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Topics - Jackinthegreen

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1
Min/Max 3.x / Gestalt dodge FD AoO reach tripper
« on: July 27, 2016, 09:28:26 PM »
Want to fight defensively and have good some fun AoO stuff and trip?  You can do all that, and have snakes for arms too!  But it needs gestalt.

Race: Changeling

Side 1:
Changeling martial rogue 4, cobra style decisive strike monk 2, warshaper 3, thief-acrobat 4, duelist 7

Side 2:
Hit and run Darksong Knight fighter 4, psychic warrior 2, swordsage 1, dervish 7, psy war +5

Skill requirements:
Perform (dance) 5 ranks by 3rd level for Path of Shadows
Perform (dance) 8 ranks by 6th level for Dancing With Shadows
Tumble 6 ranks by 6th level for Einhander
Perform (dance) 3 ranks and Tumble 3 ranks by 8th level for Dervish
Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, and Tumble 8 ranks by 10th level for Thief-Acrobat

Stat requirements:
Dex 13 for Defensive Throw, Deceptive Dodge
Int 13 for Combat Expertise, Deceptive Dodge
Dex 15 for Temerad Mastery I

Stat focuses should be Dex and choice of Int for skills and Duelist AC bonus or Wis for monk AC bonus and Psywar power points.  Note that Warshaper boosts Str and Con by 4 each so you don't have to worry as much about them.

Feats:
1: Racial Emulation (Kalashtar)
Flaw1: Aberration Blood (Bulging Eyes for practicality, Flexible limbs for theme)
Flaw2: Inhuman Reach
1: Martial Rogue: Combat Expertise
1: Hit and Run Fighter: Improved Trip
2: Rogue: Weapon Finesse
2: Fighter: Combat Reflexes
3: Path of Shadows
4: Fighter: Deceptive Dodge
5: Cobra Monk 1: Improved Unarmed Strike, Dodge
5: Psychic Warrior 1: Versatile Unarmed Strike (go slashing for Dervish)
6: Dancing With Shadows
6: Cobra Monk 2: Mobility
6: Psywar 2: Einhander
7: Swordsage 1: Weapon Focus (Shadow Hand/Unarmed Strike)
9: Defensive Throw
10: Dervish 3: Spring Attack
10: Martial Style: Temerad Mastery
12: Elusive Target
15: Shadow Blade
17: Psywar 5: Robilar’s Gambit
18: Great Throw


Fun stuff:

Inhuman Reach gives +5 feet of reach.  Warshaper gives another +5.  The Reach power gives yet another +5.  Congratulations, you've got a 20 foot unarmed reach and your arms can look like snakes if you want them (you definitely want them to) because of Inhuman Reach.  Perfect for a Cobra Style monk.

At 20th level when you fight defensively, you start at the usual -4 attack for +2 AC.  Which goes up to +4 AC because of OA's tumble rules giving 15 ranks in Tumble a +2 to fighting defensively.  Thief-Acrobat 4 adds +3 to get +7.  Dervish 7 adds +4 for +11.  Duelist 7 adds +7 to get +18.  Einhander adds +2 for a grand total of +20 (and keep in mind unarmed strikes count as light weapons, so this works).  This is on top of having Dex, Int, and Wis to AC.  And you've also got Uncanny Dodge which means you retain all your fun AC bonuses even while flat-footed.

Using Dancing With Shadows add that a +20 to your first attack on the next round, which is going to do double damage because of Decisive Strike.  And then if they try to hit you then you get double damage AoOs against them thanks to Robilar's Gambit.

Thanks to Temerad Mastery, you can designate two targets for your Dodge feat!  And also for Elusive Target, Defensive Throw and Deceptive Dodge.  Got two people melee attacking you?  You can literally make them hit each other if you want.


Want more silly?  Add the Obah-Blessed template from Dungeon 136 pages 60-61.  +3 LA can be bought off before 20, so have fun with your 6 snake arms!  Use Warshaper to give each arm besides one a claw at the end (or more preferentially a bite).

2
Handbooks / Evasion index
« on: April 27, 2015, 01:46:28 AM »
This is a starting list of all the classes that get Evasion as a class feature as well as various items, feats, prestige classes, and miscellaneous effects that use it.  Mounts, familiars, and creatures in general are not included in this.

Discussion thread can be found here with my other small index projects.


Base classes that grant Evasion:

Monk (Player's Handbook page 39), 2nd level
Rogue (Player's Handbook page 49), 2nd level
Scout (Complete Adventurer page 10), 5th level
Lurk (Complete Psionic page 13), 9th level
Ranger (Player's Handbook page 46), 9th level
Swordsage (Tome of Battle page 15), 9th level
Ninja (Complete Adventurer page 5), 12th level

Whirling Frenzy Barbarian (Unearthed Arcana page 66), 14th level, gain Evasion instead of Indomitable Will during Whirling Frenzy


Base classes that grant Improved Evasion:

Monk (Player's Handbook page 39), 9th level
Rogue (Player's Handbook page 49), 10th, 13th, 16th, or 19th levels as a Rogue Special Ability
Swordsage (Tome of Battle page 15), 17th level


Prestige Classes that grant Evasion:

Astral Dancer (Planar Handbook page 63), 2nd level, requires a plane with no gravity until 4th when it can be used in all environments regardless of gravity.
Cipher Adept (Planar Handbook page 58), 2nd level
Master Thrower (Complete Warrior page 58), 2nd level
Shadow Scout (Oriental Adventures page 44), 2nd level
Survivor (Savage Species page 89), 2nd level
Chameleon (Races of Destiny page 111), 3rd level (uses the Mimic Class Feature ability)
Daidoji Bodyguard (Oriental Adventures page 215), 3rd level
Loredelver (Races of Destiny page 117), 3rd level
Dungeon Delver (Complete Adventurer page 42), 4th level
Halfling Outrider (Complete Warrior page 38), 7th level

Divine Oracle's Prescient Sense (Complete Divine page 34), 2nd level, specifically says "This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues."  Depending on your DM this might count as Evasion for all other purposes.

