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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Theaitetos on Today at 09:19:43 PM »
I'm talking Pathfinder 1e, not DnD 3.5. Check all the links (D20PFSRD/Archives of Nethys).
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on Today at 07:06:18 PM »
People clearly know something is going on, as they are giving you a wider berth, and clutching their guns tightly as they move by.  The other 'sisters' look a bit nervous whenever Isabella speaks.
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by linklord231 on Yesterday at 11:32:25 PM »
Not sure if anyone has mentioned it before, but I think I found a new exploit that opens up a ton of possibilities: Alter Summoned Monster!

The spell is already famous for its exploits with stuff like using it on Heightened Mount, but today I noticed that it is a very rare summoning spell in that it is not based on Summon Monster/Summon Nature's Ally. These latter two spells contain a well-known limiting rule for any creature summoned with these spells (or their derivatives):


Quote
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
Alter Summoned Monster does not contain this limitation, thus you are able to summon creatures and have them use their (expensive) spell-like abilities as you want (except innate summoning spells).


For example, with Summon Evil Monster you can use Alter Summoned Monster on a 6th-level summon spell and summon an Efreeti to fulfill your Wish without paying any material costs, a full spell-level lower than Limited Wish.

The limitation on summoned creatures not being able to use their own summoning abilities is actually built in to the Conjuration (Summoning) subschool, not part of any particular spell.  Altered Summoned Monster is still Conjuration (Summoning), and so "A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells."
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Homebrew and House Rules (D&D) / Higher level *Shield Other* variants
« Last post by Draco Dei on April 25, 2024, 06:14:08 PM »
Wiki-like cross indexing: Build discussion thread on GitP.

This set of spells only got one comment years ago when I posted it on GitP.

(click to show/hide)
Other notes on how I initially selected the spell levels will be included in (())'s where I think it necessary.

Shield Many
Abjuration
Level: Clr 5, Pal 4 ((This is so fitting with the fluff for a paladin that I'm making sure they can access it pre-epic))
Target: One Creature/3 lvls ((Feb. 2020: Upgraded from One Creature/4 levels.))
As Shield Other except as above and the change of focii. The damage is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.


Shield Other's Body and Mind
Abjuration
Level: Clr 4, Pal 4 ((Same level as Neutralize Poison which works against fewer things, but has a better effect. Consider making this 3rd which makes it the level in between Neutralize Poison and Delay Poison... or maybe even 2nd.))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to armor class or general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves

Hitpoint damage is not effected.

You share any reduction of ability scores with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. This includes penalties, damage, drain, burn, etc. In the case of Feeblemind and other effects that reduce the target to a specific number* treat this as exactly as much penalty/damage/drain/whatever as would be necessary to do that if this spell were not affecting the situation. This even allows you to split the constitution loss suffered by a 1 hit-die creature being brought back to life.
*The fact that normally an ability score can not be reduced to less than zero specifically does NOT count for this. For example, if someone with an dexterity of 6 takes 8 points of dexterity damage then you each take 4 points.


Shield Many Bodies and Minds
Abjuration
Level: Clr 7
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting
As Shield Other's Body and Mind except as above and the change of focii. The ability score reduction is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Shield Other's Soul
Abjuration
Level: Clr 3, Pal 3 ((One level lower than Death Ward))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You share any negative levels with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. Recalculate the number of negative levels each of you gets every time you split negative levels with a given ally in a given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.


Shield Many Souls
Abjuration
Level: Clr 6
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting

As Shield Other's Soul except as above and the change of focii.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Blood Brothers
Abjuration
Level: Clr 9((Originally had it at 7 (and 1hr/lvl) which is One level higher than Bear's Endurance, Mass, two levels higher than Shield Many... should maybe bump this up further to 9th since it IS pretty boss as long as the monsters aren't over-killing enough that the arcanist dies of a hit to another of the targets. Reducing the duration could also compensate. 8th still leaves room for Soul Brothers to be higher level while pre-Epic. And then feedback on the Discord convinced me that they could both be 9th, and, indeed, Soul Brothers nught need to come down a level.))
Components: V, S, DF, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self* plus 1 target/5 levels
Duration: 1 minute/level (D)
Saving Throw: Will negates (Willing Only)**
Spell Resistance: Yes (Willing Only)**
*The spell fails unless it successfully effects you.
**The PLAYER/GM in control of each creature targeted decides at the time this is cast whether to count it as having the (Harmless) tag. This is functionally the same as the target deciding, except that consciousness is not required, and charm/domination are by-passed.

This spell wards the subjects and creates a mystic connection between them so that some of their wounds are transferred between them.

The subjects gain a +3 deflection bonus to AC and a +3 resistance bonus on saves.

