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Messages - Endarire

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41
You Break it You Buy it / Re: Time Warp Dog: Limited-use Infinite Turns
« on: January 08, 2018, 04:16:09 AM »
Blink Dogs get at-will free action dimension door that lets them act normally after.  See links for details.  That's why they're there.

Dropping objects is normally a free action.

42
You Break it You Buy it / Time Warp Dog: Limited-use Infinite Turns
« on: January 05, 2018, 05:09:45 AM »
Time Warp Dog: Limited-use Infinite Turns
Intro
This is very definitely meant as a thought exercise (theoretical optimization) instead of something meant to be used in a typical game.  If your GM lets you do this, however, enjoy!  (Preferably also let me know how it went!)

As an aside, inspiration for this trick came after reading Eggynack's Druid Handbook and pondering whether Exalted Wild Shape (Book of Exalted Deeds 42) would be worth it on my Druid.

Assumptions
-[Basic] White Raven Tactics works on yourself.  In this thread, let us not quibble about balance or reasonability.  It simply MUST work for this trick to work.

-[Basic] The initiative count can go arbitrarily low before wrapping around to the unit with the higest initiative for the next round.  Think negative 10 billion here.

-[Basic] You can perform an indefinite number of free actions per round, or at least enough free actions to dimension door somewhere then retrieve and drop enough stuff to be worthwhile.

-[Basic] White Raven Tactics grants you turns that let you affect others, especially hurt others.  These are real turns in real time for you instead of more restrictive super-fast time granted by time stop or temporal acceleration.

-[Advanced] "When I want" is a valid contingency trigger as a spell, power, item (Complete Arcane 77 - Craft Contingent Item), or otherwise.

-[Advanced] Planes exist with super-fast-time-compared-to-the-normal-plane reachable by characters using this trick.  We're talkin' like a day in other plane to an unnoticeably or immeasurably small amount on the main plane here.

Needed Components: Basic
1: The ability to transform into a Blink Dog and access its Dimension Door (Su) ability to warp as a free action.  A longer duration is better due to using lots of turns in this form!

Some ways to get this:
-Polymorph or metamorphosis with the feat Assume Supernatural Ability (Savage Species 30, requires 13 WIS), at least a +9 bonus, and a means of taking 10 on Will saves like Steadfast Determination (Player's Handbook II 83) or the Devoted Spirit stance Aura of Perfect Order (Tome of Battle 57).  If you have alter self or another means of shapeshifting earlier than polymorph, you can get all these feats no later than level 6 at latest.  (Metamorphic Transfer WON'T work for this due to its 3/day limit!)

-Shapechange or greater metamorphosis.  Each is a clean and simple way to do it, but normally requires character level 17 at soonest.  (There are ways to get level 9 abilities sooner, but let us not focus on that here.)

-Exalted Wild Shape (Book of Exalted Deeds 42).  This feat is a simple way to acquire long-term Blink Dog (Su) abilities with an expected duration of 1 hour per level.  It's also available at level 8 using Vow of Poverty or some other tricks, or at level 9 for most people.

2: Adaptive Style feat (Tome of Battle 28).  This lets you recover White Raven Tactics and all the rest of your maneuvers as a full-round action.

Some ways to get this:
-At least 1 level of Warblade.  If you take this class level at character level 9 or later, you can grab White Raven Tactics and a prerequisite White Raven maneuver cheaply.  If you take this level at character level 9 or 12 (or 15 or 18, etc.), you can also get Adaptive Style at the same level.

-Swordsage (Tome of Battle 15) also does it without Adaptive Style, but requires 2 uses of the feat Martial Study (Tome of Battle 31) or multiclassing to get White Raven Tactics and its requisite maneuver.

-A Crown of White Ravens (Tome of Battle 149) may also work, but you still need either a Swordsage level or Adaptive Style and a Warblade level.  This is in 'ask your GM' territory and I'd prefer not to do that in a thought exercise.

3:White Raven Tactics.  As a swift action, give yourself another turn immediately after this one.  See #2 for how to get this.

