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Messages - Power

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21
Handbook Discussion / Re: Alter Self Handbook discussion thread
« on: September 16, 2023, 12:19:02 PM »
Expect table variation on this one, but using Alter Self to turn into a Human could temporarily give a bonus feat of your choosing like the Human race does.

22
With a Ring of Spell Knowledge, you can use Limited Wish to provide any arcane spell, no matter how esoteric and rare.

By the same token, I imagine it would be possible to craft potions, scrolls, wands, and staves of spells that you do not know by supplying them through a Limited Wish or Miracle which you request to be as weak as a normal spell cast that way (for minimum spell level and caster level requirements).

23
Min/Max 3.x / Re: Fun Pathfinds
« on: July 07, 2023, 10:10:27 PM »
Is it wild because the crafting cost in gold is like 2% the market price? Cause that's wild.
No, that was just me fucking up. I reuse old posts for these kinds of quotes so I don't have to format it from scratch. The official crafting price is half the market value. Fixed it.

24
D&D 3.5 and Pathfinder / Re: Bonus hp question
« on: July 07, 2023, 10:03:43 PM »
There doesn't seem to be a clear indicator on it afaict. Some people do appear to just multiply con by the fractional HD. Some don't. And when I was was looking for examples of fractional HD, all I found were stat blocks carefully featuring 10 or 11 con, making them useless as indicators.

Incidentally, it's possible to get fractional HD on non-animals through the Child template.

25
Min/Max 3.x / Re: Fun Pathfinds
« on: July 02, 2023, 09:12:46 AM »
Got another wild item.
Quote
PRAENOMEN
Price 64,200 gp; Slot chest; CL 11th; Weight 4 lbs; Aura strong abjuration and enchantment
Source Lost Treasures pg. 48

The Praenomen is a two-part amulet, comprising an oval plate that covers the wearer’s chest and a counterweight that hangs down the wearer’s back, joined by chains. The front plate is inscribed with the cartouche of the pharaoh who is the Praenomen’s master; the counterweight is shaped like a cobra to honor Wadjet, protector of Osirion and Osirion’s pharaohs. The Praenomen was traditionally worn by a pharaoh’s royal envoy to signify that the envoy acted in the pharaoh’s name and was under her protection. It grants its benefits only to loyal subjects of its master—the pharaoh whose cartouche is inscribed upon it.

The Praenomen grants its wearer a +4 bonus on Diplomacy and Intimidate checks. Once per day, the wearer can impose a geas on another creature, compelling the target to undertake a mission for the Praenomen’s master. The Praenomen also shields its wearer and other faithful subjects of the pharaoh from the pharaoh’s enemies. Its wearer gains a +2 deflection bonus to Armor Class, and three times per day, the wearer can activate the Praenomen to grant the benefits of heroism to all loyal subjects of its master within 30 feet.

The Praenomen can be rededicated to a new master by replacing the front plate and engraving the name of its new master on the cartouche, requiring a successful DC 21 Craft (jewelry) check.

CONSTRUCTION REQUIREMENTS
Cost 32,100 gp
Craft Wondrous Item, eagle's splendor, geas/quest, heroism, shield of faith

The important part is that this defaults to a command word item, so it provides a 1/day standard action Geas.

26
D&D 3.5 and Pathfinder / Re: Power's Tier List for Pathfinder
« on: June 11, 2023, 08:46:01 AM »
Hm, still feel a bit weird about Slayer vs Fighter, as the Slayer largely simply feels like a better Fighter, getting a ton of bonus feats (and can skip feat prereqs for Ranger Combat Style, in case you want to do a 20 str dualwielding build, for instance), same HD, same starting wealth, and same BAB, but better saves (reflex and fort), much better skill ranks (6+int instead of 2+int), and can be the party trapfinder. It doesn't get weapon training (or Gloves of Dueling), but it does get studied target, sneak attack, and quarry, and it doesn't get armor training either.

I guess the Fighter tops in damage if he uses Weapon Spirit and Gloves of Dueling, maybe even Abundant Tactics (Barroom Brawler) for Dedicated Adversary on command, although a sneak attacking Slayer (and it doesn't need to land SA, tbh) hits hard too.

