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Topics - phaedrusxy

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41
Any reason you can't use Telekinesis on yourself to fly? Swift Concentration should let you move yourself around as a swift action, right?

42
Gaming Advice / What looks like an awesomely easy map program
« on: June 05, 2014, 12:44:36 AM »
I've only started playing around with this, but ditzie looks pretty awesome, especially since it seems a lot of people have already uploaded tons of images, etc, useful for D&D.

Some instructions/info copied from another gaming board where I'm just joining a game which will be using it:

Quote
Click and drag to move an image. Start by “pulling one down” from the row at the top of the page.
Use “shift + click and drag” to resize an image.
The up and down arrow keys will “raise” or “lower” the last image moved to the top or bottom of the stacking order.
Double clicking an image opens up a dialogue box where you can change:
The image itself (including the option to delete)
The “title” of the image (what pops up when you mouse-over)
The opacity of the image
The locked/unlocked and resizable/non-resizable option
The non-mutable option
The “always lowest” option
Shift + double click opens up a different dialogue box where you can:
Set an absolute URL for an image (note that ditzie will not save this value).
Set the HTML “class” and “alt” values for an image (which you probably shouldn’t screw with, lest you desire strange and unpredictable behavior).
Manually adjust the height and width, as well as the XY coordinates of an image (“W x H @ X, Y, Z” above the line).
Manually adjust the XY coordinates of ALL images on the page (++ “X x Y” below the line).
Hit “return” (enter) to save a page
Each time you save a page, it generates a unique name (notice that the URL changes in your address bar).
Once you save a page, you can not change it.
Once you save a page, you can modify it and save a new copy, with a new name.
Because there’s no overwriting, there’s no need for accounts or permissions, which is good, because ditzie doesn’t have them (well, its gallery does, but that’s not a ‘Quickstart’ topic).

Also if you make a username etc and upload your own walls etc you can update the map if you are altering terrain with walls fire whatever.

43
[3.P] Strata / Dice rolls
« on: May 21, 2014, 06:57:33 PM »
Because sometimes I need to know how well I did, to guide the content of my posts...

Perception 1d20+15 : 1 + 15, total 16

Know: History 1d20+7 : 1 + 7, total 8

Know: Local 1d20+7 : 10 + 7, total 17

44
Arhosa / Arhosan Seedcasting Index & Discussion
« on: April 25, 2014, 09:28:32 AM »
Arhosan Seedcasting is now full integrated into the Arhosa Campaign Setting, and all comments should reference the version there.

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45
Archive / Setting Questions
« on: April 07, 2014, 01:34:29 PM »
So should our mortal lives have all been spent in Marleath, just waiting for undeath? Or could we have been captured from outside? I was thinking that Nevus might have been a member of a tribe of aquatic orc pirates/cannibals, who had the misfortune of blundering into either Marleath itself or another group from there that were searching for a way to the surface. If he'd actually been to the surface before, that might be why he was reanimated as an awakened servant: in hopes that he could lead a team back there (but of course, he's a dunce with no ranks in the Survival skill, so the odds of that succeeding aren't too good :P ).

46
Gaming Advice / Wolf Fang Strike: Fixed Penalty?
« on: April 07, 2014, 12:49:55 PM »
The Wolf Fang Strike maneuver seems to have a fixed -2 penalty for attacking with two weapons, with no regard to the "handedness" of those weapons. Is this correct? Is one of these attacks considered an "off-hand" attack?

Example: If I was wielding two longswords, would I get my full strength bonus to damage on both, and only take a -2 penalty to my attack rolls? And get full Power Attack benefits to both?

I'm going to be using this on a character who actually treats one-handed weapons as two-handed for strength to damage and Power Attack. So... this could be pretty nice/nasty! :P

47
Homebrew and House Rules (D&D) / Frogmental
« on: March 11, 2014, 04:44:39 PM »
FROGMENTAL


   
Behold the Power of Giant Frog!
-Darkwing Duck, Frogmental Champion

A Frogmental is a warrior who harnesses the power of Giant Frog to Giant Frog!

