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Topics - 7h39

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1
D&D 5e / NPC Compendium
« on: May 07, 2018, 05:15:07 AM »
Hi everyone! I'm recently DM a nice adventure mixing Elemental Evil with/against the 4 Demonic Princes of Warhammer to spice up the adventures league modules ...who will prevail?? However i'm struggling to build a good  (and optimized) number of NPC (that i had for 3.5) hence i beg for the community help once more.

I'll share to you the first batch of characters i built from my dropbox but feel free to build anything you want from the official book sources (Player Handbook, Sword Coast, Elemental Evil, Xanathar, Volo, Monster Manual And Dungeon Master)

If you want to contestualize your attempt here some insight on the adventure:
+ All races look similar and human, they inherit only the mechanical features of their races, so no funny looks into the city for a unusal race.
+ Magic "officially" has not existed for 500 years, Monks with the help of some Deviant druids epurated all magic users divine and not, replacing the old gods with a new monotheistic religion. In reality small pockets of wizard, sorcerers, clerics and paladin survived. Their survival, however, tooday is subject to strict rules to not unveil their presence (like Vampires the Masquerade or Mage the Ascension), so beware magic. To disguise the use of somatic components i use an opposed check between Sleight of Hand against Perception. Obvious magic is obvious (Fireballs LOL), while not-visual magic is percieved only by the targets as strange sensation (unless they have magical knowledge).
+ Inside the new monastic oder the faith of the masses created a new god and hence some old-fashon cleric and paladin are present within their ranks, but secreted in the same way.

You can post anything from 1st to 13th level, bonus points if you want to make a progression (like 1-3-5-7-9-11-13).

Within 2 weeks there will be an arena in the game where the PC will fight. it will be with an eliminatory duel (2 encounters for character) and then a Battle Royale with the survivors. Most of the city will be watching the event. If you want to make fly some heads mind that the partecipating characters are A. a Devotion Paladin, B an EK fighter C. an Exblade Lock (not good choices for the "masquerade")

Thank you for sharing, i'll try to update your builds into the sheet pdf for ease of use for everyone at the table.


2
Homebrew and House Rules (D&D) / DnD 5.3 - Sharing & Peer Reviewing
« on: February 10, 2018, 05:53:12 AM »
Hi everyone, today i want to share the last refined beta version of the home-brewing project that i worked for about 1 year.

As i said, 1 year ago, I had to start a new group of that never played dnd or other paper rpgs, so i proposed them to start with the 5e as an easier to digest mechanical ruleset for them, and a novelty for me. However i seen also that for them magic was a little too much at the beginning (and for a more appreciated low-to-no-magic flavor) so i had to strip magic from Bards, Paladins and Rangers (replacing most of the features) to have a almost mundane campaign, playing only Humans o Variant Human to have some build variation.

From the first (and short) campaign i masterd i noticed many things that the 5.0 edition was missing from 3.5 (here is why 5.3) so i begun an hybridization process with the 3.5, replacing, adding and mixmatching rules from the two editions. TLDR version, i left the class-archetype version of 5.0 and implanted some combat and skill options from 3.5 that had a more granular system, mostly simplified for the 5.0 play.

Along with the hybridization process, i wanted to insert some caster type mundane - or at least alchemical - classes, and WOTC came to help with the Artificer's arcana, that i transposed a little to match the existing game environment and to make up for the absesnce of magic items.

This addition intrigued the players, and they asked for more option and magic, so i continued to develop the game, expanding it through a defined camping setting and re-introducing magic items and magic-users. The setting is basically a low-magic fearun where after karus folly a "laic" church  - The Faith - proceeded to exterminate all wizards, sorcerers and clerics with the silent placet of the druids that  - a direct emanation of toril - was angered by the mess that gods, clerics, wiz and sorc did to the world. 500 year after, magic is having a secret and small revival, and the unigod of "The Faith" is born granting spells to few chosen as the old gods did. Only humans remain on toril after the Purge, with all the regional differentiations of Faerun.

From a mechanical point of view i left the rule base prepared before with small additions: every class has 4 archetypes, only one class has magic with 4 archetypes of magic users, about 9 different races are available, and there are magic items (relics) from 3.5 and 5.0, 9 different base races are aviable and the class spread tries to have every ability matched to some class.
There would be much more to say, but, i didn't made a changelog so i think it's easier to Link the Book and leave you to read it.

(click to show/hide)

This is not a dead project. With your help, i'm looking for a update/hotfix/patch/errata in 6 months with the feedback of the users about balance, flavor, misprints etc.: every suggestion, correction or tip is much appreciated. As a future resolutions i want to begin expanding the base ruleset with prestige classes, that was - by some extend - the heart of 3.5.

I hope to read your feedbacks and opinions, and thanks for reading.

3
Min/Max 3.x / Fight all' day long, Drunken Master galore
« on: September 27, 2016, 10:15:43 AM »
Hi everyone! Next week my master will delight us with a comical 1shot with 5th level gnomes.

My cheesy build of choice is fighter2/warrior (yes, generic class)2/ Drunken Master (3.0 from sword and fist) 1 to reach both Evasion (generic class feat) and +4 bab @lv4.

