Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Endarire

Pages: [1] 2 3 4 5 6 ... 14
1
Min/Max 3.x / Sanctum Spell for Item Creation
« on: June 28, 2022, 06:10:23 PM »
Greetings, all!

Let's assume I craft an item that casts a spell X times per day (a wondrous item) or I make a consumable item that casts a spell (wand, staff, scroll, potion, etc.)  Let's also assume I apply the Sanctum Spell metamagic and I'm outside of my designated sanctum.

Since the spell is treated as 1 level lower in all cases (like a reverse Heighten spell), does this make the item cheaper to craft?

For example, normally making a scroll of fireball would cost (spell level 3 * caster level 5 * scroll cost multiplier 25G) for a total of 375G, whereas using Sanctum Spell in this case would make it formulaically cost (spell level 2 * caster level 5 * scroll cost multiplier 25G) for a total of 250G.  Yes, the spell DC would be lower by 1 and this tactic would be generally best done on buffs and utility spells that don't depend on overcoming saves to be useful.

Note that crafters can normally apply legal metamagics to spells when crafting items, like making a wand of Extended haste.

Thus, how RAW legal is this?

Thankee!

2
Greetings, all!

A friend and I are playing in an online game which combines 3.5, Pathfinder 1e, and Spheres content.  All content for these systems is allowed - even magazine and web content - pending GM approval.  Spheres of Power and Might (the latest versions) are explicitly allowed.

We're using a hybrid of the 3.5 and PF system, which includes these notes:

-41 point buy using the 3.5 point buy system.

-We use 3.5's versions of races like Human.

-We use the PF skill system, meaning we use Stealth instead of separate Hide/Move Silently.  And there's a Fly skill.  Etc.

-We may use the 3.5 and PF versions of feats so long as we note which version we use so long as they're notably different.  For example, 3.5 Persistent Spell and PF Persistent Spell (or Cleave or Power Attack...) are notably different abilities despite the same name.  Taking Improved Initiative twice is a waste of a feat since the 3.5 and PF effects for Imp Init are the same and thus don't stack.

-We start at level 10 with 1 free level adjustment (LA).

-We have 49,000G of starting wealth.  We can spend all of our starting cash on one item if we like, but we're normally discouraged from doing so due to the practicality of the variety of effects associated with various slots.

-We use the PF craft system, meaning Spellcraft checks and no EXP costs for making metaphysical items.

-The campaign starts on a custom material plane, but is expected to expand into an interplanar adventure.

-The deities of Golarion (Pathfinder's world), Faerun AKA Toril, Oerth AKA Greyhawk, Eberron, Planescape, and elsewhere in D&D 3.x exist in this multiverse.

-The other party members at present are a Wood Elf Fighter Archer, a Human Cleric of Kelemvor/Doomguide, a Human Wizard/Priest of Mystra, a Human Fighter/Warlock Glaivelock, and a dual wielding shadow pouncing Human Telflammar Shadowlord.  Thus, this Dr. Strange character need not be built in a specific party role, and I know that Dr. Strange can be portrayed a variety of ways.

Thankee!

3
Min/Max 3.x / Midgard Dwarf: The Superior Set Item Creator!
« on: May 22, 2022, 02:31:25 AM »
Greetings, all!

Today I noticed that the Midgard Dwarf, an 8HD Small Outsider from Frostburn 125, has the lovely Master Smith (Ex) ability which is also gained via shapechange and certain other shapeshifting abilities, like Planar Shepherd9.  You could also use planar binding, gate, and other creature calling abilities to access Midgard Dwarves.

Quote
Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Note how set items like Raiment of the Four or Trappings of the Beast normally require having access to at least 1 piece of the set while crafting (Magic Item Compendium 226).  For example, note the prerequisites of the Belt of the Wide Earth from Magic Item Compendium 204.

Quote
While wearing a belt of the wide earth, your carrying capacity is doubled. This is a continuous effect and requires no activation.

In addition, two times per day you can activate the belt and sacrifice a prepared spell or spell slot of 5th level or higher to
use teleport (as the spell), using your own caster level or that of the belt, whichever is higher.

Prerequisites: Craft Wondrous Item, teleport, possession of a piece of the set.

Cost to Create: 4,000 gp, 320 XP, 8 days.

Thus, I propose that any weapon, armor, shield, ring, or wondrous item that's part of a set and explicitly requires in its prerequisites section having access to at least 1 piece of the same item set can ignore this 'must have an item' prerequisite due to Master Smith.

This is likely a minor find, but I found it useful for squeezing even more value out of starting cash or crafting in general!  Enjoy!

4
Greetings, all!
 
 Circle Magic - from Red Wizard, Halruaan Elder, and Hathran - is used to increase caster level to 40 (for 24 hours), and apply Heighten Spell (max spell level of 20!), Empower, and Maximize to qualifying spells, even if none of the Circle members have these metamagics.  (The effects of Circle Magic normally last 24 hours or until used, whichever happens first.)  I understand and agree with the notion that a fully prepared caster like a Wizard or Cleric who can lead a Circle could bank a buncha spell levels from his spell donors and apply Empower/Heighten/Maximize to his prepared spells, then just sleep/reapply Circle Magic to boost all his spells with Heighten (L20), Empower, and Maximize since these spells remain prepared until spent or forcibly removed somehow.
 
