Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bgatesvoodoodoll

Pages: [1] 2
D&D 5e / Re: 5e Silvery Barbs
« on: March 07, 2024, 02:31:45 AM »
OK. German is not my native language. Pulling that one from the main post.

D&D 5e / 5e Silvery Barbs
« on: March 06, 2024, 01:58:43 AM »
5e Silvery Barbs

This mini-guide is in response to other analysis of the D&D 5e spell Silvery Barbs, such as Riley Silverman's:


a Reddit thread on Silvery Barbs:

Why this mini-guide?
I agree with Riley's analysis as far as it goes. There is a lot of hate for the Silvery Barbs spell because it slows down combat, and because some players abuse the spell. I think a lot of the hate comes from not understanding what it really does and how it is actually balanced. After using Silvery Barbs in a 5e game, I've seen it work to prevent another PC from getting into death save territory, and I've seen it fail to prevent a crushing attack when the BAD GUY succeeded in his attack re-roll. To give Silvery Barbs a fair shake, I've put together the following analysis.

What is Silvery Barbs?

Silvery Barbs is a 1st level Enchantment spell on page 38 of the 5e Sourcebook Strixhaven: A Curriculum of Chaos

What Does Silvery Barbs Do?

From 5e PHB185: "Enchantment spells affect the minds of others, influencing or controlling their behavior."

Silvery Barbs is not luck. Silvery Barbs lets you spend your reaction in a round to interrupt a successful d20 roll of one of three types by another creature you can see within 60 feet. Then once it has distracted a creature, SB lets you buff a second one, giving an advantage to the caster or any creature the caster can see within 60 feet. The advantage can be used on THE NEXT attack roll, saving throw, or ability roll within the next minute (10 rounds).

Who Can Cast Silvery Barbs?

Other classes which can get Silvery Barbs are Wizard and Sorceror. Feats that can get Silvery Barbs are Fey Touched and Magic Initiate.

Who is the ideal target of Silvery Barbs?

Any creature
  + with low Wisdom
  + with no Spell Resistance
  + without immunity or Resistance to Enchantments.

How many times can a character cast Silvery Barbs?

In a round? Once
Across a day? Like any other first level arcane enchantment spell. Assuming a 20th level character and willing to burn all spell slots:
- Arcane Trickster: 11, by burning all 1st-4th level spell slots
- Bard: 22, by burning all 1st-9th level spell slots
- Sorceror: 22, by burning all 1st-9th level spell slots
- Wizard: 22, by memorizing SB in all 1st-9th level spell slots, and then burning them

Is Silvery Barbs more powerful than other reaction spells of 1st level?

For comparison:
- Absorb Elements - reduce elemental damage by half, adds +1d6 elemental damage to your next melee attack, lasts 1 round and only defends the caster
  If a Barbarian took Absorb Elements via Magic Initiate feat, the absolute maximum damage prevented would be 20d12 (240).
- Feather Fall - will save up to 5 characters from death due to falling, a maximum of 20d6 x 5 = 100d6 (600). This spell lasts up to 10 rounds.
- Hellish Rebuke - when you get hit, deal a max of 21d10 (210) damage instantly
- Shield - when you get hit, avoid it by adding 5 to your AC. this buff lasts the rest of the round, so it defends against becoming a pincushion from a flight of arrows from an entire archery unit (think 20d8, or 160, just to put a number on it), which Silvery Barbs cannot.
- Silvery Barbs -  in the right conditions, SB could cause the attack roll of 9th level Disintegrate (max 19d6+40 = 154) to miss and then give a 19th level rogue advantage for a Sneak Attack (10d6 max+ weapon damage). However, a 9th level Scorching Ray would produce 11 rays of 2d6 damage each, and SV could only put disadvantage on the attack roll of one of the 11. For an upscaled Scorching Ray, you would want Absorb Elements or Shield instead of Silvery Barbs.

Any five of these reaction spells is accessible via Magic Initiate.
Each of these reaction spells is a rig which will work out in the right circumstances. However, if you try to use a reaction spell in one of these other circumstances, it will not help you.

