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Messages - Jackinthegreen

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Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: September 21, 2018, 12:23:52 AM »

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: September 07, 2018, 03:02:39 PM »
Went to format my new SSD and accidentally formatted my main hard drive instead.  The main things I want to get back are all my bookmarks (easily over 1,000 by now...) and also Factorio saves and I see there are ways of getting data back if it hasn't been overwritten but it costs a wee bit of money even for a regular DIY program.  Bleh

But I did get the SSD split up into a couple drives so one has my OS and the other has whatever stuff I want to be speedy.  Made one hell of a difference in Path of Exile load times, that's for sure.

D&D 3.5 and Pathfinder / Re: Epic Duelist 3.0e
« on: September 05, 2018, 10:29:32 AM »
I'm looking at the Epic Level Handbook and I'm not even seeing Duelist in here.

Aha!  Found  And then it gets updated at it looks like.

Here is the text from the original web enhancement:

From Sword and Fist
The epic duelist darts and weaves in combat, relying
on his extraordinary agility and cunning to win
the day.
Combat-related feats should occupy most of your
bonus slots. Look to Epic Weapon Focus, Epic Prowess,
and Superior Initiative to gain the upper hand. Of
course, no duelist is complete without widespread
recognition, and Epic Reputation does the trick well.
The epic duelist’s most important ability score is Dexterity.
Intelligence bumps help increase your canny
defense. Strength isn’t as significant for most duelists,
since they tend to favor finesse weapons. A duelist who
relies on interaction skills should consider increasing
Charisma from time to time.

Other Options: Epic duelists favoring two-weapon
combat should look to Perfect Two-Weapon Fighting
and Two-Weapon Rend for a boost. To really show off
against lesser mortals, pick up Exceptional Deflection
or Infinite Deflection and watch the enemy archers
gasp in awe.

Hit Die: d10

Skill Points at Each Additional Level: 4 + Int modifier
Precise Strike: Every four levels above 10th, the extra
damage inflicted by the epic duelist’s precise strike
increases by +1d6.

Bonus Feats: The epic duelist gains a bonus feat
(selected from the list of epic duelist feats) every three
levels after 10th.

Epic Duelist Bonus Feat List: Blinding Speed, Epic
Prowess, Epic Reputation, Epic Skill Focus, Epic Speed,
Epic Weapon Focus (rapier), Exceptional Deflection*,
Improved Combat Reflexes, Improved Whirlwind
Attack, Infinite Deflection*, Perfect Two-Weapon
Fighting, Superior Initiative, Two-Weapon Rend.
*The epic duelist need not have Improved Unarmed
Strike to qualify for these feats.

Level Special
11 —
12 —
13 Bonus feat
14 Precise strike +4d6
15 —
16 Bonus feat
17 —
18 Precise strike +5d6
19 Bonus feat
20 —

Off Topic Fun / Re: Things that make you LoL (Part 3)
« on: August 24, 2018, 11:15:09 PM »

D&D 5e / Re: Unearthed Arcana: Not our Hippos
« on: August 14, 2018, 01:54:06 AM »
8 feet and 400 pounds?  Is Powerful Build in 5e at all?

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: August 14, 2018, 01:53:04 AM »
Some goddamn fool is looking at porn on the work phones again.
Please tell me you did not discover this when his pants were down...
Or anyone else's pants were down, for that matter...
Or while anyone's pants were somewhere besides firmly secured to their waist, using the waistband.  I wouldn't put it past some people to just put pants on their head and go to town.

Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: July 17, 2018, 12:40:28 AM »
For the Dex feat Companion Guard Style in Dragon 315 the page number is page 52.

For the wisdom feat Serenity in Dragon 306 the page number is 100.

Maybe it's Avenger ACF which gains the Monk's AC/Speed & Ranger's FE/Track (generally seen as terrible given how great WS is) might be useful, idk. I kind of feel like they hit the nail on the head with Mystic Ranger. It really doesn't lose out on either end of the fighter~wizard spectrum but it won't go full "Tier 1" Druid on the group either.

Either way, pick up Planar Touchstone[catalogues of enlightenment] or dip Contemplative for the Plant Domain's Rebuke Plants.
If you haven't already finalized things, I think it's worth mentioning the druid ACFs again. They're generally regarded as not as strong as the standard druid, but if you don't want WS anyway, then they can offer interesting alternatives. Here is a link to the avenger.There's also the Swift Hunter.

