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Topics - faeryn

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21
Gaming Advice / Dvati Spellcaster w/ Multivoice/Multitasking feat
« on: April 25, 2015, 05:15:00 AM »
Ok... so the Dvati race has a restriction that when one twin is casting a spell the other must either do nothing that round or assist in casting the spell (no real difference between the two choices)... however... the feat Multivoice allows a creature with 2 or more heads to cast 2 spells as a full round action... and then the feat Multitasking allows a creature with 4 or more arms to perform multiple actions at the same time, such as casting a spell with one set of arms while attacking with another...

now... I have a few questions regarding this...

1) does a Dvati qualify as having 2 heads and 4 arms for the purpose of attaining these feats?

2) if a Dvati qualifies will these feats counter the race's restriction when spell casting allowing 1 twin to cast a spell while the other performs any other actions?

22
LYRICIST


   
Lyricists are spellcasters who have mastered the art of weaving spells through song.

MAKING A LYRICIST
Lyricists have the following game statistics..
Abilities: Charisma determines how powerful a spell a lyricist can cast, how many spells she can cast per day, and how hard those spells are to resist. Charisma, Dexterity, and Intelligence are important for many of the lyricist’s class skills.
Alignment: Any non-lawful.
Starting Gold: 2d4x10(50 gp)
Hit Dice: d4

Class Skills
The lyricist's class skills (and the key ability for each skill) are....
Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge(Arcana) (Int), Knowledge(History) (Int), Knowledge(Local) (Int), Knowledge(Nature) (Int)Knowledge(Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Weapon and Armor Proficiencies: Lyricists are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a lyricist's movements, which can cause her spells with somatic components to fail.

Spells: A lyricist casts arcane spells, which are drawn from the bard spell list. A lyricist must choose and prepare her spells ahead of time. Every lyricist spell has a verbal component (singing, reciting, or music).
To learn, prepare, or cast a spell, the lyricist must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a lyricist's spell is 10 + the spell level + the lyricist's Charisma modifier.
Like other spellcasters, a lyricist can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given in the Advancement table below. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike a bard or sorcerer, a lyricist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her songbook. While studying, the lyricist decides which spells to prepare.

Scribe Scroll: At 1st level, a lyricist gains Scribe Scroll as a bonus feat.

Songbook: A lyricist must study her songbook each day to prepare her spells. She cannot prepare any spell not recorded in her songbook, except for read magic, which all lyricist can prepare from memory.
A lyricist begins play with a songbook containing all 0-level lyricist spells plus three 1st-level lyricist spells of your choice. For each point of Charisma bonus the lyricist has, the songbook holds one additional 1st-level lyricist spell of your choice. At each new lyricist level, she gains one new lyricist spell of any spell level that she can cast (based on her new lyricist level) for her songbook. At any time, a lyricist can also add spells found in other lyricists' songbooks to her own.
A lyricist may add any 1st through 5th-level spells from other arcane spellcasting classes, except for spells belonging to the schools of Necromancy, Conjuration, and Evocation, to her songbook as a spell one level higher than normal. Thus a lyricist who wishes to add the 3rd-level spell Power Word Deafen to her songbook would add it as a new 4th-level spell.

Bardic Music: As the standard bard ability of the same name. A character’s lyricist levels and bard levels (or levels in another class with the same ability) stack for the purpose of using bardic music.

Spontaneous Enchanting: Starting at 5th level, lyricists can “lose” a prepared arcane spell in order to cast any arcane enchantment spell that is in her songbook. This works just as a cleric’s spontaneous casting class feature, except that any spell cast in this manor has it's casting time increased by 1 step. Thus a spell with a casting time of 1 standard action will require a full round to cast spontaneously.

EX-LYRICIST
A lyricist who becomes lawful in alignment cannot progress in levels as a lyricist, though she retains all her lyricist abilities.