Master Specialist's Moderate School Esoterica (Complete Mage page 70) 7th level, only if specializing in Abjuration, only after casting an Abjuration spell, and it only works against actual spells (not EX, SU, or SLAs).  Effectively Evasion (and Mettle), but isn't named as such.


Prestige Classes that grant Improved Evasion:

Ninja Spy (Oriental Adventures page 43), 2nd level
Swift Scion (Unearthed Arcana 168), 2nd, 6th, or 10th levels, must have Evasion first.
Yakuza (Oriental Adventures page 55), 2nd level
Combat Medic (Heroes of Battle page 99), 4th level
Survivor (Savage Species page 89), 4th level
Dread Fang of Lolth (Drow of the Underdark page 76), 4th level
Thief Acrobat (Complete Adventurer page 83), 5th level
Astral Dancer (Planar Handbook page 63), 6nd level, requires a plane with no gravity until 8th when it can be used in all environments regardless of gravity.
Nightsong Infiltrator (Complete Adventurer page 62), 6th level
Slayer of Domiel (Book of Exalted Deeds page 73), 6th level
Cipher Adept (Planar Handbook page 58), 7th level
Loredelver (Races of Destiny page 117), 8th level
Nightsong Enforcer (Complete Adventurer page 60), 8th level
Initiate of Pistis Sophia (Book of Exalted Deeds page 64), 9th level

Master Thrower (Complete Warrior page 58), 2nd level, only if the character already has Evasion.
Dungeon Delver (Complete Adventurer page 42), 4th level, only if the character already has Evasion.
Halfling Outrider (Complete Warrior page 38), 7th level, only if the character already has Evasion.

Void Incarnate epic PrC (online), 2nd level.


Prestige Classes that require Evasion:

Disciple of the Word (Tome of Magic page 216)
Dread Fang of Lolth (Drow of the Underdark page 76)
Drunken Master (Complete Warrior page 27)
Eye of Lolth (Drow of the Underdark page 80)
Fochlucan Lyrist (Complete Adventurer page 47)
Guardian Paramount (Epic Level Handbook page 30) (epic PrC)
Nightsong Enforcer (Complete Adventurer page 60)
Nightsong Infiltrator (Complete Adventurer page 62)
Ninja Spy (Oriental Adventures page 43)
Slayer of Domiel (Book of Exalted Deeds page 73)
Thief Acrobat (Complete Adventurer page 83)

Void Incarnate epic PrC (online)


Items that grant or otherwise interact with Evasion:

Dragondodger armor enhancement (Magic Item Compendium page 10), +1 armor enhancement grants Evasion against breath weapons.
Water Cloak (Magic Item Compendium page 148), gain Evasion against any applicable effect that deals fire damage.
Ring of Evasion (Dungeon Master's Guide page 232), gain the Evasion ability.

Crimson Ruination Legacy Weapon (Weapons of Legacy page 61) 14 HD, gain Evasion against dragon breath weapons.
Legacy Item ability (Weapons of Legacy pages 179-203), gain Evasion from Ability Menu F.

Boots of Swiftness (Epic Level Handbook page 144), Epic boots that grant Evasion and other bonuses.


Spells that grant Evasion:

Aura of Evasion (Spell Compendium page 18), cleric 5, sorcerer/wizard 6 spell that grants you and all creatures within 10 feet of you evasion against breath weapons.
Nightstalker's Transformation (Complete Adventurer page 155, Spell Compendium page 148), sorcerer/wizard 5 spell grants Evasion and other things.
Ruin Delver's Fortune (Spell Compendium page 178) bard 4, sorcerer/wizard 4 spell, can choose to gain Evasion through it.

Shadow Investiture (Tome of Magic page 148), shadowcaster 6, grants Evasion plus other things.


Powers that effectively grant Evasion (or Improved Evasion):

Evade Burst (Expanded Psionics Handbook page 105) psion/wilder 7, psychic warrior 3, effectively gain Evasion or Improved Evasion against one damage effect that a successful Reflex save would halve the damage of.


Feats that require Evasion or Improved Evasion:

Cunning Evasion (Player's Handbook 2 page 78), requires Evasion
Evasive Maneuvers (Exemplars of Evil page 24), requires Evasion (and Cunning Evasion above)
Warning Shout (Complete Scoundrel page 82), requires Evasion
Epic Dodge (Complete Adventurer page 191, Epic Level Handbook page 54), requires Improved Evasion, Epic
Self-Concealment (Epic Level Handbook page 66), requires Improved Evasion, grants 10% miss chance, Epic


Other:

Friend's Evasion Rogue ACF (Complete Champion page 51), levels 10, 13, 16, or 19, lose Improved Evasion to give adjacent allies Evasion.
Friendly Fire Evasion Teamwork Benefit (Heroes of Battle page 17), gives allies evasion with respect to allied spells being cast.
Friendly Fire Evasion, Improved (Heroes of Battle page 117), gives allies Improved Evasion with respect to allied spells being cast.
Shadow Creature template (Lords of Madness page 167), can gain Evasion as a special ability from HD.
Great Raptor Mask Totemist soulmeld (Magic of Incarnum page 69), bind to Totem chakra to gain Evasion.
Impulse Boots Incarnate/Soulborn soulmeld (Magic of Incarnum page 71), bind to Feet chakra to gain Evasion.

3
Homebrew and House Rules (D&D) / Mystic Paladin
« on: April 07, 2015, 06:38:30 PM »
Paladin version of Mystic Ranger found in Dragon 336

Thanks to Chemus for fixing the layout.


