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Topics - faeryn

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1
D&D 3.5 and Pathfinder / [PF] Half-Orc Elemental Bloodrager
« on: December 31, 2019, 05:55:22 PM »
So we are coming up on a long stretch of downtime in our campaign in a couple of sessions and I’m planning to use this time to do some large scale retraining after realizing how horrible of a mistake I made with my build before (ya’ll were right, I was better off going pure bloodrager)...

Anyways with this downtime I will be retraining into just straight bloodrager. Currently my retrained build plan is as follows:

Crossblooded Bloodrager [Elemental-Fire/Abyssal]
Feats: Skill Focus [Survival], Eldridge Heritage [Orc], Arcane Strike, Blooded Arcane Strike, Cornugon Smash, Vital Strike, Reckless Rage, Devastating Strike, Improved Vital Strike, Greater Vital Strike
Bloodline Feats: Power Attack, Intimidating Prowess, Weapon Focus [Greataxe], Toughness, ???
Bloodline Powers: Elemental Strikes, Demonic Bulk, Elemental Movement, Abyssal Bloodrage, Elemental Form, Elemental Body

We are currently Mythic T4 as well, I’ve taken Extra Mythic feat twice giving me:
Mythic Arcane Strike, Mythic Power Attack, Mythic Vital Strike, Mythic Eldritch Heritage


At current we are level 15, and I’m like some feedback on my revised build... as well as some suggestions as to what to take for my remaining Bloodline Feat, some options for improvements, and some idea on how to work Amplified Rage into the build...

Note: I am aware that Reckless Rage is considered a poor feat choice, however when combined with Mythic options such as Mythic Power Attack and Mythic Vital Strike, the extra damage it adds is significantly amplified, same goes for Devastating Strike.

2
In one of the campaigns I'm in I'm playing a Gnome Shifter(Oozemorph)//Alchemist(Toxicant/Vivisectionist) and well... I'm trying to figure out some useful magic items to pick up along the way as I level... It is worth noting, that we have houseruled the Oozemorph's Fluidic Body ability to allow me to maintain my original race's humanoid form effortlessly outside of extreme conditions (receiving Massive Damage in Combat, Drunkenness, Mind Control, etc...) and antimagic fields (as per the abilities original wording).

I have put a heavy focus on crafting Alchemical items and launching them at enemies from a Stonebow via use of Alchemical Sling Bullets, and have recently acquired a few more potent Alchemist's Bullets. When it comes to melee her Morphic Weaponry ability is her go-to choice, alongside her Toxic Secretion from Toxicant (which I'm curious as to if it follows the same rules as normal poisons when applied to ammunition, i.e. 1 does applies to 10 pieces of ammunition)...

As far as attributes are concerned... Dex, Con, & Int are the only attributes of real importance too her. (Currently Lv 2 with 6 Str, 20 Dex, 20 Con, 18 Int, 12 Wis, 10 Cha)

So anyways... The types of items I'm most interested in:

Anything that can improve my Shifter abilities (which I am aware might be nothing due to the Oozemorph archetype replacing 90% of the class features)
Anything that improves Craft(Alchemy) - No competence bonus items (Alchemist class grants Competence bonus = to Level)
Anything that improves Poisons
Anything that improves Sneak Attack, melee or ranged (already plan to get Greater Sniper Goggles when I can)


Figured I'd ask on here to see if any of the min-max guru's might have some ideas on useful magic items for the character, especially ones that fall into the above listed categories of interest.

3
Gaming Advice / [PF] Rogue/Alchemist options
« on: May 14, 2019, 10:27:09 PM »
I'm playing a Tinkerer Alchemist in a side campaign, and I'm considering taking some levels in Rogue as well... however I've got a bit of a dilemma, and I'd like to know if there are any alternative options available to accomplish the same ends.

While looking at Rogue, I ran across a few very promising Archetypes that fit my character. I'd really like to take the Carnivalist archetype to improve on her Clockwork Familiar by allowing it to deliver sneak attacks. The familiar has the Mauler archetype already, so it'll have no issues flanking to qualify for Sneak Attack. Additionally the Scout archetype looks like a promising option to give a reliable way to deliver ranged Sneak Attacks although it doesn't really help until 8 levels in... And then there is the Underground Chemist archetype giving Sneak Attack to my bombs and splash weapons, as well as continuing to grant a bonus to my Craft(Alchemy)...

Now here is the source of my dilemma... Carnivalist & Underground Chemist both replace 4th Lv Rogue Talent... so I'm unable to take both together... and there-in lies the problem... in order to make levels of rogue worth-while for the build I really need to be able to continue progression of her Familiar, apply Sneak Attack to Bombs, and have my Familiar capable of Sneak Attack...

So, my question: What other options exist for getting Sneak Attack to a Familiar &/or Splash Weapons?

