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Topics - ksbsnowowl

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Min/Max 3.x / Monk ACF/PrC in a Web Enhancement - Dark Moon Monk, maybe?
« on: December 21, 2018, 12:00:45 PM »
I'm recalling there being a very interesting monk PrC or ACF from (I think) some Forgotten Realms sourcebook's web enhancement.  After a bit of googling, I want to say it is the Dark Moon Monk, but that seems to primarily be in Champions of Ruin, but there is no web enhancement with monk specials in it, just a short module.

I recall that the monk ACF/PrC that I'm remembering was displayed in the Web Enhancement via a Drow house that lived off by itself (or at least, that's what I'm remembering).

But, I cannot for the life of me find this ACF/PrC, and am having trouble tracking this obscure class down.

Anybody have an idea of where to look?

General D&D Discussion / Tomb of Annihilation mini's
« on: July 26, 2017, 10:55:28 PM »
So, 5e D&D will be revisiting Acererak and the Tomb of Horrors with a new iteration, the Tomb of Annihilation, an adventure that will come out later this year (September, I think).

As they've been doing of late, they are releasing a "Tomb of Annihilation" mini set, that will at least partly showcase minis of creatures/characters that will appear in Tomb of Annihilation.  WotC has taken to doing what Pathfinder has done with the minis, having case incentive sets to entice stores/people to order an entire case of minis.  The case incentive for the Tomb of Annihilation minis is pretty sick, and I might just have to order a case for the first time ever, so I can order this set, Tomb and Traps:

I know it is all just dungeon dressing, but that leering green devil face ... I just have to have it...

There is a chance one of my weekly games will lead to my PC's visiting the Tomb of Horrors, and I have Return to the Tomb of Horrors in the ready, if they want to follow that plot hook.

I had posted the above information in the temporary Storm-Shelter board, but when we resurrected the boards here, it just got forgotten and left behind.

This set came out today, and my FLGS had ordered a single case (plus incentive).  About four weeks back I went in and asked about pre-ordering, planning to pre-order a case so I could get the case incentive set.  Since I was the first to ask about it, the owner let me "pre-order" (ie - prepay) 1/4 of a case (a brick of 8 boosters), and then also claim and pre-pay for the case incentive he was getting.

Picked them up this afternoon, and the case incentive stuff is pretty cool.  The portal, green devil face, and sarcophagus are definitely great pieces, and I got a handful of good and useful rare and/or Large mini's that I'll actually use in a game, as well as some decent common minis that will see use in my games.  A few of them seem *meh* and are things I'll probably never use, but overall I'm quite pleased (especially since the FLGS charged me lower than MSRP because I bought so much, and I'm already seeing the Green Devil Face going for $25 and the portal for $20 on ebay; I basically paid $50 for the whole case incentive.  Now I have trap tiles and gold piles too).

Here are some pictures for scale.

Gaming Advice / Half-fey Scout: Final fly speed?
« on: March 02, 2017, 05:41:13 AM »
What is the fly speed of a Half-Fey Catfolk with 3 levels of Scout?

Quote from: RotW p. 92
A catfolk’s base land speed is 40 feet.
Quote from: FF p. 89-90
Speed: All half-fey have butterflylike wings unless the
base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability.
So a plain old half-fey catfolk would have a fly speed of 80 feet.

Do later effects which explicitly increase the creature's land speed (Expeditious Retreat, Barbarian's fast movement, Scout's Fast Movement) also add doubly to the Half-fey's fly speed?

I could see adapting the Barbarian Fast Movement entry from Stormwrack to apply to fly speeds rather than swim speeds:
Quote from: SW p. 48
Fast Movement (Ex): Barbarians who possess a racial swim speed can choose to apply their fast movement bonus to their swim speed instead of their land speed. The choice must be made when the character gains the class feature and cannot be changed later. This benefit still applies only when the barbarian is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Edit:  Stormwrack actually has the exact same entry for Scouts (changing all references of "barbarian" to "scout") on page 51.

Gaming Advice / Stone Dragon maneuvers & the iron cubes of Acheron
« on: September 06, 2016, 03:29:17 PM »
My party of players will soon be traveling to the Infernal Battlefield of Acheron.  The adventure will remain on the first layer of the plane, which is composed of iron cubes floating in an airy void.