Comparison of ranger and mystic ranger:

Regular ranger:Mystic Ranger:
||
1: Favored Enemy, Track, Wild Empathy1: Spells, Track, Wild Empathy
2: Combat Style2: Favored Enemy 1
3: Endurance3: Combat Style
4: Animal Companion, Spells4: Endurance
5: Favored Enemy 25:
6: Improved Combat Style6:
7: Woodland Stride7: Woodland Stride, + Combat Style
8: Swift Tracker   8: Favored Enemy 2, Swift Tracker
9: Evasion9: Evasion
10: Favored Enemy 310:
11: Combat Style Mastery11:
12:12: Combat Style Mastery
13: Camouflage13: Camouflage
14:14: Favored Enemy 3
15: Favored Enemy 415:
16:16:
17: Hide in Plain Sight17: Hide in Plain Sight
18:18:
19:19:
20: Favored Enemy 520: Favored Enemy 4


Mystic Ranger added spells:
0 level: Create Water, Cure Minor Wounds, Flare, Guidance, Know Direction, Light, Mending, Purify food and drink, resistance, virtue

5th level:  awaken, baleful polymorph, cure critical wounds, control winds, summon nature’s ally V, wall of thorns

Skills:  Add Spellcraft

Profs: all simple, martial ranged, light armor, no shields





Regular Paladin:Mystic Paladin:
||
1: Aura of Good, Detect Evil, Smite Evil 11: Aura of Good, Detect Evil, Spells
2: Divine Grace, lay on hands2: Smite Evil 1
3: Aura of Courage, divine health3: Divine Grace, Lay on Hands
4: Turn Undead, Spells4: Aura of Courage, Divine Health
5: Smite Evil 2, special mount5: Turn Undead
6: Remove Disease 1/week6: Remove Disease 1
7:7:
8:8: Smite Evil 2
9: Remove Disease 2/week9:
10: Smite Evil 310: Remove Disease 2
11:11:
12: Remove Disease 3/week   12:
13:13:
14:14: Smite Evil 3, Remove Disease 3
15: Remove Disease 4, Smite Evil 415:
16:16:
17:17:
18: Remove Disease 518: Remove Disease 4
19:19:
20: Smite Evil 520: Smite Evil 4




Mystic Paladin added spells:
0 level:  Create Water, Cure Minor Wounds, Guidance, Detect Poison, Light, Mending, Purify Food and Drink, Resistance, Virtue

5th level: Cure Critical Wounds, Atonement, Raise Dead, Revivify, Commune, Break Enchantment, Hallow

Skills:  Add Spellcraft

Profs: All simple, martial melee, light and medium, buckler or light shield only (no heavy or tower)[/font]

4
Other Games / Exploding Kittens
« on: February 27, 2015, 04:20:29 AM »
https://www.kickstarter.com/projects/elanlee/exploding-kittens

8.7 million dollars when all the devs wanted was 10,000.  Over 200k people who bought the NSFW deck.  Probably going to be quite interesting.

5
Off Topic Fun / Read this if you recently bought a Lenovo product
« on: February 21, 2015, 09:12:54 PM »
http://arstechnica.com/security/2015/02/lenovo-pcs-ship-with-man-in-the-middle-adware-that-breaks-https-connections/

Basically some Lenovo products came installed with adware that can easily be cracked and thus allow others to get into your computer.

Shit like this is why I do my best to only buy a computer (and eventually other devices) if I can be given tools to nuke the whole thing and reinstall the operating system and such so it doesn't have crap on it compromising the system.

6
Shamelessly pulling this index from http://rpg.stackexchange.com/questions/1138/how-do-you-tell-if-a-dd-book-is-3-0-or-3-5 so that everyone knows when the various books and stuff were released.

Since this is a simple (if rather large) index, I'll direct discussion to my mini handbook discussion thread.

Dungeons and Dragons, 3rd Edition and Dungeons and Dragons 3.5 Products from Wizards of the Coast in Order of Publication

The following presented in year/month order for easier sorting. Products released in the same month are presented alphabetically. Parenthetical references are official abbreviations gleaned Wizards of the Coast's indices; some products lack abbreviations. Even the abbreviations are italicized lest someone confuse Champions of Ruin with Challenge Rating, for instance. Wizards of the Coast makes available official errata. Starting with The Speaker in Dreams, Wizards of the Coast made available for many products online-only Web enhancements. Although they bear the official Dungeons and Dragons, 3rd Edition logo and are officially licensed by Wizards of the Coast, I've excluded from this list Kenzer and Company's Kalamar products.
Dungeons and Dragons, 3rd Edition

Dragon #275-308, Dragon Annual #5 and #6, and Dungeon #81-99 present Dungeons and Dragons, 3rd Edition content. Dragon #299 and Dungeon #94 see Paizo publishing the magazines under license from Wizards of the Coast. Paizo published no Dragon Annuals.

