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Messages - Arcanist

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Handbook Discussion / Re: The Chameleon Handbook Discussion Thread
« on: May 28, 2013, 03:37:42 AM »
I cannot be the only one who giggled when they noticed that the Education feat is misspelled, right?

EduactionECS: As a first level feat you need a bonus one to get this and Able Learner but if you need the Knowledges as skills but don't want to dip this is your choice.

... Is this on purpose?

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Total agreement. Generally if you are playing a Meleeficer you are going to be a Warforged. Anyone got any ideas for adding a metamagic to the creatures attack?
What critter?

I herped. I meant "Warforged's"

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I'm unhappy to admit that to many scars from cheap DMs. Even so only about 30% of the time have situations been more beneficial to retain essence over resell. Though every player looked at me like a dirty louse those 3 times this occurred. That's all personal experience.

The DM I am currently with gives out XP at the end of the day and rewards us with magical items and mundane items as well during our adventure. In such a campaign like this, it would be perfectly reasonable to swap out Retain Essence because you are getting XP as a flow rather than as a sum (in the form of levels).

I believe it should also include the notion of BOTH of these situations. Pending on which situation is the standard details how relevant your craft reserve shall enter play.

Weapon familiar as replacement is a limiting choice, since it is only helpful to melee-artificers.

Total agreement. Generally if you are playing a Meleeficer you are going to be a Warforged. Anyone got any ideas for adding a metamagic to the creatures attack?

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I disagree with most in saying that one should take all the Racial sub levels. The 5th level one, just doesn't seem worth it considering the lose of Retain Essence (which in my experience is friken awesome for breaking down those crappy randomly obtained magical items for something much better).

Beg to differ on this point; Retain Essence = Stealing Treasure.

What I mean by that is you are gaining xp (1/25 of treasure value) and losing all the magic item gp value. Though smart DM will still give you a masterwork item. Frankly, xp is cheap but gp is truly GOLD.

"While I disagree with your opinion, I will fight to the death for it!"
-Voltaire

No idea why I decided to say that, but It oddly feels appropriate.

Anyway! Retain Essence is the cannibalism of unnecessary magical items to add to your Crafting reserves. I agree that most people would say that XP is a river, however in actual campaign play... ehhhh, Not so much (in fact, this varies from campaign to campaign). Sure I will include Alternatives to XP spending (Souls, Dark XP, Dark Gold, Demon Mastery, etc.), but I will not assume that XP is an infinite resource for the party. Instead I will assume that the DM is giving levels rather than actual XP to keep in line with the notion of "Thou shall not lose a level"

I will also include this spell as well.

The reason I believe (yes, this is an opinion and I will NOT deny that) that Retain Essence is useful is because it allows us to take the XP of a magical item of our equivalent level to create a more appropriate, and perhaps more useful, item. When I play an Artificer, I exploit the shit out of the Crafting Rules and use Homunculi to make a Ford Assembly line for items to craft items almost instantly. I am considering including such an assembly line in the handbook as for an idea for exploiting WBL into oblivion.

EDIT: I've no idea why I keep saying "I will" since I don't remember stating that I would actually make a singular Artificer Handbook. I'd like to see someone Else's work and improve upon it... I'm not Nikola Tesla... As far as ideas go, I'm more like Thomas Edison...

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oh, wait, i said rules compendium... i meant magic item compendium.

page 232: Psionics and Crafting Magic Items sidebar.