Open to Feats, Rogue Talents, Alchemist Discoveries, Archetypes, Magic Items... anything really... I'm not as concerned about the Familiar progression as being able to get SA on both familiar and bombs... I can easily just get something like Familiar Bond or Eldritch Heritage [Arcane] to progress the familiar.

Side question: Are there any better alternatives than Scout for reliable ranged Sneak Attack?
Side question #2: Would the Scout's Charge ability apply to a Carnivalist's Familiar as well to qualify it for Sneak Attack on a charge?

4
You Break it You Buy it / Beast of Strength
« on: May 09, 2019, 03:47:07 PM »
Out of sheer boredum last night, I set about theory crafting a character with as high of a strength score as I could possibly push it... and this is what I ended up with... the build would require Gestalt rules and Variant Multiclass to pull off...

Bloodrager:20//Alchemist:2/Fighter:8/Evangelist:10
Race: Trox
Bloodrager Archetype: Crossblooded
Bloodline: Abyssal & Hag
Bloodline Powers: Hag Transformation & Abyssal Bloodrage at 12th & 16th The rest are inconsequential
Bloodline Feats: They are all pretty bad... Power Attack & Cleave are the only useful ones but they are available so late...
Alchemist Archetype: Ragechemist
Alchemist Discoveries: 2nd: Anything
Fighter Archetype: Mutation Warrior
Mutagen Discoveries: 7th: Anything | 11th: Greater Mutagen | 15th: Grand Mutagen
Bonus Feats: Power Attack, Furious Focus, Vital Strike, Devastating Strike, Improved Vital Strike, Greater Vital Strike, +3 more
Variant Multiclass: Cleric
Cleric Domain: Strength-Ferocity
Feats: Skill Focus[Survival], Eldritch Heritage[Orc], Improved Eldritch Heritage[Orc 9th], Greater Eldritch Heritage[Orc 15th], Extreme Mood Swings
Weapon: +5 Anything with Furious & Courageous
Evangelist Aligned Class: Fighter
Spiritual Form Attribute: Strength

End result:
Bloodrage: +20 Morale to Strength (Mighty Bloodrage +8, Hag Transformation +2, Abyssal Bloodrage +6, +3 Furious+Courageous, Extreme Mood Swings +1)
Rage Mutagen: +10 Alchemical to Strength
Might of the Gods: +10 Enhancement to Strength
Strength of the Beast: +6 Inherent to Strength
Power of Giants: +6 Size to Strength
Spiritual Form: +4 Strength
Leveling: +5 Strength
Racial: +8 Strength
Total: +69 to Strength If starting with an 18 that's an 87 Strength Score at Lv20

if I could figure out a way to work Dragon Disciple into the build without losing bonuses from Bloodrage & Mutagen then I could push that to a 91 Strength Score...

Mythic tiers can also add another +12 easily... +2 for every even tier, and an additional +2 from the Enhanced Ability Universal Path ability

5
After my previous character was removed from existence by a deity... I rolled up a Half-orc "Bloodrager"... she's really just 1st Lv Bloodrager, 6th Lv Magus, and the remaining 13 Levels planned to be straight Sorcerer... however, the Evangelist prC was recently brought to my attention and I'm actually curious as to if the it might be worth it to build into... We are currently Lv10, and the DM will allow me to take the Deific Obedience Feat at Lv11 to qualify for Evangelist at Lv11, so I'd be taking my remaining 10 levels as Evangelist if I go this route...

My Current Build:
Enlightened Bloodrager:1/Eldritch Scion Magus:6/Crossblooded Sorcerer:3
Bloodrager Bloodline: Elemental[Fire]
Eldritch Scion Bloodline: Elemental[Fire]
Sorcerer Bloodlines: Elemental[Fire] & Orc (Selecting Orc bloodline powers at each level)
Favored Class: Magus & Sorcerer (Eclectic)
Deity: Gorum
Feats:
Fire God's Blessing (DM Allowed Gorum to quality)
Power Attack
Arcane Strike
Eclectic
Blooded Arcane Strike
Mad Magic (Magus Bonus Feat)
Magus Arcanas:
Flamboyant Arcana
Broad Study

She is a very heavy melee focused character, with spells used largely to enhance her combat ability, and the bonus of being able to add in Spellstrike to make her hits even more devastating...

I had originally planned to take Vital Strike at 11th Level and the finish up my Feats with Extra Rage at 13th, Devastating Strike at 15th, Maximize Spell at 17th, and Improved Vital Strike at 19th...

if I take Evangelist, I'd be dropping Maximize Spell off my feat list and it'll delay my Vital Strike feat progression a bit...

Depending on if Aligned Class qualifies for Sorcerer Favored Class progression or not, I might retrain Eclectic and replace it with Extra Rage to allow me to get my Vital Strike feat progression completed earlier... and that will open up an extra feat to possibly take Maximize Spell again (or something else that might fit)...

