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Messages - Kremti

Pages: [1] 2 3 4 5 6 ... 10
1
Gaming Advice / Shaped Soulmeld and temporary loss of constitution
« on: August 06, 2013, 04:16:06 PM »
I'm sure this is "We wish there was MoI errata" area.  But alas.

So, a Meldshaper has 2 Shaped Soulmelds.  Constitution started as 16 in the beginning.

Somehow, constitution goes down to 10.

Then gets back to 16 again soon after.

What happens while the Con is at 10?  What happens when Con returns to 16?

So...is there anything that resembling "official" rule for this?  Or pretty much "DM makes it up what happens"?

-K

2
Gaming Advice / Re: Invisibility, superior questions
« on: October 29, 2012, 01:57:41 PM »
We need homebrew feat called tastesight.

*lick*  "ok, there is a ninja right there. He tastes like chicken."

-K

3
Min/Max 3.x / Re: [CO Handbook Material] Familiar Brainstorming!
« on: August 18, 2012, 12:34:57 PM »
I really love coutre eladins because they can become incorporal. At minimum, it makes a great scout. Also they are bipedal, humanoid shape that can use equipment.

Any spells to share/imbue to really abuse the fact that they can be incorpral?

-K

4
Gaming Advice / Re: Better Bikini Rules?
« on: August 03, 2012, 01:30:03 PM »
Really, Kevin.  If you invoke "realism" this is what should be happening.

Realistic DM: "OK, you want bikini chainmail.  Wear it into combat.  With steel blades and arrows.  No, no one in right mind wear anything like that in realistic combat.  You don't get to have your character wear those.  At all.  Next."

As soon as you invoke "Bikini Chainmail", you are throwing out any semblance of realism and reason outta window.  Give it up.  It's all about campy-ness at that point.  It's just too silly to trying to have "reasonable" and "bikini chainmail" fit together.

-K

5
Min/Max 3.x / Re: Spells to put on Runestaff for "At the end of day"
« on: July 31, 2012, 07:50:43 AM »
Hey, I missed Shrink Item...perfect.

Yeah, other 1xday buffs were also considered.  But Hour/CL doesn't last quite long enough at level7ish even with extend for the "next" day purpose.  They start falling off before the end and I constantly had to ask "So what time is it now"

-K

6
Min/Max 3.x / Spells to put on Runestaff for "At the end of day"
« on: July 28, 2012, 10:35:49 AM »
So, I had a wizard (Level 8) who has been carrying a runestaff, and looking at it.  Realized these things are also useful for wizards (I thought they were mostly Sorcerer thing).

One thing I realized, is that it can be used to "Burn left over spells" at the end of the day.  Much the same way Clerics can do so to turn them into Cure spells.

A couple of obvious ones were Rope Trick and Alarm...If those were on the Runestaff, the Glitterdust and Grease that didn't get used during the day can be turned into them.

Another one was Quick Potion.  Extend it, put Extended Darkvision or Mage Armor or whatnot that are Hours/CL, and when he wakes up, drink the potion to have those spells running next day.

Also, realized Mnemonic Enhancer, because the spell prepared with that particular spell lasts for 24 hours, can be pushed into *next* day.

Any other spell that's good to be put into runestaff?  I'd love:

Spells like Quick Potion and Mnemonic Enhancer (rather than spells Explosive Runes where we can just horde over time) that can be used to "Push spells for next day"
Level 3 spells

Thanks!

-K

7
Gaming Advice / Re: What can I get for my familiar?
« on: June 20, 2012, 04:07:04 PM »
http://dictummortuum.blogspot.com/2011/08/familiars-handbook.html
-Dictum Mortuum's Handbook.  No Dragon Mag stuff

http://brilliantgameologists.com/boards/index.php?topic=344.0
-A few dragon-mag stuff in there

-K

Edit: Oh, I was confused, you are asking what you can get for *giving up* familiars.  I think almost all of the options are for wizards who give up familiars...come to think of it, I don't know any ACF you can get for doing that without being a wizard.

8
Gaming Advice / Re: terms
« on: June 20, 2012, 12:08:57 PM »
I had suggested that it could mean Totally Overpowered, and have been told that's an acceptable meaning, too.

Well, another  reason why they are "Theoretical Optimization", is because there's also PO/"Practical Optimization", where, we build a character, say, a Swift Hunter build, who, simply, functions better than clumsily put together, and is perfectly reasonable (and most likely *actually* be played in real games).  So these terms together hand-in-hand.

-K

9
Gaming Advice / Re: best online battlemap program?
« on: June 16, 2012, 04:27:16 AM »
Heh, last time I checked it was closed beta!  Time to try it out...

-K

10
Gaming Advice / Re: terms
« on: June 15, 2012, 10:26:04 AM »
Meh, there used to be a thread back at old WotC CO board for a compilation of CO terms (CO = Character Optimization)...apparently they are long gone.

Searches on Brilliantgameologists.com also yields more than a thread, asking about "Dictionary" and such.  Maybe we should work on one?

-K

11
Gaming Advice / Re: best online battlemap program?
« on: June 15, 2012, 09:42:04 AM »
DOn't have beta access to roll20...nice there's a positive review!

