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Messages - DoctorGlock

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1
Min/Max 3.x / Re: Uncapping Divine Spell Power
« on: March 23, 2012, 07:20:17 PM »
Reserves doesn't require arcane casting...?

look at that, misread it as arcane caster 1st, not caster 1st

Now, there's nothing wrong with a DwK build, far from it :)

Well, last time i spammed XP free wish a game kinda collapsed... so probably best that I don't

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Min/Max 3.x / Re: Uncapping Divine Spell Power
« on: March 23, 2012, 07:16:56 PM »
Reserves doesn't require arcane casting...?

look at that, misread it as arcane caster 1st, not caster 1st

3
Min/Max 3.x / Re: Uncapping Divine Spell Power
« on: March 23, 2012, 07:11:10 PM »
So, I was skimming CD earlier and decided to see what I can do with this.

It boosts CL based on turning check, but according to the SRD that caps out at check of 22, or a +4 bonus to CL. Is there a way to break past that +4 cap and start nuking things with holy word and whatnot without being reliant on items (or anything that can be easily taken away)?
Add in Elder Giant Magic and Reserves of Strength?
Where's Elder Giant Magic located?

Thank you kindly

Secrets of xen drik. Increases the casting time by enough to make it useless

reserves would require arcane casting so i need southern magician. This basically is building itself into a dweomerkeeper chosen of mystra.

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Min/Max 3.x / Uncapping Divine Spell Power
« on: March 23, 2012, 06:38:34 PM »
So, I was skimming CD earlier and decided to see what I can do with this.

It boosts CL based on turning check, but according to the SRD that caps out at check of 22, or a +4 bonus to CL. Is there a way to break past that +4 cap and start nuking things with holy word and whatnot without being reliant on items (or anything that can be easily taken away)?

5
Min/Max 3.x / Re: was hoping to add this to Psionic Tricks...
« on: December 23, 2011, 06:38:43 AM »
Reserves Orb has been around for a long time and is not exclusive to psionics.

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 22, 2011, 04:06:25 AM »
This time it was Wiggins' turn to say it better. But basically that. With Illumian as the base though it becomes largely unnecessary though.

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 21, 2011, 02:33:42 PM »
You just posted a writeup on GitP (unless there is another Wiggins), did you just run off a copy to check for validity or has this build been done before? I hate feeling clever at coming up with something only to have someone tell me it's been done.

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 21, 2011, 11:55:53 AM »
illumian +2 has been addresed.

I admit the thing is very very skill tight, and it was built with 32 point buy. Otherwise you can add in templates and LA buy off to get the same. The point is it's doable and doable without beholder mage. Because seriously, F beholder mage.

SRD counts psionics as psi like abilities, which also are valid targets for spell like ability modifying feats. SU transform is a valid target. I did not know about SU abilities going off total HD though, good catch on that, makes the build human friendly.

9
Min/Max 3.x / Re: Help with a dwarf Cleric in FR
« on: December 20, 2011, 03:12:39 PM »
Ice Slick from frostburn is like an enlarged grease, very helpful

But I'd be more worried about the game itself- no magic items, restricting everybody to sub par options and overall lopping off the best parts of the game? He sounds like a gygaxian grognard of the worst variety. Long talk is the best option, otherwise it will only get worse, probably involving big walls of DM fiat everywhere when you do something cool or use BC spells.

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 20, 2011, 02:41:25 PM »
Wow, you can make the prerequisite skills and feats for all that?

Bard gets us the skills, but high ish  int helps, probably should take it a bit later than first, with flaws though just about every feat goes into prereqs, if you dark chaos shuffle and use wondrous locations this is somewhat mitigated. But yes, it is a very tight build, especially when you are sinking cross class points. Though you could always grab the feat that decreases cross class costs and shuffle it out later.

11
Do you have access to the PF campaign setting material, there is a cleric ACF that grants heavy armor proficiency, d10 HD and full BAB at the cost of your domains making it great for low level battle clerics. Holy Warrior iirc. Use that as a base and stick on chain tripping and you're good.