From what I can see on my own it looks like the pros and cons of going evangalist are:

Pros
  • Max BAB +14 vs +11
  • d8 vs d6 HD
  • 6+INT skills vs 2+INT
  • +2 Dodge to AC
  • Gorum's Obediance bonus (I think it was an atk or damage bonus, don't have the book in front of me atm)
  • +4 Sacred bonus to untrained skill checks
  • Know(Religion), Diplomacy, Heal, +2 bonus Skills as Class Skills

Cons
  • CL 12 vs CL 13 Sorcerer spells
  • Delayed Bloodline progression 1 level
  • loss of 13th lv bloodline feat
  • loss of 13th lv bloodline spell
  • Required daily deific obedience
  • Feat requirement
  • possible loss of Favored Class Bonus (+6 damage to Fire Damage spells)
  • +4 Str vs +6 Str from Strength of Beasts bloodline power
  • Suffer Light Sensitivity for 1 extra level (Orc Bloodline Arcana)

As it stands... I'm not really sure if the pros outweigh the cons on this one... The loss of 1CL doesn't have a major impact on me, since I'm already giving up 7CLs of Sorcerer for 6Lv Magus and 1Lv Bloodrager...

6
D&D 3.5 and Pathfinder / PF: looking for some advice on a couple builds
« on: November 21, 2018, 09:08:07 PM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
Race: Catfolk
Class: Rogue:4
Archetype: Eldritch Scoundrel
Rogue Talents: Finesse Rogue
Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]

Race: Halfling
Class: Arcanist:4/Sorcerer:1
Archetype: Unlettered Arcanist, White Mage, Crossblooded
Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
Bloodline: Destined, Fey (+2 DC of Compulsion spells)
Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

7
D&D 3.5 and Pathfinder / PF: Improving Familiar Survivability
« on: November 14, 2018, 12:43:42 AM »
I'm playing a "Luck Caster" in a campaign using the Unlettered Arcanist... and well... in our last session I was nearly rendered powerless when a Fireball dropped my Familiar from full health to -1... So... following that encounter... I'm looking for some way to improve my familiars survival... That said, there are certain options that are out of the question in this particular case.

Those options being: anything that stores my familiar in an extradimensional space, glyph, or otherwise removes her from the field.

The reason for this is, despite my better judgement, I opted for the Egotist Familiar archetype for RP reasons... so when your familiar believes herself to be the master and you to be her familiar it can be rather difficult to store her away... Due to the Unlettered Archetype, my character would have every reason to want to keep her familiar out of harms way since being seperated from her familiar would render her powerless...

So... what other options exist within Pathfinder for bolstering a familiars defenses?

I shouldn't have to worry too much about direct attacks against my Familiar, though indirect attacks are most certainly a major concern after last session...

8
D&D 3.5 and Pathfinder / Advancing Arcane Schools with other classes.
« on: November 13, 2018, 09:36:03 AM »
Ok, so I've been playing in a couple Pathfinder campaigns recently and in on of them I'm playing an Eldritch Scoundrel Rogue... After looking through a lot of the source material for Pathfinder to try and familiarize myself with the differences from D&D 3.5, I ran across the Aether School from the Wizard class. I've been looking into the idea of taking a single level dip into Wizard to pick up the school, however, I wanted to know if there is any way to advance the School's abilities through other class levels.

The only way I've found on my own won't work for this character... The School Understanding Arcane Exploit from Arcanist lets Arcanist Levels stack with Wizard for determining the abilities and effects of Arcane Schools... Works great for my character in the groups other campaign, but not so much for this character since she's not an Arcanist.

I plan to take her into the Arcane Trickster PrC, so if there is anything like Devious Bloodline that would apply to Arcane Schools instead of Bloodlines, that would be great too...

9
Just an idea for a homebrew feat...

Spellslinger
[General]
You're dedication to combat spellcasting has taught you how to cast spells as a part of a full attack

Prerequisite: INT 13, BaB 6+, Combat Casting, Ability to cast 2nd level spells

Benefit: When you use the full attack action, you can take a -5 penalty on your attack roll to cast any standard action spell in place of an iterative attack. You may replace up to 3 attacks in this manner, as long as you make at least 1 normal attack this round. The changes to attack rolls and Armor Class last until your next action.

Two-handed Spellslinger
[General]
You're dedication to combat spellcasting has taught you how to cast spells as a part of a full attack

Prerequisite: Two-weapon Fighting, Spellslinger

Benefit: You may forgo your offhand attack(s) to instead cast a single standard action spell. All normal penalties for using Two-weapon Fighting apply.


EDIT: Clarification on maximun number of spells

10
Homebrew and House Rules (D&D) / Tri-class Gestalt
« on: April 11, 2016, 05:53:23 AM »
I had this odd idea for a 3-class gestalt system... it's probably just my sleep deprived mind making me think it's a good idea, but I figured I'd post it anyway...

Unlike normal Gestalt rules this system allows for characters to level in 3 classes simulltaneously. All normal gestalt rules apply as normal, except with the following additional rules added in.

