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Arhosa / Ophidian Stalker [Prestige]
« on: February 11, 2024, 01:08:14 PM »
Ophidian Stalker

"I have had it with these Challineb-cursed snakes on this Challineb-cursed plain!"
- Recently deceased traveler


Becoming a Ophidian Stalker

Table 1: The Ophidian Stalker
Hit Die: d12

Level  BAB    Ref   Fort  Will   Special Abilities          Casting              Fusillades
  1    +1     +2    +2    +0     Molt, Ah, It's a Snake!    +1 Nature Casting    +1 Fusillades
  2    +2     +2    +2    +0     Sneaky Snek, Totem Feat    +1 Nature Casting    +1 Fusillades
  3    +3     +3    +3    +1     Shed Skin, Grab a Bite     +1 Nature Casting    +1 Fusillades

Class skills (2 + Int modifier per level): Animal Affinity (Cha), Animalism (Wis), Athletics (Str), Craft (Int), Heal (Wis), Knowledge (Nature) (Int), Mentalism (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex)

Feats: Any two Totem feats
Skills: Stealth 6, Knowledge (Nature) 6
Seedcasting: Must be able to cast Nature spells
Special: Totem Animal must be a snake
Class Features
  • Nature Casting: The Ophidian Stalker increases all Nature casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Fusillades: The Ophidian Stalker increases all martial fusillade features as if the character had gained a level in the appropriate class at each indicated level.
  • Molt (Ex): The Ophidian Stalker now changes into a Huge Viper instead of a Large Viper when assuming the form of their Totem Animal, except that it's physical stats are higher when the Ophidian Stalker gains additional levels. At 2nd level the form's Strength and Constitution increase by 2. At 3rd level the form's Strength and Dexterity increase by 2, for total ability scores of 20 Str, 17 Dex and 15 Str.
  • Ah, It's a Snake! (Ex): If the Ophidian Stalker attacks a living creature in the same round as the Stalker assumes their alternate form, the creature must make a saving throw (DC 10 + 1/2 HD + Str) or become shaken for 5 rounds. In addition, they receive -2 penalty on grapple checks against the Ophidian Stalker until they are no longer shaken.
  • Sneaky Snek (Ex): While in their alternate form, the Ophidian Stalker is treated as one size smaller for Stealth checks. They also gain the Scent special quality if they don't already have it.
  • Totem Feat (Ex): The Ophidian Stalker gains a single Totem Feat. He must still meet the prerequisites of the feat chosen.
  • Shed Skin (Ex): Changing forms has become natural to the Ophidian Stalker. Refreshing themselves in this way allows them to leave some of their burdens behind when doing so. The Ophidian Stalker may end their alternate form voluntarily as a standard action to remove the fatigued, sickened and poisoned conditions. They also get Fast Healing 3 (which is reduced by 1 per condition removed) for a number of rounds equal to their total number of Totem feats. The Ophidian Stalker is then unable to assume their alternate form for 1 hour.
  • Grab a Bite (Ex): Even when they have bitten off more than they can chew, the Ophidian Stalker is relentless in their assault. At 3rd level they gain the Improved Grab and Constrict abilities of a Giant Constrictor snake while in their alternate form, as their form becomes one step closer to that of a Dire Snake.

Because sometimes I edit my dialogue after rolling the dice. And it kinda freaks out when I do. So obligatory thread for rolling outside of posts if you're someone like me.

To start it off...
Rolled 1d20 : 4, total 4

Off Topic Fun / 2013 Conventions
« on: February 07, 2013, 11:51:23 AM »
I'm prepping for PAX East this year and was curious what all conventions people think they'll be attending this year? Would be nice if board members could meetup with each other!

Here is a build that was inspired by both Childe's Kata the Infinite Avalanche (which itself is an expansion on the Meditant) and Soro_Lost's advice in said thread to use Sadism. Unfortunately, Sadism doesn't feed well between attacks within an Avalanche of Blades, since its bonus applies in the following round and isn't to damage rolls. So I thought to myself, How can I make Sadism self-feeding between rounds? Well, Sadism gives a bonus on attack rolls, saving throws and skill checks. Enter Greater Insightful Strike which converts a skill check into damage and this monster, which borrows many of the tricks from Chuck, comes to life.

Ruby Knight Vindicator's Divine Impetus
LOTS of Turn Undead, via multiple pools.
LOTS of Extra Turning feats via Legacy founding and Dark Chaos Feat Shuffling (Dweomerkeeper cohort FTW).
The Cheesestaff (Staff of unlimited Greater Celerity, 180K via item creation rules) + Mark of the Dauntless for daze immunity.
Stormguard Warrior's Combat Rhythm + Avalanche of Blades for the "damage input".
Kata, The Victory of the River (see the linked thread) + Choose Destiny
Vulnerable to fire + Burning Brand
And the spellsitself, Sadism:
Enchantment [Evil]
Level: Sorcerer 2, Wizard 2, Assassin 3, Blackguard 3, Cleric 3, Pain 2,
Components: V, S, M,
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level

For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round.
The more damage the caster deals, the greater the luck bonus.
It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.
Material Component: A leather strap that has been soaked in human blood.