I dunno, thoughts? Fighter has a high damage ceiling but Slayer seems to have the better overall package while largely matching the Fighter for feats.

EDIT: Eh, reckon they're both fine where they are. This seems to be more like "not all low T4s are the same."

27
Surprised this one doesn't seem to have been brought up yet: Class kits are an utter clusterfuck, defeating their entire point.  You've got issues like Bloodrager's Kit which is just a Barbarian's Kit but without rope, the heaviest inclusion by far, yet somehow weighs a pound more while costing the same (and came after Barbarian's Kit!). Ranger's Kit is one of the less awful, and it costs 4 silver extra for no real reason.

The original/oldest such kit, Pathfinder's Kit, is to my knowledge far and away the best kit as it's both calculated correctly (you save 1 silver and 5 copper over buying its contents individually and an exact match for the weight, and that's not counting the cost or weight of the "50 feet of thread" because it doesn't seem to be an item of its own), the only stuff you might remotely not want are light, and cheap.
Yeah, paizo's poor proofreading of stat blocks and the like is a pretty persistent problem. I know there are bestiary entries too where the numbers don't add up, and the APG staves are officially half-price for no reason, and this has never been corrected either (despite being pointed out to them), because whoever designed those staves mistook the construction cost for the total cost. Technically that means APG staves are just very good value. They're PFS legal too.

But this all reminds me of another fun and highly recurring mistake from paizo not understanding their own rules, which is the Potion of Shield, which appears in many Adventure Paths, and is even available through the Well-Provisioned Adventurer equipment trait (Corporeal Warrior Package).

28
I don't know about exploiting free components but there is another stunt that is possible by using Limited Wish. The Brewkeeper PrC lets Wizards and the like make draughts (which explicitly function as potions and oils) of spells higher than 3rd level (other limitations still apply). This means you can avoid the casting time limitations and make a draught of Raise Dead and have an ally apply it as an oil mid-combat, for instance.

Also, with Limited Wish you can Paragon Surge as any race, especially considering that the Self-Realization domain offers Paragon Surge at 4th level with a race equal to your own.

29
Handbook Discussion / Re: [PF] Class imitating guide discussion
« on: June 06, 2023, 01:15:59 PM »
Druids can take the Rage subdomain or Anger inquisition with the right archetypes, yes, but it's not exactly rewarding to do so. You get slow rage progression and the Druid's Nature Bond only provides 1 domain so you're stuck with those awful domain spells. (It has Moonstruck at a 2 level penalty, replacing Harm!) I hope you really like spamming True Strike on your martial Druid. Better get Wayang Spellhunter and Magical Lineage on your True Strike spell and a Quicken metamagic feat so you can prepare quickened True Strike into your 3rd level and higher domain slots. I guess Bull's Strength can be used as an out-of-combat buff? Well, if you want to you can multiclass a level of Ulfen Guard with your Druid to get a Barbarian rage power that stacks with your existing rage class feature's levels before level 12, which also qualifies you for the Extra Rage Power feat early.

Druid does make a good multiclass for high-level Barbarians though. After 11 levels of Barb, you should really get out of Barbarian for the most part and going Druid is one of the smarter calls you can make, especially if you take Shaping Focus at 15 and Planar Wild Shape at 17 (or also 15 with feat retraining) and take a decent domain (unless your Barbarian has an animal companion that stacks with Druid levels maybe). It's a good thematic combo, advances martial prowess, and gives you much-needed flexibility for high levels, and Barbarians should have a positive wis score anyway. Other multiclassing options include Shaman, Cleric, or maybe even Empyreal wildblooded Sorcerer into Eldritch Knight (but you'll have to deal with arcane spell failure, unless you have Combat Stamina, Arcane Armor Training, and hopefully a mithral armor that only has 10% spellfailure, so probably Kikko armor).

30
D&D 3.5 and Pathfinder / Re: [not serious] PF1e Uber cursed oracle
« on: May 26, 2023, 11:49:08 AM »
That's not really character-crippling though. The only thing it cripples is your character's ability to speak, and you can overcome that very easily using a stylus and a tablet, perhaps using castings of Mending to reset it. Or you can just use a pen and a notebook. And that's assuming you're not ignoring the limitation by using telepathy. Definitely has just about zero effect on OOC party dialogue. And Echo and Song-Bound both have useful benefits outside of that.