Level
Base
Attack
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+0+2Bardic music, Scribe scroll, Countersong, Fascinate, Inspire courage +1
2nd+1+0+0+3-
3rd+1+1+1+3Inspire competence
4th+2+1+1+4-
5th+2+1+1+4Spontaneous enchanting
6th+3+2+2+5Suggestion
7th+3+2+2+5-
8th+4+2+2+6Inspire courage +2
9th+4+3+3+6Inspire greatness
10th+5+3+3+7-
11th+5+3+3+7-
12th+6/+1+4+4+8Song of freedom
13th+6/+1+4+4+8-
14th+7/+2+4+4+9Inspire courage +3
15th+7/+2+5+5+9Inspire heroics
16th+8/+3+5+5+10-
17th+8/+3+5+5+10-
18th+9/+4+6+6+11Mass suggestion
19th+9/+4+6+6+11-
20th+10/+5+6+6+12Inspire courage +4
Spells
0th1st2nd3rd4th5th6th
20-----
31-----
32-----
320----
431----
4320---
4321---
44320--
44321--
443320-
444321-
4443320
4444321
4444332
4444432
4444433
4444443
4444443
4444444
4444444


feedback and suggestions for improvement appreciated.

23
I had this idea to create a dancer/singer type character prior to making my current character (infact she was supposed to use be tthis character originally) and well I've decided to make her for the next campaign im in... this is still a work i  progress and there's no defined date for the start ofour next campaign yet, but I figure I  may as well get some ideas from ya'll on how to proceed with her build.

I figure I'd start as a battle dancer or bard (both if we end up going gestalt) build into shadowdancer and spelldancer, perhaps pickup cloaked dancer as well...I'm also comsidering daggerspell mage at some point.

Race:Changeling or perhaps Dvati
Weapon:ribbon daggers & warfan

I don't intend to be a main spellcaster on this character, do plan to focus on enchantments and illusions though for her spells. This character is supposed to be alluring, deceptive, and enchanting... using a mixture of spells, song, and dance to fool her enemies and strike when they least expect it.

Changeling as her race would give her an added benefit of non-magical disguise (Maybe with 5 levels cabinet trickster to improve this)

Dvati would have the whole twin thing going for her to help confuse enemies and can provide communication between party members should the party ever split... I'm kinda leaning towards Dvati to be honest... my character in the campaign i'm currently in is a Changeling... so it would be nice to play something different next time...

Any suggestions? Recommendations? Tips? Opinions? Concerns? Feats or spells i should persue?

24
Gaming Advice / Magic & Saves
« on: April 13, 2015, 05:36:37 PM »
So after being turned into an ice statue... twice... I've decided I need to boost my low Fort & Reflex Saves... I've currently got the following helping to boost my saves:

Prayer +1 Luck
Heroism +2 Moral
Cloak of Resistance +5
Skin of the Hero +3 Luck
Pale Green Ioun Stone +1 Competence
Ruin Delver's Fortune +Charisma(8) Luck

I've already got a +6 Enhancement to all relevant stats as well so at this point... I'm looking for any other options that might be available to me... (Note: Ruin Delver's Fortune was added after the last encounter... so it might possibly be all I need but I would like to know what other options I have available still if needed)

The encounter involved multiple Fort save DC 45 or be turned to ice... I had a +25 Fort Save... so naturally I was going to fail the save every time I encountered it... boosting my save by 8 should help to survive further DC 45 Fort Saves... but since we're about to face off against an epic level wizard it can't hurt to be prepaired

25
Our Epic level campaign has officially started and all characters are now level 20... after returning to our fortress to find it destroyed and a dozen gather info and knowledge checks later we discovered the attacker was an ancient and powerful evil wizard who had been resurrected as a Worm That Walks... a rather hysterical RP-only raid on an enemy fortress and an encounter with a Demigod later revieled to us the location of the Wizard... our next session we will be pursuing the wizard and most likely have our first (2nd for one party member) encounter with him...

I've been tasked with researching the Worm that Walks and devising a plan to defeat it... and that is why I am here now...

Our party consists of currently 3 members...

