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Messages - magic9mushroom

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Handbook Discussion / Re: SorO's Handbook Dicussions
« on: Yesterday at 08:02:00 PM »
This handbook to see an on-site update anytime soon, since Soro has been b& several weeks ago.

Oh. I thought that was Soro joking. Must have been right after I arrived.

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D&D 3.5 and Pathfinder / Re: 3.p Spot the sun rules
« on: Yesterday at 07:37:16 PM »
AFAIK, the 3.5 rules are that you automatically see it because it isn't Hiding. There's a rule for max distance of Spot checks (highest is 6d6 x 40 ft. for plains), but that's for "detecting the nearby presence of others".

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Min/Max 3.x / Re: Optimized Rebuke Undead: What resources exist?
« on: Yesterday at 08:23:39 AM »
edit --- there's a Turning improver Resistance feat that can be taken more than once.
It's somewhere in a Fun Finds ; I liked it but have forgotten where/when.
Improved Turn Resistance from Ghostwalk, methinks. Probably superseded by the Libris Mortis feat of the same name, which is twice as good (assuming it stacks with existing turn resistance, which it appears to) but can't be taken more than once.

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Handbook Discussion / Re: SorO's Handbook Dicussions
« on: Yesterday at 08:16:34 AM »
Re: Class Boosters

Rod of the Dead grants +4 to rebuking level. Forgotten Realms: Underdark p71.
Scepter of the Netherworld was reprinted in Magic Item Compendium p183. No change from LM.

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Upon careful examination, I do not believe that multiple defending weapons should stack with each other. A defending weapon applies an enhancement bonus to AC, not an unnamed bonus. This should stack with magic armour, because that's an enhancement bonus to an armor bonus to AC, but not with itself. Moreover, even if it did grant an unnamed bonus, multiple instances would still have the source "defending weapon" and therefore would not stack with each other.

Also, while an animated shield protects you on command as though you were wielding it, I don't see any way you could be construed as wielding its spikes while it's floating around (there's nothing saying you can bash with it). As such, I would recommend either animation or spikes, rather than both.

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Also I think a certain someone might like to know about the Bow of Solars out of the A&E. It's a 100k bow but it does have a +5 Enhancement Bonus so really it's unique costs about 50k. Anyway, every arrow fired from it is a Slaying Arrow prompting a DC 20 Save or Die with each shot.

No, it has a +2 enhancement bonus, making the unique worth a little over +5 (or +91,200). The +5 its its Strength rating. Also, whoever calculated the bloody thing forgot that Large weapons cost twice as much, because it seems to be a 99,200 enchantment on a 900gp base and a masterwork Large mighty (+5 Str) composite longbow doesn't cost 900 gp (it costs either 1,000 or 1,500 gp depending on how weapon size interacts with mighty composite bows).

Nice job finding that, though; I was a bit bemused when I looked at the Solar entry in MM, thinking "and how much is that bow worth when the PCs inevitably loot it?".

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Handbook Discussion / Re: Tier System for PrC - Discussion
« on: February 19, 2019, 10:45:57 PM »
I'm relatively inexperienced with Incarnum, but I don't understand why Necrocarnate is -2. You're a level behind in soulmelds and chakra binds, but you're rolling in essentia. The standard assumption in the DMG and MM is four encounters per day, two monsters per encounter (single monsters are called out as being unusual); as such, in each encounter you should have about six harvested souls (even the first encounter of a day, because it's 24 hours and the last three encounters of the previous day should still be there). This does assume you kill and harvest all your foes, but you're an evil prick whose entire schtick is doing that so I don't see any reason why you wouldn't. At level 10, you should therefore have about 19 essentia (7 from 7 incarnate levels, 6x2 from 3 necrocarnate levels), which far exceeds the 10 of a standard incarnate, and at level 20 you have about 49 (7 from incarnate, 6x7 from 13 necrocarnate levels) compared to the incarnate's 26. You're certainly weak if you haven't had the chance to harvest anybody lately (e.g. you've been in a city and playing nice), but otherwise it doesn't seem too bad.

Can someone explain to me why this is listed as -2?