Meanwhile, Haunted makes it cost a standard action to retrieve a stored item, Wrecker causes all items you hold or equip to be broken, Wolfscarred Face gives you 20% spell failure for verbal components (and no Silent Spell - the usual combo is to add Deaf for free Silent Spell), Clouded Vision gives you a 30 (later 60) feet line of sight limit on everything, and Reclusive screws your ability to receive spells from allies. Let's not forget that if they hand you a potion, it breaks. If they force-inject you, you still have to save against it, and it has a low DC.

One of Wrecker's sneakier penalties is also that broken objects are only worth 75% of their normal value, so enjoy your expensive spell component costs.

31
Also Blood Money, although that one gets a bit cheesy with Fabricate for basically bypassing Blood Money's "use it or lose it" restriction. But it's not about infinite money. You can get infinite money just by casting Wall of Stone and using Fabricate to make masterwork stone warhammers out of it.* It's about being able to take care of Limited Wish's component cost with nothing other than Limited Wish itself.

*They nerfed Wall of Iron to prevent this (and effectively make Wall of Iron largely useless, given the higher spell level, component cost, and the lower level alternatives of Wall of Stone and Wall of Force), but you can still fabricate Wall of Stone, and making one-handed bludgeoning weapons out of stone is explicitly legal.

32
I thought we needed a thread about more silliness.

The first stunt that comes to mind is making Limited Wish and Wish pay for themselves:
  • Limited Wish costs 1,500gp in diamond and can duplicate a spell with a component cost of up to 1,000 gp without paying component cost. Wish costs 25,000gp in diamond and can duplicate a spell with a component cost of up to 10,000 gp without paying component cost.
  • Fabricate happens to treat the raw materials it uses to Fabricate into new objects as a component cost.
  • Crafting an object only consumes 1/3rd its final price in raw material.
  • Therefore, use Limited Wish to duplicate a Fabricate using 1k gp's worth of very rough raw diamond to produce 3k gp's worth of perfectly cut diamond, making a Craft (jewelry) check (DC20 as a "superior item") appropriately. Similarly, Wish can make 30k gp of diamond by letting you cast a 10k gp Fabricate.
And just like that, your Limited Wish and Wish spells are producing their own spell components at a profit. Cast 1 Limited Wish and make spell components sufficient for 2 Limited Wishes. Cast Wish 5 times and you get enough surplus diamond for a 6th Wish free. You might have to merge the 5 5k gp diamonds into 1 with a regular Fabricate spellcast, though.

Another well-known stunt is taking advantage of how these spells duplicate other spells as a standard action. The famous example is using Limited Wish to duplicate Geas as a standard action, creating a No Save lose effect.

Then there is using discounted spells. Miracle, when copying spells off of the Summoner, Bard, etc. spell lists, can cast all kinds of high-level Wizard spells that are not otherwise available to Miracle. You can do the same with Limited Wish and Wish to cast a few higher-level spells than it can copy off of full caster lists. Bear in mind there is no restriction that you must duplicate spells only from class's default spell lists. If there is an archetype, domain, feat, deity-worship, or whatever that grants a spell at a discounted level, that means the spell exists in a lower level version and is, as such, eligible for duplication.

And on that note, you can use Limited Wish to duplicate a spell effect sufficiently for a Ring of Spell Knowledge by providing you an arcane version of whatever esoteric spell you desire (every spell has an arcane form courtesy of Loremaster PrC's Secret of Magical Discipline feat, let alone the Spell Sage Wizard or Skald's Spell Kenning). With a freeform Limited Wish, you can probably just directly impart knowledge of the spell effect into your Ring of Spell Knowledge. The #1 trick that comes to mind here is using it to give yourself Alchemical Allocation (incidentally, the Antiquarian Investigator casts the Alchemist/Investigator list as arcane spells). But you can also use this to get discounted spells in your Ring of Spell Knowledge. Remember that if you UMD the Ring of Spell Knowledge, you can get it to treat a spell as being on your class list, bypassing any spell level penalties.

