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Messages - Thrawn1138

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1
Min/Max 3.x / Re: Full spell list
« on: August 12, 2013, 08:02:23 PM »
If there's a way that I could contribute, I'd be happy to help.

2
Min/Max 3.x / Re: Full spell list
« on: August 12, 2013, 06:26:28 PM »
JaronK, Zook, and Captnq, thank you so very much.  I've been looking for something like this forever!  You've made my day. :D  I can't wait to see the database when it's done.

3
Min/Max 3.x / Artificer and Dipping?
« on: August 11, 2013, 09:41:26 PM »
Hello,

I'm thinking of playing an Artificer in a D&D 3.5 game.  The DM likes moderately to extremely powerful characters, so I'm planning on pulling out as many stops as possible to ensure my character's survival while trying to be as useful and generally awesome as possible.  On the downside, I haven't really given the class a good look before now.  The DM allows all material from official sources, campaigns, Dragon Mag, Dungeon, and online supplements.

My question has to do with the character build.  I'm not seeing any prestige classes that really help the Artificer, so I'm thinking that I'll take it all the way to level twenty.

Then I looked at the Disciple of Boccob ACF for Wizards from Dragon 357.  In exchange for giving up your familiar, you "qualify for item creation feats as a character 1 level higher", and "magic items you create are crafted at +1 character level", with the caveat that if you destroy a permanent magic item, you lose all arcane spellcasting abilities for a day per caster level of the item.  The horror.

That being said, I'd appreciate it if the folks here could weigh in on whether or not a 1-level wizard dip would be a good idea.  It appears that, with this ACF, I could dip a single level of wizard and end up forgoing a bunch of UMD checks in the long run without losing a caster level for crafting.  Similarly, a cleric with the Magic domain counts as a wizard of half their level for scrolls, wands, etc.  However, that entails the loss of the crafting level.  In your experience, keeping in mind the available materials, are these sort of things worth it in the long run, or is it a better idea to stick to Artificers?

Thanks,

Thrawn1138

4
Gaming Advice / Eldritch Claws and Unarmed Strikes
« on: June 25, 2013, 10:32:43 PM »
Hello,

Eldritch Claws is a feat in Dragon 358 which states that

Quote
As a free action, you can form the energy of your eldritch blast into a set of claws extending almost an entire foot from your hands. While your eldritch claws exist you may make up to two claw attacks as natural weapons. You are automatically proficient with your eldritch claws. On a successful attack with an eldritch claw, you deal your normal amount of unarmed strike damage plus your eldritch blast damage. Once you form your eldritch claws they remain until just before the beginning of your next turn. You cannot use your normal eldritch blast ability while your eldritch claws exist. A monk may not use eldritch claws as part of her flurry of blows

What I am asking about is the natural attack part.  They count as natural attacks.  This I understand. 

I would like to know what happens if I want to attack with an unarmed strike (that is, any other part of my body) so that I can get the iterative attacks and then attack with the claws; my BAB is currently +6/+1.  How would this work?  Would this require a full round action?  Which would count as primary or seconday?  Is this impossible?  Are these too many questions?

Thanks,

Thrawn1138

5
You Break it You Buy it / Re: Nature's Army
« on: April 07, 2013, 06:14:15 AM »
Yeah, the whole "not a companion anymore" is the giant hole in my argument.  Also, the xp loss.

If you awaken a tree, though, it gains the ability to move.  I'm not sure that I understand why you'd animate it first.  Can you enlighten me?


6
You Break it You Buy it / Nature's Army
« on: April 06, 2013, 04:49:55 AM »
I ran into this idea while making a high level Druid NPC.

1. Be a Druid out to 20th level, or at least a class that continues to give you levels for the purpose of your Animal Companion.
2. Keep a first level animal companion until you reach level 20.  It will get +12 HD, +12NA, +6 STR/DEX, Evasion, Multiattack, Improved Ev.
3. Cast a Maximized Awaken on the animal companion.  This gives it a further +2HD, as well as +3 CHA and 18 INT.  The animal becomes sentient, can no longer be your animal companion, and is friendly towards you.
4. Get a new companion from the level 1 list.  It will get +12 HD, +12NA, +6 STR/DEX, Evasion, Multiattack, Improved Evasion, etc.
5. Repeat steps 3 and 4 as much as you'd like.

End result: A lot of animals which is friendly towards you, has 14 more HD, 12 more NA and 6 more STR and DEX than normal (not counting the stat ups and feats from all the extra HD!), and is a lot smarter than the average PC/NPC.  Whether or not your DM would let the animal keep the stat increases and/or feats from being an animal companion is iffy, but I'd let it through.  Basically, you can make yourself an army of very large animals that are willing to help you out.  Thoughts?

7
Introduce Yourself / Greetings!
« on: April 05, 2013, 06:15:37 AM »
Hello, everybody!

I've used a ton of the resources on this site and, after browsing through a bunch of stuff on the old boards, decided that I'd like to be able to contribute, so I made an account!  My name's Andrew, I've been RPing for roughly 2 years now, having played D&D 3.5, Mutants and Masterminds 2.0 + 3.0, one of the White Wolf systems, Call of Cthulhu, Naruto d20, and MLP: Roleplaying is Magic (yes, I like MLP, but I don't feel the need to put ponies on everything  :P ).  I'm currently in the middle of DMing a D&D 3.5 game.  I'm in the middle of college.  I have a deep and abiding love for Star Wars, Star Trek, Doctor Who, Sherlock Holmes, and a bunch of other Scifi/Fantasy/Mystery series.  Also, Magic the Gathering!  I'm looking forward to hanging out here.  It promises to be a really fun learning experience!

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