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Messages - SolEiji

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2901
Gaming Advice / Re: 3rd Edition: Favorite Class?
« on: December 24, 2011, 01:17:58 AM »
Go sorcerer!  It has the strength of wizard, but restricted so I can shine but still face a great many challenges.  I'm forced to think creative with the use of the spells I do have, and my greater spells per day and ability to pick on the fly suits my inherently spontaneous playstyle of being able to pop the right tool for the right job at the right time.  PF Sorcerers are even better as they now have class features to go with the spellcasting type I prefer (and really, I suppose its less my favorite class is sorcerer than my favorite spellcasting system is sorcerer... poor sorcerer has no class features!)

2902
Min/Max 3.x / Re: In light of the holidays (Optimization Challenge)
« on: December 23, 2011, 10:18:45 PM »
He's a dwarven wizard (dwarven for the body and beard of course).  Reduce Person and/or Gaseous Form to enter houses.  Fly on his reindeer for transportation.  Stealth... can't think of a good wizard spell to silence off hand, but for sight invisibility works.

If duration/spell slots is an issue.. what's the lowest level one can pull off either persist or circle magic cheese?  Both should help.  Of course he might be spending the remaining year crafting NI scrolls to keep his spells up too.

Also, if he can purchase items for his task, obtaining cheese needed to persist time stop lets him do it all in one night.

2903
D&D 3.5 and Pathfinder / Re: What domains -should- exist?
« on: December 23, 2011, 06:38:55 PM »
I'd be interested in seeing broad domains which are customizable, sort of like the quasi-domain things PF Oracles have.  You could have a domain such as "Justice", and have a few selectable powers and/or spells allowing you to effectively build a Justice domain as you see fit.  And in the unfortunate case where there are trap options or spells, it doesn't shut down the idea of playing a "Cleric of Justice" have needing to pick a bad domain to fit the choice.

This also cuts down on the whole "no gods support domain X" since there are far more domains than gods.

2904
D&D 3.5 and Pathfinder / Re: What did Pathfinder fix? Where did it fail?
« on: December 22, 2011, 09:05:35 PM »
I can convert on the fly.  If I feel a monster will make use of CMB or CMD, I can calculate in a time no longer than it takes me to calculate an attack bonus.  Spells entering the play is just getting an idea of the power level of Pathfinder and seeing if its appropriate for your game.  For example, if I am using a 3.5e monster in my PF game and it uses something that's not in PF, thats fine, I use it as is.  Basically thats the gist, use things as is unless a PF version overwrites it.

In fact I've gone backwards too, and had much fun surprising my 3.5e group with a Pathfinder-only monster recently.

2905
D&D 3.5 and Pathfinder / Re: Why do Druids get Wild Shape at level 4-5?
« on: December 21, 2011, 05:42:12 AM »
Spontaneous idea generation: A wildshape which starts off with the druid simply taking animal traits ("I got the scent of a canine but nothing's changed physically."), then starts taking on beastal features until you break out into full-on animal forms.

2906
Gaming Advice / Re: 5ft Land Speed and Armor/Loads
« on: December 21, 2011, 02:14:05 AM »
Can't find the rules quote but I believe 5ft is bare minimum speed you can get without being rendered immobile by an effect like paralysis or something.  So no, no speed reduction.

The formula seems to be 3/4th speed though.  So 30 ft becomes 20ft (30*3/4=22.5), 20ft becomes 15 ft, 40ft becomes 30ft, etc.

2907
D&D 3.5 and Pathfinder / Re: Why do Druids get Wild Shape at level 4-5?
« on: December 21, 2011, 02:09:28 AM »
Because wild shape is powerful, and it would be even more powerful at 1st.

Of course, it would be better if they ramped down wildshape's power SO they could give it at first instead of the other way around.  Maybe by limiting the number of forms one can take with it, and keeping flight out of reach for early level forms.

2908
General D&D Discussion / Re: Feat traps and Ivory Tower Game Design
« on: December 21, 2011, 01:59:43 AM »
It's funny, I'm totally playing a guy heavily inspired by Cu (and appropriately named Cu).  He's advanced dire werebadger (to stand in for the warp spasm... plus, comes with rage) with blazing berserker feat from sandstorm.

