonus Feat
  • Bloodline
  • Breath
  • Cabinet Trickster Bonus Feat
  • Ceremony
  • Combat Form
  • Corrupter
  • Creature
  • Deformity
  • Devil-Touched
  • Divine
  • Domain
  • Dominator
  • Draconic
  • Dreamtouched
  • Epic
  • Exalted
  • Faith
  • Fighter Bonus Feat
  • Flaw
  • General
  • Ghost
  • Haunt
  • Heritage
  • Hexblade Bonus Feat
  • Host
  • Improved Unarmed Strike [IUS]
  • Incarnum
  • Initiate
  • Interaction
  • Item Creation
  • Knight Bonus Feat
  • Leader
  • Legacy
  • Luck
  • Manipulation
  • Mental
  • Metabreath
  • Metamagic
  • Metapsionic
  • Metashadow
  • Monk Bonus Feat
  • Monster
  • Monstrous
  • Movement
  • Node Magic
  • Poltergeist
  • Psion Bonus Feat
  • Psionic
  • Psychic Warrior Bonus Feat
  • Racial
  • Regional
  • Reserve
  • Ritual (pseudoFeat)
  • Scout Bonus Feat
  • Shaper
  • Shifter
  • Shifter trait
  • Skill Trick
  • Special
  • Spelltouched
  • Style
  • Tactical
  • Tainted
  • Trait
  • Traveler
  • Vile
  • Warblade Bonus Feat
  • Warforged
  • Wild
  • Wizard Bonus Feat


17
Gaming Advice / Making a wall spell affect a target
« on: March 10, 2015, 10:35:41 PM »
I remember that I figured it out once, but now I forget.

How do I make a wall (any wall spell) affect a single target or require a melee or touch attack roll. There was a way to convert it into something that required that and I forget it and it's driving me nuts.

18
Gaming Advice / Breaking Stunning Fist
« on: March 10, 2015, 08:39:29 PM »
RAPID STUNNING [FIGHTER] [IUS]
(click to show/hide)

So... I take this... oh... five times?

AXIOMATIC STRIKE [IUS]
(click to show/hide)

Now I spend 6 stunning fists. Do I get 6 unarmed attacks against a target? Or do I get 12d6 damage against one target? (If I get extra attacks, I'm officially making this the most AWESOME IUS FEAT EVER.)
I would like to point out it doesn't actually say you spend an action, or make an attack to use this.

You CAN make an unarmed attack that does an extra 2d6.
You must declare using the feat before you roll (duh.)
Each ATTEMPT counts as one of your uses of the stunning fist feat.

Technically, spending a Use is a free action. So, I can spend 6 out of turn to make 6 out of turn axiomatic strikes.
Broken? Yes. Not RAI. Yes. RAW? I'm asking. Help me out here.

Now then... Same character...

FIERY FIST [FIGHTER] [IUS]
(click to show/hide)

Spend 6 stunning fist uses. My attacks do 6d6 fire damage?

FIERY KI DEFENSE [FIGHTER] [IUS]
(click to show/hide)

Ditto. Anyone who hits me takes 6d6?

And

MIGHTY WORKS MASTERY II [IUS]
(click to show/hide)

STUNNING FIST [FIGHTER] [IUS]
(click to show/hide)

So I hit someone with one attack that has 6 stunning fists on it, and I do 6d4 points of strength damage?

BTW, If I then spend an action point on Dragonmarked fist for maximum damage on an unarmed attack, do I automatically do 24 strength damage?

And far more eeeeeeeevil...

RATTLESNAKE STRIKE [FIGHTER] [IUS]
(click to show/hide)

Do I do 6d3 con damage /  Maximized to 18 con damage (six different saving throws, of course)?

Personally, the axiomatic strike is the one that means, as far as I can read it, spend a stunning first, get an attack.
Tell me I'm wrong. Please.

19
D&D 3.5 and Pathfinder / Improved Unarmed Strike Feats
« on: March 09, 2015, 10:48:20 PM »
So, working on rough draft here. Tossing up what I go so far. It's basically every feat in the Improved Unarmed Strike feat tree.

(click to show/hide)

(click to show/hide)

If you happen to have any combination ideas/requests or suggestions, let me know.

20
D&D 3.5 and Pathfinder / Aberrant Feats/Monstrous Feats
« on: March 06, 2015, 12:13:26 AM »
So, retreading some of my old files and better organizing them. If you have any ideas, or can point me in the direction of any web pages that discuss aberrant feats, please let me know.

Anyrate... CORE DUMP!

(click to show/hide)

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