-K

12
Gaming Advice / Re: Grappling and Armor Spikes - calculating damage?
« on: June 14, 2012, 04:48:19 PM »
Quote
Armor Spikes

You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) ...

Okay, so assume a 5th level Human fighter with Str 18.
<snip>
Presumably you could also decide to attack with the armor spikes, but at a -4 (because you are "attacking your opponent," so you'd attack at +5, for 1d6+4 lethal damage, correct?
Eh...why at +5?  If you are not proficient with them, you take -4.  But since it count as martial weapon, won't fighters (who are proficient with all martial weapons) attack at +9?

-K

13
Gaming Advice / Re: New DM, help with single player game
« on: June 13, 2012, 02:42:17 PM »
According to my google search, there are *some* solo adventures in Dungeon Magazine:

http://www.patman.org/add/resources/dungeons.asp

(ctl-f solo)

There maybe more...I heard there were a few for 2e.  Maybe converting those to 3.5 might be the way to go?  Those, I think can be found on ebays and such.

-K

14
Gaming Advice / Re: Freedom of Movement vs Rope Bindings
« on: June 06, 2012, 11:48:19 AM »
Well, also, FoM let "enables you or a creature you touch to move and attack normally for the duration of the spell", so...whether you let the abishai "escape" from the rope bindings is up to you as a DM, I think, but abishai should be able to move and attack normally (Maybe taking the rope with him, or maybe escaping...)

-K

15
Gaming Advice / Re: About CR and EXP
« on: June 06, 2012, 11:40:58 AM »
The link you posted says explicitly that "Smashing an Object" uses the sunder rules.

Except, the Sundering rule says "You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding." (Bolding Mine)

So...

I maintain that the rule for breaking "unattended" weapons and armor falls under "Smashing an Object" rule.

-K

16
Gaming Advice / Re: About CR and EXP
« on: June 06, 2012, 10:10:17 AM »
I looked in the sunder-chapter in the PHB, but it wasnt directly mentioned:
How does sundering change if I disarm a character first and then hit the weapon lying on the ground ?
I believe (Not explicitly written, I don't think) that sundering is used to an object that is "in control" of someone/some creature (Attended object).  When you try to damage/break an unattended object like that, on the ground, it should be covered under the rule "Smashing an Object"

http://www.d20srd.org/srd/exploration.htm#smashinganObject

-K

17
Gaming Advice / Re: About CR and EXP
« on: June 04, 2012, 11:22:29 AM »
Another question: How do you actually handle loot ? Which items to choose, what to give away and how much...

Till now I simply gave them what was listed in the "posession" area below each NPC character desciption, which didnt really matter except for 1 battle where they got a lot of loot.
And now I am thinking about going another way, of more selected loot. Stuff that gives more little tactical options instead of just pushing the abilitys or saves.
Well, first of all, you are aware that there's a guide line as to "how much stuff they should have" (Called Wealth by Level...there's a chart in DMG, I think).  So that shuold give you a rough idea of how much.

As for *what kind of items* question, what you might want to do is to just simply ask and chat with your players.  If they have specific ideas, great, try to incorporate in the loot you give'em.  If they have some rough ideas, well, go with that as well.  If they truely have no idea (Like my players...), often, giving them some interesting tactical items isn't straight forward, because they often miss their functionality and how useful they are, compared to plus-number items.  In such cases, I often have my monsters *use* those items in the combat, demonstrating how useful they are, and when the monsters are defeated...the players are more interested/excited about them, rather than they are just simply planted in the *pile of stuff*

-K

18
Just realized something else my players could have done to help one of them (and the DMPC/NPC) see the shadow creature.  The druid could have wildshaped in a dire bat.  I'm going to allow him a knowledge: nature check to think of it next session (which especially fits, because now they will have a ~10 round lull in combat, so they'll actually have time to think.)
Alas, that doesn't work.

[quote arthor=SRD]Wildshape (Su)...This ability functions like the alternate form special ability...[/quote]

And if you dig into here for the Alternate Form (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) there's a list of stuff that it gains, but it does not mention (Ex) that's *not* a special attack...in general, you don't get the sensory EX stuff with Wildshape.

-K

19
Quote from: PHB p. 140
Two characters are in melee if they are enemies of each other and either threatens the other.  (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
Quote from: SRD
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a -4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.

So, for melee combatant with reach weapons, if they are at least 10' away, the ranged character doesn't suffer the -4 to hit penalty.

-K

20
Gaming Advice / Re: Shapechanger Subtype
« on: May 21, 2012, 09:55:54 AM »
it doesn't do much. i wonder if the end it early bit is actually in the old shapeshifter class from masters of the wild. i seem to recall that clause from somewhere too, but i am not remembering exactly where. maybe the polymorph errata?
As I mentioned, in the case of "Polymorph Subschool" (Which, I guess, never made it to PHB Errata, but studded throughout the later splat books like PHB2, and maybe SpC? <- haven't checked), there is a specific rule about that entire subschool.

Maybe it's got updated on Rules Compendium too?  I don't have that book.

-K

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