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Messages - Skyrock

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Ravenloft 3.5 Revised / [Race] Caliban
« on: October 20, 2018, 02:48:33 PM »
(Ravenloft 3.5 PHB p. 37ff)

Caliban are humans who have been deformed and twisted in the womb through the lingering malign resonance of witchcraft, black magic, alchemical pollution, curses and the like.

They are the "Igors" and "Quasimodos" of the Demiplane of Dread, malformed outcasts often becoming embittered by the shunning they face and ending up in the service of evil, although they have also always sported a good number of noble exceptions struggling to overcome the hostility of the general public through good deeds.
  • +2 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
  • Medium: As Medium creatures, Caliban have no special bonuses or penalties due to their size.
  • Caliban base land speed is 30 feet.
  • Low-Light Vision: Caliban can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Willing Deformity: All Caliban get this feat (Heroes of Horror p.125) regardless of their alignment, and may acquire additional deformity feats using it as a prerequisite without needing to fulfill alignment prerequisites. This feat grants Caliban a +3 bonus on Intimidate checks.
  • Slight Build (Ex): The hunched and stunted stature of a Caliban lets him function in many ways as if he were one size category smaller. He gains an additional +4 bonus to Hide and Move Silently and +1 AC and to-hit. He also can squeeze through tight passages and share space with allies like he was one size smaller. A Caliban can use weapons designed for a creature one size smaller without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Conduit of Power (Su): The lingering magical resonance responsible for the state of the Caliban can strengthen spellcasters. As a full-round action, the Caliban can declare fealty and designate a character other than himself as the beneficiary of this ability. As long as he is within 30ft of the Caliban, the beneficiary gains a +1 bonus to caster level checks concerning arcane or invoker magic, such as for overcoming spell resistance or counter-spelling, as well as a damage bonus to his Eldritch Blast ability if he is a Warlock. This bonus increases by +1 for every 5 full character levels of the Caliban, up to a maximum of +5 at 20th level. Additionally, all monetary and XP costs for creating undead and crafting golems done by the beneficiary are reduced by a percentage equal to the doubled bonus. On the flipside, as a swift action the beneficiary may use Command against the Caliban supporting him as a supernatural ability at-will, using Charisma as the spell-casting ability to determine the save DC. A Caliban can only boost one beneficiary at most, and may at any time as a full-round action designate a new one or simply end the effect, ending the benefit for the old beneficiary. Multiple uses of this ability by multiple Caliban do not stack, only the highest bonus is counted. (For this ability, one - and most commonly only one - Caliban is often found as the hunchbacked servant of evil magic-users, necromancers and warlocks, especially those with an unhealthy obsession with creating undead and flesh golems. The ability to command the Caliban is treated lightly, and often the catalyst for a dramatic break-up when the interests of a Caliban and his master diverge.)
  • Languages: As humans of the same domain.
  • Base Outcast Rating: 5

Ravenloft 3.5 Revised / Re: [Race] Half-Vistani
« on: October 19, 2018, 03:56:51 PM »
I like Gaseous Form better than Invisiblity, plus it won't overlap with a 2nd level Monk.
Swift Invisibility 1x/day would be in addition to the above abilities. Which I think would make them fit very well into the Rogue-type mold.

Supernatural Abilities don't provoke AoOs or require Somatic Components.
I've learned my crunch writing at the Department of Redundancy Department, which is the place were I have learned to write crunch. I tend to spell out important bits explicitely, even if they are already implied. Just had too many players asking me for clarification on questions that could have been solved by such a simple step as looking up Special Ability types in the SRD.

Ravenloft 3.5 Revised / Re: [Race] Half-Vistani
« on: October 18, 2018, 06:15:24 PM »
Some ideas for quick-fixes:

Swift Invisibility 1x/day as an Su ability

+2 Con

+2 Str

Would need to be coupled with an Half-Elf fix to stay consistent, which isn't within the scope of this project, but I might do one anyway. Preferably something simple like +2 Charisma, a bonus feat or the human skill bonus.

The remainder (Canjar, Darkling, Mortu, Naiat, Vatraska, Zarovan) are fine, I assume.

