Author Topic: SorO's Handbook Dicussions  (Read 28946 times)

Offline Garryl

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Re: SorO's Handbook Dicussions
« Reply #20 on: July 04, 2012, 04:43:11 PM »
Everything under Ranger past the Items heading is bolded. I think you forgot to close a [b] tag there.

Also, type under Fighter/Warblade with the martial adept things: Should be martial adept, not adapt. I'm surprised you didn't include the maneuver-granting items in there from ToB.

Offline Jackinthegreen

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Re: SorO's Handbook Dicussions
« Reply #21 on: July 07, 2012, 06:31:12 AM »
I've put together some stuff already, though it's mostly just A&EG and MiC stuff, plus some feats and items.  Dungeoncrasher Fighter needs a special mention though.

Bonuses to Bull Rush:
Any +Strength effect
Size increases

A&EG stuff:
Battleaxe of the Bull, (pg 100): 32,310g. +2 battleaxe grants the Improved Bull Rush feat and if used in 2 hands any successful attack pushes a Large or smaller creature back 5 feet. .  Of note is it's priced equivalent to a +4 weapon, meaning the bull rush + pushback price could either be a +2 bonus or is 24,000g if swapping specific weapon enhancements is allowed.

MiC stuff:
Brutal Surge weapon (pg 30): +1 melee weapon enhancement that allows the user to bull rush an opponent on a successful hit with all the creatures regular bonuses. +2 on the BR check if the weapon is used in two hands.  User doesn't move with the defender on a successful BR. Useable Con mod + 1 times per day.

Armbands of Might (pg 72): 4,100g. +2 on all strength-based checks, +2 on melee damage if using PA for -2 on attacks.

Belt of the Champion (pg 73): 4,500g.  One of Kord's relics.  Equivalent to a Belt of Giant Strength +2 for certain alignments, and if the character fulfills the relic requirements it's +5 competence bonus on all strength checks.  And +4 on saves against fear.

Brute Gauntlets (pg 83): 500g.  Spend charges to gain a morale bonus on strength checks, strength-based skill checks, and melee weapon damage for 1 round.

Brute Ring (pg 83): 2,300.  Make a ranged bull rush at +5 or your own modifiers that can affect incorporeal creatures.  Works twice per day.

Helm of Battle (pg 111): 2,000g.  Swift action to gain +2 untyped bonus on next on the next attack roll or ability check you make to attempt a bull rush, disarm, overrun, sunder, or trip attempt during your turn.  Functions three times a day.

Third Eye Surge (pg 143): 2,100g.  Swift action to spend charges and gain an insight bonus on Strength checks, Dexterity checks, Strength- and Dexterity-based skill checks, and weapon damage rolls for 1 round.

Torc of the Titans (pg 143): 3,300g.  Swift action to gain a +5 morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage rolls for 1 round.  Useable 3 times per day.


Grafts:
Goring Horn graft (Fiend Folio pg 212): 8,000g. Grants Improved Bull Rush and allows the character to make a gore attack with the horn.

Traits:
Musclebound: +1 on strength-based skill and ability checks, -2 on dex-based stuff.  Make sure the DM interprets it to NOT include initiative, because then it's almost certainly not worth it.

Feats:
Improved Bull Rush (PHB pg 95 or SRD):  +4 on bull rush attempts, don't provoke AoO. Fighter bonus feat.

Shock Trooper (CW 112): Directed Bull Rush allows you to push the opponent left or right in addition to backwards.  Domino Rush allows you to make a trip attempt against two opponents if you bull rush one into the other. Fighter bonus feat.

Knockback (RoS 142): Requires being Large+ or have Powerful Build and Medium.  Allows you to make a bull rush attempt upon a successful Power Attack and use the Power Attack attack roll penalty to boost the bull rush check. Fighter bonus feat.

Combat Brute (CW 110): Advancing Blows gives you a +1 bonus on all attack and damage rolls for each square you moved the foe back.  Fighter bonus feat.