4:A means of retrieving items from a container as a free action, such as a Heward's Handy Haversack or the feat Quick Draw.  As prudent, attach a Wilding Clasp (Magic Item Compendium 190) to this haversack should you need it for Wild Shape purposes.

5: Lots of stuff to drop!  Maybe it's flasks or heavy objects or katamari or something dense and damaging affected by shrink item or infinite chickens with the flaw Chicken Infested ("Dragon 330" page 87, only available at level 1 to those of the Commoner class).

Needed Components: Advanced
NOTE: These are intended as optional, but, depending on details, may be required for you to complete the trick.

1: Ring of Feather Falling.  With no action cost, this lets you easily reach higher hights via your dimension door safely slow your descent while being very high in the air with no action cost.  Just remember to attach a Wilding Clasp (Magic Item Compendium 190) to this ring should you need it for Wild Shape purposes.

2: Contingency in spell power, or item (Complete Arcane 77) form.  The contained ability is plane shift (spell, power) to warp you to a very fast-compared-to-your-main-plane-other-plane so you can rest and recover at least 8 hours on that fast time plane to get your resources back.  This place may also have lots of items for you to get for dropping purposes.

Some ways to get this:
-Limited wish or wish; bend reality or reality revision.  These are somewhat expensive ways to get contingency or its psionic verison, but they work.

-Miracle.  It's a level 9 spell to reproduce contingency, making it an expensive and late-game ability, but one for 0 EXP per use.

-Time Domain and likely also the Contemplative PrC (Complete Divine 30).  Contingency is a level 6 Time Domain spell.

The Procedure
0: Transform into a Blink Dog.  Ensure you're still able to grab items from wherever you're storing them and, as prudent, you have the relevant buffs active (if any) to guarantee you're able to use dimension door each round.

1: Ensure you have White Raven Tactics as a readied maneuver.  Ready it if need be.

2: Use your free action dimension door to warp somewhere, activate White Raven Tactics on yourself as a swift action, then refresh White Raven Tactics as a full-round action.  Repeat as prudent.

3: Get items from your storage and drop them.

4: If using contingency to restock, activate it to plane shift to your safe space, restock (including reapplyinng contingency), and return.

5: Go wherever you aren't blocked and destroy whatever that isn't immune with your junk pile - at least until you run out of stuff to drop!

Build Stubs
NOTE: These are just the most important parts of certain builds to achieve this post's goal.

1: Human Druid11/Warblade1 with Exalted Wild Shape.  (Commoner1 at level 1 is optional for Chicken Infested.)  You can do this for 1 hour per Druid level, but may need Wilding Clasps for certain items.

2: A Wizard or Sorcerer with draconic polymorph (Draconomicon 79) and no-slot level increasing Persistent Spell tricks like Spelldancer (Magic of Faerun 37) or Incantatrix (Player's Guide to Faerun 61).  This build can easily learn shrink item and could also start as a Commoner1 for Chicken Infested.

3: A divine caster with Divine Metamagic (Complete Divine 80): Persistent Spell on shapechange, accessed via the Animal Domain or being a Druid.  Sacred Exorcist1 (Complete Divine 56) gives Turn Undead, though you may also need Contemplative1 (Complete Divine 30) with the Good Domain or Exorcism Domain (Eberron Campaign Setting 106) to meet spell prerequisites.  Commoner1 is again an option.

43
Handbooks / Re: Travel Magic
« on: December 31, 2017, 02:23:38 AM »
I also made a food & drink guide for our group, again before realizing Samwise's guide existed.  It too emphasizes abilities usable no later than level 12.

[ALL]
-Gather (especially berries)
-Hunt (if it's alive - not Undead - and meaty, it likely counts)

[BARD OR WIZARD]
-[L0] Prestidigitation (clean and reflavor food)

[CLERIC]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L3] Create Food & Water (makes enough food and water for 3 Medium creatures or 1 horse- ask your GM if this is total or per caster level)
**[L4] Lesser Planar Ally: MOVANIC DEVA (Create Food and Water AT WILL!; Fiend Folio 57)**

[CRAFTING]
-[Craft] Everlasting Rations (each set provides ample food for 1 Medium creature each day; each set requires 1 day and 14 EXP to craft; Magic Item Compendium 160)
-[Craft] Field Provisions Box (provides ample food and drink per day for 15 Medium creatures; Magic Item Compendium 160)

[DRUID]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L3] Camel's Tenacity (for 1 day per 3 caster levels, 1 subject per caster level need not eat nor drink)
-[Survival] Druids get bonuses to these and, assuming no one put ranks in Survival, would likely be ones with the highest Survival skill.

