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Topics - LordBlades

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General D&D Discussion / WotC shuts down forums
« on: September 19, 2015, 03:47:46 PM »
Sorry if it's been posted elsewhere and I missed it

Something I've read today (a guy commenting on the Next paladin 'I wish they pistponed the spell access to level 9 like in 1st efition) got me thinking:

On the one hand I think it's good to drop the defining class features early on so that somebody who plays the class feels like they're playing the class they want, not enduring through the early levels before they can play it (like Totemist 1 or Druid 1-4).

On the other hand, you probably shouldn't drop everything at level 1 (like 3.5 cleric or sorcerer) to avoid dead levels.

So, what are your thoughts on how to balance this and build a fun class?

Off Topic Fun / Bros before hoes or on the need to pick sides
« on: June 12, 2014, 10:25:41 AM »
Something I've been wondering lately: if your significant other has a friend with whom you clash on some stuff (like she hates something you do, you hate something she does, but get along fine apart from that), is it fair for your significant other to expect you to back off in favor of sais friend?

Until recently that  has been the default attitude in my marriage (I've backed off for her friends, she backed off for mine), but recently I've started to notice many people around me do the exact opposite (expect friends to back off in favor of significsnt othet (

D&D 3.5 and Pathfinder / Digging a hole: Summon Monster edition
« on: May 31, 2014, 11:31:10 AM »
I am looking into building an underground base for one of my characters in the not very distant future.
I want to build it below a populated area (her home village) and with no mundane entrances (only way in is via Teleportation magic). I'm thinking start digging a way off, make a tunnel underground toward the intended base location, build the base and then collapse the tunnel and cover up any trace of the initial the mundane entrance.

What I have at my disposal to get the job done: The char is a PF Summoner   brought in 3.5 with the following rulings: general mechanics work by 3.5 rules (so concentration,1 natural attack primary only, no CMB/CMD etc.), if a spell/ability has a 3.5 equivalent it uses the 3.5 rules (like Summon Monster), if not, it uses the PF version, updated only when needed. Currently level 7, but probably 9 or 10 before I get a chance to do this
What I get in abundance:
-Summon Monster (10 or so times per day, 10 or so minutes each summoning). I'm thinking something with burrow speed here to keep digging tunnels, but only burrow speed monster I can find are Earth Elementals, which specifically don't leave tunnels. Anything on the 3.5 Summon Monster list that's good at digging tunnels?
-Other Summoner spells, like Wall of Stone.
-Enough UMD to cast pretty much anything from any list. I'd rather keep the use of more powerful spells like Planar Binding to a minimum though.

So, how would you build an underground base with these resources?

D&D 3.5 and Pathfinder / [3.P] Summoner is tier 2 or 3?
« on: May 20, 2014, 02:47:39 AM »
Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with.

IMO, Summoner fits that definition really well. It does a thing quite well l (combat) and can add some out of combat utility (has some good spells but is very llimited by spells known/spells per day). Yet, it's listed ad tier 2 in the PF tier thread here and I'm at a loss why.

Only thong that fits tier 2 seems to be Gate, and comparing it to Dread Necro ( a definite 3.5 tier 3) summoner seems to come out short: Animate Dead is at least on par with Eidolon combat-wise, spell lists are IMO comparable and if you're looking for utility, planar binding beats summon monster.

Why is the summoner tier 2 in PF?
And, if ported to 3.5 with min support (no archetypes or fav class bonuses, no PF races or feats, 3.5 nat attack mechanics, duplicate spells use the 3.5 versions) will it stilll be tier 2?

Gaming Advice / Barbarian village
« on: May 19, 2014, 05:19:31 PM »
I'm looking to draw some inspiration for fleshing out the home village of a Hathran in a 3.5 game I'm currently in.

I know a few 3.5 books have some sample settlements (Races of X mainly), so I'm hoping there might be something out there (not necesarily 3.5 or even D&D) that I can draw some ideas or use as a base for a small rural Rashemi community.

Gaming Advice / NaenHoon and Quicken Spell
« on: May 15, 2014, 03:04:52 PM »
NaenHoon word allows an illumnian to spend 'one or more turn or rebuke attempts as a swift action to add a metamagic effect to a spell he is casting, with no effect on the casting time or effective level'

I do believe the bolded part only refers to the act of applying the metamagic feat, not to the list of effects it can produce, as one of the example they give involves using Heighten Spell, which would have absolutely 0 effect if the bolded part referred to the effect of the metamagic feat.

So technically you can Quicken a spell with NaenHoon, but since applying NaenHoon is a swift action, and quickened spells are also swift actions, you need to get an extra source of swift actions in order to be able to do it, is that correct?

