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Messages - Maat Mons

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D&D 3.5 and Pathfinder / Re: Stealth Nerf to Master of Shrouds PrC?
« on: January 03, 2015, 05:31:24 PM »
The web enhancement for Complete Divine was released in May of 2004, while Libris Mortis was released in October of 2004, so the latter should take precedence. 

Gaming Advice / Re: Ways to have damage converted to nonlethal
« on: January 02, 2015, 05:59:26 PM »
Grater vigor is officially the 3.5 update of monstrous regeneration, according to page 6 of Spell Compendium. 

As I understand it, "3.P" refers to a mix of Pathfinder material and 3.5 material, but does it refer to Pathfinder rules with some 3.5 content added in, or to 3.5 rules with some Pathfinder content added in?  It might be important here because Pathfinder's version of regeneration doesn't convert lethal damage to nonlethal. 

Gaming Advice / Re: It's Over One Hundred! (at once)
« on: December 20, 2014, 12:27:47 AM »
I'm sure there's an NPC wizard out there with disintegrate listed among his typically-prepared spells, or an NPC sorcerer with it as a spell known. 

You Break it You Buy it / Re: Breaking Wealth By Level With A 2 Level Dip
« on: December 15, 2014, 02:30:15 PM »
Why do my socks vanish through?

You keep neglecting to feed them, so they've turned to cannibalism, obviously. 

You Break it You Buy it / Re: Breaking Wealth By Level With A 2 Level Dip
« on: December 15, 2014, 01:01:18 AM »
Supposing D&D matter is homogenous and infinitely divisible (instead of being made of molecules, atoms, and such), and assuming the Axiom of Choice is true, you can totally double an object by cutting it up and reassembling the pieces.  Take that conservation of mass. 

You Break it You Buy it / Re: Breaking Wealth By Level With A 2 Level Dip
« on: December 14, 2014, 01:32:25 AM »
There was errata for that. 

Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« on: November 25, 2014, 06:27:50 PM »
Cipactli (Dragon 317, p63) are giant lizard-monsters with the magical beast type.  They have an extraordinary special quality called earthen form that gives them immunity to effects that require a fortitude save.  As best I recall, the only other way to get that immunity is via the construct or undead type.  It might be useful for an illithid savant or something. 

I think they shouldn't have given maneuvers prerequisites.  Some other mechanism could be used to incentivise players to focus on just one or two disciplines.  You might run into a little trouble when a character changes which disciplines he has access to partway through a build, such as by taking a prestige class. 

I really wish lower level maneuvers scaled with level so they could be viable choices even at high level.  I'd go with something like psionics with its augmentation.  More specifically, like psi-like abilities, which are automatically fully augmented.  I'd avoid the multiple options that psionic frequently gives for how to improve it.  The player should be able to update his cards every level and not have to consult the book each time he uses a maneuver. 

I liked the idea of having maneuver use improve somewhat even with classes that have nothing to do with maneuvers.  I don't like the execution though.  I'd aim for something that deemphesizes order.  For example warblade 1 / xxx 19 should be similarly powerful to xxx 19 / warblade 1.  If you go with my idea of having maneuvers scale up in power, I'd have the scaling happen even with non-initiator classes, but make the maximum level of maneuver available depend only on initiator classes. 

You mention adding additional disciplines.  I'd suggest adding a mechanic where players can choose several disciplines from a list at the first level of a class.  This would be a little like ardent, but I'd go with a bunch at first level instead of two at first level and more later, and I'd ditch that whole "primary" idea ardent had. 

I don't know how I feel about the whole expending and recovering maneuvers thing.  If you're going to keep some sort of limitation like that, I'd probably just go with a per encounter limit.  I think removing the limitation is the better way to go though.  You might even consider giving bonuses for using the same maneuver multiple times in a row, like those tactical feats in Complete Mage. 

Handbook Discussion / Re: Fun Finds Compilation - Discussion Thread
« on: November 21, 2014, 10:34:57 PM »
… that's just the beginning of freshman year. Ew.

Don't worry.  It gets better, not worse.  I mean, it won't be easier, as such, but it will feel easier because you'll be studying things that interest you instead of tedious crap. 

I think the problem with spell schools is that they try to reflect imaginary technical details.  Honestly, it doesn't matter if I burn someone by changing the water vapor in the air into hydrogen and oxygen, then allowing it to react exothermically.  It doesn't matter if I burn someone by telekinetically increasing the vibration of the molecules in their body, thus raising their temperature.  It doesn't matter if I burn someone by opening a gateway to the elemental plane of fire next to them.  What matters is that I burn someone. 

Handbook Discussion / Re: Immunities Handbook Discussion
« on: November 15, 2014, 10:57:51 AM »
I started to look into this once.  I got overwhelmed though.  Probably, I took too broad a definition of "immunity."  For example, I figured the ability to breathe water should count as immunity to drowning.  Here's what I can find of my notes. 

