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Messages - Darbius Maximus

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21
Gaming Advice / 3.0/3.5 Prerequisite Question
« on: April 22, 2015, 08:50:55 PM »
Can being able to use Shadowcaster Mysteries qualify you for prestige classes that ask for ability cast Arcane -or- Divine spells or does the interpretation RAW for what prestige classes a Mystery user can qualify for still bar you from it?

Specifically I kinda want to pop some levels of Sword Dancer (Oriental Adventures) in with a Shadowsmith.

22
Handbooks / Re: Compiled Shadowcaster Handbook V2
« on: April 22, 2015, 03:38:39 PM »
Hey, a Shadowcaster can qualify for Candle Caster from Tome and Blood super easily. How useful is it as a PRC to a Shadowcaster?

23
General D&D Discussion / D20 Naruto Class Tiers
« on: December 30, 2014, 01:42:41 AM »
Anyone play enough sessions and look at the two alongside enough to tell where D20 Naruto's classes sit compared to D&D classes? I haven't looked at the PDF but if enough things are the same it would be good to know.

24
Game Design / Tier System for Classes; Naruto RPG Edition
« on: December 30, 2014, 01:41:44 AM »
Anyone play enough sessions and look at the two alongside enough to tell where D20 Naruto's classes sit compared to D&D classes? I haven't looked at the PDF but if enough things are the same it would be good to know.

25
Tome of Battle Redux / Re: Discussion thread
« on: December 29, 2014, 03:46:20 AM »
A new maneuver type has already been made but, Rushes, but it would be interesting to see what we could work up. I don't know why but Psionic mental maneuvers would be interesting to create as a tool for some sort of Psi-Warlock Initiator class

26
D&D 3.5 and Pathfinder / Re: Symbiont Questions
« on: December 29, 2014, 03:43:12 AM »
When I was researching augmentation, basically I got the impression that the intent was to make them Intelligent magic items. Which they are. When you look at the GP values, that's how they calculated them. Except that they are all squishy and blood sucking and stuff.

The problem is that the update was in Eberron but then they nixed 3rd to roll out 4th and Symbiotes never got finished.

You know, I should get back to Augmentation and finish the Symbiote section. Meh. Going to finish the Erudite handbook first.

I never did the math on it, but I could roll with this.

That would mean further enchanting them would be a simple matter of adjusting the cost accordingly, and that their Ego score would likewise increase.

Yes except the end I was trying to meet became moot because THE LIVING BREASTPLATE IS AN ARTIFACT! Unless one of you can find a way to give artifacts a gold value I think this thread became somewhat moot

27
D&D 3.5 and Pathfinder / Re: Symbiont Questions
« on: December 17, 2014, 12:45:33 AM »
Quote
Symbionts enhance a character’s abilities in much the same way as magic items, but they are not as readily available. Symbionts can be found and recovered as treasure, or encountered as creatures and acquired that way. Because of their disturbing nature, the unique difficulties of stocking such creatures, and the general fear of aberrations, symbionts are never available on the open market. With enough searching (and a willingness to deal with many dangerous and deceptive creatures), a character might find a symbiont for sale. The work required to find and acquire a symbiont should, in most cases, equate to a short adventure or side quest. Because symbionts affect a character’s abilities like equipment does, their power level is measured in gold pieces.

So, yeah. They're living equipment. Go to town.

Thank, also screen-capped for reference *hugs this amazing community*

28
D&D 3.5 and Pathfinder / Symbiont Questions
« on: December 16, 2014, 02:21:15 PM »
First and foremost, can weapon or armor style symbionts be enchanted?

29
Nightshade Rogue (Inspired by Dark Age of Camelot): While not as physically imposing as other stealthy classes, they use their skills, wit, and talents with poison and a bit of magic to devastate their enemies.