How it fits together (lots of text!):
(click to show/hide)

Build stuff:

(click to show/hide)

(click to show/hide)

50 Benedictions from Cohort (Wand). (30 minutes each, 5 minutes to
apply) Cohort casts Eagle's Splendor on himself, gives his rebuke attempts to main character. Cohort casts Extended Eagle's Splendor on main character (32 minutes) at some point when main character's rebuke attempts are low.

Divine Insight 10 hours
Sadism: Persist (7 TU)
Delay Death: Persist (7TU)
Choose Destiny Destiny 9 DC 37 UMD (+36 UMD with Divine Insight) 17

7216 TU - 14 = 7202

Damage Input: Avalanche of Blades + Combat Rhythm (touch attacks +5 damage
next round)

7202 TU available

round 1: 1 avalanche 1 TU recover
400 times average with 28 rerolls is 11600 touch attacks for +58 000 damage on each melee attack next round.

7201 TU left


round 2: 3 TU Burning brand
1 avalanche 1 TU recover
27 TU 9 Avalanches targeting ourselves
58 000 * 400 * 10 * 1.5 = 348 000 000 = X (our base damage input)

+34 800 000 bonus on Concentration checks, or 69 600 000 damage with GIS

7170 TU left


Round 3: 3 TU Burning Brand 1 GIS 1 TU Recover (normal swift) 24 TU 8


69 600 000 * 9 * 1.5 (vulnerability to fire) = 939 600 000 = 2.7 X

7142 TU left


So each round damage will be 2.7 times the previous (optimal geometric increase) and we can use a formula to work out the final damage N rounds out.

Round 3+N: 7142-28N TU available
939 600 000 * 2.7^N damage done that round

N = 255 w / 2 TU left

So we keep going for 25 1/2 more minutes. Feel the burn!


Round 258
939 600 000 * 2.7^255 damage = 93 476 591 631 516 717 733 834 055 715 908 762 998 340 403 575 901 921 581 616 131 569 094 902 917 976 797 899 013 992 636 035 027 459 864 581 224 668 491 177 damage

Or simply 9.3x10^118 damage

Which gives9.3x10^117 luck bonus to attack rolls, saving throws and skill checks - a new non-infinite record for each, I believe.


Round 259
Finish with Burning Brand (swift) and Greater Insightful Strike
470875393039369704197790810508237959374367400547353.264950368534633 damage!

Or 2.8x10^118 damage in a single attack (1.8x10^118 if we attack an enemy, but why would we when we can own ourselves harder?).

A melee damage record. It might also be the record for single highest instance of damage. Nasty Gentleman was just a running total from affinity field shenanigans so don't think a single damage number from there would be as high.

Though if you wanted to be mean, use this as an input for Nasty Gentleman. :D

Well, that was a good stretch of CO muscle. Time to go back to hiding in the PbP section. ^^

Off Topic Fun / Wikipedia's SOPA box
« on: January 18, 2012, 12:17:04 AM »
Wikipedia has blacked out for the next 23+ hours to protest SOPA. More here:

SOPA, if passed, would be very annoying, forcing websites to police their own links for 3rd party copyrighted material, among other things.

Anyways, that's my little blurb. Feel free to discuss this or not - I have a (currently) free internet to wander.

Gaming Advice / Multi-vulnerability
« on: January 04, 2012, 05:59:20 AM »
Let's Say I cast Energy Vulnerability (PHB 2) specifying Fire Vulnerability and targeting a creature of the cold subtype. If it fails it's save, would it take 150% damage from fire (not stacking) or 200% damage from fire?

You Break it You Buy it / The Build WotC Nerfed: Chuck E. Cheese
« on: January 02, 2012, 05:21:06 AM »
A repost of a repost the final version of Chuck from the Wizards Boards. Saved from the old boards for the purpose of optimization history, as Complete Champion errata puts RAI (and most RAW) against the build working.

Chuck E(mbraced) Cheese

(click to show/hide)

Presenting: Chuck, the Fastest Metal Man in the Universe

Warforged Cleric 1/Crusader 1/ Swordsage 4/ Ruby Knight Vindicator 10/ Suel Arcanamach 3/ Spellcarved Soldier 1

Order of Class Levels, Abilities and Feats:

1 Cleric 1 Turn Undead, Domains(Planning, Undeath)—Extend Spell, Extra Turning, Feat—Persistent Spell
2 Crusader 1, Devoted Spirit Maneuver + Devoted Spirit Stance
3 Swordsage 1 Stance-Step of the Wind, Maneuvers: Mighty Throw, Counter Charge, (Sudden Leap, 1 desert wind + 1 other: shadow hand and stone dragon for RKV synergy) Feat—Iron Will
4 Swordsage 2—Stance: Flame’s Blessing, Maneuver: Baffling Defense
5 Swordsage 3—Maneuver: Devastating Throw
6 RKV1 Feat--Leadership
7 RKV2
8 RKV3
9 RKV4 Feat—Combat Casting
10 RKV5
11 Suel Arcanamach 1
12 Suel Arcanamach 2, Feat—Silver Tracery
13 RKV6-Stance: Aura of Chaos
14 RKV7-Divine Impetus
15 RKV8 Feat—DMM: Persistant Spell
16 RKV9
17 RKV10
18 Suel Arcanamach 3 Extended Spellstrength, Feat—Arcane Mastery
19 Spellcarved Soldier 1—Rune of Extension: Footsteps of the Divine
20 Swordsage 4—Maneuvers: Tornado Throw! Misc->Ring of Fire

On Ability Scores
(click to show/hide)

On Skill Points
(click to show/hide)

Items and Personnel:

Chuck’s Tools
(click to show/hide)

Arsenal of Legacy
(click to show/hide)

Most Awesome Cohort EVAR!
(click to show/hide)

Cheesy Tricks:

On Thought Bottling
(click to show/hide)

On Dark Chaos
(click to show/hide)

The Pre-game Show:

(click to show/hide)


Turn Undead
(click to show/hide)

Max Speed
(click to show/hide)

Max Trip/Thrown Distance/Single Throw Damage
(click to show/hide)

Highest Overall Damage
(click to show/hide)

Ring of Fire or There Went That Small Country
(click to show/hide)

Special Thanks:
True_Shinken. His World Record feat thread, particularly Embrace/Shun the Dark Chaos and Dweomerkeeper cohort, were a great boon to this build.
Alastar. His CO Diary inspired me to re-tool Chuck up to his full potential.

Off Topic Fun / Web Comic Discussion Thread
« on: December 23, 2011, 01:54:11 AM »
Noticed the Order of the Stick thread hadn't been remade yet and wanted to get that going again. Also broadening the topic to all web comics to mirror the video game thread and the anime/manga thread.

Meet the new Linear Guild!

Gaming Advice / Considered readied for a charge.
« on: November 28, 2011, 12:11:41 AM »
Quote from: Magic Item Compendium
Steadfast boots help keep you on your feet. You gain a +4 bonus on checks made to avoid being bull rushed, overrun, or tripped.
Furthermore, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you (and thus deal double damage if your attack is successful even if that weapon can't normally be set against a charge).

Quote from: Races of Stone
    Warpike, Dwarven: The dwarven warpike resembles a halberd with a greatly elongated shaft, to the end of which a counterweight has been added. A dwarven warpike has reach. You can strike opponents 10 feet away with it, but you can't use it against an adnacent foe.
    Normally, you strike with a dwarven warpike's axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a dwarven warpike against a charge, you deal double damage on a successful hit against a charging character.
    You can use the hook on the back of a dwarven warpike to make trip attaks. If you are tripped during your own trip attempt, you can drop the dwarven warpike to avoid being tripped.

Quote from: SRD

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action

You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.


Readying a Weapon against a Charge

You can ready certain piercing weapons, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.

1. Character has Dwarven Warpike (think spear, but doesn't suck) and Steadfast Boots. They've full attacked on their turn (i.e. not readied their weapon) and an enemy charges the character. It's looking like you get the free attack, but does your initiative shift as well? Also, would this trigger the warpike's condition for double damage, stacking it to triple damage to triple damage?

2. Said character actually uses a ready action as per the weapon. Do they get an additional readied action from the boots as well? Or is a single action. If it's a single action, is it triple damage from both the boots and spear's multipliers?


Min/Max 3.x / Re: Min/Max it! Posting Guidelines
« on: November 09, 2011, 02:40:41 AM »
Request this be stickied.

Introduce Yourself / Okay, I'll take the bait.
« on: November 07, 2011, 08:26:19 AM »
-Your name
Names are for RL stuff.
My universal handle is Skydragonknight (or occasionally Skyknightdragon if the former is taken).

-Your favorite games
Most familiar with D&D 3.5, though I've enjoyed numerous excursions - mostly one-shots - into other systems. Board games are fun, as are RPG/Strategy video games.

-Your non gaming hobbies
Books, Goofing off at work, Web Comics, Anime/Manga. And Youtube.

-Where you live, including country, without using abbreviations
Michigan, USA.

-What other communities you belong to meetups, message boards etc
I PbP game a lot at myth-weavers, but this group is my 'home board'. Former Gleemaxer. Also part of a Youtube LPer community, but that's neither here nor there.

-Your twitter, facebook or G+ handle
I barely touch these. Mostly to plan activities with friends. My Skype is Skyknightdragon but if you don't introduce yourself as from these boards I'll probably block you. ^^

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