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Topics - phaedrusxy

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121
[D&D 3.5] Exiled / Rules Questions
« on: November 11, 2011, 09:17:10 AM »
Since I've had a couple of PMs, some of which contain the same questions, I'm going to start this thread for that kind of thing. Please feel free to PM me if you don't want to post your question here. I just want to put the questions and answers here so if we forget what I said, we can use this as a reference.

Q1) Are we using Tome Rules?
A1) Not really. Outside of the few specific feats listed in the house rules, we aren't using anything else. This is a 3.5 game, not a Tome game. My homebrewed fighter class does borrow some from the Tome fighter, though. If you like fighter-types, check it out! Make sure you look through the feats, too, as most are significant powerups compared to their core equivalents (if there is one).

Q2) Can I play a non-manifester? Weird monster?
A2) Sure. Pretty much anything is available, outside of specifically barred things. I'll look over homebrew requests individually, as their balance points vary wildly. For races with LA, we will probably come up with a savage progression that doesn't include LA, if at all possible. Something like Oslecamo's rules (many of which would be allowed, but I'd rather this not be a game populated entirely by weird monsters). See Nanshork's character for an example.

Q3) Still starting at 3rd?
A3) Yes. I want there to be a strong "man" vs. environment element (at least in the beginning), and even at 3rd that's still a challenge to DM. So I'd like to keep it relatively low level, at least to start.

Q4) Your item rules are weird. Can I really start out with adamantine full plate for "free"?
A4) Yes, you can. Please don't abuse it, but if you want adamantine full plate, that's OK. (Hint: It's insanely overpriced, anyway.  ;) )

122
[D&D 3.5] Exiled / Out of Character Chat
« on: November 11, 2011, 08:57:26 AM »
You guys can talk about the weather, plot how you're going to get revenge for being exiled, whatever.

123
[D&D 3.5] Exiled / Exiled Characters
« on: November 10, 2011, 10:14:18 PM »
Go ahead and post yours here.

Here is X-codes, in case he can't get it (as Nanshork couldn't):
(click to show/hide)

124
[D&D 3.5] Exiled / Rules and Game World
« on: November 10, 2011, 10:11:40 PM »
Original link: http://brilliantgameologists.com/boards/index.php?topic=9135.0

The Basics

  • Starting level 3
  • 36 Point Buy
  • Max hit points at first level, average after that (3.5 on a d6, for example). Or you can roll after first, if you'd prefer.
  • Wealth by level is basically thrown out the window. You can only use 5 attuned continuous magic items at a time, anyway. See below for details.
  • 2 flaws allowed, and 1 Trait.
  • Everyone has to be psionic somehow. So you all get Wild Talent for free. This automatically makes you a "criminal" in the eyes of the state, and in fact the game will begin with all of you being exiled (or already living outside the cities).
  • Partial BAB and saves (see below details. It is a bit different than unearthed arcana.)

  • No item crafting feats. Everyone can craft one item of their level at every character level. No XP cost for item crafting. If you get an item crafting feat as a bonus from a class, pick another feat that is appropriate for that class instead.
  • Guidance of the Avatar is banned, because it makes most skill checks meaningless. The Dark Chaos feat shuffle, and buying magical location feats and retraining them are both right out also. Other similarly broken things will be banned too. I'm sure I'm forgetting some.
  • Leadership and other feats that grant one or more characters comparable to your own level are banned. Classes which grant something like this will probably be allowed on a case-by-case basis, but I don't want to have to deal with armies of followers in combat. So figure out a way to leave them somewhere "off-screen", if you have them. I'd like to see at most one "cohort" for each PC (and prefer none).
  • Traditional spellcasting has become unavailable to most people, and is in fact impossible without a special "focus", access to which the government heavily regulates. Racial spellcasting (which includes Psionics) works just fine, but is outlawed, and all of those capable of it are considered to be dangerous criminals.
  • Custom setting, but most materials available. (All official D&D, and homebrew on a case by case basis)

I myself can usually post multiple times per day during the week, and much less frequently on the weekends. I'd like to have everyone post once per weekday if possible. Games that go slower than that tend to die out due to loss of momentum, it seems.

For details on magic items and wealth, see the post below this one.

Ammunition is not magical. I might allow individual magical ammunition that works basically like a potion in arrow form.

We're going to hand waive magic item creation stuff. Don't bother taking feats. If you want to say you crafted your stuff, you can. It will take time is all, and it won't give you any economic advantage over someone who buys theirs. It won't cost any XP, either. XP also won't be given out for killing things. You'll be rewarded for completing storyline objectives, regardless of how you do it.