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 20, 2011, 11:16:35 AM »
So, I'm going to revise my previous for a version that pulls triple 9s... because I forgot about illumians

Illumian Savage Bard 1/Magic Mantle Ardent 4/Ur Priest 2/Psychic Theurge 3/Sublime Chord 1/Mystic Theurge 5/Cerebremancer 4, which just nets the 17 ML for psi 9s

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Min/Max 3.x / Re: Best Ur-Priest builds, including Psionics
« on: December 04, 2011, 07:36:14 AM »
Ardent 4/Bard 1/Ur-Priest 2/Psychic Theurge 3/Sublime Chord 1/Mystic Theurge 5/Cerebremancer 4, make sure you grab southern magician for the ur casting to grab SC, built this once because I am morally opposed to beholder mage
gets arcane 9s, divine 9s and psi 8s with practiced manifester, assume the use of substitute power and supernatural transformation. Psyreform gets rather fun here.

14
D&D 3.5 and Pathfinder / Re: Eliminating Magic Mart
« on: November 26, 2011, 06:48:58 AM »
Problem we had was explaining wands. For instance you want a dozen partially charged wands to UMD but you are not a caster and have never studied magic and if you did why use wands when you can cast spells your self? My suggestion was a limitation based on what your character would conceivable know from his own focus, but the imbuing process can be shared. For instance the Paladin cannot imbue Shadow onto his armor, but the Rogue can show him how.

Looking back on it now, I think if the system appeals to you the entire Craft Feat line should removed and a new Knowledge skill created. Crafting an unknown trait (by rule of DM) requires a special Knowledge(imbuing) check, success means you know how.

Of course, then you get people who complain everyone is magical but meh.

I like this, I'm planning on implementing it into my next game. So far almost no one in my group has had any problems with "everyone is magical" and it is quite often a player draw. With a few exceptions (grognards for the most, they also think my use of ToB is bad for being "anime") I find players prefer a shiny sparkly high magic setting to inconsistent dark ages.

Any ideas for how to implement the system with knowledge checks and class roles?

15
D&D 3.5 and Pathfinder / Eliminating Magic Mart
« on: November 26, 2011, 05:07:16 AM »
Ok, first off, this is not about "PCs should get junk items and be happy with it", I fully believe PCs need access to full WBL in relevant gear. I just find the concept of a store or organization with the wealth needed to run a magic mart just sitting there and engaging in merchant work a bit hard to swallow. I find the though of magic item prices in general a bit... irritating.

Consider that the cash the paladin spends on his +5 could buy a small nation, why is he buying a sword rather than creating an example good utopia?

A magic mart where you can buy a +10 equivalent armor or weapon, heck, in bulk even, can buy a small planet. Why are they running a market stall?

A single first level dungeon crawl, heck, even hiding and looting the first room, will keep a commoner family fed for months. Why ain't more commoners risking their hides as adventurers?

In short, D&D economics in general has me scratching my head. I want players to have access to WBL equivalent gear while still having a believable economy.

So, I had some ideas I am tinkering with, maybe y'all can chime in with suggestions.

1: Eliminate the gold piece as the WBL standard. Instead, everyone has WBL in equivalent "points" to imbue non magical items with. These are abstract points, they can represent your normal length of chain being enchanted while in your hands because you are just that awesome or they can represent you using your magic to do it the old fashioned way. Either way, everyone can manifest magic items up to their manifestation limit (WBL). Now there are no salesmen with the ability to take over the world and the paladin has a reason to burn WBL on gear instead of utopias because it's just another class feature rather than independent something.

-this allows you to give NPCs enough gear to challenge PCs without ending with PCs having 30x WBL

-this allows the average joe to manifest some gear (not much, but some) and improve standard of living.

2: GP still exists, it is used to but non magical anything and for basic living expenses. The question is how much they should get. Or should I just take that out of manifestation points?

This is obviously for a non gritty high magic setting where just about everyone can just poof magic items into being . I just want a consistent reason for the D&D economy to work.

What effects will a system like this have on the game (if any)?

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Min/Max 3.x / Re: Elven Battle Cleric
« on: November 23, 2011, 12:58:40 AM »
Fair enough. I might be able to get my DM to waive race requirements on jotunbrud but i can't count on that. and then it pushes back improved trip again.

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Min/Max 3.x / Re: Elven Battle Cleric
« on: November 22, 2011, 04:00:33 PM »
Holy warrior gets proficiency in deity's favored weapon, are there any with spiked chain?

str 16 and improved trip only give +7 to the attempt. How do I increase this? Most trippers have a good +16 or so by this level. Does the cleric get any size increases? Any humanoid alter self forms that will do?