    2000/08 Dungeons and Dragons Character Sheets
    2000/08 Player's Handbook1 (PH)
    2000/09 Dungeon Master's Guide1 (DMG)
    2000/09 Dungeons and Dragons Gazeteer (DG)
    2000/09 Dungeon Master's Screen
    2000/10 Into the Dragon's Lair
    2000/10 Monster Manual1 (MM)
    2000/11 Forge of Fury (Fo)
    2000/11 Living Greyhawk Gazeteer
    2000/12 Hero Builder's Guidebook (HBG)
    2001/01 Speaker in Dreams (SD)
    2001/01 Sword and Fist2 (SF)
    2001/02 Monsters of Faerûn3 (Mon)
    2001/03 Psionics Handbook
    2001/04 Standing Stone (StS)
    2001/05 Defenders of the Faith2 (DF)
    2001/06 Forgotten Realms Campaign Setting4 (FRCS)
    2001/06 Return to the Temple of Elemental Evil (RT)
    2001/07 Heart of Nightfang Spire (HN)
    2001/07 Tome and Blood2 (TB)
    2001/08 Magic of Faerûn4 (Mag)
    2001/08 Sunless Citadel (SC)
    2001/09 Manual of the Planes1 (MP)
    2001/10 Enemies and Allies (EA)
    2001/10 Oriental Adventures5 (OA)
    2001/11 Deep Horizon (DH)
    2001/11 Lords of Darkness4 (LD)
    2001/12 Song and Silence2 (SaS)
    2002/01 Lord of the Iron Fortress (LF)
    2002/02 Forgotten Realms Dungeon Master's Screen
    2002/02 Masters of the Wild2 (MW)
    2002/03 Bastion of Broken Souls (BB)
    2002/04 Deities and Demigods1 (DD)
    2002/05 Faiths and Pantheons4 (FP)
    2002/05 Stronghold Builder's Guidebook (SB)
    2002/06 Book of Challenges (BC)
    2002/07 Epic Level Handbook1 (EL)
    2002/08 Silver Marches4 (SM)
    2002/09 City of the Spider Queen4 (CSQ)
    2002/09 Monster Manual II1 (MM2)
    2002/10 Book of Vile Darkness (BV)
    2003/02 Savage Species (SS)
    2003/03 Arms and Equipment Guide (AE)
    2003/03 Races of Faerûn4 (Rac)
    2003/04 Fiend Folio1 (FF)
    2003/05 Unapproachable East4 (Una)
    2003/06 Ghostwalk6 (Gh)
   
    1.  Player's Handbook, Dungeon Master's Guide, Monster Manual, Manual of the Planes, Deities and Demigods, Epic Level Handbook, Monster Manual II, and Fiend Folio are updated to Dungeons and Dragons 3.5 via the Dungeons and Dragons 3.5 Accessory Update Booklet.
    2.  The article "Rules Reference: Feats, Prestige Classes, and Spells" lists titular items from the Dungeons and Dragons, 3rd Edition class guidebooks that were updated to Dungeons and Dragons 3.5. Its most recent revision is Jan. 2005.
    3.  Monsters of Faerûn is updated to Dungeons and Dragons 3.5 via the Player's Guide to Faerûn Web enhancement "Player's Guide to Faerûn: Monster Update."
    4.  Forgotten Realms Campaign Setting and Magic of Faerûn receive major updates and Lords of Darkness, Faiths and Pantheons, Silver Marches, City of the Spider Queen, Races of Faerûn, and Unapproachable East receive minor updates to Dungeons and Dragons 3.5 via the Player's Guide to Faerûn (5).
    5.  Oriental Adventures is updated to Dungeons and Dragons 3.5 via the Dragon #318 article "Oriental Adventures Update: Eastern Flavor" (32-48).
    6.  Ghostwalk is updated to Dungeons and Dragons 3.5 via the Ghostwalk Web enhancement "Ghostwalk, Part 2: Ghostwalk 3.5 Update."

   
Dungeons and Dragons 3.5

Wizards of the Coast explains the purpose of Dungeons and Dragons 3.5 in the Revision Spotlight column "Compiled D&D Revision Spotlight."

Dragon #309 and Dungeon #100 present Dungeons and Dragons 3.5 content. Dragon #359 and Dungeon #150 are the last Dungeons and Dragons 3.5 issues and the last published by Paizo after Wizards of the Coast doesn't renew Paizo's magazine licenses (see Wizards of the Coast's announcement and Paizo's announcement).

