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Messages - Craiconn

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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: June 24, 2019, 09:22:07 AM »
Stronghold Builders Guide page 70 says "bulky but technically removable" magic items cost half and totally immobile ones cost a fourth the normal price. The Bier of Ressurrect the following page allows unlimited Resurrection with only a 500 gp diamond each. Chamber of Speed for 15,000 halves the completion time of "most tasks" (though is dependent upon 3.0's cheesy, super broken haste).

Nice.  So if you want to craft a magic item that is made for out-of-combat use (like for healing, camping or transportation), make it "bulky".  Once it's used, put it back in the Bag of Holding.

What objective criteria would you use to label a magic item as bulky?

D&D 3.5 and Pathfinder / Re: PF2 release date Aug 1 2019
« on: March 11, 2019, 07:00:09 PM »
From what I can glean from various online Pathfinder communities, there's almost as much an interest in who will be providing PF 1E 3PP publishings as there are people interested in PF 2E Paizo stuff.

The number of 3PPs supporting 1E play has diminished considerably, but the ones remaining are quality (Legendary, Drop Dead, etc).  It'll be interesting to see how that demographic segment plays out.  Plus, Purple Duck Games, a solid 2nd tier PF 1E 3PP, is working on an ambitious proprietary core rules system that is basically PF 1.5E.  Or 3.PF9999.  In essence, they're trying to  "fix" all the metric-tonnes and mass quantities of 1E imbalances that are Shit Show-worthy. 

Definitely don't underestimate the sizable community of PF 1E fans who are terrified of invalidating their thousands of $$'s of 1E book investments.  Especially since 2E's D&D 4E-esque veneer is causing a lot of gamer palms out there to sweating nervously.

D&D 3.5 and Pathfinder / Re: Parchment Swarm spell + scroll combo!
« on: February 05, 2019, 11:07:04 PM »
I hyperlinked to it in the OP.

D&D 3.5 and Pathfinder / Re: Parchment Swarm spell + scroll combo!
« on: February 04, 2019, 07:13:01 PM »
Hi.  OP here.  Thanks for your replies.

Yeah, my intent of the thread is to find some really super-ideal 1st level "rider" spells that provide a little extra offensive oomph to the target of the Parchment Swarm.  I do agree that the author's wording of the scroll add-on is a little sloppy.  But I thought it would be cool to have a mage have a half-dozen 1st level offensive scrolls quickly available for combo'ing against specific targets with specific weaknesses.  Damage add-ons would be mostly pointless - so I'm looking for 1st level spells that have a bad condition-granting effect.  Remember, you can use 1st level scrolls from ANY class, which broadens the possibilities.

As mentioned above, Deja Vu has promise.  So does Grease.  So does 3.5 Spell Compendium's Net of Shadows versus certain foes.

Thanks for your help!

D&D 3.5 and Pathfinder / Parchment Swarm spell + scroll combo!
« on: February 01, 2019, 04:48:10 PM »
The Parchment Swarm spell from PF's Occult Adventures is clearly a spell made for creative combinations.  Specifically, with low-level scrolls as an add-on.

Do any of you have any good suggestions as to which 1st level spell scrolls (from *any* class) would combo nicely with the magical slashing damage component of Parchment Swarm?  Pathfinder or 3.5 spells (plus good 3PP spells) are all welcome.

I thought Grease would be situationally helpful ... also Deja Vu would be a good 2 round add-on. 

Min/Max 3.x / Re: Fun Pathfinds
« on: May 10, 2018, 07:03:02 PM »
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.


"A mixture cannot be combined with another mixture."

I believe a Paizo dev chimed in on this once on the Paizo forums.  Something along the lines of adding the words " ... or substance" to the end of that rule sentence.  But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts".   :huh

Min/Max 3.x / Re: [PF]Crafter/Alchemist/Skillmonkey
« on: May 08, 2018, 10:05:07 PM »
Your "X3" would be best served with at least 2 levels of the Alchemist archetype, Mindchemist.  To help amplify your INT-based theme and to get a nice boost to your FORT & REFL save.  Mindchemist gives you Cognatogen (+4 to INT) and the awesome Perfect Recall class ability to double your INT bonus to all of your Knowledge skill checks.

The 3rd level of X3 can be a wide variety of things.  But I'd probably pick up something with a good FORT save since you really need that with your gestalt progression.  Hell, even Fighter-1 with Improved Initiative as your bonus feat would be helpful.

Homebrew and House Rules (D&D) / Re: Norse Bestiary
« on: March 28, 2018, 12:02:49 PM »
I dig the updates, KSB.  Very nice.  And congrats on the family expansion!

Since you soon will be venturing into a Pathfinder AP (albeit in their 3.5 rule set), you'll likely find a metric tonne of Norse related trolls, hags, giants, etc. in all 6 of Paizo's Bestiaries.  As well as some that are sprinkled throughout the APs and modules but never got included/updated in their Bestiaries.  In fact, I think Paizo's PF 1E has outdone D&D 3.5 in publishing Norse-related content. 

