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Messages - Ryshin

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1
D&D 3.5 and Pathfinder / Re: Blink Greater and Luminous Armor interaction
« on: February 11, 2019, 06:11:07 AM »
Thanks, this is really helpful.

2
D&D 3.5 and Pathfinder / Blink Greater and Luminous Armor interaction
« on: February 10, 2019, 07:44:45 PM »
We know that invisibility doesn't negate light sources produced by the caster so it's safe to say that if you go invisible while luminous armor is active others can still know your position, maybe you get 50% of concealment but a smart player would say "i attack the exact centre of the light source" so bye bye concealment, but how does interact with greater blink?
Blink greater work differently from blink since you have total control of when you are on the material or ethereal plane, that being said you are not invisible, you are on another plane so i assume the light won't be seen because the "invisibility you have from blinking is because you are on the ethereal plane and if someone can see invisible creature yes they can see you but they will still have the 20% miss if they can't strike ethereal creatures.

What do you guys think?

3
D&D 3.5 and Pathfinder / Can you persist a spell with a fixed duration?
« on: February 08, 2019, 06:18:03 AM »
Hello, can persist a spell with a fixed duration?  Let's say i want to persist owl's insight that have a fixed duration of 1 hour, can i do it? Leave aside the "range touch" thing of owl's insight and focus on the duration. Persisting a 24h duration spell would be pointless, you apply the metamagic feat but it does nothig but still  but other than that you can apply the feat to any spell that has a fixed range and it's not instantaneous so a spell with a 1 hour duration it's persistable right?
I know it's a silly question but a player of mine insisted that only spells with a duration of rounds/level, minutes/level and hours/level can be persisted, i already told him that the only issue with persistent spell feat is the fixed or personal range and not the duration (other than instantaneous ofc) but still better ask here to be sure i haven't missed any official errata, faq ecc

Thanks

4
I thought because the bonus came from 2 different draconic auras it could stack but your thinking makes sense. Anyway if the wizard use cold aura and the cleric fire aura any spell that has both fire and cold descriptor (easy achievable with snowcasting) can benefit from both bonus for a total of +8 right?

5
It's a cold themed adventure so the plane is chosen and the druid is the winter warden variation. So a silverbrow human druid with snowcasting, energy substitution cold, draconic aura and the plane of cold maximize spells with cold descriptor so it's gonna be a caster oriented druid still i was hoping to find a nice neutral or good alingned  form to wild shape into beside the immoth

6
Thank you for the detailed explanation, now i understand the difference.
Yes the DM approved the plane now i have to make him a list of all the suitable non evil (due to background) wild forms and tha's why i was asking about outsiders. Unless i find some good or neutral aligned outsiders that may live in the plane of cold i'll stick to elementals. Got any tips?

7
We are playing in Faerun and the elemental plane of cold it's been approved by the DM so no problem on that.

this is what's written on the manual of the planes:
"The Elemental Plane of Cold is a paradise for creatures
immune to its frigid temperatures. The plane is home to
its own elemental creatures, as well as cold-dwelling
beings from the Material Plane. In general, such creatures
tend to be carnivores.
Ice paraelementals, sentient bits of the plane itself,
roam the surface of this plane, along with ice mephits
and cold element versions of Material Plane creatures
(see Chapter 9 for the cold element template).
Material Plane creatures that are resistant or immune
to cold also inhabit this plane. They include frost giants,
frost worms, white dragons, winter wolves, cryohydras,
and arctic monsters such as the remorhaz. A large colony
of frost giants has set up a trading post on this plane and
deals regularly with dao here."

So i'm confused, a white dragon can be native of the elemental plane of cold, in that case it's to be considered an outsider, an extraplanar o simply a "native"?

An extraplanar is simply a creature that is in that partcular moment on a plane that isn't his native while an outsider is a creature that is born on a plane other than the material one.

Planar Self: At 10th level, you are a focus for the energies of your chosen plane. You become an outsider native to your chosen plane and gain damage reduction 10/magic. Whenever you are in a manifest zone of your chosen plane, you gain a +1 bonus to your caster level for all divine spells.

The 10th level of planar shepherd makes me an outsider so i believe every creature of the plane i chose is an outsider or CAN be one right? If a white dragon spend enough time on the elemental plane of cold can acquire the outsider trait so it's type will be both dragon and outsider or i'm completely mistaken?

8
As the title, Does the same draconic aura's bonus from different character stack?
Two different characters let's say a mage and a cleric both silverbrow human selected the feat draconic aura [energy cold] so they project in 9m an aura that give at level 20 a +4 bonus to save DC for spells with cold descriptor. Does the bonus from the 2 auras stacks so if they are within range they actually get both a +8 on save dc? I believe so because it's an unnamed bonus and it's from different sources.

9
So planar sheperd wild shape grant me the ability to turn myself into an outsider native of the plane i'm attunned to so my question is, every creature native of that plane regardless of the type is considered an outsider? So for example i chose the elemental plane of cold does that mean that every creature with the cold subtype from dragons (silver, white ecc) to feys or aberrations are to be considered outsiders since they can be native of the elemental plane of cold and in the manual of the planes it states that the plane is to be considered home for every creature with the cold subtype?