Quote from: PSIONICS AND CRAFTING MAGIC ITEM
Many of the items in this book can also be created by a character with the appropriate psionic item creation feat. For the purpose of meeting item prerequisites, a character who has the Craft Psionic Arms and Armor feat is treated as having Craft Magic Arms and Armor. Likewise, a character who has Craft Universal Item meets the feat prerequisite for items that require Craft Wondrous Item. If an item includes a spell prerequisite, but the effect of the item does not directly implement that spell, then a psionic power of similar flavor can be substituted. If the item replicates a spell effect, then only the psionic version of that spell or a psionic power that replicates the same effect can be used to sat­isfy the prerequisite. For example, a character can create a helm of teleportation using psionic teleport as a power prerequisite, or energy burst as a power to create a necklace of fireballs. The prerequisites of some items, such as the eldritch blast required for gauntlets of eldritch energy, have no psionic equiva­lent, and so cannot be created by a psionic character without the aid of a character who does meet the requirement. If you are using the Psionics Is Different variant (EPH 65), then an item created by a psionic character using a psionic item creation feat would be a psionic item. The guidelines given above should be used to determine the psionic item's feat and power prerequisites.

Oh this will most definitely been included...  :plotting

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The main advantage it has is for warforged, since a large segment of powers are just better for them. Also Transdimensional power is a +0 metapsionic. Oh, and a swath of good melee buffs.

This is very much true! I'll make sure to make note of the the Warforged Artificer Racial Substitution levels.

I disagree with most in saying that one should take all the Racial sub levels. The 5th level one, just doesn't seem worth it considering the lose of Retain Essence (which in my experience is friken awesome for breaking down those crappy randomly obtained magical items for something much better).

i'm playing a warforged psi-artificer right now.

might want to be sure to include the newish transparency rules about psi-magic crafting from the rules compendium. also, you will want to link to my Master Psionic List with all the 3.5 powers in the game, plus some 3.0 that was not included in 3.5.

i actually just took the craft construct feat as a bonus feat and use psi-equivs for the prereqs. which should also work with craft psi construct feat, btw.

What page is the transparency rules on? I'll need to look over your list before I jump the gun on it.

The PsyArty has it's ups and downs (mostly downs), but I don't want to paint it as an awful ACF beyond it removing the a hot majority of the delicious broken stuff that is the Artificer... The Artificer still remains T1 despite the alterations that the PsyArty gives it, but it requires more unconventional means to be as powerful as a standard Artificer.

... I am awful with words >_>

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I keep misreading this thread title as Robert Pattinson warning people about D&D, just for the record.
I would consider him an expert on horrible atrocities against humanity by this point.

Which one? Pat or Rob?

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Min/Max 3.x / Re: Making an epic con(man)
« on: April 23, 2013, 09:26:46 PM »
Kind of irrelevant, given that the source isn't even close to what I'm allowed to work from.

I herped before I derped on that one  :blush

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Min/Max 3.x / Re: Making an epic con(man)
« on: April 23, 2013, 09:08:05 PM »

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If playing 5th Edition gives me DR I'd honestly consider it, lol.

If playing 5th Edition let me cast spells, I'd do it without a heart beat.

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General D&D Discussion / Re: Restating the Tarrasque as an Elder Evil
« on: April 23, 2013, 10:44:56 AM »
Why not make multiple Tarrasque like creatures to wonder the land as spawn of the Tarrasque?

Every 50,000 years on any given Material plane the Tarrasque, for whatever reason, awakens. Not as it does normally, but as a fully sentient creature thus allowing it to access it's true powers.

The creatures carapace strengthens to the point that any attack from above him is nullified into having no effect on the creature, whenever the creature is dealt 100 damage (non lethal or otherwise) a small piece of it falls off and reproduces another miniature tarrasque (like the standard tarrasque). It is said that those who willingly open their minds to this beast become it's seekers. Trying to free it from it's curse and allowing the creature to remain eternally free (Wakers of the Beast Prc from Dragon Magazine).

More or less this is just making the Tarrasque more intelligent, an Epic level encounter (it's laughable at the moment), and cover it's true weaknesses to the point that the only way of beating it is altering reality.

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(oh right the other thread too)


Hey go for it.  I hack-ported over that Borg
Zero stuff, above.  I've no real expertise,
more curiosity toward the PsiArty (??).