Not to be confused with the feat Swift Hunter which allows combining some stuff of Ranger and Scout together.

Other Games / Re: Videogame Discussion III - Snake Eater
« on: June 19, 2018, 08:10:51 PM »
An odd choice wonder if this is an indirect confirmation of  a remaster version of MW2.....I remember making new friends on MW2, but I have more fond memories of MW3 due to screen shots and video captures.

I have to remind myself "MW" in this context means "Modern Warfare" and not "MechWarrior."

Min/Max 3.x / Re: Rebuke ooze/spider and divine metamagic 3.5
« on: June 11, 2018, 11:03:40 PM »
Complete Divine's section on Divine feats (page 77) specifically says:

First, they all have as a prerequisite the ability to turn or rebuke undead. Thus, they are open to clerics, paladins of 3rd level or higher, and a member of any prestige class or any creature that has that ability.
Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead.

In other words, only the ability to turn or rebuke undead can be used to power divine feats.  Nothing else, unless there's a ruling somewhere else specifically modifying that or the feat itself says otherwise.  See for a list of divine feats.

Mystic Ranger is available in Dragon Mag 336 page 105.  It trades slower acquisition of Endurance, combat style feats, and Favored Enemy and an entire lack of the animal companion to gain 0 to 5th level spells, with the progression of 0 at 1st level, 1st level spells at 2nd level, then another level of spells each even level until 10th when it gets 5th level spells.

The 1st combat style feat is gained at 3rd level, then Endurance at 4th, then Improved Combat Style at 7th, and Combat Style Mastery at 12th.

Usually it's combined with the Shape-changing ACF from Unearthed Arcana page 58 (or the SRD) where you trade away your combat style feats to get Fast Movement like Barbarian as well as Wild Shape like Druid but only into small or medium creatures.

See also for more details on combining it with the feat Sword of the Arcane Order in Champions of Valor and the Shooting Star substitution levels also in Champions of Valor.  Note that since Mystic Ranger trades away its animal companion it cannot get the 4th level Shooting Star sub level because that requires trading your animal companion as well.

Having the ability to use wizard spells is useful though it can be tedious to get going depending on what downtime you have to get hold of and decipher a spellbook, etc.

Or look at for ACFs from the books and online and for Dragon Mag ACFs.

Off Topic Fun / Re: Celebrity Death Thread
« on: May 26, 2018, 09:23:37 PM »
Rest in peace, TotalBiscuit.  Or shoot the fuck out of some Zerg, whatever strikes your fancy.

Other Games / Re: Videogame Discussion III - Snake Eater
« on: May 21, 2018, 02:22:02 AM »
Tencent has acquired majority stake (80%) of Grinding Gear Games, the makers of Path of Exile

Felt the need to share this since I'm...  Unsure and hesitant on what to think, though that's partially due to the late hour.  Tencent has been good about letting strong-performing companies keep their monetization models such as LoL has, but it's still Tencent and anything to do with them I take with a massive grain of salt.


D&D 3.5 and Pathfinder / Re: Spell like abilities with no hands.
« on: May 11, 2018, 12:39:34 PM »
Ya, as Jack said. Page 7 Complete Arcane.

We're not worried about invocations at the moment. Only have two. Dark speech one (shatter), I would think that one is more verbal, and Devil's Sight that lasts 24 hours. It's the stuff like detect magic and light/darkness were more worried about.

Baleful Utterance (Complete Arcane 132) is explicitly called out as a sonic effect but per the other rules associated with invocations (only having somatic components but not verbal, etc) it technically doesn't even require a mouth much less a mouth that can speak.  One could rightly waive it as saying the magic itself provides the sound just like Ghost Sound, etc.

There is some fluff in regards to invocations working more easily with alternate forms.  As it says in Complete Arcane page 7, "Because the somatic components required for warlock invocations are relatively simple..." that gives some fluff reasoning to allow it in alternate forms.

However, the rules of Alter Self (Player's Handbook page 197) mentions this:  "You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components."

Pretty much all wild shape, polymorph, or other shape-changing abilities are based on Alter self so that's the most relevant general rule, but of course other effects can have more specific requirements or allowances.

So normal somatic components of a spell would require a form whose limbs are capable of fine manipulation which would certainly rule out something like a dolphin or fish.  A sea lion probably wouldn't work either, but it at least does have "fingers" so maybe.  An otter would probably work though.