One of my players has a few Stone Dragon maneuvers, specifically Mountain Hammer.  Stone Dragon maneuvers have an odd requirement:

Stone Dragon’s defensive abilities focus on tapping into the enduring power of stone to turn aside attacks.
Unlike with other disciplines, adepts of this school rely on an external force — the power of the earth and stone—to help power their maneuvers. As a result, Stone Dragon maneuvers can be initiated only if you are in contact with the ground.

If a PC is standing on a iron cube of Acheron, can they initiate Stone Dragon maneuvers?
What about if they are standing in an iron castle built on one of Acheron's iron cubes?

In the process of reading up on Acheron, I delved into some 2e Planescape books to gain extra info.  I found this tidbit, which is swaying me toward not allowing Stone Dragon maneuvers to work on Acheron:
With the right keys, elemental magic works well on Acheron, especially the magics of fire and water.  Earth magics have absolutely no effect on the iron cubes of the plane. ...


D&D 3.5 and Pathfinder / Spawn of Tiamat adventure ideas?
« on: May 21, 2016, 06:11:06 PM »
I'm not looking to run Red Hand of Doom.  I've already run my group through an adaptation of that module.

I recently started a new homebrew campaign that has several elements that make it unique from standard D&D.  The biggest of these is a bit of a nod toward Darksun, and puts emphasis on psionics and other alternate magic systems over standard magic.  All spellcasting (arcane & divine) incurs Taint on the caster.  Also, almost all the gods are dead (though clerics of dead gods can still gain spells via the Servant of the Fallen feat (LEoF)).

Anyway, given the "something new and different" feel of the campaign, I'm making an effort to use a lot of the "rarely-used monsters" from throughout 3rd edition.  You know, the things that slipped through the cracks, and a DM just never gets around to using.  Last session, the party encountered an Ether Scarab (MM2) that was being hunted by a pair of Ethereal Marauders.  In 8 years of DM'ing, I'd never used either monster.  Things like that.

I've never used Spawn of Tiamat before, and they seem like a decent group of monsters to use, which departs from the overused orcs, hobgoblins, etc.  But I'm at a loss as to coming up with adventure ideas in which to use them.  Tiamat is dead (her last act just before she died was to infuse dragon eggs with the first spawn), so they aren't generally going to be moving in mass at her direction.

The party is currently ECL 2, and I'm letting them gestalt an NPC class on one side, to help compensate for the lack of traditional magic.
Githzerai Swordsage 1/LA 1//Warrior 1/LA 2
Githzerai Soulknife 1/LA 1//Warrior 1/LA 2
Primordial Giant Half-Giant Erudite 1/LA 1//Expert 1/LA 2
Half-Giant Psychic Warrior 2//Warrior 1/LA 1

They are based out of a Taint-free city (guards are spell-less Paladins with Detect Taint at will), and belong to an adventuring guild that I modeled after what Jon_Dahl described in this thread, where they can buy adventure tips, which might be jobs in the city, or might take them to areas of the surrounding mountains or countryside.

They've had a few adventures in the city, and have recently head out on their first foray outside the taint-free safety of the city.  What they are about to undertake might get them to ECL 3, but it might not, either.  So any ideas in the level 2 - 10 range would be great, and I can use them whenever they would be level appropriate.  The lowest CR of the Spawn is CR 1 for the Whitespawn Hordelings and CR 2 for the Greenspawn Sneaks and Greenspawn Leapers.  The CR 3 Bluespawn Stonegliders (Dragons of Faerun) could be inserted into an underground adventure, or even in the city, but aren't smart enough to work a plot on their own; they are basically just a pest.

Anyone have any ideas?

TL;DR:  Homebrew setting that emphasizes alternate magic systems, much like Darksun.  Trying to come up with adventure ideas for using Spawn of Tiamat instead of the tired old standbys (orcs, goblins, etc).  Party is currently ECL 2.

In Lords of Madness the Grell was updated to 3.5, and truncated stat blocks were given for Grell Juveniles (Small) and Grell Hatchlings (Tiny).  A normal 5 HD adult Grell is Medium, with 10-foot reach on its tentacles.  The Face/Reach entry was left out of the truncated stat blocks.

Should the Small 2 HD Juveniles (CR 2) still have 10-foot reach?  Should the Tiny Hatchlings (CR 1/3) have 5-foot reach?

I could see the Juveniles going either way (10 foot or 5 foot reach); they still get 10 tentacle attacks, and the paralysis poison DC scales up by 1 for each tentacle that hits.  For a CR 2, I could see doing away with the reach.