Hmm... The PsyArty is pretty friken awesome as far as Artifice goes. In my personal opinion, I'd prefer a PsiArty over a standard Artificer if I the DM is okay with metamagic to metapsionic conversion so I can get Persistent Power and the such.

Another painful thing is that you gain Craft Psionic Construct, despite there only being two such constructs and only one of them is even constructable. Craft Cognizance Crystal doesn't really effect the PsyArty that much, Dorjes are what you are really here for in that they are more durable than wands, can contain higher level spells and if memory serves can be recharged using a certain power (not sure where, tell me if you remember it!).

Psionic Tattoos are potions that you can keep on your body should the worst occur in that they cannot be taken away from you, Imprint Crystals are just Psionic Scrolls that you can string up to make a pretty necklace, earrings, other kinds of Jewelery, Universal Items are like Wondrous Items so that is always nice, Psycrowns are like Staffs except they make you look more pimp.

The most painful thing though is the Cognizance crystal replacing craft rod. Rods are WAAAAAAAAAAAAAAAAAY better for an Artificer than the Cognizance crystal.

If you want to do the fully Psionic Artificer conversion, give the Artificer all his Infusions known as normally, and give them the Psy Warrior power progression.

The Psyartificer is tragically trading Divine spells for Psionics ultimately considering that the Psyarty can just access the StP Erudites list which includes all Wizard/Sorcerer spells... Ewww... Thinking back it is losing MUCH more than that... It loses access to Divine spells, Bard Spells, Trapsmith spells, a lot of those early grab bag spells and ultimately you are trading it all away for Psionics.

... Reading this back to myself I remember that I was trying to make the ACF look more appealing, but dear god is it just awful  :blush

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The Tier 0 claim was rather inflammatory the last time, too.

The Tier 0 handbook as well as the claim towards it was blatantly false. It is badly written, opinionated, and highly dubious in it's claims. Albeit the Artificer is indeed a Tier 1, the existence of a Tier 0 would suggest that someone can spontaneously cast every spell they know at all times (Sure, the Erudite and the Artificer can do this but the Erudite can do this at max 11 times per day and the Artificer is left with impractical casting times for his Infusions).

Uncanny Forethought, Wizard is theoretically Tier 0. StP Erudite that somehow knows how to spontaneously cast Divine spells as well and through his Psi Crystal using shenanigans (so they never use a Unique power known) would be Tier 0. If Wizards and the like are Tier 1 because they are versatile and need preparation, shouldn't T0 be Versatile without preparation? Being able to wreck the campaign without time OR preparation, which regardless of build the Artificer very much needs.

Quickstart Arty basically takes a pile of the Cost Reducers.

Something flew over my head here.

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I am considering fusing the 2 Artificer Handbooks into a singular one with basic content from the Cost Reduction Handbook and the Artificer Bargain bin.

Would this see ANY support?

On a side note: I am so happy that title fit... Unfortunately, I could not fit discussion so... yea... :(

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Deadthread?  :???

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I sincerely doubt any of you can even fathom the level of my rage when I signed up to be a handbook writer to port over all the Artificer stuff from BG  :banghead

Especially the Zeroficer guide (adding in some grammar and spelling fixes)... Dear god, I sincerely doubt how any of you can comprehend this rage... Barbarians ain't got shit on me...

Making it more user friendly might help as well as well as updating it.

After reading the handbook from 1st to last, with a little bit more criticism to it all, some of the text seems contradictory >_>

For example:

Quote from:
Quote from:
Do I really need to know all these spells and metamagic crap to be an artificer?
     
Not really, you simply read this guide, pick the feats I told you, prepare/persist the spells I recommend and you'll do great, but be warned that one of the whole reasons of playing a zeroficer is versatility.

This makes me ask the question of "What versatility is lost in the Artificer taking one metamagic over another?" Thoughts? Anyone mind if that text is adjusted to say the least? At this point, I'm considering just rehashing the entire Handbook from page one. I understand that the Zeroficer guide isn't expected to be the Complete guide to Artificers and is simply supposed to be a singular guild and it's explanations for it from 1-20, however it presents itself entirely differently.