1) Myself - Half-fire Elemental Changeling Spellthief/Illusionist/Archivist & my Familiar/Cohort a Pseudodragon Dragon Shaman
2) A Halfdragon Werebear Paladin or Elf Ranger/Scout (2 characters same player - may use both characters in RP if both are present but only 1 in combat encounters)
3) A Halfdragon Cleric

The Paladin has encountered (and been killed by) the Worm that Walks once before and was recently resurrected by his followers... The Cleric just joined the campaign today (Yay cleric #4... I hope this one sticks around...)

The Ranger can't cast any spells higher than 1st level and has a negative caster level... The Paladin has spells but tends to be a defensive tank-like character (which may have lead to the Worm that Walks devouring him in the first place)... The Cleric I'm honestly not sure what all they have levels in... but I get the feeling that they might be a straight 20th level Cleric... As for my character... I'm currently deciding between 2 more levels of Mystic Demiurge or 2 more levels of Incantatrix... so I'll either have 7th Level Arcane & Divine or 7th Level Arcane 6th Level Divine... I cannot cast any Arcane spells of Evocation, Necromancy, or Enchantment schools... (We leveled twice during today's session and for simplicity at the table levels are just done at the end of each session)

But anyways... what is known about the Wizard we are to face is that he is a Worm that Walks and he has a cold specialization... the entire party is immune to Fire and has a Cold Vulnerability due to a wish made by the Paladin a few months back... some of us have Fire Shield on us mitigating that Cold Vulnerability... My character needless to say has given the Paladin a few dirty looks after he made that wish since she was already immune to Fire but did not possess the cold vulnerability until the wish was made... the new Cleric even though they were not present at the time of the wish... due to the wording of the wish also possesses the same immunity/vulnerability...

My Psuedodragon has Acid Immunity from Dragon Shaman (Copper Dragon Totem)... and has the Endure Exposure invocation from 2nd Level DFA...

So... knowing all of this... what options do we have for facing a Worm that Walks?

I know that I can't Sneak Attack it, meaning that more than half of my damage is gone in this encounter... we can't deal critical damage either, so my familiar's melee attacks aren't going to do much... we can't flank it by any means either... Engulf looks like an almost immediate death to anyone in close range to this enemy...

26
I have an interesting question concerning the Shadow Conjuration/Evocation abilities and their interactions with Energy Resistance/Immunity...

Since a Shadow Conjuration Orb of Acid is 80% illusion and only 20% real does the spell actually deal acid damage? or is it merely the illusion casting a belief into the mind of the target that they are being dissolved in acid, while in reality the damage is untyped?

If the damage is indeed untyped, how would this interact with a creature who possesses immunity to said energy? Presumably if the acid damage is an effect of the illusion then a creature who is immune would have no reason to believe that the spell will hurt them,so should they only be affected by the 20% that is real even if they fail their save against the illusion?


The description of the Shadow Conjuration/Evocation spells state that the "Mimic" Conjuration/Evocation spells, and no where in the description does it say that they adopt the mimic'd spells damage type nor imply that they even can. The spell is composed of material from the Plane of Shadows, there is no Fire, Acid, or any other energy type comprising any element of the spell, the only connection to the Conjuration or Evocation spell being mimic'd is illusory. A creature targeted by the spell only believes it will affect them in a certain way because they are convinced it is the real spell not an imitation.

This seems to be further backed by the fact that effects that don't deal lethal hitpoint damage are only 20% likely to affect a target who succeeded on their save, and that spell resistance applies regardless of if the imitated spell does not allow for it.

So... I ask... does a Shadow Conjuration/Evocation spell actually deal energy damage or is it untyped?

Honestly I'm inclined to believe it's untyped at this point...

27
Gaming Advice / Robilar's Gambit - Ranged Attacks?
« on: March 14, 2015, 04:06:26 AM »
So, while looking through feats I noticed something regarding Robilar's Gambit that brought up a question...