10
Hi, can i use the swift concentration skill trick to mantain concentration on the planar shepherd planar bubble? If i can then can i cast a spell with my standard action or even make a full round attack? I believe so since the shepherd planar bubble it's a supernatural ability not a spell (the actual spell it last 10M/L and doesn't even require concentration).
Thanks

11
I know that fear stacks but i always thought it must be from different sources so i can't demoralize by intimidation checks the same target or can i?
Like 1 stack from intimidation check, 1 from fear spell and 1 from dreadful wrath feat for example but i can't stun lock a target by making intimidation checks (plus imperious command) every round with swift demoralization right?

What's the item you're talking about?
It can be useful before swift demoralization but i need fighter levels for bonus feats anyway, need those to qualify for slashing flurry

Thanks

12
A Zhentarim Fighter with Imperious Command can use Demoralize to make his opponent Cowering for one round then Shakened for the next 24 hours. What you're looking for is the Zhentarim's Swift Demoralization. It allows the Fighter to remake an Intimidate Check every round without interrupting his attack & movement.
I know about swift demoralization but you can't demoralize the same target twice with an intimidate check, to escalete the status from shaken to feared to panicked and cowered you need another source of demoralization so my question stll stands, does extended intimidation make cowered or shaken last for 24h and why? I know you wrote shaken i wanna know why.
At level 11 i'm gonna have Fearsome Fury  from Champion of Gwynharwyf so extended intimidation won't matter anymore but it's a long way to level 11.

13
Imperious Command makes an intimidated target cowered for 1 round a shaken for the next round, Extended Intimidation from Zhentarim Fighter makes the intimidation on the target for 24 hours. So what's the condition from Imperious Command that last for 24 hours cowered or shaken and why? I believe it's cowered because it's the first condition applied so thanks to extended intimidation it doesn't wear off but it's my interpratation since i haven't found a specific ruling about it.
Thanks

14
D&D 5e / Re: Best support and field controller build
« on: October 15, 2018, 08:00:43 AM »
So basically you want to be the guy nobody to play with?
No, i'd play a damage dealer if I'd want that something like a build for a 350dmg rogue I've seen on YouTube. I'm gonna play either a bard, a Druid or a healer because I want to save the party when someone makes a mistake. I want my party to succede when others struggle or di miserably.
In 3.5 a wizard can interrupt an opponent turn and cast 4 spells in a row with a combo of celerity, celerity grater and belt of battle, but that doesn't mean he always has to use this combo it's just q panic button to press when everything goes apeshit to solve an impossible situation.
BUT I don't even really want that, I just want to know if there's a support build that is more competitive than the others.

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D&D 5e / Re: Best support and field controller build
« on: October 14, 2018, 06:36:38 PM »
Yes, one thing to keep in mind before dismissing summoners is the concept of Bounded Accuracy: Attack bonuses, AC, saves and save DCs purposefully all move along a narrow band in 5e compared to 3.5, and even some low CR creatures are bound to get some hits in against a high CR foe if they appear in sufficient numbers.

If you go for summoning, the Druid is by far the best choice.

As for support in general, Paladin/Bard is another combination that always boosts the rest of the party. You get Inspiration from the bard side to throw around, Lay-on hands from the paladin side for heals (which is huge as there are no longer cheap wand of cure lights wounds/lesser vigor, and as the healing from short rests is sharply limited), and the auras beginning at Paladin 6+ also have a big impact. Smites are better saved for when you get a Crit on an attack given the small number of spell slots even if you multiclass with a fullcaster.

Okay, one thing worth remembering in 5E is that by and large the numbers scale a lot less. A level 20 PC gets at most +11 to their roll before magic items come into it (and they don't HAVE to come into it, unlike 3.5), and a level 1 PC can start with +5 easily no problem.

A Pit Fiend, meant to fight a 20th level party, has 19AC. It's near impossible to NOT hit it (fortunately, HP still scales normally and damage lags behind as ever, though the lack of BAB and "all attacks happen at the same bonus" is nice--300HP on that thing), whilst it deals 15-24 damage on each of its four +14 hits. Without rolling for the damage as that's now an option. Monsters are nicer to run.

Compare this to the 40AC +30 to hit 3.5 pit fiend (only 225HP, amusingly).

Before trying to optimise for a role, at least make sure you're good on how the maths has changed.

Thanks these are cool advices but none of them solve my problem that is "what build should i play in order to transform a possible tpk in a walk in the park?"
If i'm asking for help instead of posting an already op build in order to recieve suggestions on how to min/max it even more (like i sometimes do in the 3.5 section of the forum) is because it's not 3.5 so i lack the experience needed to create an op build in 5e and i don't have time to make it since the level 13 onwards campaign starts in 10 days.
In the last 2 weeks i read lots of guides, handbooks ecc but since it's an edition i'm not familiar with i don't have the knowledge to form an opinion, that's why i'm asking for help.
In my 3.5 ongoing campaign a friend of mine decided to try it for the first time and said he wanted to play the strongest possible druid so i made a planar shepherd build for him and i'm coaching him on how to play it properly and he's having a lot of fun and he especially loves he's cute little murdering machine of a pet with venomfire, now i don't need coaching in the 5e because i know all the rules, i've played some low levels adventures and believe that my experience in 3.5 will allow me to get the hang of a 13 level character in a couple sessions but i need someone that makes for me a 5e godlike planar shepherd build if there is one and if there isn't to tell me what's the next best thing. Thanks.

