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Topics - Kethrian

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21
Homebrew and House Rules (D&D) / Warmage
« on: February 20, 2013, 04:43:57 AM »
   It has always annoyed me that the warmage as originally designed is such a poor class.  Access to 9th level spells, and it's still a low tier 4.  The designers did a vastly better job when they used the warmage class as a template to make the beguiler and dread necromancer, improving upon nearly every aspect.  One area I worked to fix was the spell list.  If a warmage is supposed to be highly focused on damage, death, and battlefield control spells, there is no reason a druid should get the same spells a level earlier than the warmage, so I lowered all those spells to the same level as a druid.

   Of course, there are too many spells that fit the warmage's theme, so I felt I should trim the list down, keeping spell levels 4 and under to no more than 20, and trimming it down from there.  This meant paring out any spell which was similar to another already on the list, keeping the more effective one.

   I added footnotes for several spells, many of which include the rulings my gaming group uses for some of the more poorly written spells.  We try to use more balanced readings of a spell's intended effects.  Of course, you are welcome to change such footnotes to your own group's versions.

   So here is my attempt to bring this class up to the standards set by its successors, without stepping on their toes and keeping the class well within its original focus.


Warmage

Alignment: Any

Hit Die: d6


SavesSpells per Day
Lv   Base Attack Bonus   Fort   Ref     Will   Abilities0      1st    2nd   3rd   4th   5th   6th   7th   8th   9th
1+0+0+0+2Armoured Mage (light), Warmage Edge (damage)   5  3  -  -  -  -  -  -  -  -
2+1+0+0+3Bonus Feat, Advanced Learning6  4  -  -  -  -  -  -  -  -
3+2+1+1+3Power Surge6  5  -  -  -  -  -  -  -  -
4+3+1+1+4Breach Resistance 56  6  3  -  -  -  -  -  -  -
5+3+1+1+4Bonus Feat6  6  4  -  -  -  -  -  -  -
6+4+2+2+5Armoured Mage (medium), Advanced Learning6  6  5  3  -  -  -  -  -  -
7+5+2+2+5Warmage Edge (ability damage/penalty)6  6  6  4  -  -  -  -  -  -
8+6/+1+2+2+6Bonus Feat6  6  6  5  3  -  -  -  -  -
9+6/+1+3+3+6Unchained Power6  6  6  6  4  -  -  -  -  -
10+7/+2+3+3+7Breach Resistance 10, Advanced Learning6  6  6  6  5  3  -  -  -  -
11+8/+3+3+3+7Bonus Feat6  6  6  6  6  4  -  -  -  -
12+9/+4+4+4+8Piercing Power6  6  6  6  6  5  3  -  -  -
13+9/+4+4+4+8Warmage Edge (+1 DC)6  6  6  6  6  6  4  -  -  -
14+10/+5+4+4+9Bonus Feat, Advanced Learning6  6  6  6  6  6  5  3  -  -
15+11/+6/+1+5+5+9Power Control6  6  6  6  6  6  6  4  -  -
16+12/+7/+2+5+5+10Breach Resistance 206  6  6  6  6  6  6  5  3  -
17+12/+7/+2+5+5+10Bonus Feat6  6  6  6  6  6  6  6  4  -
18+13/+8/+3+6+6+11Overwhelming Power, Advanced Learning6  6  6  6  6  6  6  6  5  3
19+14/+9/+4+6+6+11Warmage Edge (+2 DC)6  6  6  6  6  6  6  6  6  4
20+15/+10/+5+6+6+12Bonus Feat, Ultimate Destruction6  6  6  6  6  6  6  6  6  6


Class Skills (4+int mod skill points per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int),  Knowledge (history) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).


Weapon and Armour Proficiency: A warmage is proficient in all simple weapons, one martial weapon of his choice, light armour, and light shields.  At 6th level, a warmage gains proficiency in medium armour and heavy shields (see Armoured Mage, below).

Spells: A warmage casts arcane spells, which are drawn from the warmage spell list given below.  He can cast any spell he knows without preparing it ahead of time, much like a sorcerer does.  When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage spell list, given below.  Essentially, his spell list is the same as his spells known list.  Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
   To cast a spell, a warmage must have a Charisma score of 10 + the spell's level.  The Difficulty Class for saving throws against a warmage's spell is 10 + the spell's level + the warmage's Charisma modifier.
   Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given in the table above.  In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).

Armoured Mage (Ex): Warmages can cast their spells while wearing light armour and with light shields and ignore arcane spell failure.  In any other type of armour or shield, he suffers the standard chance of failure.  This ability does not extend to spellcasting from a different class.
   At 6th level, a warmage learns to wear medium armour and heavy shields without suffering arcane spell failure, as well.

Warmage Edge (Ex): Whenever a warmage casts a spell that deals hit point damage, he adds his Charisma bonus + half his warmage level to the amount dealt.  This bonus damage is dealt to everything harmed by the spell.  If the spell deals damage over multiple rounds, the bonus is applied each round.  This ability only works on spells cast as a warmage, not to those cast from any other class he might also have access to.  For example, a 7th level warmage with Charisma 16 casts Magic Missile, and directs three missiles at one enemy, and one against another.  The first enemy would take 3d4+9 damage, while the second would take 1d4+7.
   At 7th level, the ability improves to include ability damage and ability penalties, but at one third the bonus.  At 13th, all warmage spells gain a +1 to their save DCs, and improves to +2 at 19th.