  • From level 1 to 5 you may only level in 2 classes
  • One of your first 2 class choices is locked in for full 20 level class advancement. One the decision is made it may not be changed.
  • Starting at level 5 you may use your 3rd gestalt class to advance in any prestige class that you qualify for

11
Homebrew and House Rules (D&D) / True Illusionist - Class & Discussion
« on: March 06, 2016, 09:46:43 PM »
True Illusionist


   
"When do you think they'll realize the wall doesn't really exist?"
-Cyra, Changeling Illusionist

A true illusionist has dedicated the entirety of their magical training to mastering the art illusion. Favoring illusions over all other schools of magic, a true illusionist excess at misdirection.

MAKING A TRUE ILLUSIONIST
Short description of play style.
Abilities: Intelligence
Alignment: Alignment restrictions (if any).
Starting Gold: Xd4x10(average gp)
Starting Age: As (core Illusionist).

Class Skills
The True Illusionist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d4



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th
1st+0+0+0+2Illusion Focus, Brief Figment53--------
2nd+1+0+0+3Chains of Disbelief, Wavering Image64--------
3rd+1+1+1+3Stalking Figments, Wavering Image65--------
4th+2+1+1+4-663-------
5th+2+1+1+4Extended Illusions, Exceptional Hide664-------
6th+3+2+2+5-6653------
7th+3+2+2+5Irresistible Illusions, Empowered Illusions6664------
8th+4+2+2+6-66653-----
9th+4+3+3+6-66664-----
10th+5+3+3+7Insidious Illusions, Shadow Shaper666653----
11th+5+3+3+7-666664----
12th+6/+1+4+4+8-6666653---
13th+6/+1+4+4+8-6666664---
14th+7/+2+4+4+9-66666653--
15th+7/+2+5+5+9Illusory Touch, Hide in Plain Sight66666664--
16th+8/+3+5+5+10-666666653-
17th+8/+3+5+5+10-666666664-
18th+9/+4+6+6+11-6666666653
19th+9/+4+6+6+11-6666666664
20th+10/+5+6+6+12Shadow Blend, Illusion Mastery6666666665
Weapon and Armor Proficiencies: Illusionist are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Illusionist's movements, which can cause her spells with somatic components to fail.

Spells: A Illusionist casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the True Illusionist spell list given below. She can cast any spell she knows without preparing it ahead of time the way a cleric or wizard must. When a Illusionist gains access to a new level of spells, she automatically knows all the spells for that level listed on the True Illusionist's spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a Illusionist must have a Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Illusionist's spell is 10 + the spell's level + the Illusionist's Intelligence modifier. Like other spellcasters, a Illusionist can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence score (see Table 1—1, page 8 of the Player's Handbook).
Unlike a cleric or a wizard, a Illusionist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Illusion Focus (Ex): A Illusionist increases the caster level of illusion spells she cast by +1.

Brief Figment (Su): At 1st level a Illusionist can create a figment double of herself (similar to mirror image). The image lasts until it is struck or until the start of her next turn. Activating this ability is an immediate action, and she can use this supernatural ability a number of times per day equal to her Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half her Illusionist level (minimum 1st), and the caster level is her Illusionist level. She can't activate this ability in response to an attack that she isn't aware of.

Chains of Disbelief (Ex) Starting at 2nd level, if a viewer disbelieves an illusion created by an Illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Stalking Figments: Starting at 3rd level, if an illusionist attacks or casts a spell on a creature who cannot currently sense her due to one or more illusion spells she has cast, all spells or attacks made by her against that creature this round have a +1 bonus to attack, damage,caster level, and DC. If this is a surprise round, double these benefits.

Wavering Image: At 3rd level the Illusionist can create a wavering image at will. This ability functions like the Silent Image spell with a CL of 1.

Extended Illusions (Su): At 5th level a Illusionist gains the ability to create illusions that last longer than normal. When she casts any illusion spell that has a duration other than instantaneous, the duration of the spell is doubled. A spell with a duration of concentration lasts for the duration of the Illusionist's concentration plus 1d4 rounds. A spell with a duration of concentration plus a certain increment of time lasts for the duration of the Illusionist's concentration plus double that increment of time. Thus, a mirror image spell cast by a 10th-level Illusionist lasts for 20 minutes, a silent image spell lasts for the duration of the caster's concentration plus 1d4 rounds, a minor image spell lasts for the duration of the caster's concentration plus 4 rounds, and a mirage arcana lasts for the duration of her concentration plus 20 hours.

Exceptional Hide (Ex): At 5th level a Illusionist may add her Intelligence modifier (in addition to her Dexterity modifier) to her Hide skill checks.

