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Messages - Garryl

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D&D 3.5 and Pathfinder / Re: Skill tricks & familiars
« on: October 14, 2023, 04:20:23 AM »
No? Unless there's something in skill trick description saying that it counts as ranks in a skill, it wouldn't be transferred to the familiar. The section you quoted only lets skill ranks transfer over to the familiar.

Handbook Submission / Re: Minor Updates
« on: January 17, 2023, 10:45:26 PM »
Also, for those confused and PMing me about the difference between the words 'Effect' and 'Affect' as both words are used in this mini handbook (and no, they are not interchangeable like flammable and inflammable, which mean the same thing), here is a simple memory tool: F*** Around & Find Out. Effect is you f***ing around (the thing that is happening). Affect is you finding out (the consequences of the thing having happened).

When an Effect like a fireball happens, those in the radius are Affected by the explosion. Having a fireball coming into being and heading towards you is 'f***ing around' (the Effect, which is the beginning of the process or 'the thing that is happening') and the results & consequences of the fireball going off (aka final results of 'the thing happening') is 'finding out' (the Affect it has on you, the end result of the process). Hope that helps, as that is the only real explanation that I can think of as it relates to the subject at hand.

Effect is a noun (as in something that happens). Affect is a verb (as in to influence the state of something). Typically. Effect is also a verb (as in to cause or induce something) and Affect is also a noun (as in an unusual mannerism), but those aren't their typical use cases.

Metamorph base class
Shapeshifting brawler that mixes and matches between various shapeshifting abilities.

Doesn't transform into specific alternate forms. Instead, has a number of metamorphic aspects that can be applied, at first independently and later in combination with each other. Available metamorphic aspects must be prepared at the beginning of the day, but can be freely assumed and dismissed during the day. Metamorphic aspects have multiple types:
- Minor aspects: Cantrip-like metamorphosis. These have small effects, but are easy to use and combine with other aspects.
- Feature aspects: Limited metamorphosis. These are low-level aspects that shift some part of you, but still leave you largely as normal.
- Form aspects: Greater metamorphosis. These are mid-level aspects that change large amounts of your body at once, leaving little if any of your original form remaining.
- Essence aspects: Absolute metamorphosis. These are high-level aspects that transform not just your body but parts your your very being, up to and including your soul.

Each metamorphic aspect has one or more associated enhancements. You can assign focus among the enhancements of aspects that you have assumed to empower them. The higher your level, the more focus you have, and the more you can assign to any given enhancement. Focus can be reassigned as a swift action.

Example aspects:

- Razor claws: Grow a pair of claws, dealing 1d6 damage (medium). Features: Enhanced attacks, improved grip.
- Loping stride: Gain an enhancement bonus to your movement speed (stacking with the speed boost feature). Features: Speed boost, reflexive leap.
- Nocturnal adaptation: Gain low-light vision and need less sleep. Features: Awareness, clear mind.

- Threshing maw: Gain a bite attack, dealing 1d8 damage (medium) and leaving a bleeding wound that deals additional damage each round until healed. Features: Enhanced attacks, carnage, bloodthirst.
- Elongated grasp: Your limbs lengthen, increasing your reach. Features: Improved grip, ..., ....
- Alchemical glands: Spit acid as a standard action. Features: Acid resistance, alchemical enhancement (acid), poison affinity.

- Bestial mien: You sprout a thick coat of fur over layers of armored muscle, granting you a natural armor bonus to AC and bonuses to Strength and Constitution. Features: Enhanced armor, brawn, ....
- Rising span: Feathers cover your body. Grow a pair of wings, granting you flight. Features: ..., ..., ....
- Carapaced crasher: Grow a thick carapace of chitin. You gain a natural armor bonus to AC and a slam attack, and you can trample enemies. Features: ..., ..., ....

- Heart of flame: Type changes to elemental. Gain the fire subtype, granting you immunity to fire and vulnerability to cold. Gain the burn ability (like a fire elemental). Features: ..., ..., ....
- Clockwork heart: Type changes to construct. Gain the living construct subtype. Gain limited access to Crushing Juggernaut maneuvers. Features: ..., ..., ....
- Void self: Type changes to outsider. Become undetectable by divinations and most information-gathering abilities. Teleport short distances as a move action. Features: ..., ..., ....
- Unchanging ideal: Your form cannot be altered except willingly. Immune to ability damage and drain. Features: ..., ..., ....