Hitdice becomes d4's, lose Trapsense, do not gain a special ability at level 13 or 19, 10 skill points per level. Gains poison use at lvl 1. Artifice Toxin: May use Use Magic Device skill to improve a poison they craft, increasing the save DC by 1 per 5 points of a successful check past the poison's craft DC to a maximum enhancement equal to half the Nightshade's level; any prestige classes that grant Poison Use stack with your Nightshade levels for this ability. Nightshades also get a small number of infusions they can use. They advance as an Artificer of equivalent level in infusions per day but their infusions are limited to a mostly offensive repertoire.

Nightshade Infusion List:
1st lvl:
Magic Weapon
Weapon Augmentation, Personal
Identify
Light
Energy Alteration
Skill Enhancement

2nd lvl:
Weapon Augmentation, Lesser
Align Weapon

3rd lvl:
Magic Weapon, Greater

4th lvl:
Weapon Augmentation

5th lvl:
Disrupting Weapon

6th lvl:
Weapon Augmentation, Greater

This isn't meant to replace the Assassin, thus why it doesn't get Assassin spells, but it helps poisoners also pick up the slack. This is meant to be the maximum of High-Risk, High-Reward play without being a pure caster.

30
So I read the Shadowblade class in the old but still good MMO Dark Age of Camelot and I'm wondering what things from the 3.5 Rogue base class would be fine to drop to grant them good Fort and Reflex advancement, d8 hitdice, and Martial Weapon Proficiency. I'm thinking having them lose Trapsense, Improved Uncanny Dodge, and dropping their skill points per level and reducing their skill list. Any suggestions on specifics and I do know this sounds kinda like the Goliath Rogue ACF.

31
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: December 01, 2014, 04:51:12 PM »
I actually fully statted the Quartz material, what i call cleansing quartz. I'll post it here so that Ic an get a critique.

Cleansing Quartz:

Being that nothing is more pure yet influenced than Quartz, magical quartz when specially attuned makes a great source for equipment. Cleansing Quartz is treated as Crystal for all effects dealing with Crystal. Cleansing quartz is primarily crafting use craft skills that have to do with gems/crystals sucha s Craft (Gemcutting), however Craft (Sentira) (from Secrets of Sarlona) can be used in place. Craft (Arms and Armor) checks can be used in place of these checks but a -5 penalty is imposed on such checks.

Armor made from Cleansing Quartz weigh 30% less, gains 2 additional max Dex bonus, armor check penalty is reduced by 2, but the armor loses 1 point of AC. While worn, a suit of armor made from cleansing quartz may absorb up to 5 points of Taint in your place. The armor grants a bonus +4 to saves versus taint effects, negative energy effects and any effects with the Necromancy, Evil, or Taint descriptors. It also grants the wearer Energy Resistance 5 versus damage from negative sources.

Weapons made from Cleansing Quartz weigh 30% less and and are treated as Magical, Honorable and Good Aligned for the purpose of overcoming Damage Reduction. Depending on type, a Cleansing Quartz Weapon can absorb different amounts of Taint in your place. A light weapon can absorb up to 1 points of Taint, a one-handed weapon can absorb up to 2 points, and a two-handed weapon can hold up to 3 points.

Cleansing Quarts has Hardness 14 and 10 hp per inch of thickness. Weapons made from Cleansing Quartz cost 1500 more gold than their mundane counterparts. Medium: 3,500 gp, heavy 7,000 gp. Due to the way the armor is crafted, fine pieces cannot be shaped; as of such Light armor cannot be made from Cleansing Quartz.

Purging Taint from Cleansing Quartz: Only through ritualistic means can you purge taint from Cleansing Quartz items that have absorbed it. It takes one day to cleanse such an item.

A charm made from a sizable piece can be worn and costs 1000 gold. Pure and attuned, this amulet is near radiant with anti-taint power and grants you the same bonuses versus Taint effects as a piece of armor made from Cleansing Quartz except it only absorbs one point of taint.