For the Hatchlings, I really think they ought to have 5-foot reach (greater than normal for a Tiny creature).  This makes them viable threats (rather than just dying to the PC's AoO as it enters their space), and a similar thing is often seen in Tiny Wyrmling dragons (who get reach with their bite, but nothing else).  Note that the Hatchlings only get 1 tentacle attack that deals 1 damage, and has a DC 5 save versus paralysis.

Gaming Advice / XPH Githzerai psi-like abilities & augmentation
« on: May 12, 2016, 04:42:20 AM »
The Githzerai race in the front of the XPH is listed as having the Psi-like ability concussion, but this power doesn't exist in the XPH, and it was never touched on in errata.  I'm assuming it is supposed to be concussion blast, but can't find that for sure anywhere.  Can anyone confirm, or point me toward any kind of official answer?

Edit:  I see that in 3.0 the equivalent power to Concussion Blast was merely called Concussion.  It was the same level, and dealt a flat 3d6 damage (as there was no augmentation at the time).  However, 3.0 Githzerai did NOT have the power as a psi-like ability; instead they had Far Punch, a 0-level power that dealt a single point of damage.  Comparatively, the "non-psionic" Gith in the MotP and the 3.5 MM1 both gain Shatter instead, which can't be used against (most) creatures...

Psionic monsters have rules about Psi-like abilities and auto-augmentation:
All creatures with psi-like abilities are assigned a manifester level, which indicates how difficult it is to dispel their psi-like effects and determines all level-dependent variables (such as range or duration) the abilities might have. When a creature uses a psi-like ability, the power is manifested as if the creature had spent a number of power points equal to its manifester level, which may augment the power to improve its damage or save DC. However, the creature does not actually spend power points for its psi-like abilities, even if it has a power point reserve due to racial abilities, class levels, or some other psionic ability.

This rule would apply to Githzerai and their racial PSA's right?  And since their ML for their PSA's is 1/2 their character level (minimum 1), then Concussion Blast would eventually start dealing more damage (2d6 at 6th level, 3d6 at 10th level, etc)?

Started a new low-level city campaign, and while brainstorming city plot ideas, I started playing around with the idea of a haunting presence (LM p. 6)

A poltergeist type of haunting presence of less than 10 HD can only animate objects that already have moving parts. The movement described is limited to normal movements the object could normally do (wagons can roll & steer, but clocks can only spin their hands, and crossbows only cock & fire).

If the haunted location was a house with a family whose daughter had a large doll collection, could a low-HD undead poltergeist animate them & move them about, attacking as tiny animated objects? Does it make a difference how the dolls are constructed (wood w/ swinging limbs vs. an all cloth doll)?

I'm probably being overly critical of what you can and can't do, but I've never used a haunting presence, so don't want to do something it shouldn't be able to do.

Lastly, what undead should I use for a 3-person 1st level party?  Basic plot idea is that a rapists came into the family's home. Either the victim or the rapist was killed, and became the haunting presence. I can craft the details to fit the undead I use. It seems all incorporeal undead are CR 3 or higher, so that is likely out of the question.

Using something like a skeleton or zombie would seem odd, given the intended plot, but I suppose the killed rapist could gain form as a poltergeist zombie (it is insubstantial & basically a spirit anyway, until called forth for the exorcism).  A raiment (raped/murdered wife's clothes) or Slaymate (murdered child) are the other options that come to mind.


Gaming Advice / Detect Taint lingering auras...
« on: April 13, 2016, 01:42:52 PM »
Detect Taint is a 1st level Cleric spell from Heroes of Horror.  It works much like Detect Magic (cone, waiting 3 rounds for full info, aura strength, etc.), but it lists a duration for lingering auras, much like Detect Magic, but gives no guidance at all as to how it is supposed to function with regard to lingering auras.

Quote from: Detect Magic
Detect Magic
Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
[chart depicting duration based on original strength]

However, Detect Taint has no such guidance.  Here is the entirety of what it says about lingering auras:

Quote from: Detect Taint
Detect Taint
Length Aura Lingers: How long the aura lingers depends on its original strength:
[chart depicting duration based on original strength]

So, how is that supposed to work?

Does lingering only function when the taint was "ended" (tainted creature killed)?  Or can the spell "track" taint that has passed by (and a tainted creature leaves a trail that could be followed via Detect Taint for the listed duration)?


