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Messages - chaos_redefined

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1
Handbook Discussion / Re: SorO's Handbook Dicussions
« on: June 17, 2014, 02:14:35 PM »
You currently have the Rod of Magical Precision lists, for it's ability to ignore the penalty for firing into melee, and 3 times per day, ignore partial cover and/or partial concealment.  This costs a whopping 12000 GP. 

This has two features: First, it gives you the Precise Shot feat without actually giving you the precise shot feat.  Second, it gives you the 3/day ignore cover/concealment for one spell.

The first is useful, but becomes redundant eventually (oh no!  His touch AC is 8 and I have over +11 to hit!  Better hope my allies don't charge into melee!  'Cause that'll make me still auto-hit on anything but a 1...)  The second is emulated by an Eternal Wand of Guided Shot, which costs a whole 820 gp.  Small catch that it only works twice per day, but you can buy 2 and still save a bucketload of money.  Other small catch is that it uses your swift action...  Not so much I can do about that one...

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Chapter 1 - Remnant Magic / Re: Discussion
« on: April 08, 2014, 01:34:21 AM »
Go for it!  Books are Dragon Magic and Player's Handbook II.

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Chapter 1 - Remnant Magic / Re: Discussion
« on: April 06, 2014, 09:07:00 PM »
My suggestion would be to find a set of related spells from the current polymorph school.  Say...  the Dragonshape line.  Then give the player those, allowing him to use the higher ones as higher level spells.  At level 5, they can turn into a pseudodragon (as Least Dragonshape).  At level 11, they can turn into a young red dragon (as Lesser Dragonshape).  At level 17, they can turn into a mature adult dragon (as Dragonshape).  (You don't get the spellcasting for any of these forms)

I'd also give them a non-[Polymorph] spell in there, preferably one that levels kinda well.

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Chapter 1 - Remnant Magic / Re: Discussion
« on: April 05, 2014, 04:46:37 AM »
That sounds good.

If you're using all my suggestions, I'll wait to hear the alternate option for polymorph before going into that.  But other than that, we should be fine.  I'll see if I can talk my group into playtesting it at some point, but we play monthly.

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Chapter 1 - Remnant Magic / Re: Discussion
« on: April 02, 2014, 09:46:00 AM »
For Apparent Strength...  it's weird...  I like the idea and all, but maybe just limit it to a +2 to hit and +2 to damage unless they fail a will save.  It's not a perfect representation, but it works well enough for what you wanna do.

For Illusory Monster, CR, I think, is a better measure of strength than hit dice.  It's dodgy in a lot of cases, but it's better than "a pixie and a commoner are as powerful as each other".  I'm also wondering about things like summoning high-level cleric wannabes to heal/buff, and voluntarily failing your will saves.  Not sure if that's a real problem or not though.

Reciprocate Spells is weird, but not good or bad.  I'd have to see it in play first.  Which I'm hoping we can do sometime soon.  Might weaken a few remnants if this ends up good enough.  (Essentially, at low levels, you remnant, and at high levels, you spellform and remnant with the leftovers).

If there is a way to get Persistent Hypothetical Future, then the cheese is in the method of making it persistent, so I suppose it isn't really a problem.

Didn't notice the short duration on Dead Eyes.  That just begs for extending...  might be ok still though.

I'm now half-tempted to make a homebrew Polymorph I/II/III/etc...  that uses the new polymorph rules and a summon monster style list...  But yeah...  Maybe offer an alternative to Polymorph for groups that don't like polymorph?

For Phase Transition, the prison was what broke it for me...  Fix that and we should be good.

As for the method of calculating the number of uses...  it's a tad weird, but...  I could see a formula being used instead.  (5-spell level/2) + bonus from casting mod.  Gives more uses of first level spellforms, and less of high level spellforms.  Use the same table for bonus from casting mod that wizards and the like use.  It is fine as is, if you wanna leave it like that.  But...

"Calculate how many spells of that level a sorcerer could cast per day if there charisma was equal to your remnant casting stat.  You may use that spellform once for every 2 times they can use it."  Seems shorter, at least.