Bonus Feat: At 2nd level and every three levels thereafter, a warmage gains a bonus feat from the following list: any metamagic feat, any reserve feat, Arcane Thesis, Armoured Caster, Battle Caster, Extra Edge, Improved Initiative, Rapid Metamagic, Somatic Weaponry, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Versatile Spellcaster.

Advanced Learning: Also at 2nd level, and every four levels thereafter, a warmage can add a new spell to his list, representing the result of personal study and experimentation.  The spell must be a sorcerer spell of a level no higher than he already knows.  If it is from either the Conjuration or Evocation school, he gains it at the same level that sorcerers know it at, otherwise the spell is one level higher for the warmage.  Once a new spell is selected, it is forever added to that warmage's spell list and can be cast just like any other spell on his list.

Power Surge (Ex): At 3rd level, a warmage learns how to amplify the destructive force of his spells.  A number of times per day equal to his Intelligence bonus (minimum 1), a warmage may increase the hit point damage of one of his warmage spells by +50%.  This does not work on spells from other classes.  He gains an extra use per day for every five levels after 3rd.

Breach Resistance (Ex): At 4th level, a warmage's magic is so fierce that it can breach energy resistances and immunities.  A creature's energy resistance to a spell cast by a warmage is lowered by 5, and if the creature is instead immune, it still takes 5 damage, before any saving throws the spell might require.  This does not extend to spells from another class.  At 10th level, it improves to 10, and at 16th, it improves to 20.

Unchained Power (Ex): At 9th level, a warmage gains the ability to let his power truly flow.  He may double a spell's area or range (or both, if the area is based on its range, such as cones or lines).  He can do this a number of times per day equal to the warmage's Intelligence bonus (minimum 1).

Piercing Power (Ex): A warmage of at least 12th level gains some added power to pierce spell resistance.  He adds his Intelligence bonus to his caster level check to breach spell resistance.

Power Control (Ex): At 15th level, a warmage has learned to use metamagic more efficiently.  When casting a spell modified by a metamagic feat, he can choose to lower the modified spell's level by one, but not below the spell's original level.  He can only affect his warmage spells, not spells cast from another source.  This ability can be used up to the warmage's Intelligence bonus times per day (minimum 1).

Overwhelming Power (Ex): A warmage who has reached 18th level unlocks the secret to true power.  The damage cap for his spells are all raised by 5, if it is based upon his level.  If the spell has other limits based upon level, such as the number of projectiles, add 5 to the level cap for calculations.  For instance, Magic Missile normally stops at 5 projectiles at 9th, but now stops at 7 projectiles at 13th, or Shocking Spark stops at 3 sparks at 10th, but is increased to 4 at 14th.  This ability only functions for spells cast as a warmage, and not for spells from any other class.

Ultimate Destruction (Ex): Upon reaching 20th level, a warmage gains true mastery over the piercing power of his spells.  His warmage spell (not spells from another class) may ignore spell resistance, as if the spell did not allow resistance against it.  Usable a number of times per day equal to the warmage's Intelligence bonus (minimum 1).


Spell List

0 - PHB: Acid Splash, Detect Magic, Disrupt Undead, Light, Ray of Frost, Read Magic
      SC: Caltrops, Dawn, Electric Jolt, Launch Bolt, Launch Item, Sonic Snap

1 - PHB: Burning Hands, Colour Spray, Magic Missile, Ray of Enfeeblement, Shocking Grasp, True Strike
      SC: Guided Shot, Hail of Stone, Ice Dagger, Lesser Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Persistent Blade, Ray of Clumsiness
      RotD: Create Trap
      CM: Jet of Steam
      FB: Ice Slick1
      Sa: Parching Touch

2 - PHB: Glitterdust, Heat Metal, Melf's Acid Arrow, Pyrotechnics, Shatter, Web
      SC: Blinding Spittle, Combust, Frost Breath, Greater Disrupt Undead, Kelpstrand2, Mass Snake's Swiftness, Ray of Stupidity
      PHBII: Kelgore's Grave Mist
      RotD: Tail Slap
      SCoT: Force Hammer
      DCS: Elemental Dart, Shocking Spark
      CoR: Scourge of Force
      WotC Spell Archive: Bladesong

3 - PHB: Explosive Runes, Fireball, Ice Storm, Lightning Bolt, Poison2, Sleet Storm, Slow, Stinking Cloud, Stone Shape
      SC: Explosive Cascade, Giant's Wrath, Icelance, Orb of Force, Sound Lance
      PHBII: Channelled Pyroburst, Melf's Unicorn Arrow
      SCoT: Shockwave
      PGF: Mystic Lash3
      FB: Shivering Touch4
      WotC Spell Archive: Sonic Blast5

4 - PHB: Enervation, Evard's Black Tentacles, Wall of Fire
      SC: Arc of Lightning, Assay Spell Resistance, Defenestrating Sphere, Heart Ripper, Moon Bolt, Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Spell Enhancer
      PHBII: Crushing Grip
      RotD: Wings of Flurry6
      CAr: Creeping Darkness, Poison Needles7
      FB: Boreal Wind
      DCS: Dalamar's Lightning Lance

5 - PHB: Cloudkill, Cone of Cold
      SC: Ball Lightning, Cyclonic Blast, Darkbolt, Greater Stone Shape, Stun Ray, Wail of Doom
      CAr: Vitriolic Sphere8
      CM: Arcane Fusion9, Lightning Leap
      Sa: Choking Sands
      MoE: Storm Touch
      CoR: Necrotic Skull Bomb, Slime Hurl
      SS: Streamers