 What about for purely spontaneous casters like Bards and Sors?  (Let's assume these characters lack all means of preparing spells, meaning no Arcane Preparation, etc.)  I assumed each spell slot was simply 'potential energy' that became filled with a specific legal spell at cast time.  Thus, a Sor/Hathran with wings of flurry as a level 4 spell known can apply the effects of Circle Magic at cast time, but not bank its metamagics like a Wizard could, even if wings of flurry is this character's only level 4 spell known.  (Remember, at cast time, this character could cast a lower level spell via this level 4 slot.)
 
 This matters because I intend to play a Sor/Hathran in a game where Circle Magic is allowed and I want to know the RAW on this.
 
 Thankee!

5
Greetings, all!

I mention something that's likely been found but not mentioned in this way.

Epic spells count as being level 10 spells for situations where spell level is important.  (I know epic spells are first listed as having no specific level then assigned spell level 10 for most purposes.)

Red Wizard, Hathran, and Halruaan Elder can access Circle Magic to ritualistically Heighten spells to spell level 20 among other things.

Shadowcraft Mage's Shadow Illusion ability lets the caster use silent image and other similar image spells to mimic - not cast - Evocation, Conjuration (Creation), and Conjuration (Summoning) spells of a spell level lower than the level of the image spell used.  (This was probably intended to be used to mimic magic missile or Leomund's tiny bunker, but we aren't stopping there!)  Note that mimic doesn't mean cast!  A properly tweaked out Shadowcraft Mage is casting a Heightened silent image to produce the effects of other spells without casting them, thereby - like shadow evocation - avoiding the EXP costs, cash/expensive component costs, and long cast times of casting the spell directly.

(I know Shadowcraft Mage is normally Gnome-only, but it has a non-racist adaptation section and the Stoneblessed PrC exists as a backup.)

Thus, can a Shadowcraft Mage 3+ with Circle Magic mimic epic spells?  At present, I assume so.  If not by RAW, why?

Thankee!

6
D&D 3.5 and Pathfinder / What spells SHOULD be Personal range only?
« on: March 18, 2022, 11:28:46 PM »

Greetings, all!


A small number of spells in D&D 3.x and Pathfinder 1e are self-only, like alter self (duh), mirror image, and shapechange.  D&D 3.x and PF1e each have mechanics to allow at least some self-only spells to be made into touch range spells or otherwise able to affect other subjects.  A bunch of these self-only spells are notably powerful, such as the ones mentioned above - at least in 3.x.  However, self-only spells are inherently selfish unlike, say, haste, which can affect subjects besides the caster.


Thus, from the perspective of players and GMs, what are the likely impacts of changing all self-only spells to touch range spells and modifying their verbage to account for the possibility of affecting others?  I know that Persistent Spell (3.5) may need changing to account for this change, and the Bonded Mind/Share Spells teamwork feats from PF1e are effectively automatically granted to everyone.  What else changes?


Thankee!

7
Intro
Greetings, all!

I've played D&D 3.x since the 3.0 books were hot off the presses at GenCon 2000, but I've studied the rules far more.  Much or most of this was from forums - handbooks, discussions, etc.  Now that I've played D&D more since then (including lots of D&D video games of varying editions), and noticed how people playing Pathfinder 1e seemed to prefer to play spontaneous casters over prepared casters despite the 1 level tax/penalty/delay on all spell levels of 2-9, I became curiouser and curiouser:  In practice, what matters more (spontaneous or prepared) and why?

The Arcane Experiment
I conducted an experiment by playing Baldur's Gate II with a Fighter (Kensai) dual classed to Wizard (who effectively acted as a Wizard for the BG2 portion of my run, complete with prepared casting) and another run done as a pure Sorcerer.  No spell swapping was allowed in this case, meaning whatever I chose, I had to use.  (One notable exception was using a save editor to change a spell known since the Enhanced Editions of the games 'fixed' the sunfire spell and made it subject to spell resistance, but that was all.)

In each case, I played to the EXP cap which put me as a level 31 Sorcerer and a Fighter (Kensai)13/Wizard28.  (I played a Sor first.)  I discovered just how burdensome spell preparation felt when I beat Baldur's Gate II: Enhanced Edition for the first time as this Kensai/Wizard.  Sure, I could know every spell in the game a Wizard could learn, and I at least came close to doing so, but smart spell selection and use were key to victory in each case.  Scrolls, potions, and wands were common enough that I could use them to supplement whatever spells I knew or had prepared.  Nevermind that as a Sorcerer Sorcerer I felt like a poser when I was awarded my Planar Sphere stronghold at the end of a quest chain, and didn't feel that way when I finished this quest chain as a Fighter/Wizard.

The Baldur's Gate games are normally long with tens or hundreds of hours of content in each game if you do everything.  (In each case, I did all the optional quests except for some NPC-specific quests in chapters 2 and 3 before progressing to chapter 4.)  In theory, my Kensai/Wizard was better because it didn't need to cast spells as much due to having 13 Fighter levels, and there were plenty of times I didn't cast spells because it was faster to auto-attack stuff, but guessing what spells would be most useful that day as well as long term (since I didn't like changing my spell preparations often) was nowhere near as satisfying in the long-term as playing "Superman" as one person put it and just spontaneously casting what I wanted.