Quote
Robilar's Gambit
(Player's Handbook II, p. 82)
[Fighter Bonus Feat, General]

By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position. This dangerous sacrifice is not for the unfit or the unwise, for one failed retaliatory strike can undo the advantage gained. Lord Robilar, a rash and impetuous fighter, gained fame using this technique against his enemies.
Prerequisite
Combat Reflexes (PH) , base attack bonus +12,
Benefit
At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.
Special
A fighter can select Robilar's Gambit as one of his fighter bonus feats.
Normal
Opponents do not provoke attacks of opportunity by attacking. Further, when an opponent provokes an attack of opportunity, you resolve your attack before he completes the action that provoked the attack of opportunity.

It doesn't seem to specify if the +4 bonus enemies get to hit you applies only to melee or to all attacks... nor does it specify if you only get an AoO when they attack you in melee...

so my question... Does Robilar's Gambit apply to ranged attacks? or does it only apply to melee attacks?

28
D&D 3.5 and Pathfinder / Master Specialist Illusionist + Incantatrix?
« on: March 13, 2015, 08:29:12 AM »
Ok, so I've been working on reworking my build for an ongoing campaign looking at dropping several of the classes I was initially planning to pick up...Arcane Trickster being one of them...

What I'm looking at now is building more towards a traditional spell caster even though my character will still play as a spellthief...

So her build atm looks like this:

Spellthief:2/Illusionist:3/Archivist:3/Mystic Theurge:6/Mystic Demiurge:1/Sacred Exorcist:1/???:1 We just leveled at the end of our last game and our next game is comming up real soon... we're playing well into epic levels (around level 40) so I've still got quite a ways to go with my build...

I'm looking at Master Specialist for it's bonuses it will give me to illusions... everything I can get to boost my Save DCs is welcomed... I really want illusions to be viable again for me to use...

Incantatrix is also being taken to boost my Illusion spell saves, I only plan to go to 3rd level Incantatrix, Metamagic Effect Irresistible Spell onto my illusions before anyone gets a chance to save...

I've got 12 Turn attempts per day for Divine Metamagic, all of which will be fueling my Daily Persisted spells... (Divine Power & Hunter's Eye)

so I'm looking at bumping my Illusion Spell saves up +16 over my base spell saves within the next 6 levels... That should make my illusions viable again... at least for a couple levels... but by then I'll finally qualify for Epic Spellcasting and be trying to convince my DM to approve my epic illusions...

Anyway... I think I'm rambling now... so onto my delima...

I've already selected Necromancy & Enchantment as my prohibited schools as an Illusionist... and Incantatrix requires me to select a 3rd prohibited school... Since Incantatrix explicitly forbids selecting Abjuration as a prohibited school and Divination can't be prohibited period that just leaves me with Evocation, Conjuration, and Transmutation... I honestly don't know which one to give up... Additionally I need to know some information regarding this extra prohibited school.

1) What happens to spells I already know that belong to this school?
2) Prohibiting a school via Incantatrix won't impact my spells available as an Archivist as well will it? I've already been told that my original 2 prohibited schools apply only to spells learned as a Wizard, and I would like to believe that the extra one will only apply to Wizard as well.
3) I've recently learned about the Arcane Transfiguration feat and it's prerequisites and I would like to know before going further if it would be worth it to take these feats to reclaim one prohibited school? Just a heads up, the one I reclaim will NOT be necromancy.

Also... is it really worth the extra prohibited school to get Incantatrix for free metamagic Int+3 times per day?

One more thing... does anyone know of any way to use a spellthief's Steal Spell ability to fuel metamagic feats? Personally I would think Ultimate Magus's Augmented Casting ability might qualify for this... If so, then I might just have to bring Spellthief up to 4th level and take a couple levels of Ultimate Magus to convert stolen spells into metamagic.

29
Gaming Advice / maximizing spell saves
« on: February 27, 2015, 12:12:27 AM »
I have to ask... what all options are there for improving spell saves?