- Enhanced attacks: Gain an enhancement bonus on natural weapon attacks.
- Speed boost: Gain an enhancement bonus to your movement speed.
- Improved grip: Gain a bonus on Climb and grapple checks.
- Reflexive leap: Gain a bonus on Reflex saves and Jump checks.
- Awareness: Gain a bonus on Spot, Listen, and initiative checks.
- Clear mind: Gain a bonus on Will saves and Sense Motive checks.
- Carnage: Gain a bonus on Intimidate checks. Critical hits and killing blows grant a free demoralize attempt against nearby enemies.
- Bloodthirst: Gain temporary hit points for 1 round based on the damage you deal with natural weapons.


- At 1st level, you can have a single minor aspect and a single feature aspect assumed simultaneously. You can also assume a form aspect at 8th level and an essence aspect at 15th level.
- At higher levels, you can assume more minor aspects at once. Feature aspects will also allow up to 2 eventually, as will form aspects, although essence aspects will always be limited to just 1.
- Assuming or dismissing an aspect is a move action. You can dismiss an aspect and assume a new one in its place as a standard action.
- Focus is similar to essentia in incarnum or energy in PoC. It comes in similar quantities and works pretty much the same.

Handbook Submission / Re: D&D 3.5: The (Mini) Astral Construct Handbook
« on: October 01, 2022, 03:31:28 PM »
The link for Ectopic Form leads to Advanced Construction's article instead. If I recall correctly, doesn't Ectopic Form trade away the ability to freely select ability menu options in favor of fixed choices, making it decidedly mediocre in many cases?

Subpsionic feats ( also add a few abilities via Tainted Construction. The abilities are pretty poor, though, so they're only worth mentioning for completeness's sake.

A small note about Menu D abilities. 9th-level Astral Constructs get 2 Menu C abilities by default, so they would be able to access a Menu D ability with just Ecto Manipulation (no need for Boost Construct). That said, Advanced Construction was made for 3.0 psionics, which gave even more menu abilities to Astral Constructs (up to 3 Menu C abilities at level 9), which made those abilities available even earlier.

Board Business / Re: Results of today's website maintenance
« on: September 13, 2022, 10:35:59 PM »
Thanks, Nans. I'm glad to see this site's still getting the digital TLC it needs.

Interesting concept. I don't think these are worth the cost, though. Spending a feat and additional limited resources to protect against a single type of energy damage is a big ask. The nature of the resource expended is also suspect.
- For spell slots, you have to have available a blasting spell of the appropriate energy type, which typically means reserving a spell slot for an often suboptimal spell. This does make a bit more sense for spontaneous casters, though, as they don't have to reserve the slot in advance and having a blasting spell or two among your spells known is often a decent enough choice if only for dealing with swarms.
- For breath weapons, monsters that have breath weapons usually (although not always) have immunity or high resistance to their breath's energy type. In case of immunity, the damage is already negated, and in the case of resistance, attackers are already discouraged from using that damage type against the monster. Player breath weapons tend not to be tied to associated resistances or immunities as frequently, but also tend to be much more limited in their damage or uses.

If I was worried about energy damage, I would prefer to reserve a 2nd and/or 3rd level spell slot for Resist Energy and/or Protection From Energy. They last for 10 minutes/level, which is usually long enough for multiple encounters or even a full adventuring day (especially when extended). They're also flexible enough to let you pick the energy type you're protecting against on the given day, instead of needing to pick/predict it multiple levels in advance.

For comparison, the example Sorcerer (who must be at least 12th level) with the Maximized Fireball is using a 6th-level spell slot to prevent up to 60 points of damage. A Quickened Resist Energy also uses a 6th-level slot and provides 30 points of resistance, granting equal total effective HP over the course of two hits as that single expended spell slot. A precast Extended Protection From Energy provides 120 points of damage protection (twice as much), lasts for at least 4 hours, carries over the remaining damage protection if the initial hit doesn't deplete it, and only uses a 4th-level spell slot.

I think there's something here, but the implementation across numerous feats doesn't work. Maybe condensing it into a single feat, covering all 5 energy types and possibly also positive/negative energy, with a followup feat to share the protection with your allies, to remove the immediate action cost (so you can use it multiple times per round), and/or to let any excess damage protection persist for a time. I could also see these as part of the class features for an energy-focused spellcaster or Dragonfire Adept PrC.