[Rogue Trader] Faith & Fortune / House rules in effect
« on: April 09, 2014, 02:36:21 AM »

The following weapons: Lasgun, Laspistol, Long Las, Lascarbine from RT core rulebook benefit from the variable setting rule from Only War Core:

Lasgun Variable Setting: The M36 Lasgun has a variable setting option, allowing it to fire higher-powered bursts. It may be changed to overcharge mode, dealing +1 Damage, but using two shots worth of ammunition per shot fired. Further, the lasgun may be changed to overload mode, dealing +2 Damage and gaining +2 Penetration. In this case, the lasgun uses four shots of ammunition per shot fired, loses Reliable, and gains Unreliable.

Trade (Armorer)

The difficulty is equal to the acquisition modifier (if bought from the respective species in case of Xeno gear). So for example building a common item would be a +20 test, building a Rare item would be a -10 test. If stuff has no listed modifier (like the Kustom Jobs in ITS, it's a +0 test). Proper tools would grant +10, a proper workplace ( Manufactorum or equivalent) would grant another +10. In case of Orks, in regards to raw materials, as long as you don't try to make huge amounts of stuff and/or are in a really deserted or no-tech place, you should be good by scavenging what you find around you.

For the time it takes to build stuff, I'm thinking the following:
Using table 5-2 pag. 11 from RT core and Table 9-35 pag. 272 core:

You check the availability of the item that you want to build (or use a base of Scarce if none provided.
Then, instead of size of population you use the number of items you want to build, in the steps from table 9-35. So let's say you want to build 20 common items. You'd check the 4th line (for common availability) and 2 falls under Platoon (10-30) so 3rd step in table 9-35, so you'd check the 3rd column, for a build time of 1d5 days.

You can also use Trade (Armorer) to apply Weapon Customizations from Only War (pag. 190 of Only War Core and 122 of Hammer of the Emperor).

Min/Max 3.x / Good alter Self forms for a Necropolitan
« on: April 07, 2014, 06:10:52 AM »
There seems to be quite a few things on the Internet about good Alter self forms for humanoids, aberrations, outsiders etc., but, surprisingly given that Necropolitan is a pretty good option for Wizards, no kind of discussion whatsoever on good Alter Self forms for undead.

So, what do you guys think?

As an interesting sidenote: Alter Self doesn't have the clause from Polymorph that you can't turn into an incorporeal creature, although you don't gain the incorporeal subtype and all the nice things that come with it.

Gaming Advice / Default assumtion on bonus feat prerequisites
« on: March 18, 2014, 06:12:23 AM »
If something grants s bonus feat and doesn't specify whether you must meet the prerequisites or you get to ignore them, has it been clarified anyway what's the default assumption?

[Rogue Trader] Faith & Fortune / Rolls go here
« on: February 20, 2014, 12:15:58 PM »
Rolls go here

[Rogue Trader] Faith & Fortune / A dark horizon [campaign thread]
« on: February 07, 2014, 01:43:39 PM »
The massive hull of the Overlord-class battlecruiser glides slowly toward the the readied docking clamps, guided expertly by the hands of her pilot. Returning from a rather successful venture in the Koronus Expanse. The crew is in high spirits, looking forward to some well deserved shore time on Port Wander.

No sooner are the docking clamps engaged, thrusters powered down and airlocks pressurized, than the officer manning the communication console turns toward captain Aurelia's chair:
Lord-captain, the team at the prow deck 27 airlock reports that deacon Nicomedes Richelius and his retinue have been waiting for your arrival on the other side, and he requests an audience in a matter of great urgency

[Rogue Trader] Faith & Fortune / Character sheets
« on: January 28, 2014, 04:42:14 AM »
This thread is for character sheets.

[Rogue Trader] Faith & Fortune / OOC discussion
« on: January 28, 2014, 04:41:48 AM »
Post anything OOC here

Game Title: Faith&Fortune (at least until I find a wittier one)
System: WH40kRPG Rogue Trader
Players wanted: 3 to 6
Type of game: Sandbox. You're a Rogue Trader and his crew, so you pretty much decide where you want to go and what you want to do (trading, exploring, piracy etc.). I aim to start with one published adventure and then continue with my own design.
Starting rank :1 (as per standard character creation); Everything is allowed (including Xenos).
Stat generation: Point buy (100 points) for characters, Ship&Warrant origin path for generating starting SP and PF
Houserules of note: Gear from other FFG game systems is allowed on a case by case basis. However, if a rule is different in Rogue Trader than in that other system, we will use the Rogue Trader rule (so for example a best-quality Astartes Storm Bolter from Deathwatch will get the effects for RT best quality, not DW equivalent of Best quality. Also, I might be using DW Horde rules.

