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D&D 5e / Re: Converting spells to 5e
« Last post by Agita on Today at 06:00:11 AM »
Here's the rest. If Prayer of Fortitude is just Prayer, I've covered that.

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September 1776 / Re: Chapter 1: A New Beginning
« Last post by bhu on Today at 05:08:00 AM »
""Many but we do not have the time now.  Go with speed, and may luck follow you."

couple of perception rolls for trip back
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D&D 5e / Re: Converting spells to 5e
« Last post by bhu on Today at 05:02:39 AM »
That should be Prayer.  My bad
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D&D 5e / Re: Converting spells to 5e
« Last post by Agita on Today at 04:01:04 AM »
Holy Sword would be mechanically problematic in 5e ported straight (flat bonuses to hit and damage break the system's math, and effects that key off alignment basically don't exist with very few exceptions), and is conceptually basically covered under all the various Smite spells.
Where are the other three from? I can't find Glory of the Martyr, Prayer of Fortitude, or Sword of Conscience in Spell Compendium, so I assume they're in a Complete book or something more obscure.

EDIT: Found all but Prayer of Fortitude in BoED.
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After I got interested into BoB builds, Void Disciples 4th lvl ability did come into my mind and I started to google again and hit these 2 threads/builds.
You should have gotten a lot of Leadership & Void Disciple threads talking about PrC entry. *shrugs*

I searched for BoB + void disciple, not sole VD. That makes the difference. I know about other VD combos. But I was searching for BoB+VD sole at that moment.

- clones can use SLAs
Ehh... It never says that. I think last time I seen a debate like this someone was using the Warlock's entry to make a point and if you're reaching that far to make a point we might as well talk about how the Spell-Stitched Template says it gives the ability to cast spells. In the future, I'd treat it as a slippery slope. Something you can probably get away with in TO but since casting Silence as an SLA can meet Requirements for casting the spell Silence, I'd keep in mind that "cast spells" doesn't always synonymously mean "spellcasting".

First BoB says, that the clones can do everything you can do expect cast spells and have only nonmagic mundane stuff.

Second, the rule is that "SLAs may count as being able to cast a certain spell to meet requirements". This is "Specific Trumps General", but it doesn't become a general rule. General, those are 2 different things. And since BoB doesn't list SLAs in its exception part, the clones may use em. The spells description has nothing to do with requirements and thus the rule doesn't apply here.
You could argue about RAI, but since TO relies on RAW abuse, I guess this should be fine ;)


As said, you don't need Archmage to make it work
Something else to consider is a Psion with Psychic Reformation & Fission/Fusion. BoB can also be substituted with any other cloning trick, like the Core-Only Mirror of Opposition and Readied Dominate Monster if your Will Save sucks.
I still need to get more into 3.5 psionics. I even got the book since years, but somehow I didn't bother to take my time for it. But I'll remember this and will give it a look when it's time..^^

go for Dragonwrought Kobold. Being a normal dragon of age, qualifies you for epic feats)
The full statement is "Dragons of at least old age also can choose these feats even if they have no class levels." and it never grants them the ability to use the Feat.

My favorite nitpick through is it doesn't actually give you the ability to take it. I mean I choose to take Improved Spell Capacity on every character at the first level. The rules don't let me actually take it, but it's still my number one choice.
I know what you mean, you still need to meet the other requirements like high ability/skill scores and stuff. For Improved Spell Capacity the requirement is to be able to cast the highest lvl spells available to your class, not character. That's why I have listed access to 9th lvl spells as requirement for the build ;) .
Further any ability score and skill rank requirement can be fulfilled with the help of Moment of Clarity. For ability scores you got the epic +1 feats and with them you can get unlimited skill ranks with MoC. Sure, getting "ALL" feats would get a bit iffy, but for the most of em it is not a real problem to meet the requirements.

__

Ty for your reply & your interest to read the entire build =)
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Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« Last post by bhu on Today at 01:36:52 AM »
Fiend Knight (Greyhawk)

Fiend Knight is an Acquired Template that can be applied to any Lawful Evil Humanoid who only has Levels in a Class whose BAB is equal to it's Hit Dice (i.e. Fighter, Knight, etc.).

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>
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Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« Last post by bhu on Today at 01:32:02 AM »
Flowfiend (Spelljammer)

Flowfiend is an Acquired Template that can be applied to any Evil Humanoid thrown into the Phlogiston flow.

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>
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Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« Last post by bhu on Today at 01:11:49 AM »
Tether Beast (Planescape)
                      Huge Outsider (Evil, Extraplanar)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>
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Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« Last post by bhu on Today at 01:08:41 AM »
Baku
                      Huge Outsider (Extraplanar)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>
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Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« Last post by bhu on Today at 01:02:30 AM »
Ammut (Al-Qadim)
                      Large Outsider (Evil, Native)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>
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