D&D 3.5 and Pathfinder / Re: Gestalt optimization help please
« on: October 18, 2018, 05:17:00 PM »
Succubus is 6rhd+6la, so the Savage Species racial progression is 12 levels long, and you have to take all of it.
2 LA are free, so it are only effectively 6HD+4LA. Still blows a huge hole into this build.

Ravenloft 3.5 Revised / Re: [Race] Half-Vistani
« on: October 18, 2018, 03:21:16 PM »
Yes, the tribes are not created equally. That goes all the way back to the AD&D lore, when some tribes were super sorcerers and others... were just good at tinkering or horse-whispering. If anything, the 3.5 caster supremacy has made the difference even more pronounced.

Free actions are technically only available on your own turn (for Temporal Slide). Not sure if that's supposed to be used during other people's turns as well.
Stepping out of Time you might want to snag the Time Hop power/text instead. It's exactly what the ability is.
I've stolen most of the text for the Zarovan special abilities from the Temporal Drake.

Temporal slide is only during your turn, so it is fine as a free action.

Time Hop looks like a much more cleanly written and better defined way to express what Temporal Slide should do. I think I will steal its wording.

Canjar are really good for spont arcane casters.
I should note that divination spells are generally nerfed by the Ravenloft setting rules, especially scrying and spells to suss out alignment or typical Ravenloft monsters like undead. It is a nice feature for spont casters always strapped for known spells, but not as good as in other campaign settings.

They even used an example of Gygax doing something like this, but hey Gygax doesn't carry water with the noNoNO!!! crowd.
The classic TSR tournaments also pitted several groups against the same adventure, checking the whole gamuth of character and player skills (including things that are mostly useless for combat like utility spells or thief skills), rather than directly against each other to test their skills at combat against a similar gang of murderhobos.

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: October 17, 2018, 05:12:34 PM »
Blame all those clickbait writers using "millennial" to sound smarter when they actually just mean "kids these days".

Ravenloft 3.5 Revised / [Race] Half-Vistani
« on: October 17, 2018, 04:56:14 PM »
(Ravenloft 3.5 PHB p. 41ff)