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D&D 3.5 and Pathfinder / Re: What would balance Simulacrum?
« on: February 19, 2019, 08:43:43 AM »
The problem with Simulacrum from a balance POV, as with Polymorph/Shapechange/Gate, is that it opens up monster books for PC use in an open-ended fashion (with some additional headaches from the "half HD" thing; Eldritch_Lord covered this well). These will always break everything when applied to monsters whose abilities PCs are not meant to have (e.g. Sarrukh, anything with Wish SLA more often than a Glabrezu, Aleaxes, Hagunemnons).

The simple and boring way to balance it is to define the abilities of the monster created. Make it a construct (or maybe elemental or ooze?) with X hit dice with Y abilities including one that makes it look like the target. Make it decent in combat and you've got a decent minionmancy spell. Should probably have some limit on the number controlled at once, just to avoid infinite-army shenanigans when players figure out how to remove the M and XP costs.

@Eldritch_Lord: Animate Dead is honestly much closer to Simulacrum than Planar Binding is (material cost, create rather than bind, indefinite control), and it scales with CL.

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Handbook Discussion / Re: Immortality: A Guide to Eternal Life discussion
« on: February 19, 2019, 05:41:19 AM »
Templates

These are templates that grant some form of respite from aging. Templates with unplayable level adjustments (vampires, etc.) will not be included.

Lich should probably be included. Yes, yes, I know, +4 LA is bad (though not Vampire-level bad) - until Epic. Then it's not so big a deal. Also, if you're going deep into Epic, it opens up the legitimately-good Demilich.

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Classes and Prestige Classes

Most immortal character will probably become such because of class choices. For some classes it's impossible to avoid; taking the class to completion grants some form of immortality. Here are all the ones that grant any type of immortality.

Athasian Dragon is missing. Epic PrC, Dragon #339 p.22, grants immortality at level 3. The PrC also has the only means I'm aware of to offload backlash damage from epic spells (to anyone within Close range, and it's blazefire).

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1. Unnamed Ring/Amulet/etc. (Dragon 354)
This is the piece of jewelry used in the Kissed By the Ages spell. Any piece of jewelry works, as long as it costs at least 4,000gp and takes-up an item slot. You become completely ageless as long as you wear it and suffer penalties if you lose it. The real advantage to it comes if you combine it with the Item Familiar feat. The ring/necklace/whatever is impossible to destroy without deific intervention and you always know where it is, practically guaranteeing you'll never lose your item familiar and anything you invested in it.

Whether you can make it an Item Familiar is rather dubious, since the spell "forever eliminates any of the item's existing magical properties". You might be able to re-enchant it (and then make it an Item Familiar), but I wouldn't count on it.

Also, note that Kissed by the Ages targets a person; stealing someone else's KbtA trinket won't grant you immortality.

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5. Ioulaum's Longevity (LEF, contributed by pinewoodpine)
This is an epic spell with a Spellcraft DC of 152. It's basically Disintegrate in a 120 ft. radius but your current age category is extended by one year for every living creature it kills. Unlike Thief of Life it doesn't have HD requirements on the target, so (if you don't mind being evil) go raid the nearest village and disintegrate everyone to extend your life. If your morality can't handle that, I'm sure you could get the same results from kobolds (or whatever passes for the "always evil" creature in your campaign). The only difficulties with this are the Spellcraft DC and the fact that you need Epic Spellcasting to cast it. If your DM will let you, drop the Spellcraft DC down to almost nothing by building a crippling XP expenditure into the spell and then using a Thought Bottle (CA) to get it all back. Note that this trick is most definitely not RAI so ask your DM before you try it.

Fortify-based life extension overlaps, rather than stacking (ELH). Ioulaum's Longevity is a bit unusual but the same rules probably apply (it mentions that the age extension is permanent, not instantaneous). This means there's a limit on how much you can get, although the limit is rather large (blasting 5 bat swarms, such as from a vampire rolling high, will give you 25,000 years, and given the 120ft burst area you could fit a lot more in if you tried).

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7. Living Zombie Cocktail (CoR)
No, it's not actually called that. Creating a living zombie takes Command Undead, Dominate [type], False Life, Feeblemind, and 1,000gp. You can have one living zombie at a time for every modifier from your primary spellcasting stat (Intelligence for wizards, etc.) which is good because you want as many as you can get. Every one you have makes you age half as quickly as you usually would. This effect is cumulative if you have multiple living zombies, so create as many as you can to greatly increase your lifespan. The only problem is they still age as they usually would so you'll have to replace them every 100 years or so (less if they're elves).

