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Messages - Ryshin

Pages: [1] 2 3
1
D&D 3.5 and Pathfinder / DND 3.5 compendium app
« on: December 19, 2023, 01:15:27 AM »
Hello,
I just bought a new phone with android 13 and installed the DND 3.5 compendium app v2.3 via the apk I saved in my Google drive years ago. You know the android app from the dndtools site we used to love very much right?
My problem is with the database, I have on my drive what I think was the database it's a file named DND.sqlite, I click on the file and get the Google drive link, then I edit the link to get a direct to download link and copy it in the "upgrade database" section of the compendium but then the app stop working, can someone please help?
Thanks

2
Min/Max 3.x / Re: Druid spider animal companion advancement
« on: September 21, 2022, 03:46:47 AM »
Thanks! This is very helpful, my player is gonna hate me though :lmao

3
Min/Max 3.x / Druid spider animal companion advancement
« on: September 20, 2022, 12:31:44 PM »
Hello, one of my player went for the feat "spider companion" that allows him to get monstrous spiders as animal companions.

He sustain that he can via feat get a medium size spider (2HD) and with the bonus HD obtained from the druid table increase the actual size of the companion to huge when it gets to 8HD gaining for example the +16 bonus str and +8 bonus con from the monster advancement table from monster manual in addition to the bonus str and dex from druid table, and the size of the spider companion will keep increasing it size accordigly to the bonus HD so it will reach gargantuan size at 16HD. He sustain that he can increase the actual size because in the moster manual there are every version of monstrous spider from tiny to colossal.

I as DM on the other hand argue that any druid animal companion gets bonus HD by druid table which grant him bonus str, dex, nat armor, ecc but it won't actually increase the size, so no additional stat bonuses. To increase the size of his companion a druid must change the companion when he reach then required HD and get a new one of a bigger size from the list, so right now he can either have his medium size spider companion with 8HD and improved stats or a new huge spider companion.

I furthermore argue that since the spider companion feat grant him only spider companions from tiny to huge, he can increase the HD of said spider but he won't be able to increase the size to gargantuan when it reaches 16HD so it will always be at best a huge spider.

Thanks


Quote
Spider Companion
( Drow of the Underdark, p. 52)

[General]

Instead of an animal, you bond with a monstrous spider

Prerequisite
Vermin Trainer (DrU) , animal companion,

Benefit
You can select a monstrous spider as your animal companion. This spider gains all the benefits normally granted to animal companions. At 1st level, you can select a Tiny, Small, or Medium monstrous spider as your spider companion. A druid of sufficiently high level can select a more powerful creature as her spider companion, applying the indicated adjustment to the druid's level (in parentheses) for the purpose of determining the spider companion's characteristics and special abilities.

Spider   Minimum Level (Adjustment)
Large   4th(—3)
Huge   10th(—9)

Normal
Spiders are not available as animal companions.

4
Min/Max 3.x / Help! Epic progression for a barbarian/fighter
« on: March 01, 2022, 12:08:39 PM »
Hello, with my group we have reached epic levels so i need suggestions for the epic level progression of my character, i can use all books even 3rd party and magazines.

So far the build from 1to20 is: barbarian(with lion totem)/fighter/champion of gwynharwyf/psychic warrior/warblade/bloodstormblade.

Basically i rage, charge, throw my weapon if someone is outside my range and if something is still alive i activate the demoralize stunlock by rolling at least a 63 with intimidate (never outnumbered, imperious command, presence of the master, item familiar ecc).

Our master is ofc modding monsters to keep the encounters challenging so we had monsters immune to spells but not weapons, immune to demoralize, immune to weapons but not spells, monsters that can reflect all dmg for 1d4 rounds or monsters with simply 10k hp ecc

So yeah, i've reached the peak of what a martial character can do, how can i improve from level 21 onwards?
Full caster? But what, Cleric? Sorcerer? Bard? Binder? I have int 10 so wizard and psion are impossibile.
What prestige classes? Jade phoenix mage and ruby knight vindicator are cool if i want to keep progressing maneuvers but do i want that?

Thanks

5
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: December 19, 2021, 01:48:30 PM »
Hello, didn't fancy opening a topic for just a quick question. Is there an enchant or an item that grant an extra readied maneuver (for a warblade) from the tome of battle?
Thanks

6
Min/Max 3.x / Re: Passive weapon enchantments and sheathed weapons
« on: December 16, 2021, 03:13:15 PM »
The general rule for activating special abilities is not very helpful here:
Quote
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
WIth the general rule being ill-defined, it depends on the specific writing of the ability in question.

Blindsighted and Eager both specifically grant their benefit only to the wielder while wielding them.

For your SR-granting dagger, it would depend on the ability and how it is written.

