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Min/Max 3.x / Re: Full spell list
« Last post by nijineko on Today at 06:30:54 PM »
Thank you again for your fabulous work!
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by nijineko on Today at 05:37:00 PM »

A second item of note from the same book is a great find for those max-range archery builds.  The Archer's Standard will likely require someone else to carry it for you (thri-kreen and other 4-armed archers can manage it solo) but it lets you ignore all penalties associated with an additional range increment and also extends your maximum range by 1 increment (11 normally, 16 for Cragtop Archer).
Arcing shot allows one to ignore ranged penalties anyway, and Farsight reduces the penalties to -1 per increment all the time. Still, nice for those times where there is a ceiling to account for, and for the extra increment.

Wonder if there is a shield that can hold a standard... then make it dancing for those who are not Thri-Kreen.
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by nijineko on Today at 05:34:11 PM »
Plants blocking Disintegrate is a fairly famous exploit.

I see your Disintegrate and raise you a readied action with Quall's Feather Token: Tree!
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Min/Max 3.x / Re: Industrial Magic - Fabricate
« Last post by nijineko on Today at 05:21:16 PM »
Too bad this thread hasn't seen any more updates.

I'm looking at the Fantastic Machine and Greater Fantastic Machine spells in the Spell Compendium (p88-9). Making those into magic items would do wonders for assembly lines.

Not to mention Eberron's Autodesk and Forging Homunculus.

3.0's Astral Tasker power chain (not updated so still viable in 3.5) allows one to create astral constructs with skills. Do so with an Erbauer and you can jump the lifespan to hour/level.
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Hello. I'm new to D&D and I'm about to have my first game session where I want to play a Sorcerer. My DM has given me permission to rethink this class a little bit, so that I can play more comfortably and everyone else can have more fun with me. As such, I am asking for your help. This is a very important question for me, so please answer it in as much detail as possible, with examples from lore and in a way that is understandable to a newbie. Thank you.

In D&D, a Sorcerer creates magic due to two mandatory conditions: innate power and access to the Weave. I would like to clarify, what does this "innate power" mean if isolated from the Weave? From your point of view, is it possible to rethink a Sorcerer as a mystic who will not have access to the Weave (and, as a result, unable to cast spells), and who will channel his innate power in some other way? For example, instead of casting spells, will he be able to create various non-magical effects (like Ki or Psionics) that do not require from him touching the Weave?

I'd like to play a Sorcerer who (like any Sorcerer) has an inner power, but because of an ancestral curse he doesn't have access to the Weave. Instead of spells, he transforms his inner power to materialize sort of "Spiritual Guardian" (like Soulbound Summoner in Pathfinder), and can weaken enemies by slightly lowering their combat stats. I know my DM doesn't mind introducing a storyline about a character who goes on adventures to break a curse and gain access to magic. But at the end, when he does find a way to get rid of the curse, because of a moral dilemma and the benefit to his allies he decides to deliberately give up his dream of becoming a powerful mage in favor of the powers he's used to.
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D&D 3.5 and Pathfinder / [DnD3.5e]How does the mount charge work?
« Last post by Quintaine on Today at 07:27:44 AM »
My friends and I are confused about the mount charge. There are two main questions. First, what action does the rider need to do for a mount charge. Second, whether a mount charge is considered a charge and benefits from charging related abilities, such as Pounce, Rhino’s Rush,etc.
Following are the rules for mount charge.
Quote
“If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge, page 154).”(PHB 157)
“Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.”(PHB 154)
“If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge.”(RC 89)
According to the second sentence of First paragraph, it seems whatever action rider uses to make an attack, he can make a mount charge. But the third sentence links to charge action, but designers never said rider need make a charge action for mount charge. I’m really confused about that.
By the way, the Spirited Charge feat said “When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).” And the Halfling Outrider’s 8th level ability: “Full Mounted Attack (Ex): At 8th level and higher, a hal-fling outrider may make a full attack when her mount moves more than 5 feet but no more than a single move action. The character cannot combine this full attack with a charge action” They are seems to suggest rider need to make a charge action to mount charge.
I wonder if there a clear description can answer my questions. And if the rider can use charging related abilities during mount charge, it seems a very powerful build because of the multiplicity damage.
Quote
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I immediately think of the Boots of Agile Leaping, from MIC, p. 76.  Though those require 5 ranks in Balance, they let you stand from prone as a swift action without provoking attacks of opportunity for a mere 600gp.  With that being the case, even if you double the price of the boots, 1200gp so you don't have the skill rank requirement would be fine, imho.
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by linklord231 on Yesterday at 10:51:13 PM »
I would expect a "clasp" to be slotless, but apparently it's neck slot.  Still very good though!
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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Nytemare3701 on April 16, 2024, 02:58:59 AM »
I cast raise thread, using Swarmbane Clasp as a focus.

Cheap item that fixes a REALLY annoying pair of issues, namely swarm immunity and swarm nausea.
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Well hello there. You're mostly going to see activity on the discord these days, that's got a fairly active population. Forum is much more quiet than it used to be.
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