Giving yourself templates. This one is a classic, especially if you are getting your Wish granted by a fey, genie, or devil. If you use Miracle or Wish with the full 25k gp component, probably you can get a template as a free-form request/wish, within reason.

Making spells/items undispellable without Miracle/Wish. The ultimate in anti-dispel shields. It stands to reason that if certain effects can only be undone with Miracle or Wish, you can also use Miracle or Wish to make certain effects immune to dispel or any other removal unless the enemy uses a Miracle or Wish.

Request anything in line with your deity's precepts. This is a Miracle stunt, but if you have a request in mind that seems poised to fulfill your deity's ethos or is otherwise strongly under their portfolio or something that they would do, you can probably swing a Miracle for it. A Cleric of Abadar can buy, sell, or rent just about anything from their deity with a Miracle (admittedly you could also just Plane Shift to Aktun). A Cleric of Cayden Cailean can probably get an entire city drunk and disorderly. And so on.

Then there is Occult Rituals.
  • The first idea is to use a freeform Limited Wish, Wish, or Miracle to grant yourself knowledge of an occult ritual bypassing standard research rules. This can save quite a bit of time and avoid annoying int checks. On that note, though, you can probably use a freeform Limited Wish just to give yourself a huge bonus on the int check to research a ritual and make it pretty much auto-pass. Of course, you can also just use backstory research while taking 20 on the ability check (you can take 20 on ability checks, just like skill checks) and start a campaign with the appropriate ritual knowledge.
  • But we can do better. You see, Pathfinder explicitly counts Occult Rituals as a "form of spellcasting." Haunted Communion even refers to itself as a spell. By this token, Limited Wish can duplicate any ritual effect level 5 or lower and Miracle/Wish can duplicate any ritual level 7 or lower. Even if your GM were to declare that they shouldn't be counted as spells, Limited Wish and Miracle both explicitly allow you to "produce any other effect whose power level is in line with the above effects" (said above effects including duplicating spell effects), so Rituals, as an effect whose power level is in line with spells, are duplicable regardless. Wish does not explicitly detail that capability, but allows for freeform wishes that have even greater effect than the detailed list, so duplicating an effect in line with the above should be perfectly viable. This opens up some rather fun options without having to undergo the standard ritual research, preparation, or skill check requirements, since you duplicate the effects instantly.

Anyone have ideas for more stunts? Let's get the ball rolling.

33
D&D 3.5 and Pathfinder / Re: [not serious] PF1e Uber cursed oracle
« on: May 07, 2023, 01:53:46 AM »
I don't know what 3PP sources are legal, so giving 1PP only:
  • Clouded Vision
  • Wolfscarred Face
  • Haunted
  • Reclusive
  • Wrecker

Honestly Deaf and Site-Bound are pretty nasty too, especially when combined with Clouded Vision.

34
Min/Max 3.x / Re: Sanctify Water - Actually an attack
« on: April 24, 2023, 03:36:19 AM »
No, it looks like all nearby water effectively becomes holy water for 1+cha mod rounds and all undead within 20 feet become affected as though struck by holy water the moment you activate the ability. The big tricks seem to be to use it to throw an entire barrel of temporarily holy water at something and disintegrate it in a flash. Probably has some Decanter of Endless Water stunts in it too. Should do crazy things to underwater undead, but a lot of this will lean on GM adjudication.