2909
Min/Max 3.x / Re: Enchanting Rods which work as Weapons...
« on: December 20, 2011, 09:16:05 PM »
Personally I just add the price of a masterwork club, mace, or whatever it happens to function as to the price of the rod (including any seperate magical enhancements).  Otherwise using a non-weaponized rod as a weapon is just an improvised weapon, probably equating out to a club.

It is added on with no surcharge, so you can have a +2 Flaming Mace/Rod of the Sandwich Summoning.

2910
Challenge accepted. 

Algebraic Foot Stance.  When you enter this stance, assign two targets within 90 ft.  One per round as a free action you can move X ft, where X is the speed target A moved last round + target B moved last round.  This movement provokes attacks of opportunity as normal.

Arrogant Poisoning Strike.  Deal normal melee damage and deliver a supernatural poison which alters the mind to be arrogant and reckless.  The opponent gains +2 to damage on its attacks but takes 2d6 nonlethal damage every time it misses you out of shame.  Will negates poison, but not damage.  (+2 damage and 2d6 nonlethal on miss/none).  Lasts 1 round/level.  Mind affecting.

Aura Annoying Zephyr Mail Stance.  When you enter this stance wind whips up around you which carrys a constant din of messages in 20ft.  The noise and sound distracts opponents, causing a -2 morale penalty on attacks.  Allies in range don't take the penalty and instead can obtain clear snippits of 'wind mail', acting as a Message spell to all allies in range.

Authoritative Tablecloth Murder Strike.  You must have a flexible weapon or cloth in hand.  Make a grapple attempt, using your intimidate skill as your grapple check.  If successful the opponent is grappled and wrapped up in your weapon.  You may continue to use intimidate for grapple for as long as you maintain the hold.  If you successfully pin the opponent, you may make another intimidate check to grapple.  If successful the target must make a Fort save or proceed to suffocate from breathing too much tablecloth.

Bodyguard Garlic Fusion Counter.  An anti-vampire maneuver, you may activate this whenever attacked, fusing a clove of garlic you have on hand into your body.  For 1 round vampires become unable to touch you for and their attacks against you automatically fail.  Other creatures who successfully make a bite attempt against you while you are fused with garlic must make a Fortitude save or become nauseated for 1d4 rounds from garlic taste overload, or sickened on a successful save.  Requires a clove of garlic to be on hand as a focus.

Brute Lipstick Boost.  For 1 minute, switch your Charisma score out for your Strength score.  Your newfound sense of beauty emboldens you to fight with all your spirit.  Requires lipstick, and no shame.

Cage Varicose Cog Disorganized Stigmata Strike, Lawful.  This is an attack born from Mechanus.  Make a normal melee attack, and the target must make a Fort save.  If failed, his blood vessels begin to organize into cog-like shapes, appearing puffy and visible on the skin.  Of course, the body cannot stand these rigid patterns to its body and the restructuring quickly fails, causing bleeding wounds which deal Xd6 points of bleed damage for 1 round/level.  Aditional applications of this maneuver resets the counter.  Bleed damage overlaps, it does not stack.  It does not function on beings without blood and lawful beings, they probably already have cogs for blood vessels.

Cursed Mascara Strike.  Throw shadow-dust in the eyes of your enemies, covering them in so much shadow mascara that it weighs down their eyelids and doesn't wash off.  Causes blindness, considered a curse only able to be removed by remove curse, or a second application of this maneuver.  Will negates.

Cyclotron Pantyhose Rocket Strike.  Defy physics as you turn sideways, legs first, and perform a spinning torpedo kick powered by supernatural rockets coming from your legs.  Now you can be Cammy, or maybe a inverted Bison's Psycho Crusher.  Deals melee damage to all targets in a 60ft line, and moves you 60ft.