6 - PHB: Chain Lightning, Disintegrate, Fire Seeds
      SC: Extract Water Elemental, Fire Spiders, Freezing Fog, Howling Chain, Ray of Entropy, Wall of Gears
      CM: Lingering Flames
      FB: Freezing Glance
      Sa: Mummify, Scalding Mud
      SS: Kyristan's Malevolent Tentacles

7 - PHB: Delayed Blast Fireball, Energy Drain, Fire Storm, Prismatic Spray, Sunbeam
      SC: Glass Strike, Radiant Assault
      DrM: Arcane Spellsurge, Glorious Master of the Elements
      CAr: Decapitating Scarf
      MoE: Scalding Touch
      SoS: Stored Lightning Bolt
      FCI: Slime Wave

8 - PHB: Horrid Wilting, Polar Ray, Prismatic Wall, Sunburst
      SC: Bombardment, Deadfall, Field of Icy Razors, Lightning Ring
      CM: Deadly Lahar, Greater Arcane Fusion9
      FB: Frostfell

9 - PHB: Meteor Swarm, Prismatic Sphere, Time Stop, Wail of the Banshee
      SC: Maw of Chaos, Sphere of Ultimate Destruction, Summon Elemental Monolith
      CM: Deadly Sunstroke
      FB: Iceberg
      WCoS: Binding Chain of Fate


1 You can choose to take Grease instead, if you prefer.
2 For these spells, use Cha instead of Wis in the description.  The spells were originally designed for divine casters only, and do not take other classes into account.
3 Remove the Evil descriptor from this spell for the warmage.
4 This spell delivers a Dex penalty for the duration, not damage.
5 Update the spell for the 3.5e bull rush rules, and change the area to Line.
6 The spell hits targets in range, dice are capped at 15d6.
7 Damage cap should be 15d4, not 5d4.
8 It is highly recommended you use the Complete Arcane version over the Spell Compendium one.
9 Replace sorcerer spells known with warmage spells known.

22
Homebrew and House Rules (D&D) / Battlefield Healer
« on: February 20, 2013, 03:32:35 AM »
   I wanted to remake the healer class into something more like a battlefield medic, something that you might actually find in an adventuring party, instead of a town healer like the class currently is built.  To this end, I added buffs to their spell list, mostly defensive, so they have more than a single role while still fitting their archetype comfortably.  I also made them spontaneous casters in the vein of warmages and beguilers, as many others do, because it is very appropriate for the class.

Healer

Alignment: Any good

Hit Die: d8

SavesSpells per Day
Lv   Base Attack Bonus   Fort   Ref     Will   Abilities0      1st    2nd   3rd   4th   5th   6th   7th   8th   9th
1+0+2+0+2Healing Hands5  3  -  -  -  -  -  -  -  -
2+1+3+0+3Skill Focus (Heal), Cleanse Fear6  4  -  -  -  -  -  -  -  -
3+1+3+1+3Cleanse Paralysis6  5  -  -  -  -  -  -  -  -
4+2+4+1+4Cleanse Poison, Advanced Learning6  6  3  -  -  -  -  -  -  -
5+2+4+1+4Cleanse Disease6  6  4  -  -  -  -  -  -  -
6+3+5+2+5Reserves of Health6  6  5  3  -  -  -  -  -  -
7+3+5+2+5Healing Mastery6  6  6  4  -  -  -  -  -  -
8+4+6+2+6Effortless Healing, Advanced Learning   6  6  6  5  3  -  -  -  -  -
9+4+6+3+6Cleanse Curse6  6  6  6  4  -  -  -  -  -
10+5+7+3+7Postpone Death6  6  6  6  5  3  -  -  -  -
11+5+7+3+7Cleanse Petrification6  6  6  6  6  4  -  -  -  -
12+6/+1+8+4+8Project Healing, Advanced Learning6  6  6  6  6  5  3  -  -  -
13+6/+1+8+4+8Cleanse Spirit6  6  6  6  6  6  4  -  -  -
14+7/+2+9+4+9Rapid Cleanse6  6  6  6  6  6  5  3  -  -
15+7/+2+9+5+9Restore Limb6  6  6  6  6  6  6  4  -  -
16+8/+3+10+5+10Cleanse Form, Advanced Learning6  6  6  6  6  6  6  5  3  -
17+8/+3+10+5+10Healing Grand Mastery6  6  6  6  6  6  6  6  4  -
18+9/+4+11+6+11Wings of the Blessed6  6  6  6  6  6  6  6  5  3
19+9/+4+11+6+11Chosen of the Blessed6  6  6  6  6  6  6  6  6  4
20+10/+5+12+6+12New Life, Advanced Learning6  6  6  6  6  6  6  6  6  6


Class Skills (4+int mod skill points per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Weapon and Armour Proficiency: A healer is proficient in all simple weapons, light armour, and light shields.

Spells: A healer casts divine spells, which are drawn from the healer spell list given below.  She can cast any spell she knows without preparing it ahead of time, much like a sorcerer or warmage does.  When a healer gains access to a new level of spells, she automatically knows all the spells for that level listed on the healer spell list, given below.  Essentially, her spell list is the same as her spells known list.  Healers also have the option of adding to their existing spell list through their advanced learling ability as they increase in level (see below).
   To cast a spell, a healer must have a Charisma score of 10 + the spell's level.  The Difficulty Class for saving throws against a healer's spell is 10 + the spell's level + the healer's Charisma modifier.
   Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day.  Her base daily spell allotment is given in the table above.  In addition, she receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma bonus to the amount healed.  If the healing lasts for multiple rounds, it only applies to the first round.  If the spell can also be used to harm undead, the bonus is added to the damage dealt as well.  This ability only works on spells cast as a healer, not to those cast from any other class the healer might also have access to.