    2003/06 Dungeon Master's Guide (DMG)
    2003/07 Monster Manual (MM)
    2003/07 Player's Handbook (PH)
    2003/08 Dragonlance Campaign Setting1 (DCS)
    2003/08 Dungeon Master's Screen
    2003/09 Miniatures Handbook (MH)
    2003/10 Book of Exalted Deeds (BE)
    2003/10 Underdark (Und)
    2003/11 Draconomicon (Dr)
    2003/12 Complete Warrior (CW)
    2004/01 Deluxe Character Sheets
    2004/01 Deluxe Dungeon Master's Screen
    2004/02 Unearthed Arcana (UA)
    2004/03 Player's Guide to Faerûn (PG)
    2004/04 Expanded Psionics Handbook (XPH)
    2004/04 Map Folio I
    2004/05 Complete Divine (CD)
    2004/06 Eberron Campaign Setting (ECS)
    2004/07 Planar Handbook (PlH)
    2004/07 Serpent Kingdoms (SK)
    2004/07 Shadows of the Last War (SL)
    2004/08 Map Folio II
    2004/08 Races of Stone (RS)
    2004/09 Frostburn (Fr)
    2004/09 Monster Manual III (MM3)
    2004/10 Libris Mortis (LM)
    2004/10 Dungeon Master's Guide (special edition) (DMG)
    2004/10 Player's Handbook (special edition) (PH)
    2004/10 Monster Manual (special edition) (MM)
    2004/10 Shining South (ShS)
    2004/10 Whispers of the Vampire's Blade (WB)
    2004/11 Complete Arcane (CAr)
    2004/11 Sharn: City of Towers (Sh)
    2004/12 Races of Destiny (RD)
    2004/12 Map Folio 3-D
    2005/01 Complete Adventurer (CAd)
    2005/01 Grasp of the Emerald Claw (GC)
    2005/02 Lost Empires of Faerûn (LE)
    2005/02 Races of the Wild (RW)
    2005/03 Sandstorm (Sa)
    2005/04 Lords of Madness (LoM)
    2005/04 Races of Eberron (RE)
    2005/05 Champions of Ruin (CR)
    2005/05 Heroes of Battle (HB)
    2005/06 City of Splendors: Waterdeep (CSW)
    2005/06 Dungeon Master's Guide II (DMG2)
    2005/07 Eberron Deluxe Dungeon Master's Screen
    2005/07 Five Nations (FN)
    2005/07 Weapons of Legacy (WL)
    2005/08 Eberron Player Character Sheets
    2005/08 Explorer's Handbook (EH)
    2005/08 Stormwrack (Sto)
    2005/09 Fantastic Locations: Fane of the Drow (FLFD)
    2005/09 Magic of Incarnum (MoI)
    2005/09 Sons of Gruumsh (SG)
    2005/10 Dragon Compendium Volume 12
    2005/10 Heroes of Horror (HH)
    2005/10 Magic of Eberron (MoE)
    2005/11 Champions of Valor (CV)
    2005/11 Fantastic Locations: Hellspike Prison (FLHP)
    2005/12 Spell Compendium (SpC)
    2006/01 Player's Guide to Eberron (PE)
    2006/01 Races of the Dragon (RDr)
    2006/02 Red Hand of Doom (RH)
    2006/03 Power of Faerûn (PF)
    2006/03 Tome of Magic (TM)
    2006/04 Complete Psionic (CP)
    2006/04 Fantastic Locations: Fields of Ruin (FLFR)
    2006/04 Voyage of the Golden Dragon (VGD)
    2006/05 Player's Handbook II (PH2)
    2006/06 Fiendish Codex I (FC1)
    2006/06 Mysteries of the Moonsea (Mys)
    2006/07 Fantastic Locations: Dragondown Grotto
    2006/07 Monster Manual IV (MM4)
    2006/07 Secrets of Xen'drik (SX)
    2006/08 Dragons of Faerûn (DrF)
    2006/08 Tome of Battle (ToB)
    2006/09 Dragon Magic (DM)
    2006/09 Faiths of Eberron (FE)
    2006/09 Twilight Tomb
    2006/10 Complete Mage (CM)
    2006/10 Expedition to Castle Ravenloft (Rav)
    2006/11 Cityscape (Ci)
    2006/11 Dragonmarked (Dra)
    2006/11 Scourge of the Howling Horde
    2006/12 Animated Series Handbook3
    2006/12 Fantastic Locations: The Frostfell Rift
    2006/12 Fiendish Codex II (FC2)
    2006/12 Shattered Gates of Slaughtergarde (ShG)
    2007/01 Complete Scoundrel (CS)
    2007/02 Barrow of the Forgotten King (BFK)
    2007/02 Dungeonscape (Du)
    2007/02 Secrets of Sarlona (SoS)
    2007/03 Magic Item Compendium (MIC)
    2007/03 Cormyr: The Tearing of the Weave (Co)
    2007/04 Eyes of the Lich Queen (ELQ)
    2007/04 Expedition to the Demonweb Pits (EDP)
    2007/04 Fantastic Locations: City in Peril (CiP)
    2007/05 Complete Champion (CC)
    2007/05 Drow of the Underdark (DrU)
    2007/06 Expedition to Undermountain (EU)
    2007/06 Forge of War (FW)
    2007/06 Sinister Spire (SiS)
    2007/07 Monster Manual V (MM5)
    2007/07 Shadowdale: The Scouring of the Land (SSL)
    2007/08 Expedition to the Ruins of Greyhawk (ERG)
    2007/09 Exemplars of Evil (EE)
    2007/09 Fortress of the Yuan-Ti (FY)
    2007/09 Grand History of the Realms (GHR)
    2007/10 Dragons of Eberron (DE)
    2007/10 Rules Compendium (RC)
    2007/11 Anauroch: The Empire of Shade (An)
    2007/12 Elder Evils (ElE)
    2008/02 City of Stormreach
    2008/03 An Adventurer's Guide to Eberron
    2012/08 Dungeon Master's Guide (premium edition) (DMG)
    2012/08 Monster Manual (premium edition) (MM)
    2012/08 Player's Handbook (premium edition) (PH)
    2013/04 Spell Compendium (premium edition) (SpC)
    2013/07 Magic Item Compendium (premium edition) (MIC)
   
   
    1.    Dragonlance Campaign Setting is a d20 product published by Wizards of the Coast.
    2.    Dragon Compendium Volume 1 is a d20 product published by Paizo yet officially licensed by Wizards of the Coast. Paizo made errata available.
    3.    Animated Series Handbook's 2007 printed publication year contradicts the release date of BCI's Dungeons and Dragons: The Complete Animated Series which included the Animated Series Handbook. Mill Creek Entertainment's August 2009 Dungeons and Dragons: The Complete Animated Series lacks the Animated Series Handbook.

7
Gaming Advice / Dragonlance staff
« on: January 26, 2015, 09:37:59 AM »
For some reason I'm remembering a staff shown in a sidebar in one of the books.  I think it says it is treated like a quarterstaff, but it has reach and can do some other things and is superior to a quarterstaff or longstaff.

I keep looking through the books but I'm not seeing it.  Does anyone know what it is, or could help find it and post the book and page number?

The disjointed formatting even inside these books much less between them is kinda driving me nuts.

I -think- it's Dragonlance anyway.  I remember seeing the weapon stats and wondering why they never came up in weapon guides or something, and then I remembered it's probably because it's such an esoteric source.

8
Handbooks / Movement speed and armor mini index
« on: January 11, 2015, 08:38:05 AM »
The Carrying Capacity and movement chart is alright at first glance, but given some additions to the game such as the mechanus gear (Planar Handbook) or mountain armor (Races of Stone) and the possibility of having a land speed that ends in a 5 instead of a 0, I figured there should be a chart to show the speeds.  Note that if the unarmored speed ends in a 5 any speeds for armors based on that are my best guess and thus not RAW.  Likewise, the 5/6 armor class is homebrew.

Discussion thread can be found here along with my other small projects.

Here are the regular speeds and armors as best I can extrapolate.  If anyone feels the need for this to go past 100 I can accommodate that pretty simply.  I've also included speeds for a theoretical 5/6 armor which might be from an ability that lessens the mobility issue of medium or heavy armor but doesn't fully take it away which would take a 30 speed creature down to 25.