BECOMING A FROGMENTAL
Frogmentals are randomly promoted from the ranks of Chaos Warriors and Knights across the Cosmos in a process that makes sense to no one.

ENTRY REQUIREMENTS
Alignment: Any Chaotic
Base Attack Bonus: +5
Base Save Bonus: Fort +3
Special: Must have either eaten or kept as a pet a frog or toad, or been infected by a slaad.


Class Skills
The Frogmental's class skills (and the key ability for each skill) (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level 4 + int

Hit Dice: d10



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2Frogmiliar, Frogability
2nd+1+3+0+3Frogmunity, Eyes of Frog
3rd+2+4+1+3Transfrogmation
4th+3+4+1+4Frogpocalypse
5th+3+4+1+4Giant Frog!
6th+4+5+2+5Arrow Poison
7th+5+5+2+5Hypnotoad
8th+6+6+2+6GIANT FROG!
9th+6+6+3+6Croak of Death!
10th+7+7+3+7EverFrog

Weapon and Armor Proficiencies: A Frogmental is proficient with all armor and shields, and all simple and martial weapons, plus one exotic weapon of his or her choice. The Frogmental may change which exotic weapon she is proficient with by swinging the new weapon for which she desires to gain proficiency with around for one hour (in or out of combat).

Frogmiliar (Ex): At 1st level a Frogmental may spawn a frog or toad familiar as a sorcerer of its level. This small creature bubbles off from the Frogmental’s own body in a bizarre process that sickens any creature that sees it for the first time (Will DC 15 to resist, lasts 1 round). This takes one full round action. If the familiar is killed, the Frogmental does not lose any XP and may spawn another as a full round action if it wishes, but it may only have one Frogmental in existence at a time.

Frogability (Ex): For bizarre reasons which make no sense to those of sane mind, Frogmentals seem to be extremely lucky. Whenever a Frogmental attempts anything and fails, he may roll a d100 (percentile dice). If his total is equal to twice his levels of Frogmental or lower (to a max of 20% after 10 levels of this class), his failure is instead a success via some random accident (his opponent stumbled, randomly impaling himself on the Frogmental's weapon). This ability is gained at 1st level.

Frogmunity (Ex): At 2nd level a Frogmental is immune to all powers and abilities of frogs, toads, and frog-like creatures (including slaad and other Frogmentals, and his own Frogmental powers). This includes damage from attacks made by frog-like creatures, even indirectly. Such attacks seem to miraculously always miss the Frogmental, or have no effect. His skin also becomes tough and warty, granting him a natural armor bonus equal to his Constitution modifier.

Eyes of Frog (Su): At 2nd level, the Frogmental gains the ability to experience things through the senses of its frogmiliar. As a free action, it may choose to experience the world either through its familiar, or through its own senses. While experiencing the world through its familiar's senses, the Frogmental itself is considered blind and deaf for the purposes of attacks against its own body.

Transfrogmation (Ex): At 3rd level, the Frogmental's body warps in strange ways. It gains a bite attack which does 1d4 damage, and two claw attacks which do 1d6 each. The claws are primary, and bite is secondary.

Frogpocalypse (Sp): At 4th level as a standard action, a Frogmental may cause it to rain frogs in a 1 mile radius centered on itself. These frogs deal 1d6 bludgeoning damage per round to all creatures within the radius, and the resulting mess is so bizzare and disgusting that all creatures within the radius must also make a Fortitude save (DC 10+Frogmental level + Con mod) or be sickened. Creatures that succeed are immune to being sickened by a Frogpocalypse for 24 hours. Visibility within the Frogpocalypse is reduced to 5 feet, and even then a 20% miss chance is imposed on all attacks. All Listen checks also receive a -5 penalty. All terrain within the Frogpocalypse becomes difficult, and any creature flying within the area must make a Reflex save (same DC as Nausea) or begin to fall as if stalled (even fliers with perfect maneuverability may be stalled by this ability). This effect lasts for a number of rounds equal to the Frogmental's class levels. (Despite being described as "rain", this ability works fine indoors. It does however require Line of Effect. So it does not go around corners, through walls, etc.)