Skill Focus (Heal): A healer gains Skill Focus (Heal) as a bonus feat at 2nd level as part of her training.  If she already has this feat, she may choose a different one she meets the prerequisites for.

Cleanse Fear (Su): At 2nd level, a healer gains the ability to remove fear from a creature.  As a standard action, she can pick one target within 30 feet, and automatically removes all fear effects currently affecting them.  She may use this ability at will.

Cleanse Paralysis (Su): At 3rd level, a healer can now remove paralysis from a creature with a touch as a standard action.  The touched creature is instantly freed of all paralysis effects.  She may also remove it from herself instead as a purely mental action.  A healer can use this ability once per day, plus her Wisdom bonus, and an additional time every four levels after 3rd.

Advanced Learning: At 4th level, and every four levels thereafter, a healer can add a new spell to her list, representing the result of personal study.  The spell must be a cleric spell of a level no higher than she already knows.  If it is from either the Conjuration or Abjuration school, she gains it at the same level that clerics know it at, otherwise the spell is one level higher for the healer.  Once a new spell is selected, it is forever added to that healer's spell list and can be cast just like any other spell on her list.

Cleanse Poison (Su): A healer, upon reaching 4th level, can purify poisons with a touch, just like the spell Neutralize Poison.  She may use this ability once per day, plus her Wisdom bonus, if any.  She gains an additional use per day every 5 levels thereafter.

Cleanse Disease (Su): Upon reaching 5th level, a healer can Remove Disease, as the spell, with a touch.  She may use this ability a number of times per day equal to her Wisdom bonus (minimum 1).

Reserves of Health (Su): At 6th level, a healer's spells that restore hit points can now overcharge the recipient.  Any healing from a spell cast by a healer, and not from any other class she may have, in excess of the creature's maximum hit points is converted into temporary HP for it.  Temorary HP do not stack, and overwrite any previous total if higher.  Temporary HP from Reserves of Health last for up to 1 hour.

Healing Mastery (Ex): A healer of at least 7th level has increased her mastery over healing such that she can boost spells of the healing subschool heal an extra 50% more hit points.  This also increases any damage dealt to undead by a like amount.  This ability only works on spells cast as a healer, not to those cast from any other class the healer might also have access to.  This ability can be used three times per day, plus the healer's Wisdom bonus, if any.

Effortless Healing (Ex): At 8th level, a healer is now so skilled at casting spells of the healing subschool that she does not provoke attacks of opportunity when doing so.  This only applies to such spells cast as a healer and not from any other class.

Cleanse Curse (Su): At 9th level, a healer can start removing curses with a touch, just as the spell Remove Curse.  She may use this once per day.

Postpone Death (Su): At 10th level, a healer can, as an immediate action, postpone any effect, other than hit point loss, that would kill another creature.  The target must be within 60 feet of her and be about to die.  The effect is suspended for 1 round for every 2 levels of the healer, allowing the creature to act normally for that time, and perhaps allow the healer to undo the effect or immunize the creature somehow.  Once the delay is over, the effect, if it has not been dispelled or otherwise countered, takes its full effect.  This ability can be used twice per day, plus the healer's Wisdom bonus.

Cleanse Petrification (Su): At 11th level, a healer can restore a creature that has been turned into a statue.  With a touch as a standard action, she removes any effect that changes the target's composition into an inert material, such as Flesh to Stone or Glasstrike.  It does not affect spells of the polymorph subschool, however.  She may use this ability thrice per day.

Project Healing (Ex): Once a healer reaches 12th level, she is now able to cast her healing spells at range.  All spells of the healing subschool with a range of touch now have a range of Close (25 feet plus 5 feet per 2 caster levels).  This only applies to spells cast as a healer and not from any other class.  If the target is unwilling, the healer needs to succeed on a ranged touch attack in order to deliver the spell.

Cleanse Spirit (Su): A healer that has reached 13th level can now restore a creature with a touch, as the spell Greater Restoration, as a standard action.  She may do this once per day.

Rapid Cleanse (Ex): At 14th level, a healer can choose to use any of her class abilities with Cleanse in the name as a swift action instead.  She may do this thrice per day plus her Wisdom bonus, if any.

Restore Limb (Su): At 15th level, a healer gains the ability to Regenerate a creature with a touch, just as the spell, as a standard action.  She can do this once per day.

Cleanse Form (Su): When she reaches 16th level, a healer can restore a creature to its original form.  With a touch, she removes all polymorph effects from a creature, or forces a shapeshifter back to its natural form.  Shapeshifters cannot use their ability to change shape again for one minute per level of the healer.  She may use this ability a number of times per day equal to her Wisdom bonus (minimum 1).

Healing Grand Mastery (Ex): At 17th level, a healer's mastery improves even further.  The bonus from Healing Mastery is improved to +100%, doubling the spell's effect.

Wings of the Blessed (Ex): At 18th level, a healer's devotion to the ways of purity and good are rewarded, by granting her a pair of white feathery wings.  She gains a fly speed equal to twice her base speed, with good maneuverability.