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Are we still in need of blueprints for everything in Modern life/ has anything been already claimed?

Please feel free to make whatever you can see.

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Eager to see the new content  :bigeyes

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Seems to me that you could just use any fiat currency and approach forgery from the enforcement end rather than the physics end. RL does it, technically speaking if you can afford the initial outlay and get your hands on the production templates there is nothing stopping you from printing your own, except when the investigators show up at your door.

With divinations that'd be a pretty quick thing.

The current idea for currency is using materials that would be impossible to replicate via Gramarie, like Electrum, Adamantine and Starmetal. Of course Forgery is always an option. In such a campaign where everything from Gold production to computer hacking is possible there is no definitive method of creating a foolproof method to avoid forgery from taking place.

I mean everything from Bartering to Digital Banking is completely untrustworthy as a form of measuring currency. So what do we turn to? We turn to using Commodity Money since at this point it is really the only form that you can trust (short of Kellus taking a dump on my chest and making rules for creating every single material in D&D with ALCH).

Divination is a nice alternative, another nice alternative would be using a Cursed Lead Box to put the money into. If it vanishes or turns into it's base element (not sure how that works) then we know it's fake.

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This sounds like a scene from Neuromancer :D

Is it a bad thing that I have the entire Sprawl trilogy on my Kindle? :blush

Well, then, derp.  lol.

Now you are an awkward eyed pony :)

Do you want to leave psi as-is?  Because it's much more similar to traditional spellcasting than invocations, and has many fo the same problems...  If you're willing to tweak, though, then Garryl has a psi-invoking soulknife and a psionic warblade (like an arcane swordsage).

And agreed on ToB, I love it and have homebrewed many initiators.

Oh hell no, the players interested in the game are already talking about mindraping people into willingly consenting to give up XP for wish generating SilverOuts  :p

Nerf it down to PsyWar progression if you have anything that uses the Psion/Wilder list and does that :D I'd love to see any Psionic classes and Invocation classes you would personally recommend :)

Also, let's talk currency. I know, I know, our friends the Grammarists can't create money-grade gold/silver, but why risk it? After all, you can doctor the gold/silver, and, hell, grammaric gold and silver are probably more valuable pound-by-pound than their non-grammaric counterparts (they're easier to get your hands on, it probably has been modified in other ways...)

The currency problem is something that I keep coming back too, with mixed results. More or less anything I come up to use for currency using Gramarie can be created just as well (if not better), by another Gramarist with the exact same principle as them. I really like your idea with using Cursed Lead, but the problem would be that any Gramarist can do exactly the same thing once they attain Doctorate level Principles and bam, "lol infinite muneh!". It's nerve wracking really... I was thinking of using Sunmetal to contradict myself a little bit...

A Shop owner, prior to making a sale places all of the Currency into a LeadIn (which directs into a WoodOut, want not waste not and all) and pumps the Currency full of Puissance causing it to explode and generating radiomantic energy... Or we could just use Starmetal which can't be created by ALCH, but varifying Starmetal is a problem since it is VERY similar to Adamantine (which incidentally, also cannot be reproduced by Gramarie... Hmmm?). This might be crazy of me to suggest, but why not use materials that a Gramarist cannot replicate? They can have the exact same value on these worlds as the almighty Platinum, Gold, Silver and Copper piece, but for all statistically purposes are exactly as Adamantine or something?

Also, you can "Fool's Gold" it up, using Imachination to make fucking pebbles into gold bricks.

