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Messages - Maat Mons

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Min/Max 3.x / Re: Preparing for vampires.
« on: September 07, 2014, 01:12:27 AM »
The aura of sanctity alternative class feature (Dragon 349, p93) can give a paladin immunity to compulsions.  It replaces turn undead though, which might be problematic if you were going to rely on sacred vitality for protection against energy drain and blood drain. 

A paladin of freedom gets immunity to compulsion effects.  The whole chaotic thing may not work for you though. 

The 3rd eternal order substitution level (Champions of Valor, p39) allows you to "ignore the effects of" negative levels from undead.  I'm not sure if that includes ignoring the part where you die from having too many negative levels, or if it just means you don't take the penalties. 

The font of life feat (Heroes of Horror, p122) gives you a save to avoid negative levels.  With good fortitude saves, that could be quite helpful. 

On a more unusual note, you could go with the paladin variant that gets favored enemy.  There exist ways of adding your favored enemy bonus to saves and AC. 

D&D 3.5 and Pathfinder / Re: Can you imagine my character?
« on: September 05, 2014, 02:51:24 PM »
You have three arms grafted on?  Doesn't each of those have to replace an existing arm? 

Gaming Advice / Re: Any ways to stack Arcane & Divine casterlevels in 3.5e?
« on: September 02, 2014, 03:37:45 AM »
You can retrain (Player's Handbook II, p192) yourself into an abyssal specialist (Drow of the Underdark, p60).  It's like being a regular specialist, but with chaotic, compulsion, darkness, evil, and fear spells instead of a school.  You will have to pick a prohibited school, but you said you were avoiding necromancy anyway.  Arguably, abyssal specialist might have been intended only for drow, but your DM is ignoring racial restrictions anyway. 

You can take the theurgic specialist feat (Dragon 325, p62) to add all your caster levels together when casting a spell from your specialist school.  You'll need DM permission to get this to work with abyssal specialist, but that shouldn't be a problem. 

You can retrain away your summon familiar ability to get aligned spellcaster (Dragon 357,p88)  instead.  That gives all your spells (even your archivist spells) the chaotic descriptor.  You could chose a different alignment descriptor, but chaotic is the one you want. 

So to review, all your spells have the chaotic descriptor, all spells with the chaotic descriptor are treated as being in your specialist school, and all spells in your specialist school use the sum of all your caster levels. 

Min/Max 3.x / Re: Anti-Natural weapons
« on: August 31, 2014, 04:06:38 PM »
Natural attacks generally can't overcome material-based DR.  Mineral warrior (Underdark, p97) could be good then.  That gives you DR 8/adamantine for +1 LA. 

Pitspawn armor (Dungeon Master's Guide II, p278) deals 1 point of damage to anyone who strikes you with a melee weapon.  It costs +600 gp.  Interestingly, the damage bypasses all DR. 

Hamatula barbs (Planar Handbook, p78) deal 1d8 damage to anyone striking you (except with reach weapons).  It costs +2 to the effective armor bonus. 

A lightning tunic (Magic Item Compendium, p114) doesn't function continuously, but it could deal 2d6 electricity damage to attackers much of the time. 

You Break it You Buy it / Re: Theoretical overkill - death by d6
« on: August 30, 2014, 03:45:52 AM »
If you can get your effective size for unarmed strike up to colossal, your punches deal 12d8 damage (Dungeon Master's Guide, p28).  There are a few ways to separate your character's actual size from the size used to calculate his unarmed damage, but greater mighty wallop (Races of the Dragon, p115) is the simplest. 

Actually, you can come pretty close to that without involving monk at all.  A maul (Complete Warrior, p154) made from gold (Magic of Faerun, p179) and under the full effects of greater mighty wallop deals 12d6 damage. 

