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Messages - RealMarkP

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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 / Re: Undead Character options
« on: June 18, 2018, 10:43:17 PM »
So does it give you any abilities or immunities?

Immune to Poison, Charm, Exhaustion; no need to sleep or breathe; -2 INT, +2 CON, -6 DEX, -2 STR, -2 WIS, -2 CHA.

Now, my DM is also allowing the grafting of limbs and things onto myself. I mean, Who doesn't want 6 arms? The possibilities here are endless.

D&D 5e / Re: Undead Character options
« on: June 17, 2018, 09:41:02 AM »

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 / Re: Ignore Hardness on Natural Armor?
« on: August 04, 2013, 08:22:03 PM »
Hmm, yes. However, by the rules if you attempt to sunder an object that's held or worn, it uses the wielder's saves. But, it's still made of a material and the material has hardness. I'm just wondering if there is a difference between the stone that a golem is made of and a club that is being held?

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 / Re: Having both Rage and Whirling Frenzy
« on: August 04, 2013, 09:51:24 AM »
Thanks. There is a reason why I asked in the min/max forum, because my build skirts the grey line between a good build and an optimized build.

So, furthermore, The Whirling frenzy ACF gives the following:
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.

Does this stack with a Tribal Protector's Wild Fighting ability:
Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character's attacks in that round suffer a —2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round.

They both sound very similar...

And more so, if could this be used with a Frenzied Barbarian's Frenzy ability:
A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.)

This would be a ton of attacks, regardless of the attack penalties...

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 / Re: Maxing the best 1st level bonuses
« on: December 31, 2012, 02:43:02 PM »
What about Maneuvers and invocations?
Maneuvers yes, but the formula for it is as complex as for Spells so assume you can pick a handful. Invocations no.

Also, do you actually need to have the prerequisites for feats or not?
Yes. And the cost of a feat with prerequisites is higher as well making a deep feat tree expensive.

Must it be a first level special?  What about PrC/template/racial class 'special' stuff?
Well first level is easy and cheap. The formula for buying abilities within a class is: 10 + (10 * class level) + (10 * prerequisite). So that a first level in Enlightened Fist would be 10 + (10 * 1) + (10 * 3[feats]) + (10 * 3[skills]) + (10 * 1[arcane caster 3rd level]) = 90pts. A second level base class ability would be 10 + (10 * 2) = 30pt.

Templates No. Racial stuff is automatically applied on character creation (However, our DM's world only has Humans, which allows us a free feat anyway).

Min/Max 3.x / Re: Maxing the best 1st level bonuses
« on: December 31, 2012, 12:27:53 AM »
Illiteracy should give you points....
Haha, yes, hmm. But lets ignore that for the time being. It was just an example.

Min/Max 3.x / Re: Maxing the best 1st level bonuses
« on: December 31, 2012, 12:18:59 AM »
What counts as a special ability? Are you strictly going by "special ability" or do you mean anything given as a class feature?

If it's any class feature then, this should be the foundation for any 200pt build:

Sorcerer/Wizard Spellcasting 20pts
Cleric Spellcasting 20pts
Psionic Manifesting 20pts
Cleric Turning 20pts
By special ability, I mean anything in the 'Special' column (ie. Barbarian's Rage 1/day, Illiteracy, Fast Movement. Each of those would be bought separately). As for spell casting, it is bought separately using a complex formula where you need to buy caster level separately from power points/spell points which is separate from known spells/powers. You can easily blow the 200pts on only a handful of spells. So, for the scope of this discussion, limit yourself to feats and the 'special' column from any class. You can assume you have access to powers or spells.

EDIT: To buy a Barbarian's 1st level:

Rage 1/day = 20pt.
Illiteracy = 20pt.
Fast Movement = 20pt.
Total = 60pt spent.

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 / Re: DM Requesting builds for brawling, cage-match fighting
« on: December 28, 2012, 06:57:17 PM »
The world that this campaign is in uses the Chaositech supplement from Monte Cooke. In it, it describes a graft where someone could have a metal jaw, yielding a 1d6 bite attack. How could I max this out? And are bite attacks allowed in a grapple?

Min/Max 3.x / Re: DM Requesting builds for brawling, cage-match fighting
« on: December 27, 2012, 04:04:43 PM »
This seems like an environment that a Beguiler would thrive in. Do you have to kill or just knock out? Vow of Peace is a pretty hefty DC buffer if all you need to do is stun or incapacitate them.
There will be a healer and the PCs will undoubtedly be there as aides. I'll take a look at the beguiler.

Also, what kind of builds could be good as trip or feint specialists? Monks seem to be what fit well to almost all builds, but I'd really want to limit their class types.

I was thinking of using a warforged as a final boss type fight. Anything that can be put onto their body would be allowed (given cost restrictions). Adamantine Body comes to mind as a potential upgrade and I'm still on the fence on allowing it for this particular encounter.
Bonus points for making him talk like The Ultimate Warrior.
Bahaha consider it done. I need to quote mine this guy. The part about taking over Hulk Hogan's plane made me lol.

Min/Max 3.x / Re: DM Requesting builds for brawling, cage-match fighting
« on: December 27, 2012, 03:08:56 PM »
How does the arena handle warforged? They have armor (likely enchanted) that can't be removed. What about warforged with Shocking Fist?
I was thinking of using a warforged as a final boss type fight. Anything that can be put onto their body would be allowed (given cost restrictions). Adamantine Body comes to mind as a potential upgrade and I'm still on the fence on allowing it for this particular encounter.

In the case of Shocking Fist, a caster could try to determine if it's magical, but ultimately fail. I'd allow it. I would hope that the PCs would study the fights and could fortify themselves with some sort of Electricity Resistance.

Min/Max 3.x / Re: DM Requesting builds for brawling, cage-match fighting
« on: December 27, 2012, 12:21:34 PM »
How well optimized do you want the NPCs? If the NPCs are built for this kind of fighting, and the PCs are not, it will not end well for the PCs no matter how much they cheat.
I'm not after Pun-Pun but fairly optimized in one type of fighting style. Mind you, the PCs will have the option of sneaking in items to help them.

I assume maneuvers from ToB are good to go, despite their relation to spells (9 levels). Psionics are a good option too, since you can manifest a power without speaking or moving with no metapower adjustment, only a concentration check. Mind-affecting stuff is not flashy at all.
I totally forgot about maneuvers. Are there any that focus on grappling, unarmed fighting, tripping, or the like?

Here's some ideas: ...
Thanks for the ideas man.

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