Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Nytemare3701

Pages: [1] 2 3 4 5 6 ... 10
It's in a semi-playable state right now but I need more feedback from optimizers and new players alike. In return, I'll add you to a mailing list for free updated versions as the game progresses. When the finished product is out, you will get a PDF of the as well as a voucher for a printed copy (if it ever gets that far.)

A while back I surveyed a few members of the community for potential guest for a MinMax podcast. It was originally going to be about the meta design aspects of tabletop games as a whole, but I think there's a lot more room for content if it ended up being about creative character builds as well. If anyone has topics they want to hear about in the first season, or has a voice for radio that they want to try out, post here and I'll add it to the list.  :D

Min/Max 3.x / ZOINKS! How to nail that "Swamp of Death" experience.
« on: October 22, 2018, 05:54:22 AM »
This is a little brainstorm on monsters and hazards that fit the swamp biome and add significantly to that "everywhere I go I run into something new and terrifying, but I can't stop because I'll be eaten by what's behind me" feel that a swamp or haunted wood usually evokes in media. This may get turned into a mini-guide as part of the monster tactics handbook so I'm gonna write it handbook format, despite being relatively sparse when it comes to actual options involved. While this is in it's early stages it'll probably just going to look like I got stuck reading Heroes of Horror cover to cover a dozen times over a weekend, but that's because there's some good basics in there.

Step 1: The Terrain:
All that horror goodness has to happen somewhere, and that somewhere needs to be JUST annoying enough to ruin people's day, but not annoying enough to detract from the main event.
Luckily, the oft-overlooked basic traits a marsh do a lot of the work for us, limiting vision range and making everything hard to move in.
(click to show/hide)
Step 2: The Hazards:
Swamps are famous for being inimical to any life not native to them (Charnel Bogs even moreso). To this end, we introduce the wonderful world of inhaled diseases. Remember that saves vs Disease can be rolled secretly, which means you basically have free reign to hand diseases out when a character is completely immersed in an inhaled disease environment for extended periods of time.
(click to show/hide)
Remember, Diseases can exist in the same space at the same time, and with the effects of the Charnel Bog chipping away at the resources of the party, Diseases are sure to make them even more vulnerable to what comes next:
Step 3: The Vegetation:
With any good swamp, we are going to need the grasping vines and raking trees that make up all of a swamp's vegetation. To this end, I present to you one of my favorite "barely a creature" creatures: The Boneleaf.
(click to show/hide)

Step 4: The Denizens:
While there is no shortage of things that can be found in a swamp, there are a few that stand out as horror trope all stars.
(click to show/hide)

Next Up: The Predators. Swamp Trolls WORK, but they aren't cool enough for my taste. What kind of murk dwelling horrors do you think deserve the final place in this festival of filth?

Min/Max 3.x / [PF]Crafter/Alchemist/Skillmonkey
« on: May 08, 2018, 06:42:58 PM »
Game is May 12th. I'll be meeting with the DM to iron out stuff and make requests sometime before that.

Rules: Pathfinder, 3rd party by request and only if there's a REALLY good reason for it. Race locked in as Android for story reasons.
Gestalt (as usual, no PrC on both sides at once)
One flavorful template no higher than +2CR (Currently Haunted Construct minus the SLAs)

Role: "Problem solver" The entire party is newer players and their characters are generally narrow in scope, so anything other than vanilla goblins can throw them off. My job is to have a big bag of answers, and the DM is giving me free reign to choose HOW to do that. I love crafting and the insane amount of digging I can do between games or during lulls in the session. I know I'll be the designated corpse skillmonkey and I'd prefer to do it in style, not with Summon Monster to set off traps.

Tricks I want to incorporate in order of importance
At-Will item of Full Pouch
At-Will item of Blood Money+Fabricate+Lesser Restoration
Pathfinder Chronicler's Deep Pockets
Flotsam Domain's Sift ability

^Both have been made irrelevant by Blood Money+Fabricate

I'm level 9, and have been given above-average WBL (50k) to work with.

Current Build
Investigator9//Wizard 9

Bonuses to ALL skills:
 - Haunted Construct (+2 untyped to ALL rolls, which the DM confirmed included HD  :lmao)
 - Luckstone + Fate's Favored (+2 Luck)
 - Spellcasting Contract (+3 Profane)

1: Skill Focus (Spellcraft)
W1: Scribe Scroll
3: Craft Wondrous Item
5: Craft Magic Arms and Armor
7: Craft Wand
9: Craft Rod

Magic Items

Min/Max 3.x / Silly uses for unlimited undead minions.
« on: December 27, 2017, 05:23:48 AM »
Relevant ability:
Quote from: Pale Master
Deathless Master's Touch: A living foe of up to one size category larger than a pale master hit by the pale master's touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie and is under the pale master's control as if he had animated it. Undead created using this power do not count against a pale master's HD total for controlling undead.
3 uses per day, with a respectable save (caps at 20+Cha without outside modification).