[D&D 3.5] Nightfiend's Zest / Re: OOC Chapter 1
« on: August 30, 2022, 09:38:37 PM »
Hi all. Sorry for the disappearing act. I'm going to withdraw from this game. It's just not doing it for me.

Good luck and have fun.

Other Games / Re: 1001 TCG Card Ideas
« on: July 28, 2022, 12:20:41 AM »
Had some ideas for fun with splice.

Gift of Fortune {1}{R}
Instant - Gift
Create a Treasure token. If this spell's name is Gift of Fortune, exile the top two cards of your library. You may play one of them until the end of your next turn.
Splice onto Gift {R}

Gift of Wisdom {1}{U}
Instant - Gift
Scry 2. If this spell's name is Gift of Wisdom, draw a card.
Splice onto Gift {U}

Gift of Might {1}{G}
Instant - Gift
Target creature gets +1/+1 until end of turn. If this spell's name is Gift of Might, it also gains trample and hexproof until end of turn.
Splice onto Gift {G}

Gift of Life {1}{W}
Instant - Gift
You gain 2 life. If this spell's name is Gift of Life, creatures you control get +0/+2 until end of turn.
Splice onto Gift {W}

Gift of Weakness {1}{B}
Instant - Gift
Target creature gets -2/-0 until end of turn. If this spell's name is Gift of Finality, it gets -3/-3 until end of turn instead.
Splice onto Gift {B}

Chronicler of Savagery {2}{G}
Creature - Bear Warrior
When this creature enters the battlefield, it fights up to one target creature you don't control.
Splice onto Creature {G}{G}

Chronicler of Portents {2}{U}
Creature - Cephalid Wizard
When this creature enters the battlefield, it connives.
Splice onto Creature {U}{U}

Chronicler of Restoration {2}{W}
Creature - Human Cleric
When this creature enters the battlefield, return up to one target aura card with mana value less than or equal to this creature's mana value from your graveyard to the battlefield attached to this creature.
Splice onto Creature {W}{W}

Chronicler of Fury {2}{R}
Creature - Goblin Warrior
When this creature enters the battlefield, it gains haste and first strike until end of turn.
Splice onto Creature {R}{R}

Chronicler of Vengeance {2}{B}
Creature - Zombie Warrior
When this creature enters the battlefield, it gains undying until end of turn.
Splice onto Creature {B}{B}

Would this even work? Playing around with equipment.

The Evolving Armory {1}
Artifact - Equipment
Equipment cards in your hand have mutate. Their mutate cost is equal to their mana cost.
Equipment spells you cast for their mutate cost can target The Evolving Armory as though it was a creature.

Soul Shell {2}
Creature Artifact - Equipment Spirit
Mutate {3}
Equipped creature has all activated abilities of Soul Shell other than Equip or Reconfigure.
Equipped creature has +X/+X, where X is equal to Soul Shell's mana value.
Reconfigure {2}

Vehicular Manslaughterer {2}
Artifact - Equipment Vehicle
First Strike, Trample
Equipped creature has +1/+1, first strike, and trample.
Sacrifice equipped creature: Vehicular Manslaughterer becomes an artifact creature until end of turn.
Equip {3}

Road Chopper {3}
Artifact - Equipment Vehicle
Equipped creature has +1/+1.
Whenever Road Chopper becomes crewed by exactly one creature, as Road Chopper stops being a creature this turn, attach it to that creature.
Crew 1


Barbarian-like rager.
Has more flexible rage benefits, inspired in part by PF's Rage Powers.

Rage Depth: Class feature that increases with level. This controls the magnitude of benefits you gain from raging, but also the penalties. Starts at +1, increases up to +5 or +6 by level 20.

Rage: You can enter a rage, a state of heightened emotion and aggression. There is no limit to the number of times you can enter a rage per day.

Rage Forms: Not all rages are equal. Different rage forms affect how you enter and maintain a rage, as well as what happens when you cease raging. Except where noted, your rage lasts for a number of rounds equal to your rage depth + your Con modifier, you can end a rage prematurely on your turn as a free action, and for 1 minute after the end of the rage, you cannot enter another rage.
- Instant Temper: You fly into a rage as a swift action on your turn. For 1 minute after the end of the rage, you are fatigued. You cannot enter a rage this way while fatigued or exhausted.
- Stoking Fury: You can fly into a rage as a swift action on your turn. During the first round of your rage, your rage depth is 2 less than normal (minimum 0). You can stoke your rage as a free action, increasing your rage depth by 2 for 1 round, but also reducing its remaining duration to 1 round.
- Battle Rush: You can fly into a rage as an immediate action whenever you hit an opponent with an attack or are hit by a damaging attack.
- Survival Instincts: You can fly into a rage as an immediate action as long as your hit points are less than or equal to half your maximum or whenever you receive a critical hit. Treat your rage depth as 2 less than normal for the purpose of rage drawbacks.