Is Silvery Barbs more powerful than non-reaction 1st level spells?

For comparison:
- Cure Wounds can ramp up to 9d8(72) + attribute bonus in healing for any single creature you can touch.
- Disguise Self lets you look like someone else, useful for passing guard checkpoints, framing others, or defrauding others of goods.
- Faerie Fire grants advantage on every visible creature and object in a 20 foot cube and lasts up to 10 combat rounds. It also makes invisible creatures lose the benefit of invisibility.
- Fog Cloud grants full cover, preventing enemy spellcasters or archers from directly targeting objects or creatures in the cloud. This can prevent targeting 9th level Disintegrate, thus an argument can be made that this spell can prevent (19d6+40 x 600) (one hour duration in rounds) hp strong.
- Healing Word can ramp up to 9d4(36) + attribute bonus in healing for any single creature you can see within 60 feet
- Still Image can grant full cover and/or manipulate an enemy's actions by showing them what you want them to see.

About the Verbal Component

The caster has to use a Verbal component, but since this is a reaction, the caster only gets maybe 4 syllables. It would be best if the caster used an insult as his Verbal component to make it easy to disturb the first target of the spell. If you are running a mouthy caster, here's a list of insults which can be used as the Verbal component of Silvery Barbs. Think carefully about how corrosive to get when sitting across the table from other players, especially for a family game or one involving minors. D&D is for fun, so shoot for comedy when picking your insults. If you would rather not use insults, consider "Distraction!", a three syllable word as an alternative. As a player, it would be best to run these by your GM to make sure they are ok with the effect you you may have ob the environment at the table.  For insults, here are some classics and originals:

Blister - someone who shows up after the work is done
  several other meanings:
  Afternoon Farmer - 1800s English slang for someone who takes a lax approach to working. most farmers start work before dawn
  If you have a GM that uses Latin for Draconic, "Blister" turns into "Pustula", which may have other connotations.

Bob tail - prostitute or impotent man

B'zugda-hiara ("Lawn ornament", a killing insult in dwarvish)
   - Raising Steam, Terry Pratchett

Fleabag - smelly person or old worn out prostitute

Gnollspunk - male reproductive material of gnolls. For spunk, see

Goatlover - peasant or country-dweller
  For original, see
  an insult used on Croaker in the Black Company series by Glen Cook

Goblinbottom - original. For bottom, see

Gritsucker - what dwarves call non-dwarves,Discworld series by Terry Pratchett

Half Ogre - original

Harpy Licker - original. Harpies sometimes line their nest with offal or body parts, so their nests tend to be plague dens. Thus anyone that would lick a harpy is most likely a person with low hygiene standards and/or diseased.

Lathspell - old English for "evil news". Opposite of gospel. Used by Grima Wormtongue in The Two Towers by Tolkien.

Milksop - a weak or cowardly man

Mooncalf - usually, simpleton. Prospero calls Caliban a mooncalf in Shakespeare's play the Tempest, meaning deformed rather than a simpleton and implying that Caliban is a tiefling hundreds of years before D&D wrote up that character race.

P****breath - anonymous

Poopstain -  anonymous
  Possible original:
  "It looks to me like the best part of you ran down the crack of your mama's a** and ended up as a brown stain on the mattress."
    - GNY. SGT. HARTMAN, Full Metal Jacket
Sheepshagger - anonymous, insult to peasants, the Welsh, or certain Scots regiments

Smallberries - John Smallberries is the name of a character in the film Buckaroo Banzai, but makes a great insult for men.

Spiderbait - This is the name of an Australian rock band, but it works in the context of a Drow insult. "You are so useless, you are only good for spiderbait!" in only three syllables.

Trolltrack - original "You are the poop of trolls" in just two syllables

Umberkibble - original "Your only use is as the food of umber hulks" in just four syllables

Where can 4-syllable insults be re-used?