Dove Complaining Chronos Automotive Wall Strike.  This takes 2 rounds to complete.  Make a Handle Animal check in the first round, which summons a swarm of doves carrying small bits of metal and gearwork in their feet.  The cloud of doves acts as Fog Cloud for 1 round, and speed is halved.  On the second round the cloud of doves lift, revealing a wall of car parts and machinery built by the doves in record time.  Any creatures which did not escape the cloud of doves in the first round is trapped inside this walled off perimeter of car bits.  Treat as a Wall of Gears which lasts 1 minute/level.

Finder Java Anti Fork Boost.  When confronted with two or more possible paths, you may use this maneuver to determine the correct path through sheer intuition.  Curiously, this supernatural maneuver gives false positives if one of the paths leads to coffee within 1000 ft of moving along it.  It can also be used to divine the location of coffee and coffee products.

Used in combat, it can be used to locate any invisible or hidden creature which has been doused or tainted by coffee.

Gastrointestinal Block Strike.  With monk ki powers you make a melee attack and force a Fort save.  On a failed save their digestive system shuts down, causing a sickened state.  If the issue is not lifted within 24 hours, it becomes nausea.  If not lifted within 1 week, the creature will need to save vs Death (save DC, Fort save) each day.  It can be cured through surgery, severe laxitives (which generate a second save), or a Heal spell.  You can recall the blockage as a free action at any point, and you can have up to your Wis modifier in blocked victims at one time.    This maneuver has sometimes been used by evil monks and swordsages as blackmail.

Ignorant Chant Strike.  You loudly quote Bill O'Reilly, causing all opponents in 60ft to make a Will save or be dazed by the stupidity.  It even works on constructs, you can't explain that.

Missile Pantyhose Rebirth Onion Wheel  Strike.  Take Cyclotron Pantyhose Rocket and supersize it.  Now you can strike all targets in a circular area, peeling off layers of life force like an onion and adding it to your own.  You take half the damage dealt as temp hp.  You can only strike each target one time per use of this maneuver.

Mystic Irritating Forest Hairspray Using the secret of capiscan from the Jungle Elves, you spray a mist of capiscan into the eyes of your opponents.  Creatures in a 15 ft cone make a Fort save or are blinded and nauseated for 1d6 rounds.  On a successful save they are sickened and suffer a 20% miss chance instead.  Target must have eyes.

Oblivion Souffle  Make a melee touch attack and a Craft Cooking check with cooking supplies on hand.  The result becomes the DC for a modified Will save (as per Intimidate).  A failed save indicates that you make a souffle so delicious that the enemy you just force fed realizes it will never taste anything better ever again, and thus lose the will to live so thoroughly that it winks out of existance.  Save negates, Death effect, target must be able to eat.  A successful save renders target immune for 24 hours.

Pacifist Fuzzy-Wuzzy Mirage  Boost.  You use Shadowstuff to disguise as The World's Cutest Thing.  So cute, not even mean ol' demons wanna hurt you.  This duplicates the effect of Sanctuary, as well as Disguise Self, except the change is partly real and tactile.  A Will save or True Seeing sees through it.

Peacemaker Creamy Cannon Strike.  Make a ranged attack roll.  On hit you deal normal damage and the subject explodes into sticky cream, acting like a tanglefoot back out in a 20 ft radius bust.  Reflex half.

Pepper Blazer Strike.  You throw spicy hot peppers at your opponents.  Make a ranged touch attack.  On hit they take 1d6 fire damage and 1 splash (as alchemist fire) and targets must save or become nauseated for 1 round.  Save reduces to sickened for 1 round.

Piercing Shampoo Healer Strike.  Use this on allies.  As a touch attack you give them an invigorating scalp massage healing 1d8+IL (max 10), and any harmful substances (such as a tanglefoot bag, or even sovereign glue) are washed off.

Poison Annoyance Strike.  Use this whenever making an attack with a poisoned weapon.  The poison DC raises by 1, and the poison kicks into effect each round until 1 minute has past, but the poison always deals minimum damage.

Proton Irritant Shadow Strike.  You draw out a quasi-real uranium weapon you are proficient in and attack as a standard action.  Besides normal damage, the opponent gets radiation damage on a failed Will and then Fort save, draining 2 Con a round for 1 minute.  If they fail the Will but succeed on Fort it is 1 Con damage, and if they succeed the Will they negate, though normal damage still applies.