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Chapter 1 - Remnant Magic / Re: Discussion
« on: March 28, 2014, 09:19:02 AM »
Ooh.  New post.

Spellforms...  Interesting.  Standard activation fixes a lot of potential breakages.  I like that.

Going through them...  The list is mostly fine.
You mistakenly wrote "Cold" for fire snow, which I assume should be chill. 
How does Apparent Strength interact with someone trying to lift an actual person?
Shadowy Bodyguard might need a clause saying you need to be aware of the potential attacker.  Not certain if it's necessary, but my spidey sense is tingling.
Illusory Monster should either be CR-based, or have a no-template clause. 
What's a thunderbeast?
Reciprocate Spells seems...  weird.
Although difficult...  I'm worried about Persistent Hypothetical Future.  It does require me to find a way for a sorcerer to have 14 6th level spells available in a day, so it should be ok.
Dead Eyes is probably a bit powerful, as a second level save or lose with a lesser lose on a successful save.
Change Form...  Umm...  Really?  You took one of the most powerful spells in the game and included it in your system?  :(  Could I talk you into having a list of monsters you can turn into instead?  Maybe a bonus to attack based on CL or something like that to make up for the lack of scaling?  That way, you can use the newer polymorph rules.
Phase Transition...  So, at level 12, I can take 12 10 ft cubes of air and transform them into a prison for whatever creatures where inside it, and those creatures start suffocating?  With no save?  I'm clearly not reading this right.

So...  Change Form and Phase Transition are...  problematic at best.  There's some potential abuse I can see on some other spells, but it seems difficult at best.  (Illusory Monster could actually be fine as an AoE will-save-or-die, since you have to be level 18 to even cast it).  The way metamagic works at the moment means that you can start casting metamagic'd versions of spells as soon as you get them, which might be problematic.

7
Eberron Campaign Setting also gave the +0 template Magebred.  If +4 strength, +2 con and +2 dex isn't enough, get a speed boost and a natural armor boost as well!

On a different topic, what templates give Spell Resistance?  You mention Spellwarped, which can easily end up at +2 CR.  I was wondering if there were any that were always +1 CR?

8
The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: March 16, 2014, 04:04:55 AM »
A couple of questions that I've noticed...

Unseen Impetus's formula Forceful Propulsion, Violent Displacement, etc... allow you to use "your Charisma or Intelligence modifier, whichever is higher, in place of your Strength modifier."  Is there any reason not to allow wisdom?

Formula Study requires the user to use charisma for the DC, but doesn't specify that they have to have a charisma of 10 + formula level.  Also, can we allow them to use either int, wis or cha, instead of forcing cha?

Still a fan of this.

9
Handbook Discussion / Re: SorO's Handbook Dicussions
« on: January 29, 2014, 05:26:22 PM »
Cool.  Saw the message and thought "Obviously they would have ditched it if it wasn't appropriate here."

I suppose I should have mentioned that the advantage to the 1/day ability is the fact that it's on your head, which, well, check your hat category vs your ring category...  Enough said.

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Handbook Discussion / Re: SorO's Handbook Dicussions
« on: January 29, 2014, 05:39:42 AM »
For Bunko's Bargain Bin:

You have the Headband of Conscious Effort, which is a great item, but I prefer the 1/encounter restriction of a Ring of Diamond Mind - Mind over Body.  It increases the cost by 50% though (from 2000 gp to 3000 gp).  You can also get the same item for reflex and will saves - a cleric may appreciate the reflex, while a ranger may appreciate the will.

And since the boards inform me that this thread hasn't been posted in for over 120 days, I will apologize for the necro-post. :D

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Chapter 1 - Remnant Magic / Re: Discussion
« on: November 10, 2013, 06:30:07 AM »
There are two results:
1) You say "you need this many RP to enter", and then someone will find a way to get that many earlier than you expected.

2) You say "you need to be this level to enter", and you are guaranteed that noone will cheat their way in.

I tend to prefer the latter.

