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Topics - Necrosnoop110

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61
Off Topic Fun / First Instance of the 'Wizard School" Concept
« on: October 12, 2015, 09:19:58 AM »
When was the first concept of the "wizard school" brought up in the arts (literature)?

Was it A Wizard of Earthsea (1968)? Or was there something before that? Did J. R. R. Tolkien have such a concept in his writings?

Thanks,
Necro

62
D&D 3.5 and Pathfinder / Familiar Adventure!
« on: September 30, 2015, 12:59:16 PM »
DMing homebrewed world, D&D 3.5 Rules

Ok, so I have a situation where my PCs (a primary caster orientated party) will be separated from their familiars and companions for one session. What I would like to do is run an adventure for the familiars and companions with the PCs only running their familiars and companions for a session. Anyone ever try this? Any thing published? Tips ideas?

Thanks,
Necro   

63
General D&D Discussion / Talking Shop: Railroading PC Creation
« on: September 25, 2015, 03:10:35 PM »
Any of you DMs set parameters on what choices your PCs can make for your games? Like say, ok for this campaign you can only select Elf as a race (or the inverse no one can select Elf as a race). Or for another campaign, you can only start with rogue for first level. Some sort of limiting category of class, race, or other major parameter?

How is this kind of thing seen? Bad idea? Good idea? Ok sometimes? And if you have done this how did it turn out?

Thanks,
Necro

64
Gaming Advice / [3.5] Close Wounds Spell?
« on: September 20, 2015, 11:26:48 PM »
Source: Spell Compendium, p48

Quote
CLOSE WOUNDS
Conjuration (Healing)
Level: Cleric 2
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell cures 1d4 points of damage +1 point per caster level (maximum +5).
If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).

I do not understand how this spell works exactly, especially the bit about how it effectively prevents the damage. How is it preventing the damage if as in the example the victim still is in the negative? Do they mean "effectively preventing death if the damage cured brings the creature above -10"? Or do they mean "effectively preventing all damage"? Some damage? I confused. 

Thanks,
Necro 

65
Board Business / WotC Forum Shutdown & B.G. Redirection
« on: September 20, 2015, 07:33:53 PM »
Is it ok if I post the name and a link for this forum over at WotC to try and redirect folks here?

Peace,
Necro

66
Gaming Advice / [3.5] Cleric Domain Power Duration/Uses?
« on: September 20, 2015, 02:04:28 PM »
This is gonna sound like a dumb question but lots of Domain powers grant a given ability to be used based "per cleric level you possess." Does this mean cleric class levels or cleric caster level?

Example:
The Travel Domain power says that, "For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement." 

So obviously that is 10 rounds a day for Cleric 10. My question is what about Cleric 5/ PrC 5 (that grants caster levels for cleric at each level) does he only get 5 rounds for the Cleric 5 or does he 10 rounds for all ten levels of Cleric casting?

Thanks,
Necro 

67
Gaming Advice / Benu (3.5e Deity)?
« on: September 18, 2015, 02:18:35 PM »
Is the deity Benu truly homebrew or does it come from (or derive even indirectly from) some setting material and if so where?

Thanks,
Necro

PS - Looking for a Chaotic (not evil) god with domains that include healing and celerity or travel.   

68
Min/Max 3.x / The Standard Eldritch Disciple by LogicNinja and NatchFeral
« on: September 14, 2015, 12:26:49 PM »
I love the idea of Cloistered Cleric 4/ Warlock 1/ Eldritch Disciple 10/ Mystic Theurge 5 as presented in this thread.

However after going over this build I am confused on how it finishes with Mystic Theurge? MT requires entry requirements are: "Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells." The divine is covered by Cloistered Cleric but how is the 2nd-level arcane spells bit covered? Warlocks don't actually cast spells and thus don't qualify. The Divine Magician Alternate Class Feature allows you to cast abjuration, divination or necromancy wizard spells but as divine spells not arcane so that doesn't qualify.

What am I missing or confusing?

Thanks,
Necro   

69
Min/Max 3.x / D&D 3.5 Spell Searching
« on: September 13, 2015, 10:04:06 AM »
I'm looking for spells that:

(1) Increase the range increment of weapons.
(2) Grant evasion or uncanny dodge or near equivalent.
(3) Grant sneak attack or extra precision damage.

Thanks,
Necro 

70
Min/Max 3.x / Bardic Music + Cleric Spell Casting Build?
« on: September 10, 2015, 09:39:56 AM »
Anyone have any builds that get you a character who combines the Bard and Cleric classes especially well? Specifically Bardic Music and Cleric Spell Casting.

The best I can seem to find is Cloistered Cleric + Initiate of Milil [Feat] + Extra Music [Feat] anything better?