35
General D&D Discussion / Re: What are the real party roles of D&D?
« on: April 22, 2023, 06:39:58 PM »
  • Damage. The most fundamental role, as all D&D games have something that needs killing.
  • Protection. This character protects other characters from damage, either by being in the way and using AoO tricks or by magical means or by creating obstacles for the enemy. Basically, Prevent Damage.
  • Healing. All D&D games have things that will hurt PCs, so somebody has to patch them up afterwards. In practice this is a minor role, a side-gig for characters who also do something else.
  • Control. This means Solving Combat Problems: there is some obstacle that prevents the PCs from properly damaging the enemy, and this character overcomes these obstacles. This is almost always a spellcaster in D&D.
  • "Rogue." I put this in quotes because it is an actual class name, but I cannot think of a good general name at the moment. This character overcomes environmental obstacles: locked doors, traps, blockages, stealthy entry, disguises, and so on. The party needs to get to the place where they do damage, and this character gets them there. While a thief-type character is traditional for this, it could also be done with spells.
  • Face. This character solves social problems. Since social problems aren't a constant issue in D&D, the party face always fulfils some other role as well.
  • Buff/Debuff. While not strictly necessary for the game to function, helping other characters do things has long been a standard part of the game.
Yeah I'm coming to the conclusion that the real party roles are pretty close to that:
  • Damage-dealer: Very straightforward. You reduce enemy HP to zero. Comes in melee, ranged, and AoE varieties but it all comes down to the same job. There is often an implicit requirement, however, that the damage-dealer be able to perform for many combats per day, allowing him to carry the party through encounters where they are either conserving resources (like spells) or low on such resources. It is also strongly advised for martial damage-dealers to carry backup weapons so that they do not become useless if there is an unusual encounter.
  • Protector: Also very straightforward, in principle. You keep your allies from harm. The most common form is being a front-liner (ie. positioning yourself between the party and the enemies and making it difficult for enemies to get past you), and for most martial-types (not Rogues or, frequently, archers), this is often a second role they take on naturally. However, a party's vulnerable party members can be protected using anything from illusions, monster-summoning, buffs, battlefield control, crowd control, debuffs, etc. There is an implicit requirement, however, that you not be overly resource-limited or circumstantial in your ability to protect party members. For this reason, there is usually a primary protector (the front-liner) and a supporting role (the spellcaster, who uses battlefield control, crowd control, defensive buffs on the party) when it comes to protecting the party.
  • Healer: Often a secondary role, in the sense that you do not want this to be all a particular party member is contributing. There are really 3 distinct subtypes of healer, and it's important to be aware of them:
    • HP recovery: Very straightforward. Any idiot with a Wand of Cure Light Wounds can cover this role. This is very easily handled, but mandatory. This is typically a non-combat role as combat healing is a very bad way to spend your turns unless you optimize some really powerful heals or find a way to heal without using standard actions.
    • Condition removal: Everything from removing diseases to poisons to curses to fatigue/exhaustion/etc to fear conditions to ability damage to negative levels. This is very good to have, but not strictly necessary, especially if you make sure to carry appropriate healing items (will be a lot of items, though) just in case, especially if you have party members that can handle this in partial capacity (like a high-level Ranger). This role is sometimes useful to have in an in-combat capacity, and is probably the single biggest reason for wanting a full-on healer in the party. This role favors prepared casters because the spells are often too many and too situational for spells known but also too useful to not have.
    • Resurrection: Sometimes party members die and you need to get them back. Can be covered if you carry scrolls with UMD (death is not a frequent occurrence in your party... right?) or skipped if you are okay with revolving door parties, but is less skippable if you have to protect fragile NPCs. Occasionally this role breaks a campaign by resurrecting NPCs who weren't supposed to be alive.