Chosen of the Blessed (Su): At 19th level, a healer may choose another creature to receive her blessing.  This creature, which must be good aligned, gains a +4 sacred bonus to AC and saves, spell resistance equal to the healer's level + 12, wings just like the healer's Wings of the Blessed, and can now stack two sets of temporary HP from Reserves of Health from the healer.  He may also be targeted by spells and class abilities of the healer at any range, so long as she has line of sight and line of effect to him.  The healer's spells automatically ignore the spell resistance granted by this ability.  This blessing lasts until the healer chooses another to bless, or the healer dies.

New Life (Su): Upon reaching 20th level, a healer can restore life, as if she had cast True Resurrection.  This ability can only be used once per week.


Spell List

0 - PHB: Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
      CC: Summon Holy Symbol

1 - PHB: Bless Water, Cure Light Wounds, Endure Elements, Enlarge Person, Lesser Restoration, Protection from Evil, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith
      SC: Benign Transposition, Conviction, Delay Disease, Lesser Vigour, Resurgence
      PHBII: Invest Light Protection, Rouse, Stand
      BoED: Ray of Hope

2 - PHB: Aid, Bear's Endurance, Blur, Bull's Strength, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Fox's Cunning, Gentle Repose, Make Whole, Owl's Wisdom, Remove Blindness/Deafness, Remove Disease, Resist Energy, Rope Trick, Shield Other, Status
      SC: Close Wounds, Divine Protection, Lesser Spell Immunity, Protection from Negative Energy
      CC: Benediction, Body Ward, Conduit of Life, Soul Ward
      BoED: Elation
      DrM: Soul of Light

3 - PHB: Create Food and Water, Cure Serious Wounds, Displacement, Heroism, Leomund's Tiny Hut, Magic Circle against Evil, Neutralize Poison, Prayer, Protection from Energy, Remove Curse, Restoration
      SC: Grace, Holy Storm, Mass Aid, Mass Conviction, Mass Lesser Vigour, Mass Resist Energy, Safety, Spark of Life, Vigour
      PHBII: Channeled Divine Health, Hesitate, Invest Moderate Protection, Regroup
      BoED: Heart's Ease, Refreshment

4 - PHB: Cure Critical Wounds, Death Ward, Dismissal, Freedom of Movement, Leomund's Secure Shelter, Lesser Globe of Invulnerability, Mass Cure Light Wounds, Mass Enlarge Person, Spell Immunity
      SC: Contingent Energy Resistance, Delay Death, Greater Resistance, Indomitability, Mass Shield of Faith, Panacea, Planar Tolerance, Positive Energy Aura, Recitation, Wall of Good
      PHBII: Blessing of the Righteous, Healing Spirit, Mystic Surge
      CC: Seed of Life
      BoED: Greater Status

5 - PHB: Atonement, Break Enchantment, Mass Cure Moderate Wounds, Raise Dead, Spell Resistance, Stone to Flesh, Stoneskin, True Seeing
      SC: Dance of the Unicorn, Divine Agility, Hidden Lodge, Lesser Ironguard, Life's Grace, Greater Enlarge Person, Greater Vigour, Mass Sanctuary, Revivify
      PHBII: Invest Heavy Protection
      CC: Darts of Life, Healing Circle
      BoED: Convert Wand, Energetic Healing
      FB: Ice to Flesh

6 - PHB: Banishment, Globe of Invulnerability, Greater Heroism, Greater Restoration, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Regenerate, Word of Recall
      SC: Energy Immunity, Mass Restoration, Rejection, Revive Outsider, Superior Resistance, Vigourous Circle
      PHBII: Chasing Perfection

7 - PHB: Control Weather, Holy Word, Mass Cure Critical Wounds, Mordenkainen's Magnificent Mansion, Protection from Spells, Refuge, Repulsion, Resurrection
      SC: Fortunate Fate, Ironguard, Mass Spell Resistance, Renewal Pact
      CC: Rejuvenating Light
      BoED: Bastion of Good, Shield of the Archons

8 - PHB: Discern Location, Greater Spell Immunity, Holy Aura, Mass Heal, Mind Blank, Temporal Stasis
      SC: Death Pact, Mass Death Ward

9 - PHB: Foresight, Freedom, Miracle, Refuge, True Resurrection
      SC: Pavilion of Grandeur, Unbinding, Undeath's Eternal Foe

23
Off Topic Fun / Awesome Stuff You Have to Share, part 2: It Gets Awesomer!
« on: December 01, 2012, 09:03:30 AM »
Since the first is full, I figured I'd start the new one.

Canada is trying to exterminate zombie mould.  Not as exciting as the title sounds, but seems good enough to start with.

24
Off Topic Fun / In Loving Memory
« on: October 31, 2012, 11:47:33 AM »
I got a call from the SPCA today.  My pet cat, Star, was found dead.  Probably hit by a car.

The tears won't stop.


25
Gaming Advice / Armour Stacking
« on: October 23, 2012, 09:27:51 PM »
It reads to me that the chahar-aina and dastana could be worn with Mage Armour or Bracers of Armour, or other similar effects, and should stack.  Would that be correct?  And, since neither the Mage Armour nor Bracers of Armour have an enhancement bonus, enchanting either the chahar-aina or the dastana should stack on top of all that, correct?  Because if so, that's a tremendous boost to AC that has no max dex limit....

