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Messages - Debatra

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1
Board Business / Re: Links within posts
« on: July 08, 2017, 01:55:30 PM »
IE 11. Works on Chrome.

2
Board Business / Re: Links within posts
« on: July 08, 2017, 01:40:25 PM »
Just tried in a different browser, and it worked. I'm gonna try something. Back in a minute.

EDIT: Nope. Clearing my cache did nothing.

3
Board Business / Re: Links within posts
« on: July 08, 2017, 03:58:02 AM »
Then that feature appears to be broken. I just clicked my "dead" link and found that it still tries to go to MMB.

4
Board Business / Links within posts
« on: July 08, 2017, 03:18:05 AM »
Links to other threads/posts within the saved threads still have the old "minmaxboards.com" links. Fortunately, it looks like the numbers in those links are the same in the new URLs, so a simple Find/Replace should work.

Just... You know, be cautious enough to avoid "daWizard".

The dead BG links (in Handbooks, etc)... I don't really know.

Example:

http://www.minmaxboards.com/index.php?topic=399.0 - Dead link to the old 3.5e Handbook Index

http://minmaxforum.com/index.php?topic=399.0 - Link to current 3.5e Handbook Index (which is also full of dead MMB/BG links)

5
Min/Max 3.x / Re: Equiping a 20th Level Wizard
« on: October 06, 2016, 08:45:22 AM »
If you think you can ultimately afford it, the Vest of the ArchmagiMIC  145 is pretty nice. Costs 200,000gp though, so think hard before deciding on it.

A Talisman of the DiskMIC 188 costs 500gp and is potentially-useful for anyone.

Get a Ring of Spell-BattleMIC 127 for 12,000gp. Hell, get the effects of a few of them into one item if you're allowed.

6
Min/Max 3.x / Re: "Specalist" in each school of magic?
« on: October 06, 2016, 08:24:44 AM »
The best way to play an Evoker is to not just be a blaster. Sure, have some Lightning Bolts (or whatever your preference is) ready to go, but remember the Force spells.

Wall of Force and Forcecage are great for battlefield-control.
No matter what you do, even as a non-Evoker, grab a Talisman of the DiskMIC 188 for 500gp.
Wingbind, despite the name, doesn't just work on winged creatures

7
I don't completely understand this list. It's obviously not just "anything without a roll to work" (no buffs, Identify, etc), and the title "Save or Just Suck" implies a certain kind of spell; but you also include things like Alarm.

EDIT: Also, you have Dispel Magic and some of its variants on the list. It's not an attack roll, but you also specifically list CL checks as something not to include.

8
D&D 3.5 and Pathfinder / Re: Deadly Campaign
« on: August 24, 2015, 08:08:53 AM »
It's called the Tomb of Horrors.

9
TOB is too anime

Every time I see that, I can't help but repost this gem:

Honestly, I'd say the Spellcasters are more like DBZ than anything else. Ever spend a few consecutive rounds buffing with both your Standard and Swift actions? Verbal components have to be "in a strong voice". And with all the ways to mess with the action economy; you end up with so many spells crammed into six seconds that if it were the real world instead of step-by-step D&D, your verbal components would be spoken so fast that they would be utterly incomprehensible to viewers.

For all everyone says about ToB making the game too much like anime, it's actually the Wizard that stands there screaming for 30+ seconds to power up while everyone else just sits around and watches him. :P

---

EDIT: Also, anyone who thinks 3.5e Fighters don't get nice things needs to take another look at the various lists of Fighter Bonus Feats. Weapon Specialization into Weapon Supremacy isn't your only option, people!

10
Min/Max 3.x / Re: Cleric "Do-Stuff" Spells
« on: August 17, 2015, 09:29:24 AM »
Animate Dead. Skeletal Dino-Mount.

Never underestimate Shatter. There's also Righteous Wrath of the Faithful. (be sure to get the Spell Compendium version; the Complete Divine version sucks and is 7th-level).

What non-core books can you use?

Also keep in mind that certain spells are worth a 50% failure rate. Keep some Fearsome Grapples and Unlucks handy on the Arcane side if you can.

11
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: August 16, 2015, 09:14:46 AM »
But with strange aeons, even Deadly Glory may die.

12
You Break it You Buy it / Re: More Monk than a Monk [TO/Questionable]
« on: August 16, 2015, 07:21:43 AM »
Definitely. I wasn't talking about their respective... er, "power levels". Just the appearances. I like seeing what the "lesser" classes are capable of too. Like making the Truenamer reasonably effective with just a one-level PrC dip.

13
You Break it You Buy it / Re: More Monk than a Monk [TO/Questionable]
« on: August 16, 2015, 05:59:05 AM »
Honestly, I'd say the Spellcasters are more like DBZ than anything else. Ever spend a few consecutive rounds buffing with both your Standard and Swift actions? Verbal components have to be "in a strong voice". And with all the ways to mess with the action economy; you end up with so many spells crammed into six seconds that if it were the real world instead of step-by-step D&D, your verbal components would be spoken so fast that they would be utterly incomprehensible to viewers.