A significant concern for me was that time spent swapping spells at first made me feel smart because I was adapting, then more burdensome since I missed the spontaneity of a Sorcerer.  I only realized how useful consumables were when I started using them as my Fighter/Wizard because I had horded these things, realized I was pretty close to the end of the game, and started using my stash.  I never got close to depleting it.)

Once the Enhanced Editions were available, I also ran characters through Baldur's Gate: Enhanced Edition since it included the Sorcerer class.  (Wizards were included since the original BG1's 1998 release.)  At lowish levels (1-9), Wizards were more favorable.  They had fewer spell slots than Sors, but their day-by-day repertoire flexibility mattered more.  It was quite possible to accidentally be a one-trick pony or feel useless as a Sor if you didn't do the research on the best spells, and you had to seriously consider your character's end level since learning spells with saves could work well in BG1 but not in BG2 since foes there very reliably passed their saves.  With a level cap for Wizards and Sors of 9, Wizards also got access to level 5 spells in BG1 whereas Sors only got level 4 spells.  (Oddly, Wizards were able to cast level 6, 7, 8, and 9 spells starting at the same level as Sors, reducing their relative advantage, though that's a minor point since I've only rarely played tabletop characters in any D&D edition past level 6.  This was also primarily a Baldur's Gate II thing.)

Sorcerers had another advantage in the Baldur's Gate series:  They could learn any spell of any level they could cast.  Wizards got 0 free spells per level past character creation (with the exception of 'epic' or high-level abilities starting at 3 million EXP or level 18, just like Sors), forcing Wizards to find all scrolls of spells they could cast.

Now, I understand this experiment was done with a small sample size of just me in a fixed environment of Baldur's Gate II.  This game series focuses on exploration and dungeon crawling, not intrigue, camping, base building, nor certain other things that are available in the D&D system.  However, the BG series was intentionally made to feel as close as possible to a real tabletop campaign, and just like in these video games, tabletop has certain top-tier spells and abilities that seem like obvious picks to pick, or that are generally useful overall when you don't know what to expect.

D&D 3.x Experience
Baldur's Gate since the 90s influenced me heavily to be a Wizard in D&D 3.0 when I played in my first non-convention campaign.  I didn't like needing to call every shot (that is, prepare every spell) then or now, but I kept playing Wizards instead of Sors with rare exceptions because Wizards got higher level spells sooner, and because Wizards Abrupt Jaunt, bonus feats, and generally better class features than Sors.  Considering that various campaigns I played started at level 1 and ended at level 3 or 4 (and, again, rarely went beyond level 6), having higher spell levels and probably more spell slots overall was mechanically a great boon, but I eventually felt like I was forcing myself to play Wizards without enjoying them as much as I should have because I didn't like feeling penalized.  If the people on the forums thought prepared casters were more worth playing than spontaneous casters due to higher tiering and generally more praise, I should just listen, right?  I only learned later that forum logic often focused on the theoretical view of acting perfectly instead of focusing on my preferences.

Now, I understand why forum logic exists:  We need a common basis for evaluating and suggesting things.  It's also a forum, and we want to talk about something:  That's why we're here!  Dwelling on the possibility of power is often more appealing to theorycrafting and dreaming than the likely reality of what people face.  Being able to change what spells you have available to you every time you prepare spells (normally daily) can be a huge boon, but, at least in my experience, people don't play that way.  They pick a certain number of favorite spell preps on a near-daily basis (like grease and enlarge person every day on a Wizard) and might swap out a spell or two per spell level to do something different (like preparing color spray one day and magic missile the next).  In short, prepared casting focuses on what you can be while spontaneous casting tells you more of what you are.

In 3.x, I've played or thoroughly made Druids, Clerics, Wizards, Sorcerers, Psions, and other character classes.  Only after playing a Druid from level 1-11 did I realize the power of spontaneously-cast spells.  Being able to transform a spell slot into something that would likely be useful in most circumstances was wonderful, and I used it occasionally since I liked buffs.  Yes, Druids are spiffy for reasons in addition to their spells.  Likewise with Clerics.  Still, Wizards and Sors are primarily what spells they know and have available to cast at any moment, and a bad spell pick for today for a Wizard or for much longer for a Sor is painful.  Yes, in D&D 3.x and Pathfinder 1e and probably many other games, there are generally useful, generally optimal spells that people are normally assumed to get soon after they become available:  Research matters in-game as it does elsewhere.

3.x consumables are still useful if done properly, and, in short, my Red Hand of Doom experience varied greatly between a high-powered group that generally plowed through content with little difficulty and a purposefully low-powered group that barely made it through the module, having spent an uncomfortably high amount of in-game currency in my opinion on consumables.  (Perhaps 10,000G+ for the group.)

Conclusion
There's more than one way to play any edition of D&D, and I felt that spontaneous casting is the better, more fun, and more convenient way to handle casting.  WotC eventually implemented spontaneous casting of sorts as standard for every casting class in D&D 5e, at least in the 5e PHB.  (Prepared casters chose a certain number of spells/spell levels to prepare and cast them spontaneously.  Fully spontaneous casters remained fully spontaneous with limited numbers of spells known.)  Actively using forums and heeding their advice drastically influenced how I played D&D, and I sometimes listened to others more than myself even when it hurt for the sake of making or playing something better.