Thanks,
Necro 

71
Gaming Advice / Intuitive Attack & Melee Touch Attacks
« on: September 07, 2015, 03:40:05 PM »
Intuitive Attack is an Exalted Feat from the Book of Exalted Deeds pg44. "Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls."

My question is, does the Intuitive Attack feat work with Melee Touch Attacks?

Thanks,
Necro 

72
Min/Max 3.x / Purposeful Insomnia (Feats & Spells Only)
« on: September 04, 2015, 10:46:16 AM »
Are there any ways to eliminate the need to sleep via feats or spells?

Added Note: Locked into (cannot change) a Good aligned, Lesser Aasimar, Vow of Poverty, Warlock/Cleric/Eldritch Disciple build and was just looking to stay awake 24/7 without change of race, class, or (obviously) by magic items.   

Thanks,
Necro

73
Min/Max 3.x / Optimizer Checklist?
« on: August 30, 2015, 12:53:34 PM »
Has anyone worked up a checklist of abilities that a PC should have and the approximate level that it would ideal to have them by? Maybe a list of what you want your saves or AC or other primary characteristics should be at ideally. The ability to see invisibility by 5th, the ability to fly by 10th, etc. Something like a goals list for the general character. Things everyone should have or want by a reasonable given level that is obtainable by most characters (not the earliest possible by specialist or focused builds).

Cheers,
Necro   

74
Min/Max 3.x / Build Suggestions (Eldritch Disciple)
« on: August 28, 2015, 10:14:17 AM »
D&D 3.5
12th Level
Musts: Good alignment, Lesser Aasimar (story reasons)

Ok, our group had a PC line-up change and the DM has asked me to pick up the cleric/healing side of things. 

The party consists of:

(1) Combat Sneak Attacking Rogue
(2) Super Smiting Paladin

They are non-optimizers. I'm not looking to overshadow the group and I wouldn't mind a significant part of my focus to be buffing and healing. No need for a full build but any suggestions on what would work here? Basic Cleric/Radiant Servant of Pelor? Other thoughts?

Thanks,
Necro 

75
D&D 3.5 and Pathfinder / King of Smack
« on: August 24, 2015, 01:16:16 PM »
Do we have the King of Smack build/handbook up in this new BG hizzie?

76
Gaming Advice / Super Rules-lite Mechanics
« on: August 24, 2015, 11:03:13 AM »
A friend of mine wants to homebrew a one-shot rpg game. He wants really, really, simple rule set (even simpler than d20) that can be learned and used instantly for one night but doesn't want it to be a magice-tea party he actually wants a rule set with a resolution mechanic. Any suggestions or recommendations?

77
DMs,

Do you ever use encounters that are above or way above the PCs average level in your game? When and how? Specifically, how do you employ them? How do you make the PCs aware that they are facing a superior NPC/Encounter? How do you handle that guy who fights everything to the death regardless of in game context, clues, or roleplaying sense?

As a follow up, should you ever use encounters much stronger than the PCs? I think ever since 3E left the Gygaxian-womb there has been some kind of expectation that PCs should be able to take (even if with some struggle) anything they encounter in the game. And that any DM who does bring in NPCs and encounters that are significantly stronger than the PCs is doing it wrong.

Thoughts? 

Cheers,
Necro

78
D&D 3.5 and Pathfinder / Deadly Campaign
« on: August 23, 2015, 05:57:45 PM »
Thinking out-loud here.

What if you take a traditional campaign (4PC, 1DM) and what if one were to setup this campaign with a high likelihood of PC death right from first level onward. On a regular basis. Not as an accident. But as a feature part of the campaign. And the PCs are aware of this. Nothing is a surprise and everyone agrees to this being the case. Everyone likes the idea of a deadly game. My groups usual games go from low levels to high with maybe one or two PC deaths and these deaths become significant plot points.

What kinds of things would you recommend to facilitate such a campaign? How do you keep the plot going in such a game? Should the PCs each have multiple characters worked up? How do you deal with PCs dying during the gaming session but wanting to keep playing that night? Any cool or interesting ideas or concerns about setting something like this up?

Cheers,
Necro   

79
General D&D Discussion / Dragon & Dungeon Magazine
« on: August 19, 2015, 03:41:12 PM »
Say what you will about them being flawed or pricey or whatever. I miss them. I liked them in print better since I am a collector of sorts but I also like the digital versions as well.

What say you?

Cheers,
Necro

80
D&D 3.5 and Pathfinder / Why would you ever sunder anything?
« on: August 13, 2015, 09:56:33 PM »
Assuming a strong build that can sunder easily, why would you ever sunder anything? Seems like you would just be hurting yourself or at least your fellow PCs if you sunder any of your opponents gear. Am I missing something? What are some good uses of sunder? When does it make sense to use it?

Peace,
Necro

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