This means that anything that can be zombified can be assumed to be one of your minions as long as its fortitude save is lower than your charisma modifier.

What do you do with NI minor minions? You can fit 40,000 Hairy Spiders in a Type 4 bag of holding, but only 40 of them can attack a target at once. They could get surprisingly deadly though once they get the zombification bonuses (it says "as if he had animated it", so I assume necromancy buffs work here).

On the other end of the spectrum, what's the beefiest thing you can grab with this? Let's say under +12 fortitude (30 Cha, 2 from ability Focus). Unfortunately, most things that make good zombies have good fortitude saves...

Going by the bad save formula (HD/3, which is Humanoids, Monstrous Humanoids, Fey, and Abberations), there's probably some 30HD monsters out there that are solid by sheer virtue of being 30HD, even with zombified bodies...
(click to show/hide)

Other Games / MTG Commander deck discussion: Mairsil the Pretender
« on: October 22, 2017, 07:01:05 PM »

I'm building a deck around the slow accumulation of semi-random abilities that eventually turn into engines. I like to think of it as playing Magic as a roguelike.

Do you have any pet cards that would be hilarious to see used here? I've got the obvious stuff that EDHRec and the common discussions would hit. I'm looking for the weird this time.

Off Topic Fun / 20XX, aka rogue legacy with with megaman
« on: August 31, 2017, 06:05:17 PM »

Just managed my first complete playthrough (as opposed to dying partway), and I have to say, it has a lot of potential. My only complaint is that it's REALLY thin on powerups and content outside of the +Stats/-Stats double edged sword upgrades or straight +stat upgrades. The only ones of any note are the secret ones you can get from side rooms where you meet a hologram (basically the Dr Light pods from Megaman X) that offer you extreme modifiers like "huge +attack, no longer able to charge shots" and the actual slotted gear (helm/chest/boots) which offer themed functions like hovering or knockback immunity.

Nina (X) and Ace (Zero) have a default weapon, with 2 alternate weapons they can pick up from loot chests that change how they play. Nina gets a gun that shoots in front of her and at 45 degrees up and down from that, or a gun that shoots IN ALL 4 CARDINAL DIRECTIONS. Ace meanwhile gets his saber shortened for rapid fire stabbiness (which is useless on bosses because they have invincibility frames after each hit) and a polearm that lets him attack in...say it with me this time...ALL DIRECTIONS whenever he's jumping. There is no rarity difference on these either, I got the permanent upgrade that puts a weapon chest at the start of a run, and I realized almost immediately that it's in your best interest to just restart if it's not the omnidirectional weapon, because 80% of this game's challenge is hitting enemies on your vertical axis while platforming. The special "boss" weapons are almost universally terrible, with the exception of Ace getting a chance to use a ranged weapon and both of them being able to use the fire shield that blocks projectiles.

Decent minimalist story too. When you die you can find your old corpse on the next playthrough, which drops a powerup. The text when you salvage it says things like "don't think about it too much", hinting that it's intentionally morbid...
(click to show/hide)

I wouldn't pay $15 for it, but if they release more content for it or put it on sale, they have my attention. Until then...Yar.

Legends of the Heroes / [Campaign Setting] Where Darkness Dwells
« on: August 22, 2017, 02:55:29 AM »
Alternate History for any D&D setting, with the main premise being that supernatural beings can't cross salt

Setup: Due to a meteor impact in ancient history, the entire planet has a thin field of salty space dust. Due to this field, outsiders can only enter this world by "riding" a shooting star that punches a hole in the field temporarily (usually followed by a small horde of lesser evils before the field closes up again).

In this world, paladin's are elite teams trained to track and hunt down evil, which are super obvious on divine radar I'm a world with no inherently evil beings. They see a star fall, they hunt for whatever got in, rinse and repeat.

- campaign starts here, with the players being paladins (in this case paladin is a title, not a class), getting adventures handed to them as orders come in to wipe out evil as it arrives and retrieving the evil artifacts left behind (meteor fragments with severe taint)

Event: A meteor shower causes an invasion of apocalyptic proportions. The support network of the order of paladins is crippled, and the players are now isolated. The final message from the order was a call for aid, followed by the sender dying horribly.

- the players now need to find a way back to whatever is left of the order in a newly hostile setting where hell is literally let loose on the world and meteor fragments are going full horcrux on people, causing evil to grow in the hearts of mortals.