26
D&D 3.5 and Pathfinder / [3.P] Summoner help?
« on: September 10, 2012, 01:20:23 AM »
I'm going to be making a summoner for Pathfinder, and I'm fairly new to the system.  There's no 3.5e stuff that can be brought in.

I'll be starting at level 6, 20-point build.  Planning on taking human or half-elf, leaning half-elf because I see they can get extra evolution points for their eidolon.

Is the Wild Summoner half-elf variant a good choice?

Is the Synthesist archetype any good?

Is biped or quadruped the better foundation for the eidolon?

27
Gaming Advice / Armour enchantment vs touch?
« on: June 20, 2012, 04:41:24 AM »
I've found Ghost Ward, which after really reading it, I discovered armours and shields enchanted with it apply their enhancement bonuses to your touch AC, not just incorporeal touch as the name would suggest.  Is there a better version that lets you apply the whole armour bonus?

28
Min/Max 3.x / Awesome Teamwork Benefit!
« on: June 18, 2012, 04:44:42 AM »
Shared Magic, a teamwork benefit from Eberron's The Forge of War book, lets the team count as 1 fewer for any spell that affects a specific number of targets.  That means that a cleric could cast Heal, and affect 2 adjacent allies at once!  Or any buff spell that affects 1 target could be cast on 2.  Twice as many persisted buffs to hand out!  (may need Reach Spell to make it work, depending on whether your DM will allow you to persist touch range spells or not)

29
Min/Max 3.x / An oft-overlooked flaw of Sculpt Spell
« on: June 06, 2012, 02:33:01 PM »
First off, I'm not saying that the feat isn't useful; it is, the flaw is not that limiting.  But most people who talk about it on these boards seem to forget one thing:

Sculpt Spell only alters the area of a spell.  It does not modify range, and any part of a spell's area which exceeds the range is wasted.  So a spell which has a puny range, such as Burning Hands' 15 ft, could be sculpted into a 40' cone, but everything beyond its range of 15' is wasted, ie. does not hit anything because the spell is forced to end at the 15' mark.

30
D&D 3.5 and Pathfinder / Arcane Spellsurge and Rapid Metamagic
« on: April 22, 2012, 02:26:09 AM »
These two abilities are very nice for spontaneous casters, and apparently Rapid Metamagic does not interfere with Arcane Spellsurge (AS does not stack with other effects which reduce casting times).  Would you recommend taking both, or is there a good reason not to?

Also, Arcane Fusion and its Greater cousin, when applying metamagic to them, how does it work exactly?  Because I think those are great spells to use with the above pair, but I want to make sure I'm going to use them right.

31
Min/Max 3.x / Poison Ring
« on: April 13, 2012, 03:01:44 PM »
The poison ring from Dragon Compendium is a light simple weapon that deals a mere 1 damage, but does so with a touch attack!  While PA abuse is unavailable, sneak attack is an obvious bonus for lots of added damage, as are duskblade channeled spells.

Challenge: come up with truly devastating uses/abuses for this weapon!

32
Gaming Advice / More Bloodline Questions
« on: April 08, 2012, 04:53:26 AM »
After doing some work designing a character with a bloodline, using the rules interpretations found here, something about the XP costs didn't seem quite right.  If you're supposed to "take two levels of 3/6/12", shouldn't the costs be 2,000/5,000/11,000?  Which would make the final cost for a major bloodline 18,000 xp, not 21,000.  Or am I misunderstanding something?

Also, one of the examples for things which the bloodline levels advance is the save DC for Stunning Fist, which isn't a class-based DC, but rather a character level-based one.  Would you take this to mean that they would also advance racial abilities based on level, such as a githzerai's SR?  I would hazard a guess at yes, just because it's something they probably never took into consideration when designing bloodlines.

33
Gaming Advice / Contingency & Arcane Fusion
« on: April 01, 2012, 02:32:40 AM »
Since Arcane Fusion is a personal spell, it's a viable option for Contingency.  Since Arcane Fusion isn't "cast" until Contingency goes off, can you wait until Contingency is triggered before picking the spells cast by Arcane Fusion?

34
Homebrew and House Rules (D&D) / Materials Redux [3.5]
« on: March 29, 2012, 03:39:55 AM »
     After much debate about the arbitrary prices for materials such as mithral and adamantine, when other materials are scaled to weight or whatnot, I and my friends have come to what we think is a better design for them.  All special materials should be priced by weight.  Of course, this means that while mithral and adamantine items must still be forged as masterwork items, the masterwork cost must be included into the final cost of the item.


Adamantine: 200gp/lb.
 - All adamantine items must be crafted as masterwork.
 - Adamantine items have a hardness of 20.
 - Adamantine weapons ignore hardness of less than 20, and have an innate +1 enhancement bonus to damage, which does not stack with enchantment bonuses.
 - Adamantine armour grants damage reduction based upon its weight.  It gives 1 point of DR per 20 lbs, rounding off.  Ex:  For a medium creature, a chain shirt (25 lbs) would give DR 1/-, while full plate (50 lbs) would give DR 3/-, heavy plate (100 lbs) gives DR 5/-, and mountain plate (225 lbs) gives DR 11/-.