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Min/Max 3.x / Re: Elven Battle Cleric
« on: November 22, 2011, 03:29:10 AM »
Yeah, just heard from the DM that DMM is a no go. Oh well.

I like your tripper idea. I have never played one before and it should give me some combat ability beyond "I hit it with a stick" which was the direction I was going (Charger)

By combining the two archetypes I should be able to create a fairly good trip monster while still having buffs and utility to back it up. Aside from Ice Slick what kind of BC does a cleric get?

Edit: The trip modifier I have seems rather lackluster and the counter trip they get seems just ugly, how do I fix that?

Between desecrate and animate dead, what kind of minions should I pick up? Currently thinking 2 10 headed hydras provided I can A: Find them, B: Kill them
Anything more common in E6 that would make a good fodder tank/pack mule/house?

By combining archetypes I now have the following:
Holy Warrior Crusader 5/Warblade 1
St 15+1
Dx 16
Cn 14
In 14
Ws 14
Ch 8
Feats: 1: Spellfire, F: Combat Expertise, F: Improved Trip, 3: Battle Jump, B: Combat Reflexes, 6: Power Attack
HD: 5d10+1d12+12 (74 max, 50 avg)
AC: 21 (M. Full Plate, 3 dex)
Attack: +10/+5 (2d4+5/x3, +1V. Guisarme) or +7 ranged
Speed: 30, F30 (P)
Special: Divine Foe (+4 attack and damage when attacking faithful of chosen god), Turn Divine Foe 2/day, Alternate Form, DR 10/+1, Resist Fire 10, Spell like Abilities, Battle Clarity
SLA: 1/day- Enervation, Dimension Door
Spells: 5/4/3/1 or 18 Spell Points (DM is strongly considering), CL 5, Spontaneous Healing
Maneuvers: Rabid Wolf Strike, Sudden Leap, Mountain Hammer
Stances: Punishing Stance
Skills: Jump +9, Diplomacy +8, Spellcraft +8, Concentration +8
Saves: 8/2/6
+1 Valorous Guisarme (For when I do decide to charge), Mythril Full Plate, Spiked Gauntlets, big chunk of onyx (20HD worth)
Flaws: Shaky, Poor Reflexes

Not bad. I am worried about the attack modifier but since the tripping part is touch it should not be that bad, and I can always pop an ice axe or two

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Min/Max 3.x / Re: Elven Battle Cleric
« on: November 21, 2011, 05:59:43 PM »
If there is a way to offset the onyx cost i can ignore the need for DMM with undead battery off of animate dead instead which frees up the extra turning slot
Spellfire is first only. I could drop battle jump since the flying charge rules already gives a battle jump like effect
How necessary is DMM? There is a fair chance it will be banned since the DM is fairly new to 3.5. If it is banned, how should I build?

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Min/Max 3.x / Elven Battle Cleric
« on: November 21, 2011, 03:35:39 PM »
So, technically it's a half demon elf cleric, but I am still running into some difficulties

I am trying to build a battle cleric with the lesser fey'ri race, but am having difficulties with stat allocations and feat choices

THIS IS E6
3.5/Pathfinder
34 point buy
2 Flaws

I am using the pathfinder chronicles campaign setting Holy Warrior ACF. I trade my domains and extra domain spell slot for D10 HD and full BAB. Yes, I know spells are better but I am trying to be primarily melee

Feats that must be included: Spellfire Wielder (flavor reasons), Battle Jump (I want to make use of the wings)

I do not want gear reliance.

I know miss chance trumps AC all the time, but I do not know my way around divine casters that well. Is there a way to get miss chances?
I will not be using DMM because I doubt I have enough feats. The Holy Warrior ACF should reduce the need for combat buffs

The Pros: Alternate Form, wings, a host of SLAs, +2 dex, +2 int, DR 10/+1, Fire Resist 10
The Cons: MAD, very MAD. -2 Con

Given these parameters, can you help make a deadly damager/tank?

-what feats should I grab?
-which flaws are best (currently thinking poor reflexes since i cant make those anyway and shaky)
-where should I spend my points?

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