These concentrated insults might also be used for the College of Lore reaction feature "Cutting Words" or the College of Eloquence bonus action feature "Unsettling Words".

I hear Silvery Barbs is really easy to Abuse?

For DMs:
As Montgomerylol, "It's only really bad if your players are aiming to abuse it..."
Like any other spell, if a player seeks to abuse a spell, they can ignore or misinterpret the text of the spell. Responsible players can use Silvery Barbs to save a buddy from taking a heavy (possibly fatal) attack, and provide a counterstrike. If you have concerns, instead of outright banning SB, try letting the player use it in a sidebar training session. If you or the player don't feel like you have a handle on the mechanics, or it slows down combat too much, or if it doesn't seem fun, ask them to re-learn. If using insults as a verbal component seems too negative for the table you run, substitute a non-insult phrase of four syllables or less.

For players:
If you want Silvery Barbs as one of your spells, clear it with your DM before play. After using it a couple of times, consider the DM and fellow players. If it seems like this spell slows the game, and doesn't seem fun, then maybe replacing it by re-learning at the next level is the right move for the table you're at.

In her article, Riley points at Bards as the likely design target for SB. Instead, I suspect Silvery Barbs is more for Arcane Tricksters. SB is an Enchantment spell, which lands it on the spell list of the Arcane Trickster subclass of Rogue. With one reaction, an Arcane Trickster can force a re-roll of a bad guy's successful attack or save and buff himself. So long as the rogue does not have to make a save before initiative comes around, he can get advantage on initiative. If the DM runs initiative as roll once per combat, the rogue's next roll is an ability roll or an attack roll. Used defensively, SB may save an ally from a ray or crushing attack from a foe, then can give that same ally an advantage for their next saving throw. Used offensively, you may cause a foe to re-roll a saving throw and also let the arcane trickster trigger a sneak attack next round. Alternatively, the rogue can hold off and not attack or use an ability for up to 10 rounds, waiting for the right opportunity. With this action economy, I expect Arcane Trickster to make slightly better use of Silvery Barbs than a Bard.

Power and Limitations
I agree with Riley's analysis as far as it goes. There is a lot of hate for the Silvery Barbs spell because it slows down combat.

Acknowledgements: Nathan, for putting up with Silvery Barbs at his table. Adam, Beau, and Robert, for helping winnow out insults which did not have enough punch or were not global enough. Ben, Charlie, Steve and Tim for tolerating a mouthy bard/arcane trickster at the table with them.

Is something missing or inaccurate? Please reply to this post.

Handbook Submission / Re: 3.5e Ardent - reserved for future use
« on: April 11, 2020, 04:04:15 PM »
reserved for future use

Handbook Submission / Re: 3.5e Ardent - reserved for future use
« on: April 11, 2020, 04:04:00 PM »
reserved for future use

Handbook Submission / Re: 3.5e Ardent - reserved for future use
« on: April 11, 2020, 04:03:35 PM »
reserved for future use

Appendix V - Modelling Other Fictional Characters

(click to show/hide)

Appendix IV - Modelling Ethshar witches

The Ethshar series by Lawrence Watt-Evans is an excellent setting for a campaign. If you and your GM, want to flesh out witches as Ardents, and Sorcerors as Wilders, the hints below will get you started...
(click to show/hide)

Appendix III - Non Canon Material

Everything in this Appendix is non-canon. Assume it's all RED and that your GM bans it until he/she says otherwise.

Possible New Powers for Independent Research
(click to show/hide)

Pathfinder possibilities
(click to show/hide)

4e possibilities
(click to show/hide)

Material Buildouts for Psionic PrCs WoTC Suggested, but did not build out
(click to show/hide)

Appendix II - Action Economy of Psionic focus

Economy of Psionic focus
Normally, a psionic character has to spend one round and pass a DC20 check to become psionically focused. This is a huge deal. This makes most of the granted abilities from ardent mantles and from psionic feats one per encounter unless the psionic character can re-focus. It also limits the psion to using ONE of several options until he refocuses. For most Ardent builds, refocusing is a vulnerable time to be avoided. For PLEASEHITME builds, this is one technique to encourage foes to attack the Ardent.