The Frogmental's Frogmunity makes it immune to all aspects of this ability, including the difficult terrain and decreased visibility.

Giant Frog (Ex): At 5th level, the Frogmental grows a size category, which gives it everything in this table. It does not get any changes to ability scores. He may return to his normal size as a full round action, or to his larger size with another full round action.

Arrow Poison (Ex): At 6th level, the Frogmental's natural bite and claw attacks gained from this class become poisonous. Primary and Secondary damage is 1d6 Wisdom. The save DC is equal to ten plus the Frogmental's class level plus his constitution modifier.

Hypnotoad (Su): At 7th level, the Frogmental's very nature is so bizarre that creatures within 30 feet which look at him must make a Will save or become Confused (as the spell) for as long as it remains within 30 feet of the Frogmental, and for 1d4 rounds after it leaves the radius. A creature who saves against this ability becomes immune to it for 24 hours. The Frogmental may turn this ability on or off as a free action. It otherwise functions in all ways as a Gaze attack.

GIANT FROG! (Su): At 8th level, the Frogmental may grow another size category, again gaining everything but ability score changes (as with the earlier version of this ability). It may return to its normal size as a full round action, or to either of its larger sizes with another full round action.

Croak of Death (Sp): At 9th level, the Frogmental may produce a Word of Chaos or Chaos Hammer effect as a standard action at will. The save DC is 10 + Frogmental level + Frogmentals constitution modifier. Any creature exposed to this becomes immune to it for 24 hours, regardless of the effect. The caster level equals the Frogmental's character level.

EverFrog (Su): At 10th level, the Frogmental becomes an outsider with the chaos and native subtypes. In addition, whenever a Frogmental would be killed, if it has a Frogmiliar its consciousness is instead transferred into the familiar. If it does not have a Frogmiliar when it dies, then one crawls out of its corpse one round after its death. After 24 hours, this Frogmiliar then transforms into a clone of the original Frogmental. Even before this 24 hours is up, if any spell which can return a slain creature to life is cast upon the Frogmental's familiar, then the Frogmental is brought back to life with full hit points and no level loss, regardless of the spell or ability used to bring it back. In addition, no material or other components are consumed when bringing back a Frogmental in this way. If the Frogmiliar is killed before 24 hours have passed, or before the Frogmental is restored to life, then the Frogmental is truly slain.
 
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48
Gaming Advice / Dismount Attack skill trick: What does this do?
« on: March 04, 2014, 01:55:09 PM »
Isn't this pretty much pointless? If you are 10 feet away, you can just make a mounted charge and then fast dismount afterward. This basically gives you the same result as this skill trick, right?

For reference

49
Gaming Advice / Energy Resistance DFA Invocation
« on: March 03, 2014, 09:55:49 AM »
Can you use this on others? And does the resistance scale as with the spell?

50
Gaming Advice / Boost/Stance (ToB) + Whirling Blade?
« on: February 18, 2014, 10:13:11 AM »
Can you combine these, to get the benefits of a Boost and/or Stance on all attacks made with the Whirling Blade spell? My warbard wants to know!

Punishing Stance + DFI + Whirling Blade = nice line attack!

Also, what if I have a Sudden Stunning weapon? Could I cause all of them to save vs. stun, or just the first one?

51
[Tome] The Fall of Pun-Pun / Encounter 8: The Hornet's Nest
« on: February 09, 2014, 10:42:14 AM »
In an impossibly short fraction of a second, the door bursts open and a tall woman in a powdered wig, a hunting dress, and tricorn hat lifts a rifle and opens fire shouting "Meet the bolts of Vengeance, INTERLOPERS !" The shots pour forth from the ivory and silver inlaid weapon so fast its hard to even comprehend what's going on, as magical energy arcs over its surface. Each of you is hit twice by blows of force energy, precisely aimed to do as much damage as possible, despite the haste in which they were delivered. Adding to the odditly of the scene, you notice that she has a handbag and umbrella hanging from one arm as she sprays the room with bullets.