Only "lesser" magic items will be for sale with gold and "dangerous" items will only be found on the black market, or outside the cities. Inside the city, magicial baubles that run off the power of the mythal will be quite common (1/4th normal price, subject to DM approval, only works within 1 mile of the city where it was purchased). Items that function outside will be quite a bit rarer, and more difficult to obtain (these will be priced according to the DMG). "Hacked" items that are powered by the mythal, but do something other than what they were designed for (a street lamp that acts as a tazer) will be available on the black market for 1/2 the cost listed in the DMG, but they are highly illegal, and only function within 1 mile of the city they're tied to.

When you get new items, we can RP it as you upgrading the items somehow, or it can just represent your growing skill at using the item, however you would prefer. So you don't have to replace your magic sword every 3 levels. Items that just provide some static bonus to something, like Cloaks of Elvenkind, are not being used.

It might be possible to trade for more powerful magic items (worth more than 15,000 gp and/or listed on the Medium or Major tables in the DMG), but you'll have to offer something of relatively equal value. This might not always be an object. Of course you can always kill people and take their stuff, too. ;) I'll try to make sure and keep everyone outfitted appropriately, and try and fit acquisition of items into the game in ways that are fun and appropriate. It would be helpful if you all made "wish lists" of things you'd like to get.

Combining magic items is totally fine, as long as they are appropriate for your level in the end. There is no charge at all for combining items. You just add the price of the items together to get the final item value.

It is entirely possible for someone to use a magic item that is above their level if they somehow obtain one. However, medium and major items (that cost more than 15,000 gp) are highly coveted by powerful creatures and individuals. So if you get your hands on something wildly more powerful than you should probably have, expect and be prepared for them to try and take your stuff, if they know about it. See the Wish Economy rules for more details on this.

And on that note, here is something on style: There are certainly more powerful things than your character in the game, and the world is quite lawless. I won't go out of my way to kill you, but if you blunder into the cave of an ancient dragon and piss it off, I won't pull any punches because you're in over your heads. I will try to provide "in game" warnings if you're headed for something that is almost certain death for you, but please try to play intelligently. Not everything that you might encounter in the game is something I specifically placed there for you to kill.


125
Min/Max 3.x / PhaedrusXY's Playground
« on: November 10, 2011, 03:45:09 PM »
I'm going to use this thread as a workshop, storage area for builds and other things, and place to solicit advice and comments. It will be an extension of this thread, basically, but I doubt I'll port the old stuff over here (unless we get a warning that they're going to totally shut the old board down... or I get a stretch of free time and I'm bored... ).

Edit: an absolute gold mine of amazing fantasy pictures I stumbled across while clicking "related images" in google.

So right now I'm brainstorming for this:

Quote
My character concept is going to be based off a recurring dream I have where I'm a disembodied telekinetic who gets by through "stealing" the bodies of others. In the dream the only "powers" I remember having are being able to hurl and lift things via Telekinesis, possess others, and fly (by lifting myself telekinetically). So... I'll probably play a savage progression ghost of some kind.  ;D

I'd like to add some battlefield control to it somehow, like the ability to Control Winds, use Wind Wall, etc (which would basically be telekinetically manipulating the air). So I'll have to figure out how to build that.

ECL 9-14 range, sounds like ruleset is somewhat flexible (or at least undefined).

I'm thinking maybe a savage progression ghost (2-4 levels) Warlock, or maybe even Stormlord if I could get that approved. I'd like for most if not all of his abilities to be "at will" and from a fixed list, so I don't have to fiddle around with preparing spells, etc. A ToB class might work also, if I could somehow get decent BFC/wind control from it.


Edit: Now I'm thinking a Psion, Ardent or Wilder might work better, with Psionic Reserve feats and a psionic version of the Stranger with the Burning Eyes PrC.


Psion (Telepath) 11/SwBE 1
Feats: Telekinetic Master

Telekinetic Master
Prereq: Knowledge of at least 3 Psychokinesis (Force) powers which must include Telekinetic Thrust, Telekinetic Force, or Telekinetic Maneuver as a power known or Psi-like ability.

Benefits: As long as your manifester level and power point reserve meet the following requirements, you gain access to the following abilities as Psi-like abilities using your ML and DCs as if you'd manifested them as a power known.