Rage Powers: At level 1, you gain 2 rage powers. Each rage power affects the benefits of your rage, granting you bonuses of various sorts.
- Flexible Rage: Costs 2 rage power options, but lets you select a rage option you qualify for each time you enter a rage, rather than only when you gain levels.
- Guarded Fury: You gain a dodge bonus to your Armor Class equal to your rage depth.
- Toughening Rage: While raging, you gain a bonus to your natural armor equal to your rage depth. If you do not already have natural armor, treat your existing natural armor bonus as +0.

- Pain Suppression: You gain a bonus to any damage reduction you may have equal twice to your rage depth. If you don't already have any DR/-, you gain DR 0/-, allowing you to apply this bonus to it.
- Indestructible Thews: Requires Pain Suppression. If you would take any Strength, Dexterity, or Constitution damage while raging, reduce it by your rage depth. If you would suffer any Strength, Dexterity, or Constitution drain, reduce it by half your rage depth. This can't reduce ability damage or drain to less than 0. This ability does not protect against ability damage or drain that you receive willingly or that you inflict upon yourself.

- Single-Minded Fury: Add your rage depth as a bonus on Fortitude and Will saves.
- Unyielding Mind: Requires Single-Minded Fury. If you would take any Intelligence, Wisdom, or Charisma damage while raging, reduce it by your rage depth. If you would suffer any Intelligence, Wisdom, or Charisma drain, reduce it by half your rage depth. This can't reduce ability damage or drain to less than 0. This ability does not protect against ability damage or drain that you receive willingly or that you inflict upon yourself.

- Adrenal Force: Add your rage depth as a bonus on melee and thrown weapon attack and damage rolls.
- Frenzied Strikes: Requires Adrenal Force. When you make a full attack, you can accept a -4 penalty on your attack rolls in order to make an additional attack at your full Base Attack Bonus. This penalty is reduced by your rage depth, to a minimum of -0. If your rage depth is 4 or greater, you can increase the penalty to -8 to instead make two extra attacks.
- Unyielding Might: Requires Adrenal Force. Add your rage depth as a bonus on a Strength, Strength-based, Constitution, and Constitution-based checks.

- Beastly Rage: While raging, you gain a pair of claw attacks (1d6). These natural weapons gain an enhancement bonus equal to your rage depth.
- Furious Maw: Requires Beastly Rage. While raging, you gain a bite attack (1d6). This natural weapon gains an enhancement bonus equal to your rage depth.
- Enraged Pounce: Requires Beastly Rage. When you charge while raging, you can make a full attack instead of a single attack. You cannot make more attacks this way than 1 + your rage depth.

- Adrenal Resilience: When you enter a rage, you gain temporary hit points equal to your rager level x your rage depth, which last for as long as the rage does. If your rage depth increases during the rage, you gain commensurately more temporary hit points. If your rage depth decreases during the rage, you lose a commensurate amount of temporary hit points from among those that remain from this ability, and take nonlethal damage equal to the difference if there are not enough temporary hit points to remove.
- Deathless Frenzy: Requires Adrenal Resilience. You gain a bonus on saves against necromancy and death effects equal to twice your rage depth. You gain a bonus equal to your rager level x your rage depth x 2 to your hit points. These hit points are not lost first like temporary hit points, and disappear when the rage ends.

- Arcane Defiance: You gain spell resistance equal to 5 + your rager level + twice your rage depth.
- Arcane Repudiation: Requires Arcane Defiance. Whenever you make a weapon attack while raging, before resolving the attack, you attempt to dispel up to one effect from either the target of your attack or from the space into which you are attacking. This functions like the area dispel mode of dispel magic, except that you use 1/2 your rager level + your rage depth in place of your caster level for the dispel check and that there is no maximum to your effective caster level for the dispel check's modifier.
- Arcane Denial: Requires Arcane Defiance. You are protected from spells with a level equal to or lower than your rage depth as per a globe of invulnerability.