Since this is You Break it You Buy It, lets take things further.  It could be argued that the reserves of strength feat (Dragonlance Campaign Setting, p86) allows greater mighty wallop to push past not only the 5 size category increase limit, but also the colossal size limit.  It can also be argued that extrapolation could be performed on the table for increasing weapon damage with size to determine the damage that results.  For a caster level of 100, that boosts a 20th-level monk to doing 25,165,824d8 damage per punch. 

Min/Max 3.x / Re: Fun Finds v6.0
« on: August 27, 2014, 01:01:26 PM »
Wrong thread...

Oh, Pathfinder stuff goes in the other one?  Makes sense I guess.  Keeping all of Paizo's stuff together. 

Min/Max 3.x / Re: Fun Finds v6.0
« on: August 27, 2014, 02:48:06 AM »
While looking into the heal mount thing, I noticed something neat.  Samsarans have an alternate racial trait that allows them to add spells to their spell list. 

Use that to add haste to the duskblade spell list as a first-level spell (from the trapsmith spell list).  Play as a duskblade 3 / swiftblade X. 

Min/Max 3.x / Re: Durable Cohort Creature
« on: August 21, 2014, 02:26:02 PM »
You could have a cohort who uses haunt shift, mindswitch, or similar to acquire hardness. 

Oerthblood (Dragon 351, p45) and pure ore (Dragon 347, p47) each double the hardness of a metal they're alloyed with, so you can get up to 90 before whatever +Xs you find. 

On a cheesier front, you could have a cohort with one of those absurd caster level builds cast hardening (Spell Compendium, p109). 

Handbook Discussion / Re: Alternative Class Features Discussion
« on: August 19, 2014, 08:52:49 PM »
A warforged sorcerer can trade his familiar for the wand bonding feat (City of Stormreach, p119).  The option is given in text of the feat itself, but it's basically an alternative class feature. 

Gaming Advice / Re: INT -4 Races? (3.5 and Pathfinder)
« on: August 19, 2014, 02:22:19 AM »
Gully dwarf (Dragonlance Campaign Setting, p16) has -4 int and bakemono (Oriental Adventures, p146 & p203) has a whopping -8 int.  I couldn't tell you about Pathfinder races. 

Off Topic Fun / Re: I just noticed something that bothers me...
« on: August 14, 2014, 01:39:45 PM »
There are no naturally-occurring lakes in Spain.

You have blown my mind.  I'm from Minnesota.  We have just over 44.5% the area of Spain, but squeeze in 11,842 lakes (of at least 10 acres in size). 

Gaming Advice / Re: silencing sword?
« on: August 12, 2014, 03:56:47 PM »
There's the silent strike weapon ability (Dragon 330, p67), but it allows a DC 15 will save. 

If you want something actually useful, you could cast suspended silence (Spell Compendium, p216) on a fleshgrinding weapon (Book of Vile Darkness, p111). 

Min/Max 3.x / Re: leatherworking
« on: August 12, 2014, 02:36:32 AM »
Mantle of second chances? 

Homebrew and House Rules (D&D) / Re: Elite Marksman PrC
« on: August 10, 2014, 02:14:34 PM »
What damage would get multiplied, though? And how would it interact with criticals?

I can answer both those questions with a single link.  If you need more elaboration on the second questions, here's another link

Homebrew and House Rules (D&D) / Re: Elite Marksman PrC
« on: August 10, 2014, 01:03:01 PM »
I feel that multiple attacks will always surpass single attacks like Ranged Precision, but we both have concerns as to balancing.

I'm proposing taking drastic steps to counter that issue.  You could have marksman shot deal x2 damage at 1st level, x3 damage at 4th level, x4 damage at 7th level, and x5 damage at 10th level. 

Homebrew and House Rules (D&D) / Re: Elite Marksman PrC
« on: August 09, 2014, 10:32:38 PM »
Order of the bow initiate isn't a good model to use, especially not its ranged precision ability. 