Example Action Economies
(click to show/hide)

Psionic mantles or feats that do not rely on psionic focus(6+4):
(click to show/hide)

Gain psionic focus(6):
(click to show/hide)

Be psionically focused to(8+13):
(click to show/hide)

Expend psionic focus(1+13+31+20):
(click to show/hide)

Appendix I - Comparison of Powers/Spells Known

                                                Spells/Powers Known                Highest level spell/power known
                                                (L0 does not count)
Cleric/Shaman + domains!infinfinfinfinfinfinfinf12345678999

Note: Bard is not included because it does not get spellcasting at its first level.

CONTROVERSY! RAI vs RAW for Ardent Powers Known
(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Other Equipment
« on: April 11, 2020, 03:57:58 PM »
-- Psionic Items
   Torc of Power PreservationXPH177,SRD - pay 1 less PP each time you manifest a power, minimum 1.
   Stacked PsionitricesCPsi111 - wear up to 5 with one basic psionitrix as a single psionic item, filling the Necklace slot. Each one let you manifest a different power once a day
   Torc of PassionAE104 - turn that 1-level Wilder dip into a 5-level Wilder dip for Wild Surge purposes. Also reduces Overchannel damage from d8 dice to d6 dice.
   Crystal PoleAE094 - awesome zone defense! plant one in the ground for deceleration AoE to take effect. Various versions have different PLAs, such as Eradicate Invisibilty.
   Wastelander's CloakAE088 - eliminates the Armor penalty to FORT saves versus Heat.
   Amulet of Enemy DetectionMIC - Always-on Detect Hostile Intent.
   Boots of SkatingXPH,SRD - Superior movement enhancer, especially if you did not take FREEDOM mantle
   Gloves of Object ReadingXPH,SRD - Take this if you don’t otherwise have access to the power. Can ruin your DM’s best laid plains.
   Pendant of JoyRoE - While you wear it, you can give yourself, and nearby allies, a bonus to Diplomacy checks. Slip it on, then position yourself to give your negotiating team an edge over the competition.
   Psychoactive SkinsXPH,SRD,MIC - Skin of Proteus beats all the others. But, since you can wear three at a time, other good choices include: Skin of the Hero, Skin of the Psion, and Skin of the Troll.
   Third EyesXPH,SRD,MIC The following ones are really worth taking: Conceal, Concentration, Expose, Penetrate, and Sense.
   DorjesXPH,SRD - manifest powers on your power list which you didn't take as powers known. A dorje of Identify is particularly good.
   Power Stones - one-time-use psionic item that lets you manifest powers that are not on your power list.

Racial Psionic Items
   Warforged ComponentsMoE - Warforged only (obviously). For a psionic Warforged character the Expanded Reservoir, Power Crystal, and Psychic Generator components are particularly useful. Especially if the character has the Psyforged Body feat (see the entry in the Feats section, of this guide).
   Quori Embedded ShardsMoE - Kalashtar only. If you're of that race, get as many as you can.

-- Magic Items
-- Miscellaneous Gear

Handbook Submission / (Continued) 3.5e Ardent - Armor and Weapons
« on: April 11, 2020, 03:55:05 PM »

Mundane aka L1 options
(click to show/hide)

Materials aka masterwork+ or what to get enchanted
(click to show/hide)

(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Multiclassing/PrC's
« on: April 11, 2020, 03:52:25 PM »

- The main reason to dip other classes is bonus feats and skills, two things that ardents sorely lack.
- Other considerations for dips include: gain access to class power list for Dorjes(or wands/staves), increase number of powers(or spells) known, reduce PP costs for specific powers, increase BAB/saves, obtain unique abilities.
- Each level taken in something other than Ardent loses one of 21 Powers Known, one Manifester Level, and PP for daily manifests. With enough "something elses" you lose some of your 6 domain choices, which is 5 after Dominant Ideal ACF.
- Where possible, use each race's Favorite Class (FC).
- Before building, read Practiced ManifesterXPH to decide whether to use a feat to preserve Manifester Level for up to 4 non-Ardent levels.
- Before building, read Additional Favored ClassUA100 to decide whether to use a feat to save 20% XP throughout your build.