For all everyone says about ToB making the game too much like anime, it's actually the Wizard that stands there screaming for 30+ seconds to power up while everyone else just sits around and watches him. :P

14
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: August 16, 2015, 05:46:21 AM »
I don't even want to consider it after all these years...

But I think it might be time to call it. What say you, remaining players? D- *flinches* ...dead game?

15
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: June 22, 2015, 06:01:32 AM »
Okay everyone, the DM of another game I'm in has arbitrarily decided my character has a brother (who, near as we can tell, isn't actually Evil so at least it isn't going that route... for now), so I thought I'd take a minute to clarify the families of the characters I have here in Jewel. I've hinted at some of this before, but now it's explicit. Keep in mind that I'm not complaining about a family member being relevant to the plot. I'm complaining that I didn't get any say in whether that family member existed. MM and SirP are free to use them so long as they talk to me about things like personalities. (There's also the fact that I've played at least half the Fallin family in D&D, so most of them even have Classes. Yeah, they're kinda my go-to.)

Halt O'Carrik (And yes, that's the first time I've mentioned his last name here. None of you even know it IC. Honestly, that wasn't even intentional.)

This guy is an actual character from a series of books, so this may change at any time. As of the most recent book (that I've read; I'm at least one behind) he's got a wife and that seems to be it. His most recent (?) apprentice Will Treaty is basically a son to him, and his brother was both introduced and killed off in Book 8.

Debatra Fallin - The Kaedan I'm currently dueling Moira with, and will be playing in the actual game...eventually. You know, if we ever get this shit moving.

This guy is also a non-D&D fictional character, but from my own fiction. I've been working on this stuff, including some things that I wouldn't even try to get into this game, for the last decade or so. As a consequence, the Fallin family is a little more fleshed out. And by "fleshed out", I mean I went overboard. Details about individuals have been established (though not with our DMs, who are finding out at the same time as the rest of you that these people even exist) and will be provided on request or as they become relevant.

Debatra is the son of Sarandas Fallin and Fenura Sortalir. Has an elder sister in Erinde and a twin brother Adeak. (Don't bother with the "evil twin" jokes. They've already made them all. And lived a few. They're not even identical twins.) He has a wife (Mara) and daughter (Galina).

Adeak was once involved with a woman called Aeirthir. They had a daughter called Reldi, but Aeirthir abandoned them shortly after the birth.

Other than the Fallins, Erinde has no family at the moment.

16
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: June 16, 2015, 10:29:44 PM »
So, MetroMagic? sirpercival?

How about you, Harald?

17
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: May 15, 2015, 11:59:02 PM »
Okay, so I'm getting a character together for another game. It's Gestalt. My goal is to have one side be some sort of Bard/Diplomancer/Politician type and for the other to be Cleric (or maybe Druid) and Geomancer. The point of the second side is to maximize the number of different natural weapons I have, because I'm going to be getting some rather good bonuses that I can apply to all natural weapons. (It also has a Drift option that gives an untyped +4 to Diplomacy; always nice.)

Would anyone like to help me with the build?

Natural Weapons the Geomancer can give you:
(click to show/hide)

Might Count, Might Not:
(click to show/hide)

Other Related:
(click to show/hide)

I will obviously be taking Multiattack.

18
[D&D 3.5] Jewel of a Quest / Re: DOJO #1
« on: May 12, 2015, 08:55:59 AM »
Wouldn't you get them back when you're out of the Dreamheart anyway?

Regardless, I'm assuming that affects your actions for this round, so go ahead and make whatever changes you need.

19
[D&D 3.5] Jewel of a Quest / Re: DOJO #1
« on: May 11, 2015, 08:47:26 PM »
Okay then. You know what? I'll even ignore the "is Disjunction physical" argument for now. I have a way to deal with it anyway. Namely, a Ring of Spell-Battle.

(click to show/hide)

I can auto-succeed on the Spellcraft check, so you get to eat your own Disjunction this time, which brings down the Arc effect for the round.

20
[D&D 3.5] Jewel of a Quest / Re: DOJO #1
« on: May 11, 2015, 05:19:41 PM »
Okay, I missed the part about items in the Manual. I wasn't complaining about things like Inspiration, as I could easily see that working in the same manner as spells. As for he Arc, reading it once again I can see no 1/round limit listed. Combined with free-action activation...

Was that discussed elsewhere, or did you just not want to believe they would allow NI use of something so powerful?

OOC, I can definitely understand not wanting to throw all the fun out of the airlock.

IC however, if Halt finds out about this, his reaction will be to ask why you didn't just slaughter all of Team "Good" at Bral. That's the thing about this kind of power level. If there's no IC reason to hold back, you end up telling your friends/allies/whatever that you risked more than you needed to (which usually includes something like "everyone's lives") for fun. For example; I like to think of this Kaedan character as "OP but manageable" because he can only wreak havoc with the action economy a few times per day (depending on how much havoc of course).

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