Irresistible Illusions (Ex): At 7th level, for every illusion spell a Illusionist casts she gain a bonus on caster level checks made to defeat spell resistance equal to half her caster level

Empowered Illusions: Starting at 7th level the Illusionist may choose to add one of the following effects to their illusions.
Shimmering Images: Opponents who see an illusion affected by this ability must make a will save (DC 11 + the Illusionist's caster level) or be dazed for 1 round.
Captivating Images: Opponents who see an illusion affected by this ability find it irresistible and just can't look away. Affected enemies must make a will save (DC 11 + the Illusionist's caster level) each round or be rendered flatfooted and suffer a -5 penalty to hit until the start of their next turn.
Nightmarish Images: Opponents who succeed on a will save to disbelieve an illusion affected by this ability must immediately make a second will save against the same DC or become panicked as the illusion warps and twists into a nightmarish image.
Lingering Images: Opponents who succeed a will save to disbelieve an illusion affected by this ability must make another save every time they interact with the illusion.
Uncanny Illusions: Illusions affected by this ability have their save DC reduced by 5, but opponents may now only attempt to disbelieve upon attempting physical contact with the illusion.


Insidious Illusions (Su): At 10th level a Illusionist can cast illusion spells that are harder for other creatures to detect or pierce. When any creature employs a divination spell, spell-like ability, or magic item (such as detect magic or true seeing) that would detect or pierce an illusion spell cast by the illusionist, that creature must make a caster level check (DC 11 + the Illusionist's caster level) to successfully detect or pierce the illusion. Additionally, when a creature employs a special quality (such as scent or blindsense) that would detect or pierce an illusion spell cast by the illusionist, that creature must make a spot or listen check (DC 11 + the Illusionist's caster level) to successfully detect or pierce the illusion. The detecting creature can check only once for each divination spell or effect used, no matter how many of the Illusionist's illusion spells are operating in an area.

Shadow Shaper (Su): At 10th level the Illusionist's illusions become infused with shadow stuff from the Plane of shadow, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spells increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.

Illusory Touch (Ex): At 15th level, a Illusionist may cast any personal illusion spell as a touch spell.

Hide in Plain Sight (Su): At 15th level a Illusionist can hide in plain sight (as the ranger ability, except that the Illusionist need not be in natural terrain).

Shadow Blend (Su): At 20th level, the Illusionist gains the ability to blend into shadows. In any condition of illumination that would normally grant the Illusionist concealment, she instead gains total concealment (as if she were invisible).

Illusion Mastery (Ex): At 20th level a whenever Illusionist cast an illusion (shadow) spell that creates a partially real effect (such as shadow conjuration or shadow evocation), the effect is 10% more real than normal. Thus, a creature created by shadow conjuration is 30% as strong as a real creature of the same kind, instead of the normal 20%.


 
TRUE ILLUSIONIST SPELLS <WIP>
All 0-level Arcane spells
All Illusion spells
Mage Armor, Shield, <WIP> need more specific non-illusion spells
<WIP> I'd love some input on this class and some help creating a complete spell list... I'd like to include all illusion spells and a handful of useful/essential non-illusion spells. The primary focus of the class is obviously illusions, but they should still have enough non-illusion spells to hold their own when backed into a corner.

12
Gaming Advice / Magic items a question of balance
« on: December 13, 2015, 06:04:33 PM »
So I'm curious as to how balanced or unbalanced ya'll think allowing players to define the base weapon/armor for specific magic items. Perhaps with some limitations. Relics and Legendary Artifacts excluded.

For example:
Rogues Blade could, instead of always being a Rapier, could be any light/simple weapon.

13
Homebrew and House Rules (D&D) / Alternative Progression & Casting
« on: November 30, 2015, 04:21:04 PM »
I've been playing around with some ideas in my head for some time now... and I wanted to get some feedback on them...

This will mostly affect spellcasters, though some of my ideas are for mundanes as well...

Cantrips: All 0-level spells become at-will Cantrips. Casting classes that normally do not gain 0-level spells may pick 5 cantrips from any class list of the same casting type. Therefore a paladin may only choose cantrips available to Divine casters and a Spellthief may only choose cantrips available to an Arcane caster.

Caster Levels: Caster levels of the same casting types stack, Caster levels of differing types stack at 1/2 CL (Rounded down). Every 3 levels of a non-caster class adds 1 to any CLs you have, this is always added AFTER any stacking mechanics. Therefore a Wizard 4/Sorcerer 2 would have an Arcane CL of 6 whereas a Wizard 4/Cleric 2 would have an Arcane CL of 5 and a Divine CL of 4, likewise a Wizard 3/Fighter 3 would have an Arcane CL of 4. A Wizard 3/Fighter 3/Cleric 1 would have an Arcane CL of 4 {3 + (1/2x1) + (1/3x3) = 4} and a Divine CL of 3 {1 + (1/2x3) + (1/3x3) = 3}.

Spell Save DC: All spell saves will have a DC of 10+1/2HD+Key Attribute+Spell Level, this is to help keep spell save DCs competitive with save bonuses.

Spell Slots & Spell Points: All spontaneous spell casters use Spell Points to cast spells instead of spell slots. Prepared spell casters use both spell points and spell slots. A Prepared spell caster gains their spell slots from class levels and their spell points from their ability score. Prepared spell casters may cast spontaneously with their spell points but must prepare their spell slots to make use of them.
Note - Under this system Clerics, Druids, & Paladins are considered spontaneous spell casters.

