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Messages - Darbius Maximus

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101
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: July 06, 2014, 12:32:36 AM »
I have a Shadow magic Artificer variant: http://www.minmaxboards.com/index.php?topic=13081.0

102
Homebrew and House Rules (D&D) / Re: New vestiges
« on: July 03, 2014, 04:58:19 AM »
I may as well shill for my personal dumping ground, and to be honest I made a majority of the vestiges here.  Please enjoy for consumption.

Wow, I have alot to research

103
Homebrew and House Rules (D&D) / Re: New vestiges
« on: July 03, 2014, 04:00:41 AM »
Have you added your ideas anywhere else on this site? If not, I'd like to perhaps collaborate with you.

104
Gaming Advice / Re: Bard Casting
« on: July 02, 2014, 06:42:54 PM »
Wow.... Just... wow. Does this DM actually exist? Tell me this is a joke.

He exists.

105
Gaming Advice / Re: Bard Casting
« on: July 02, 2014, 03:54:09 AM »
How can "he can cast any spell he knows without preparing it ahead of time" possibly be read to mean "he must prepare his spells ahead of time in order to cast them"?
lol, I know. How can you read something, and get the exact opposite meaning out of it?  :lmao :lol

Because of the statement that follows "... the way a wizard or cleric must" screwing with the continuity of the statement and making it a contradiction.

106
Gaming Advice / Bard Casting
« on: July 01, 2014, 08:46:03 PM »
I know that the SRD supersedes the core rule books but I have a friend who is adamant about using the book wording for bardic casting which is written as "He can cast any spell he knows without preparing it ahead
of time, the way a wizard or cleric must..." (3.5 PHB page 28) causing him to declare that bards should be using preparred casting, and furthermore enforces this notion in his game. I have been told by a few astute friends that the grammar of the sentence is not contradictory given the rules and that it simply means bards cast spontaneously unlike wizards or clerics. Now with this all given, I would like some further delineation and confirmation of the fact bards cast spontaneously and do not have to prepare spells.

107
Homebrew and House Rules (D&D) / Re: Warpainter WIP
« on: June 24, 2014, 01:39:46 AM »
I have a related idea that's barely been started, but I don't think it's identical.

Could we collaborate perhaps?

108
Homebrew and House Rules (D&D) / Warpainter WIP
« on: June 23, 2014, 02:11:19 AM »
First, has a class with warpaint features already been done?

Now for my idea, I was thinking in a similar facet as what Incarnum using classes do, but on a smaller scale. Special paints that grant you abilities based on what specific patterns and paint ingredients you use, akin to Alchemist Mutagens but as something that grants you usage of a special ability a certain number of times per day or specific buffs. Furthermore, having class features that give you boons depending on how many warpaint designs you have currently on you. This is very WIP.

109
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: June 11, 2014, 02:52:10 AM »
Or why not throw in things like Enchanted Clay as a material?

Enchanted Clay:
(click to show/hide)

Got bored, so made you some Clay Golem Armor!
Wonder if you could bend the rules and make it so the armor animates?

Idea seems alright. So we've done actual glass, clay, ect. I know this may contradict past comments but why can't something like riverine but filled with different materials exist? How about instead of maleable walls of force, otehr spells be used?

110
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: June 11, 2014, 02:28:12 AM »
So the Elemental Savant Prestige Class in Complete Arcane mensions focus in elemental damage types that go beyond the norm; quote "...bone, metal, nether, plasma, and wood.... Determining the sort of damage each of these elements does, and how that type of damage interacts with the four recognized types of energy damage  is the crux of this design process."

Bone, metal, and wood are rather self-explanatory in that they'd be more physical damage types; but has anyone ever looked into nether, plasma, or other exotic energy forms as magical energy?

111
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: June 11, 2014, 02:24:34 AM »
What about coinage more valuable Platinum? Palladium and Rhodium came up as a commodity in the ranks of value of silver, gold, and paltinum

My group generally just starts using gems.  Trade gems, where each is cut for a specific value, so you can have trade gems that function like coins, worth 100gp, 500gp, 1000gp, etc.

That is quite true.

112
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: June 08, 2014, 03:40:23 AM »
What about coinage more valuable Platinum? Palladium and Rhodium came up as a commodity in the ranks of value of silver, gold, and paltinum

113
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: May 29, 2014, 08:09:24 PM »
Really? Nothing for a new skill?

114
These are some dragon species a friend and I came up with. We'd like to know what sorts of breath weapons, immunities, and/or special powers these dragons would have. If any of these already exist, throw us a some sauce.

Zircon Dragon

Quartz Dragon

Ruby/Garnet Dragon

Amber Dragon

Diamond Dragon

Spinel Dragon

Jade Dragon

Tourmaline Dragon

Aquamarine Dragon

Alexandrite Dragon

Pearl Dragon

115
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: May 14, 2014, 02:41:47 AM »
I am helping a friend develop a fantasy world and we came up with some metals. What are some bonuses that items usually don't give? I'm thinking Alchemical might be a good one.

Here's what we came up with:

Mutanium: ore created from mineral deposits subject to magical pollution for years.

Trench Cobalt: cobalt mined from undersea trenches by the inhabitants of the ocean.

Lunazite: metal created when ore from the moon is allowed to react with alchemical regeants before and during forging.

117
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: May 14, 2014, 02:23:01 AM »
Alright, Darbius, I have created shadowglass.  I hope that meets your needs.

I like it but I have  nagging feeling about it possibly being too powerful, but I would need to really think hard how best it could be improved.

Wait... it doesn't say the armor counts as a category lighter. Nvm seems fair for the boons

118
I want to know if anyoe has done anything absed on these concepts:

prestige class that lets you get more out of whirlwind attack.

Ranger alternate feature that grants scent and advancement and augmentation of other senses.

Will add more soon.

119
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 28, 2014, 01:32:50 AM »
Pearlsteel and Riverine have been added, and mithral weapons have been modified slightly.

@Darius: Yes, riverine is expensive, but as I mentioned before, it's a relatively cheap enchantment to make metal weapons/armour immune to rusting.  I suppose I can design a non-metal/crystal material though.

Awesome, thank you.

120
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 26, 2014, 02:59:16 PM »
@Darbius: What you're probably looking for is Riverine, from Stormwrack.  I haven't incorporated it into my list yet, but it is indestructible short of Disintegrate or the like.

That's crazy planar magical mcgufin stuff though; Highly pressurized water trapped between semi-malleuable walls of force. Albeit it's freaking cool as hell, I think having a stone just for completeness and perhaps sanity's sake would be nice.

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