Disclaimers
Explaining Baldur's Gate mechanics or D&D 5e in great detail also aren't main the points of this thread beyond what I've already shared.

8
Greetings, all!

It's been about a decade since Pathfinder 1e launched, and recently Pathfinder 2e launched, marking the end of official new material for Pathfinder 1e, at least for now.

PF1 set out to be a successor to and sorta reboot of D&D 3.5, to compete with D&D 4e, and to rebalance D&D 3.5.  There may have been other notable goals, and, if so, list them in your talking points below.

I assume PF1 did some things worse and better than D&D 3.5.  (This is a somewhat subjective analysis.)  Mention what you think went worse or better in your talking points below.

An early analysis of D&D 3.5 to Pathfinder 1e is in Saph's 3.5/Pathfinder Handbook which compares PF's core and early releases to D&D 3.5's content at the end of its official run.

Let's keep this discourse civil and on topic.  D&D 4e/5e and other systems may have influenced PF1, but aren't the main focus here.

Thankee!

9
The Beast set from Complete Champion gives +1 effective Wild Shape level (EWSL).  A Wild Shape Amulet gives +4 EWSL, max 20 total.  A Skin of Kaletor gives +4 EWSL with no upper limit.

What about bonuses to EWSL from feats, affiliations, race, or otherwise?

10
Min/Max 3.x / Theurge Casting Spells from Other Class's Slots
« on: April 07, 2020, 01:59:21 AM »
Greetings, all!

As mentioned in certain recent threads, I plan to play a Druid6/Wizard1/Arcane Hierophant10/Mystic TheurgeX using early entry.  This thread isn't for general build advice, nor do I intend to change this build any time soon!  Instead, this thread is to learn what official options exist in official D&D 3.5 books, web articles, and magazine articles that answer this question:  For a Druid/Wizard, how can I prepare spells in Wizard spell slots slots that are on both spell lists without obtaining scrolls or spellbooks of them?

For example, resist energy and various animal buffs (cat's grace, etc.) are on each list.  Assuming I'm a able to cast level 2+ Druid and Wizard spells, I didn't have resist energy in a Wizard spellbook I could access, and I wanted to prepare and cast resist energy using Wizard spell slots, how could I officially do so?

Thankee!

11
Intro
Greetings, all!


A friend encouraged me to seriously consider respeccing from a Human Druid11 into a Human Druid2/Wizard1 (Conjurer)/Druid+4/Arcane HierophantX.  (The feats Practiced Spellcaster: Wizard and Alternative Source Spell are assumed for this build.)  After Arcane Hierophant10, the plan is likely to finish with Mystic Theurge.  (IF we go epic, expect me to continue with Mystic Theurge or some sort of homebrew Epic Arcane Hierophant.)

We have access to all 3.5 official source material by default, as well as Spheres of Power and Spheres of Might from Pathfinder.  No stacking of partial BAB/saves, and limit 1 flaw and 1 trait per person.  Leadership feats are banned or generally discouraged to be taken by player characters.

I've seriously considered the cons and pros of each method, as well as various Arcane Hierophant builds.  I am well aware that theurges are best off leveraging their breadth of abilities and their casting stamina.

Our party composition is TBA, and this is a long-running Undead-heavy campaign where we find and stop vampires.

What I Ask of You
What is your experience playing theurges, especially Arcane Hierophants?  More specifically, include these details:

-Campaign level range.  When did you start and when did you end?

-Notable features of your campaign.  Was it a module?  An Undead-heavy game?  A planar traveling campaign?  And so on.

-What theurgic classes you used and how you entered them.

-When did you feel gimped compared to a full caster?  When did you feel glad you theurged?

-Could you use Leadership or another ability to get a cohort or other character to act as the other half of your theurge?  If you could, why didn't you?  (For example, if you're a Druid with Leadership, you could take a Wizard cohort to sorta act like the other half of your theurge.)

-For Arcane Hierophants specifically, how did you notably benefit from this class?  What spells (especially arcane spells) did you use on your animal companion/companion familiar that were notable?

-Your party's general composition.  (Mention races, classes, builds, number of party members, and anything else that seems important.)

-How powerful were you (or did you seem) compared to the rest of your party?  Why?

-What did your fellow players and GMs think of your character?

-Anything else of note that's relevant.

Thankee!

12
Other Games / Solasta: Crown of the Magister Kickstarter Thread
« on: September 07, 2019, 06:22:22 PM »
Solasta: Crown of the Magister is a 3D D&D 5e party-based tactical RPG.  It already has a playable pre-alpha Steam demo.

As of this writing, more game features will be unlocked as more people buy the game and do social things as described on the Kickstarter page.

Enjoy!

13
D&D 3.5 and Pathfinder / Knights of the Chalice is now on Steam!
« on: August 24, 2019, 05:45:56 PM »
Knights of the Chalice is now on Steam!

This is a turn-based party-based OGL 3.5-based (meaning it's largely D&D 3.5-based) RPG that's been updated for Steam!

Previously, it was only on its author's website for about the past decade.  Yesterday, it was added to Steam since the author (Pierre) seemingly learned to like money.