  • Scout: Any method of figuring out what lies ahead unnoticed. Typically a mundane role, wielding stealth, disable device, spot, listen, and maybe even survival. Usually only stealth and perception skills are necessary, but traps and locked doors are an issue at times, as is following tracks or getting lost depending on the terrain. Invisibility helps a lot, until higher levels, and it is possible to perform scouting purely with divination spells or by having a Wizard share senses with his flying familiar whom he made invisible. There are really three subroles of scout:
    • Reconnaissance: The actual job of figuring out what lies ahead and providing advance warning.
    • Pathfinding: Figuring out where you need to go and finding a working path for the party to navigate. Probably the most forgettable subrole as basic pathfinding is usually part and parcel of reconnaissance, but sometimes you notice that there is a more specific skillset that you need, when you remember that your Druid, Ranger, or some other class is needed to roll Survival checks or you have to cast divinations to figure out which way to go. Depending on the campaign this is usually totally forgotten but sometimes something that totally wrecks your party if you're missing it. The fun part about pathfinding is that it's the one scouting role your party Thief/Bard/etc is likely to be useless at (but not the Ranger or Druid).
    • Trapfinding: Finding and disabling traps, especially magical traps, that you find on the way. Usually the recon is also the trapfinder (or he will find many of the traps the hard way), but not always. The necessity of a trapfinder depends on the campaign, but it's usually a good working assumption to assume one is necessary, unless you want to manually test for traps (this is your ten-foot-poles, your magnets, your ball bearings, etc) or just send someone with stupid high saves in front (aka "monk trapfinding" or "paladin trapfinding" - but this is also done with disposable summons, like a bag of tricks). The bothersome part here is that not every class can find and disable magic traps out of the box, so sometimes you see the Recon and the Trapfinder being two different characters or trapfinding being done manually.
  • Face: The face man, the one who handles social encounters on behalf of the party. DMs are often torn between whether they'd rather see you roleplay (ie. "stop rolling skills to get past dialogue encounters") or rollplay (ie. "stop trying to talk your way past situations if your don't have the appropriate diplomacy/bluff/etc skills on your character sheet") this one, and it makes a massive difference in how important this is as part of a character sheet. While you can handle face roles with magic spells like Charm Person, Disguise Self, and Suggestion (especially if you can cast them unnoticed), this is typically a mundane role wielding Diplomacy, Bluff, and Disguise skills, as well as Sense Motive.
  • Utility/toolbox: Often a spellcaster, and a prepared caster at that. This is the utility role that carries the circumstantial options needed to overcome whatever obstacle is thrown in your way, whether in-combat or out of combat. This role probably requires further analysis to get a clearer picture, but usually provides the party the ability to fight in unfamiliar terrain, overcome strange terrain, can solve certain puzzles and challenges on its own, and otherwise gives the parties tools they need to interact with unusual threats.
  • Loremaster: The person who can identify stuff and provide relevant information for you. Typically a mundane role, wielding knowledge checks, spellcraft checks, and appraise checks, but it tends to be done by spellcasters like Wizards and Bards, because they have the skills and modifiers for it. Sometimes this role is split across multiple characters.
  • Investigator: Very much a noncombat role, and I'm not sure whether I ought to be listing this. This is the job of uncovering information. The scout, face, and loremaster usually handle sides of this, so does the Survival guy, but there are also a lot of dedicated spells like Detect Magic, Divination, Scrying, etc. and the speak with animals/plants/stone/dead/etc line that have a huge impacts on this. The right divinations pretty much auto-solve many of these quests.
  • Support: A force-multiplier for the party or individual party members. This is when you don't solve problems on your own (unless you are self-buffing) but empower others to do a phenomenally more effective job than they would otherwise by making party members perform better and/or making enemies suck. Buffs, debuffs, and battlefield control are all parts of this. This is the domain of God Wizards, who tend to set up a party with conditions so advantageous that they can cakewalk their way through an encounter, as well as Bards. Clerics are often assumed to be good at this but they actually tend not to have the more impactful support options (although they still have some) without the right domains, prestige classes, etc.