Driving Attack (PHB2 78): As a full-round action, use a piercing weapon to make a bull rush that uses the character's total bonus on damage rolls in place of his strength modifier.  If the check is high enough, the user can choose to make the opponent fall prone.

Classes:
Dungeoncrasher Fighter (DgnScp 10): Trade 2nd level feat for +2 AC against traps, +5 strength bonus on checks to break down doors, walls, etc, and if you bull rush an opponent into a solid obstacle you deal 4d6 + 2x strength bonus as bludgeoning damage.  Trade 6th level feat to make it +4 AC versus traps, +10 to break stuff, and 8d6 + 3x strength on bull rushes.

Factotum (DgnScp 15): At 3rd level, gain Int to strength checks, which includes bull rush.

Overwhelming Attack Monk.  Gain PA and Improved Bull Rush in two levels, and +2 on Intimidate.  It's somewhat humorous that a monk gets PA at 1st level but can't actually use it, but it's mostly a means to an end.

Spells:
Telekinesis (PHB/SRD): Can be used for a bull rush, which led to some interesting chatter about ghosts taking Dungeoncrasher fighter.  In place of strength the caster uses int, cha, or whatever their casting stat is.

Battering Ram (SpC 24): Sor/Wiz 2.  Close range spell to make a bull rush against a target as a medium creature with 30 strength, for +10 on the mod.  Can also be used on objects to try and move them.

Capricious Zephyr (SpC 43): Dru 3, Sor/Wiz 3.  Spell moves around and if it goes into an occupied square it makes a bull rush with +6 mod. If it succeeds, the foe is moved in a random direction. A pushed creature must make a reflex save or fall prone.

Cyclonic Blast (SpC 57): Sor/Wiz 5.  Make wind torrent that does up to 15d6 damage to anything in a 120 foot line and creatures that fail a reflex save are bull rushed for +12 and pushed back the maximum distance based on the check.

Forcewave (SpC 98): Sor/Wiz4.  Bull rushes all targets within 10 feet at a +10 bonus.

Obedient Avalanche (SpC 148): Cold 9, Sor/Wiz 9.  Creatures 20 to 40 feet away from spell's center and who fail reflex save are bull rushed by the bank of snow's +13 mod.

Rushing Waters (SpC 178): Dru 4.  A burst of water with a 15 foot radius from a chosen point gets a +15 to bull rush anything in that area.  If it succeeds, the creature must make a Ref save or fall prone.

Tidal Surge (SpC 220): Dru 6.  20 foot burst that does up to 15d6 damage and makes a +5 or +10 bull rush against applicable targets, but nothing else.
« Last Edit: July 08, 2012, 01:54:43 AM by Jackinthegreen »

Offline Jackinthegreen

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Re: SorO's Handbook Dicussions
« Reply #22 on: July 17, 2012, 06:01:53 AM »
For Class Boosters, there a couple good feats for rangers.  You've already mentioned Unquenchable Flame of Life which is in LM, but it's also in Faiths of Eberron along with Unyielding Bond of Soul which grants +2 or favored enemy bonus to saves against the extraordinary and supernatural abilities of outsiders.  If the character will be facing a lot of those, it's well worth it.

Offline Zionpopsickle

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Re: SorO's Handbook Dicussions
« Reply #23 on: August 08, 2012, 01:02:56 PM »
A little thing for Bunko's.  I may be missing something but my copy of Complete Champion says that a Unicorn Horn only turns a healing spell with touch range into a 30 foot ray, not a cone.  Still worthwhile and allows the spell to qualify for chain, split ray, etc.  but not quite the awesomeness it is made out to be.