Eventually, using marksman shot means sacrificing the three extra attacks you'd make with a full attack.  (Or four extra attacks, if you have rapid shot. [Or 5 with a speed bow too.])  Even factoring in the lower attack bonuses those attacks would have, it's not hard to top 5d8 for the expected combined damage of three attacks. 

I'd argue that any additive bonus is a poor match for giving up attacks.  Instead, I'd give multiplied damage. 

Gaming Advice / Re: Armoring Up
« on: August 09, 2014, 02:06:08 PM »
I can sort of see how you'd parse that sentence to support your view. 

You're fundamentally wrong about what adding the word "only" would have meant.  That would actually have changed the sentence to mean that force effects don't apply against normal attacks (e.g. being stabbed with a sword). 

Everything after the "which" is defining the capacity in which force effects are an exception to the general rule.  That is to say, force effects represent an exception to the general rule of armor bonuses not applying against touch attacks in the sense that force effects apply against incorporeal touch attacks. 

Even if you were right, this would be a rule preventing armor bonuses from applying to touch AC with a clause saying the rule doesn't apply to force effects.  It would not be a rule saying force effects apply to touch AC.  If it were the latter, it could (in certain specific cases) potentially override some other rule that prevents a bonus to AC from applying.  Since it is the former, it has no interaction with any other rule that prevents a bonus to AC from applying. 

There are, in many locations, rules saying that armor bonuses don't apply against touch attacks with no text anywhere in the area that could possibly be construed as meaning that force effects are an exception.  RAW, these rules and the one you quoted are separate conditions that prevent a bonus from applying to AC.  Even if we suppose that the rule you quoted doesn't prevent bracers of armor from applying against normal (non-incorporeal) touch attacks, these other rules do.  Since the rules don't interact with each other, running afoul of any one of them is sufficient to keep the AC bonus from applying. 

But let's suppose that each place where armor bonus against touch attacks is discussed is actually a different version of the same rule.  In this case, we don't apply each one individually.  We instead figure out which version takes precedence.  The version you quoted is from the glossary of the Player's Handbook.  I'd say the rules for AC and touch attacks in the Combat section of the Player's Handbook supersede anything in the glossary, which is sufficient to invalidate your quotation.  The text of the Rules Compendium definitely supersedes everything in the Player's Handbook. 

So, have I just proven that force effects don't apply to touch attacks, not even incorporeal touch attacks?  Not quite.  There are rules saying that force effects apply against incorporeal touch attacks which override the general rule of armor bonuses not applying against touch attacks.  The difference between these rules and what you quoted from the glossary is that there's no possible torturing of the wordings of these rules that could be supposed to imply that force effects apply against touch attacks other that incorporeal touch attacks. 

Gaming Advice / Re: Armoring Up
« on: August 09, 2014, 01:45:52 AM »
Force effects apply against incorporeal touch attacks, not touch attacks in general.  There are lots of touch attacks that are not sub-categorized as incorporeal touch attacks, notably boatloads of spells. 

I'm pretty sure there's no way to give bracers of armor an enhancement bonus, but I'll hear you out on that one. 

I'll assume you meant "ghost ward," not "ghost touch."  Your armor's enhancement bonus is normally treated as part of the armor bonus for purposes of stacking.  I don't see why ghost ward would change that. 

Min/Max 3.x / Re: Help to making a Drow Cleric
« on: August 08, 2014, 04:12:09 PM »
I'd definitely go with lesser drow (Player's Guide to Faerun, p191) instead of regular drow.  Level adjustment hurts, especially for a spellcaster. 

The mastery of day and night feat (Player's Guide to Eberron, p125) is a much better alternative to that homebrew prestige class (which seems to be a rehashing of radiant servant of Pelor).  You can start auto-maximizing cure spells at 3rd level. 

Off Topic Fun / Re: Math / Geometry help
« on: August 06, 2014, 03:55:59 PM »
So, you're looking for this? 

Those smaller circles have 1/7th the area of the larger one. 

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