It's fairly hard to crank ability modifiers past +12-15 unless you go deep into epic, so this'll only get you a million years or so.


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3. Divine Rank 0+
Almost certainly requiring DM fiat or a seriously high level campaign, somehow obtaining at least divine rank 0 grants the basics of the ideal state of immortality. Note that it is possible to steal enough of whatever the stuff/power is that constitutes divine rank in order to gain 1 or more divine ranks (see Greyhawk sources, the most recent of which is "Expedition to Castle Greyhawk" for details on how this was/can be accomplished. Alternatively, see Forgotten Realms sources regarding "The Time of Troubles".)

Dragon Ascendant gives DvR 0 mechanically, but it's a 12-level PrC, and to get in you have to be a True Dragon of BAB +30 and eat your hoard (which presumably translates to your entire WBL at the time of entry).

The Lich-Queen's Beloved adventure (Dungeon 100) states that Vlaakith's divine ascension method (cast thousands upon thousands of Wishes on the corpse of a deity) will eventually work, but the exact number is unknown. An epic ring of at-will Wish should cost 2,775,400 gp by DMG/ELH rules (crafting it would require 137,700 gp, 512,754 XP and 276 days) and should allow 4,800 Wishes per 8-hour day of spamcasting in the Astral Plane.

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Board Business / Re: Technical Issues Resolved
« on: February 19, 2019, 02:57:58 AM »
BG Archive currently seems to be down.

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Handbook Discussion / Re: Tier System for PrC - Discussion
« on: February 19, 2019, 02:35:11 AM »
Anarchic Initiate should be +1, not +2. The stated definition of +2 (Marvelous) includes the bolded statement that it must raise the logical entry's tier. While Anarchic Initiate is an incredibly-good PrC for Psion, it does not raise it from Tier 2 to Tier 1.

(By contrast, Thrallherd does raise Psion to tier 1, because you can take tier 1 casters as thralls.)

Walker in the Waste at +2 is highly suspect. First, without Dry Lich the class is bad, and RAW you get the LA for Dry Lich which is also bad (ordinary Lich is easier at that point; cleric liches, while rare in published material, are perfectly legal). Second, even if Dry Lich's LA is removed, you'll have serious issues with any kind of underwater area for the rest of your career, as you treat any water as holy water and are thus effectively barred from swimming (the most applicable rules would seem to be the proportionality for touching lava or acid vs. immersion in it, which would give 20d4 damage per round). Third, while Dry Lich is very good (without the LA), you are paying quite a lot for it (2 caster levels, 50,000 gp, 4,000 XP), so even without the LA I'm not sure it merits +2 rather than +1 (unless you're going into epic).

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: February 19, 2019, 01:23:05 AM »
On the other hand, unlike you I do not believe that any of the transformational prestige classes require the character to gain the LA of the template granted by the prestige class.

To be perfectly clear on my position:

IMO the RAW on most transformative PrCs that grant a template is somewhat unclear (and ridiculous FAQ responses like the Dread Necro one saying the phylactery doesn't do anything don't help). It's a valid reading in most cases that the LA doesn't apply, and it's the reading I'd personally use because it's the most sensible.

Walker in the Waste is different in its transformative element in two ways:

1) the transformation isn't automatic upon getting the level, but requires a ritual that can't be done alone,
2) the transformation uses a template (rather than simply being handled by class features), but the template can only be applied to people who've completed the PrC.

Furthermore, unlike most transformative PrCs, there's an explicit example of someone who's completed the PrC, and they are listed with an LA. I don't really see a way to claim that WitW 10 -> Dry Lich doesn't give you the LA when we can plainly see a sample WitW 10 -> Dry Lich in the book and he has the LA.

The above is my interpretation of RAW, not my personal opinion on what makes sense or is reasonable. If I were DMing and a PC went Dry Lich, I'd houserule away the LA - it's just plain silly.

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: February 18, 2019, 09:23:52 PM »
Alright.

You should probably list Dry Lich's +5 LA alongside its entry, since all the other races and templates have RHD/LA listed.