3: As long as you maintain your psionic focus, you may use Far Hand at will.
5: You may use Telekinetic Thrust at will as a standard action by expending your psionic focus.
7: You may use Telekinetic Force at will as long as you maintain your psionic focus.
9: You may expend your psionic focus to manifest Psionic Fly on yourself. Even in a round in which you don't move, you must use a Move action to maintain concentration on this power. Otherwise, you fall if airborne.
11: You may now manifest and concentrate on Far Hand as a swift action, as long as you remain psionically focused.
13: Maintaining your Telekinetic Force power from this feat is now a move action.
15: You no longer need to expend your focus to use Telekinetic Thrust from this feat.
17: ?
19: ?

126
[Tome] The Fall of Pun-Pun / Off-topic chatter
« on: November 09, 2011, 04:43:49 PM »
I'm going to start a new thread to continue the game, and leave the others on the old boards. You guys sounded like you were almost ready to go talk to Chokes-on-Jello. Just trying to squeeze every disguise point you could first. Sammy can give you wands, and wishes within the limits we defined, but won't give you much else, as he isn't required to by his contract, and he's a dick.  8)

127
[Tome] The Fall of Pun-Pun / Rules and game world information
« on: November 09, 2011, 04:41:48 PM »
Original thread

Changelog:
(click to show/hide)

"Wild" magic rules: 1-25 fails entirely, 26-75 means it works normally, 76-95 doubles in strength, and 96-100 something weird happens.


For saving throws:
Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

You always round these down, but you have to keep track of the fraction left over for when you next level up.

To determine saving throw DCs for all abilities, use 10+1/2 hit dice + relevant ability modifier (Cha for sorcerers, etc).

Magic items that provide a bonus scale with your levels according to the chart found here. They "cost" the amount of whatever the least magic item of that type costs (So "magic armor" costs 1000 gp, plus the mundane item's cost). Items that provide a bonus to an ability score start at +2 (and 4000 gp), but do scale through odd numbers as you level (so at level 9 they'd give you a +3). Items that provide a competence bonus to a skill start at +5 (and 2500 gp) and provide a bonus equal to your character level (or 5, whichever his higher).

Bonus type consolidation:
1) bonuses from classes will stay as-is, as will bonuses from feats and other character building resources (such as race).
2) for items and spells, there will only be the following bonus types:
-enhancement
-circumstance (roll competence into this)
-insight
-racial (will replace any existing racial bonus)
-dodge
-resistance
-inherent (only on bonuses to ability scores from Wish/Miracle)
-deflection
3) No custom magic items with the type of bonus changed to something else
4) If a spell or item gives some other bonus type not listed, or is "untyped", change it to be one of the above.

Time Sphere
(click to show/hide)

Just so I don't have to look this up again...

Natural Empath [Skill]
(click to show/hide)

Warmage spell list (modifed by Koumei, and then me):

(click to show/hide)

Altered Spells:
(click to show/hide)

128
[Tome] The Fall of Pun-Pun / Character Sheets
« on: November 09, 2011, 04:40:48 PM »
Kuroi's character sheet:

http://www.myth-weavers.com/sheetview.php?sheetid=171944

His hit points should be: 6+3d6+3d4+14 (6+4+3+4+2+3+2+14, 38 hit points)

Warmage: http://www.tgdmb.com/viewtopic.php?p=103905

Modified Warmage spell list: http://www.minmaxboards.com/index.php?topic=729.0

Naga Apostle: http://www.minmaxboards.com/index.php?topic=729.msg69085#msg69085

129
Play By Post / Restarting Exiled
« on: November 07, 2011, 02:50:24 PM »
I'm going to restart my Exiled PbP. I'll reserve PC slots for the original players first, but if they don't all check in within a week, I'll open it up to new people to replace them. I was using a rather extensive set of houserules, which overlapped some (but not completely) with my Fall of Pun-Pun game.

I apologize for letting this stall for so long to the original PCs, but real life sometimes gets in the way of my online fun. ;) I hope you understand, and are ready to resume our adventure.

130
Homebrew and House Rules (D&D) / PhaedrusXYs Houserules
« on: November 07, 2011, 02:13:54 PM »
I'm going to just make a thread to collect the house rules I'm using. This is mostly for my convenience, and for anyone playing in my games, so we don't have to go dig around to find things. This will take up several posts, so please wait till I'm done before replying.

Basics

For saving throws:
Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

You always round these down, but you have to keep track of the fraction left over for when you next level up.