I think I have the breakdown right but I may be missing things. Probably the utility and investigator roles need more examination.

36
It's silly but you could use the Telepathic feat (and pre-buff with a Tongues spell to be absolutely safe) and a Contingency to Dimension Door the Bards forward the moment initiative is about to be rolled. That would ensure they cannot plug their ears against it. If the party also uses Scorpion Armor (they're multiclassed Fighters, so heck we could have them start with 2 levels of Fighter for the free proficiency) and cast Gift of Alacrity on themselves (another 1d8 bonus), it gets even higher. I guess we could have the Bards be Haregons too, for the extra +3. If we're being maximally silly every Bard should also have their own Sword of Kos for an extra 1d10 to initiative with the Guardian minor magical property for an extra +2. I guess we could also have the party freeform Wish ahead of time for a massive bonus to our next initiative roll?

We also don't have a clear idea how high everyone's ability scores are, since there are ways to get multiple ability scores as high as 30 and make a multiclassed build to keep adding ability scores to initiative.

37
Min/Max 3.x / Re: Creating a Tank
« on: April 21, 2023, 02:19:12 PM »
There's no real way to create a tank in most D&Ds. It requires highly accommodating GMs who will have their monsters be willfully retarded and attack the highest defense character instead of going for your much more fragile (and oftentimes more threatening) teammates. From a martial perspective, your primary option is to make a front-liner. The front-liner's job is to position himself between the party and the monsters and make it a pain in the ass for them to try to pass him by. Doing this as a Bard is possible, but that suggests you are going to min-max stats in favor of making the Bard basically a Fighter with 12 charisma (dumping all other mentals). Generally speaking it's preferred to try to protect the party by crowd controlling enemies instead, especially when you have a Knight and Paladin in the party, who are better suited to being front-liners. The Knight actually has a rare honest-to-goodness tanking ability in the form of Test of Mettle, but that requires a charisma modifier that the Knight would be hard-pressed to truly invest in.

What's your point buy, anyway? And what are the restrictions on races and source material? Are you using standard starting wealth or anything else? Any rules on flaws, etc.?

38
I dunno, but I'd like to start with 4 College of Lore Bard 18 / Fighter 2 characters because Action Surge is very strong and the College of Lore Bards can get stupid high initiative between Jack of All Trades (add half of proficiency bonus to ability checks... like initiative) and Peerless Skill (expend a use of Bardic Inspiration to roll a Bardic Inspiration die and add it to the ability check). This is not enough for us, since we can also have the Bards give each other just 1 Bardic Inspiration die during the buff rounds and expend that on the initiative roll also (so Initiative is now +3+2d12). We add a Foresight spell (and perhaps Enhance Ability too, to counteract any disadvantage) to get advantage on the check too and add Lucky and Alert feats (so now Initiative is a bo3 d20 roll with a +8+2d12 bonus). Not being satisfied with this much, we also have all the Bards use Cutting Words on the enemy team during their initiative rolls, expending reactions appropriately (in 5E you can pretty much always use your reactions - this application is explicitly confirmed as valid by Jeremy Crawford), so they all have to subtract 1d12 from their initiative rolls too.

Where we're headed after this I don't know, but we're 9th level casters who can take spells from every spell list and at least initiative should be a knockout here. The Bards should also all have Counterspell, because they get Jack of All Trades and Bardic Inspiration on that too (although a 9th level Counterspell just auto-counters everything, which can lead to counterspelling wars). I guess the Bards should also all be pre-buffed with True Seeing and have both proficiency and expertise in Perception (so +12+1d12), and maybe get some more buffs on that too.

39
D&D 3.5 and Pathfinder / Re: [PF] Ways to acquire Stalwart
« on: April 18, 2023, 10:28:24 PM »
Added Unbreakable Fighter 13.

Not sure if I should list this as a Stalwart ability, but Focused Dragon Expertise grants Stalwart as an Inquisitor vs a dragon's extraordinary and supernatural abilities only, if you already have Evasion. With the Instant Enemy spell you can make anything count as one of your types of favored enemy (you choose) "for all purposes" explicitly, so there is that for Rangers, but it still seems awfully limited and circumstantial.

There is also the Mesmerist's Astounding Avoidance trick (works well with the Reflexive Trick feat), but it only gives basically the exact same function as evasion - and at level 12, improved evasion - for all 3 saves. Meaning, it's only good for damage avoidance, rather than avoiding partial effects.

And lastly, I should mention the Charger animal companion archetype, which gives your animal companion (intended for mounts, but can be applied to any animal companion) a proper Stalwart ability, at level 15.

40
Board Business / Re: Handbook Discussion, what to do?
« on: March 19, 2023, 08:54:45 PM »
Probably for the best, yes. Sometimes I find myself expanding the handbooks I've written. I know I have some I wrote years ago where I keep adding bits to them here and there and then it becomes another new post and so on. And I know sometimes people expect a handbook to have a discussion thread and take the lack of a discussion thread for an indicator there is none (but that is easily remedied by mentioning in the handbook post itself that comments can be posted directly to the thread).

Previously the system was that you had to be a member of the DnD Handbook Writers group in order to be able to post in the Handbook forum, but now it's gotten mixed up with the (Continued) system that no longer works. May as well go back to the old way of doing things. Looks like making some kind of thread-lock so that only OP and moderators can post into it isn't an option unless someone is willing to modify the forum code a bit.

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