Holler if you need any help locating any of it (I'm Crai over at Plasticrypt, as well). and should have most of the stat-based stuff.  Backporting PF game mechanics into 3.5 is pretty easy and formulaic. 

Ray, as a fan of your prior QKE releases ... and a collector of D&D (all editions) and Pathfinder spellbook compilations ... this title will eventually get bought by me.  So consider it Wishlisted.  :-) I'd review it at RPGNow, Paizo, etc., but my system mastery of spell design and mechanics is really only strong in 3.5 and PF.

Still, I hope this release has sold well for you.  And it goes without saying, that if you do a conversion offering for 3.5/PF, I'll be buying this in a heartbeat.

D&D 3.5 and Pathfinder / Re: Is there a Beguiler in the house?
« on: March 10, 2016, 02:17:26 PM »

You've seen this conversion thread and PF Beguiler variant file, right?  It's hugely, hugely popular for folks who want a Pathfinder-ized Beguiler.  As well as a Beguiler that has continually evolved from the 2007-era (the year 3.5 died) until recent.  The PDF file has a nice 3.5 WotC-era layout as well.  The user community and the author continually tweak the class file due to playtest gauging. 

Thought it might help.

If you can backport Pathfinder stuff, your options open up considerably.  And they'll can expand quadratically if you include PF 3PP. 

I had a tremendously successful "Luck-Themed" Diviner Wizard back in 3.5 that used the Spontaneous Divination wizard ACF to spontaneously cast Alter Fortune, Unluck (sometimes Heightened) and Chained Insight of Good Fortune (I had metamagic reduction on the Chain Spell feat).  Other luck-themed spells that he routinely used were Twilight Luck (a Sanctified spell from BoED) and Ruin Delver's Fortune (he had a high Charisma due to needing it for spells such as Planar Binding a Dream Casting [Charm version]). 

By you mentioning Tyche and Auspician, I'm assuming that you're playing in the Forgotten Realms.  Which is also what my Luck Wizard played in for all 14 of his levels.  His build used a lot of Urban Savant levels which had a bunch of class abilities that were re-fluffed to be luck and fortune themed.

If you allow Pathfinder goodies, I can recommend a lot of wizardly spells, archetypes and what-not that also work the luck theme.

Good luck!  Lol.

The 3.5/PF spells that I've homebrewed over the last few years have emphasized exactly what ImperatorK is getting at .... unconventional, multi-utility, exotic game mechanic structure.

For example, a late-3.5-era trend that I ran with was creating new dual-school spells (ex. - Kelgore's Grave Mist, Passage of the Shifting Sand), menu-option spells (ex. - Ruby Ray of Reversal, Ray of Resurgence) and stacking-benefit spells (ex. - "Heart of ..." and "Unicorn" line).  Along with expanding the Essentia Point-fueled spells showcased in the Tome of Magic.

On a related note, quite a large number of 3PP Pathfinder companies are doing an amazing job at making fairly-well-balanced spells with some intriguing game mechanics (and castable by the majority of the 3.5-predecessor classes).  Magic spells put out by the 3.5 3PP's were considerably worse in design and development.

I'm currently working on "companion spells" that help accentuate and boost the CMB-vs.-CMD spells in Pathfinder.  Some of which were converted from 3.5 (Black Tentacles, Telekinesis) ... but most of which are new to PF (Strangling Hair, Chain of Perdition, Pilfering Hand, Mad Monkeys).   The CMB-vs.-CMD spells are a riot of fun when you get them.  But they quickly diminish in use as the spellcasters level up due to the crazy-high power curve of advancing enemy CMDs in PF.

Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: July 30, 2015, 10:14:17 PM »
If you allow 3.5 material to be ported into PF (backwards-compatible and all that), then the Alter Summoned Monster spell can get even more interesting.

Reference the Bedevil spell from Champions of Ruin:

Is a "mischievious spirit" a creature?  By RAW, I believe so.  And there you go, a duration of 1 Day/CL with your Heightened Bedevil spell.  With the Extend Spell feat, 2 Days/CL.


Also to note, Alter Summoned Monster can be cast via Shadow Conjuration.

We've played quite a few FGG products over the years.  Back in December, we finished the Pathfinder-converted 'The Lost City of Barakus' - which was a load of fun.  Back when they were first published, we also delved into various Necromancer Games (FGG's predecessor) adventures as well.  If my memory is correct - Vault of Larin-Karr, parts of Rappan Athuk, Morrick Mansion, Crucible of Freya, etc.