Level:   Clr 4, Knowledge 4
Components:   V, S, M
Casting Time:   10 minutes
Range:   Personal
Target:   You
Duration:   Instantaneous

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Material Component
Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

The party cleric is using Divination to glean some information on the situation they are facing.  The problem is, they don't have much of the information yet, and are mistaking things to mean something that is flatly not true.  The cleric then based his question on a false premise.  How would the deity answer?  Just not answer?  Or give an answer based upon the closest true interpretation of the question?  Give some indication the question is wrong?

(click to show/hide)

If an Eldritch Disciple (Comp Mage) expends a Turn Undead use to change his eldritch blast into a healing blast, and uses that blast to heal a friend (requires a ranged touch attack roll), would that end an invisibility spell that is already active on the Eldritch Disciple?

I can see it going either way.  IIRC, the first encounter in RHoD explicitly has an invisible cleric healing his comrades (though in the instance of healing spells on allies, the touch attack is hand-waived, whereas the healing blast must still succeed on a ranged touch attack).

The Snatch feat from the MM1 allows Huge or larger creatures to gain Improved Grab against creatures 3 or more size categories smaller than themselves.

(click to show/hide)

(click to show/hide)

Normal grappling allows you to move with an opponent as a standard action:

(click to show/hide)

However, with it eating a standard action, it makes it less useful, or at least slows down how quickly a creature can make use of it (can't use Fly-by attack to fly half his movement, then bite as a standard, snatching a small creature, then continue his movement with the snatched foe).

The rules for taking –20 to be treated as not grappled don't mention anything about being treated as ungrappled as far as the able to move is concerned.

So I'm guessing that a colossal red dragon can't snatch a halfling in the middle of a fly-by attack, and continue on his merry way?  He must sit near the ground for at least a round, and then only fly at half speed thereafter, until he lets go of the halfling, or it dies from continued bite/claw damage each round?

Quote from: Daylight spell
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
The party is in a cave, and their foe has cast Darkness on a stalagmite to shroud the area in magical darkness, allowing the foes to Hide, even versus darkvision.

The party has Daylight cast on someone's weapon when entering the area, thus the resulting light conditions would be the "otherwise prevailing light conditions" inside Darkness' area, so the normal darkness of a cave.  Those with darkvision can see in it just fine.

The situation that came up was that someone then activated the Daylight property on their armor...  With a second Daylight effect, neither of which were used to dispel the Darkness, what would the resulting light conditions be inside the area of the Darkness spell?  Normal absence of light, or the effects of Daylight?

Gaming Advice / Daylight armor vs Shadow Plane's impeded magic
« on: February 02, 2016, 01:41:53 AM »
Quote from: MotP, p. 60
Impeded Magic: Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster attempting a spell with the light or fire descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of Shadow.
Note, the 3.5 DMG has the same wording, aside from increasing the DC to 20 + spell level.

If a suit of armor has the Daylight property (MIC, CL 5th), does the suit of armor need to make any check to properly activate (at half radius) on the Plane of Shadow?

A strict reading makes me think that no check is needed, and the Daylight effect just works.  But I'm not sure.

Gaming Advice / Crown of Glory, Enthrall, Suggestion, and undead
« on: January 16, 2016, 12:37:11 PM »
Crown of Glory is a spell that was reprinted several times.  This question refers to the earlier versions of the spell.  It is an 8th level evocation spell.

The important bits for my question:
Crown of Glory
All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you. Any such creature that wants to take hostile action against you must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.

When you speak, all listeners telepathically understand you, even if they do not understand your language. While the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren't affected by this power.

Enthrall is an Enchantment (charm)[mind-affecting] spell.  Mass Suggestion is an Enchantment (compulsion)[mind-affecting] spell.  But Crown of Glory is an Evocation spell.

Undead have "immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)."

Are undead immune to the effects of Crown of Glory?

Say a spellcasting character has gone adventuring for much of the day, and expended 3/4 of his spell slots.

Then he crosses the path of a Mirror of Opposition (DMG), and a duplicate is created.  Does the duplicate have only the spell slots available that the caster did at the time he saw his reflection in the Mirror of Opposition, or does the duplicate have all the unexpended spell slots that the caster had at the start of the day?

Mirror of Opposition
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price 92,000 gp; Weight 45 lb.