However to further improve the "drink like a demon" flag ability of the drunken master (+1str or con -1 Dex int cha /move action) I was thinking to use the wellknown travel devotion feat, maybe in multiple copies to play efficiently more then 1/day.

However reading the aforementioned ability my munchkin soul sparkled once more:
Quote
Drink Like a Demon: [...] You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat.

So theoretically the pg could drink at breakfast to gain maximum bonuses, and stay drunk all day (maintaining the bonuses) if the "encounter/fight/combat" last so long.

Do you have any ideas to how to pull that off?

Thx!

4
Hi, time ago, when the wizard's forums were up, i found a lovable thread where all (the majority) of all psionic powers were sorted by Level-Discipline / Function (Blast-Utility-Buff-Ecc.) / and for Rating (Best to worst).
Someday recently, i found the ripped thread somewhere between EnWolrd Giantitp or some other GdR forum (i don't remember that it was MinMax). Now, my Google-Fu and Advanced Google-Fu failed me and i can't find again the rip.

Do you know what i'm talking about or is a figment of my imagination? Do you have the save thread bookmarked / Do you have a rip yourself ?


Thanks for your Help!

EDIT: Memory Fail.

The thread was laying HERE thx to Awaken_D_M_Golem. The original Thread Was: What Is the Most Powerful Psionic Power

5
D&D 5e / Options for a Blockbuster Player
« on: February 04, 2016, 08:34:06 AM »
BOOOM, BAM, CRASH, ZAAAP, ZIIING, SPLAT

Hello everyone, the guide to the blockbuster (blaster) wizard for PF was a thing, and now with the growing and growing mass of traits/feats/features (like esoteric training) PF reached a decent amount of blastiness/cheeseness for  my taste (more or less in a 3.5 way).

But....I'm going to start soon a 5e campign and i don't find that "thing" of 3.5/PF blastiness... Twin Spell cant target same creature?? Quicken Spell prevents double casting (ok cantrips exclued)? Tweet-rata cancel real damage options? WTF it's going to be a melee mahyem like the recent MtG? Seriously WotC print me back OP sorceries/instants [end of rant].

Can you help me through some blaster options and build viable from 5th level character ^^?

Scrolling down the forum and interet i founf Sorcerer/Warlok - Tempest Cleric - Evoker Wizard/Fighter, but the real DPR builds are for melee (it seams).
Then there is the NOVA vs. DPR issue: Tempest Clr/Fighter can maximize a lighting bolt and fire another the same turn, ok cool... but then? 1/Short rest it's a huge hit on staying power, there isn't any 3.5 Psion like option (you have fine control on when nova and when not)?.

Thx for reading and for your help!

6
You Break it You Buy it / The H.I.V.E. Lite
« on: September 22, 2015, 11:51:22 AM »
Hi, i was thinking about the old HIVE "dirty trick", that could be achieved simply by a LV7 Druid with the Child of Winter Feat and the Dark Speech (FC1) Feat, simply conjuring a locust swarm (5000 creatures by the SRD) and giving the hive mind to it the round after. -> Enjoy your 82th Lv Sorceror with 99 Cha and 200+ feats.

Some RAW questions.

Dark Speech (FC1 & EE) is slightly different from the one from BoVD, someone in the boards pointed out that the feats spells out "hive mind" (that could possibly refeer to the "hive mind (ex)" ability from srd's hellwasp swarm, but not present into the MM1 glossary, so my personal thought is that isn't a general rule, as per the BoVD equivalent. moreover the same ability "hive mind (ex)" is present in other books (MM5,MM4) with different descriptions. ) and not "hivemind" as it's spelled on the relevant chapter of the BoVD. What's your point on this?

Hivemind chapter on BoVD talks about a SWARMS composed by singular creatures each one with his HitDice [see the feat section, and the insight bonus section], moreover the srd says about the swarm type that " For game purposes a swarm is defined as a single creature with a space of 10 feet", so it seems that a true SWARM should be composed by singular creatures and not a placeholder-creature as the swam type. The same reference on the singularity of the creatures of the SWARM is into the dark unity description of the dark speech by BoVD.
On the other hand Dark Speech from FC1 and EE eliminates this reference and simply names "a swarm" that by game rules, without futher specifications, could simply refers to the swarm subtype.
Can you suggest me a way to overcome this inconvenience?

7
Min/Max 3.x / Core blaster.. Is viable!? Explosive rune musings
« on: August 07, 2015, 09:57:36 AM »
Ho everyone! This time my master choose to run a core only game.. I'm interest in going for a blaster build but with only The core sources it seems more unoptimized then ever. Energy resistances, refex saves and SR really make a blaster a poor choice over a two handed sword o a frightful halfling with a lance.

However i want to pull it off anyway. Till now i round that fabricate (to transmute a 1ft cu. of adamantium (osmium density) over The head of an opponent to deal 20d6 damage.. But another way could be using The old Esplosive Runes tricks.

First limitation is that 1 object could contain only one Explosive Runes spell on it, second that dispel magic can trigger 1spell at time and then destroys The other copies of The spell.

Thw workaround that i found isPrestidigitation. With The option of soil/clear it could possibly "erease" the runes in an AREA with inside multiple sheets of paper. The only problem:10ft fixed range .. This means I could be at the edge of the explosion without taking any damage but is risky.