Quark Surfboard Rush.  You ride a quantum wave form, duplicating the effects of Teleport up to your normal move speed.

Restoration Flowchart Stance.  Every round, you automatically remove one negative status effect afflicting you, in order of severity.  Consult this flowchart for the order (such as nausea turning to sickening turning to nothing, panicking turning to fear turning to shaken turning to nothing, and so forth).

Rock Pimple Aerial Skiing Knife Strike.  Make a jump check and attack roll, DC equal to AC.  On succeess, you strike your opponent and go sliding up to your movement speed through and behind the target.  This movement does not provoke attacks of opportunity.  Against stone creatures and objects you ignore DR and hardness, and deal double damage.

Sewing Laser Strike.  Needs to use a piercing weapon.  With laser percision you use the tip of your sword to sew cloth objects such as vests, shoelashes, and other material together.  Make a melee attack and a sleight of hand check, DC equal to AC.  If successful you deal normal damage and secretly render the target with a speed of 0 ft.  If the target attempts to move, they fall prone.  They must make a Str check (DC equal to your BAB + Dex) to undo the movement penalties from their tied up clothes.  Only works on creatures with cloth or clothing.

Smash Stupid Timber Passenger-side Pollution Strike.  Smash someone so hard that they void themselves.  They emit a cloud of noxious gas which sickens all targets in 10 ft, except for you, for 1 round/level.  Also deal extra damage.

Spy Ignorant Contemplation Vomit Strike.  Channel a vile demon and allow it to possess you.  Your head spins around and projectile vomits, coating everyone in 30 ft. and revealing invisible creatures, as well as sickening creatures for 1 round.

Tainted Bacon Obliteration Boost.  Make a Craft Cooking check to make some delicious bacon which lasts for 1 minute.  For the duration, you have the Delicious flaw, and creatures must make a Will save (DC=Craft check) or desire to bite you.  However if a creature bites you, it must save vs Death with a Fort save.  The bacon was a trap!

Thought Cufflink Boost.  Psychicly communicate with all targets bearing a focus object (typically cufflinks).  Lasts for 1 round/level.

Tsunami Morse Conjuration Annoying Invigoration Stance.  Each round as a free action you conjure up brief waves of water which bull rush 1 opponent.  If you successfully bull rush you regain hp equal to the number of feet you pushed.

Turbulent Souffle Strike.  Like Oblivion Souffle, but instead of death targets are staggered as the souffle turned out to be quite upsetting to the stomach.

2911
General D&D Discussion / Re: How many attacks is too much?
« on: December 20, 2011, 12:58:58 AM »
My gut agrees with you, and thank you for reminding me about volleys.  That makes a perfect means of preventing 10000 rolls each round.  Thanks!

2912
General D&D Discussion / How many attacks is too much?
« on: December 20, 2011, 12:43:01 AM »
Not really a rules question, and not really poll worthy, so it probably goes here.

I'm working on some homebrew stuff (airships) and trying to figure out how many weapons an airship could possess and fire at once, etc.  While probably not an issue due to the size and cost needed, an NI large ship could have NI weapons for NI attacks, and that just won't do.

I need to cap it off somehow but it brings up the question: how many attacks a round is too much?  When does it become something that bogs down the game?  What do you think?

2913
I find that backwards thinking.  I figure, especially if you hate optimizers (not that I approve) you've consult them specifically so they can break things and you can tighten things up to prevent that.   :banghead  Dumb dumb dumb.

2914
General D&D Discussion / Re: How to represent hybrids?
« on: December 19, 2011, 08:36:36 PM »
And 1/5th Halfling blood are Dimelings.  Their quite tiny.

2915
General D&D Discussion / Re: How to represent hybrids?
« on: December 19, 2011, 06:59:53 PM »
Assuming you don't just say they can't breed, I find it's easiest to count up the abilities of each race and cut them in half (by importance).  Like... stability seems dwarfy.  Attacks against goblinoids is not so important.  Etc.  Then, I take the ability scores and add them together.  After its done, I assign an LA if needed.  Two Con boosting races will have a child with even more Con, stuff like that. 