Event: Upon reaching the headquarters, they find a bloodbath and the real threat: a containment breach. Every evil artifact collected over millennia has been scattered to the ends of the Earth. The goal shifts from "get back to base and regroup before containing a few dozen fragments" to "Cry in a corner when your workload increases to a few HUNDRED fragments and you find out you have no backup"

In case anyone notices...yeah, it's a medieval fantasy version of the SCP universe.

D&D 5e / Who decided these magic item rarities?!
« on: August 05, 2017, 05:00:37 AM »
5e has a really bad habit of slinging content like a bad splatbook when it comes to magic items. :shakefist

Seriously, the rarities make no sense, and aren't even appropriate relative to EACH OTHER, much less within the overall game rules.

Take for example the uncommon Cap of Waterbreathing. As an action, it puts a bubble of air around your head.
Then for comparison, the ALSO uncommon Cloak of the Manta Ray. As an action, you can breathe normally underwater, no bubble required...oh and it also grants 60ft swim speed.

Someone was nice enough to make a pdf with more sane rarities here.

Handbook Discussion / Mechanomicon Discussion Thread
« on: July 31, 2017, 07:09:04 PM »
Discuss your favorite constructs, as well as provide commentary on the ones included in the Mechanomicon here!

Handbooks / The Mechanomicon (A list of constructs with commentary)
« on: July 31, 2017, 06:03:03 PM »
This handbook was originally by Snizor, and since I haven't seen him around in years, and the last known archive of this is all the way back in the BG boards, I'm reviving it.


Entry Format:
Required level _ Name (book page)
Skill Checks: Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)

Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs.

Handbook Discussion / Fun Finds Thread: Crowdsource Edition!
« on: June 30, 2017, 09:36:11 PM »
I know at least one person here has been doing something with the fun finds content and I had an idea on the discord to help compile and format the info more easily. I'm gonna stick a google doc spreadsheet here that anyone can edit, and anyone can compile into bbcode format with this converter to post here or on their favorite backup board.

EditionSource (Page)TypeNameBenefit
3.5Champions of RuinSpellArrowsplitEach arrow becomes 1d4+1 arrows

Anyone can update the sheet. Anyone can compile the update into bbcode.

Please SEARCH the sheet before adding an entry!

Please SORT your entries into the table!

Google Sheet

If you have concerns about vandalism, I suggest making a mirror of this google sheet that isn't shared, so if the sheet goes horribly wrong it can be copied over with minimal effort.

I'm slowly adding the current archive in the same order it was copied over in by SorO. I'll go over it for sorting later.

D&D 5e / Tasked with doing everything on a 5e artificer
« on: April 17, 2017, 03:09:59 AM »
Party of 4 (Eldritch Blast Warlock, Necromancer Wizard, A wildcard who won't decide what he's playing until game day, and myself). I'll be playing an Artificer (choosing Alchemist path).

I'll likely be doing double duty as both kinds of corpse (tank and skill monkey), with an expectation of doing damage each turn as well. We are currently level 3, so my choices are kinda limited. The DM still hasn't decided how we are getting post-level 1 gear, so I have to assume I'm working with whatever I start with.

What do I do with this?

Min/Max 3.x / Good repeatable feats?
« on: April 01, 2017, 05:51:24 PM »
Not psionic, so no psionic talent shenanigans. Not a factotum, so no FoI. What do you do when you find yourself with, say, 7 feats to burn at level 3 for some reason?

Min/Max 3.x / Monster upgrades! (Part 1: Ocularon)
« on: April 01, 2017, 02:03:39 PM »
First up the Ocularon from Fiend Folio, a Large aberration with:

(click to show/hide)

All wrapped up in a CR 12 package. It has 5 feats and 19 INT, so it's not going to fight stupid either. What can we replace those 5 feats with to make it stronger?

The poison and eye stealing abilities are (Ex) and force saves. Is there a feat to bump those?
Freedom of Movement is a pain to deal with for grapple monsters. Would having Dispel on the tentacle attacks help with that?

I have the old one from the Monstrous Manual, but the 3e update has escaped me.

I really liked these things, since they were essentially Spellfire+Wraith.

NEVERMIND, I FOUND IT. The "Bestiary of the Realms 2" update

I'm trying to nail down a new natural law that prevents the Digital revolution from catching on in an Eberron-style world. Industrialized magic is fine, but I want to prevent tech itself from ever being significantly advanced in this world, while also giving my players free reign to invent anything they want.

Electromagnetic Variance: Nicknamed the Hogwarts Effect, the presence of magic causes fluctuations in electrical resistance on larger scales. A microprocessor could never function outside of a dead magic zone, a quartz watch would gain and lose time at random, but a traditional spring watch would be functional.