[HEALER]
-[L0] Create Water (makes 2 gallons of clean water per caster level)
-[L1] Goodberry (requires freshly-picked berries; each casting makes 2d4 berries; each berry is 1 Medium meal)
-[L3] Create Food & Water (makes enough food and water for 3 Medium creatures)
-[L5] Stone to Flesh (makes a 3' x 10' cylinder of stone into edible flesh)
-[L6] Heroes' Feast (makes a feast for 1 creature per caster level; requires 1 hour to consume; eaters get d8 temporary HP +1 per 2 caster levels and are removed of sickness, disease, and nausea; eaters get poison immunity, fear immunity, and +1 morale accuracy & damage for 12 hours)
-[?] All other abilities to be disclosed.

[SUMMONS]
-Fire Elemental (living campfire and cooker)

44
Handbooks / Re: Travel Magic
« on: December 31, 2017, 02:16:44 AM »
This is a guide I compiled for a Roll20 game I'm in (as of this writing) with lots of advice from this thread.  I made this guide with the intent of publishing it, but then I found Samwise's Travel Magic guide!

This post regards the group's ability to, indirectly or directly, get around the overworld and perhaps other places also at a speed notably faster than walking.

Only long-range abilities are included below. Normally, all party members must be affected for the party to benefit from that method.

I included certain select abilities available beyond that because they're likely useful to us eventually, but the 'available-by-level-12' was the focus.  (Most campaigns don't last past level 12 and if you do happen to have access to spell level 7+ abilities like gate, you probably don't need my advice on them here.)  I also purposely deemphasized abilities available to classes we lacked, such as a Wizard (as of this writing).

Remember, all [Good] characters in our group able to prepare and cast spells (meaning Clerics, Healers, Paladins, Archivists, and Wizards, and Druids of the appropriate alignment) can prepare and cast Sanctified spells.  Wizards can normally choose these spells at level up time (opposed schools aside), but Archivists normally need to find the spells before learning them.  (That's probably what the Archivist Scribe Scroll class feature was for, especially when used within your group.)

Remember also that prepared divine casters know all spells on their spell lists, and [Good] Clerics can spontaneous convert their prepared Cleric spells into Sanctified spells in addition to their normal conversion.

Many suggestions were considered from this thread (http://www.giantitp.com/forums/showthread.php?543910-As-a-pure-Druid-how-to-access-Teleport).

[CREATE LANTERN ARCHON (LEVEL 3 SANCTIFIED SPELL)]
=Description: In short, make a Lantern Archon loyal to you that will help you for a little while. Lantern Archons can, AT WILL, use Greater Teleport on themselves to transport themselves and up to 50 pounds of gear. Stuff people in a Bag of Holding or Portable Hole and we have a flying, glowing taxi!

http://dnd.arkalseif.info/spells/champions-of-valor--28/create-lantern-archon--307/index.html

http://www.giantitp.com/forums/showthread.php?473413-Abusing-quot-Create-Lantern-Archon-quot-spell-(for-world-domination

http://www.d20srd.org/srd/spells/restoration.htm

http://dnd.arkalseif.info/spells/spell-compendium--86/sheltered-vitality--4158/index.html

-Cons: d2 CON drain per use! Requires a Restoration spell (after), a Sheltered Vitality spell (before), or similar frequently to negate CON drain. Requires a Bag of Holding, Portable Hole, or similar for people to ride along. Lantern Archons are normally vulnerable creatures with 1d8 HP (though DR 10/Overcome by Magical Evil Weapons) and a bright glowing form, though with 60' fly (perfect maneuverability).  May also require a use of the Feathers spell or similar to fit a large party in a Heward's Handy Haversack.