Rage Drawbacks: Each rage has its own drawbacks, which last as long as you are in the rage.
- Impatience: While you are in a rage, your ability to think calmly and clearly is compromised, although not as badly as with a barbarian's rage. You suffer a penalty equal to twice your rage depth on all Charisma-, Dexterity-, and Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), and on the Concentration skill. You require a successful DC 15 Concentration check to use any abilities that require patience or concentration, to cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll), or to use the Combat Expertise feat, item creation feats, and metamagic feats. Make this check only once per round when you first attempt to perform such an activity. If you fail, you must choose to do something else with your action (you don't lose the action or waste the spell or item use, you simply cannot bring yourself to attempt such an action in the first place). Effects and abilities that would allow you to use these skills, abilities, and actions in a rage (which would normally disable them entirely) removes the penalties and need for a Concentration check from a rage.
- Reckless Defense: You suffer a penalty equal to your rage depth to your Armor Class.
- Tunnel Vision: You can make one fewer attack of opportunity per round per point of your rage depth. You suffer a penalty equal to your rage depth to your Armor Class against attacks of opportunity.
- Suggestible: You suffer a penalty on Will saves equal to your rage depth.
- Self-Destructive: You push your body beyond its limits while raging. Each round that you remain in a rage, you take damage equal to your rage depth.

[D&D 3.5] Nightfiend's Zest / Re: Chapter 1 - Out of the Dark
« on: July 12, 2022, 08:40:53 PM »
Per tears off into the grass again, emerging only to stab at the hyena's exposed flank.

(click to show/hide)

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 12, 2022, 08:34:58 PM »
Send the dark companion over to the hyena, then charge at it.
Melee attack 1d20+15 : 9 + 15, total 24
Damage 1d6+7 : 4 + 7, total 11
Sneak Attack 2d6 : 5, 6, total 11
Critical confirmation (if threatened) 1d20+15 : 3 + 15, total 18
Extra critical damage (if confirmed) 1d6+7 : 5 + 7, total 12
Hide while charging 1d20+12 : 17 + 12, total 29
Move Silently while charging 1d20+10 : 9 + 10, total 19

Breach Wave
Level 5-ish spell
Conjuration (teleportation)
The spell creates an unstable connection to another plane in a cone. This deals damage to creatures and objects in the area initially, then fills the cone's area with the chosen plane's planar traits for 1 round/level, overriding similar planar traits for the local plane. Only limited planar traits are transferred, and often weakened (so no time traits, and magic-modifying traits might have lesser effects or only apply to lower-level spells). The spell's descriptors and damage type change based on the chosen plane.

PlaneDescriptorsDamage TypeEnergy and Elemental TraitsAlignment TraitsMagic Traits
Prime MaterialNoneUntypedNoneMildly neutral-alignedNormal magic
EtherealNoneUntypedNoneMildly neutral-alignedNormal magic
AstralNoneUntypedNoneMildly neutral-alignedTimeless magic (lower-level spells expire at half their normal rate within the area)
ShadowDarknessUntypedNoneMildly neutral-alignedEnhanced magic (+10% shadow reality for lower-level spells), impeded magic (lower-level light spells require a Spellcraft check to be cast)
AirAirSlashingAir-dominantMildly neutral-alignedEnhanced magic (lower-level air spells are enlarged), impeded magic (lower-level earth spells require a Spellcraft check to be cast)
EarthEarthBludgeoningEarth-dominant (area is difficult terrain, rather than being filled with solid earth)Mildly neutral-alignedEnhanced magic (lower-level earth spells are extended), impeded magic (lower-level air spells require a Spellcraft check to be cast)
FireFireFireFire-dominant (area only deals 1d6 fire damage/round, 2d6 to water creatures)Mildly neutral-alignedEnhanced magic (lower-level fire spells are enlarged), impeded magic (lower-level water spells require a Spellcraft check to be cast)
WaterWaterBludgeoningWater-dominant (attacks and effects into the area are resolved as if underwater, area deals 1d6 damage/round to fire creatures)Mildly neutral-alignedEnhanced magic (lower-level water spells are extended), impeded magic (lower-level fire spells require a Spellcraft check to be cast)
TODO: Positive, negative, dream, outer planes.
Note: Despite suppressing magic traits, dead magic traits won't be suppressed because the spell can't affect that part of the plane to begin with.
Magic traits only apply to spells of lower level than this spell. Spells of equal or higher level use the local plane's normal magic traits.