The main designers/developers at FGG/NG have no problems with placing crazy-high CR jumps from encounter to encounter.  While many players balk and cry "Unfair!" at such play dynamics, I personally enjoy the challenge of trying to figure out the best way (under immense, deadly pressure, of course) to deal with such encounters - fight, retreat, fighting withdrawal, parlay, monitor-remotely-or-from-stealth or "get creative". FGG games are a wonderfully effective tutor at teaching you such things.

D&D 3.5 and Pathfinder / Re: A potential review catalog
« on: July 10, 2015, 12:01:12 PM »
I've seen the buzz on Spheres of Power ... and I was sent a PDF copy of it from a friend in my gaming group to check out.  So I'm extremely curious of your take on it.  Also to note, in the last few weeks, a supplemental PDF (not sure about any paper book version) has also been published.

The Red Dragon Inn is in my Wish List.  It looks intriguing to my gaming group.  So I'll likely pull the trigger on that at some point in the future.

By now, you all know that nearly any primary spellcaster worth his stripes will eventually finagle their build to incorporate the Dazing Spell metamagic feat (+3 to spell level - unless you get a magic MM Rod).  It doesn't matter if you are a spellcaster who emphasizes BC, buff/debuff, blasting, summoning, etc. .... Dazing Spell is the "I Win!" button for spellcasters.  Because nothing is really immune to Dazing.

Personally, I don't use it on my spellcasters.  For the same reason I never used Incantatrix in 3.5.  And because DMs using it against my group can be utterly maddening.  Since I don't like to use the word "ban" (woohoo!), I will say that in both my tabletop groups we decided to stop using Dazing Spell via mutual DM/Player Gentlemen Agreements almost as soon as it got popular. 

But this is where it gets good.

The breadth of spellcaster styles, patterns and theme builds has greatly expanded.  I rarely see   It's funny how that one feat, as much as it was sorta well-balanced cost-wise, just absolutely dominated the buildcraft scene and pretty much handcuffed most casters into taking it.  As a result, there's no real "must have" feat or class feature in primary spellcasters any more (we're ignoring pre-Unchained Summoner/Eidolon combos in this talk).  So the variety is pretty cool now - and lots of creativity in build chassis crafting.

Endzeitgeist and others all really love that Strange Magic trifecta.  I bought the Truenaming PDF the other day in a big RPGNow haul (primarily Raging Swan Press stuff - I really love everything that they publish).  But I haven't been able to dive into it yet.

The GCC looks like a nice add for those wanting to Ravenloft-up their PF campaigns.  Fluff looks tasty - don't know much about the quality of the crunch.

I like Razor Coast - but I like Freeport a tad bit better. 

Rise of the Drow looks absolutely epic.  Underdark campaigns are my all-time fave.  Did you know that at Paizo Superstore, you can buy, like 3 or 4 extra Rise of the Drow supplemental softcover books to the main series?

I just took a gander at Slumbering Tsar over at RPGNow.  Holy Smoke ... you ain't kidding about the cost.  And it's also sold in a myriad array of $9.99 sub-modules.  Wow.  Anyone GMing this bad boy better have some serious chops.

I do have to say though, the basic premise of the series looks mighty alluring.  I would love to join an online PbP for Slumbering Tsar.  I'd even chip-in some $ to help fund the expenditure of this gargantuan series. 

The Rappan Athuk reboot for Pathfinder has been crazy, crazy, CRAZY popular with the Pathfinder community.  Of the maybe 15 players who have RA-experience (over the years) that I've had somewhat-serious dialogues with about RA .... I'd say 12-13 of them are ardent fans and are stoked about the upcoming RA accessory stuff that Frog God is gonna publish down the road.  The Paizo board folks who traffic in quality 3PP products also gush about Rappan Athuk.

I played some of it back in its 3.5 incarnation ... and I did have fun, although I wouldn't call it world-class.  The TPK complaining I heard didn't apply to my group because of our extreme prowess at tactical collaboration and CharOp. 

I like the premise of Frog God Games modules and campaigns.  Especially since some 3PPs tend to publish easy cakewalks on a consistent basis.  To me, TPK Grindhouses just mean "CharOp Folks gonna be challenged, but will live".

Gaming Advice / Re: Chill Touch Familar
« on: July 08, 2015, 08:47:46 PM »
In my Pathfinder campaign, I've been using Chill Touch with the Reach Spell metamagic feat (variable +1 to +3 - but usually at just +1 for Short Range).  Fun, crazy times.

 In PF, they ported over the Chill Touch spell from 3.5 in its entirety with no change.  If you Google the words "Chill Touch Pathfinder", you can see a lot of similar threads (in other forums) to this one in regards to rules arguments and mass confusion on Chill Touch.  I kinda like the house rule idea of allowing 1 of the allotted touch attacks on the round the spell is cast.  And then the rest of the allotted charges can be used based upon your BAB.  So a 12th level Wizard with BAB +6 would get 2 more touch attacks on his next round at +6/+1.

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