Sample round (withPrestidigitation already active, and quick draw):free action to draw a oningshot with multiple sheets tied on it, standard action to trow it on square intersection, move action to activatePrestidigitation area clean to wipe ink from paper...and KABOOM.
Stack multiple papers for n6d6 force damage no save.
Despite this creative (and liberal) use of tricks, do you have some suggestion to a core only blaster build from lv5 to 15!?

Thx everyone for reading

8
Min/Max 3.x / Sizing + Monk Unarmed Strike
« on: January 20, 2015, 11:41:17 AM »
Hi everyone! I'm trying to understand if this "combo" would work or not.

Give a monk a kensai level /necklace of natural attacks and the sizing property. Set size for unarmed strikes to COLOSSAL. laugh.

Obviously the penality for Inappropriately Sized Weapons comes to mind
Quote
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

But on the other hand, from the same chapter about weapon effort to weild
Quote
Light
A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is ALWAYS considered a light weapon. emphasis mine

So, in this case how do you rule it? the well known phrase: "Monk uses any part of her body for her unarmed strikes" to argue that the monk increase in size accordingly to the new Unarmed Strike size and/or the monk in this case can't attack anymore due to his size, isn't present in the srd but monk's Unarmed Strike entry says:
Quote
narmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
and nothing about the full body.

Beside the super-PC friendly interpreation that colossal+ sized fist are treated as a light weapon, how do you use sizing property to maximize base Unarmed Strike damage while in Flurry?

Thx for the help!

9
Min/Max 3.x / [PF] Wilder Enervation Min-Max
« on: October 29, 2014, 07:45:46 PM »
Hi, i was looking for a new psionic character in a Pathfinder campign and i thought to give a try to the new-brewed Wilder.
As you know with the dreamscarred press' update wilders get to choose what kind of Psychic Enervation (Ex) they will suffer. the two i found that could be minimized are the Student’s Surge and the Warrior’s Surge.

The wannabe character is blast-focused ChaWilder (maybe i'll add my WIP spell selection later)

- Student's surge -
When Psi-Enervated (15% chance) you will become dazzeled (-1 Attack Rolls and Perception based checks) for a number of rounds equal of the level of the Wild Surge, and lose PP equal to your base Manifester Level.

Countermeasures: while dazzeled condition isn't very much in cost of action economy, for a melee or ray focused wilder could be a pain, 'cose penalities stack. The workaround i found is Ifrit Race + Firesight feat, that gives immunity to dazzeled condition. Enervation Fortitude finishes the job halving the PP loss.

Pros. Total immunity to the affecting condition, decreased PP loss. Sudent Surge Bond gives + Psicrystal Affinity + 4 Expanded Knowledge.
Cons. Ifrit dosen't have Favored Class option for wilder, racial abilities don't synergize with the wilder chassis ( Mandatory replacements: Efreeti Magic - Fire-Starter - Wildfire Heart)

- Warrior Surge -
When Psi-Enervated you become staggered (only move or standard action in a turn. normal free, swift, immediate actions) and lose HP equal to your base Manifester Level.

Countermeasures: against the staggered condition i found nothing (till now), but Elans' racial ability Resilience could offset the damage easily, with enervation fortitude you are going to lose only 1/4 of you maniferster level in PP.

Abuse?: Howerver this method stinks a little bit of bad cheese: infact the wording of warrior's surge is "A warrior wilder overcome by psychic enervation is staggered until the end of her next turn and loses a number of hit points equal to her normal manifester level" and the wording of Resilience (Su) "When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends." I don't know if my MtG backgound is forcing me to think that damage is different to hit point loss, and general rulings from Pfsrd "Loss of Hit Points: The most common way that your character gets hurt is to take lethal damage and lose hit points." seems that damage causes hit point loss but say anything about an alleged equivalency. What's your position about this??

Adjustment: the alternate racial traits for elan Reconstruction grants "Fast Healing 2 for a number of rounds equal to the number of pp spent" could offset the HP loss, but it's a slow recovery and the loss of resistance and resilience it's a big hit for the power-starved wilder.

Pros: if the Resilence method it's valid when enervated you'll lose 5pp @ML20 (with enervation endurance) and will have only a partial action for 1 turn, if is not, (always with enervation endurance) "Improved Surge Bond: Hardened Body" temporary HP can offset the HP loss, assuming that the character wild surges every turn. Elan favorite class option give an extra 5 powers within 20Lvs.
Cons: Reconstruction it's useful only at low levels, and replaces resistance too. Hardened Body lose effectiveness with vigor (temp Hp dosen't stack)


Which is the best in your opinion?

10
Hi guys, I'm starting a new pathfinder game soon (from first level) and i want to build a dual discipline Psion (i had a quick read ofultimate psionics,but i lack on dreamscarred/general pathfinder knowledge).

These are my orientation (that far)

20 PB: Str 7 | Dex  14 | Con 12 | Int 18+2 | Wis 10 | Cha 10
RACE: Elan
ALT RACIAL TRAITS: Smooth Talker
TRAITS: psionic knack
DISCIPLINE: Psychokinesis + Telepathy
POWER selection: Vigor, Empatic connection, Control object

Objective: effective blaster with social manipulation,  kinesis target reflex and fort save, teleph target will and give some abuse

Tobe BUILT

2 more TRAITS: 1 free and 1 campign trait
FEATS:  Should i go with classic psi body + psicrystal ( nimble? Hero?) or there is some new strongly reccomanded feat/feat chain?