Meta Magic: Spontaneous spell casters may use meta magic without increasing the casting time of the spell. Prepared spell casters MUST prepare their meta magic spells in spell slots, but may spontaneously cast any prepared meta magic spell with spell points. A prepared spell caster may not spontaneously apply meta magic unless granted the ability by a feat or prestige class.

Familiars: Classes that grant Familiars now get the Obtain Familiar and Improved Familiar feats instead. Classes with special familiars modify the Obtain Familiar feat to grant their special familiar instead, but otherwise reference the feat for progression.

Specialist Wizards: Specialist Wizards may add 1/2 their max spell level (rounded up [+1 for 1st lv, +5 for 9th lv]) to the DC of any spell of their specialist school regardless of spell level. You may also benefit from the wizard variants outlined in Unearthed Arcana without giving up wizard class features.

Generalist Wizards: Gain the Elvin Generalist substitution levels regardless of race. Additionally feat progression of a Generalist Wizard is changed to match that of a Martial Wizard.

Domains Spells & Specialist Spell Slots: No change, these bonus slots still function exactly as the book outlines them.

Domain Wizards: Domain Wizards sacrifice the Generalist Wizard benefits for their Domain.

Mundane Class Features: Any basic class feature that improves with levels, and is obtained within the first 3 levels of the class, such as a Rogues Sneak Attack or a Barbarians Rage Continues to improve as if you had gained 1/3 of all other class levels (that do not grant progression of the same ability). So a Rogue 6/Barbarian 3 would have a Sneak Attack of 4d6, could Rage 2/day, and Trapsense +3. However a Rogue 6/Spellthief 3 would still only have a Sneak Attack of 4d6, you would not add 1/2 Spellthief to Rogue for Sneak Attack nor would you add 1/2 Rogue to Spelltheif for Sneak Attack, you would however add 1/2 Rogue to Spelltheif to progress the Spellthief's steal spell & Spellgrace abilties and 1/2 Spellthief to Rogue for the Rogue's Trapsense ability. A 10th Level Rogue cannot improve their Special Abilities class feature in this manner as the ability was not acquired within the first 3 levels of the Rogue class.
Note - Casting abilities are NOT increased in this manner and may only be improved by taking levels of an appropriate casting class.

Saves: -1 to all Good Saves from multi-classing. Your starting class will always progress as normal, but any additional classes will grant good saves at 1 less. Wizard 4/Rogue 2 will have saves of Fort +1/Ref +3/Will +4. What this boils down to is at any character level besides 1st you may not gain more than +1 to any save from class levels.

Multi-class Casting (Abilities): Unless stated otherwise, use the appropriate casting class when calculating variables for any and all spells. A Wizard 4/Sorcerer 2 would not add their Charisma to the spell save of any spell cast as a wizard.

Multi-class Casting (Spells Known): Your spell lists are NOT shared across classes, however, you may use spell slots to prepare any spells known so long as they are of the same casting type. A Wizard cannot prepare Divine spells and an Archivist cannot prepare Arcane spells.

Multi-class Casting (Progression): Add 1/4 of all other casting classes to each casting class to determine the level of spells available in that class. A Wizard 4/Sorcerer 4 would have access to 3rd level Wizard spells and 2nd level Sorcerer spells, a Wizard 4/Cleric 4 would have access to 3rd level Wizard & Cleric spells.
Note - Spells must still be learned as normal.

Other Casters (Psionics, Incarnum, Binding, etc...): Apply the same changes outlined in the Caster Level, Spell Save DC, & Multi-class Casting sections as appropriate.

14
Gaming Advice / Antimagic Field Questions
« on: November 14, 2015, 09:44:53 PM »
Ok, I've got a few questions regarding the Antimagic Field spell...

1) Where does the whole idea of blocking LoE to AMF? It seems silly and far-fetched to me that a trick such as using a large iron bell with shink object as a hat that will expand automatically in an AMF would exempt you from the effects of the AMF. And even if you can block the LoE to an AMF, why would an area already exposed to the effects suddenly lose it? Wouldn't it be more likely to trap a portion of the field inside the bell with you?

2) Do conjuration spells such as Orb of ___ really work in an AMF? My understanding from reading AMF is that they would be treated like any other conjuration and wink out while passing through the area affected by the AMF. They are not "normal missiles" they are conjured missiles.

3) This one's more of a silly question... If someone under the effects of a spell such as Hide Life (Who has severed the body part) enters an AMF, would they fall dead? Or at the very least appear to be dead while within the AMF?

15
So this is an idea I've had floating around in my head for a while now and I wanted to get some feedback on it...

Base Class Progression:
Your Base Class (chosen at 1st level) may progress class features, except casting, as if a level were taken in that class at every level. You may only progress the class you took at 1st level in this way. If at any point you retrain your 1st class level, all class features tied to the old base class are replaced with the new class. It is advised to not allow retraining of the 1st class level for this reason.