Half-Vistani, also known as Giomorgo, are the offspring of the mysterious Vistani and regular humans (or more rarely, elves).
  • Medium: As Medium creatures, Half-Vistani have no special bonuses or penalties due to their size.
  • Half-Vistani base land speed is 30 feet.
  • +2 racial bonus to Survival checks. Giomorgo have an especially great affinity for making fire. Provided fuel and some means of igniting a spark, a giomorgo can always light a fire as a standard action even under adverse conditions (pouring rain, gusting winds and so on). When survival depends on being able to start a fire (such as resisting cold), the racial bonus to Survival increases to +4.
  • Diluted Blood: A giomorgo is treated as being a Human for all special abilities and effects that are tied to race unless otherwise noted.
  • Moon Madness: During the three nights of the full moon, a giomorgo has to make Will Save with a DC equal to 10 + 1/2 his character level each dusk to find sleep, prepare spells and heal naturally. If that Save fails by more than 10 (or if a natural 1 is rolled), he also has to run wild under the night sky until dawn. Fortunately for the giomorgo, the Dark Powers seem to look after their own and save them from random encounters with things that go bump in the night during these bouts, but that is of little help if a monster or even a darklord is already actively searching for them.
  • Conceal the Taint: By succeeding on a Disguise check as if attempting to address minor details, a giomorgo can pass as a pure-blooded human, removing its Outcast Rating until and unless its disguise is penetrated.
  • Languages: As humans of the same domain. Additionally, Half-Vistani have unique access to Patterna, the language of the Vistani.
  • Base Outcast Rating: 2
  • Tribal Heritage: Half-Vistani differ a great deal among each other dependent on their Vistana parent. They have to pick one of the tribal heritages below.
Tribal Heritage: Canjar
The Canjar are aloof and prideful. They are keepers of lore and arcane scholars. It features some of the best seers of the Vistani.
  • +2 Charisma, +2 Intelligence, -2 Constitution
  • +2 racial bonus to Spellcraft checks. Canjar also receive a +2 racial bonus to the caster level for all their spells and spell-like abilities, up to a maximum of their character level.
  • Canjar giomorgos who are prepared arcane spellcasters can leave one spell slot of the next-to-highest level open to spontaneously fill it out with any spell known as a free action. Canjar giomorgos who are spontaneous arcane spellcasters add an additional known spell every time they gain access to a new spell level, chosen from the Wizard spells of the divination school. Canjar who gain classes in several arcane spellcasting classes can apply this advantage to each of them individually. (More than a few Canjar pursue the path of the Ultimate Magus to take advantage of this.)
  • Favored Class: Any of Beguiler, Sorcerer, Spellthief or Wizard.
Tribal Heritage: Corvara
The Corvara are a sly, stealthy people, more hostile to outsiders than most. Corvara culture holds giorgio law in contempt, viewing it as an obstacle to be circumvented. Thus they often make their living off such illicit activities as burglary, shell games or fencing, bearing a great part of the responsibility for the bad reputation of Vistani.
  • +2 Dexterity, -2 Strength
  • +2 racial bonus to Bluff and Open Lock checks
  • Neither Chain Nor Shackle (Su): Once per day, the Corvara giomorgo can assume Gaseous Form as per the spell of the same name without requiring any somatic components. This ability only requires a immediate action, but lasts only until the end of the same round.
  • Favored Class: Rogue.
Tribal Heritage: Darkling
Darklings are not a real tribe, but Vistani who have been banished from their tribe for their crimes and cursed to be bound to a single domain. Darklings generally turn bitter and hateful, often gathering a band of human thugs around them and taking up a life of heinous crime and wandering brutality.
  • Poison Use: Darkling giomorgo are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
  • +2 racial bonus to Craft (poison) and Intimidate checks
  • Dooming Eye (Ex): Darkling giomorgos have a weaker form of the Vistani's evil eye. This ability is treated as a gaze attack, save that the giomorgo must take a standard action to employ it, and those merely looking at the giomorgo are unaffected. The target must make Will save against a DC of 10 + 1/2 the character level + the Charisma modifier of the giomorgo. Female Giomorgos add +2 to the DC. On a failure, the target becomes sickened for 1 minute. Beginning on 5th level, the target also becomes shaken. Beginning on 10th level, the target also becomes staggered. The giomorgo can use the Dooming Eye once per day.
  • Favored Class: Any of Ninja, Rogue, Spellthief or Scout.
Tribal Heritage: Equaar
The Equaar are nature-lovers, raised with a reverence for the wilderness, and taught a strong sense of respect for the land and animals. Equaar pride themselves on their knowledge and mastery of horses, but they train other animals as well.
  • +2 to Handle Animal and Ride checks
  • Wild Empathy: As a druid of the Equaar's character level, but limited to horses.
  • Bonus Feat: Equaar get to choose between Animal Affinity, Endurance, Mounted Combat, Self-Sufficient, Skill Focus (Handle Animal), Skill Focus (Ride), Skill Focus (Survival) or Track.