Then PROGRESSION

Dreamscarred cut the Anarchic initiate that was a gogo for almost every psion, now i was thinking about the good cheesy trallherd for minions to empower my metaconcert but i don't like the loss of manifester level (without any praticed manifester to help), any suggestion??

Could you help me with a 1~10 progression?

Feel free to advice on every subject, just remind that i dont really like summoning ;)

11
Min/Max 3.x / [3.5] Optimizing Telekinetic Thrust
« on: September 20, 2014, 04:29:45 PM »
Hi everyone, i've this concept in mind of the ultimate "blasting" power for psions, and obv i thought about "TT" as it's mentionated into the Psion's handbook like this: "This power is potentially the only direct damage power you’ll ever need. Toss 15 Greatswords at an enemy for 30d6 damage".

WOW

But it has some problems:
1- Damage reduction, weapons as mundane items incurr into DR (DR applies to every single instance of damage right?). enchanting 10+ weapons it's too costly to do.
2- Availability/Transportation of a large number of weapons to toss.

I thought to (partially) bypass those flaws utilizing Call Weaponry/Call Item Powers.

First of all we must define if Ammunitions are weapons or not. Srd put them into the Weapon Chapter and follow weapon enchanting/crafting process, so i'll count them as weapons (for Call Weaponry).
Note that if judged mundane equipment also Call Item has it benefits: where Call Weaponry teleports "magic weapons" for bypassing DR, Call Item can teleport items of various materials, while being under the price limit.

Secondly i assume that Telekinetic Thrust has the same wording of Telekinesis for the missing "Charisma" part:

Quote from: SRD
Telekinesis
Violent Thrust
(cut)
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Telekinetic Thrust
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Tell me if this assumption it's erroneous, but i read somewhere that the text could be associated with the spell.

Base Build

Psion 1- Feats: Linked Power, Psionic Meditation
Psion 3- Feat: Expanded Knowledge (Call Weaponry)
Psion 5- Feat: Metapower (LinkedPower,Call Weaponry) | BAB:+2 INT 20 (+5)

So, @5th level we can hurl up to 5 object with a total weitght of 250lbs.
Manifesting a CallWeaponry Linked to Telekinetic Thrust we pay 4pp to create a Arrow Quiver or leather pouch that holds 10 bullets, and manifest TT on the next turn before ammunitions fade off.
Quote from: SRD, under the weapon description
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Bullets, Sling
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

in game mechanincs: Medium Arrows (20) 1gp|1d4|3lb|Piercing or Medium Bullets (10) 1sp|1d4|5lb|Bludgeoning.

Thx to call weaponry we can cover Magic/Piercing/Bludgeoning DR at once (too bad for cold iron and/or silver :( ), however the damage output it's very low 4pp/5d4 with a Ranged Attack (not touch :|) but no Save/SR.

By Call Weaponry: "You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific weapon; you just specify the kind", kind it's a not-defined game word, but within weapons chapter in SRD we have Weapon Categories and then Weapon Qualities. Catergories are more general then Qualities

Quote
Categories:
- Simple, Martial, and Exotic Weapons [Proficency]
- Melee and Ranged Weapons (subcategories: Reach Weapons, Double Weapons, Thrown Weapons, Projectile Weapons, Ammunition) [area of use]
- Light, One-Handed, and Two-Handed Melee Weapons [encumbrance]
- Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal [Size]

Qualities
Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
So if you specify a lognsword as a called weapon you are automatically defining all those characteristics that define what's a medium-sized longsword, including size. Moreover if a small creature (i hope) can choose to call a small-sized weapon wehere the power don't mention any realtion between the size of manifester and the one of the weapon called, i think size it's arbitrary and customizable feature.

Assumed we can call for a weapon of any size, waht's the highest size category in game? Epic Levels Handbook defines Colossal+ for Epic Dragons and it's 5increments from medium.

By Rule compedium/Srd:
Quote
COST
This value is the weapon’s cost in coins. The cost includes all miscellaneous
gear that goes with the weapon, such as a sheath. This
cost is the same for a Small or Medium version of the weapon.
A larger version costs twice the noted price per size category
larger than Medium. A smaller version costs half the price per
two size categories smaller than Medium (round up).
WEIGHT
This is the weight of a Medium version of the weapon. A
larger version weighs twice as much per size category larger
than Medium. A smaller version weighs half as much per
size category smaller than Medium.

it's unclear if the formula it's 2x[# of Size Increase] or 2^# #=number of size increse? In any case i choose the worst case scenario for 2^5= x32

the result is:

Colossal+ Arrows (20) 32gp|4d6|96lb/4,8 each|Piercing
Colossal+ Bullets (10) 32sp|4d6|160lb/16 each|Bludgeoning

Both within weight limits. for 4d6x5 (average 70) damage @ECL5

Setting the baseline for the build how do you continue it/improve it (in particular against DR)?