+Pros: Instant, error-free warping anywhere on our current plane! If we had magical containers, we could be doing this right now, just judiciously due to the CON drain.

[DRUIDIC ANIMAL COMPANION (DIRE EAGLE)]
=Description: A Druid acquires a Dire Eagle (Races of Stone 186) animal companion, a Large creature with 60' fly speed that can take the feat Improved Maneuverability for (good) maneuverability to be able to hover.

-Cons: Requires a day. People may mourn the loss of the previous companion.

+Pros: This form can carry 399 pounds initially as a light load and more as her master levels. She has comparable stats to her Riding Dog form plus claw/claw/bite but without auto-trip attempts on hit.

[DRUIDIC WILD SHAPE (FLYING FORMS)]
=Description: A Druid shapeshifts into a flying form for 1 hour per level. He can become a Medium creature at level 5 and Large creature at level 8.

-Cons: Only transports a small number of people at a time besides the user. A Medium form could transport 1 Small creature easily or 2 Small creatures if they squeezed. A Large form could

transport 1 Medium or 2 small creatures easily or 2 Medium creatures if they squeezed.

+Pros: Doesn't require spell slots. Lasts most or all of the traveling period of a day. Can't be dispelled.

[ETHEREAL MOUNT (LEVEL 4 BARD AND WIZARD SPELL)]
=Description: Summons 1 Phantom Steed and 1 more per 2 caster levels. Each steed is super fast (20' move speed per caster level, max 240'), and, with a high enough caster level, can Water

Walk, Air Walk, and fly (average maneuverability).

http://dnd.arkalseif.info/spells/spell-compendium--86/ethereal-mount--4461/index.html

http://www.d20srd.org/srd/spells/phantomSteed.htm

-Cons: 10 minute casting time. Each steed is fairly weak (18 AC and about 20 max HP)..

+Pros: Each steed is frickin' FAST! A 240' speed means moving 380 miles per 8 hours or 47.5 miles per hour. We could cross the island of Nymm in a day or two with that, assuming we could manage top speed for most of each day. And a Shadowcraft Mage feels useful for using Shadowcraft Mage3's Shadow Illusion ability to get us these mounts.

[FEATHERS (LEVEL 4 DRUID SPELL)]
=Description: Turn 1 willing creature per caster level into a feathered, winged Animal of Small or smaller size (usually an Eagle for 80' fly (average maneuverability) or a Hawk to fit more party members in a Bag of Holding or Heward's Handy Haversack).

http://dnd.arkalseif.info/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/feathers--1925/

-Cons: These forms are not meant for combat and are unclear on if they allow casting.

+Pros: Party-wide aerial travel form for an hour per caster level!  Alleluia!  Flight speed is increasable with Mass Snowshoes, Cloud Wings, Heart of Air, Wind at Back, and others.

[GREATER PLANE SHIFT (LEVEL 7 CLERIC & LEVEL 8 WIZARD SPELL)]
=Description: Warp the group from our current planar position to another plane.  If the caster has been to the destination before, on-target arrival is guaranteed instead of landing 5d100 miles away.

http://dnd.arkalseif.info/spells/spell-compendium--86/plane-shift-greater--4638/

-Cons: Very inaccurate unless the caster has been there before.

+Pros: Mostly useful for escaping the current plane to a place the caster has already visited.

[LESSER PLANAR ALLY (LEVEL 4 CLERIC SPELL)]
=Description: Call a LG Outsider of 6 HD or less (most likely a Lantern Archon or Hound Archon) to serve us.

http://www.d20srd.org/srd/spells/planarAllyLesser.htm

http://www.d20srd.org/srd/monsters/archon.htm

-Cons: 100 EXP cost per casting. Still requires a Bag of Holding or Portable Hole. Creatures called normally require a monetary payment or quest for services (a minimum of 100G per HD of the called creature for tasks requiring at most 1 minute per caster level), though the called creature may decide that stopping [Evil] and cultists by warping people around (including people who want to stop this [Evil] and may worship a rival of this [Evil] worthy of a discount or free services. Using Lantern Archons has the same cons as listed above in the Create Lantern Archon spell. Using Hound Archons means we have better warriors (6 HD, 33 HP, and other abilities) and no obviously glowing light, but no inherent flight.