Classes
  • An Alternate Fighter class is being used (see 3rd post). It is a significant power up from the core fighter, especially at the upper levels. It is an amalgamation of things I saw and compiled from various places and reworked, with one ability ripped from the Races of War fighter (Foil Action, but with a limit on daily uses).
  • An alternate Sorcerer class is being used. It is not that different from the PHB sorcerer, so I will just list the  changes here. There may be slight modifications made to this in the future.
    -class Skills: Add Intimidate and Diplomacy to the list. A sorcerer has a much stronger force of personality than most  other characters, and can learn to use this to get others to do what he wants.
    -Spell progression: Same as the wizard
    -Leveling Benefits: As the sorcerer gains levels, he learns to cast his spells in new and strange ways. Sorcerers gain all  the benefits listed under the "Special" column in the Wu Jen class chart in the Oriental Adventures book.
    -The Battle Sorcerer will also have its spell progression modified as above, and have Intimidate added to its class skills list (instead of replacing bluff).
  • Rangers and other characters with species enemies may choose organizations as their hated foes, with DM approval. (For  example, the Red Wizards of Thay would include any red wizard or solider or minion of the Red Wizards. Favored Enemy:  Shadowlands creatures would also be acceptable, if the character knew of the Shadowlands and had trained to fight creatures  from there.)
  • The caster level for all base spellcasting classes will be equal to the class level, including "hybrid" casters like  paladins and rangers.
  • Similarly, if you get an animal companion from any source, then your effective druid level is always your character level. The same holds for psicrystals, familiars, etc.
  • We're dumping the stupid penalties for losing familiars. From now on, all pets (including psicrystals) work like an animal companion. If they die, you can get another one after a day of "meditation".
  • There are no multiclassing restrictions. Also, Monks and Paladins may freely multiclass, and Druid weapon and armor restrictions are being dropped. Consider the druid weapons and armor listed to be the only ones the druid is proficient with, unless she acquires the proficiencies  elsewhere. Most druid NPCs will probably still use only these weapons and armors though, and those who use other weapons,  especially those radically different from the druid list, may be shunned or looked down upon by other, more formal druids.
  • Dropping alignment restrictions for all core classes but the Paladin. The standard Paladin is still restricted to Lawful Good, but I also allow the optional Paladins from Unearthed Arcana for other alignments. PrC alignment restrictions will still be used in most cases.
  • The Arcane Archer Prestige Class gains caster levels at every level (WTF were they thinking?). Other spectacularly crappy PrCs will probably receive the same treatment on an individual basis, like Fiendblooded (full casting progression). If you have one in mind, ask.
  • The Forsaker requirement to destroy magic items to recieve his powers does not fit the PrC and I am dropping it. Also,  the bonuses he gets each level to add to his ability scores will be considered "unnamed" bonuses and as such are no longer  subject to the +5 maximum of inherent bonuses. I still doubt anyone will want to play one.
  • All prereqs for knowing maneuvers to take a particular maneuver for Martial Adept classes are dropped. So you no longer are required to take Wolf Fang Strike before taking any other Tiger Claw maneuvers, for example... You still have to meet all other prereqs like initiator level, etc, and this is for choosing maneuvers only. It has no impact on prestige class prereqs or anything else.

Feats and skills
  • Everyone gets the benefits of the Able Learner feat for free. Cross-class ranks only cost 1 point, but your maximum ranks in a skill is still determined normally (character level +3 for any skill that's a class skill for any of your classes, half that for skills that are not a class skill for any of your classes).
  • A monk's flurry of blows ability can be combined with the Two Weapon Fighting feats. All benefits, penalties, and restrictions stack (not really a house rule).
  • Tumble checks can be opposed. The DC will be the highest opposed Tumble check of all the opponents who could make  Attacks of Opportunity on the tumbling character.
  • The rules on Sorcerers and other spontaneous casters using metamagic feats is the same as in the Players Handbook, except for spells cast using the Quicken Spell feat. These classes can spontaneously cast spells as a swift action using the Quicken Spell feat.  Spells cast in such a manner use a spell slot four levels higher than the normal spell. No other metamagic feats may be applied to Quickened spells cast by sorcerers, unless they have some other feat or class feature which lets them apply metamagic without increasing the casting time.
  • I am using Rich Burlew's modified system for Diplomacy skill, which can be found here.
  • Mindsight is countered by anything that blocks or makes you immune to [Mind Affecting] effects. Also, the Slippery Mind ability allows someone to attempt to hide from a creature with Mindsight. In order to "see" them using Mindsight, the telepathic creature must make a Spot check which only includes their ranks in Spot, Wisdom modifier, and magical enhancement bonuses to Spot. This will be opposed by a Hide check that is charisma based, and only includes magical enhancement bonuses to Hide. Distance does not play a part in this, however.
  • The Mage Slayer feat ([Combat] and the original from CArc) are replaced by the Spellcasting Harrier feat below.
  • The knowledge skill works as described in the PHB, except when identifying creatures we're going to use the following modifications:

