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Messages - Lycanthromancer

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101
One fumble per round or encounter would also be a good solution.
That still makes a high-level fighter 4 times as likely to fumble, since he's making 4 times the attacks.

Archers are worse.

102
Min/Max 3.x / Re: Best Range on Hive Mind Ability?
« on: May 14, 2012, 10:56:11 AM »
The problem with making a Dvati hivemind is how vulnerable they are if even one of the "twins" die. If they got hit by something like unname, sphere of annihilation or another ability that makes resurrection difficult, then the following paragraph kicks in.

Quote
If one dvati twin dies, the other slowly sickens and perishes. Each day that passes after a dvati twin dies, the surviving twin takes 1d4 points of Constitution and Wisdom damage and takes a cumulative -1 penalty on attack rolls, skill checks, and saving throws. The ability damage and penalties remain (and cannot be healed or removed) until the living twin dies or his soulmate returns to life (at which time they immediately disappear). Most dvati prefer to commit ritual suicide if one twin dies without hope of return, as the pain of losing the close bond drives a dvati to the brink of madness.
Well, I also made myself an aleax of myself. As such, not only am I immune from all attacks and damage that didn't originate from me, I also am a construct and am immune to ability damage.

If for some reason one of my bodies DOES die, I don't have to worry about the damage, at least, and I'll just make more bodies. I might take a -1 penalty to things, but the chances of that happening are...slim.

[edit] Hmm. Also, I used the Fusion/Astral Seed trick to merge with a hagunemnon. If I take the various oozes' special quality that makes any slashing damage split me in half (with half hp, but my regeneration 50 should fix that right up), then would that mean I just have to scratch myself and I'll split? That would make body replacement much faster and easier.

103
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 13, 2012, 03:21:09 PM »
Well, there are some fun soulmelds from here.

Other than that, I think you've covered all your bases.  You can get pretty much any ability you want, so there's not a whole lot that 1 level of something is going to get you...
Just so you know, I like abilities that change the rules, such as the way spellwarp sniper alters spells to rays (though one dip only affects low level spells), and how geomancer lets you cast arcane as divine and vice versa.

I thought maybe exemplar, to take 10 on every skill in the game (and then some), but my skill mods range to several hundred (each).

Hmm...

Well then how about truenamer? With that high a mod you should be able to use it  :p
I'll have to go with that. Because +1 to AC at level 20 is obviously AWESOME.

104
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 13, 2012, 03:10:42 PM »
LA +1 for Vecna-blooded?

Actually, the hilarious thing is that if you gain the template and then lose it, you keep Cloak of Mystery and lose the LA +1.  So that won't even give you the extra level.
Also, according to Savage Species I can get any template I want with Wish. My Spellcraft is definitely high enough, fo' sho'.

105
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 13, 2012, 02:26:09 PM »
In terms of that, maybe Spellguard for sharing stuff, or hell, Archmage for Mastery of Shaping?
I'll have to take 4 levels of spellguard (and I can halfway do that already with my society mind levels, but only with people in my network), and I've got a feat that gives me MoS.

Yeah, this is a difficult assignment, I realize. I have 99% of everything important in the game already.

I'm just looking for that last 1%.

Thanks for the suggestions! I really do appreciate it. Learning more about the game every day.

106
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 13, 2012, 02:04:29 PM »
Well, there are some fun soulmelds from here.

Other than that, I think you've covered all your bases.  You can get pretty much any ability you want, so there's not a whole lot that 1 level of something is going to get you...
Just so you know, I like abilities that change the rules, such as the way spellwarp sniper alters spells to rays (though one dip only affects low level spells), and how geomancer lets you cast arcane as divine and vice versa.

I thought maybe exemplar, to take 10 on every skill in the game (and then some), but my skill mods range to several hundred (each).

Hmm...

107
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 13, 2012, 01:33:03 PM »
Lol.  Is homebrew allowed??
That would depend entirely on what it is, I suppose.

108
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 12, 2012, 05:57:54 PM »
For coolness/utility, how about an Incarnum class?  You can change out whatever soulmelds you like every day.
I only found TWO soulmelds I want. And those I got with feats (I've got like 600 available feats, yo).

109
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 11, 2012, 05:43:37 PM »
Heartfire Fanner could be fun... Tainted Sorcerer?
The latter is in HoH I know, and the former is in Dragon, but which one? I have some of them, but by no means all.

[edit] Also, I'm an aleax. I'm not sure constructs can even get taint.

D#314
Thanks.

110
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 11, 2012, 05:27:11 PM »
Heartfire Fanner could be fun... Tainted Sorcerer?
The latter is in HoH I know, and the former is in Dragon, but which one? I have some of them, but by no means all.

[edit] Also, I'm an aleax. I'm not sure constructs can even get taint.

111
Min/Max 3.x / Re: Coolest 1 lvl dip for fun abilities!
« on: May 11, 2012, 05:24:03 PM »
I would suggest you look some in this thread, which later was compiled into the dipping handbook.
Does that help?

Kindly
Yirrare
I did see that, yes. And those are great for dips, generally.

However, that's fairly power-centric, for which abilities get the most bang for the buck, and that's great, but it doesn't focus on fun stuff.

"Fun stuff" is subjective, of course, but I wanna know what would give the coolest and most interesting abilities possible, especially when they're things you can't get via spells. (Yes, I realize you can get damned near anything with spells, but not EVERYthing is.)

Thanks for the help, though.