16
D&D 5e / Best support and field controller build
« on: October 13, 2018, 07:34:58 PM »
I edited this message because it was too long and not properly focused on the main question that is  WHAT'S THE STRONGEST BUILD FOR A SUPPORT IN 5E?

Lore bard or Druid (shepherd/moon)? As buffer/debuffer/god
Divine Soul Sorlock or Tempest Cleric? As healer+dps
Are there some other builds i don't know about?

I'm starting a level 13 shared multi-table campaign, 16 players divided in 4 tables and party composition randomized each week but always 2 melee and 2 ranged. The campaign is gonna be divided in a series of one shot quests, one each week till we reach level 20, so i won't know what players and characters i will play with each time i participate. I think the best way to be useful in a party of strangers is to be a field controller but i need help to find the most performing build, i'm a long time 3.5 player but still new to 5e and never played over level 6, i've read some guides but i'm still not competent and experienced enough in the 5e to come up on my own with a proper build.

I know all the above builds are good viable builds but i don't want a viable build i want one that transform a possibly tpk in a walk in the park when i click the panic button, because a rule of the campaign is if a tpk happens you are forced to leave the campaign and i fucking want to reach level 20.
I'm competitive af and i don't want to leave because of someone else poor judgment of a situation.
I want something broken like a 3.5 planar shepherd, cheater of mystra, incantatrix+arcane spellsurge+malconvoker, bard+dragonfire inspiration+word of creation+sublime chord.
I don't know whom i'm gonna play with and i don't trust the average player, i don't want to always break the game or solve a fight but i want a build that allows me to do it when is needed to prevent a total party kill.

Thanks



17
Hello i'm building a dual list bard with sublime Chord and Ur-Priest and i have a question about both SC and Ur caster level.
Ur Priest CL is it's class plus half the other classes  CLASS LEVEL
Sublime Chord is it's class plus the CASTER LEVEL of a class i chose

SO

with progression bard 5 / ur priest 2 / mystic theurge 3 / sublime chord 2 / mystic theurge 5 / incantatrix 3

what's the ur and chord caster level? i think it's 19 and 29. am i correct?
Since mystic theurge increase TWO classes at once i think both ur priest and sublime chord are increased simultaneously and increase each other am i correct?
The first time i take mystic theurge increase bard and ur and the second time it's ur and chord (plus the last 3 incatatrix are for chord).

the bard class level is 5+3=8
the chord class level is 2+5+3=10
so bard and chord combined is 18
the ur class level is 2+8=10 so the ur CASTER LEVEL is 10+(18/2)=19
and the chord caster level is ur caster level plus chord level so 19+10=29

Is my math correct or the sublime chord caster level is increased only by the caster level ur priest has BEFORE entering the sublime chord and does not increase after due to the progress of the of the ur caster level gained by mystic theurge? so at that time the ur priest caster level is 9 SO sublime chord caster level would be 19?

Normally i would say sublime chord caster level is increased only by the caster level of the class before it start it's progression because the other class progression stops when the sublime chord begins but with the mystic theurge the other class keep progressing so i think the sublime chord caster level progress even further.

18
Effulgent Epuration:
Range: Close (25 ft. + 5 ft./2 levels)
When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head. These spheres hover around you to provide protection from magical effects. As a standard action, you can shift the spell's effect (and thus all the spheres) to any other creature within range. You can shift the effect once per round.

If i interpret the description correctely with a standard action i cast the spell, the spheres pop up over my head and there they stay following me for 1round/level or until with another standard action i transfer them to another target if that target is in Range: Close (25 ft. + 5 ft./2 levels). Right or Wrong?

Furthermore if my interpretation is correct then this spell can be persisted because the initial target is "you" ?

Thanks

19
As title, does rebuke dragons qualify as rebuke undead for prestige classes entry requirements?

The rebuke dragons description explicits that the variant works for the purpose to qualify for divine feats and can be used for those feats that consume a turn/rebuke charge to activate their ability like divine defiance, divine metamagic ecc plus I think the rebuke dragons variant still grant a "rebuke something" so it's not like the wiz scribe scroll variants that grants something completely different so it should be enough to qualify for those prestige classes that require a turn or rebuke unded to enter, but still it's not clarified anywhere or at lest i haven't found it.

Thanks

20
Min/Max 3.x / Re: Rebuke ooze/spider and divine metamagic 3.5
« on: June 12, 2018, 07:20:03 AM »
Thanks, I knew I could count on you. Plus I checked and both both the ooze and the spider domain have been published after complete divine so since it's not specified in the description it's another clue that they aren't working.

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