(click to show/hide)

Full Ride Prestige Classes
(click to show/hide)

Prestige Class Dips
(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Mantles II
« on: April 11, 2020, 03:51:02 PM »

   When you gain this mantle, choose to gain low-light vision OR darkvision out to 60feet.  Already have both?
   Double range of LLV OR add 30 feet to range of DV.
(click to show/hide)

   Expend psionic focus to deal additional damage to nonchaotic creatures.
   +1d6 points of damage with a melee/ranged attack or a spell that deals damage.
(click to show/hide)

   Gain the wild empathy class feature(PHB35), except the result is determined by 1d20 + ML + your CHA modifier.
(click to show/hide)

   Expend focus as an immediate action to gain 5 temporary hit points when someone within 10 feet is wounded.
   These temporary hit points last for up to 1 minute.
(click to show/hide)

   Expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. Declare use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.
(click to show/hide)

   While psionically focused, you gain a +2bonus on Concentration checks.
   Expend your focus as  a  free  action  to  gain  a  +5  bonus  on  a  single  Concentration check.
(click to show/hide)

   While psionically focused, you cannot be confused.
(click to show/hide)

   When psionically focused, gain +2 competence bonus on Diplomacy checks
   Focused or not, when making a rushed Diplomacy check as a full-round action, take only –5 penalty on the check.
(click to show/hide)

   ...gain one of four benefits, which you pick when gaining focus
(click to show/hide)

   As a free action, expend psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.
(click to show/hide)

   Expend psionic focus to kill a dying creature, as the death knell spell (PH 217).
(click to show/hide)

   Expend psionic focus to deal additional damage to nonlawful creatures.
   +1d6 points of damage with a melee/ranged attack or a spell that deals damage.
(click to show/hide)

   Expend psionic focus to deal additional damage to a non-evil creature.
   +1d6 points of damage with a melee/ranged attack or a spell that deals damage and targets a single creature.
(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Mantles
« on: April 11, 2020, 03:49:53 PM »

   samb: "Your life as an ardent and your builds all depend on these.  They are what makes you and gives you your powers."

There are no bad mantles. Each represents a philosophy with a granted ability and a power list. Pre-ACF, there are some mantles that are good only for their granted ability or to use as Dorje powers. Of these, samb classified several of the least useful as red, or "avoid". Post-ACF, the lowest rating any mantle gets is black, which is the equivalent of "boring".

There are several ways to reinterpret each mantle with ACF, but suggestions here should help cut research time. '+ x' indicates a power added for that level. 'ACF' indicates a possible substitution after all adds. '- x' indicates a recommendation to drop a power, to keep the mantle power list at 10. Where lists are long/confusing, example ACF plans are provided.

   Mantles below are roughly in descending order of usefulness with versatility weighted heavily.

   expend psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.
(click to show/hide)

   While psionically focused, gain +10-foot bonus to your speed. 
   Expend your focus to add your ML to a roll made to resist/escape grapple.
(click to show/hide)

  Once/day,  expend psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.
(click to show/hide)

   As an immediate action, expend psionic focus to displace yourself until your next action.
   While displaced, attacks that target you have a 50% miss chance.
(click to show/hide)

   Expend psionic focus to gain resistance 5 against one energy type for rounds =3+Wis modifier.
   At 10th level, you gain resistance to energy 10 instead.
(click to show/hide)

   +2 bonus on initiative checks.
   1/day, expend focus as an immediate action to delay onset of one damaging attack or effect by one round. If, in the intervening turn, you gain immunity that would protect you from the delayed damage, you still take the delayed damage.
(click to show/hide)