BAB becomes a important reqirement, it's Wilder better then a Psion for the 3/4 BAB (+1 at 5th and 6th level)?

What do you think about Psion6/Ranger1/Slayer X (losing 2 ML) or Psion8/Slayer X (losing 1ML)? other bab builds?

Thx for reading ;)

Edit: Teorical damage @ECL5 - 250lb./5 Objects

Medium Arrows (5) 0.25gp|1d4|0.75lb|Piercing
Size Colossal++++ (8 Size Increase) -> Multiplier: x256
Colossal++++ Arrows (5) 64gp|8d6|192lb|Piercing
8d6 x5 = 140average

12
Min/Max 3.x / (Almost) Flawless Erudite
« on: September 12, 2014, 10:28:03 AM »
Hi everyone! i've been wondering how to remove the tedious "one level lower than the highest-level power you can manifest" drawback of Erudite's Discipline Powers/Spells Learning Method.

Obv, the answer is increase the highest power level you can manifest (as for the killer gnome) but how without Earth Spell, and the commonly used Sanctum Spell/Improved Sigil Krau?

One super cheesy way could be taking Mantled Erudie ACF (+ Spell to Power ACF, forgoing Psicrystal bonus feat) and force Ulta-Trasparency of Magic Mantle and thus acquire Heighten Spell + Earth Power + Earth Spell. The problem that i found was the highly debated trasparency of magic mantle for the closing phrase that refers to the standard transparency rules
Quote from: Magic Mantle
Most campaigns already treat them in this manner, so this mantle is most useful in campaigns where they are considered different systems.

So i reesearched a RAW-er method of Heightening...and the answer was in the dreaded 3.0 Psionic Handbook.

From the unupdated material (so there isn't a newer version of it) from PsiHand there is Heighten Power the works as the usual Heighten Spell metamagic (so i think it's balanced and legit to take it, if you want it's possible update it strictly to 3.5 adding the usage of psionic focus, it will not have any downside for the trick).

Then Apply Metapower to Heighten Power and here we go we have a permanent, free +1Level Heightened power from now on (Better then waiting for +2 Overchannel @8th Level).

This method will ensure you most versatile tier1 (with StP) spellcaster until level 17, when Lv9 Spells/Discipline Powers comes into the game.

To assure Lv9 Spells/Discipline Powers to the erudite without waiting to epic, we must borrow the "Doc Roc's Dusk Giant quickstep" (Metamorph/Polymorph into a Dusk Giant (HoH) and use Cannibalize (Ex) to gain 4HD) or my favorite "Inspire Greatness + Words of Creation" with a Bard Cohort and gain 4 temporary HD.

Being a 21HD Character (with at least 20 ranks in Psicraft) you can take a Epic Feat like Improved Heighten Spell [Epic] with the opportunes Psionic changes assured by the ELH.

Then Psi-Reform your last chosen feat into the Improved Heighten Power (meeting the prerequisites). when temporary hds fade off you still met the prerequisites of the feat (Being 21Hd+ is not a prerequisite)
Quote
Acquiring Epic FeatsCharacters gain epic feats in the following ways: At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat.
Each character class gains bonus epic feats according to the class description. These feats must be selected from the list of bonus epic feats for that class.
Prerequisites
Most epic feats have prerequisites. A character must have the listed ability score, feat, skill, class feature, or base attack modifier in order to select or use that feat. A character can gain an epic feat at the same level at which he or she gains the prerequisite, just as with regular feats. A prerequisite expressed as a numerical value is a minimum; any value higher than the one given also meets the prerequisite. A character can’t use an epic feat if he or she has lost a prerequisite
thus you still gain the benefit of the feat (you have Heighten Power and 20ranks in psicraft).

Enjoy all 9th level discipline powers and spells @ECL 17

Books needed: SRD + 3.0 Psionic Handbook (Heighten Power) + Complete Psionic (Metapower, Erudite) | (from 17th Level) + Book of Exalted Deeds (Words of Creation) / Hereoes of Horror (Dusk Giant) + Epic Level Handbook (Improved Heighten Spell).


Btw: if the Unique Powers/Level/Day RAW interpretation is not admitted what is the best method to circumvent this limitation?
Thx for reading!

13
Min/Max 3.x / Building a Darklight Wizard
« on: September 05, 2014, 08:54:05 AM »
Darklight Wizard from the Kingdoms of Kalamar Villain Design Handbook.

It resets your level to 1 but you keep all skill ranks, feats and ability increases. It also gets 9th level spells at ECL 9 in addition to several SLAs and Int to saves.
It's probably the most ridiculous PrC i've ever seen in an official sourcebook.

Never heard of this prc till now... It's so insane with half unplayable spell list [without 9th and a few spells every level wtf?] and super bad written (=Unbalanced) SLA/SP and full bab.

- Early Qualification -
Quote from: VillainsDesignGuide
Requirements:
  • Alignment: Any Evil
  • Two Knowledge Skills: 5 ranks in each
  • Special: 3 DC20 Intelligence Checks [without any negative impact with a fail] + DC30 Will save [Fail: 1d6 Level Loss]
By the skill requirements the minimum level to attend this prc is 2nd (going of on 3rd) and for minimixing the massive level loss [all your levels] it's better to hit the prc on 3rd level (3000xp).
Obv. the challenge is the DC30 Will save, that seems difficult @ECL2, but this is the initial build that i would use to pull it off.