Mithral: 50gp/lb. (item's original weight) or 100gp/lb. (actual weight of mithral)
 - All mithral items must be crafted as masterwork.
 - Mithral items weigh half as much as normal.
 - Armour check penalty is halved, rounded up, but stacks with the -1 from masterwork.
 - Mithral armours and shields increase the maximum dexterity bonus by +2 and lowers arcane spell failure by 10%.
 - Mithral armour counts as one category lighter for movement calculations only, meaning you must still be proficient in the appropriate category in order to wear it without non-proficiency penalties.
 - Weapons count as one category lighter, so a 1-handed weapon is now light, and 2-handed is now 1-handed.  A weapon 1 size category larger than the wielder can instead be treated as the wielder's size, so that a large mithral greatsword would be a 2-handed weapon for a medium-size character, and does not incur the -2 penalty to attacks.
 - Weapons count as silver for purposes of DR.
 - Weapons which have wooden hafts can only get the lighter category property if the haft is made from darkwood.
 - Double weapons, and certain other weapons still need to be wielded in two hands.  Use practical logic to figure this out.

Starmetal: 210gp/lb.
 - Shares all the properties of adamantine.
 - Weapons forged of starmetal deal +1d6 damage to extraplanar creatures.
 - Starmetal armours and shields grant a +1 bonus to AC against attacks (including touch attacks, and spells and abilities that make attack rolls) from extraplanar creatures.

Obdurium: 400gp/lb.
 - All items crafted with obdurium must be masterwork.
 - Obdurium items have hardness 30, and 60 hp per inch of thickness.
 - Obdurium weapons bypass hardness less than 30, and  have an inherent +2 enhancement bonus to damage, which does not stack with enchantments.  They can also bypass DR /adamantine.
 - Obdurium armour grants DR /- based upon its weight.  It gives 1 point of DR per 15 lbs, rounding off.  For example, a chain shirt (25 lbs) gives DR 2/-, full plate (50 lbs) gives DR 3/-, heavy plate (100 lbs) gives DR 7/-, and mountain plate (225 lbs) gives DR 15/-.

Pearlsteel: 20gp/lb. (original weight)
 - Everything made from pearlsteel must be masterwork.
 - Pearlsteel has hardness 10, and 30 hp per inch of thickness.
 - Pearlsteel weighs only 75% as much as normal.
 - Slashing weapons made from pearlsteel suffer only a -1 attack penalty underwater, and both slashing and bludgeoning pearlsteel weapons only take a -2 damage penalty underwater instead of half damage.
 - Shields and armour made from pearlsteel have a maximum dexterity 1 higher than normal, and do not apply any armour check penalties to swimming.

Riverine: 350gp/lb.
 - Riverine items must all be masterwork.
 - Riverine is immune to all damage and is unaffected by most spells.  However, Disintegrate, Mordenkainen's Disjunction and similar spells, as well as a Rod of Cancellation or a Sphere of Annihilation will immediately destroy anything made of riverine, causing the water to spill out in a sudden rush.
 - While armour and shields made of riverine do not form a complete enclosure and therefore do not give any immunity to the wearer, they do apply their bonuses against incorporeal touch attacks.  In addition, riverine armour and shields grant half their AC bonus (rounded up) as armour or shield bonuses to AC, the rest is instead a special barrier bonus.  The barrier bonus from riverine shields stack with the bonus from riverine armour.
 - Weapons made from riverine do not suffer any incorporeal miss chance, and are able to hit ethereal beings.
 - Walls made of riverine block effects just as a Wall of Force does.
 - Because Riverine is not a metal, it cannot be alloyed with oerthblood.


     Due to demand, I designed an alloy for mithral and adamantine.  Because it will be capable of bypassing DR/adamantine, silver, and cold iron, I'm calling it starkine.

     Because mithral and adamantine would normally mix about as well as oil and water, additional ingredients, plus a hefty dose of magic, are required to make starkine.  A small amount of mercury, as well as special dust that is inherently anti-magical (such as from the centre of a dead magic zone) are needed to emulsify the disparate main ingredients, and layers of enchantment to stabilize it.

Starkine: 1000gp/lb. (item's original weight) or 2000gp/lb. (actual weight of starkine)
 - Has all the properties of adamantine and mithral, with one exception: it does not lower arcane spell failure.
 - Can bypass DR of the adamantine, silver, and cold iron types.
 - Also grants Spell Resistance equal to the actual weight of the item.  Items that are composed of more than just metal, such as axes or spears, only count the actual weight of the starkine used, such as about half for axes, and 1/10th for spears/arrows.  Multiple items made of starkine stack, so a human in full plate (25) and wielding a greatsword (4) would have SR 29.  This SR does not stack with any other sources, and cannot be voluntarily lowered.  Also, SR applies even against spells cast by the wearer, so you must first overcome the starkine SR in order to cast spells upon yourself, unless you remove all such gear first.

     The spellcaster making starkine needs the Craft Magic Arms and Armour feat, and must spend 100xp for each pound of alloy.  Ingredients cost 1000gp for each pound of starkine to be made, but the process is quicker than enchanting magic items, and up to ten pounds can be made each day.


     Shadowglass is a special glass that is incredibly durable.  It is transparent and resembles regular glass, except that tiny flecks of shadow seem to flit through it.  Shadowglass can be coloured while in its molten state, but must remain transparent, with the addition of small amounts of certain impurities which do not otherwise alter its function.