I'm playing in a high power campaign as a Spellthief/Mystic Theurge(Wizard[Illusionist]/Archivist) and I'm at a point where I've basically been forced to abandon being an illusionist due to spell saves just not holding up against anything but the lowest of grunts... I've dumped everything into Int as I leveled to boost my saves and it really just isn't enough. With my current stats I get a DC 32 on 9th level spells, however due to mystic theurge I'm currently only able to cast 6th level with a DC 29... To some this may not seem like it's all that bad... but when nearly everything is regularly throwing +24~+37 base saves this is very problematic...

We had this campaign on hold for a couple months and recently returned to it this last week and the party just hit 18th level and we're playing to an upwards of lv40...
The rate at which enemies saves increase is so far beyond the rate of spell saves increasing that continuing to play an illusionist seems like an impossibility... I would really like to be able to keep playing as an illusionist...

Edit: Had to leave in a hurry... to continue where I left off...

Straight single class PCs and NPCs will usually have low saves only getting a +12 base by 20th, but when you start throwing in multi-class PCs and NPCs you'll end up seeing +12 base as early as 6th which throws nearly any spells or abilities with saves out the window for late game. When an enemies Low save is a +10 base and their high save is +20 you're hard pressed to use anything with a save against them unless you can somehow raise that save into the 40s or beyond.

To outline this a little better, I have a base Will save of +20 as an 18th level character, a Wisdom mod of +7, and another +11 from items/classes/spells giving me a Will save of +38, if I were the target of one of my own spells I wouldn't even have to roll. My lowest save is fort which is still a +24 save, and my reflex is up at +31... and I have various extra situational bonuses including an extra +6 to any save made against a spell effect...

Since I'm playing Illusions I have to make enemies fail will saves... which given that my DM likes to send wizards and other spell casters at us, and all of them are multiclassed, is not an easy feat... it's only ever the low level grunts and the rare non-magical fighter that ever fails their save against my illusions... I understand that a spellcaster should be less likely to fail, but what i'm looking at currently is a case where they are guaranteed not to fail... so anything that can be done to help even the odds a bit and give me atleast a slim chance of getting my illusions to be effective against our opponents... It really sucks to have your main focus become utterly useless in a campaign...

As it stands i'm pretty much forced to abandon spellcasting aside from buffs and heals when we encounter another spellcaster and rely almost entirely on melee. It's not that I'm bad at melee, infact I've got magebane on my sword and buff up my BAB with Divine Power from Archivist when I go into melee, and somehow I have a higher AC than our Paladin...

I'm not looking for specific combinations for bringing up spell saves... I just need a list of what all there is that can be used to boost it, how much of a boost, special requirements (if any), and source. Since this is for an ongoing campaign and we are not playing Evil characters, don't list races or anything that requires Evil alignment. Alignment shifting to Evil is NOT an option, the DM has made it explicitly clear that any character who's alignment shifts to evil (outside of a cursed item or some other DM shenanigans) will be retired and a new character must be rolled. Basically, willful alignment shift to evil = roll a new character.

30
D&D 3.5 and Pathfinder / Building a Pseudodragon Familiar/Cohort
« on: February 22, 2015, 02:45:51 AM »
Some time ago I was asking about options for giving my Pseudodragon familiar class levels, and the option of making my familiar into a cohort was suggested. My DM of course approved this provided that I appropriately take the Dragon Cohort feat given that my familiar was a Pseudodragon and thus considered a Dragon. This of course due to the wording of the feat negates the +3LA on the Pseudodragon from factoring into it's level as a cohort. We took a break from the campaign shortly after that. We just returned to the campaign today and I am now faced with the challenge of figuring out just what class/classes I should level my familiar/cohort in.

Initially I had considered Fighter/PsyWarrior to provide it with some reasonable martial ability and self-buff abilities, providing me with a familiar that can survive close range combat for the delivery of touch spells. However I'm not really to sure on this now.

I also considered Dragonfire Adept, I quite liked this idea but I'm not really sure how to proceed with it since there aren't any prCs that build off DFA nor many classes that share a synergy with it.