14
Intro & Notes
Greetings, all!

A friend and are are preparing for a local game happening in the coming months.  I seek optimization advice for our party since I want to be prepared.

I suggested we call our group Team Kegger since we already know the game starts with our characters meeting in a bar (or a tavern or an inn).

Roles to Cover
NOTE: As of this draft, this is how our planned party covers the main roles in the game.

-Primary Melee: Melee Cleric, Rogue (if dual wielding), Animal Companion

-Secondary Melee: Druid

-Primary Physical Range: Cleric Archer (who is also a Cleric)

-Crowd Control: Melee Cleric (tripping and Large+ size), Druid (entangle and Wild Shape), Wizards (grease, glitterdust, stinking cloud, web, tentacles!)

-Primary Socialite: Rogue (Bluff, Diplomacy, Intimidate, Sense Motive)

-Primary Trapper: Rogue

Important Notes!
-Expect some house rules to alter the game from RAW.  For example, some material will be unlocked after the game starts:  This post focuses on making things to be ready for the first session.

-This game is set in a homebrew setting.

-Ability score generation method is to be announced.

-We start at level 1 and will likely reach level 13-15 by game's end.  We hope for other chapters after this main first one that continue our adventure.

-We were told not to expect to need to super-optimize to win, but since we know this is D&D 3.5 where the game can be super swingy and we know that characters can die, we'd prefer to be prepared.  (I've experienced a level 1 Rogue who went from full HP to dead in one greataxe critical.)

-By default, characters are made with the PHB1 only!  For example, subraces like Gray Elves are core, but not allowed

-Single classed characters only!  In this game, each class is considered a way of life in a manner much more akin to 2E AD&D.  Modified prestige classes for each class have been hinted at as means of subspecialization, but details are undisclosed so far:  Just assume the PrCs don't change the base classes significantly.

-Wizard specializations (Conjurer, Evoker, etc.) aren't initially available.  Their unlock status is TBD.  Thus, assume all Wizards are generalists.

-For now, assume all Clerics are ethos Clerics and can choose their 2 domains.

-We have 2 players and a maximum of 6 PCs in the party at any time.  (Minions from classes, spells, etc. don't count toward this limit.  Animal companions, special mounts, and summons are OK but no Leadership!)  We can swap out party members for others - usually to replace dead party members - but the limit is still 6 concurrent PCs.  We strongly considered 4 PCs initially for easier itemization and faster leveling, but we also wanted to have some backup characters should we needed them.  We'd hate to lose our only Cleric days or weeks away from civilization.

-All casters are spontaneous!  They learn their spells as normal but can freely cast any spell in their repertoire/spellbook without preparation and with no increase in casting time.  As such, Sorcerers simply don't exist:  They're all Wizards now!

-We were encouraged to pick a mixed race group (Dwarf, Elf, Human, etc.) due to certain dialog/quest options being racially-linked.

-Alignment is nixed.  Abilities normally based on alignment like holy word or protection from evil will be replaced with (sub)type-based effects.

-No purely exotic weapons!  This means no spiked chains, but bastard swords, dwarven waraxes and the like are available.

-Armor spikes and grenadelike weapons aside from (un)holy water won't be immediately available.  Their eventual availability is TBA.  (I really wanted to do a max STR Half-Orc dual wielding Ranger who fought with armor spikes and a greatsword.)

-Metaphysical item creation is altered:  No craft feats, but consumables (scrolls, wands, and potions) each have a separate craft skill.  Alchemy has also been significantly modified.  Further details are TBA.

-Metaphysical items are likely notably rarer than standard, but also each much more powerful than normal.  Anything more powerful than a 'mere' +1 item is likely affected by this.  More details TBD.

-The only metaphysical items likely available for purchase are low-level consumables like healing potions.  These are items that require questing or dungeoneering to obtain.

-All scrolls of spells on the Wizard list are considered learnable.  This means Wizards can learn from Divine and Arcane scrolls, but, again, only for spells already on his list.  (No gaining barkskin from another class's list for Wizards, for example.)

-We're using hexes instead of squares for our combat grid.

Likely Campaign Focuses
-Overland travel and outdoorsmanship.  This means hunting, cooking, and navigating.

-Social skills.  Plenty of NPCs are expected to be very biased for or against certain races.  This also means we should have more than one party spokesman.

-Combat.  It's D&D.  Fighting is inevitable.

-We've been told darkvision is important, but not why.

-We figured we should expect to find and possibly also fight a variety of SRD creatures and possibly also homebrew creatures.

Known Unlockable Future Content
This stuff has been mentioned as unlockable content.  Other details are presently unknown.

-Bards.
-Psionics (Psions & PsyWars).
-Other SRD material.
-Possibly other homebrew material.

Proposed Party 1: Varying Races ("Team Mixed Drink")
Jandriel, Female Dwarf Rogue
Main Roles
-Dual wielding melee specialist OR archer.  She may start as an archer then transition to dual wielding.

-Socialite.  Remember above that states how a mixed race group is probably best for social opportunities and Rogues are the only core class with all social skills as class.  Not even Bards get Intimidate!

-Skill expert!

