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Messages - Zelkon

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D&D 3.5 and Pathfinder / Re: "Person" class tier consideration
« on: December 29, 2012, 05:05:32 PM »
UMD, amiright?

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Why not be both? Dread Necromancer 8 / Wizard(necromancer variant) 1 creates undead with +4 HP/HD, +4 Enhancement to Str/Dex, and can control a lot of zombies. With Corpsecrafter/Desecrate that's +8 HP/HD.

Other than that. PrCs can help. Pale Master 7 (LM) + Shiver (FCII) make you immune to most damage. Oh and don't forget FR:LoD's Rituals. One of them gives a <HD>d6 Negative Energy Ray that I think damage Wisdom (or Con), a level in Binder can heal the damage making it a spamable attack.

You won't be better than a Wizard, no real helping that. But you can control an army of superior-to-a-Fighter zombies and bring about the wightpoclypse.
I know you won't be better then the wizard, but at least you can be better at raising dead.

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I'm kinda stuck on this. It's outshone by the cleric and even wizard, who can do other stuff on top of Necromancy easy. Do the brilliant gameologests have anything on this?

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D&D 3.5 and Pathfinder / Re: Improving Familiars at Higher Levels?
« on: December 23, 2012, 11:35:21 AM »
Actually, I just thought up the following as a way to unify a bunch of pets under one roof. It's more balanced, and basically makes the druids animal companion equal to the wizards familiar. I don't have any of the actual crunch down yet, but it's coming along.

All familiars fall into a few different categories.
The first of these is type, which dictates in which ways the familiar advances. This categories are usually magical beast or construct for arcane casters (dragon and undead are also available via feats or ACF), while druids and the like usually have animals or magical beasts, but swarms of vermin, plants, fey, and later monstrous humanoids and elementals are all available to druids. Clerics have the chance to obtain an outsider familiar. Artificers can choose a creation of theirs to be a familiar.
The second of these is subtype. A subtype affects minor parts of the “type” progression. Not all familiars have a subtype. Some familiars are swarms; this is the only major ability that a subtype will net you in terms of a familiar.
The third is path. This determines the focus of the familiar. This works like class of a character. A familiar effectively gains levels in a path like you do in a class. Multiclassing (or multipathing) is possible. For example, an artificer might want his familiar to craft better but also wants him to be able quickly use infusions. Many classes restrict what paths their familiar can take. This replaces normal advancement.
The fourth is class. A class adds minor bonuses to his familiar, as listed below.

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D&D 3.5 and Pathfinder / Improving Familiars at Higher Levels?
« on: December 23, 2012, 10:25:49 AM »
I'm playing around with the idea that familiars not only gain some minor abilities as you advance, but also change forms and become more powerful as you advance.

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D&D 3.5 and Pathfinder / Re: I'm a total liar: Psionics?
« on: December 10, 2012, 07:07:17 AM »
Isn't soulknife a bit weak? And Psychic Warrior?

Psychic Warrior is Tier 3, which is fine, and Soulknife can easily be imitated with an alternate class feature for Psychic Warrior so there's no need to bother with it.
But what cool abilities would you give it?
The only thing it really needs is more power points.
Yeah, but it's not like that's unique or cool or anything.

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D&D 3.5 and Pathfinder / Re: Does the artificer need fixing?
« on: December 10, 2012, 07:06:05 AM »
Well, if it doesn't need fixing, how can I add some interesting checks and balances? Some interesting powers that allow mostly buffing and debuffing?

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D&D 3.5 and Pathfinder / Re: I'm a total liar: Psionics?
« on: December 09, 2012, 08:19:34 PM »
Isn't soulknife a bit weak? And Psychic Warrior?

Psychic Warrior is Tier 3, which is fine, and Soulknife can easily be imitated with an alternate class feature for Psychic Warrior so there's no need to bother with it.
But what cool abilities would you give it?

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D&D 3.5 and Pathfinder / Re: I'm a total liar: Psionics?
« on: December 09, 2012, 09:23:27 AM »
Isn't soulknife a bit weak? And Psychic Warrior?

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D&D 3.5 and Pathfinder / Re: I'm a total liar: Psionics?
« on: December 08, 2012, 10:30:09 PM »
It depends on what you consider broken.....
At least it has less problems than magic though it is surely possible to break the system with psionics too...
I just want to make some classes more interesting with fewer dead levels and tone down the broken or bent stuff.

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D&D 3.5 and Pathfinder / I'm a total liar: Psionics?
« on: December 08, 2012, 10:16:56 PM »
 :blush Sorry, just thought of psionics. Anything inherently broken? Anything need fixing?

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I guess WS variant is fine.

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 :tongue Well, I still need help. Ranger, anybody? Know any fixes?

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D&D 3.5 and Pathfinder / Does the artificer need fixing?
« on: December 08, 2012, 05:36:08 PM »
More houseruling attempts from me :D. I am trying to fix some of the "worst," most broken elements from the game. Here's my question: are artificers broken enough to require a fix? Yes, they're versatile, but they're also very much team players. What's your take? How would you change them?

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D&D 3.5 and Pathfinder / Re: What are some holy monster-things?
« on: December 07, 2012, 07:11:54 AM »
Simply lowering the level of spellcasting gives the Pally good utility but the mount won't overshadow him, I think.

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D&D 3.5 and Pathfinder / Re: What would make the rogue better?
« on: December 06, 2012, 08:45:37 PM »
Access to the special abilities earlier. Few, if any, of those abilities would be game breaking in the early to mid game and they'd give a level of customization the rogue currently lacks.

The "Thief Skills" of earlier editions were folded into the skill system which hurt the Rogue by giving several of its schtick abilities to anyone. 8 SP/lv did not fully offset this. To cement the Rogue as the "skilled" character, earlier and more frequent access to skill mastery as well as a floating bonus that can be allocated to different skills on a daily basis would be good (sirpercival's Sublime Rogue implements both these ideas.)

Free skill tricks might also be nice.

Not having to give up; I think it's trapfinding, to be able to use the ability on various creatures, for a greatly reduced effect.

It's Trap Sense, which is good because trap sense is a fairly crappy ability which pretty much everyone who gets it trades out. Still, the greatly reduced effect part is irritating. I might have penetrating strike scale with level. By about lv 10 you should be doing full SA to pretty much anything.
Already got abilities down. 3, 6, 9 as well as all other levels. Adding skill tricks soon.

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D&D 3.5 and Pathfinder / Re: What are some holy monster-things?
« on: December 06, 2012, 07:42:47 PM »
Well, obviously it wouldn't have spellcasting (or as much spellcasting). But I'm also making the Pally a good deal better.

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D&D 3.5 and Pathfinder / What are some holy monster-things?
« on: December 06, 2012, 05:32:52 PM »
So, if you've seen my two other threads about the rogue and barbarian, you know I'm doing a bit of houseruling. So, in my quest to make the paladin's mount better, I'm looking for creatures it could grow into. For example, at 15th level, I was thinking about it becoming a couatl.

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D&D 3.5 and Pathfinder / Re: What would make the rogue better?
« on: December 06, 2012, 05:20:42 PM »
Not having to waste feats and other resources to make Sneak Attack viable would be pretty all right.  :plot
Mind elaborating?

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D&D 3.5 and Pathfinder / What would make the rogue better?
« on: December 06, 2012, 04:56:54 PM »
Sort of branching off my barbarian thread, I was just wondering what cool abilities I could add to the rogue. I've got some invisibility-stuff and some small number boosts, but other than that, I don't have many ideas.

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