On sizes, I usually say the midpoint between the two, rounding up or down towards Medium size.  So a halfling+half orc is medium.

Also +1 about Bastards & Bloodlines.

2916
D&D 3.5 and Pathfinder / Re: Crazy gnome invention....
« on: December 19, 2011, 08:15:51 AM »
In one game I played a gnome artificer who in his time:
*Developed cybernetics (and used it on himself, he was mostly robot by game's end.)
*Developed guns.
*Developed walking mecha.
*And built a self-destruct device inside of himself which he used to kill the BBEG... and everything else in a 220 ft radius.

Another game with a wizard I planned to build the internet with some epic spells, but the game ended before I could.

2917
D&D 3.5 and Pathfinder / Re: What did Pathfinder fix? Where did it fail?
« on: December 19, 2011, 04:05:35 AM »
+1 for CMB/CMD as well.  -1 for "monsters still outclass PCs".

+1 for an attempt at revamping spells to be less broken!  -1 for being spotty with it (Magic Jar still wins, why bother nerfing some non-broken spells?).

+1 for goblins finally getting attention, and wonderful races including elves which are good wizards, and half-orcs that are USEFUL!  -1 for being rather unclear on monstrous races... and if LA doesn't exist like I've been told, then letting in unbalanced material.

+1 for Fighters, Sorcerers, and Monks getting stuff!  -1 for Barbarian and Bard's growth of their iconic features.

+1 for more feats!  -1 for nerfing feats that didn't need nerfing at all (they split Improved X up?  Really?)

+1 for the compressed skills!  -1 ...actually this one doesn't have a negative, the skill system pretty much rocks.

I like Pathfinder and play it often.  However, a lot of their pluses are also their minuses.  I find it a conviently pre-houseruled 3.5 and usually end up mixing the two into Pathfinder 3.5e.  Sadly I find people having a serious hate-on for the game.  I've heard that on the Paizo website the people there are a bunch of Yes-men, so this may be a fanboy vs fanboy sort of thing to explain the hostility.  Otherwise I got nothin'.  It also may be that the advertising was all "this is the savior and return of 3.5 and we're going to fix everything perfect" and it wasn't perfect nor 100% backwards comparable, it was a little half-assed.  That might also be why.  I recall one I was talking to being terribly upset that 3.5e spells weren't backwards comparable without DM's looking it over... or that if it's backwards comptable that it means it fixes none of the 100 splat books already released.  Honestly, I got both answers.

tl;dr It's not the Savior Rebuild of 3.5e but it's still fun.

2918
Introduce Yourself / Re: Hello from a fungus!
« on: December 16, 2011, 01:44:57 AM »
Ah, my mushroom soup is ready!  Into the bowl now...  :plotting

2919
General D&D Discussion / Re: Why Is Sending a Level 4 (or 5!) Spell?
« on: December 14, 2011, 11:21:00 PM »
Because wizards.

...

...

...no, I don't have an answer.  Much like I have wondered why Incendary Cloud is 8th, or why summon monster 9 gets you something level appropriate 10 levels ago.

2920
D&D 3.5 and Pathfinder / Re: Mastery of strategery
« on: December 14, 2011, 11:06:31 PM »
If it helps, my Scoundrel class has something like this built in.

Quote
Analyze Surroundings (Ex): At 6th level, a scoundrel can turn the environment against their opponents. If a scoundrel studies her surroundings for 3 rounds and then engages in combat in this area within 10 minutes, she gains a +2 bonus on attack and AC as she uses the surrounding items for blockades, and knowing where she can kick up dirt to harass the opponent and give her the upper edge. It behooves her to ensure the battles occur at her time and choosing rather than simply random encounters. The area she can study is a radius of 100 ft. + 10 ft. per level. She can only have one studied area in her mind at once, studying a new place for 3 rounds removes the benefits of fighting in the original area and applies it to the new area.

At 12th level and every 6 levels beyond (18th, 24th, etc.) the bonus for fighting in their analyzed area increases by +1.

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