Preferred Minimum Initial Ability Scores
14 STR
18 DEX +1 per 4 HD
16 CON
18 INT
10 WIS
14 CHA

Skills to Max
-Bluff
-Diplomacy
-Disable Device
-Hide
-Listen
-Knowledge (Local) OR Sleight of Hand
-Move Silently
-Open Lock
-Search
-Sense Motive
-Spot
-Tumble

Feat & [Special Ability] Plan (Dual Wielding)
 1: Two-Weapon Fighting
 3: Weapon Finesse
 6: Improved Initiative
 9: Improved Two-Weapon Fighting
10: [Opportunist]
12: Combat Reflexes OR Two-Weapon Defense OR FEAT
13: [Defensive Roll]
15: Greater Two-Weapon Fighting
16: [Slippery Mind]
18: FEAT

Feat & [Special Ability] Plan (Archery)
 1: Point Blank Shot
 3: Precise Shot
 6: Improved Initiative
 9: Rapid Shot
10: [Defensive Roll]
12: Manyshot
13: [Improved Evasion]
15: Greater Manyshot (preferred) OR Improved Precise Shot
16: [Slippery Mind]
18: Greater Manyshot (preferred) OR Improved Precise Shot

Questions & Comments
-Considering the rest of the party's composition, which fighting style seems better?  Archery is likely safer to her, but drastically reduces her damage output against stuff with DR or that she doesn't sneak attack.  I'm leaning toward TWF since flanking seems more viable.

-If she dual wields, what weapons are best?

-My initial intent was to have Jandriel as an Elf, but she has changed to a Dwarf for Darkvision and a CON bonus.

-I debated UMD or Sleight of Hand, but I know civilizations will be in the game and the ability to steal from them seems useful.  We have so many other casters already.

Antavius Finn, Male Elf Cleric (Magic & Travel Domains)
Main Roles
-Back-rank Cleric and Cleric archer.

Preferred Minimum Initial Ability Scores
14 STR
19 DEX
14 CON
16 INT
16 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Diplomacy
-Hide (cross-class)
-Knowledge (Religion)

Feat & [Special Ability] Plan (Archery)
 1: Improved Initiative
 3: Point Blank Shot
 6: Precise Shot
 9: Rapid Shot
12: Quicken Spell
15: Improved Precise Shot OR FEAT
18: FEAT

Questions & Comments
-Antavius's combat style is primarily a combination of archery/slings, summons, and spells.

-How important is investing in the Point Blank Shot tree as a core ranged Cleric?

-I considered other metamagic feats, (Greater) Spell Focus, (Greater) Spell Penetration, and Augment Summoning, but I wasn't sure if they were worthwhile on this character nor where to put them.

Amelia, Female Human Druid
Main Roles
-Survival expert, summoner, caster, and a bit of everything.  A Druid in short.

Preferred Minimum Initial Ability Scores
14 STR
14 DEX
14 CON
16 INT
18 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Diplomacy
-Knowledge (Nature)
-Listen
-Spot
-Survival
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative, Spell Focus: Conjuration
 3: Augment Summoning
 6: Natural Spell (naturally!)
 9: Combat Reflexes
12: Quicken Spell
15: Track OR Feat
18: FEAT

Questions & Comments
-Amelia seems the most straightforward to build since I've built Druids.  I wasn't sure what feats to  pick starting at 9, though Quicken Spell was a likely choice.  I included (Greater) Spell Penetration since we may want to blast or otherwise use abilities that check SR.  I'm taking suggestions!

Tyrian, Male Human Cleric (Strength & Travel Domains)
Main Roles
-Front-rank Cleric.

Preferred Minimum Initial Ability Scores
18 STR
16 DEX
16 CON
14 INT
16 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Diplomacy
-Hide (cross-class)
-Knowledge (Religion)
-Tumble (cross-class)

Feat & [Special Ability] Plan (Melee)
 1: Combat Reflexes, Martial Weapon Proficiency: Guisarme
 3: Improved Initiative
 6: Combat Expertise
 9: Improved Trip
12: Quicken Spell
15: Power Attack OR Feat
18: Power Attack OR Cleave OR Feat

Questions & Comments
-Tyrian's combat style is primarily that of a traditional Cleric gish:  Buff, heal, and bash.  His primary weapon is a longspear.  His backup weapons are sling/light crosbow (range) and morningstar/heavy shield (melee).

-I considered other metamagic feats, (Greater) Spell Focus, (Greater) Spell Penetration, and Augment Summoning, but I wasn't sure if they were worthwhile on this character nor where to put them.

-What should Tyrian's other domain be?  I seriously considered Strength for enlarge person, Trickery for Hide as class, and War for guisarme proficiency/focus if we can get it.  (I strongly favor Travel for Clerics due to the contingent freedom of movement as well as domain spells.)

-I seriously considered changing Tyrian to a Half-Orc full BAB class until I remembered my experiences at low levels - even with optimized melee characters - who simply couldn't hit reliably.  Cleric gives more options long-term, like dumping summoned creatures beside enemies or healing or buffing.  Remember that we can still change characters mid-campaign, meaning a Fighter may be useful in certain stretches, especially early.

-I considered Improved Trip, but that takes 2 feats and matters less by the time we get it, probably level 12 due to wanting Combat Reflexes, Improved Initiative, and Quicken.  This proposed build may have it, but I've had mixed feelings.

-Tyrian has alternated between Half-Orc (for higher STR and orcblood) and Human (for bonus feat and skills).  I'm leaning strongly toward Human for him due to the bonus feat.