We just reached Level 19 at the end of the game, due to my LA I'm now Level 18, so my Pseudodragon is level 16, meaning I have 14 class levels to work with for it. I'm playing a Spellthief/Illusionist/Archivist, if that helps anyone with figuring out something that might be useful.

A few things I should mention: ToB is banned. I may not give my familiar levels in Wizard, Archivist, or any other spellcasting class that uses a spellbook of any kind. I would prefer not to manage a 3rd spell list, however I'm ok with caster classes that use limited spell lists, so lets just say no full caster classes. If the class gets a familiar I must replace it with an ACF, my familiar may not have a familiar.

31
Homebrew and House Rules (D&D) / Looking for a Meldshaper/Invoker prC [3.5]
« on: December 06, 2014, 07:01:54 PM »
I find it odd that the Magic of Incarnum adds new Invocations to be used with Soulmelds, but no Meldshaper/Invoker dual progression prC... sure Soulcaster can advance invocations in place of arcane spellcasting... but the class provides zero benefit for an invoker besides that...

so... I was wondering if anyone might be up to the task of making a Meldshaper/Invoker dual progression prC?

32
Gaming Advice / Stacking Dragonfire Adept & Warlock?
« on: November 23, 2014, 08:01:40 PM »
Are there any tricks that can be used to stack DFA and Warlock levels for increasing Eldritch Blast or Breath Weapon damage?

33
D&D 3.5 and Pathfinder / Selecting Psionics & Discipline for a Psion
« on: November 11, 2014, 09:27:23 PM »
Ok, so while preparing for a continuation of a campaign, I started working on my character's cohort... 24th level gestalt decided to build her up with as a Elan Psion/Psychic Weapon Master... her build is finished but now I need to select my powers... I've got the majority of them picked out though...

with the +5 from Psychic Weapon Master, she's effectively a 17th level Psion... what I have for her powers so far are:

1st Level
Thicken Skin (via Hidden Talent feat)
Inertial Armor
Force Screen
Defensive Precognition
Offensive Precognition
Offensive Prescience

2nd Level
Reach
Swarm of Crystals
Crystalstorm
______

3rd Level
Body Adjustment
Danger Sense
______
______

4th Level
Psychic Reformation
Double Dimension
______
______

5th Level
Crystal Body
Incarnate
Psionic Major Creation
______

6th Level
Inconstant Location
Psionic Disintegrate
______

7th Level
______
______
______

8th Level
Mindquake
Greater Psionic Teleport
______

9th Level
Stygian Conflagration

she also has 12 levels of Psychic Warrior giving her the following

1st Level
Call Weaponry
Bite of the Wolf
Claws of the Beast

2nd Level
Claws of the Beast
Tail of the Dragon
Empathic Transfer
Stygian Weapon
Power Weapon
Psionic Lion's Charge

3rd Level
Hostile Empathic Transfer
Empathic Feedback

4th Level
Truevenom Weapon
Psionic Freedom of Movement

What I need is help filling in those blanks on my Psion list... as well has help deciding on a Discipline that would best suit this character... She fights using a Deep Crystal Weighted Greatsword as her Bonded Weapon and has a Psicrystal as well (I'm considering asking my DM if he will allow me to designate my bonded weapon as my Psicrystal). The character is melee-crit focused... the main reason for Psion was to get access to 9th level powers to allow for Epic Psionics...

34
Gaming Advice / Psychic Warrior: Soulbound Weapon limitations
« on: November 04, 2014, 10:19:00 PM »
Looking over the Psychic Warrior's Soulbound Weapon ACF, it appears that there aren't any actual limitations to the weapon selected for it... unlike the Call Weaponry power itself... it seems to me that with your Soulbound Weapon you may be able to define the material it's made of and even possibly a specific magic/psionic weapon as your Soulbound Weapon, of course the weapon would not be able to change these properties once defined, and a reasonable DM would charge you for the weapon to be bound in this way...

The ability is likely meant to function as an upgrade to Call Weaponry following the standard rules of the power though, but allowing for a single improved weapon to be called to act as a primary weapon.