This is where I like the idea of Cursed Lead to clear the away an IMCH created illusion :)

So, I'm reminded of a trilogy by the British SpecFic writer Peter F. Hamilton; the Night's Dawn trilogy. In it, the dead are coming back by possessing the living, and as an incidental consequence of that whole "thing", can basically generate really, really high level Imachination illusions at will. One of the issues that comes up in the second book (wherein Al Capone comes back, and starts an interplanetary/interstellar empire consisting of a combination of the dead and the living, an accomplishment since the dead are afraid of the sky (and the dark, and space in general. It reminds them of the awful, awful afterlife). It is a series you pretty much need to read at some point.) is that, in a culture where people can, you know, create an unlimited amount of any material substance (pretty much, or near enough, at least), you can't use physical currency.

And so, they use entirely electronic banking.

But what to base it on, in this case, since physical substances can't be trusted? How about hours labored?

One way that this could be handled is having three "tiers" of monetary value, with a varying exchange rate set by a central bank in each culture.

You'd have the "base" hour, which would be the cost for one Baccalaureate principle preparation or an hour of common labor.
You'd then have the next step up, which would the cost for one Magisterial principle preparation or an hour of skilled labor.
The final step would be the equivalent of a single preparation of a Doctorate level principle; I can't think of a mundane equivalent.

The idea is that your amount of money under this system is closer to "I can exchange this much money for this much grammaristic stuff."

Hmm... using labor as a form of currency? Doesn't that put the Gramarist a sort of unfair advantage because they can simply use Spectroconstruction to create whatever they'd need? Physical material only can't be trusted if it can be easily created by someone with an agenda. If that material CANNOT be created, then it can be trusted as a form of currency (maybe...)

Alright, now how would you keep track of said money using Grammarie? There isn't a single method of storing cash that would be foolproof; well, there is one, but you'd need a 10th level Dreamason to do it (it involves overlapping a Zeitgeist, a Heuristic Net that covers an entire city, and personal Nets around everyone, and also requires that the nets can "talk" to each-other), and that's... infeasible, unless...

We're trying to keep track of the currency being used in the world? Hmm... that is a seriously tough thing to solve without creating a serious issue... I mean if you have a radar that tells you where everyone with at least one Starmetal Sovereign is, they you create a hell of a problem in that Big Brother is always watching... I might use that... maybe...

For this setting, what's the level range? You said that we're basing this off of Eberron, which would imply low-level stuff.

15th is the highest level ever attained in this world. Anything beyond this is simply... Amazing :) (Or an Ancient Gramarist from the Empire of Faelorian Empire)

I just read up the thread a bit. So that method is completely infeasible.

Thinking back, I can't honestly see a reason to not allow GEOC 374. It allows a Gramarical Empire to set up an entire city in just a few days (which should be happening anyhow). I've edited the list to allow for it. (I recall the previous idea being the use of Deadsnow... I think it was your Blueprint that inspired such fear :blush

You'd have to heat the lead each time, to get all the water off, and then just let your water freeze back into a little chunk, and bam. An almost certifiable way to have currency in a world with unethical grammarists.

My original idea was using heated Ice with an altered heat durability to be able to withstand the heat of the Sun, until I realized "Oh... you can do this at level 7...)

I like it -- I think it very believable.

I concur. In fact, using a Zeitgeist as a police force would prove more effective then anything else  :cool

Barter would probably be what it boils down to...

WELL! Bartering rules are fairly awesome and the RP~ the beautiful, beautiful RP~ :D

Wait.

:???

I just figured out the one thing that can't be duplicated by Grammarie.

Fruit and vegetables. Sure, you can grow trees in a Biome, or create food (create food specifically states it creates a kind of gruel, if i remember correctly) with SilverOuts, but there's no way to quickly make, say, strawberries.

I can imagine scenes where a shopkeeper would shout "There is NO WAY! I AM TRADING ALL MY APPLES FOR THAT HAT!"

I'm reminded of Terry Pratchet's Dark Side of the Sun, where caviar is a common food on one particular world (due to it being really common), while apples are expensive as hell.

I'm now picturing strawberries and celery being solemnly exchanged in Cursed Lead-lined chambers, and stored on Carmot plates in vaults. It's a hilarious mental image.

I like the way you think :cool

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