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52
Homebrew and House Rules (D&D) / Telekinetic Warlock (ACF)
« on: February 05, 2014, 04:55:33 PM »
Telekinetic Warlock (ACF)

Some warlocks draw upon the power of a vrock ancestor to use their minds to move objects around.

Gain: A limited form of Telekinesis. At will as a standard action, they may use the Sustained Force or Combat Maneuver abilities of the Telekinesis spell as a spell-like ability. As an attack action, they may throw one object, as with the Violent Thrust ability of Telekinesis. They may make multiple attacks as part of a full round attack, as appropriate for their base attack bonus. Feats which may grant multiple attacks, such as Two-Weapon Fighting and Rapid Shot, may also grant them extra attacks with this ability. Warlocks use their charisma modifier, instead of intelligence, for all uses of this ability. It otherwise works like the Telekinesis spell, except as noted above.

Lose: Eldritch Blast


Telekinetic Master (feat)
You have unlocked the full potential of your Telekinetic powers.

Prerequisite: Telekinetic Warlock ACF, character level 9.
Benefit: As a full round action, you may use your Telekinetic powers to throw up to one object per caster level, as with the Violent Thrust ability of Telekinesis.
Normal: A Telekinetic Warlock may only throw one object per attack action using his Limited Telekinesis ability.

53
Homebrew and House Rules (D&D) / Fell Soul
« on: February 05, 2014, 03:28:37 PM »
Fell Soul



Fell practitioners of the necromantic arts, emulating the power of fiends and ghosts, may learn to temporarily possess the bodies of others. Sometimes however, such body thieves are forced to hold on for far longer than they should be able to. When their own bodies have been destroyed, and they feel the burning hellfire of a terrible afterlife threatening to consume them, they manage to cling to their vessels through sheer desperation. Not truly dead, but with no body of their own, such souls become a form of spiritual parasite, dependent on stealing the bodies of others to survive.

The Fell Soul is an acquired template which can be applied to any living creature which has a soul separate from its physical body (so not  outsiders or elementals), and whose original body was destroyed while it was possessing another creature.

Size and Type: The creature's type changes to Outsider (Native) and it gains the Evil subtype, but do not recalculate base attack bonus, hit dice, skill points, or saving throws.

Hit Dice: No change in hit dice.

Speed: No changes.

Armor Class: No changes.

Attacks: Creature loses all attacks based on its original physical body.

Damage: Creature loses all attacks based on its original physical body.

Special Attacks: Creature keeps all special attacks not based on its physical body, and gains the ability to Possess creatures using Magic Jar as a supernatural ability. However, see the Tethered Soul and Token special qualities.

Special Qualities: Creature keeps all special qualities not based on its physical body and gains the Tethered Soul and Token abilities.

Tethered Soul (Su)
Unlike a true ghost, the Fell Soul cannot exist in an ethereal form entirely free from a body at all. If the body the Fell Soul is possessing is killed, it may make attempt to possess another once immediately as a free action (even if its not the Fell Soul's turn). If the target resists (or is protected from the effect somehow), then the Fell Soul finally truly dies and passes on to whatever infernal torment awaits it in the afterlife. A Fell Soul which is killed cannot be brought back to life using Raise Dead or other magic which requires a corpse. However, True Resurrection and other such magic which may work without a corpse can bring a Fell Soul back to life as the creature it was before acquiring this template. A Wish can allow the Fell Soul to return to life with the template, but a suitable host must be provided for it to inhabit (the host gets a saving throw to resist, if unwilling).

A Fell Soul is so tightly tied to the bodies it possesses that effects which might otherwise normally suppress or end the effects of the Fell Soul's Possession merely suppress its ability to control the body for their duration. So for example, a Fell Soul caught within an Antimagic Field would be helplessly trapped within the body it was possessing, but would not be killed, and would be able to resume control once the body left the Antimagic Field.

Token (Ex):
The Fell Soul is followed by a magical Token, an item which magically reappears on any body they possess. This item may offer a clue to observers about the Fell Soul's presence, and also a means to remove it from a possessed body. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Fell Soul is possessing he is immediately forced to possess a new body (as a free action which can be taken even if it isn't his turn). Once the Token has been removed from a body, he cannot possess that body ever again. If he cannot possess a new body upon removal of his Token, he dies. (Note: if the victim of the Fell Soul's possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Fell Soul possesses a new body, so as long as he lives it continues to exist.

