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Messages - SleepyShadow

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D&D 5e / Re: Unearthed Arcana: Artifinally 2 - Electric Battleloo
« on: May 24, 2019, 01:46:10 PM »
I miss the Gunsmith from Artificer v.2, but I guess they figure giving blanket proficiency in firearms is good enough. Still, I thought the thunder cannon was pretty cool.

Super excited to try out the v.4 Turret-Arty :)

General D&D Discussion / Red Steel
« on: February 26, 2019, 06:02:28 PM »
Hey all, been a while since I've posted. I was wondering if anyone had some experience with the sub-setting of Mystara called "Red Steel". Looks like a great place to draw some inspiration for a swashbuckler style campaign. Of particular note is the setting's focus on cinnabryl and vermeil. Looks like a fun idea, but I was wondering what was the general opinion of the mechanics.

Also, does anyone know some good adventures to run in the setting? I can't seem to find any published modules for the setting  :-\

Thanks in advance. Cheers.

General D&D Discussion / Re: Pact With Graz'zt
« on: July 05, 2018, 12:01:50 PM »
I'm currently running a campaign where this is happening, sort of. One of the PCs is gradually turning into a secondary BBEG but neither he nor the party are aware of this just yet. Any insights you have or find please share.
I'm not sure how far these two are going to make it. They squabble with each other almost as often as with the rest of the group, and one in particular (Amir the Minotaur Paladin of Conquest) seems to stir up more trouble than is really necessary. As of late, he's been specifically building his character with killing the other party members in mind.

Anyway, if I learn anything of consequence from this experience, I'll be sure to share.

General D&D Discussion / Re: Pact With Graz'zt
« on: June 28, 2018, 12:44:39 PM »

General D&D Discussion / Pact With Graz'zt
« on: June 26, 2018, 01:23:32 PM »
A couple of my players are planning to go behind the backs of the rest of their team so they can make a pact with Graz'zt and become BBEGs or something of the ilk. Not really sure what to do here. Any advice on how to handle the situation would be greatly appreciated. Thank you  :flutter

Homebrew and House Rules (D&D) / Re: The Buccaneer (3.5 Base Class)
« on: March 10, 2018, 02:47:08 PM »
I made some of the changes that you suggested. As for the "Buccaneer Bravery" ability being tied to Charisma instead of Intelligence, I was just trying to keep all of their abilities scaling off the same stat to make the class less MAD.

Homebrew and House Rules (D&D) / The Buccaneer (3.5 Base Class)
« on: March 09, 2018, 01:03:56 PM »
My group and I came up with this homebrew class out of a love of nautical campaigns and the disappointment in the lack of good nautical classes. Any suggestions on balance adjustments would be greatly appreciated.

(click to show/hide)

No mention of Kensai or Soulbow? DISHONOR! Dishonor on you, dishonor on your family, dishonor on your cow!

Kensai makes sense, but why Soulbow?

Finally getting around to covering the OA Samurai. Lots of oddball goodies out there for them if you dig hard enough.

Handbooks / Re: The Sensational Samurai Handbook
« on: January 28, 2018, 01:29:58 PM »
Rokugan Samurai
I've wanted to tackle the OA/Rokugan Samurai for a long time now, but I wanted to get some personal experience playing with the class before I really dove into working on a handbook for them. Now that I've had the opportunity to put in the sessions with one, I can comfortably say that the OA Samurai ... is fine. Like any martial class pre-ToB, they are not a powerhouse by any stretch of the imagination. However, I believe they are more powerful than a standard Fighter, and if the Rokugan Campaign Setting specific options are available to them, the OA Samurai could make the climb into Tier 4 territory. Since the OA Samurai base class is rather vanilla, I'll be focusing on the unique options available to them within the campaign-specific material. I'll use the abbreviation "RCS" when referring to the Rokugan Campaign Setting, and call out whatever odd splatbook when necessary. With that preamble out of the way, let's take a look at what the OA Samurai has to offer.