So all of that said... my question is: What limits actually exist to the Soulbound Weapon ACF?

Like, are you limited to only defining a weapon type and nothing more for the weapon, or could you define materials or possibly even a specific weapon?

35
Gaming Advice / Psionics: Claws of the Beast beyond 20th level
« on: November 02, 2014, 08:03:42 PM »
Are there any progressions for the Claws of the Beast power beyond 20th level?

Unlike most psionic augments Claws of the Beast references a table to determine the cost & bonus rate of it's augment.

Power Points   Claw Damage
       Small Med Large
  1   1d3   1d4   1d6
  3   1d4   1d6   1d8
  5   1d6   1d8   2d6
  7   1d8   2d6   3d6
11   2d6   3d6   4d6
15   3d6   4d6   5d6
19   4d6   5d6   6d6

The chart stops at 19 points and doesn't keep to one progression rate... It changes from every 2 additional to every 4 additional halfway through... if an epic level progression doesn't exist would it be reasonable to use the following progression in epic levels?

Power Points   Claw Damage
       Small Med Large
25   5d6   6d6   7d6
31   6d6   7d6   8d6
37   7d6   8d6   9d6
45   8d6   9d6   10d6
53   9d6   10d6 11d6
61   10d6 11d6 12d6

Since the original progression is +2 +2 +2 +4 +4 +4, I figure a continuation would follow the pattern into +6 +6 +6 +8 +8 +8 etc...

36
Gaming Advice / Martial Maneuvers & Stances
« on: October 29, 2014, 12:56:02 AM »
So, I'm preparing for my first campaign that a DM is actually allowing the Tome of Battle and I wanted to make sure I understand the rules about obtaining Maneuvers and Stances properly... from what I've gathered by reading through the Tome of Battle the number of Stances & Maneuvers I can know is tied directly to the martial discipline class I choose to level, however I can use my martial class level + 1/2 all other class levels to determine the highest level maneuver I can learn... when it comes to stances though the rules seem pretty muddy... does the martial class level +1/2 other class levels apply to stances as well or is my highest level of stance tied to my martial class levels alone?

To me it seems like it might be the latter... since the rules state a few times "A stance is not a maneuver"...

37
Min/Max 3.x / A Psionic Goddess
« on: October 28, 2014, 11:32:21 PM »
Ok, so I'm going to be participating in a continuation of a past campaign scheduled to start sometime next month... We were given the option of either A) continuing our previous character exactly as they were when we ended the campaign previously, or B) retrain all or some of our class levels... regardless of which option we have to repurchase/craft all our items with a limit of 5,000,000gp and run nearly everything by the DM for approval (different DM than previously, won't let us get away with as much).

I chose option B, we are starting at Lv26 with 16 Divine Ranks (Lesser deities, the chart has been reworked) and it's Gestalt

my build:
Tiefling (Blind Oracle/Half-elemental[Air]/Shadow) +2Adj (I was told to ignore the +1 from Tiefling and allowed Half-Elemental & Shadow at +0)
Monk:2/Soulknife:15/Soulbow9//Blind Oracle+2/PsyWarrior:20/Fighter:2/Shiba Protector:1/Lurk:1

Feats: Prehensile Tail, Multiattack, Multitasking, Monkey Grip, Wield Oversized Weapon, Oversized Two-weapon Fighting, Multiweapon Fighting, Imp.Multiweapon Fighting, G.Multiweapon Fighting, P.Multiweapon Fighting, Melee Weapon Mastery[Piercing], Hidden Talent, Weapon Focus, G.Weapon Focus, E.Weapon Focus, Power Attack, Cleave, G.Cleave, Weapon Spec, G.Weapon Spec, E.Weapon Spec, Imp.Crit, Weapon Finesse, Reshape Mind Blade, Mind Cleave, Dodge, Mobility, Spring Attack, Combat Expertise, Alertness, Ironwill, Rapid Shot, Imp.Rapid Shot, Manyshot, G.Manyshot, Monastic Training, Tashalatora, Monastic Blade, Beast Strike, Flowing Blade, Practiced Mind Blade, Lurk Master, Dead Eye, Psionic Meditation

I'm using the dreamscarred press version of the Soulknife & the Cleaving Blade variant outlined in the Soulknife handbook.