What are the forms your party is using?

And if nothing else, modifying the Natural Spell feat to make a new feat that allows for warlock SLAs to explicitly work in any form would be a totally acceptable way to make it work.

D&D 3.5 and Pathfinder / Re: Spell like abilities with no hands.
« on: May 09, 2018, 12:36:11 PM » has the information online, or the Monster Manual page 315 has it as well.

To quote the Monster Manual:

Spell-Like: Spell-like abilities are magical and work just like
spells (though they are not spells and so have no verbal, somatic,
material, focus, or XP components). They go away in an antimagic
field and are subject to spell resistance if the spell the ability resembles
or duplicates would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be
used. A spell-like ability that can be used at will has no use limit.
Using a spell-like ability is a standard action unless noted otherwise,
and doing so while threatened provokes attacks of opportunity.
It is possible to make a Concentration check to use a spelllike
ability defensively and avoid provoking an attack of
opportunity, just as when casting a spell. A spell-like ability can be
disrupted just as a spell can be. Spell-like abilities cannot be used
to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level
defines how difficult it is to dispel their spell-like effects and to
define any level-dependent variables (such as range and duration)
the abilities might have. The creature’s caster level never affects
which spell-like abilities the creature has; sometimes the given
caster level is lower than the level a spellcasting character would
need to cast the spell of the same name. If no caster level is specified,
the caster level is equal to the creature’s Hit Dice.
The saving throw (if any) against a spell-like ability is 10 + the
level of the spell the ability resembles or duplicates + the creature’s
Cha modifier.
Some spell-like abilities duplicate spells that work differently
when cast by characters of different classes—for example, true seeing.
A monster’s spell-like abilities are presumed to be the sorcerer/
wizard versions. If the spell in question is not a
sorcerer/wizard spell, then default to cleric, druid, bard, paladin,
and ranger, in that order.

Emphasis on somatic is mine.  Unless it specifies otherwise such as the Warlock from Complete Arcane where it says on page 7 "Because the somatic components required for warlock invocations are relatively simple..." it means the SLA does not have any hand gesture requirements whatsoever.

So the question comes down to:  Where do these spell-like abilities come from?  And also what kind of limitations are placed on the form change, if any?  As the Alter Self spell mentions, the creature retains its SLAs when changing forms but if it has a breath attack for example and the new form doesn't have a mouth then the breath attack doesn't work.

Premise:  Things attacking other things will use the appendage that's closest to whatever they're attacking.  Humanoids attacking other humanoids will tend to use their arms.  A humanoid attacking a tiny or smaller spider will tend to stomp instead.

Enter flying creatures.  Hitting something on the ground.  Why are they using handheld weapons when stuff attached to the feet or legs would likely end up better like the spider example?

To-do homebrew:  Lots of weapons meant specifically for flying creatures (mainly humanoids) to attack ground creatures.

D&D 3.5 and Pathfinder / Re: AoO disrupting ranged attack
« on: April 16, 2018, 12:29:01 AM »
Looking at the D20 Modern core rulebook, page 131, shows that attacks of opportunity say nothing about disrupting the ranged attack that triggered the AoO, thus it means the AoO does not disrupt it.

Off Topic Fun / Re: Celebrity Death Thread
« on: April 15, 2018, 08:47:01 PM »

Handbooks / Re: Sohei Handbook
« on: April 01, 2018, 11:19:24 PM »
There -might- be cases for a few elf races:

Snow Elf from Frostburn pg 34 gets +2 dex, -2 cha and is otherwise the same as regular PHB elves.

Wild Elf from Monster Manual page 104 gets +2 dex, -2 int with a favored class of sorcerer.

Painted Elf from Sandstorm pg 42 gets +2 dex, -2 int and favored class druid.

Mainly the Snow Elf if there's somehow a dex variant for the Sohei such as making use of Combat Reflexes.  Such a build is likely to go into Swordsage for the wis and dex synergies while not doing much with str.

See if you want to go through a basically exhaustive list of LA 0 races.

Off Topic Fun / Re: Things that make you LoL (Part 3)
« on: January 29, 2018, 11:11:42 PM »

"Theoretically, since living things want to stay that way and being alive is the natural state of all things which can achieve it, all things that have once lived should have some innate, physical desire to do so again. Therefore, necromancy should be the easiest and most feasible form of magic."

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