Offline Mithril Leaf

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Re: SorO's Handbook Dicussions
« Reply #24 on: August 08, 2012, 03:08:48 PM »
Although the Gloves of Endless Javelins are already there, remember that you can use telekinesis on them   :plotting

Offline Mithril Leaf

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Re: SorO's Handbook Dicussions
« Reply #25 on: October 18, 2012, 02:07:58 AM »
You might want to add the Ring of Anticipation from Drow Of The Underdark to Bunko's, it lets you roll all initiative checks twice. Additionally, the healing belt is more effect than a theoretical eternal wand of lesser vigor and becomes a better gp to hp ratio than a normal wand of lesser vigor after 21 days. It bothers me to see that baby belittled.

Offline Jackinthegreen

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Re: SorO's Handbook Dicussions
« Reply #26 on: October 27, 2012, 12:47:12 AM »
For the class boosters, there's an item in the MiC called Rags of Restraint on page 119 that works off a monk's Stunning Fist or a ninja's ki power.  I think that's the only item I've seen that has anything to do with a ninja's ki power.

Offline Bananaphone

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Re: SorO's Handbook Dicussions
« Reply #27 on: December 29, 2012, 02:09:02 AM »
Class Boosters:

Monk(or any brawler):
Fanged Ring from Dragon Magic, page 101.
It grants the user Improved Unarmed Strike and Improved Natural Attack(unarmed strike).
It also deals 1 point of Constitution damage on a successful crit.
*EDIT: I just noticed that you have the Fanged Ring listed under the "Feats" spoiler.*


Bard:
Dragonsong feat from Draconomicon, page 105.
You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance.
In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2.


« Last Edit: December 29, 2012, 02:25:56 AM by Bananaphone »


Offline Nytemare3701

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Re: SorO's Handbook Dicussions
« Reply #29 on: December 30, 2012, 08:27:43 PM »

Traits:
Musclebound: +1 on strength-based skill and ability checks, -2 on dex-based stuff.  Make sure the DM interprets it to NOT include initiative, because then it's almost certainly not worth it.


My only nitpick is that initiative is explicitly stated to be a dexterity check, and as such a DM is houseruling the trait to be better than intended. (No matter that it is a bad trait otherwise)

Offline Arz

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Re: SorO's Handbook Dicussions
« Reply #30 on: July 20, 2013, 04:09:34 PM »
Class Booster

Spell:

Chaos Fissure (CP): Forced wild surge in a wild magic emanation.

Offline zugschef

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Re: SorO's Handbook Dicussions
« Reply #31 on: August 04, 2013, 11:25:34 AM »
Batman
Has a lot of spells per day with lots of options in what to cast
(click to show/hide)
Why does this build not have banned spells? Just because spells that you cast gain the [Chaotic] descriptor, they still belong to a school of magic and if you banned a particular school you can't learn or cast spells from it. That's why being an Abyssal Specialist and banning enchantment is totally stupid.
« Last Edit: August 04, 2013, 11:28:09 AM by zugschef »

Offline SorO_Lost

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Re: SorO's Handbook Dicussions
« Reply #32 on: August 04, 2013, 04:35:06 PM »
Firstly, pretty sure the no banned claim should be in the Shadowcraft Mage, because if you ban Evocation & Conjuration you can just Shadow up 90% of the Spells anyway. Secondly like I should, I consider that poster an idiot. In the eight or so years after publishing that I've learned new things and changed my view point on several things since then (including recently the acorn of far travel) but I've never updated the builds and barely updated the posts. Arcane Fusion's ability to Cast any Spell you Know doesn't even work as a Wizard per Intent, let along bypass banned limitations, and Complete Divine uber Relic Spellbook was reprinted in MiC and no longer supports the concept it's a Spellbook (funny, did update it for that and runestaffs). Alacritous Cogitation probably doesn't let you cast a Recaster learned banned Spell because 339's forums would yell at people for not being able to find quotes to prove them wrong about a Recaster not being able to learn banned Spells. etc.

I guess I should show it some love huh? It also means I need a new Batman build that works. Since a none-focused Abyssal Shadowcraft Mage could ban Evocation with no real loss the Mage of the Arcane Order based one would be demoted to Darkwing.