   Bonus feat: Ectopic FormCPsi50 and learn the form of your choice. You must meet all the feat's prerequisites for the form.
(click to show/hide)

   As an immediate action, expend psionic focus to share pain of the next melee attack that damages you. The attacker takes damage equal to half damage it deals you.
(click to show/hide)

   To determine bonus PP for the class that gives you this mantle, treat your WIS score as 2 points higher than its actual value
(click to show/hide)

   You have the Improved Sunder feat as long as you are psionically focused.
   If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.
(click to show/hide)

   While psionically focused, make Knowledge checks as if trained.
   Expend your psionic focus to gain a +5 bonus on one Knowledge check.
(click to show/hide)

   Expend your focus to gain a +4 bonus on ML checks made to overcome an outsider's power resistance.  Stacks with Power Penetration or Greater Power Penetration
(click to show/hide)

   Expend psionic focus as swift action when you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing  the  number  of  power  points  you  can  spend  on manifesting the power, among other benefits).
(click to show/hide)

   Bonus feat: Weapon Focus, with a weapon of your choice... pick RAY or SPEAR
(click to show/hide)

   Gain Use Magic Device as a class skill. Convert cross-class UMD or Use Psionic Device ranks to class rate,
   as if it had always been a class skill for you. Always treat magic and psionics as identical.
   This mantle is most useful in campaigns where "Psionics is different".
(click to show/hide)

   Expend psionic focus to deal additional damage to a non-good creature.
   +1d6 points of damage with melee/ranged attack, or a spell that deals damage and targets a single creature.
(click to show/hide)

   While psionically focused, gain +1 deflection bonus to your Armor Class.
(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Feats
« on: April 11, 2020, 03:48:18 PM »

   samb: "The key thing to remember when optimizing an Ardent's feats is make the most of your metapsionics.  All the other stuff can be done by other classes (and often better) with the same feats.  This means getting the best metapsionic feats, increasing ML, and decreasing cost.  All the other 'gishy' type feats take a back burner, because the true meaning of optimizing means to make the most of what is unique to that class while minimizing/overcoming its weaknesses.  Not losing focus on metapsionics is very unique (and powerful) and one should focus on that aspect."

This view of feats is loosely arranged around the attribute to which the feats relate. Within each Attribute, feats are in descending order of usefulness based on the entry feat for each feat family. For a comparison of how feats interact with psionic focus, see Appendix II, Action Economy.

(click to show/hide)

(click to show/hide)

(click to show/hide)


       Inlindl School(DotU):(INT13, Combat Expertise, Weapon Finesse)sac shield bonus to AC for a bonus on melee attack rolls equal to one-half that bonus.

STRENGTH - includes melee attack options
(click to show/hide)

DEXTERITY - includes ranged attack options
(click to show/hide)


    Goad(CAd,CHA13,BAB+1) - taunt

(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Skills
« on: April 11, 2020, 03:46:32 PM »

   "I learn from my mistakes. It's a painful way to learn, but without pain, the old saying is, there's no gain."
   - Johnny Cash

Across a 20 level build, a straight Ardent receives 40 SP before INT bonus. Make the most of what SP you get. For that reason, you have to know EXACTLY what each skill does. The following four skills will be in almost every build of a straight Ardent:

Concentration (CON)  -- MAX IT. You need to beat a DC 20 concentration check regularly for regaining your psionic focus.
(click to show/hide)

Psicraft (INT) -- MAX IT. Identify psionic powers as they are cast or as they hit you.
(click to show/hide)

Autohypnosis (WIS) is Trained. Buy at least one rank to get a roll. It can save your Ardent's life.
(click to show/hide)

Knowledge:Psionics (INT) is Trained. Buy at least one rank to get a roll. This lets an Ardent identify astral constructs, psionic races, and their special powers or vulnerabilities. Usually, an Ardent is the only psionic in a party, so nobody else will have this skill.
(click to show/hide)

Mantle support skills
(click to show/hide)

Other build support skills
(click to show/hide)

Skill Tricks
(click to show/hide)

Buy ranks of the following skills only to qualify for a Prestige Class (PrC). If not to qualify for PrC, these are all Red.
   Knowledge - (anything not listed above) is Trained.
   Profession - (anything other than Sailor) is Trained.
   Diplomacy - This may be the best skill in the game, but not for Ardents. Most Ardent builds are CHA-dumps.