                                                                                                                                                
Armor Mobility   
Unarmored/light   20253035404550556065707580859095100
2/3 (standard)   1520202530303540404550505555606570
1/2 (mountain/gear)   1015152020252530303535404045455050
                                                                                                
Armor Mobility   
Unarmored/light   20253035404550556065707580859095100
5/6 (25 of 30)   1520253035404045505560657070758085

9
Min/Max 3.x / Suggestions for a front line PF character
« on: October 29, 2014, 02:19:08 PM »
I got invited to a weekly PF game and they need a front line character.  Starting level is 2, and the allowed books are core, Advanced Races, and Advanced Classes.  If it makes a difference, the DM is doing the Rise of the Runelords Adventure path.  Stats are 17, 16, 15, 14, 13, and 12.  Other players are playing druid, wizard, and bard.  There's also a rogue that sometimes pops in and the DM has played a dwarf paladin a few times to help out.

Given my lack of experience with PF, could I get some suggestions on what might be relatively simple but effective to play?  DM says that targeting tends to be based upon actual aggro so I as the "tank" won't be the main target unless I can actually do something.

10
Off Topic Fun / C++ programming (And Matlab/GNU octave)
« on: August 21, 2014, 05:04:15 PM »
I'm getting into C++ programming, and a few others are as well because someone on another site I frequent said "Hey, I want to teach C++.  Partly because I want more people able to program, but I'm also a bit of a selfish bastard and want help with stuff eventually."  While I'm using Windows, a couple others are using Lunix distros like Ubuntu.

So, does anyone have pointers on this?


And something I'm interested in since I will be going into number crunching is Matlab.  However, since the actual matlab program is not free, someone on a blog I frequent said that http://www.gnu.org/software/octave/ is syntax compatible with matlab.  Does  anyone have input on that?

11
Gaming Advice / Templates that add hit dice
« on: July 26, 2014, 02:00:37 AM »
Besides lycanthrope and variants and multi-headed creature from SS, what other templates give racial hit dice?

12
Handbook is here.

Basically, if it's an offensive option for the character to gain more AoOs, get bonuses to attacks with them, or use them in new ways, I'd like it to be put in the handbook.  Defensive options against enemy AoOs (including using them to your advantage like with Elusive Target) will be in a separate handbook/index.

13
Handbooks / Making the most of Attacks of Opportunity (AoOs)
« on: May 22, 2014, 09:16:47 PM »
Here are all feats and class features that modify Attacks of Opportunity for offensive use.  Not included are defensive options against AoOs, which will be a separate handbook.

Discussion thread is here.

Work in progress as I wanted to get most of it done while I was on a roll, but I expect there will definitely be stuff I missed.

Links to various rules about AoOs:

Attacks of Opportunity SRD
Rules of the Game: All About Attacks of Opportunity Part 1
Rules of the Game: All About Attacks of Opportunity Part 2



Regular books:

PHB:
Combat Reflexes: Make an extra number of AoOs per round equal to Dex mod.
Rogue special ability: Opportunist; Make an AoO against an enemy that was just successfully hit by an ally.

Book of Exalted Deeds:
Wrath Domain, page 87.  Granted Power: 1/day, make an AoO against an enemy that damages you with a melee attack

Complete Adventurer:
Deft Opportunist (also in Miniatures Handbook)
Expert Tactician

Nightsong Enforcer 6: Opportunist

Arrow Mind spell (also in Spell Compendium)


Complete Psionic:
Justice Mantle page 69: Expend psionic focus to make AoO against creature attacking an ally.

Perfect Riposte power page 93 (also in Races of Stone)

Complete Scoundrel:
Savvy Rogue

Sudden Draw skill trick

Complete Warrior:
Close Quarters Fighting
Defensive Throw (also in Oriental Adventures)
Hold the Line
Karmic Strike

Exotic Weapon Master: Exotic Reach ability allows AoO against target with cover, but not total cover.
Knight Protector 6 & 9: No Mercy ability grants +1 AoO per round on top of Combat Reflexes

Draconomicon:
Large and in Charge
Overhead Thrust
Spellcasting Harrier (epic, not the same as Epic Level Handbook version)

Dragon Compendium:
Mercurial Strike
Enabled Hand Monk 3: Kol Soo, "Reverse Hand" ability

Drow of the Underdark:
Clever Opportunist
Dread Fang of Lolth 7: Opportunist


Exemplars of Evil:
Slippery Skin

Expanded Psionics Handbook:
Opportunity Power
Stand Still

Fiendish Codex 2:
Supernatural Instincts

Miniatures Handbook:
Deft Opportunist (also in Complete Adventurer)
Double Hit
Sidestep
Tactical Soldier 7: Delayed Cleave. 8: Unbalancing Blow.  10: Reciprocal Strike

Player’s Handbook 2:
Active Shield Defense
Defensive Sweep
Hindering Opportunist
Robilar’s Gambit
Spectral Skirmisher
Stalwart Defense
Legion of Sentinels spell
Knight 3: Bulwark of Defense, 5: Vigilant Defender

Races of Stone:
Blade Bravo 10: Lethal Riposte
Perfect Riposte power page 164 (also in Complete Psionic)

Races of the Dragon:
Ghostly Tail spell

Races of the Wild:
Wolfpack

Shining South:
Maquar Crusader 4: Defensive Strike

Tome of Battle:

Clarion Commander
Evasive Reflexes
Stormguard Warrior

Warblade 15: Battle Mastery: Int as insight bonus to attack and weapon damage rolls in melee on AoOs.