Human Erudite 2
- 14Con 18 Int
- Feats: Skill Focus(Concentration), [Bonus] Improved Initiative (Useful Later), [Bonus] Psicrystal Affinity(Single Minded), [Bonus] Improved Psicrystal(Nimble) (Useful Later)
- Equipement: Martial Script (Moment of Perfect Mind) [Concentration check instead of will save (immediate action, single use, 1 hour [window of use]] 50gp, Concentration masterwork tool 100gp, WbL: 900gp (ECL2) 2700 (ECL3).

Concentration check:
+5: Ranks
+2: Con Mod.
+3: Skill Focus
+3: Single Minded Psicr.
+2: Masterwork Tool (Circumstance)
+15: Expending Psionic Focus
= 30

Ok we are qualified, now we lose all level and begin as a 1st level Darklight Wizard (Xp set to 500 [halfway to 1st and 2nd] for the level loss rules) but:
Quote from: VillainsDesignGuide
...Success means the readed has been coverted by the power of the COdex and loses all of his previous levels and magical abilities beginning as a 1st-level Darklight Wizard. Only ability scores, skills and feats remain the same.
Quote from: VillainsDesignGuide
A character who is transformed into a Darklight Wizard keeps any skills and skill ranks he previously possessed. Any new skill gained from this point on have a maximum rank depending on the darklight wizard's current level
So we start with 2Bonus feats and a juicy +6 on Concentration checks and +6 on Initiative rolls. - Note - Improved Initiative and Improved Psicrystal are customizable slots!

The DarkLight Wizard in Brief
Quote from: VillainsDesignGuide + corrections
LevelAttack BonusFort SaveRef Save Will SaveSpecial & Spells 1st2nd3rd4th5th6th7th8th9th
1+1+2+0+0Mixed Belessing, Protection from Good1--------
2+2+3+0+0Darkness21-------
3+3+3+1+1Globe of Night Blacklight 221------
4+4+4+1+1Death Touch3221-----
5+5+4+1+1Animate Dead43221----
6+6+5+2+2Aura of Despair443221---
7+7+5+2+2Backhand of Fate4443221--
8+8+6+2+2Dark Lightning44443221-
9+9+6+3+3Create Undead444443221
10+10+7+3+3Control Undead444444322
  • Hit Die: 1d4
  • Class Skills: Alchemy, Concentration, Craft, Dechiper Script, Intimidate, Knowledge (Arcana,Religion), Scry Search, Spellcraft.
    • Skill Points at Each Level: 6+Int
  • Weapon and Armor Proficency Spellcasting: A darklight wizard casts arcane spells and is limited to a certain number of spells per level per day, according to his class level. A darklight wizard prepares spells from his spellbook as a wizard.
    • Spell List
      1st- Cause Fear, Chill Touch, Detect Undead, Ray of Enfeeblement.
      2nd- Ghoul Touch, Scare, Spectral Hand, Wall of ShadowsGloom.
      3rd- Fireball Gentle Repose, Slow DeathComsumption, Vampiric Touch.
      4th- Contagion, Enervation, Fear, Taint of Evil???.
      5th- Animate Objects, Magic Jar, Shathy's Presence???.
      6th- Circle of Death, Wall of Souls.
      7th- Destruction, Lifesap.
      8th- Horrid Wilting.
      9th- ???
  • Weapon and Armor Proficency: (Absent) Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
  • Protection from good: Spell-like ability, 2/day as the spell.
  • Mixed Blessing: Mod Int to saves.
  • Darkness: Spell-like ability 3/day as the spell.
  • Globe of Night BlackLight: Spell-like ability 2/day as the spell.
  • Death Touch: Spell-like Supernatural Ability, 1/day Melee touch attack 1d4/CL damage (only to living). Dead if damage equals current HP.
  • Animate Dead: Spell-like ability, at will as the spell. Control max Class Level+1d6 HD of Undead.
  • Aura of Despair: Supernatural Ability, Enemies within 10ft. -2 Penality on all saves. Targets everyone except for Necromancers.
  • Backhand of Fate: Supernatural Ability, 2/Day Touch attack to -4 to target's next roll.
  • Dark Lightning: Supernatural Ability, 3/day 10ft/Cl Ranged Touch 1d4/CL damage (only to living) + -1 penality to all rolls for 1d6 rounds.
  • Create Undead: Spell-like ability 2/day as the spell.
  • Control Undead: Spell-like ability 2/day as the spell.

- Notes & Corrections -
Strikethrough words are miswritten or i was unable to find the reference or a similar spell. Aura of Despair is assimilated with the namesake ability of Paladin of Tyranny. Weapon/armor Proficency is from wizard

As you can easily notice the major flaw of DLW is the shitty spellist. While i was searching for a way to add spells to his list (Mother Cyst) i remebered the archivist signature ability of adding divine spells from other lists to his spellbook as a wizard does.

Quote from: Archivist
...At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
moreover reading the PHB section for adding arcane spells to the wizard's spellbook it never mention the they must be from wizard spell-list, but he must deciphers it with a spellcraft check/Read Magic. Obv Wizard can cast only arcane spell, as our BlackLight does, so divine ones are (rightly) out. Is this assumption stretching too much the rules?