   Ed Grubermann: "...just show me all those nifty moves so I can start trashing bozos..."
   - Tae Kwon Leap by the Frantics

   ACF Original descriptions here:

   The ACFs of the ardent fix a lot of the class's inherent weaknesses.  Between them, two of these ACFs make playing a straight Ardent possible. Without them, most players will view Ardent as an attractive dip. See the Appendix on Action Economy, later. In theory, splitting the Elements mantle into four separate mantles should pay off, but like most of the existing power lists, these need to be re-tooled.
   Unfortunately, these are ACF's. Substitute Powers is a separate ACF from Elemental Mantles, meaning you cannot edit the power list of the Air, Earth, Fire, and Water mantles.

Substitute powers ACFM'sE: With DM agreement that new powers meet the mantle theme, re-interpret existing mantles.
   Add and/or substitute powers from any power list, to a maximum of 10 powers per mantle.
(click to show/hide)

Dominant ideal ACFM'sE:  Pick a mantle. For powers in that mantle, never expend psionic focus when applying metapsionics on powers of that mantle AND reduce costs of metapsionics by 2 (to free)!!!!   
   Dominant ideal replaces the mantle an Ardent receives at Ardent level 10.
   Linked power to Hustle may result in multiple uses of psionic focus in the subsequent round.

Elemental Mantles ACFM'sE: Breaks the Elements mantle into 4 separate individual mantles, Air, Earth, Fire, and Water. This weakens the Granted ability, as each of the four mantles permanently gets its own part of the Elements granted ability. The powers lists for each of the new individual mantles likewise weaken.

Dragonscale HuskDrM012: For most campaigns, enchanting armor leads to better bonuses across a 20-level career. If you're in a low magic or "metal is rare" campaign, this might be useful.

Handbook Submission / (Continued) 3.5e Ardent - Races
« on: April 11, 2020, 03:41:41 PM »

   samb: "In general, any race that penalizes WIS should be avoided... Thanks to ardent's funky way of selecting powers LA is not as big of an issue.  No race has favored class as ardent although humans and Synad can select their first class as a favored class."

Due to complexity of building Ardents, this list focuses on races up to and including +2LA. Other races could work, but these are high speed low drag. Listed races are sorted in order of +cost and -benefit.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Handbook Submission / (Continued) 3.5e Ardent - Abilities
« on: April 11, 2020, 03:36:49 PM »

   samb: "The stats an ardent needs are similar to a cleric with the exception that CHR is not that important unless you are going to be using metamorphic transfer that requires DCs.  DEX could be more important if you are going for a blasty type of ardent using lots of touch attacks... CON is always important but even more so for concentration"

In typical order of importance for a 20-level plain vanilla ardent:

WIS.  Wisdom determines what powers you can learn, how many bonus Power Points (PP) you get, and the Difficulty Check (DC) on your powers. Max WIS if you can.
(click to show/hide)

CON. Constitution is for hp and concentration checks, especially at early levels. Max CON if you can.
(click to show/hide)

INT. Ardents are starved for skills. Bonus Skill Points from Intelligence would help make up for 2 SP/level.
   For melee builds, combat expertise and its follow-ups (improved trip) demand a score of 13.

STR. Need enough Strength to wear heavy armor and carry big weapons.
   At L1, you need 13 for the Power Attack feat tree and to call scale armor, longspear, and club a light load.
(click to show/hide)

DEX. Dexterity is a dump for most builds. REFLEX saves are not your good ones.
(click to show/hide)

CHA. Charisma is a dump for most builds. Ignore Hidden talent feat, unless the DM disallows Substitute Power ACF.
(click to show/hide)

Pages: [1] 2