Class Feature Progression:
Class features that have already been learned from any other base classes may be progressed at each applicable level after acquisition as if a level in the appropriate class was taken. You may not advance Sneak Attack, Sudden Strike, Skirmish, or similar such features in this manner, they must be advanced as part of your base class or through actual class levels, the same goes for Bonus Feats. Prestige Classes do not advance their class features unless leveled as normal. Only class features that improve with levels may be advanced in this manner.

Casting Proogression:
Casting classess gain 1 casterlevel for every 3 non-casting levels gained. Base Class casters (See Above), may progress their spellcasting at every 3rd non-Base Class (See Above) level. All casting classes of the same type share a single casterlevel. Meaning a multiclass Wizard3/Sorcerer2 would have a shared Arcane CL5 for both classes. If the same character were to take a level of Cleric for their next level they would have an Arcane CL of 5 and Divine CL of 1, they would also cast as a 4th level Wizard.

Wizards:
All Wizards MUST be specialists, unless taking the Elven Generalist subsitution level. Specialist Wizards use the UA variants rules, without losing the base specialist bonuses or thier familiar. The Domain Wizards variant may be taken for your chosen school's domain in exchange for your base specialist bonuses. Elven Gneralists may choose from UA specialist benefits at 1st level.

Fighters/Psychic Warriors:
[WIP] Fighters will obtain a selection of Figher specific class features. I'm thinking this should be in the form of combat specializations. A set of features that benefit trip-based builds, chargers, grapplers, two-weapon, two-handed, sword-&-board, single-blade, etc... A Fighter may select 2 (or 3?) specializations. Feedback on how this could work would be welcome.
[WIP] Psychic Warriors would get the same list of features, but may only select 1 (or 2?) specialization. A psionic focus based specialization will also be available to Psychic Warriors. Psychic Warrior levels count as Fighter Levels for the purpose of qualifying to Fighter feats.

Psions/Sorcerers:
[WIP] Psions & Sorcerers will also need some class features added to them. I intend for all classes that only grant Feats &/or casting as their class progression to have some form of actual class features...

16
Gaming Advice / Chill Touch Familar
« on: May 30, 2015, 02:28:13 AM »
This is something that just randomly occured to me and I was wondering if it would actually be a legitimate tactic...

Familiars have an ability to deliver touch spells and they are permitted a full round of actions seperate from thierr master (but durring the same turn)... so...Given that a familiar uses the same BAB as their master (or their own if it's higher)... If I cast a touch spell with multiple charges such as Chill Touch and use my familiar to deliver it, could my familiar deliver multiple chill touch attacks in the round the spell was cast via it's iterative attacks?

17
So... I had a few ideas for a series of homebrew feats for spellcasters... I call them Academic feats... the idea behind them is essentially an alternative to Theurge/Gestalt/Ultimate Magus... etc... So let us begin...

Academic Research
[Academic]
You just can't put down your spellbook even after preparing your daily spells.

Prerequisite: INT 13, Must Prepare spells from a spellbook (or similar), caster level 3rd, Scribe Scroll

Benefit: As a full round action you may search through your spellbook for a known spell that is not currently prepared, up to 1 level lower than your current highest known spell level, and prepare it to cast at the start of your next turn. This action always provokes an attack of opportunity, you must make a concentration check DC 11+Damage Dealt+Level of the spell you are preparing or lose your place and have to start over.
Special: You may take no further actions until after you have cast the spell. This feat does not qualify you as a spontaneous spellcaster. This feat may not be taken along with Academic Study.
Note: You do not gain any additional spells per day from this feat. This feat cannot be applied to 9th level spells, even with epic spells.

Academic Study
[Academic]
You're dedication to the academic arts has granted you a brief understanding of spellbooks.

Prerequisite: CHA 13, Must be a spontaneous spellcaster, caster level 3rd, Scribe Scroll

Benefit: You gain the ability to use a spellbook to a limited extent. Each day you may prepare 2 spells of each level, up to 1 level lower than your current highest known spell level, from your spellbook. You may add spells to your spellbook in the same manner as a wizard, however all spells must be found on the qualifying class's spell list.
Special: This feat does not qualify you as a prepared spellcaster. This feat may not be taken along with Academic Research.
Note: You do not gain any additional spells per day from this feat. This feat cannot be applied to 9th level spells, even with epic spells.

Dedicated Study
[Academic]
Constant study of your spellbook has committed various spells to memory

Prerequisite:Academic Study or Academic Research

Benefit: You commit a number of spells from your spellbook to memory.
Academic Study: Add up to 2 spells per level from your spellbook to your list of spells known. The selected spells may be cast spontaneously from now on.
Academic Research: Commit 1 spell per level from your spellbook to memory. You may spontaneously convert any prepared spell of the appropriate spell level into any of the selected spells from now.
Special: Apply the benefit of this spell to each new level of spells as you gain access to them from your spellbook. This feat does not qualify you as a spontaneous spellcaster if you were not one already.
Note: This feat cannot be applied to 9th level spells.