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Chapter 1 - Remnant Magic / Re: Discussion
« on: November 06, 2013, 01:46:48 AM »
Sounds like it might warrant some bonus feats.  Also, please, for the love of god, add a Remnant Caster Level prereq onto the feats, so that they can scale properly. 

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Chapter 1 - Remnant Magic / Re: Discussion
« on: October 14, 2013, 07:32:12 PM »
Huh.  Didn't notice we abandoned constructions.  Thought you were working on that for some reason...

Not a fan of talents for the reasons given above.

Edit: Any thought to the augments I wrote earlier on?  More importantly, could we give augments that are accessible at certain levels?  e.g. Make a fire effect a larger AoE at higher levels?

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 18, 2013, 07:29:55 PM »
Was there any other info needed?

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D&D 3.5 and Pathfinder / Re: Why would you -want- to play a Fighter type?
« on: September 13, 2013, 12:41:10 AM »
Yeah, I'd like to see your response as well please.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 12, 2013, 06:10:27 PM »
9th level Chronarch Savant with Heighten Formulae and Spellshape Focus

With no modification, Torpor (a second level formula) does 6d6 (base 3, focus +1, torpor +2).   Add in Heighten for another 6d6, totalling 12d6.  Finally, add on Savant's Knowledge (Foe), for +2d6 (typically), we have a total of 14d6.  Tack on a will save that makes most melee brutes lose, just for fun.

Hammering Force and Counterforce look pretty similar, each doing a total of 12d4 + 2d6.  The bonus effects aren't as impressive here (although Counterforce still hurts).

Recursive Blast does 13d6 damage total, and has a save-or-suck that lasts a round and can get some extra damage from attacks of oppurtunities.

Temporal Displacement does 11d6.

The DM has stated that one of these on their own wouldn't be a problem, but the ease with which I can repeat them, and the sheer quantity, is.  Removing Savant's Knowledge and Spellshape Focus knocks it down to somewhere between 8d6 and 11d6. 

Essentially, due to the length of time that combat lasts, I have an almost-at-will that deals more damage than a wizard's Orb of Fire at the same level.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 12, 2013, 12:25:30 AM »
So, my DM is finding the damage I'm spitting out a bit high.  I just hit 9th level, which is a +3d6 bonus to my formulae (+2d6 from heighten, +1d6 from the spellshapes), and I'm wondering if heighten should give +1d6 damage per level, rather than +2d6.

Anyone have any thoughts on this?

18
D&D 3.5 and Pathfinder / Re: Why would you -want- to play a Fighter type?
« on: September 11, 2013, 12:50:45 AM »
Endarire actually called out a few examples, so I'll try modifying the question to cover them...

When you go to play a fighter, why not go for a gish/duskblade/paladin/ranger/etc...?  These are generally more versatile, due to the options presented by spellcasting, and generally don't give up much power for it.

When you go to play a rogue, why not go for a factotum/arcane trickster/unseen seer/etc...?  These are generally more versatile, due to the options presented by spellcasting, and generally don't give up much power for it.

Essentially, there are magical versions of most classes, and these classes give similar amounts of power, while increasing versatility.

The answer usually given is the fact that magic is stupid-powerful, but that's only if we are talking about wizards and friends.  Duskblades and factotums are perfectly fine.  So, if you enjoy fighters, imagine the question as "Why don't you like duskblade or a gish?", not "Why don't you enjoy being a wizard?".  Similarly, for rogues, imagine the question as "Why don't you enjoy being a factotum or an unseen seer?"

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 05, 2013, 06:47:30 PM »
So, my DM is finding the damage I'm spitting out a bit high.  I just hit 9th level, which is a +3d6 bonus to my formulae (+2d6 from heighten, +1d6 from the spellshapes), and I'm wondering if heighten should give +1d6 damage per level, rather than +2d6. 

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Chapter 1 - Remnant Magic / Re: Discussion
« on: August 29, 2013, 10:11:37 PM »
Constructions sound fun, depending on implementation.  I wanna see how it looks before I start talking a lot about it.

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