Saves: No changes.

Abilities: No changes.

Skills: No changes.

Feats: No changes.

Environment: Any

Organization: Any

Challenge Rating: As host or possessing creature, whichever is higher, +1.

Treasure: Standard

Alignment: Any Evil

Advancement: By class.

Level Adjustment: +1?


Example of creature using template here:

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54
Off Topic Fun / DIY electronic home monitoring... questions
« on: January 26, 2014, 10:13:02 AM »
Hi all,
I'm thinking of trying to set up a simple PC-based system that basically lets me monitor the status of my home's power, and which will notify me via text or phone call in the case of a power failure.

I think I can basically set up a server which is constantly checked by some online software, and anytime it is down, the software will contact me. Alternatively, I guess I could buy a UPS which has a monitoring system with it, but I'd rather spend as little money as possible. If I could just use a cheap/free online software, that would be ideal.

A second thing that I'd like to monitor is when a particular switch (a toggle float) turns on in my house. It's typically used to turn on sump pumps, but I'd like to hook it up to a PC somehow and monitor when it comes on, and have the PC contact me (again via text or phone).

I am pretty handy when it comes to electronics and some scripting, and am sure I could figure this out on my own with a bit of research, but thought I'd ask on here as I know some of you do this kind of stuff much more than I, and might know solutions for what I want which you could suggest and save me some time.

Thanks ahead of time!

55
Gaming Advice / Burrowing Power
« on: December 13, 2013, 10:52:01 AM »
1st Question: What happens if you fail the psicraft check to manifest a burrowing power? Do you still lose your power points? I haven't found anything mentioning this.

2nd Question: Is Mindsight sufficient to target someone with a Burrowing Power?

56
Min/Max 3.x / Most Horrible/Amazing things to do with Quintessence
« on: December 02, 2013, 11:40:05 AM »
I absolutely love the idea of this psionic power, and I'm sure it is rife for abuse, but I'd like help brainstorming just what the best things to put into it are. I will be playing a psionic character, so no coating elephants in it. I do wonder if it couldn't work with spell effects, though. And would throwing the Quintessence-coated object be enough to dislodge the Quintessence, or does it require a specific action of scraping it off?

I thought about putting this in the Ask A Question forum, but hoped it might expand beyond the size of what those are typically like.

I think the Psionic Save Game trick uses this, but let's not go there...

57
Gaming Advice / Understanding Diamond Mind
« on: November 22, 2013, 11:40:14 PM »
For some reason, I think I've been misunderstanding some of the Diamond Mind maneuvers for a while... I thought that Sapphire/Ruby/Diamond Nightmare Blade replaced your attack roll with a concentration check, but after rereading it, that's not right, is it? You make both an attack roll and a concentration check, and if they both beat the target's AC, you do X extra damage.

That's not nearly as good at the upper levels as the lower level Emerald Razor...

58
Gaming Advice / Item that grants the benefits of Psionic Meditation feat?
« on: November 22, 2013, 02:58:20 PM »
I swear I saw this mentioned on here somewhere, but I can't remember where or what the item was for the life of me...

59
Creations & Ephemera / After Sundown now available in printed form!
« on: November 20, 2013, 09:40:25 AM »
For anyone interested, the After Sundown RPG (basically a heavily retooled World of Darkness with the serial numbers filed off) by Frank Trollman is now available in print for $30. I haven't actually played it, but have heard good things, and love Frank's material in general. If you're interested, go here.

60
Min/Max 3.x / Optimizing Ancestral Knowledge
« on: November 15, 2013, 01:33:28 PM »
I've recently seen this feat used in a couple of builds, which made me curious:
Ancestral Knowledge

Are there any easy ways to optimize wisdom checks? I know there are some for charisma checks...

And could you still apply Collector of Stories to this? If this could be optimized a bit, it could be a nice feat.

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