Recent Posts

Pages: 1 [2] 3 4 5 6 7 ... 10
11
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by oslecamo on Yesterday at 08:38:19 PM »
Speaking of that, I just realised I was unnecessarily penalising my speed despite having the STR to wear any armour I feel like without trouble. Whoops.

Nice catch, fixed Sailor Justice's movement speed too.
12
D&D 3.5 and Pathfinder / Re: Advancing Arcane Schools with other classes.
« Last post by faeryn on Yesterday at 08:31:58 PM »
Variant multiclassing? This costs half your feats, though Wizard is, for the most part, one of the better Variant multiclass options (most of them are worse!) on a caster. You get specialization (extra spell slot each level, and since you're so specialized it's unlikely you'll miss one school) and most of the school powers, plus a familiar (very useful on a skill heavy character) and bonus feat from a limited but awesome list*. The 11th level ability is junk though (you need to cast to get any use out of the first ability! Why give a cantrip at level 11?  :banghead )

*Arcane Discoveries are essentially Wizard only feats. Since you're an elementalist with one opposition school, Opposition School Research (effectively lose an opposition school, though this doesn't remove the restrictions on crafting and Limited Wish) is a standard pick,

Doubtful that my DM will allow it... we're already level 3 in the campaign... but if he would allow it that would probably be the best option for me... though losing 5 feats is a bit heavy... All the added benefits do sound great though, so the 5 feat cost could be acceptable... but the main issue is getting it accepted by the DM... and I doubt he'd let me retrain my 3rd level feat selection out even if he does approve of it... granted I really wouldn't want to trade my 3rd level feat out anyways...

Are there any options that are more feasible for an existing character to pick up through a feat of feat chain?
13
Min/Max 3.x / Re: Fun Pathfinds
« Last post by Nanashi on Yesterday at 07:42:39 PM »
Oops, missed that part.

Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.
14
D&D 3.5 and Pathfinder / Re: Advancing Arcane Schools with other classes.
« Last post by Nanashi on Yesterday at 07:35:02 PM »
Variant multiclassing? This costs half your feats, though Wizard is, for the most part, one of the better Variant multiclass options (most of them are worse!) on a caster. You get specialization (extra spell slot each level, and since you're so specialized it's unlikely you'll miss one school) and most of the school powers, plus a familiar (very useful on a skill heavy character) and bonus feat from a limited but awesome list*. The 11th level ability is junk though (you need to cast to get any use out of the first ability! Why give a cantrip at level 11?  :banghead )

*Arcane Discoveries are essentially Wizard only feats. Since you're an elementalist with one opposition school, Opposition School Research (effectively lose an opposition school, though this doesn't remove the restrictions on crafting and Limited Wish) is a standard pick,
15
(Placeholder für Weapon of the Deity spell)
16
Ravenloft 3.5 Revised / [Misc] Deities and Religions of the Demiplane of Dread
« Last post by Skyrock on Yesterday at 05:00:51 PM »
Akiri Pantheon - Osiris
NG
Death, Good, Protection, Repose, Water
Flail
Amber Wastes Cluster

Akiri Pantheon - Ra
LG
Air, Good, Law, Sun, War
Falchion
Amber Wastes Cluster

Akiri Pantheon - Set
LE
Death, Evil, Law, Trickery
Short Sword
Amber Wastes Cluster

Ancestral Choir
TN
Family, Knowledge, Luck, Mora*
Battleaxe
Kartakass

Belenus
NG
Fire, Good, Healing, Inquisition, Sun
Sickle
Shadowlands Cluster, Tepest

Divinity of Mankind
LN
Knowledge, Law, Mentalism, Mind, Strength, Travel
Rapier
Dementlieu*, Lamordia*, Paridon

Eternal Order
LE
Death, Deathbound, Evil, Knowledge, Law, Travel, Undeath, Wealth
Scythe
Barovia (Gundarkites)*, Darkon

Ezra
LN
Healing, Law, Mists*, Protection, Travel
Longsword
Northern and Western Core

Fate
TN
any two, most commonly Curse*, Fate, Healing, Knowledge, Luck, Magic, Spell or Travel
Dagger
Vistani
(Note: This isn't an actual religion or faith, but the impersonal divine reservoir from which divine spellcasters of the Vistani derive their power. It isn't accessible to anyone but full-blooded vistani NPCs.)

Hala
TN
Air, Balance, Curse*, Earth, Healing, Life, Magic, Plant, Spell, Travel
Dagger
Southern Core

Lawgiver
LE
Destruction, Evil, Hatred, Inquisition, Law, Strength, Tyranny
Flail
Hazlan, Nova Vaasa

Morninglord
CG
Chaos, Good, Healing, Luck, Protection, Salvation*, Sun
Shortspear
Barovia

Mytteri
CN
Chaos, Destruction, Lust, Magic, Passion
Quarterstaff
Hazlan, Nova Vaasa

Rajian Pantheon - Kali
CE
Chaos, Destruction, Evil, Healing, Renewal, Trickery
Sap
Sri Raj

Rajian Pantheon - Tvashtri
CG
Chaos, Good, Knowledge, Magic, Plant
Punching Dagger
Sri Raj

Wolf God
CE
Animal, Bestial, Chaos, Evil, Hunger, Moon, Strength, Travel, Trickery
Natural Weapon (Bite)
Verbrek

Zhakata the Devourer
LE
Destruction, Earth, Evil, Fire, Hunger, Law, Suffer
Flail
G'Henna
17
Homebrew and House Rules (D&D) / Re: Arcana Archer
« Last post by Tjallen on Yesterday at 02:06:03 PM »

-It would make Alternate Arrows obsolete because if you get a bit of warning time before battle you could fully change the configuration with multiple uses of amazing arrow.
-It would bog down gameplay because every battle you'll want to cherry pick the most optimal configuration from the many magic enhancements out there.

I see your points, how about some sort of floating bonus requiring both abilities, maybe picked twice, and allowing you to switch bonuses around between your sets? So if you have 2 sets, one magebane flaming and one frost seeking you could switch 1 single plus between them so either magebane OR flaming but not both. Which would be more and more useful with more and more sets of alternate arrow.

Yes, at least until somebody points out some uber archery-related feat or something, but can't really think of any.

Only thing I could find was that one feat that allowed you to shoot arrows as a 60 foot line attack.

More questions! What happens if you pick up magical arrows, does arcana arrows overwrite the bonus, do they overlap? So if I have a +1 flaming longbow, a +1 frost arrow and my arcana arrow is +1 acidic, do I end up with a +1 acidic arrow or a +1 flaming frost acidic arrow ?
18
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Raineh Daze on Yesterday at 12:49:17 PM »
I mean, it's still pretty shitty from an argument point of view if you're most inclined to fall back on personal experience and what you can practically do. That and not being too smart in the first place...

Speaking of that, I just realised I was unnecessarily penalising my speed despite having the STR to wear any armour I feel like without trouble. Whoops.
19
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by SorO_Lost on Yesterday at 12:32:29 PM »
Just because I'm a conduit for divine energy doesn't mean that I'm a theologian. :P
That was the point with the Favored Soul Class :p

And it can't make you worse as one. This isn't real life where Atheists like to cherry pick thousands of years of seemingly contradictory dogma in order to push their point on someone. People in D&D's world know for a fact deities and the afterlife exists plus all written contradictions can be fact checked with Commune.

You guys don't know anything.  :P
(click to show/hide)
20
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Nanshork on Yesterday at 12:31:28 PM »
You guys don't know anything.  :P
Pages: 1 [2] 3 4 5 6 7 ... 10