If it's not viable to overcome the spell list handicap, what do you suggest? And now, fixed the Spell List issue, how do you coninue the build? I would stay DLW for the first 8/10 levels for the juicy SLA/Sp and then Prc Out to get the CL growing... Red Wiz?.

Maybe a Triple 9s build? Ardent-Ur Priest-DrarkLight (i dont like the double ability reliance) or a DarkLight1/Psion3/Cerebremancer6/Mind Mage10 for insane ML/CL, what do you think?

14
Min/Max 3.x / Psionic Artificer - Tricks aNd Tools
« on: May 14, 2014, 06:58:57 PM »
Hello everyone!
I was taking a look at psi-arti.. many talks about he is tier0 (with spell-to-power for arcane spells and Dragon #349 (I don remember the feature) variant for divine spells. Many also talk about insta recharge trick with Mental Pinnacle (don't psi-arti retain the Vanican casting?). Others also about the psi-magic pseudo-transparency for items into MICp232
Quote
For the purpose of meeting item prerequisites, a character who has the Craft Psionic Arms and Armor feat is treated as having Craft Magic Arms and Armor. Likewise, a character who has Craft Universal Item meets the feat prerequisite for items that require Craft Wondrous Item. If an item includes a spell prerequisite, but the effect of the item does not directly implement that spell, then a psionic power of similar flavor can be substituted. If the item replicates a spell effect, then only the psionic version of that spell or a psionic power that replicates the same effect can be used to satisfy the prerequisite.
But the thing i liked most is (as advetised here by awaken_D_M_golem)

Despite the lecture google gived to me, some points of those triks are still obscure, and i have some question for the community.

1. is true that without hidden/wild talent (in case of not naturally psionic race) the character can't take metapsionic/psionic feats?
2. In order to expand the accessible powers to craft items/use spell power storing infusions with arcane and divine spells, we could assume spell-to-power and obscure feature of dragon#349 (do you know which?) for "good" or the psi-arti character should 1level dip into Erudite ?

and the most important
3. At 7th level psi-arti gain CRAFT DORJE (that you can take anyway at 6th and then reform due to "Prerequisite Manifester level 5th"), with only 325gp you can craft a lv1 dorje (750gp to buy) and with linked power metapsionic you can link a power on the fly thx to Metapsionic Power Trigger with the same area/target of the first one or selecting area/target ad hoc if first haven't.....but what kind of power could i link??

9th level powers? At 6th level and only expending 1+(17/2)=10charges => 750gp/50 x10= 150gp (a 9th level power stone would cost 3800gp and has a harder method of activation)?
Or any power i could manifest with my caster level (artificer caster level or crafting caster level?)?
Could i link a power metapsionically linked to another power, linked to another power..etc untill i consume enough charges from a wand?

Your thought? Other known or unknown :huh tricks?

15
Min/Max 3.x / Humanoid Mount?
« on: May 12, 2014, 10:00:59 AM »
Hi! i, as a dm have to handle this strange situation: i have a Small Sized Cleric character that wants as a mount another character ok i'll say it... an Anthropomorphic Bat riding an Anthropomorphic Whale, Baleen....  :twitch

Is this possible? what kind of rules should i invoke/use to handle (mechanically) this?

Thx ;D

16
Min/Max 3.x / Core + Complete Warrior - Fighter 6 Build Advice
« on: March 11, 2014, 04:07:42 PM »
Hi everyone! i'm starting a new campign with a low-magic low-money game.

The party composition is Paladin (2Handed Divine Might Greatsword) / Wizard (Low Op Evoker-Enchanter) / Cleric (Mid-Op Melee [Divine Power wannabe])... Seems that i have the shorter stick..but i belive that with a good optimization (and obv the help of the forum ;) ) i could still be competitive with the tier 1 not uber-op classes.

Stats -rolled- are Str 18 Dex 16 Con 11 (12 with Amulet+1) Int 13 Wis 10 Cha 10

Budget: Npc's (hardline master yeee) 5600gp and as topic title only Core+CW

i started with the classical spiked chain trip/power-attack build, but i'm open to other (powerful :D) suggestions:

Feats:
Hm: Combat Expertise
Lv1: Power Attack
Ftr1: Combat Reflexes
Ftr2: Improved Trip
Lv3: EWP (Spiked Chain)

Ftr4: ? Ftr6: ? Lv6: ?

