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Basically, you get a slightly OP version of Animate Dead. You have this zombie that levels with you and eventually can wield weapons.

The question is, firstly, is it worth it? And secondly, what sorts of crazy shenanigans could you get away with?

D&D 5e / Undead Character options
« on: June 16, 2018, 09:35:07 PM »
My character has become a level 6 undead wizard. I have sustained a hit to almost every stat because of it. Oh, and I'm rotting and parts of my body are falling off.

So, what would you guys recommend doing in a situation like this (other than rerolling). My spells are not terribly gimped, only my DC, so I can still be effective in combat. Are there any feats, classes that I can dip into? Are there any rules that I can take advantage of other than the standard undead traits?

My DM has allows grafting of limbs and things to myself. Are there any spells that can help with making these grafts permanant?

I'm all ears. Cheers.

D&D 5e / Necromancer build optimisation
« on: December 01, 2017, 11:15:32 PM »
First time in 5e, thinking about rolling a necro wizard build in a low-magic item campaign. I'm not sure what to choose in terms of feats, spells, etc. Are there optimised builds for wizards? Recommended spell and feat lists?

Gaming Advice / Ignore Hardness on Natural Armor?
« on: August 04, 2013, 07:07:57 PM »
Using an ability that ignores harness (ie. Pulverize), what effects does this have on natural armor (of say, a dragon)?

Min/Max 3.x / Having both Rage and Whirling Frenzy
« on: August 04, 2013, 09:05:30 AM »
Say I have a Barbarian 1/Druid 1 build. I take the Whirling Frenzy ACF, losing rage. However, if I take the Druidic Avenger ACF, I regain rage but from a different source. The question is, can I have these two abilities at the same time?

According to the text in the Whirling Frenzy ACF:
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

So, I'm assuming this means that I can have both the standard Rage ability and the Whirling Frenzy ability, just that I cannot use them both at the same time. Does this sound correct?

Gaming Advice / Playing a Monster, which best for Sorcerer?
« on: July 26, 2013, 02:30:24 PM »
My DM is thinking of doing a Monster-only campaign, starting at ECL 10. I'm looking to see which class would be best to play as a Sorcerer or Wizard. Any suggestions?

EDIT: Monsters have to be Humanoid or humanoid in shape. No squids or oozes. Must be sentient with a decent Int (if sorcerer).

Gaming Advice / Extending duration for Astral Construct
« on: February 26, 2013, 09:15:07 PM »
Other than a Constructor dip to 5th level or the Extended Construction feat, is there any way to extend the duration of an Astral Construct?

Gaming Advice / RHoD at level 10-16?
« on: February 11, 2013, 08:55:51 PM »
Yay! the boards are back. I was getting a bit twitchy....

Anyway, I was wondering if it's feasible to run RHoD starting at level 10. The simplest way is to beef up the mobs, make them more numerous. However, some of the other aspects, such as travel, is immensely cut down by a Wizard's ability to teleport and other high level abilities that make traps and social encounters an absolute breeze. So, is it worth while? It might not be.

Are there any similar adventures (in terms of scale and unique flavour) to RHoD at the 10th level mark?

Min/Max 3.x / Maxing the best 1st level bonuses
« on: December 30, 2012, 11:16:33 PM »
I'm playing in a campaign where the DM has come up with a point buy system. You're able to buy any special ability from any source at a cost of points. You don't need to progress in a class to get a specific special ability or bonus. I'm curious to know what kind of combinations can you guys come up with using only 1st level abilities from any base class and feats. Here is what the point cost breakdown looks like:

Feat: 10pts
Feat with Prereq: 10pt + (10 * each listed prereq)
1st level special ability: 20pt

For the purpose of this experiment, consider having 200pts to play with. What kind of build can up come up with for a theoretical 1st level character.

NOTE: The DM has ruled that going down a Sneak Attack progression disallows you to take a similar progression such as the Scout's Skirmish.

Min/Max 3.x / DM Requesting builds for brawling, cage-match fighting
« on: December 26, 2012, 08:23:54 PM »
I'll be putting my PCs through a bit of a challenge encounter. The premise is that they will be competing in a cage-match, where the room for maneuverability is very limited (probably a 15x15 cage). What I want to put them against is various types of foes specializing in one type of fighting style.

The rules are fairly simple. No weapons. No Armors. No Magic. However, no one said contestants can't cheat :smirk. I'm assuming my players will come up with creative ways to boost their abilities or will do silent/still/concealed casting or use poisons and things. So, assume you can use anything as long as the judges and audience don't notice it. And yes, it's an actual cage.

- Any Eberron race, including goblinoid, orcish, gnoll, drow, Rakshasa or half-breed.
- ECL 6

Thanks in advance.

EDIT: Some weapons may be allowed or thrown into the ring by onlookers. Mostly light weapons.

Gaming Advice / Improving an item
« on: December 21, 2012, 02:28:42 PM »
Lets say you have a ring of Sustenance (which is roughly equivalent to a +1 item). Here are my questions:

1. Can you improve rings? If so, what's the cost?
2. Can you, instead of casting a spell into a ring, use a scroll as the magical source for the ring?
3. Is it possible to make a ring of Presditigiation with an unlimited charges and command-word activation?

Gaming Advice / Having fun with an Item Familiar
« on: November 12, 2012, 02:13:25 PM »
One of my players decided to take the Item Familiar feat, making his ring a Familiar. It has not yet gained sentience (PC level 6), so he has only incurred XP penalty and skill point loss. There will be a side quest to retrieve it. My question is: as a DM, what kind of fun can I have during the retrieval process and after the ring is regained (Short of taking it away again)??

