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Topics - Nytemare3701

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Creations & Ephemera / Open playtest tournament for Pony Wars
« on: August 09, 2020, 04:57:54 AM »
Starts today, with the first group starting at approximately noon eastern time.
Winners of each group get to help design a card for the core set.

I'm not the owner, I was just hired to develop it and need more data.

Invite link is good for 25 uses, PM me if it expires and you still want in.

Min/Max 3.x / [3.5+PF+HB] Epic Artifice
« on: February 21, 2020, 11:01:47 PM »
I have been invited to a level 30 tristalt game and pretty much anything goes barring excessive immunities and actual TO (defined here as any build that no longer meaningfully participates in the story, usually due to arbitrary growth).

House rules:
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Classes so far, no gestalt track sorting:
Factotum 9
Artificer 30
Grand Creator 10
Maester 1

Bases covered:
- Auto20 on UMD
- Disjunction immunity
- Activate items while silenced/unconscious/dominated
- Spontaneous Crafting

I have 40 unused levels here, and other than getting a stupid amount of dips for random passive effects, I'm at a loss for what to even DO with them. Artifice doesn't really scale with anything except feats and GP.

My game plan is to sit safely on an airship or demiplane and send out a robot that is both expendable AND upgradeable, along with some sort of contingency to recover the bot if (read: when) it is destroyed. Other people are playing One Punch Man, I'm playing Genos (or more accurately the guy who made Genos a cyborg)

Seeing as the DM has confirmed LITERAL tsunami waves of enemies, I'm pretty sure I can take this pretty far without going overboard. I do want to avoid permanently losing resources whenever possible though.

[D&D 3.5] SCP, Eberron Edition / The Game!
« on: September 24, 2019, 06:03:53 PM »
You aren't quite sure what happened, to be honest. There was a lot of screaming and smoke, and you are pretty sure you heard a giant lizard roaring from down the hall somewhere. What you do know is that the facility is nothing more than a smoldering ruin at this point, and all the members of the Scions of the Consecrated Path have either fled, been crushed under rubble, or fallen victim to one of the creatures formerly in containment here. You are also keenly aware that you have a limited amount of time before more Scions come to clean up this mess before the Taint gets out of hand.

You are standing in the crater that was formerly the underground portion of a large facility meant to contain Tainted specimens. Unstable rubble surrounds you for about 500ft in every direction, and there is low visibility due to the still-settling dust cloud. Fortunately, you weren't crushed by the collapse, but the entire area is still unstable.

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[D&D 3.5] SCP, Eberron Edition / Reference Posts (for linking ingame)
« on: September 24, 2019, 05:42:54 PM »
This thread is a place to objects that would benefit from being hyperlinked in normal text, instead of spoiler tagging a description every time it comes up.

This first post is reserved for the current battlemap and initiative counts.

[D&D 3.5] SCP, Eberron Edition / OOC Discussion
« on: September 24, 2019, 05:07:55 PM »
Out of character discussion goes here!

Tips for reading my formatting (will update if further clarifications are needed):

  • Only read the highest DC you hit. Ignore the lower ones, as they may contain misinformation.
  • Italics are narration
  • Unformatted text is usually a general description

[D&D 3.5] SCP, Eberron Edition / Dice Rolling
« on: September 24, 2019, 05:07:16 PM »
Dice go here!
How to roll dice

[D&D 3.5] SCP, Eberron Edition / Character Sheets
« on: September 24, 2019, 05:05:34 PM »
Sheets go here!

Other Games / Seeking players for a weekly MTG Commander night!
« on: September 23, 2019, 04:42:16 PM »
What: Friendly Commander, recorded for eventual youtube release.
Where: Tabletop Simulator + Discord
When: 10:30PM Pacific time mondays. Possible other days depending on schedules.

Build your deck at:

Alternatively, build your deck on TappedOut and you can import it from there.

Play By Post / Eberron E6, Monsters welcome!
« on: September 14, 2019, 08:21:41 PM »
This will be an E6 Pathfinder/3.5 game (using pathfinder sheets and leveling), with the following rules:

Allowed Content
- Most 3E/3.5/Pathfinder content, just run anything particularly cheesy by me first.
- My homebrew
- Oslecamo's Monster Classes
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Restricted Content:
- Too many bodies. Having a cohort or similar is fine, fielding a platoon and having to resolve 5+ extra attacks/moves/etc every turn isn't. If you want to play at group of characters (via collective or similar) you will need to limit their collective efforts in some way to streamline things.
- Long-Range teleportation: Part of E6's challenge comes from a lack of certain D&D staples. Distances still matter here.
- Traditional extradimensional storage: The Handy Haversack and similar items are effectively artifacts in E6, as they aren't craftable by E6 rules. They are however JUST out of reach of artificers, so there is active research on the concept.
- Painless Resurrection: Rez still exists in the form of expensive ritual casting, but it's not easy or cheap.
Prestige Class Requirements
As long as a character has maximum ranks in a skill, they may ignore the skill for the purpose of meeting prestige class requirements.
As long as a character has maximum BAB for their level, they may ignore BAB  for the purpose of meeting prestige class requirements.
As long as a character has full casting for their level, they may ignore spell level for the purpose of meeting prestige class requirements.

- Taint isn't explicitly Evil, but it IS "wrong". Things that can't be explained by a simple spell effect or creatures that shouldn't exist are almost always Tainted. The primary church in Eberron has a sect dedicated to containing tainted objects/creatures, and the Silver Flame will purge anything that detects as Tainted on sight.
- Taint resistant items such as Jade are binary. Possessing multiple tainted objects will not accelerate the effects of taint, and possessing multiple taint-blocking items will not protect you for a longer period.
- 2x strength Protection From Evil effects (like those of good outsiders) block the passive effects of Taint of being near taint, but not the effects of possessing a tainted object.
- Aberrations and Undead always detect as tainted, but gain no benefit or penalty from taint.

- Metamagic can be used by consuming additional levels of spell slots (from the same class) equal to the level of the metamagic adjustment +1, instead of raising the slot level.
- Due to being a 3.5/PF hybrid game, 3.5 classes DO have 0-level spell slots for their 3.5 cantrips, but can't learn Pathfinder Cantrips. The opposite is true for Pathfinder classes.

Add BAB to initiative.

The Hook:
- You are either a monster, or someone opposed to the monsters being captured or killed by the continent-spanning religious organization dedicated to containing them at all costs. Will you run and hide, seek conflict, or try to release the rest of the other monsters from containment?

Character Creation Basics:
- 32 point 3.5 point buy (Because of compatibility issues with the E6 LA reduction mechanic)
- Pathfinder base (CMB/CMD, Feats at 1,3,5, perception instead of listen/spot, etc)
- Compatibility fix: Treat the +3 class skill bonus as skill ranks when dealing with 3.5 content (since it expects HD+3 as the skill cap).
- XP Tracking: Don't bother. If you have an ability that requires XP expenditure, it is assumed that you are instead expending a magical reagent worth 5gp/1xp in the cost.

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.
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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.
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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.
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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.
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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...
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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...
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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!

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