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: February 17, 2019, 06:57:54 AM »
Faerie Mysteries Initiate is missing from the Int section for some reason. It was in the prototype table on page 1 of this discussion thread; it seems to have been deleted somehow.

Also, Walker in the Waste 10 and Dry Lich should be combined into one entry; you cannot be a Dry Lich without being a Walker in the Waste 10 and Walker in the Waste 10 doesn't give Cha to HP except via allowing Dry Lich.

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Walker in the Waste is bad unless Dry Lich's LA is houseruled away. The capstone doesn't make you a Dry Lich for free; it merely qualifies you to become one via the Sere Rite and 100,000 gp worth of crafting (the template can only be applied to a WitW 10). The sample Dry Lich is a WitW 10, and gets the CR and LA adjustments of the template. I know it's mind-numbingly stupid to hit you with LA for a PrC's capstone, but I don't see anything indicating that the LA wouldn't apply (indeed, there's literally nothing else the LA could possibly apply to).

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Handbook Discussion / Re: Monster Tactics Handbook Discussion Thread
« on: February 16, 2019, 08:25:00 AM »
Lockdown Mage has incorrect information about Backbiter. Attended nonmagical items still get saving throws (as the holding character), and Backbiter doesn't have any text to negate that (it says that magic weapons get a save, but it doesn't say that nonmagical weapons don't).

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You Break it You Buy it / Re: TRIPLE 9 GISH!(TO/cheesy)
« on: February 16, 2019, 07:52:36 AM »
There's also the issue that the standard gish benchmark is not really meaningful for Clerics (or Ur-Priests). Divine Power sets your BAB = HD regardless of its natural value, it explicitly grants iteratives, and it's a valid target for DMM Persist (or ordinary Persist, if you have a metamagic cost reducer). The only real noteworthy accomplishment for gish Clerics is to get proficiency with all martial weapons.

Speaking of getting proficiency with all martial weapons, this build has a fatal hole (beyond the fact that it doesn't work, I mean). Militia is illegal due to the character being a Raptoran, and thus neither a Halfling, Half-Elf or Human. Without Militia, they do not qualify for Sanctified Mind.

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Handbook Discussion / Re: Speed handbook discussion thread
« on: February 16, 2019, 12:41:48 AM »
Shadow creature is LA +2, not +3.

Phantom Steed (Bard or Sor/Wiz 3, PH) conjures a magic mount for hr/CL that has a speed of 20ft/CL (max 240ft) and gains 240ft (average) flight at CL14. Takes 10 minutes to cast, though, and has HP 7+CL; not a very tactical spell (unless you make a wand or eternal wand of it).

The feat Driftwalker (Dragon 315) by RAW gives arbitrarily-fast land movement over snow (it reduces the movement cost for entering a snow square to zero squares). You still need a move action to do it, though, and it's probably not RAI.

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Handbook Discussion / Re: The 3.5 Cleric Handbook - Discussion Thread
« on: February 13, 2019, 02:48:51 AM »
I've got to say that I think Whisper Gnome and VDK are not nearly as good for a Cleric as they are for a Wizard (or, in VDK's case, Sorcerer). Unlike those classes, a Cleric isn't as well-served by dumping Str entirely or by being Small, and as such I'm not so sure they're worth a whole category over Human (e.g. VDK gets +5 to ability scores all up, but they're out two feats for the privilege and it really is only +5; Whisper Gnome's stats are above even but not by a lot). Both are certainly strong choices for Cleric (with the right build), but I don't think it's the level of hand-in-glove synergy of a Whisper Gnome/VDK Wizard or Anthropomorphic Bat Druid (let alone a VDK Sorcerer).

Also, Nezumi probably belongs in the list of "Good" races (same stat adjustments as Dwarf, and 40ft movespeed, though they don't get the save bonus vs. spells).

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D&D 3.5 and Pathfinder / Re: Blink Greater and Luminous Armor interaction
« on: February 11, 2019, 08:47:33 PM »
At most, the light from Greater Luminous Armor would allow an opponent to target the correct square, instead of guessing like normal invisibility situations.  Otherwise, it provides no benefits for targeting.
I'd agree in the case of invisibility. In the case of Greater Blink, of course, you don't need to guess either way.

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