Academic Dedication
[Academic]
Dedicated study has expanded your ability to memorize spells

Prerequisite: Dedicated Study

Benefit: You commit a number of additional spells from your spellbook to memory.
Academic Study: Commit 2 more spells to memory.
Academic Research: Commit 1 more spell to memory.
Special: You may gain this feat multiple times. This feat does not qualify you as a spontaneous spellcaster if you were not one already.
Note: This feat cannot be applied to 9th level spells.

18
Gaming Advice / How does Triadspell actually work?
« on: May 26, 2015, 06:36:58 PM »
Reading over Triadspell I'm seeing 2 possible outcomes... one seems Overpowered, while the other seems moderate...

Quote
You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended. The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell.

Reading 1)
You turn 1 spell slot into 3 spell slots of the same spell, effectively giving you 2 extra spell castings per slot modified... this is clearly overpowered as it would allow you to effectively triple your 3rd level and lower spells per day... granted 3rd level spells aren't very strong to begin with, but this is quite absurd if this is how it works...

Reading 2)
You gain no extra spell castings from the modified spell slot, but rather extra versatility in your prepared spells up to 3rd level. Instead of preparing one spell 3 times in 3 spell slots, you prepare it 3 times in one spell slot freeing up 2 slots for more options. If you only had 4 spell slots of 3rd level you still only have 4 spell slots and may only cast 4 spells of that level, just with some added flexibility in what spells you can actually cast... giving you a simi-spontaneous caster benefit in a way...

So which is it?

19
Ok... so I'm going through my spellbook trying to select my new spells from the past few levels along with composing a shopping list of spells to copy in from scrolls or other spellbooks... and I'm basically pulling hairs looking through spells at this point... So I wanted to get some suggestions from here as to some spells to pick up...

Spell Levels available 1st-8th 4 of each level from each Cleric & Wizard/Sorcerer spell lists (except 8th Lvl just 2 for now)
Excessive amounts of gold to spend on scribing spells from other class lists (&/or buying additional Blessed Books)
The DM rules wizard to be able to scribe spells from any official arcane class list. Classes that are normally arcane or divine but can be the other from an ACF or Feat do not count for this purpose, the original class must be Arcane for Wizard and Divine for Archivist. (Not that it really matters since I can cast both Arcane & Divine spells)
Many spells are reverted to 3.0 with my DM, he tends to go with the more powerful version of any spell that has multiple versions between 3.0 & 3.5 (This includes reverting many spells that got changed with the Spell Compendium) but not always. (Spells that were blatantly broken before such as Sign are not reverted back)

Archivist
Changeling Wizard/Illusionist
1st
Level
Cure Light WoundsSilent Image
Grave StrikeInstant Diversion
Lesser RestorationArcane Sensitivity
2nd
Level
Cure Moderate WoundsMinor Image
SilenceMirror Image
3rd
Level
Cure Serious WoundsMajor Image
Suppress GlyphTenacious Dispelling
4th
Level
Cure Critical WoundsShadow Conjuration
Divine PowerGreater Invisibility
Greater Mirror Image
5th
Level
Mass Cure Light WoundsTeleport
RevivifyPermanency
Monstrous RegenerationShadow Evocation
True SeeingRetributive Image
Friend to Foe
6th
Level
HealGreater Dispel Magic
Mass Cure Moderate WoundsGuards and Wards
Word of RecallVeil
7th
Level
Triple MaskArcane Spellsurge
Mass Cure Serious WoundsProject Image
RegenerateGreater Shadow Conjuration
Greater RestorationMass Invisibility
Mass RestorationSolipsism
8th
Level
Chain Dispel
Greater Shadow Evocation
Superior Invisibility


I primarily use my Archivist spells for buffs & healing, and obviously my Wizard Spells for Illusion, I'm always up in melee-range using my Rapier to sneak attack (Spellthief w/MS), so weapon based & touch spells are entirely viable for me...

A few spells I've scribed from other class lists include:
Hunter's Eye, Nature's Favor, Barkskin, Tactical Precision, Wild Instincts, & Break Enchantment (as 4th Lv)

So... any recommendations on spells to fill out the rest of my list and/or additional spells to scribe from any spell list?

Prohibited Schools for Changeling Wizard are: Necromancy, Enchantment, & Evocation

20
Gaming Advice / [3.5] Archivist ACFs
« on: May 14, 2015, 12:17:06 AM »
Since my DM seems to be OK with us retraining to gain/change ACFs instead of just to change a class... I started wondering... besides the one that gives the Lore ability in exchange for Armor Profeciencies... what other ACFs could an archivist pick up?

Additionally... any Archivist ACFs that would be prticularlly beneficial to an Illusionist &/or grant bonuses to Turn/Rebuke?

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