Gaming Advice / Need ideas for evil campaign
« on: November 02, 2012, 09:01:31 AM »
I'm starting up a new campaign. The players will be starting off at ECL 6 in the Eberron campaign setting, in the city of Sharn. I've been looking through published adventures to start me off in a direction, but all of them seem to focus on good aligned PCs vanquishing evil. When reading through adventure hooks and backgrounds, I tried to imagine what this adventure would be like if the players were on the evil side, and I came to the conclusion that it would be a tremendous amount of work for me to modify an adventure to be from the point of view of the evil dude.

So, fellow minmaxers, could you recommend any adventures that I could kick start my campaign with? Or if any published adventures could be easily modified to be from the PoV of the evil guy (ie. BBEG hires party to do his dirty work).

D&D 3.5 and Pathfinder / Maxing out the fun in a bland encounter
« on: September 17, 2012, 06:52:55 PM »
Pick a rather bland location, such as a sparse forest or in the middle of a field. How would you alter the environment, the enemy or the encounter mechanics so that the players are forced to fight in a way that is not a standard smash-and-grab?

My thoughts:
- Throwing a rust monster at the group is always interesting.
- Ditto for Acid.
- Wet weather might cause a field to be marshy, resulting in difficult terrain. Or perhaps heavy wind.
- A field could have boulders, invoking climb checks.

For the purpose of this thread, keep it at around CR 5.

Min/Max 3.x / Building a rogue from a Psion
« on: August 29, 2012, 10:51:44 AM »
I will be starting a campaign in the Warhammer 40K universe. The DM spent a considerable amount of time converting a GRUPS WH40K rulebook and modifying the d20 Modern rules to fit into it. Psionics is the bread and butter of the game and yours truly will be taking part in that. We are using a point buy system for EVERYTHING (feats, power points, skills, etc), where you exchange XP points for these things. He has also limited us to only the Psion abilities and powers.

So, given that I basically have a Psion and core non-psionic classes what are my options for making a rogue-like character with psionic powers? What kind of feats/powers should I invest in (Core books, plus complete psionic and expanded psionic books)?

As a side note, I'm in the process of asking if the Psychic Rogue variant is allowed. EDIT: This class is allowed.

D&D 3.5 and Pathfinder / Disguising a low-level BBEG
« on: July 31, 2012, 11:49:20 AM »
Consider a level 3 BBEG Changling that is trying to infiltrate the upper ranks of a city. What types of items would you give her so that she appears concealed to many mundane spells (such as detect evil). For example, I gave her a Ring of Mind Shielding to keep her alignment and thoughts a secret. What other items (keep it under 10,000 gp/ea) would you give her so that PCs of equal level would be fooled to believe she is a law-abiding citizen with a good heart.

General D&D Discussion / Eyes of the Lich Queen or RHoD?
« on: July 18, 2012, 03:36:41 PM »
I've started a campaign and introduced the players to the ancient House of Vol, the Queen of the Dead (Vol), The Blood of Vol and many of the cults that worship her. Now, the players are only on level 2 and have a lot of playtime ahead of themselves. As I'm trying to plan the general arc of the campaign, I'm torn between slipping in the Red hand of Doom (levels 5-10) as the climax or bringing back a concept that the players were introduced to by running Eyes of the Lich Queen.

I've never played EotLQ. Some posts on GiantITP and the old boards make it sound mediocre. But it does contain lots of fluff about Vol and perhaps, I could use it to segway into bringing back Vol's House. However, the Red Hand of Doom needs no introduction and is considered one of the best published adventures from WoTC.

So, which direction should you choose?

Depending on which adventure is chosen, levels 2-5 will be molded to fit that arc.

Legends of the Heroes / Archetypes in a Prison Setting
« on: June 23, 2012, 04:11:55 PM »
I'm looking to make a prison the main setting for my campaign and I'm looking for ideas for prisoners that the players could run into. I'm looking for more than just the plain murderer/thief/pick pocket archetypes. Think of this as a super-max prison, where the more interesting prisoners go. Here is my list thus far:

- Thugs/Gang Members/Triad?
- Political Spy
- Corrupt Politician
- Shaman
- Poisons Expert
- Prisoners of War (of the last great war, so they're really old)
- Cultist Leader (and underlings)
- Religious Terrorist
- Thieves Guild
  - Smuggler (of slaves?)
  - Money Forger
  - Jewel Thief
  - Assassins
- Explosives Expert
- Necromancer
- Pirates (guild?)

Homebrew and House Rules (D&D) / Negative HP/Stabilization
« on: June 22, 2012, 10:47:43 AM »
I never really liked the idea of negative hit points. I'd like to keep 0hp as the floor, and have another mechanic for dealing with the void left by negative HP (and the resulting stabilization mechanic). I'd like to hear your ideas as well.

My Idea:
Dying (condition) - Once you hit 0hp you are knocked out and unconscious. You are considered in dire need of medical aid. Each round you take a -1 to CON of ability damage. At 0 CON, you're dead. Stabilization works the same way as hit point loss at negative hp - the character has a 10% chance to become stable. Recovering lost CON follows the rules listed under Ability Damage.

If you're damaged to the point where you're bleeding out, or have broken bones, etc. a healing spell will only close your wounds and fix up bruises. Your body still needs to regenerate blood and grow new tissue. Hence the CON damage.

Ability Damage
Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well.

Gaming Advice / An oily grappler
« on: June 21, 2012, 04:59:07 PM »
If a player wants to lather themselves with oil before running into a grapple, what type of bonus would you give him?

If I was to apply the same bonus as the Grease spell for grappling purposes, it seems a bit overpowered to have it on all the time??

"A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin."

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