Whenever one of the targets of this spell takes hitpoint damage, the damage is divided as evenly as possible between yourself and all the targets. This is as opposed to just between yourself and the person originally damaged. Remaining points of damage are assigned, point by point, in the following order until no more remain: first 1 to the original target, then 1 to you, and then randomly distributed to DIFFERENT remaining targets.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Soul Brothers
Abjuration
Level: Clr 9
Duration: 1 hour/level (D)
As Blood Brothers except as above and as follows:
No bonus to general saving throws is provided. The subjects gain a +5 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You any negative levels are divided between the targets as evenly as possible. Any that can't be divided exactly are assigned in the following order: The original target, the caster of this spell, and then randomly distributed to DIFFERENT remaining targets.  Recalculate the number of negative levels each of you gets every time you split negative levels in given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.

((Considering removing the Fortitude bonus on the ones with "Soul(s)" in the names because I recently discovered that most Negative levels do not allow a save to avoid, only to  make it go away rather that turn into level loss 24 hours later... should I remove it entirely, change it to a +8(+10? +5 still?) for Soul Brothers and lower for the lower level ones bonus to the later save for any negative levels gains during the duration of the spell, even if the save happens after the spell has worn off, or keep it the way it is?))


(click to show/hide)
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Homebrew and House Rules (D&D) / Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Last post by Garryl on April 24, 2024, 11:18:25 PM »
Daunting Will [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills and drop the target of it during the same encounter, you can instigate a new duel of wills with another creature as a free action at the beginning of your next turn. There is no limit to the number of times you can instigate new duels of wills this way in an encounter.



Steely-Eyed Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, you also gain a +2 morale bonus on Will saves against effects the target produces for the duration of the encounter.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Piercing Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, your morale bonus on attack rolls and weapon damage rolls against the target is increased to +2 (instead of the normal +1) and the target takes a -2 penalty on its initiative check.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Threatening Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, for 1 round the target also takes a -4 morale penalty on attack rolls against creatures other than yourself and cannot cast defensively.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Terrifying Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target is also shaken for 1 round, plus 1 round for every 5 points by which you won the opposed check.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Pinning Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target's movement speed is halved for 1 round.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



If Looks Could Kill [General]
Prerequisite: Intimidate 8 ranks or Concentration 8 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target also takes an amount of nonlethal damage equal to your ranks in Intimidate (or Concentration, if you have the Unnerving Calm feat).
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Theaitetos on April 24, 2024, 10:10:10 PM »
Not sure if anyone has mentioned it before, but I think I found a new exploit that opens up a ton of possibilities: Alter Summoned Monster!

The spell is already famous for its exploits with stuff like using it on Heightened Mount, but today I noticed that it is a very rare summoning spell in that it is not based on Summon Monster/Summon Nature's Ally. These latter two spells contain a well-known limiting rule for any creature summoned with these spells (or their derivatives):


Quote
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
Alter Summoned Monster does not contain this limitation, thus you are able to summon creatures and have them use their (expensive) spell-like abilities as you want (except innate summoning spells).


For example, with Summon Evil Monster you can use Alter Summoned Monster on a 6th-level summon spell and summon an Efreeti to fulfill your Wish without paying any material costs, a full spell-level lower than Limited Wish.
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D&D 3.5 and Pathfinder / Re: [DnD3.5e]How does the mount charge work?
« Last post by ketaro on April 24, 2024, 04:03:09 AM »
Spirited Charge does not have any action needed to use. It states that it is in effect while doing something else, i.e. charging. If you are not charging, Spirited Charge turns off; if you are charging, Spirited Charge turns on. Thats it.

Classically attacks are made with Standard Actions. If, by some whatever, you have an attack that only uses a Swift Action, then sure. But you are still limited to the mounted combat rule that states "if your mount moves more than 5 feet you can only make a single attack".

So no matter what action you use to attack, if your mount moves more than 5 feet on its turn, you only get 1 attack.
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 22, 2024, 11:37:29 AM »
Elizabeth nods and looks around to see if there's anything of note.

Spot = 1d20+3
Rolled 1d20+3 : 15 + 3, total 18
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D&D 3.5 and Pathfinder / Re: [DnD3.5e]How does the mount charge work?
« Last post by Quintaine on April 22, 2024, 04:49:14 AM »
The action required to Charge is a Fullround Action.

The player does not spend a Fullround Action to Charge.

The mount for the player has its own actions and it spends the Fullround Action to Charge.

The player uses their own Standard Action to Attack at the end of the mount's Charge.

The player also, under normal Mounted Combat rules, can not make a full attack action if the mount moves more than 5ft on their turn.

Stuff like Spirited Charge were not made by the same writers that wrote the Mounted Combat rules so there will be discrepancies.

For reference:
https://www.d20srd.org/srd/combat/specialAttacks.htm#mountedCombat
That means, we should ignore the charge action requirment of "Spirited Charge", right?
And I think no rules said player must use "Standard Action" to attack, Can he use a Swift action attack to mount charge?
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 21, 2024, 07:24:00 PM »
"Here will do."


You are of the opinion she is suffering corruption from too much spellcasting.
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