Tienna, Female Dwarf Wizard
Main Roles
-Wizard!  This is a combination of buffing, summoning, blasting, mind controlling, and other.

Preferred Minimum Initial Ability Scores
10 STR
14 DEX
16 CON
18 INT +1 per 4 HD
12 WIS
12 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Hide (cross-class)
-Knowledge (Arcana)
-Knowledge (Dungeoneering) starting at L8
-Spellcraft
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative
 3: Spell Focus: Conjuration
 5: [Still Spell]
 6: Augment Summoning
 9: Empower Spell
10: [Quicken Spell]
12: Spell Penetration
15: [Maximize Spell], Spell Penetration
18: FEAT

Questions & Comments
-Is Augment Summoning worthwhile on a core Wizard?  If so, when?

-Blasting can be viable as I've experienced.  Sometimes, dealing lots of damage over a large area is enough to this strategy viable.

Rashmuc, Male Dwarf Wizard
Main Roles
-Wizard!  This is a combination of buffing, summoning, blasting, mind controlling, and other.

Preferred Minimum Initial Ability Scores
10 STR
14 DEX
16 CON
18 INT +1 per 4 HD
12 WIS
12 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Craft (Wand) starting at L8
-Hide
-Knowledge (Arcana)
-Spellcraft
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative
 3: Spell Focus
 5: [Still Spell]
 6: Improved Counterspell
 9: Empower Spell
10: [Quicken Spell]
12: Spell Penetration OR (Greater) Spell Focus (something) OR FEAT
15: [Maximize Spell], (Greater) Spell Penetration OR (Greater) Spell Focus OR FEAT
18: FEAT

Questions & Comments
-Is Augment Summoning worthwhile on a core Wizard?  If so, when?

-When is best to take Improved Counterspell?  I figured level 6 was the soonest since casters tend to be rare or/and not worth spending a feat on for countering before about level 3 spells.

-Blasting can be viable as I've experienced.  Sometimes, dealing lots of damage over a large area is enough to this strategy viable.

Backup Characters ("Team Private Reserve")

Oraundo, Male Half-Orc Ranger
Main Roles
-Half-Orc.  Sometimes, we simply need an orcblood for quest options.

-Melee unit.  Greatsword/improved unarmed strike OR one-handed weapon (longsword or morningstar) and light shield are likely.

-Sneaker.  Darkvision and stealth and perception skills help.

Likely Replaces
-One of the Wizards or a melee unit (especially Tyrian).

Preferred Minimum Initial Ability Scores
20 STR +1 per 4 HD
15 DEX
16 CON
16 INT
14 WIS
10 CHA

Skills to Max
-Concentration
-Diplomacy
-Hide
-Knowledge (Dungeoneering)
-Listen
-Move Silently
-Spot
-Survival
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: [Favored Enemy: Goblinoids], Improved Initiative, [Track]
 2: [Combat Style: Two-Weapon Fighting]
 3: Combat Reflexes
 5: [Favored Enemy: Undead]
 6: Improved Unarmed Strike, [Combat Style: Improved Two-Weapon Fighting]
 9: Power Attack
10: [Favored Enemy: Giants]
11: [Combat Style: Greater Two-Weapon Fighting]
12: Cleave
15: [Favored Enemy: Evil Outsiders], Great Cleave
18: Two-Weapon Defense

Questions & Comments
-How should this character change and why?

Proposed Party 2: All Dwarves ("Team Super Kegger")
As the first party, but all Dwarves and with initial ability scores and feats slightly modified.

15
Greetings, all!

Our small group is playing the Shackled City campaign for D&D 3.5.  All 3.5 sources are allowed including homebrew, and this campaign is meant to be 'tough, but fair.'  Our GM has generally been lenient with allowing homebrew and rules changes if we all agree we want something changed.

We are angels of Pelor (and I at least am well aware of the Burning Hate controversy) given mortal bodies to aid in Cauldron and judge whether this plane should be destroyed to remove the righteous with the wicked or spared.

Our group is ECL4ish now and near the end of the second chapter of The Shackled City, Drakthar's Way.  My in-character brother is a Half-Celestial Gith Druid3 going Planar Shepherd of a plane to be announced || Tome Monk.  (He is WIS-based.)  I am a Magic-Blooded Divine Mnion of Thoth (reflavored to be of Pelor) Cloistered Cleric3 going for a modified Hathran and Manyfold Summoner (and possibly other divine casting PrCs) || Fun, Powerful Sorcerer3 intending to go 20+ in this class.  My domains are Dragon Below and Kobold (though I intend to switch Dragon Below for Time due to it being better overall).  (I am CHA-based with Cloistered Cleric-based casting being house ruled to be CHA- instead of WIS-based.)  The GM has said that our main characters are exceptionally powerful and occasionally rule-breaking:  We are probably the only gestalt characters in this game world and we were each built on a 40 point buy.  In my character's case, he got some domains not normally part of Pelor's list/portfolio.  The GM also houseruled our level adjustments so each of us only has a total LA of 1, regardless of the default rules.