I'm not well versed enough in physics to know how intrinsically the fundamental forces are tied to electrical resistance. Can you introduce something like this without breaking the fundamental forces as well?

Maybe I'm overthinking this. Is there a particular point in the "tech tree" of human advancement between the industrial revolution and the digital age where we can just...make that particular thing not function?

Tritons in our current game world are the merchant race. VERY early in their history their guardian deity Leviathan mandated a universal law: "A Contract is Sacred"

A few hundred years later, the triton people clarified with "A Verbal agreement is also a form of Contract"

A few hundred years after THAT, they once more clarified with "A Contract is an agreement free of deception or omission"

Now we have 3 Triton groups. One that believes in the collected works of the Triton Code (Lawful Good merchants who act in good faith whenever possible), one that believes only the "First Word" of the Deity are valid (Lawful Evil opportunists, think Ferengi from Star Trek), and one that effectively told Leviathan to screw off (Neutral Evil, Usually pirates).

The DM has already approved the basic code of conduct, so I'm just trying to make it look nicer. Wording, structure, ideas on other subgroups (like maybe constitutional lawyers?), etc.

Off Topic Fun / Just a little bitchin about an upcoming game.
« on: December 04, 2016, 01:52:20 AM »
I have a game coming up (5e, custom setting) that has me a little on edge. To be fair the DM is on edge too. We were told Dawn of Worlds (a separate game, used for playing gods and worldbuilding) would be the first game night, followed by us making characters in that world ("When the DM decides the world is appropriate for use"). Until that time, we can't choose races or classes because they MIGHT NOT EXIST IN THIS WORLD ("If you want to play a particular race, ensure it is made during Dawn of Worlds"), and we can't choose character personalities, goals, etc ("Because they might not fit with the story").

So, instead of getting upset about this (Hey, it's a chance to hang out with people I like and be social, which is rarer every day), I'm positing a challenge. Not knowing about available races or classes, and without causing potential to interfere with the finely crafted story awaiting you, what kind of amazing (but not too amazing, because the banhammer is on a hair-trigger!) character can you imagine? Oh, and careers are off the table as well. ("I don't know if your concept (a spellsword sellsword) would work for the story.")

If the DM running this happens to find it (ohi!) then know that I'm posting here where we can collectively throw tantrums about things instead of rocking the boat at the table and ruining everyone's night, because I WANT EVERYONE to have a nice night.

Min/Max 3.x / Fun Find Followup Thread: Harpoon Shenanigans
« on: September 30, 2016, 10:37:31 PM »
The Kuo-Toan Harpoon, an exotic one-handed¹ throwing weapon that deals 1d10/x2 Piercing damage and has a range increment of 30ft. That's already pretty good - but it gets better.

A) Each time the harpoon damages a creature, they have to make a Reflex save vs. 10 + [Damage Dealt], or else they get harpooned.
B) Harpooned creatures halve their speed, can't charge or run, and has to make a DC 15 Concentration check to cast spells.
C) Pulling out the harpoon takes a full-round action and two free hands - it deals 1d10 damage unless you make a DC 15 Heal check.
D) The wielder can hold onto the attached chain, preventing a harpooned creature from moving more than 30ft away unless they win an opposed Strength check.
E) They can wrap it around a shield they've used the Adhesive ability on as a Swift action to gain a +5 bonus on all such Strength checks.
F) After wrapping it around a shield, they can slam it into the ground as a Standard action, which turns the opposed Strength check to move away into a DC 20 Strength check.

By RAW, D, E, and F can only be used by one monster (the Kuo-Toa Harpooner), but I think any reasonable DM would let you use D even if you weren't a Kuo-Toa (E and F do require a particular racial trait, so you're out of luck there.)

Yep, all of them are poorly written, but they're fun nonetheless.

No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.
In 3.0 it deal as much going out as in I think, but yeah they nerfed it to 1d10.

Since there is no Attack Roll precision damage doesn't apply and it doesn't note it "hits" again which cuts out virtually all WSAs. However, Quick Draw says throw multiple Harpoons into someone instead of a sticky shield just tie it to an Unmovable Rod using a heavy duty Adamantine chain so they can't really even Break/Sunder the line either.

So...How does one optimize this?

Pulling out the harpoon takes a full-round action...
So action denial would keep the harpoon in, but I'd prefer to have them waste actions trying and hurting themselves instead.
...and two free hands...
Making them disarm themselves for it is cool too, but again I'd prefer them denying themselves actions AND hurting themselves.
Quote 1d10 damage...
Thereby setting off the harpoon's embed effect
...unless you make a DC 15 Heal check...
Well crap. If this takes a full minute or something then it's fine, but we want to avoid giving them an out with a simple skill check.

Pages: [1] 2 3 4 5 6 ... 10