+Pros: Instant, error-free warping anywhere on our current plane! No CON drain.

[ETHEREAL MOUNT (LEVEL 4 BARD AND WIZARD SPELL)]
=Description: Summons 1 Phantom Steed and 1 more per 2 caster levels. Each steed is super fast (20' move speed per caster level, max 240'), and, with a high enough caster level, can Water Walk, Air Walk, and fly (average maneuverability).

http://dnd.arkalseif.info/spells/spell-compendium--86/ethereal-mount--4461/index.html

http://www.d20srd.org/srd/spells/phantomSteed.htm

-Cons: 10 minute casting time. Each steed is fairly weak (18 AC and about 20 max HP)..

+Pros: Each steed is frickin' FAST! A 240' speed means moving 380 miles per 8 hours or 47.5 miles per hour. We could cross the island of Nymm in a day or two with that, assuming we could manage top speed for most of each day. And a Shadowcraft Mage3 can feel special for using his Shadow Illusion ability to produce these mounts.

[MASTER EARTH (LEVEL 7 DRUID SPELL)]
=Description: Warps the caster instantly between any 2 points on the ground on the Material Plane.

http://dnd.arkalseif.info/spells/spell-compendium--86/master-earth--4545/index.html

-Cons: Self-only.  Material Plane only.  The start and end points must touch the ground.

+Pros: Instant, errorless teleport-like ability that isn't blocked by dimensional lock and similar teleport blockers.  The caster can carry others in a Handy Haversack or such, especially with the feathers spell.

[PHANTOM STAG (LEVEL 5 DRUID SPELL)]
=Description: Summon a phantom deer (similar in effect to phantom steeds or ethereal mounts, above) for 1 hour per caster level with similar caster-level granted abilities to phantom steeds

(Air Walk, flight, etc.), but at later caster levels; however, despite moving at 20' per caster level (max 300'), phantom stags have more HP than phantom steeds.

http://dnd.arkalseif.info/spells/complete-divine--56/phantom-stag--652/index.html

-Cons: Requires a level 5 Druid spell slot for one of these instead of a level 4 Wizard or Bard spell slot for more of these.  Gets its special abilities at later caster levels than phantom steeds.

+Pros: Druids get it automatically.  More HP than phantom steeds.  Higher max speed than phantom steeds (300' move instead of 240').

[PLANAR ALLY (LEVEL 6 CLERIC SPELL)]
=Description: Call a LG Outsider of 12 HD or less (most likely a Trumpet Archon) to serve us.

http://www.d20srd.org/srd/spells/planarAlly.htm

http://www.d20srd.org/srd/monsters/archon.htm

-Cons: 250 EXP cost per casting. Still requires a Bag of Holding or Portable Hole. Creatures called normally require a monetary payment or quest for services (a minimum of 100G per HD of the called creature for tasks requiring at most 1 minute per caster level), though the called creature may decide that stopping [Evil] and cultists by warping people around (including people who want to stop this [Evil] and may worship a rival of this [Evil] worthy of a discount or free services. Using Trumpet Archons means they have 90' flight (good maneuverability), and notably better stats than Hound or Lantern Archons, but normally charge more in tribute.

+Pros: Instant, error-free warping anywhere on our current plane! No CON drain. A variety of blowing- and wind-related jokes.

[PLANE SHIFT (LEVEL 5 CLERIC & LEVEL 7 WIZARD SPELL)]
=Description: Warp the group from our current planar position to another plane.

http://www.d20srd.org/srd/spells/planeShift.htm

-Cons: Very inaccurate.

+Pros: Mostly useful for escaping the current plane (probably the Material Plane) and likely using another fast travel ability to get to our next destination.