112
Min/Max 3.x / Coolest 1 lvl dip for fun abilities!
« on: May 11, 2012, 04:56:19 PM »
I get to ignore racial and alignment prereqs for this, since I can change shape into whatever I want, whenever I want (due to using Fusion on a hagunemnon and then Astral Seed -- this lets me get race and alignment subtypes whenever I need them to qualify for...whatever). Just FYI.

So far my build is society mind 20 // Changeling ACF Rogue 1/Factotum 3/Unarmed Swordsage 1/Thrallherd 1/Bard 1/Illithid Savant 3/Sublime Chord 2/Marshal 1/Illithid Savant 7 (essentially gestalted with 44 racial hit dice from the hagunemnon I Fusioned with). I used illithid savant to grab the StP erudite's ability to learn powers and spells, and the metamind's font of power ability (for infinite power points and every non-epic power and spell from every list in the game). My manifester level is somewhere in the hundreds by this point.

Thus, power is NOT an issue.

That first level of rogue is nice for skill points and for taking 10 on social skills, but my skills are already so insanely high that I don't technically need them. Instead, I was wondering what the best and most fun 1-level dip for AWESOME abilities would be. Keep in mind, this is for stuff that's just pure fun.

So in short, if you had enough power to slaughter entire pantheons of gods, what nifty little abilities would you like to grab in exchange for that 1 level of rogue? Can be base class, PrC, or other. Preferably not a template, as I can grab those easy enough using Wish via Savage Species.

I'd like some suggestions.

Thanks!

113
Well, I'm thinking the best way is to just add a Heal check when you case a Cure, while performing percentile healing on a successful Heal check, as well as adding other conditions to Heal than just poison/disease.
Y'know, I REALLY like this. Why not just have percentage healing, and add the skill bonus to the amount healed? Then make a Heal check for things like poisons and such. Grant bonuses to the check for the higher level spells.

114
Min/Max 3.x / Re: Best Range on Hive Mind Ability?
« on: May 11, 2012, 03:58:18 PM »
Well the spellweavers telepathy has a range of a few thousand miles, and a permanced telepathic bond(from core) works anywhere on the same plane?
That does work on the same plane. Not quite a hive mind, though.

I think the dvati ability works well enough, since the way I have it set up allows me to gain extra bodies as dvati in my twinshipness thingy. It works over any distance, and even across planar boundaries.

If telepathy were enough, I've a society mind 20 (on half the gestalt) that gets interplanar telepathy (over any distance) by this point. However, it's not quite as much as I'm wanting. I'm wanting lots of bodies with a single mind inhabiting them all (somewhat as if they're limbs of a single body). There're all sorts of nifty things I could think of doing, not the least of which is "immunity to dying" if something actually does manage to kill one of my bodies (which isn't likely to happen -- even with divine salient abilities).

115
Min/Max 3.x / Re: Best Range on Hive Mind Ability?
« on: May 07, 2012, 07:46:07 PM »
Ha ... funny.
And I got through the whole 1st episode
before my weenie filter kicked in.   :rolleyes

I can't believe "people" would think
a drunk jerk and a goat are somehow
a Harry Potter clone / imitation.

The last time I heard a talking goat, Harry Potter had nothing to do with it ...  :D
Needs more weenie, less filter.

116
Min/Max 3.x / Re: Most Powerful One-Level Dips
« on: May 07, 2012, 03:19:56 PM »
If 3 levels counts as a 'dip' then factotum is awesome.

2 levels for the chameleon PrC for that tasty floating feat.

And a dip into one level of Ranch of the Hidden Valley is great for any character of the plant type.

117
Based off the way the feat is worded it looks like they meant to create a new effect and forgot that "inspire courage" is the name of a bard feature.

There has been numerous feats and abilities in d&d past which have the same name but completely different descriptions.  It is called bad editing.
And yet, as written, it allows you to use inspire courage as a free action with a bonus against fear.

How do you forget about the primary ability of a well-known core class?

Master Fiddle also does not work, even with UMD.  To gain the benefits of 9th level bard you need the SU ability Fiddle (Su):
It's easy enough to get that via a feat. Either Assume Supernatural Ability or Metamorphic Transfer.

118
Now this is an item that actually works.  Dragon Magazine Compedium

Eagle's Cry Bow, is a bow with a really expletive long range.  Whenever the user of the bow attacks the bow makes a sound similar to an eagle.  All elves within 30ft are treated as if they were under inspire courage of a 15th level bard.

Unfortunately the item is really expensive.
It's only 23,000 gp for the doubled range and the bardic music benefits. The bad part is that it only works on elves.

119
I don't think Battlefield Inspiration gives Inspire Courage, I think that's flavor text.
It doesn't give IC, no, but it does say that it allows you to use IC as a free action (which is the part I meant when I said there's no limit on uses per day for triggering it as a freebie action; sorry).

120
I dunno if anyone plans on moving the bard-based handbooks over here, but here're a couple of things for when they are.

Miniatures Handbook p25
Battlefield Inspiration (Feat) - Not only does this grant your allies within 30' a +2 circumstance bonus vs fear affects when you use inspire courage, it lets you use inspire courage as a free action with no special limits on uses per day. Why has nobody looked at this?

Savage Species p58
Master Fiddle (Wondrous Item) - It requires UMD to use (and resizes to the wearer as per the fact that wondrous items do so automatically), but it gives anyone all the bardic music abilities (an unlimited number of times per day) as if they were a 9th level bard (it even ignores the Perform skill prereqs). Seriously, who wouldn't want this? Other than, of course, bards of 9th level and above. Especially awesome if you've dipped into the bard class for a bardadin, warblard, or bardsader build, or if you've traded out the standard bardic options for other things.

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