Not sure if the spell should let the caster choose the plane or have it be determined randomly.

Also a higher-level version that deals more damage and allows more powerful traits through.

Frenzied Death Throes
Barbarian ACF
If you would fall unconscious or die due to having negative hit points or having nonlethal damage greater than your hit points, you instead enter a rage if you have any uses of the ability remaining, even if you have already entered a rage during this encounter. This functions as your normal rage, except as follows. You do not fall unconscious or die regardless of your hit points or nonlethal damage, although you are still staggered if your nonlethal damage is equal to or greater than your hit points (including if you have no nonlethal damage but have 0 or negative hit points), and you remain dying and continue to lose 1 hp per round if your hit points are negative. You act as though confused during this rage, attacking the last creature to attack you if you have been attacked and are able, or acting randomly otherwise. When this rage ends, you heal 2 hit points per character level (increasing to 3 with Greater Rage or 4 with Mighty Rage). You cannot voluntarily end this rage unless your hit points are 0 or greater and are equal to or greater than your nonlethal damage. If you would die or fall unconscious again while in this rage, you instead enter a new rage, spending an additional use of your rage ability and healing hit points.

[D&D 3.5] Nightfiend's Zest / Re: Chapter 1 - Out of the Dark
« on: July 10, 2022, 03:37:35 PM »
Per appears out of the grass and shadows, his sword leaping for the southern gnoll's side.

(click to show/hide)

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 10, 2022, 03:34:25 PM »
Seeker's Strike damage if the Search check was successful
Seeker's Strike damage 1d6 : 1, total 1

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 10, 2022, 03:30:21 PM »
Move down to the south gnoll, switch to Assassin's Stance, and stab it with a shortsword and Seeker's Strike.
Hide 1d20+32 : 17 + 32, total 49
Move Silently 1d20+30 : 12 + 30, total 42
Search for Seeker's Strike 1d20+11 : 7 + 11, total 18
Melee attack 1d20+13 : 12 + 13, total 25
Damage 1d6+7 : 2 + 7, total 9
Electricity damage 2d4 : 3, 3, total 6
Sneak Attack 2d6 : 3, 3, total 6
Elusive Strike 2d6 : 1, 3, total 4
Critical confirmation (if threatened) 1d20+13 : 1 + 13, total 14
Extra critical damage (if confirmed) 1d6+7 : 3 + 7, total 10

Dark Companion shifts over to the gnoll on the east side of the campfire.

[D&D 3.5] Nightfiend's Zest / Re: Chapter 1 - Out of the Dark
« on: July 06, 2022, 07:32:07 PM »
Per grabs his bow, looses an arrow, and fades into the darkness.

(click to show/hide)

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 06, 2022, 07:23:02 PM »
Draw longbow + shoot at the injured gnoll + switch to Child of Shadow stance + advance 55 feet + hide (because I can).
These rolls do not include the effects of our various auras except Motivate Dex from Shiniko.
Ranged attack 1d20+12 : 19 + 12, total 31
Damage 1d8+2 : 3 + 2, total 5
Critical confirmation (if threatened) 1d20+12 : 18 + 12, total 30
Extra critical damage (if confirmed) 2d8+4 : 4, 8 + 4, total 16
Hide 1d20+32 : 8 + 32, total 40
Move Silently 1d20+30 : 17 + 30, total 47

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 06, 2022, 06:54:00 PM »
Initiative 1d20+19 : 14 + 19, total 33

[D&D 3.5] Nightfiend's Zest / Re: Dice Rolling
« on: July 03, 2022, 02:13:51 PM »
Send out my Dark Companion to mark the target (-2 AC and saves). Then switch to Assassin's Stance and use Shadow Garrote against the target from within 30 feet. DC 13 Fort save (with a -1 penalty if Elusive Strike applies) if it hits to avoid being flat-footed until the creature's next turn (not that it matters if we're attacking from surprise, since that's already the case).
Ranged touch attack 1d20+12 : 7 + 12, total 19
Damage 5d6 : 1, 1, 4, 1, 1, total 8
Sneak Attack 2d6 : 2, 6, total 8
Elusive Strike 2d6 : 1, 4, total 5
Critical confirmation (if threatened) 1d20+12 : 17 + 12, total 29
Extra critical damage (if confirmed) 5d6 : 5, 2, 4, 3, 1, total 15
Hide while attacking 1d20+12 : 6 + 12, total 18

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