[SHADOW WALK (LEVEL 5 BARD & LEVEL 6 BEGUILER AND WIZARD SPELL)]
=Description: For up to 1 hour per caster level, walk in the Plane of Shadow at speeds faster than the Material Plane (that is, 50 miles per hour).

http://www.d20srd.org/srd/spells/shadowWalk.htm

-Cons: Somewhat inaccurate. We may be stuck going way out of our way. Available at level 12 at soonest for Beguilers.

+Pros: Works regardless of local terrain. Isn't a [Teleportation] spell. Can take along 1 creature per caster level so long as they hold hands.

[STORMWALK (LEVEL 6 DRUID AND WIZARD SPELL]
=Description: Teleports the caster and 1 other creature per 2 caster levels to another spot on the same plane. Takes 10 minutes to warp the affected creatures. Seemingly only works outside or in a place large enough to hold a thunderstorm.

https://dndtools.net/spells/stormwrack--87/stormwalk--3337/

-Cons: 10 minute delay in arrival. Only works in large areas

+Pros: Druidic teleport! Can transport more creatures than teleport.

[TELEPORT (LEVEL 5 WIZARD SPELL) AND PSIONIC TELEPORT (LEVEL 5 FREEDOM MANTLE & PSION (NOMAD) POWER]
=Description: Warp the group from point to another on the same plane within 100 miles per caster level.

http://www.d20srd.org/srd/psionic/powers/teleportPsionic.htm

-Cons: Sometimes inaccurate.  Can be blocked by Dimensional Lock, Dimensional Anchor, and certain Teleport blockers.  Only transports the caster and 1 additional Medium or littler creature per 3 caster/manifester levels. Keep Feather Fall handy just in case we have a mishap and warp into midair.

+Pros: Generally accurate enough. Instant warping of hundreds of miles at a time!  Available in item form via a Runestaff of Transporation (Magic Item Compendium 182), a Belt of Wide Earth (Magic Item Compendium 204), or similar.  Available in feat form as a 1/day spell-like ability via Fiendish Legacy (Complete Mage 43) and Greater Mark of Passage (Eberron Campaign Setting 65).  Available in template form via Phrenic at 15 hit dice (Expanded Psionics handbook 206).  Available in class form via Jaunter3 (Expedition to the Demonweb Pits 172).

[TRANSPORT VIA PLANTS (LEVEL 6 DRUID SPELL)]
=Description: Warp the group from one plant (not a Plant creature) to another on the same plane.

http://www.d20srd.org/srd/spells/transportViaPlants.htm

-Cons: Some places on Nymm have no plants. Only transports the caster and 1 additional Medium creature per 3 caster levels.

+Pros: Instant, error-free warping anywhere on our current plane that has plants!

[TREE STRIDE (LEVEL 5 DRUID & LEVEL 4 RANGER SPELL)]
=Description: Warp the group from one tree (not a Plant creature) to another on the same plane over and over until time runs out or we reach our destination.

http://www.d20srd.org/srd/spells/treeStride.htm

-Cons: Only works when trees are close enough together (between 500 and 3000 feet depending on tree type).  Only transports the caster.  Other spells available by this point are probably much better.

+Pros: Incrementally hop between trees for spying and transport purposes.

[VALIANT STEED (LEVEL 6 SANCTIFIED SPELL)]
=Description: Call a Unicorn (or a Pegasus, but that won't work as well) to serve the caster loyally for a year.  A Unicorn can Teleport Errorlessly within its forest home.

http://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/valiant-steed--34/

http://www.d20srd.org/srd/spells/teleportGreater.htm

http://www.d20srd.org/srd/monsters/unicorn.htm

http://dnd.arkalseif.info/spells/spell-compendium--86/sheltered-vitality--4158/index.html

-Cons: d3 CON drain.  (Use Sheltered Vitality on the caster before casting!)  Limited to 1 at a time and 1 warp per Unicorn per day and only within a forested area.

+Pros: Doesn't require magical storage containers.  The Unicorn lasts for a year.

[WIND AT BACK (LEVEL 4 DRUID SPELL)]
=Description: Doubles the overland speed of 1 creature per caster level, including mounts and animals.

http://dnd.arkalseif.info/spells/spell-compendium--86/wind-at-back--4771/

-Cons: Only works on dedicated travel times and only for whomever travels together.