We have with us a GMPC named Kristof, a Human Cleric of Pelor3 or 4 with the Strength and Sun domains going for Radiant Servant of Pelor, Contemplative, and Divine Metamagic (Persistent buffs).  He's meant to represent the common folk and we have adopted him as our apprentice because, in and out of character, we want to have him thrive.  He was the only remaining priest in Cauldron at the start of the adventure  He was built with the equivalent of a 19 point buy.  (He has 10 STR/10 DEX/12 CON/10 INT/15 WIS/9 CHA.)  He has no traits nor flaws for feats as per GM instructions.  So far, he's been only minorly useful, occasionally hitting with his longsword (a GM-granted weapon and proficiency), occasionally buffing, sometimes summoning, and rarely healing since our team has rarely gotten hurt enough to warrant that.  I've been holding out for him to increase in levels so he can get more useful spells, including direct damage ones like searing light and crowd control ones like haboob.  Once he gets level 4 spells, lesser holy transformation changes his type to Outsider, and polymorph from my character can make him even more uber via forms like these.

This Bard4 cohort is likely to be built using Kristof as a standard once my character reaches level 6.  This means it's her job primarily to make the rest of the group awesome as the church's music director.  (I'm aware of optimizing Inspire Courage and JoshuaD's Bard Handbook.)  Her planned build is NG Silverbrow Human (with the Magic-Blooded template if allowed) Bard9/Lyric Thaumaturge1/Sublime Chord2Lyric Thaumaturge+X,  (The assumption is Lyric Thaumaturge advances Bardic Music as a full Bard.  This is our game, and even if this isn't RAW, this is how we intend to play.)

Thus, what feats, stats, skills, items, and otherwise do you most recommend for a buffing, casting-heavy Bard who intends also to melee once she's properly polymorphed considering her stats?  Should she start at middle age?

Thankee!

16
D&D 3.5 and Pathfinder / What would balance Simulacrum?
« on: February 19, 2019, 04:11:34 AM »
Simulacrum is a tricky spell and not just since it's an Illusion.  This spell seemingly has no fair balance point if taken at RAW.  (Needing to have a copy of the target's toenails or body parts isn't a limiting factor when these things are available freely and infinitely in every spell component pouch.  Also, see Eschew Materials.)

The soonest a Wizard can cast this spell from spell slots is 13.  This is after the point that Genies and Solars become available to copy.  Want a wish or more every day?  Go ahead!  Remember, wish pays for the EXP and body part costs of simulacrum.

And those are just some off=the-top-of-my-head core examples.  Outside core, things can get even more extreme with using lesser planar binding to get some Mirror Mephits (Expedition to the Demonweb Pits) who have simulacrum 1/day at CL8 as a spell-like ability (which bypasses the body part and EXP requirements) to make sims of Efreet, lesser Angels, Artificers, and so on.

Baldur's Gate II treated simulacrum like a controllable, possibly equippable self-clone with fewer HD/levels than you.  I'd prefer not to change/reintrepret simulacrum to be that limiting (which can still be powerful).

What say you?

Thankee!

17
Other Games / Knights of the Chalice 2 Kickstarter Thread
« on: February 14, 2019, 05:46:37 PM »
Greetings, all!

KotC2 has a Kickstarter!  As of this writing (Feb 14, 2019) it isn't yet live, but it'll be soon enough!

The game's author kindly explained what Knights of the Chalice 2 is(n't).

The Knights of the Chalice series is a turn-based adaptation of the Open Gaming License (OGL) rules for D&D 3.5.  The first KotC stuck fairly close the the rules as written, but KotC2 seems more interested in adapting and expanding them for the sake of a better game.

I've already offered the author extensive feedback regarding many aspects of the game, some of which is slated to be in the final release.

As an aside, Knights of the Chalice is soon scheduled to arrive on Steam, GOG, and possibly other PC gaming platforms!

Enjoy!

18
D&D 3.5 and Pathfinder / Realms Beyond: What suggestions have you?
« on: January 30, 2019, 02:56:33 AM »
Greetings, all!

As a recent backer of Realms Beyond - a turn-based open gaming license D&D 3.5 RPG due to release next year - I was curious what suggestions you have for this game.  Preferably, you'll put those on the official forums so the devs and community can read and respond to them.  I request this so the game will be the best it can be!

If you've already done this, then great!

Thankee!

(I wasn't sure if this post should go in the D&D 3.5 section since this is about a D&D 3.5ish video game.)

19
General D&D Discussion / Don Quioxte, Man of La Mancha, and D&D
« on: December 08, 2018, 02:31:14 AM »
Greetings, all!

Having been reminded of Man of La Mancha, one of my favorite musicals, I realized that this is the sort of story that likely inspired D&D's earliest days.  Just listen to the aforelinked lyrics (or read them here) and consider this Don Quixote plot summary and this previous-in-the-movie exposition.

Nevermind that Don is (or at least seems to be, depending on version and interpretation) a delusional knight in an age past chivalry:  He seems very much like a D&D 3.5 Paladin with the Harmonious Knight alternative class feature for singing.

What are your thoughts?

20
Off Topic Fun / "Go for the eyes, Pooh! Go for the eyes!"
« on: November 21, 2018, 08:49:37 PM »
Recently, I learned Jim Cummings voiced Minsc and Pooh Bear.

"Go for the eyes, Pooh!  Go for the eyes!"

Pages: [1] 2 3 4 5 6 ... 14