32
Handbooks / Re: Tier System for PrCs - Reboot
« on: November 27, 2014, 12:42:34 PM »
What would the tier boostage of the powerful Hexer PRC from Masters of the Wild be?

33
D&D 3.5 and Pathfinder / Re: Candle Caster Artificer Synergy
« on: November 25, 2014, 07:34:03 PM »
it depends on what you want to do with those feats. you could easily Dark Chaos shuffle them for better feats.

basically the artificer is pure item creation/use, even most of their infusions are item based.

True but becasue of the item creation feats, unless a DM allows retraining in feats your candle making turns redundant, it's just gonna be alot of redundancy.

34
D&D 3.5 and Pathfinder / Re: Candle Caster Artificer Synergy
« on: November 25, 2014, 01:52:27 PM »
Well guys I looked at it. The Artificer just gets too many of the same or all the same Item Creation feats earlier/through standard progression so it doesn't seem worth it. Wonderful for taking all the normal casters item makers, but not for Artificers.

35
D&D 3.5 and Pathfinder / Candle Caster Artificer Synergy
« on: November 25, 2014, 05:43:25 AM »
Will more into it personally but it's late for me. Do you get your crafting pool and Infusion advancement still? Is getting all these magic items in candle form better than getting them through standard advancement?

36
2: Elemental styles not restricted to fire or requiring contact with the earth
Refluff it.

9: Lack of PrC's
So lack of supplement supplements?

13: more supernatural abilities
So lack of supplement supplements?

14: could be used to replace archaic combat mechanics
Yes, yes it could. Is this a complaint of an observance of awesome?

16: move away from wuxia flavor
Flavor is what you make of it.

20: Solve the errata issue.
God I wish...

Yeah the eratta is funky but that's not the immediate issue. Wizards wanted to make melee more comparable to magic. they somewhat succeeded, but the supernatural-kung-fu flavor I have seen just ruin it/cause table flipping rage for people... then again most of my friends are kinda dicks...

It does feelt acked on with not being expanded upon much but most things can at elast dip into it so you're bound to see it often enough; whether or not this is just because it is awesome or just a big enoguh step above is up to personal view.

Flavor...

Re-flavoring...

What do you think all the homebrew Disciplines here are for? Being finally able to use these options yet relegated to DM is giving me the shakes for some expanded TOB action.

37
General D&D Discussion / Re: The Hexer, how to enter, woe to the creator
« on: November 25, 2014, 03:13:34 AM »
Yeah it works really well on a Shugenja. From what I'm reading, the fear isn't permanent. Only the Sickened and standard hex abilities are. This class really needs some carefully critiqued interpretation and a mini-handbook to flesh out all of its in's and out's. Anyone wanna collab to do that?

38
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: November 11, 2014, 03:36:36 PM »
Anyone make an 18-20/x2 crit polearm?

Such a thing is simplistic enough that it wouldn't really require its own thread, but might fit in the 1001 ideas as a single post.  All it would require is looking at a x4 polearm such as the lurcerne hammer in Dragon 331, then rename it and give it 18-20/x2 crit instead of x4 and it's done.  Reach, 2d4 damage, slashing (because that damage type is more common for larger crit ranges overall) and 18-20/x2.  Cost will be about 10g and weight will be about 10 to 12 lb on average.  One of the names that isn't used yet for D&D polearms is the bill.  Call it a billhook and it'd work.

I'll keep that in mind

39
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: November 11, 2014, 02:46:58 AM »
Anyone make an 18-20/x2 crit polearm?

40
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: November 11, 2014, 12:54:43 AM »
I ahd an idea I'd like to get the ball rolling on. Since I learned about what crystals mean when it comes to spiritualism, I kinda wanted to have a type or types of crystals that would work as weapon or armor materials, with special effects absed on what they are. I had an idea for maybe a type of quartz that armor made out of it grants a +2 bonus on saving throws versus certain spell descriptors; in this case, especially negative energy effects. I have no name for this yet. Possibly Karmic Quartz?

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