+Pros: It can affect the same number of subjects as feathers.  And doubled speed is doubled speed!

[WORD OF RECALL (LEVEL 6 CLERIC & LEVEL 8 DRUID SPELL)]
=Description: Warps the caster and 1 Medium or littler creature per 3 caster levels to the caster's 'sanctuary' where he prepared this spell.

http://www.d20srd.org/srd/spells/wordOfRecall.htm

-Cons: Very specific destination.

+Pros: Useful for warping home/to a safe place or to a certain other very familiar place should we need it.

45
I'm glad Dan2 saved these threads as one on BG many years ago.  The spell-by-school recommendations were missing from other versions of this guide.

http://bg-archive.minmaxforum.com/index.php?topic=394

46
Min/Max 3.x / Re: [Practical Opt] Eberron Sovereign Crusader
« on: November 23, 2017, 02:14:53 AM »
Whatever you take for your postfix/suffix, I strongly advise you ensure you get level 9 casting.  I know that you have such already, but this is a reminder to follow through on your plan.

47
D&D 3.5 and Pathfinder / "Feats are nice but should not be necessary."
« on: November 08, 2017, 05:03:03 AM »
Greetings, all!

Who recalls this old argument from the start of 3.0?  Anyone have a link to the post(s) involved?  Any other comments on this topic?

Thankee!

48
Min/Max 3.x / Re: A Min/Max Challenge
« on: September 30, 2017, 11:22:54 PM »
Can you use Savage Species rituals to turn yourself into something more useful, like via wishing?

49
I uploaded these images to Google Drive.  They'll stay longer.

50
Min/Max 3.x / Re: Lists of Stuff
« on: September 23, 2017, 06:30:30 PM »
Thankee!

By my calculations, a blue moon happens about every 3 years.

51
Thankee!

That was fast!

52
Greetings, all!
 
 Many years ago, I recall reading a guide about various party roles, what classes/builds could fill them, and why they were optimal.  I recall Crusader listed as the healer, a Psion (likely Psion/Anarchic Initiate) as the main damager, and another character.
 
 I don't recall what the guide was called nor where to find it, but it was likely on 339 (the WotC optimization board).  What is this and where can we find it?
 
 Thankee!

53
By RAW, +0 spell slot metamagic is the same price.  Ask your GM what price mods exist.

54
You Break it You Buy it / Re: Craking the Quori Power Link Shard
« on: August 14, 2017, 02:50:41 AM »
SorO: I realized that after posting such.  Thankee!

55
Min/Max 3.x / Re: Trampling PrC requisites?
« on: August 13, 2017, 07:15:30 PM »
Primary Contact would let you enter slightly earlier, but it's a 2 feat investment.

Bard1/Wizard5 with other levels qualifies for Sublime Chord.  There are other ways too as you mentioned (Sanctum Spell, etc.).

56
You Break it You Buy it / Re: Craking the Quori Power Link Shard
« on: August 13, 2017, 04:20:31 AM »
How do you play a Monk (who must be LG/LN/LE) in the same build as a Barbarian (who can't be these alignments)?

57
Min/Max 3.x / Re: Finding a Super MONK Build
« on: August 12, 2017, 06:58:03 PM »
The Matrix Monk from SorO was what I sought!  Thankee!  Alleluia!

It was also good to read these other things!

58
On a similar note, what do Artificers and Psionic Artificers do aside from crafting?  I've seen posts for archerficers and meleeficers, but I was left with the notion of, "Why not play another, better class?"

59
Min/Max 3.x / Re: Finding a Super MONK Build
« on: August 12, 2017, 03:15:35 AM »
Why do Steadfast Determination, Poison Healer, Deepwarden, and Fist of the Forest go so well with this?

60
Min/Max 3.x / Re: Finding a Super MONK Build
« on: August 12, 2017, 02:09:58 AM »
Thankee!

Is that all?

And how does the full build compare to an unarmed Swordsage?

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