I should probably mention Prestige Bard Rainbow Servant Child of Eberron Dragons too. They have everything but Paladin & Ranger Spells on their List of Spells Known allowing them to cast damn near anything.

Offline chaos_redefined

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Re: SorO's Handbook Dicussions
« Reply #33 on: January 29, 2014, 05:39:42 AM »
For Bunko's Bargain Bin:

You have the Headband of Conscious Effort, which is a great item, but I prefer the 1/encounter restriction of a Ring of Diamond Mind - Mind over Body.  It increases the cost by 50% though (from 2000 gp to 3000 gp).  You can also get the same item for reflex and will saves - a cleric may appreciate the reflex, while a ranger may appreciate the will.

And since the boards inform me that this thread hasn't been posted in for over 120 days, I will apologize for the necro-post. :D

Offline SorO_Lost

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Re: SorO's Handbook Dicussions
« Reply #34 on: January 29, 2014, 10:19:08 AM »
No such thing as a necro post in handbook discussions. Specially handbooks that are still supported by the poster. :)

Offline chaos_redefined

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Re: SorO's Handbook Dicussions
« Reply #35 on: January 29, 2014, 05:26:22 PM »
Cool.  Saw the message and thought "Obviously they would have ditched it if it wasn't appropriate here."

I suppose I should have mentioned that the advantage to the 1/day ability is the fact that it's on your head, which, well, check your hat category vs your ring category...  Enough said.

Offline awaken_D_M_golem

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Re: SorO's Handbook Dicussions
« Reply #36 on: January 29, 2014, 08:23:54 PM »
My kitty avatar needs that item.
Your codpiece is a mimic.

Offline Amechra

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Re: SorO's Handbook Dicussions
« Reply #37 on: February 13, 2014, 05:45:00 PM »
For the class boosters, you messed up on one of the one's for the Barbarian; Ettercap Lodge Berserker doesn't give a +2 bonus to Con when raging. It sets the bonus to Con from raging to +6, as well as giving you an inconsequential bonus to saves vs. diseases. It's really, really nice with the variant rages that don't boost Con, like Whirling Frenzy (+4 Str, +6 Con, and an extra attack is excellent, especially at first level.)
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Offline chaos_redefined

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Re: SorO's Handbook Dicussions
« Reply #38 on: June 17, 2014, 02:14:35 PM »
You currently have the Rod of Magical Precision lists, for it's ability to ignore the penalty for firing into melee, and 3 times per day, ignore partial cover and/or partial concealment.  This costs a whopping 12000 GP. 

This has two features: First, it gives you the Precise Shot feat without actually giving you the precise shot feat.  Second, it gives you the 3/day ignore cover/concealment for one spell.

The first is useful, but becomes redundant eventually (oh no!  His touch AC is 8 and I have over +11 to hit!  Better hope my allies don't charge into melee!  'Cause that'll make me still auto-hit on anything but a 1...)  The second is emulated by an Eternal Wand of Guided Shot, which costs a whole 820 gp.  Small catch that it only works twice per day, but you can buy 2 and still save a bucketload of money.  Other small catch is that it uses your swift action...  Not so much I can do about that one...

Offline snakeman830

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Re: SorO's Handbook Dicussions
« Reply #39 on: June 26, 2014, 11:38:30 AM »
A couple things you need to re-read, Soro.

1. Under Artificier, you mention the dedicated wright as being useless when, in fact, it single-handedly solves the biggest issue adventuring Artificiers have: time to craft magic items.  You need to start the item (which doesn't seem to take much time), but it will finish it for you.  Yes, it can craft magic items.

2. Ability Rip from Serpent Kingdoms actually isn't that great except for getting rid of undesirable Supernatural abilities you have.  It only lasts for 1 hour/level, which can still be a nice boon sometimes, but it is definitely nowhere near what you make it out to be.
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