I wanted to combine Shiba Protector with Enlightened Warrior & Zen Archery for double Wisdom to Attack & Damage, but the DM said I can only add Wisdom from one source... so I'm now stacking Wisdom & Dex

All books are allowed (Including Tome of Battle this time), however Incarnum Classes & Binder are not allowed.

My character has her mind blade shaped as dual Scythes (Reshape Mind Blade, Monkey Grip, Wield Oversized Weapon, Oversized Two-weapon Fighting) and will be engaged in melee combat most of the time when combat occurs. Her Mind Arrows are meant more as a secondary weapon to give her an effective means of ranged combat. Psionics from PsyWarrior & Lurk are for buffs and self-healing (this is an evil campaign and nearly everyone has a plan to stab everyone else in the back and everyone has taken up the task of providing their own self-support abilities, hardly anyone has party-support... I have an aura but thats it...)

Mantled Warrior with the Freedom Mantle selected...

Houseruled Bonus Mantle Salient ability allows for selection of Psionic Mantles as additional Deity Domains so I've taken this 3 times for Conflict, Physical Power, & Pain and Suffering... we are given 3 deity domains to start with so for those I've selected War, Celerity, and Mind

http://www.myth-weavers.com/sheet.html#id=48144

I'm looking for some ideas or suggestions for improvement... (no Kensai:3 suggestions, I had that route in mind originally but was informed that I could simply add Splitting to a Mind Blade Gauntlet to save me the xp and class level)

38
Gaming Advice / Psionic Channeling?
« on: October 27, 2014, 03:44:07 AM »
Are there any classes, feats, items, or powers that grants an ability like the Duskblade's Arcane Channeling, but for Psionic Touch Powers?

39
Gaming Advice / Bonus Feat Soulknife & Knife to the Soul
« on: October 22, 2014, 07:13:16 PM »
Is it possible for a Soulknife who has given up their Psychic Strikes for the Bonus Feats ACF to use the Knife to the Soul ability? The ability states "when you perform a Psychic Strike" which would imply that the ability requires you to be able to use Psychic Strikes still... but if you take the ACF you no-longer gain Psychic Strikes, yet the ACF states nothing about what happens to Knife to the Soul.

40
So after last saturday's game we advanced from all the way to level 24... and I've gone about doing a slight restructure of my build...

Battle Dancer:1/Fighter:2/Warock:1/Binder:2/(Incarnate or Totemist):2/Dragonfire Adept:1/Hellfire Warlock:3/Soulcaster:10/Anima Mage:2

I've got my Invocations all picked out now... but now I need some help with Soulmelds and Vestiges... Currently I have Strongheart Vest and Naberius

Since i'm playing a Clawlock I'm most effective in melee range, so any Soulmelds or Vestiges that will benefit me most in that area would be most appreciated... Additionally I have 2~3 feats available and not sure what else to take at this point...
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OK, so this is my first time using Incarnum classes and the Binder class... so I'm not really sure what to take when it comes to Soulmelds and what Vestiges I should look at for my build... Now since I'm taking them as an addition to the Warlock class and have the Hellfire Warlock prC I have already selected Strongheart Vest and bound Naberius... currently I can only bind one vestige, but I might continue with Anima Mage all the way to 10 which I believe would grant me a second or third vestige bound, if I do this what vestiges should I look at binding, and why do you recommend them?

As for Soulmelds, I'm still trying to make sense of most of the incarnum stuff honestly... so if I could get some suggestions as to what soulmelds I should look at using then that will greatly help... also suggestions on what chakra's I should bind each to...

Additionally any feats or items you'd recommend to pick up would also be appreciated.

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