Eager:
An eager weapon is easy to draw and allows its possessor to react quickly to danger. It grants a +2 bonus on its owner's initiative checks, regardless of whether it is being used. An eager weapon may be drawn as a free action. Only melee weapons can have this ability.
Caster Level: 9th
Requirements: Craft Magic Arms and Armor, cat's grace
Price: +2 bonus
Arms and Equipment Guide

I hoped that there would be another clarification somewhere other than the general rule because It doesn't say anything about continuous effects granted by the weapon but I guess it's all about how the enchant is written

That's an old outdated version of Eager (Arms and Equipment Guide is a 3.0 book after all).  Eager was updated in Magic Item Compendium and explicitly states that you have to be wielding it to get the bonus.

You're right.
So in the end the general rule is unless specified otherwise a passive enchant works when weapon is held in hand, seems fair. It's up to me to decide what to put in the weapon description then.
Thanks

7
Min/Max 3.x / Re: Passive weapon enchantments and sheathed weapons
« on: December 15, 2021, 11:13:15 PM »
The general rule for activating special abilities is not very helpful here:
Quote
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
WIth the general rule being ill-defined, it depends on the specific writing of the ability in question.

Blindsighted and Eager both specifically grant their benefit only to the wielder while wielding them.

For your SR-granting dagger, it would depend on the ability and how it is written.

Eager:
An eager weapon is easy to draw and allows its possessor to react quickly to danger. It grants a +2 bonus on its owner's initiative checks, regardless of whether it is being used. An eager weapon may be drawn as a free action. Only melee weapons can have this ability.
Caster Level: 9th
Requirements: Craft Magic Arms and Armor, cat's grace
Price: +2 bonus
Arms and Equipment Guide

I hoped that there would be another clarification somewhere other than the general rule because It doesn't say anything about continuous effects granted by the weapon but I guess it's all about how the enchant is written

8
Min/Max 3.x / Passive weapon enchantments and sheathed weapons
« on: December 15, 2021, 01:49:23 PM »
Hello, as per title does a passive weapon enchant works on the owner of the weapon even if the weapon in sheated and not held in hand?

I'm looking for a general rule here if it does exist, i know some passive enchants works when the weapon is wielded like "blindsighted" on underdark manual p.68 because is specifoed in the description and some like "eager" from mic works even when sheated  even if not specified, otherwise what's the point of granting quick draw.

I'm asking the question because as a DM i gave the wizard of my party a dagger that grants him among other things spell resistance as a reward for reaching lv20 and completing the background quest he started at lvl1.
Since i already gave him the dagger i need to know if the SR is always active or just when he helds the weapon.

Thanks

9
D&D 3.5 and Pathfinder / Re: [3.5] Slime Wave spell, how does it work?
« on: August 11, 2021, 03:10:47 AM »
A single 5-foot square of green slime is a patch.  There does not appear to be a limit to how many can be on a creature at a single time, though I would probably limit it to 1 patch for any creature of small size or smaller, and 2 patches for each square of space a creature occupies for medium size or larger (2 for medium, 8 for large, 18 for huge, 32 for gargantuan, and 72 for colossal).

Green slime falls from walls and ceilings onto anything moving below them, and I would assume that touching any patch would also cause it to stick to you, therefore standing or walking on any on the floor would get it on you, too.  Especially since the rules for green slime damaging anything happens from mere contact.

Thanks this helps a lot!

10
D&D 3.5 and Pathfinder / Re: [3.5] Slime Wave spell, how does it work?
« on: August 10, 2021, 03:31:23 AM »
What do you mean for single patch? One patch cover the entire body or a single equiped item?

Since it cover both floor and ceiling does it mean that every time someone move they are covered again or just their legs plus a random % that some goo drops from the ceiling and cover entirely who's underneath?

11
D&D 3.5 and Pathfinder / [3.5] Slime Wave spell, how does it work?
« on: August 07, 2021, 03:26:35 PM »
Hello, how does the lv7 cleric/druid spell Slime Wave actually works?

Quote
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime.

A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.

On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.

If you pass the saving throw you don't get hit by the slime and that's fine but if you fail?
1st round you get 1d6 con dmg, if you manage to remove the slime with your weapon, your gloves or anything you won't thake con dmg again? how much time does it take to remove the slime? move action? standard action? full round action? that piece of gear or the item it's automatically destroyed or does it get a saving throw?

2nd round if you didn't manage to remove the slime you take 1d6 con dmg again but this time as per the text you need to remove the slime by cutting, burning, freezing, exposing to sunlight o via the remove disease spell. So, how much cutting dmg you need to make? 1 attack? more? a full round attack? same goes for fire and cold dmg, a lv1 spell is sufficient or does it need to be at least a lv7 spell? as per sunlight i believe a daylight spell is fine but it does mean that you can't use the spell outside during daytime because it would fail automatically or it last just one round?