Shadowglass: 75gp/lb. (item's original weight) or 150gp/lb. (actual weight of shadowglass)
 - Shadowglass items must all be made masterwork.
 - Shadowglass has 12 hardness and 30 HP per inch of thickness, and weigh half as much as a metal version.
 - Weapons forged from shadowglass count as 1 category lighter, just as mithral weapons do, and use the same rules.
 - Because shadowglass edges are extremely sharp, slashing and piercing weapons made from it deal an extra +2 damage.
 - Shadowglass armour and shields lower armour check penalties by 3, in addition to the masterwork bonus, raise the maximum dexterity by +3, and reduce arcane spell failure by -15%.
 - Armours also grant a +2 bonus to saves against negative energy and death effects.
 - Shields, because of the transparency, can be looked through.  When used as such, gazes are completely blocked, but due to curvatures and shadow flecks, the wielder suffers 20% concealment against all targets.
 - Shadowglass is neither metal nor crystal, and is not vulnerable to attacks which target either of those.  However, this also means it cannot be alloyed with oerthblood.


     The oerthblooded alloy modification from Dragon 351 should also be included.  Its effects stack with the base metal it is alloyed with.

Oerthblood Alloy: Add 400gp/lb of the item's original weight, plus the cost of whichever other metal it is alloyed with.  In the case of iron/steel, just use the base price of the item.
 - All oerthblood items must be masterwork.
 - Double the base metal's hardness, and add 50% more HP.
 - Weapons gain a +1 luck bonus to attack and damage, and apply a cumulative -1 penalty to struck enemies' saves vs magic for 1 round.
 - Armours add adamantine DR, effectively doubling the DR granted by oerthblooded adamantine armour, and adds a +1 luck bonus to the wearer's saves vs magic for every 20 lbs (round off) of the item's original weight, to a maximum of +5.
 - Oerthblood items are more easily enchanted, requiring 25% less time and XP.



Edit: Completely reworked the materials so that all relevant information is now here.  You no longer need to look up both here and the original source.

35
Gaming Advice / Green Slime vs Undead
« on: March 15, 2012, 09:19:54 PM »
So, considering that green slime devours flesh, wood, and metal, would it be a safe extrapolation of the rules to say that it deals 1d6 con damage per round to anything which isn't immune to con damage, and 2d6 damage per round to everything else that it eats, such as undead/clothing/etc.?

36
Gaming Advice / Fell Drain
« on: March 06, 2012, 06:32:53 AM »
From the wording of the feat, it seems that living creatures should gain a negative level each time the spell damages them.  Am I reading it right, and spells like Melf's Acid Arrow or Acid Fog or Evard's Black Tentacles would keep stacking on the negative levels round after round?

37
D&D 3.5 and Pathfinder / Fixing Cone Areas
« on: February 25, 2012, 09:31:56 PM »
I had originally posted this on the old BG forums, but I figure it's time to relocate it here.

I’ve been annoyed with the template illustrations for cones in the 3.5 books ever since I first laid eyes upon them.  Diagonal cones always had a smaller area than orthogonal ones.  The notable first big offender is the DMG template page, where the cone templates for Burning Hands are horrifyingly small.  Thankfully, someone at WotC actually took the time to fix the orthogonal cones when they printed the Draconomicon.  Unfortunately, they did not bother to adjust the diagonal cones to try and cover the same amount of area.  And so I went and recalculated them in such a way as to make both as equal as possible.

(click to show/hide)

The math behind the orthogonal cone actually treats those first 2 squares adjacent to the attacker (C) as if they were diagonal movement.  Everything continues from there, with that logic bringing out the end result you see above.

                  Squares Covered
Cone Size    Orthogonal       Diagonal
    15’           8               6
    20’          14              11
    30’          28              24
    40’          48              43
    50’          74              67
    60’         104              96
    70’         140             131
    80’         182             171


But the same logic is also applied to the diagonal template, which only has a single square adjacent to the attacker (C).  This throws off the calculations, resulting in smaller cone areas in all sizes.  To fix this, one must simply measure the initial square as if it were the result of an orthogonal movement, and everything suddenly changes!

(click to show/hide)

With this new template, the diagonal cones cover the same size area almost exactly.

                  Squares Covered
Cone Size    Orthogonal       Diagonal
    15’           8               8
    20’          14              13
    30’          28              28
    40’          48              48
    50’          74              73
    60’         104             104
    70’         140             140
    80’         182             181


As you can see, only the 20’, 50’, and 80’ templates do not exactly match, and even then, are a mere one square short.  And as an added bonus, the diagonal cones actually look rounded!

38
Gaming Advice / Shadow Spray
« on: February 18, 2012, 11:00:22 PM »
The spell has a duration of 1 round/lv, and a fort save to negate.  But there is no mention in the text about either, and whether or not the save must be repeated every round, or if once the save has been made, that person does not have to worry about that casting any more.  What is everyone's guess at how exactly this spell works?

It's in the Spell Compendium, though I don't know what the original source is, so I can't look that up and see if it had the answers.

39
Gaming Advice / Initiative Penalties?
« on: February 11, 2012, 09:42:08 PM »
When someone gets a penalty to their initiative, such as deafness, does that only apply when they roll initiative, or does it lower their initiative score in the middle of combat, too?

40
Gaming Advice / Grease vs. Ice Slick
« on: January 06, 2012, 11:30:29 AM »
Which spell is better, when used to coat a patch of ground?

Grease
 - 10' square
 - Requires reflex saves every round or fall prone
 - DC 10 balance checks also required to move at 1/2 speed; fail by 5 or more, fall prone

Ice Slick
 - 20' square
 - Requires balance checks every round or fall prone
 - movement limited to 1/2 speed, unless skating or gliding

Does Ice Slick's balance DC equal the save DC, since it isn't a stated number?

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