Full BAB
d10 HD
Lawful Alignment Only - A marginal drawback.
Good Fort and Will saves - A martial class with saving throws that matter. This is quite nice.
Bad Ref save - See the d10 hit dice and realize this is generally not an issue.
4 skill points per level - The OA Samurai isn't a skill monkey, but it's nice to be more knowledgeable than the common fighter. They have a decent list of skills, and that gets expanded further within Rokugan.
Weapon and Armor Proficiency - Perhaps the oddest downside to the OA Samurai is that they aren't proficient with heavy armor or shields.

Ancestral Daisho - This is the class feature that you're here for. You get a family weapon set (usually a katana and wakizashi, although Oriental Adventures expressly talks about being able to start with a different weapon "based on campaign") and that weapon scales with your character level at set intervals for a gp sacrifice based on level. The ancestral daisho lets you sacrifice raw loot to satisfy the gp requirement, meaning that oftentimes you will get your magical katana at a fraction of the price of what you would have had to pay for it normally. Put vendor trash to good use!
Bonus Feats - Starting at 2nd level and following a slightly slower progression than the fighter from there, you get combat related bonus feats. The catch is that these bonus feats come from a set list based on what clan the samurai is in. The lists from Oriental Adventures are somewhat limited in scope, but with access to the RCS the number of clans (and therefore feats available) grows considerably. While bonus feats are nice, you are likely to prestige class out before you have more than five levels of OA Samurai.

"Alternate" Daisho Payment - Available from RCS, samurai can spend a laughably small amount of experience points to upgrade their ancestral daisho instead of spending money. For example, in OA it costs 2,000 gp to upgrade the weapon at level 4, while in RCS in costs 80 experience points. With this rule in play, the samurai can potentially get ahead of WBL by a good margin. Just not as far ahead as an artificer.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 28, 2018, 11:52:42 AM »

The presumed gear schedule in PHB2
wants the party to have at least !! a
solid +3 on attack + ac + saves.

You / y'all are basically playing the
Lords Of Madness ultra tough campaign.
Vow Of Poverty feat for everyone, would
solve only some of the #'s problems.
And/or allow 2 or 3 PHB2 Rebuilds (!).

That said, with Solo posting, the 2 Sorcs
should be able to drop fire and brimstone,
including nearly all of the good spells.

The level 8 guy is oh so close to an Idiot Crusader.

Adept 2 decides the party is fulfilling their bosses'
goals, so tags along with normal NPC wbl devoted
completely to scrolls, no combat help at all, and
a Familiar to deliver emergency Heal checks.

At this point, I think everyone in the party would be happy even with NPC wealth. Our Knight didn't even get a +2 weapon until level 10, and I'm still running around with a +1 on my ninja. We can't rely on our sorcerers, and the DM has already told the group "No" on rebuilding (our transmuter asked). The party already had to spend what little cash we've gotten purchasing a bow with Dimensional Anchor, since our primary antagonist is a properly optimized Abjurant Champion succubus with a vampire wizard cohort. The deck is stacked against us six ways from Sunday.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 25, 2018, 10:24:49 PM »
Don't let it bug you. You are not supposed to understand what goes on in a women's head anyway.  :P

Hah, fair enough. Thanks to everyone for all the suggestions.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 25, 2018, 10:10:46 PM »
So, I give up. She rolled up a Rokugan Samurai/Dragon Shaman focused in archery. I don't even understand why, but she seems happy with it.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 25, 2018, 12:05:00 PM »
You also have 2 martial adepts already, so you could suggest a Crusader if she wants to keep on healing in some capacity. It doesnt offer much in utility though, and with the rest of the comp it doesnt look like anybody else can either.

Having the healing was really nice, but it's the utility spells that I'm going to miss most of all. Guess we didn't realize how much we had been relying on her up to this point.

You have a fighter, two arcanes, two thieves, no money, and are already reporting you'll miss the healing and think it's all because she hates Prepared Casting.