Gaming Advice / Dark Heresy : Adepta Sororitas optimization
« on: December 10, 2012, 06:56:18 AM »
I'm about to start a Dark Heresy game soon, and I'm looking at Adepta Sororitas (for lore reasons mainly).

Thing is I've never played Dark Heresy before, so I've pretty much got no idea what I'm doing :cool

So, are sisters of battle any good? And specifically are they any good for focusing on ranged weapons and durability?

Any help/advice really appreciated.

Off Topic Fun / Of church and religion.
« on: November 16, 2012, 08:55:12 AM »
I've been casually watching this forum for a long time and I've got to say you guys are probably the most supportive bunch I've encountered on the Internet so far.

So, here it goes: I'm not a proper atheist . I neither acknowledge nor deny the existence of god (or whatever other being people might choose to worship). Rather I don't worry much about it (until anyone can present any reliable evidence in either direction at least). What I have an issue with is church (I'm officially an orthodox christian but I have the same opinion in regards to most churches that I know enough about). I consider the church little more than a tool of manipulation and power. This goes doubly so in my country (Romania), where they could erase 'church' and replace with 'thieves guild' and it would be 100% correct. Maybe 1 out of 100 priests is in it out of genuine beliefs, the other 99 are in it for the money.

Now, most of my family including fiancee (everyone apart from my father, who shares part of my ideas in a more passive way: he believes in god but doesn't care much for priests&church) are semi-regular church goers and what passes off as 'good Christians'. We've talked about it in the past and we've agreed to disagree without any major issue.  They think I'm wrong, I think they're wrong, but we respect each other's right to have their own opinion.

Also, I have no problem going to the church on occasions like weddings, funerals etc. I view it as some sort of social event, and I don't give a rat's ass about the religious significance of what's going on in there.

Thing is I'm getting married next year. Now I've got no issues with the wedding ceremony; I view it as a social event, a tradition and something nice to watch photos/videos of after some years. My issue is that apparently it's mandatory to go to a confession before the wedding. So I'm supposed to walk up to a priest (whom I despise) in private, and pretend I'm buying all his bullshit, confess my 'sins' (most of which I don't consider wrong in any way) and look like I repent for them (which I don't really).

The easiest way would be to just do it, which is probably what I'd end up doing because I don't really have a choice. My fiancee is the kind of girl I've been wanting all my life, and I really want to have a family with her. Thing is, part of me considers people who genuinely buy into church doctrines as inferior beings, and there's something inside me that makes me cringe at the very thought of pretending to be one of those guys.

General D&D Discussion / RL vs. PbP: starting level
« on: November 09, 2012, 11:48:46 AM »
Something I've recently realized and that got me thinking: there seems to be quite a discrepancy between the starting level of RL games and PbP games:

Most PbP games I've seen advertised or played in start at level 1.
Most RL games however seem to start above level 1. I read both this forum and Gitp quite frequently, and among character advice requests, campaign journals or just general ramblings campaigns starting at level 1 seem to be a minority.

Do you think this is true? Or has my limited sample size lead me to a wrong conclusion?

If it's true, what do you think is the reason behind it?

I've seen the Dragon Wildshape feat higly recommended in many places, but it doesn't seem that awesome to me.

Ok, Juvenile and Young Adult Shadow dragons are quite nice with +16 and +19 natural armor bonuses at medium size, but for most other medium dragons it's between 8 and 12 usually.

So I'm trying to see what else is there about dragon wild shape that would make it superior to let's say Desmodu Guard Bat or Legendary Eagle (flying form which provide similar AC without tanking your dex, so a lot better touch and especially initiative). As a dragon you'd get:

-high fly speed and alternate movement modes. You can get most alternate movement modes via spells/wildshape and swim/burrow are quite circumstantial in most campaigns; as for fly speed, I don't see a situation where 100 ft (eagle) would be too little but 150-200 (dragon)would suffice come up too often.

-breath weapon. Damage and DCs are way too low for level 12+.

-60 ft. blindsense. You've got Listening Lorecall as a 2nd level spell, and bat+enhance wildshape gets 120 ft blindsight

-Immunity to sleep and paralysis. Useful and not that easy to get otherwise.

-Other lesser Su and Ex stuff of the dragon. Unless there's something I missed, I don't see any of them making that big of a difference.

Any thoughts?

Min/Max 3.x / How to counter burrowing
« on: October 09, 2012, 11:55:54 AM »
How would one go about preventing an intelligent creature with burrow speed from simply making itself scarce underground when it looks like it's losing?

You can try drawing it far enough out from burrowable terrain or you can try incapacitating it/killing it so fast that it's simply unable to do so in the time between 'I'm losing' and 'I'm dead', but other than that? What tactics can one use to prevent a creature from using it's burrow ability?

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