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Gaming Advice / Re: Increasing Range Increment + Reducing Range Penalty
« on: November 11, 2014, 10:57:32 AM »
The long range artisan craftsman quality (Dragon 358 p42) adds 20 feet to a weapon's range increment.  A flight arrow (Dragon 279, p49) adds 20 feet to a bow's range increment.  An eagle's cry bow (Dragon 326, p77) can fire up to 20 range increments and has twice the range increment of a normal composite longbow. 

Gaming Advice / Re: psionic focus
« on: November 10, 2014, 11:26:24 AM »
For a speed build in a city-based campaign, I'd use some of the urban alternative class features for druid along with the deadly hunter (Unearthed Arcana, p58) and druidic avenger (Unearthed Arcana, p51) variants.  That gets you a +60-foot enhancement bonus to speed (at level 18), a +10-foot untyped bonus to speed, wisdom to AC (with wisdom-based casting), and tumble as a class skill.  You'll be all kinds of fast and agile. 

Min/Max 3.x / Re: Creating a build from an idea
« on: November 02, 2014, 01:35:36 AM »
There is some obscure errata you should  know about.  You're looking for a tiny blurb on page four: "War Hulk: In the mighty swing ability, replace 'standard action' with 'attack.'"  So, you don't really need sweeping strike. 

Min/Max 3.x / Re: Fun Finds v6.0
« on: October 09, 2014, 04:18:24 AM »
I think the spell slot granted by precocious apprentice would still have to be associated with some sort of spellcasting ability.  If it isn't, there wouldn't be enough rules to determine how it works. 

Let's suppose you decide to associate the spell slot with the class you already have (let's say wizard).  Your wizard spell slots can only be used to cast spells on the wizard spell list.  Nothing in precocious apprentice would change that.  If you picked a spell not on the wizard spell list as the only spell you're allowed to use that spell slot for, you just wouldn't be able to use that spell slot. 

Let's suppose you decide to associated the spell slot with a class you don't have (let's say trapsmith).  You need to make a caster level check to cast the spell, but you don't have a caster level for the spell.  Not having a caster level is not the same as having a caster level of 0.  Nonabilities have a special rule allowing you to make a check with a +0 modifier, but no such rule exists for a nonexistent caster level.  So you can't make the caster level check, and therefore can't use the spell slot. 

Min/Max 3.x / Re: What's a good pitchfork build for an NPC human commoner
« on: October 02, 2014, 03:10:48 AM »
The only official pitchfork stats I've found are from the Ravenloft campaign setting.  There, it's a simple weapon with stats as a trident except that it suffers a -1 penalty on attack and damage rolls. 

It's possible some published adventure or issue of Dungeon includes a pitchfork-wielding commoner and thus gives it stats. 

Gaming Advice / Re: [3.P] Weapons not wielded in hand
« on: September 30, 2014, 05:15:12 PM »
Some stuff here

Min/Max 3.x / Re: [3.5] Preparing for an evil campaign
« on: September 20, 2014, 11:13:16 PM »
Monster of legend (Monster Manual II, p213) was given +7 LA in the update booklet.  For the selectable abilities, I'd probably go with spells (casting as a 5th-level cleric), reflective hide (continuous spell turning), and either fast healing (5 hp/round) or enhanced attributes (+4 to spell save DCs).  Remember, casting granted by race stacks with casting granted by class, so with 10 levels in cleric you get 15th-level casting. 

A psionic mind flayer (Expanded Psionics Handbook, p204) manifests powers as a 9th-level psion (telepath).  They have 8 HD and +7 LA.  With 2 levels in psion, you get your manifesting up to that of an 11th-level psion. 

You could be a necropolitan (Libris Mortis, p114) with 10 instances of the evolved undead template (Libris Mortis, p99).  That gives you +20 strength, +20 charisma, and +10 natural armor.  (Also fast healing and some spell-like abilities.)  This would make for a nice sorcerer.  The strength bonus makes it tempting to go gish, but you'd have trouble boosting your hit points without a constitution score. 

D&D 3.5 and Pathfinder / Re: Swiveling the Boreal Wind Clusterf*ck.
« on: September 17, 2014, 02:59:39 PM »
I think the wind just stops blowing in the old direction and starts blowing in the new direction.  I don't think it blows in any of the directions in between. 

RAI, being in the area of the spell off and on shouldn't produce a greater effect than being in the area continuously. 

D&D 3.5 and Pathfinder / Re: [3.5] Charisma based Druid/Ranger
« on: September 17, 2014, 02:07:49 AM »
X Stat to Y Bonus is the go-to source for this.  My actual advice though, is don't bring the character back.  It's got too much LA, some weird multiclassing, and apparently a manufactured-weapon focus on a class geared towards natural weapons. 

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