Similar question.  The same caster, after having expended 3/4 of his spell slots, is pulled into the Plane of Mirrors (Manual of the Planes, p. 204) by someone under the effects of a Mirror Walking spells (MotP 205).  When someone enters the Plane of Mirrors, a duplicate is created.
The Plane of Mirrors has few inhabitants. However, when a traveler passes through a mirror, the population of the Plane of Mirrors increases by two, not one.

A mirror-self is created somewhere else on the Plane of Mirrors whenever someone mirrorwalks onto the Plane. This mirror-self is identical in every way with the original character, with the following exceptions:
• The mirror-self has the opposite alignment as the original character. For example, a lawful good mirrorwalker would spawn a chaotic evil mirror-self. (A true neutral mirrorwalker spawns a neutral mirror-self.)
• If the original self is carrying a mirror as equipment, the mirror isn’t duplicated by the mirror-self. All other items held, worn, or carried by the original are duplicated by the mirror-self.
• The mirror-self knows the location of its original self, but the reverse isn’t true unless the two meet. The mirror-self also has the memories of the original at the moment of creation, including which mirror the original used to enter the Plane of Mirrors.
• The mirror-self is an outsider, so it cannot be raised or resurrected if slain.
• The mirror-self has 60-foot darkvision, whether the original self has this ability or not.
• Mirror-selves can innately identify each other by sight.
• The mirror-self favors the opposite hand. An ambidextrous traveler produces an ambidextrous mirror-self.
• The mirror-self cannot leave the Plane of Mirrors unless it slays its original self.

There’s not much on the Plane of Mirrors, so most mirror-selves immediately start to stalk their originals in hopes of killing them. If a mirror-self succeeds, it will try to escape through a mirror-portal and take over the life of its original. ...
Does a Mirror-self have the full daily spell slots of the original character? Or only the last 1/4 of unexpended spells available to the original character at the moment he entered the Plane of Mirrors?

Gaming Advice / Touch of Taint feat vs. Death Ward
« on: November 06, 2015, 12:10:30 AM »
Quote from: Death Ward
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

Quote from: Touch of Taint feat
One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption or depravity.

Prerequisites: Natural attack that deals ability damage (including poison), ability drain, or energy drain.
Benefit: Choose one of your natural attacks that deals ability damage or ability drain or bestows negative levels. That attack now increases the target’s corruption or depravity score by 1 point along with the ability damage or drain it deals. If your attack deals ability damage or drain to a physical ability score (Strength, Dexterity, or Constitution), it now also increases the target’s corruption score. If the attack deals ability damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma), it now also increases the target’s depravity score. If the attack bestows negative levels, you can choose whether it increases a specific target’s corruption or depravity score.

If the attack you choose bestows more than one negative level, it now increases the target’s taint score by 2 points. You can choose to have it increase a target’s corruption by 2 points, increase a target’s depravity by 2 points, or increase each score by 1 point.

If a Vampire hits a target with a slam attack, and that target is protected by Death Ward, is he also immune to the taint increase?  He didn't take the negative level, after all.

What about a Warforged character, who by their very nature (living construct) are immune to energy drain?

Unrelated to Touch of Taint, but related to Death Ward and Warforged, what about the Fell Drain metamagic feat?
Quote from: Fell Drain
Living foes damaged by your spell also gain a negative level.
Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell’s actual level.

I guess the Warforged question hinges partly on if Living Constructs are "living creatures," which I would argue they are.
But Fell Drain isn't technically Energy Drain, so I don't think Warforged are immune to it that way.

Dredging through the google cache of WotC message boards, I found a similar question (Fell Drain vs. Warforged), and this seemingly excellent answer by Tempest Stormwind:
There are other ways to apply negative levels that are not connected to necromancy at all - if the Lord of Blades (an Evil warforged juggernaut) were to pick up a Holy sword, he'd suffer negative levels, for instance. Warforged juggernauts aren't immune to negative levels.

Furthermore, there are many things that aren't Necromancy nor [Death] effects that apply negative levels - the Death Devotion feat, for instance, or, yes, Fell Drain (if applied to a spell from a school other than Necromancy, and a spell without the [Death] descriptor). These bypass the warforged juggernaut immunity.

By the rules, I believe the player is in the right here.

Gaming Advice / Warforged vs. bat swarm's bleed damage
« on: October 30, 2015, 10:27:49 AM »
Is a warforged resistent in any way to the 1-hit point per round bleeding damage caused by a bat swarm?