Defensive Rebuke maneuver
Prey on the Weak stance
Thicket of Blades stance
Rapid Counter maneuver
Feigned Opening maneuver
Shifting Defense stance

Tome of Magic:
Supernatural Opportunist


Online:


Dragon Magazines:

Dragon 340:
Backstab
Canny Opportunist
Defensive Opportunist
Exploit Adjustment
Occult Opportunist
Opportunistic Tactician
Sneak Attack of Opportunity (non-epic, not the same as Epic Level Handbook version)
Two-Weapon Attack of Opportunity
Improved Combat Reflexes (non-epic, not the same as Epic Level Handbook version)
Greater Combat Reflexes




3.0 stuff

Epic Level Handbook:
Improved Combat Reflexes (epic, not the same as the Dragon 340 version)
Sneak Attack of Opportunity (epic, not the same as Dragon 340 version)
Spell Opportunity
Spellcasting Harrier (epic, not the same as Draconomicon version)

Oriental Adventures:
Defensive Throw (also in Complete Warrior)
Grappling Block

Psionics Handbook:
Power Touch (probably updated to Opportunity Power in XPH)

Silver Marches:
Peerless Archer can make ranged AoOs.

14
Min/Max 3.x / I was bored so I remade a Bloodstorm Blade build
« on: May 07, 2014, 02:59:17 PM »
Inspired by http://brilliantgameologists.com/boards/index.php?topic=12015.0, I decided to add more cheese to the mix, especially to add http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat to the debuffs. 

Alternate rules/cheese used:

Gestalt
Dungeoncrasher Hit And Run Zhentarim Fighter
Lion Spirit Totem Wolf Totem Whirling Frenzy Barbarian
Feat Rogue
UA flaws
LA Buyoff
Item Familiar
Dead Level Abilities
Aptitude Weapon/Boomerang Daze
Half-minotaur
1 PF feat: Cornugon Smash
Power Attack is the 3.5 version, not the PF version.  Either one could work assuming the interpretation on PA dependent feats is they still work with the PF version.

28 PB

Base:
Str: 14 Dex: 14 Con: 12 Int: 14 Wis: 8 Cha: 14

Stats after accounting for human half-minotaur:

Str: 26 Dex: 12 Con: 18 Int: 12 Wis: 8 Cha: 14

20th level stats including items:

Str: 41 (+6 enhancement, +5 tome, +4 levels)
Dex: 18 (+6 enhancement)
Con: 18
Int: 12
Wis: 8
Cha: 15 (+1 level)

Classes:

Side 1: Lion Spirit Totem Wolf Totem Whirling Frenzy Barbarian 2/Feat rogue 2/Warblade 1/Bloodstorm Blade 10/ Warblade +5
Side 2: Hit and Run Dungeoncrasher Zhentarim Soldier Fighter 10/ Crusader 10

Feats:

1 HD: EWP: Xen’Drik Boomerang
1 Human: Point Blank Shot
1 Flaw 1: Power Attack
1 Flaw 2: Brutal Throw (Can be retrained later if wanted)
1 Fighter: Power Throw (Can be retrained later if wanted)
2 Barbarian 2: Improved Trip
2 Fighter 2: Dungeoncrash 1
3 HD: Knockdown
3 Fighter 3: Skill Focus (Intimidate)
3 Feat Rogue 1: PF Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat)
4 Fighter 4: Boomerang Daze
4 Feat Rogue 2: Boomerang Ricochet
6 HD: Imperious Command
6 BSB 1: Throw Anything
6 Fighter: Dungeoncrash 2
7 Goring Horn Graft: Improved Bull Rush
8 Fighter: Shock Trooper
9 HD: Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm)
9 BSB 3: Knockback
10 Fighter: Open
12 HD: Open
12 BSB: Open
15 HD: Open
15 BSB: Open
18 HD: Open

The core of the build is still using Bloodstorm Blade's abilities in combo with Knockback, Knockdown, Boomerang Daze, and now Cornugon Smash and Imperious Command to heavily debuff any susceptible enemies.

As far as feats go everything 10 and later is open to take whatever.  Getting Ranged Weapon Mastery like the original build is a possibility for both accuracy and damage.

Class levels on the fighter/crusader side are flexible and could add something like War Hulk 4 for the errata Mighty Swing ability to attack three squares on an attack action.

15
Off Topic Fun / Things that make you LoL (Part 3)
« on: February 18, 2014, 04:25:49 PM »
As the title says.

I called a girl earlier today and eventually mentioned that I was having trouble hearing here.  So she hangs up, calls back, and asks if it's better.  I say yes, and she says "That sounds better." and I reply in a very punny tone "Yes, it certainly does."  Both of us got a nice kick out of that.

16
Handbooks / Abjurant Armor and Mind Over Matter spells
« on: February 12, 2014, 09:19:27 PM »
Discussion thread can be found here with my other mini-handbooks.

The Abjurant Champion PrC from Complete Mage page 50 has this lovely little ability:

Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.


I poked through Captnq's spell list looking for everything that qualifies for it and came up with a total of 7 spells.  Here they are:

Armor Bonus:

Ectoplasmic Armor (Sorc/Wiz 1) Libris Mortis page 64/ Spell Compendium pages 77-78
Luminous Armor (Sanct 2) Book of Exalted Deeds page 102
Luminous Armor, Greater (Sanct 4) Book of Exalted Deeds page 102

Shield Bonus:

Deflect (Duskblade 2, Sorc/Wiz 2) Player's Handbook 2 page 109
Dragonmark Shield (Sorc/Wiz 1) Dragonmarked (Eberron) page 150
Shield (Abjuration Wiz domain 1, Knight of the Weave 1, Merchant Prince 1, Sorc/Wiz 1, Wu Jen 1) PHB page 278
Repelling Shield (Sorc/Wiz 3) Complete Mage page 115



Abjurant Champion Psionic Adaptation:

The only powers that would benefit from the ability to boost an armor bonus or shield bonus are:

Armor Bonus:

Inertial Armor (Psion/Wilder 1, Psychic Warrior 1) Expanded Psionics Handbook page 113

Shield Bonus:

Force Screen (Psion/Wilder 1, Psychic Warrior 1) Expanded Psionics Handbook page 108


Paragnostic Apostle:  The Paragnostic Apostle (Complete Champion 94) has an ability called Mind Over Matter:

Mind over Matter: Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2. (Knowledge [architecture and engineering] 5 ranks)

Spells that benefit from the AC bonus of Mind Over Matter are:

Ectoplasmic Armor (Sorc/Wiz 1) Libris Mortis page 64/ Spell Compendium 77-78
Luminous Armor (Sanctified 2) Book of Exalted Deeds page 102
Luminous Armor, Greater (Sanctified 4) Book of Exalted Deeds page 102
Bulwark of Reality (Sorc/Wiz 1) Tome of Magic page 256
Golden Barding (Blackguard/Paladin 1) Complete Divine page 166/ Spell Compendium page 106
Mage Armor (Beguiler 1, Conjuration Wiz Domain 1, Court Herald 1, Force Domain 1, Knight of the Weave 1, Merchant Prince 1, Sorc/Wiz 1, Spell Domain 1, Windrider 2) Player’s Handbook page 249
Mage Armor, Greater (Sorc/Wiz 3) Anauroch: The Empire of Shade page 143/ Complete Arcane page 114/ Spell Compendium page 136
Mage Armor, Improved (Sorc/Wiz 3) Unapproachable East page 51
Mailed Might of the Magelords (Sorc/Wiz 5) Lost Empires of Faerun page 32


Honorable mentions:

The Sanctified One (Complete Champion) choosing Wee Jas as the chosen deity can get the ability Armor of Law, which is a supernatural ability that boosts your armor bonus to AC (or shield bonus if you lack an armor bonus to AC) equal to the Sanctified One's class level.  As this isn't dependent on spells or powers it doesn't need an index for such things, but it is getting a mention here because the ability is similarly themed to the Abjurant Champion's ability.

The Argent Savant (Complete Arcane) 2nd level ability Force Armor adds +2 to the AC of any Force spell that grants an Armor Bonus or Shield Bonus to AC.  Spells that benefit from this include:

Mage Armor
Shield
Bulwark of Reality (Sorc/Wiz 1) Tome of Magic page 256
Coat of Arms (Sorc/Wiz 5) Complete Mage
Deflect (Duskblade 2, Sorc/Wiz 2) Player's Handbook 2 page 109
Dragonmark Shield (Sorc/Wiz 1) Dragonmarked (Eberron) page 150
Repelling Shield (Sorc/Wiz 3) Complete Mage page 115

17
Gaming Advice / List of spells that work with Abjurant Armor
« on: February 12, 2014, 08:50:35 PM »
I recall seeing a list about this here in MMB, but for the life of me I can't find it.  I'm in the process of just making my own out of frustration that will be made a mini-handbook, but it's slow.

Does anyone know where it is?

Edit:  Well, I went through Captnq's spell list and found all the abjuration spells with an armor bonus or shield bonus to AC.  I'll be posting that as a mini-handbook.  Give that a poke if you're interested.  I'm still quite curious of there's a list of the spells though.

18
Min/Max 3.x / Cryohydra wild shape at ECL 12
« on: February 03, 2014, 03:18:31 PM »
The goal is to use Frozen Wild Shape to become a cryohydra as early as possible.  Druid 15 obviously qualifies, but that's way late.

So I got looking at Divine Minion and figured that's the best place to start.  The character then needs the ability to wild shape into huge stuff, so Proportionate Wild Shape is needed.  From there one needs to get a humanoid, monstrous humanoid, or humanoid-shaped outsider that is naturally Huge (so no Permanent Enlarge Person), and I found the Constrictor Naga from OA and Dragon 318 fits the bill at 4HD, which seems to be the lowest of any huge monster in its natural form.  It was given LA +5 in Dragon 318.

Thus, we have a Divine Minion Constrictor Naga of Nephthys (for the snake form because it's fitting and only +1 LA) for 4HD and +6 LA for a total of ECL 10.  It needs a level of something with a good Will save to qualify for Frozen Wild Shape, and since a new feat comes at 6th HD it's good enough to give it a couple levels of cleric for ECL 12.  One of its other feats (recommend Skill Focus (heal)) is retrained to Proportional Wild Shape.  It has enough HD to wild shape into a six-headed Cryohydra.

Of course it's not going to be all that playable, but it's still a bit of a fun exercise.  Any other takers on getting it below 12th?

19
Homebrew and House Rules (D&D) / Iconic animals and incarnum
« on: January 31, 2014, 02:20:15 PM »
Basically the idea is to get some souldmelds going based on animals and similar spirits of nature that aren't magical beasts.

In the interest of crowdsourcing to see what ideas people have, what iconic animals would you say might deserve soulmelds?  What might those soulmelds be?  Some starting inspiration might be the Bull's Strength line of spells as well as the list of Spirit Shaman spirit guides.  Looking at that there are also vermin, so adding vermin seems alright.

20
Gaming Advice / Wanting to make a prestige class feats index
« on: January 31, 2014, 12:37:47 PM »
As the title says, I'd like to make an index that lists all the feats requirements for all the prestige classes that require feats.  So far I'm just making it a Word document, but I expect it would have much more functionality if it had a searchable database of feat names and then filtered the prestige classes from there.  Adding even more stuff might be the ability to search for PrCs that have BAB requirements, base save requirements, skill requirements, etc.

In short, does anyone know how I might go about achieving a searchable index for prestige classes?  Or might I need to learn database stuff or other programming to properly do it like that?

Or might it just be better to poke the people at http://dndtools.eu/ to aid them in adding prestige classes to the various feat pages?

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