Easy solution? Favored Soul or Evangelist out of Dragon Magazine #311 page 52 if that's allowed. The Evangelist is a better version of the FvS since it's pure Wisdom-based but the short gist of it is Cleric's stats, Sorcerer's Spellcasting Progression, neither of their Class Features but gets two Domains (which add extra spells known) and gets a new Domain every five levels.

Alternatively since this is a level 12 game you can have her use Divine Crusader which is a divine accelerated spontaneous casting PrC.

I doubt she'd be interested in Divine Crusader. Getting her to play a melee character is like pulling teeth. Favored Soul might be something she'd be interested in, though. I'd have to check with the DM on the Evangelist.

Bard 10/Marshal 1

I know she likes bards (except for Dragonfire Inspiration types, for whatever reason). I'll run the idea by her.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 24, 2018, 05:51:49 PM »
Her last character had Touch of Healing, as well as Augment Healing and Mastery of Day and Night. We're definitely going to miss her old character lol

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 24, 2018, 04:27:28 PM »
Our WBL is extremely crippled. We have about 1200 gp in cash between all party members, and characters that get brought in (regardless of level) can't buy magic gear with starting wealth. Furthermore, any unspent character creation money gets taken away. This was bad enough when we started the campaign at level 4, but trying to bring in a new level 11 character without magical equipment is going to be a nightmare. I'm just glad my ninja doesn't need equipment to function.

I don't know the exact reason behind disliking clerics and druids, but I think she likes spontaneous casters better because it's less bookkeeping than a prepared caster. I'll suggest the warmage/bard idea.

D&D 3.5 and Pathfinder / Re: Party Needs Help
« on: January 24, 2018, 02:57:42 PM »
It would be greatly helpful to know what class(es) the old character was if we are to avoid repetition.

Good idea. Sorry about that. She was a Shugenja (focused on earth and water spells) with some oddball prestige class that ultimately didn't matter because it advanced spellcasting. Unfortunately not a big fan of clerics or druids.

D&D 3.5 and Pathfinder / Party Needs Help
« on: January 24, 2018, 02:13:58 PM »
Hey guys, I need some advice on helping out my party's team composition. Our healer/utility caster got killed (again), and we don't have the cash to get a Raise Dead. So she needs a new character. The problems that we have are 1) our healer doesn't really want to roll up another support-type caster just to get axed again by bad party decisions, and 2) our party is a mixture of stinky cheese and hot garbage. I'm trying to help her figure out something that will genuinely help the party without being the same sort of character as last time.

The party currently consists of:

  • Knight 9/Crusader 2: Uses a one-handed reach weapon, a tower shield, thicket of blades, and standstill. More or less what one would expect the knight to do.
  • Monk 2/Ninja 3/Rokugan Ninja 3/Fist of the Forest 3: Off-tank, trapmonkey, and primary source of damage for the party. The group is dangerously reliant on him.
  • Sorcerer 11: Literally knows only transmutation spells. Lack of flexibility is an increasing issue.
  • Sorcerer 6/Elemental Savant 4: Fire mage, hyper focused, and down a level due to dying. Good damage ... until SR, Fire Resist, or Evasion kick in.
  • Swordsage 1/Warblade 7: Monkey-grips an oversized fullblade because DAKKA! Usual routine is to kill something and then get dropped. Down several levels because he only shows up to half of the sessions.

All 3.5 material is kosher by our DM, and any help is greatly appreciated. Thank you!

Looks like some of the formatting got messed up in the transition. There are a few "�" floating around.

Edit: What's the duration on Hidden Kingdom Jutsu? The guide says "lasting one level", and I think that's supposed to be 1 TIME_UNIT/level, but I don't know what the time unit is. If it actually lasts until you next level up, that's even neater.

Thanks for the catch. I fixed the errors there, and Hidden Kingdom Jutsu is supposed to last for 1 round/level. I made sure to put that into the guide. Thanks so much ^_^

Updated the handbook and fixed a few errors.

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