I found nothing in their traits that would prevent it.  Indeed, they specifically count as living targets.

Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Min/Max 3.x / Quick help with a 3.5 Cleric build?
« on: October 01, 2015, 01:26:03 AM »
My cousin is going to try his hand at the DM chair for the first time, and I'm a little late in working on my character, as the first session is tomorrow night...  :blush

As of right now there is only one other PC and myself.  Though this may only last for two or three levels of play, it may be good enough that we keep playing it.  Both PC characters are associated with a Spartan-esque mercenary company (they took us in as children, and we've been training for the last decade or so).  We just "graduated" and will soon be going on our first real mission, along with a handful of DMPC's.

The basics of character creation are thus:
  • 1st level characters.
  • 28-point buy stats.
  • Non-setting-specific D&D books (no FR or Eberron)

There are several house rules in play, however, so bear with me:
  • At first level we get to Gestalt with Fighter.  This is ONLY for first level.  After level one or two, most of the numerical bonuses provided by this single fighter level will be subsumed by the other, normal, class.  In essence it is a means of giving us a high starting HD, a bonus feat, and several weapon and armor proficiencies.
  • We all get a free +2 bonus to Spellcraft, Knowledge (Arcana), Use Magic Device, and Survival (and may use them untrained); we may add ONE of those skills as a permanent class skill.
  • Anyone with an Intelligence or Charisma of 14 or higher gets one bonus language known (limited to those of the common PHB races), as a result of the multi-racial nature of our mercenary company.
  • Deities aren't well defined; I can pick any two domains as a cleric.
  • We get standard 1st level starting gold for our class (125 gp for Cleric), plus the following equipment, which we were given by the company (and we may sell any of it at 60% value):
Any one Kit (your choice) [Healer's Kit, Climbing Kit, etc]
One Simple Weapon
One Martial Weapon (or another Simple)
Leather Armor
one Darkwood Buckler 
You also recieved one 400gp magic item (a gift from a mentor) (which you may choose)

That's most of it there, but there is one other important and tempting house rule... He has completely changed the racial traits of Half-Elves.  Ignore what's in the PHB, half-elves now get this:
  • Two free Skill Focus feats in any two skills.
  • One of either Spell Focus or Weapon Focus for free (if you can cast spells, you must take Spell Focus).
  • Your Max Ranks limit on skills is (Character level + 4), so you can qualify for PrC's sooner.

Okay, all that out of the way, here is my character idea.

LN Fighter 1//Cleric 1, with the Magic and Luck domains.  As we progress, I'll be leveling in Cleric.

Since my party mate is going to be a ranged-focused Warmage (with some house rule adjustments the player convinced the DM to allow), I figured I'd go with a melee cleric.

My 28 point buy stat array plan was this:
Str 14 (6)
Dex 10 (2)
Con 14 (6)
Int 10 (2)
Wis 16 (10)
Cha 10 (2)

I'm planning to take Power Attack as my Fighter feat, and Law Devotion as my 1st level feat (I will have enough turn attempts to use it a second time per day).  If I go with Human, I'm not sure what else to take (probably Extend Spell, in preparation for eventually gaining divine metamagic).  But those Half-Elf changes look tasty; Skill Focuses might help me PrC (Divine Oracle is the only one I can think of off-hand, though the Spell Focus feat could help me become a Ur-Priest, if I wanted to be crazy), though they'd be handy even if I just put them in Concentration and Spellcraft.  Also, prestiging out probably won't be in my long-term plan (though it certainly could be), due to the fact the Magic Domain's ability to use wizard scrolls is based upon my actual levels in cleric.  I could certainly be persuaded toward something worthwhile, though.

Assuming I'm not going with Ur-Priest, what would be the best school of magic to choose for my free Spell Focus, if I were to go Half-Elf?

I'm thinking of decking myself out with a chain shirt, the free martial weapon (warhammer), free simple weapon (crossbow), the free darkwood buckler, and probably a scroll with one 3rd-level spell and one 1st-level spell.

Anything you would choose differently?

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Gaming Advice / See Invisibility vs. naturally invisible Hellcat (Bezekira)
« on: September 14, 2015, 10:36:37 PM »
Invisible in Light (Ex)
A hellcat is Invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

What would a PC caster with See Invisibility even see if the hellcat were standing in a lit area?  Would he only be able to perceive the faintly glowing visual form within 30 (60) feet, but not beyond that?

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