  • Favored Class: Any of Druid or Ranger.
Tribal Heritage: Giamarga
Giamarga are not a real tasque, but the very rare result of the rare elf/vistani matings. They are mostly found around Darkon and Sithicus, but that isn't saying much for such a rare breed.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A Giamarga can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • Elven Blood: For all effects related to race, a Giamarga is considered an elf. This replace the Diluted Blood ability.
  • Languages: Giamarga automatically speak Elvish in addition to the other languages they know.
  • Base Outcast Rating increases to 3, due to the rarity of and the nasty rumors surrounding the rare Elf/Vistani mongrels. Hiding minor details only reduces this to 1.
  • Favored Class: Any.
Tribal Heritage: Kamii
Kamii tend to be quiet and reserved, preferring to avoid conflict. Kamii are often skilled craftsmen, particularly tinkers and smiths. Kamii vistani take great pride in their craftsmanship.
  • +2 racial bonus on any metal-based Appraise and Craft checks.
  • Knack for Making Fine Things (Su): For the purpose of crafting magic items and qualifying for crafting feats, Kamii gain a virtual spellcasting level equal to their character level. Moreover, a Kamii can use this supernatural power to create magic items even if he does not know the spells required to make an item. He can substitute a Craft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
  • Bonus Feat: Kamii get to choose between Apprentice (Craftsman), Blood Artisan, Craft Magic Arms and Armor, Extraordinary Artisan, Gold Dwarf Dweomersmith, Shield Dwarf Warder, Skill Focus (Appraise) and Skill Focus (Craft), without needing to fulfill prerequisites.
  • Favored Class: Any of Factotum, Fighter or Rogue.
Tribal Heritage: Mortu
Mortu are loner Vistani who have purposefully turned their back to their tribe and its nomadic lifestyle and decided to settle down among the giorgio. This makes their offspring much more alike to the humans around them than any other giomorgo.
  • +2 racial bonus to Disguise checks to hide their Vistani heritage.
  • Bonus Feat: As humans.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favored Class: Any.
Tribal Heritage: Naiat
The Naiat are flamboyant, and their society tends to favor pleasure and good times. They are among the most outgoing of the Vistani tribes, and often make their livings as entertainers; a well-equipped Naiat caravan can resemble a traveling carnival or circus. The violin holds a special place in Naiat culture, and many Naiat entertainers specialize in that instrument.
  • +2 Charisma, -2 Wisdom
  • +2 racial bonus to Diplomacy and Perform checks, and treat Perform always as a class skill.
  • Base Outcast Rating is 0
  • Favored Class: Bard.
Tribal Heritage: Vatraska
The Vatraska are known as skilled healers and herbalists, often having advanced herbal and medicinal lore. The vatraska are exceptionally reclusive, preferring self-sufficiency to a life of trade.
  • +2 Wisdom, -2 Strength
  • Poison Use: Vatraska giomorgo are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
  • +2 racial bonus to Craft (poison) and Heal checks
  • Quick Remedy (Ex): Spending 1 minute, Vatraska can craft herbal potions, healing 1d4 hit points, +1d4 per every 3 full character levels of the Vatraska (with a minimum of 2d4). Beginning on 8th level, these potions also remove the exhausted, fatigued, nauseated and sickened conditions. These potions stay potent for 24 hours. Vatraska can use this ability a number of times per day equal to their Wisdom modifier (minimum of 1x).
  • Favored Class: Any of Cleric or Healer.
Tribal Heritage: Zarovan
The Zarovan are quiet, introspective, and reclusive. They are more hostile to outsiders than any tribe of Vistani. Zarovans are often seen as “not all there,” and seem to have an odd perception of time.
  • +2 Charisma, -2 Wisdom
  • +2 racial bonus to Knowledge (arcana) and Knowledge (Ravenloft) checks.
  • Temporal Slide (Su): The Zarovan can manipulate time as it moves, allowing him to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the Zarovan moves his current speed (following the normal rules for movement). The Zarovan can use this ability a number of times per day equal to his Dexterity modifier (minimum of 0). He can use this ability only once per round.
  • Alternate Timeline (Su): The Zarovan can step back in time a fraction of a second, potentially changing the outcome of one action. The Zarovan can immediately reroll a d20 roll that he just made, but before the outcome of the die roll is determined. The Zarovan takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. Afterwards, the Zarovan has to make a Will Save against a DC of 12 + 1/2 his character level or be confused for 1 round. The Zarovan can use this ability a number of times per day equal to his Intelligence modifier (minimum of 0).
  • Stepping Out Of Time (Su): As an immediate action, a Zarovan can shunt himself out of the time stream for a short period. Time passes for creatures other than the Zarovan, and he can take no actions. The Zarovan seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect him in any way. (It is as though the Zarovan has ceased to exist.) The effect ends after 1d4 rounds. The Zarovan can use this ability a number of times per day equal to his Strength modifier (minimum of 0).
  • Favored Class: Any of Sorcerer or Wizard.