    (click to show/hide)

General
  • I am using most of the rules from Frank and K's Tome series. The main exception to this is their fighter, which I am not using. See the later post with more details on this.
  • Abilities similar to Rage (such as Ki Frenzy from OA) may be used as prerequisites instead of Rage for PrC's. Similarly,  spell-like abilities may be used to meet spellcasting requirements.
  • One-handed weapons made of Mithril count as both light weapons and one-handed weapons, whichever is most beneficial. Two-handed weapons made of Mithril may be wielded with one hand. (No, this doesn't include bows... so please don't ask.  :p )
  • The Bastard Sword is considered a Two-Handed weapon and gains a few benefits as such, even when wielded in one hand. They are as follows: +4 on disarm checks, same hit points and hardness as a greatsword.
  • Bloodlines only add to any one class ability once. So if you're a Binder/Ardent/Anima Mage/KotSS, for example, a major bloodline would only add a total of +3 to your binder level and ardent manifester level.
  • Any other feats, spells, or Prestige Classes not mentioned above, but published in any WotC publication will probably be allowed, pending DM approval. A few items that I will not allow in their published form are: The Thought Bottle, and the Mage Slayer feat. I have a custom feat (Spellcasting Harrier) that replaces Mage Slayer below.
  • If there is some character concept, class, spell, or other idea that you have that you'd like to try out in the game that isn't covered by the rules I've laid out, or that you found on a website somewhere, etc, please tell me and we'll see what we can come up with. I've seen tons of very neat prestige classes, spells, magic items and feats online that I would be happy to allow in my game, including the Divine Trickster by Rich Burlew. I just don't have time to include them all in this material.


Spells, Magic, and Items
  • You incur no penalties for using Legacy Weapons/items. Ignore the penalty tables.
  • You can't cast spells from scrolls. They are only used to transfer spell knowledge.
  • If a spell appears on the spell list of a core caster, then all magic items crafted which duplicate the effects of that spell must use it at the level it appears on the core list. So no trapsmith wands for ju!
  • All spells with the (Healing) descriptor, including Heal, all Cure spells, Raise Dead, etc, are now back in the Necromancy School, as they were in earlier editions. Why WotC saw the need to move them to Conjuration, I'll never know...
  • Astral Projection: Items duplicated via this spell still drain charges from the original item. Likewise, spell slots used, XP used, etc, all transfer back to the orginal body and its items.
  • Planar Binding: See the Wish rules in the Tome section. Otherwise, works as written.
  • For the Candle of Invocation , I'm going to say that each individual can only use the Gate function of such an item once in their entire existence. It's basically a boon from "the gods" or whatever powers that favor you, and you only get one.
  • Synchronicity: This needs a fix, but I'm not sure how to do it. Let's just ban it, unless someone proposes a good fix and wants to use it.
  • Mind Blank vs. True Seeing: Mind Blank will block True Seeing from detecing the true form of a polymorphed creature, but it will not keep True Seeing from piercing an Illusion such as Change Self or Invisibility. Mind Blank will also keep True Seeing from revealing the aura of a creature, if True Seeing is cast as a Divine Spell.
  • Mind Blank vs. True Strike: Mind Blank has no effect.
  • Mind Blank + Invisibility vs. See Invisibility: Mind Blank has no effect.
  • Mind Blank + Displacement vs. True Seeing: Mind Blank has no effect.
  • Mind Blank vs. Detect X: Mind Blank prevents the spell from divining information about the subject. Mind Blank is also effective against Detect Magic, even though strictly speaking Detect Magic is a Universal spell, not in the Divination school.

My reasoning on the interaction of Mind Blank with True Seeing and the other spells above is as follows:
(click to show/hide)

  • Polymorph, Alter Self, Polymorph Any Object, and Shapechange have been altered significantly. (See inside the spoiler below for details.) I have tried to simplify the shapechanging spells by dropping all the extraordinary and supernatural stuff from them. If you want access to some outsider's magical abilities, then call it using Planar Binding, or write your own entirely different spell for that.

    Also, I limit the modifications to ability scores and natural armor by caster level, and make all of them castable on other people. These two things combined will make them better to cast on the party "warriors" than on the casters themselves. The spells should still maintain alot of their usefulness, but not be too powerful (I think).
(click to show/hide)

  • For the Wish spell, see the section below on Frank and K's tomes.

131
Play By Post / Check-in for The Fall of Pun-Pun
« on: November 07, 2011, 09:56:53 AM »
MODs: this game is active, and I'd like to move it.

If you're a PC there, please post here so we know you've found your way over. ;D

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