I hate when the description is so vague and open to interpreatation.

Thnaks

12
Hello,
As per title my understanding is that since a summoned monster get a magical subtype it's int is raised to at least 3 (if it's normal form got 0), so like any intelligent creature it's eligible to 1 feat per 3HD, so i can add feats to a summoned monster based on its HD.
Is my assumption correct?
Thanks

13
Can you sub domains for devotions?
Unfortunately no, the only books available to me are complete divine, complete adventurer, player and master.
Each one of us got master, player, adventurer and one complete depending on his base class, for me as a cleric it's complete divine.

14
Hi, so in our new campaign i'm gonna play a cleric either of Obad-Hai or Bahamut, the choice is mine. So i'm gonna ask what would you chose based on their domain? What's gonna prove more useful? With the build i have in mind i'm gonna have 4 domains so it's gonna be:

Obad-Hai: plant, animal(shapechange persisted <3), water and one between earth, fire, air
Bahamut: cold, air, luck, mysticism

Both of them got pros and con, so please discuss so i can decide.

Thanks

15
Min/Max 3.x / Re: kusari-gama as double weapon with finesse
« on: January 24, 2021, 07:16:20 AM »
Looking at the DMG p144, it looks like Skyrock is correct.  In 3.5, the kusari-gama is no longer a double weapon.  It's simply a light weapon.  Which is interesting in itself, since it implies you can wield it in one hand while wielding a katana in the other.
actually reading the dmg p.144 it seams i don't even need weapon finesse for kusari-gama since i can use dex instead of str even in melee.
this is the quote from dmg:
Kusari-Gama: This small sickle is attached to a length of chain.
A kusari-gama is an exotic weapon that has reach. It can strike
opponents 10 feet away. In addition, unlike other weapons with
reach, it can be used against an adjacent foe. It can be used in all
respects like a spiked chain (see page 115 of the Player’s Handbook)
for trip attacks, disarming other foes, and using its wielder’s Dexterity
modifier instead of her Strength modifier in attack rolls.

16
Min/Max 3.x / Re: kusari-gama as double weapon with finesse
« on: January 23, 2021, 02:27:37 PM »
Keep in mind that this is 3.0 stats. 3.5 has an entirely different kusari-gama (DMG p.144f) that explicitely is not a double-weapon, so the old version of the weapon might not even exist in your game depending on how strict the DM is on 3.5 content overriding 3.0 content.

As for weapon finesse, yes, it would apply to attacks with either end of the weapon.
Kusari-gama is in 3.5 oriental adventure

Quote
Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a kusari-gama.
from the srd site you linked
So by the rule that specific beats general it's safe to assume that even in melee both extremities of the weapon apply weapon finesse?

17
Min/Max 3.x / kusari-gama as double weapon with finesse
« on: January 23, 2021, 01:10:10 PM »
Hi, so since both extremities of the kusari gama are light weapons (a sickle and a chunk of steel attached to the end of the chain) it's safe to assume that if the kusari-gama is in melee used as a double weapon with the two weapon fighting feat both extremities benefit from weapon finesse?

https://www.dandwiki.com/wiki/3e_SRD:Kusari-gama

PS. is there a way beside gloves of storing and the eager weapon +1 special ability to draw a dagger as free action without quick draw feat?

18
Min/Max 3.x / Heartfire vs Glitterdust
« on: January 17, 2021, 09:09:17 AM »
Heartfire https://dndtools.net/spells/spell-compendium--86/heartfire--4695/
Glitterdust https://dndtools.net/spells/players-handbook-v35--6/glitterdust--2395/
Does heartfire actually let you hit without penalty an invisible opponent like Glitterdust does?
Thaks

19
Min/Max 3.x / Re: Help! LF optimized gestalt build for low lvl adventure
« on: January 06, 2021, 03:30:58 PM »
Another option could be Wizard/Warblade; with Warblade focusing on Counters and Boosts while wielding a reach weapon.  Cast on your turn, smack with AoOs.  Keep a strike or two ready for when you want to save spells.

Wizard / warblade or wizard / crusader?
Because for AoO wouldn't be better crusader with thicket of blades?
What about bard with dragonfire inspiration and words of creation instead of wizard for more buffing?

20
Min/Max 3.x / Help! LF optimized gestalt build for low lvl adventure
« on: January 05, 2021, 10:02:56 AM »
Hi, i'm starting soon a 3.5 adventure, it will start at lv4 and finish around lv9 and we decided to play gestalt characters.
I can use all manuals, no multiclassing and no prc allowed, but i can use variants and substitution levels.
38 point buy for stats.
We are 3 players, the other 2 play a monk/druid and a (ranged)paladin/scout.

Considering these limitations what do you suggest for a fun and optimized gestalt character?

Thanks.

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