Ravenloft 3.5 Revised / [Equipment] Firearms of the Demiplane of Dread
« on: October 16, 2018, 05:27:25 PM »
Simple Ranged Weapons
BlunderbussCL825gp1d121d12--20ft line4lbBludgeoning or Piercing
Flintlock PistolCL920gp2d42d419-20/x240ft4lbPiercing
Flintlock MusketCL825gp2d62d619-20/x260ft8lbPiercing
Volley GunCL9150gp1d121d12--15ft cone32lbPiercing
Bullets & Powder (10)CL75sp--------1lb--

The blunderbuss is the black powder precursor of the modern shotgun, usually used by cavalry.
Instead of making an attack roll, everyone within a 20ft line originating from you suffers the weapon damage (Dexterity save with a DC 10 + 1/2 your BAB + your Dexterity bonus halves.) It takes 15 full-round actions to reload a blunderbuss, using up three units of bullets & powder. Reloading provokes attacks of opportunity.

Flintlock Pistol
The flintlock pistol has become the default weapon for travellers, merchants and other civilians in the most developed parts of the Demiplane of Dread. Professional combatants often carry an entire belt of them with them to work around the time-consuming reloading process.
When you shoot a flintlock pistol, you make a ranged touch attack. It takes 4 full-round actions to reload a flintlock pistol. Reloading provokes attacks of opportunity.

Flintlock Musket
The flintlock musket is the backbone of the armies of the most developed parts of the Demiplane of Dread, used by conscripted peasants and officers alike.
When you shoot a flintlock musket, you make a ranged touch attack. It takes 5 full-round actions to reload a flintlock musket. Reloading provokes attacks of opportunity.

The handgonne is a very primitive black powder weapon the size of a rifle and the combat value of a pistol, and also very slow to fire with its matchlock mechanism. It is only found in medieval domains where gunsmithing is still in its infancy.
When you shoot a flintlock musket, you use a full-round action to make a ranged touch attack. It takes 5 full-round actions to reload a handgonne. Reloading provokes attacks of opportunity.

Volley Gun
The volley gun is a very heavy experimental weapon bristling with barrels into all directions, all activated at a single pull of the trigger. It's expensive price, heavy weight and very short range make it a rare sight, usually only used for boarding actions and other close quarters.
Instead of making an attack roll, everyone within a 15ft cone originating from you suffers the weapon damage (Dexterity save with a DC 10 + 1/2 your BAB + your Dexterity bonus halves.) It takes 50 full-round actions to reload a volley gun, using up ten units of bullets & powder. Reloading provokes attacks of opportunity.

(click to show/hide)

Ravenloft 3.5 Revised / Revising 3.5 Ravenloft
« on: October 16, 2018, 04:54:39 PM »
Between 2000 and 2005, Ravenloft was published as a 2nd party campaign setting by White Wolf (under its Sword&Sorcery imprint) under special license by WotC.

The fluff parts (especially the Gazetteers) were well-received in the Ravenloft fandom, but the crunch was mostly developed in the early 3.0 days, which were often overtly cautious about making things too powerful, mired in AD&D assumptions like Clerics=healbots (rather than CoDzillas) and for obvious reasons failed to account for later 3.5 developments like Tome of Battle. Especially virtually all of the prestige classes were straight downgrades from their base class, with all the hurdles to enter adding insult to injury. Also the Darklords leave much to desire as they are originally built, being push-overs for any moderately optimized character as soon as there isn't strong author fiat and DM fiat to save them.

The 3.5 update was also a rush-job still missing outdated skills like Wilderness Survival, failing to properly update and classify action types and being riddled with math errors.

The campaign setting is too good to leave it in such a state. I will go through it one crunchy bit at a time and revise it, also incorporating material outside Core such as Psionics or ToB.

Handbook Discussion / Re: Handbook Index - Discussion Thread
« on: October 14, 2018, 09:36:53 AM »
Sohei Handbook:

Under Base Classes => Martial.

D&D 5e / Re: Best support and field controller build
« on: October 13, 2018, 08:45:17 PM »
Yes, one thing to keep in mind before dismissing summoners is the concept of Bounded Accuracy: Attack bonuses, AC, saves and save DCs purposefully all move along a narrow band in 5e compared to 3.5, and even some low CR creatures are bound to get some hits in against a high CR foe if they appear in sufficient numbers.

If you go for summoning, the Druid is by far the best choice.

As for support in general, Paladin/Bard is another combination that always boosts the rest of the party. You get Inspiration from the bard side to throw around, Lay-on hands from the paladin side for heals (which is huge as there are no longer cheap wand of cure lights wounds/lesser vigor, and as the healing from short rests is sharply limited), and the auras beginning at Paladin 6+ also have a big impact. Smites are better saved for when you get a Crit on an attack given the small number of spell slots even if you multiclass with a fullcaster.