17
Defeat Him

(click to show/hide)

The rules

1a) You can submit a party up to 4 components. Less, the better.
1b) Real party. You must use a party that uses the four traditional roles of Warrior, Skill Monkey, Primary caster, and Secondary caster.
2) You must follow "official" E6 Rules and Extra Feats. Psionic/Magic trasparency apply (also for extra feats).
3) Feats. Your characters have earned the XP of a 20th level character. Although they cannot advance past 6th level, they can gain an extra feat for every 5,000 XP they earn past 6th level. Your characters have 35 bonus feats apiece plus whatever they would normally earn from levels 1-6. Remember you still need prereqs, and many feats are no longer attainable because 6th level char's can't make the prereqs.
4a) Items. Your characters can each have up to 760,000 gp worth of gear, however, only gear built with with level 3 spells or lower is priced (and built) normally.
4b) For Items built with 4th level spells or  and/or CL7 the market price is doubled (only an artificer can build them) and items with higher cl/spell level are unobtainable (unless you build a dedicated artificer/other crafter with an adequate CL).
4c)Custom items are not allowed.
5) Explain. You must detail your party (as much or little detail on builds as you feel is important) and explain how your party can defeat the Archdevil.
6a) All 3.5 books are legal (unless in conflict with e6 rules) + E6 Extra Feats [No Dragon Magazine stuff].
6b) Material from Unearthed Arcana is restricted to: Race Chapter, Classes Chapter Flaw & Traits.
6c) Anti-Cheese Rulings: In general, if your build simply uses a rules exploit by combining abilities from different sources, I consider it acceptable. If however it uses the same rules exploit over and over in a loop to gain much higher results than a simple use of the exploit could provide, your level of cheese is too much for this contest.
7b) Encounter will be into a infinite and neutral plane with regular time settings.

Come on MinMaxers take the Archdevil down and rule the 9 hells!
This post is inspired by Optimize or Die, Playgrounders! [E6 Balor Challenge Thread]

18
Min/Max 3.x / Bioengeneering
« on: February 13, 2014, 04:53:03 PM »
Hi everyone! I was guessing if Silthilar Grafts (or maybe the other ones) and in particular the ITEM CREATION feat Graft Flesh could be used to build custom made grafts.

Think about it: graft aren't so much different from woundrous items, yes grafts just aren't magical and there is no limit to them, but follow all the rules of standard magic items, like caster level, time to build, xp cost, Caster level etc.

So, they seems to be some kind of nonmagical ioun stones, by the rules. the problem is the crappy prices applied to them and the low number of them to choose from.

Using the well known table for custom items, we could simply calculate the price for our custom made graft and apply the x2 "no space limitation" multiplier and call it a day.

Maybe also the non-magical thing should have some sort of cost multiplier but reverse engeneer the formulas from actual grafts it's almost impossibile (in some cases) EX:
Sihltar muscles: +2 Unnamed to STR 110.000gp  :twitch
Chitin Planting: +1/+5 Natural Armor (not Enhancement) 4000gp/100.000gp > formula: Bonus2*4000gp = Natural Armor Bonus (enhancment) with no space limitation multiplier: Bonus2x2000gp x2

what do you think about?

19
You Break it You Buy it / Gaining divine ranks - Illumian Bluff/Diplomancer
« on: February 01, 2014, 07:52:29 AM »
Hi everyone! i was just wondering about ways to cheat-gain divine ranks.

Obv i remember the Simulacrum/Ice Assassin cheese of pun pun builds:
(click to show/hide)

And i developed a "Non Infinite" build with Maho-tsukai/Tainted Sorcerer and Red Wizard that circumvent the Deity material component with "Blood Component" and essentialy trades XP for divine ranks.
(click to show/hide)

But actualy both those methods creates from "nothing" divine ranks to spam, and so i think Simulacrum/Ice Assassin could be questionated as they copy the creature but not create divine ranks.

There is no any other Divine-Sucking build to make Deities grant directly Divine Ranks? thus they are immune to mind-affecting i was thinking about a diplomancer/bluff-o-mancer build that could beat the St.Chubert 100(base Mod)+20(maximized dice)+70(Maximum SenseMotive/Bluff Modifiers)=190 Sense Motive

In this case, you can actually ask always 1(or more?) divine rank(s)/deity as the proxy ivestment, about 23 deities into the standard D&D Cosmology, and break 23-1divine ranks with a chort with same build asking the gods for the same invesment and then redirecting all on you.

Divine ranks three: To avoid nasty and cheated gods to freak out and retrieve every single divine rank, i think this could put it out:
(click to show/hide)
it's like "Washing money" in breaking bad.

Impressions?Adivces?

20
You Break it You Buy it / Awaken (ex) Animal Companion / Horde
« on: January 02, 2014, 07:50:42 PM »
Assume you are a 9th level Druid and you're about to level up, and you have an Eagle animal companion from level 1.

By this table your animal companion has +6HD +6Natural Armor +3 Str/Dex, Share Spells, Devotion, Evasion.

Now awake your Animal Companion for mere 250xp

Quote from: Srd
Awaken

You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
(..)
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost
250 XP.
So by RAW awaken animal is friendly (so a Diplomacy check DC20 can make him helpful) and serve the caster if asked, maybe you can share spells with him(it?) and obv it can serve you as animal companion but diplomancy make him(it?) a "helpfull" follower if needed. 7
At least him(it?) has +8HD +6Natural Armor +3 Str/Dex, Devotion, Evasion, 3d6 Int +1d3 Cha from base creature, no need to handle animal. Seems a good trade for 250xp

Now pray for 24 hours and get another agumented animal companion and awake him, diplomancy-trick him. repeat ad nauseam.

Expending the 4000xp (arbitrary) from the 9000xp needed for 9th to 10th level up you can hire 16 8hd agumented, sentient, follower-like animals.

What you think about it? it's a viable (by raw) nanobots like strategy?

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