Handbook Submission / Re: Completed Handbooks
« on: October 13, 2018, 04:58:31 PM »

Off Topic Fun / Re: So a Brazillian prez candidate was stabbed yesterday
« on: October 10, 2018, 05:19:00 PM »
So Bolsonaro is in the run-off , versus who?
He'll be up against Fernando Haddad of the Worker's Party, the party of previous president Lula. The results were 46% to 29%, so either we will see a Le Pen moment where in the second round all voters unite behind the counter candidate to prevent a far right president - but the opposite might also easily happen, as Bolsonaro is just 5% short of the total majority.

Min/Max 3.x / Re: Vampire Character that Sucks (build help)
« on: October 07, 2018, 11:58:16 AM »
Issues: Survivability. I don't really want to invest a lot in Con, since in 4 levels my Con will be N/A, but even with an occasional fistful of temp. hp from blood drain and martial spirit healing - 40 hp is nowhere even close to being viable in melee at lvl 10. 19 AC (20 in frenzy or vs. evil creatures) is nothing to write home about either.
Some suggestions, from more to less practical:
  • Improved Toughness gives you extra HP equal to your character level.
  • Amulet of Tears (MIC) is a cheap source of daily temporary HP.
  • Put some Black Sand (Sandstorm) into your boots to regenerate 1d4hp every round. There is a Cleric 3 spell of the same name in the same book to create some temporary black sand if it isn't on the shelf of the local Magick Shoppe, just sacrifice some living being on it to get a bit of permanent sand.
  • Faerie Mysteries Initiate (Dragon #319) allows you to use your Int mod for bonus HP. It is Dragon material, setting-specific and comes with a lot of fluff restrictions, so might not be available.
  • The Bloodtouched Rite (Players Guide to Eberron) adds your Charisma score to your HP. It's from an LE cult in Eberron, so might not be available.

General D&D Discussion / Re: New caretaker for the PCs
« on: September 29, 2018, 05:18:38 PM »
No concrete ideas yet, but I am tempted to do a Bard build relying on Perform (Dad Jokes) just to stay within the theme.

General D&D Discussion / Re: New caretaker for the PCs
« on: September 29, 2018, 03:22:29 PM »
Link to that 3rd party class?

Also, what exactly do the caretaker responsibilities consist of? Security and active defense? Maintenance? Governing the surrounding populace, including resolving local court cases and taxation? Managing the household staff?

For a compilation of all relevant feats, invocations, PrCs and other assorted bits: The New Warlock Handbook [3.5]

D&D 3.5 and Pathfinder / Bits to spice up traps
« on: September 10, 2018, 05:50:09 PM »
It has come up on the MMX Discord that there isn't a Trap handbook yet, but that it could be a good DM resource. We all know that traps are crappy, underwhelming and not a threat on their own (especially if taken straight from the DMG), so let's see what we can do to minmax them and make them scarier (in the vein of Oslecamo's monster handbook for getting the most bang per buck out of monsters).

For now I just want to do an infodump of crunchy bits that could be relevant and useful for spicing up traps.

- Dungeon Lord (Dungeonscape)
- Fiend of Possession (Fiend Folio)
- Trapsmith (Dungeonscape)
=> Combat Trapsmith (ACF)

- Earthbound Spell (PHB2)
- various Trapsmith feats (Dungeonscape)
- various crafting/cost-reducing feats (for buying traps from monster wealth)

- Create Trap (Sor/Wiz 1) (Races of the Dragon)

- various poisons & poison-related bits

Odd Uses for traps:
- resetting magical traps with benefitial effects (see Tippyverse)

General D&D Discussion / Re: Pantheon for my campaign.
« on: August 08, 2018, 03:47:33 PM »
Bol'shaya Mama is basically a goddess of baby mamas (if she's not pregnant, she's usually carrying around a recently born child), so I'm sure one or more of her many thousands of children could have the divine spark.
"Iah! Iah! Bol-Shaya, the momma with the thousand young! Iah!"

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