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Messages - Sleepyphoenixx

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1
D&D 3.5 and Pathfinder / Re: 3.5 cleric multiclassing need help
« on: May 12, 2015, 02:35:18 AM »
It's not a buff but Divine Defiance (FC2) lets you counterspell as an immediate action. You can also take Church Inquisitor (CD) at level 4 to get the Inquisition domain to boost you dispel checks.
Another option is Divine Metamagic (CD) for Quicken Spell.

2
D&D 3.5 and Pathfinder / Re: Adding GOOD spell descriptor to spells
« on: January 15, 2015, 07:16:05 AM »
Cast Mark of the Enlightened Soul (DrM).

3
Gaming Advice / Re: Anti Psion
« on: December 29, 2014, 07:09:39 AM »
Mind Thrust is [Mind-Affecting], which you want to get immunity to anyway. Mind Blank is the usual solution, but it's usually a high level one. There's several types that are naturally immune (plants, undead, constructs) and a whole bunch of spells, items and class features that grant full or partial immunity.

For more immediate protection get your armor enchanted with Mindarmor (MIC, 3000gp) for a +5 bonus to will saves as an immediate action. Combine this with an armor Crystal of Mind Cloaking (MIC, 500-10000gp) for another +1-5 bonus against mind-affecting and a reroll 1/day on the greater crystall.
Both of those are pretty good investments for warrior/rogue types anyway.

Null Psionics Field has the drawback that it disables all your magic and psionic items (if you're playing with transparency, which is the default).

4
You have 4HD/2LA with no innate casting, so any kind of spellcaster is a bad idea. You're also tiny which complicates melee until you gain an age category.
Depending on sources you can go several ways.

If Dragons of Eberron is allowed you could take a level of sorcerer, pick up Practiced Spellcaster and get Alternate Form to at least make a halfway decent melee threat. At level 6 you can then pick up Half-Dragon Form. Combine it with Wyrm of War for a bonus feat, weapon & armor profiencies and the ability to take Tiger Claw maneuvers later, then add levels in Warblade or Swordsage as you go along. Warshaper is also an option.

Without DoE you're a lot more limited. You're pretty much never going to make a decent caster, so i'd try to pick up a Mouthpick (LoM) weapon with reach to overcome your small size and try to get some kind of melee build going.

5
Why not use the Darkwood Buckler as written (a light darkwood shield)? The only difference compared to a buckler is that you can't wield a weapon in your shield hand, which primary casters don't care about anyway.

6
Min/Max 3.x / Re: Preparing for vampires.
« on: September 07, 2014, 05:46:35 AM »
If you're adding a cleric the True Daylight ACF (ECR) lets you turn a Daylight spell into true sunlight with a 10ft radius. As long as you can keep a vampire from escaping with his single move action (so no Gaseus Form) it dies in the next round with no further action on your part. Simple tripping is enough for that.

7
Gaming Advice / Re: silencing sword?
« on: August 16, 2014, 03:48:04 AM »
or custom-make a sword that just emits silence from itself (the user will be silenced too but a rogue won't mind)

The cost would be?

Namarra (MoF, 30315gp). +2 keen longsword, casts silence on itself at will. Substract 18000gp for the +2 keen, 315gp for a masterwork longsword and the silence effect ends up costing 12000gp.

8
Min/Max 3.x / Re: Fun Finds v6.0
« on: May 31, 2014, 03:18:03 PM »
Darklight Wizard from the Kingdoms of Kalamar Villain Design Handbook.

It resets your level to 1 but you keep all skill ranks, feats and ability increases. It also gets 9th level spells at ECL 9 in addition to several SLAs and Int to saves.
It's probably the most ridiculous PrC i've ever seen in an official sourcebook.

9
Gaming Advice / Re: Fellow player wants a REALLY big sword
« on: April 24, 2014, 02:59:53 PM »
Fullblade (A&E) or Minotaur Greathammer
Spiked Chain
Strongarm Bracers (MIC)

10
Gaming Advice / Re: Precocious Apprentice
« on: April 24, 2014, 10:36:26 AM »
You can quibble over the exact wording all day. In the end your DM either allows early entry tricks or he doesn't.
Some of those can't really be argued away by anything other than "no early entry in my game because i say so".
Precocious Apprentice may be one of the cheaper ones, feat-wise, but it's not the only one.

11
Gaming Advice / Re: Precocious Apprentice
« on: April 23, 2014, 06:52:25 AM »
By the RAW it works. You can cast a 2nd level spell, you qualify. The FAQ says it doesn't, but the FAQ isn't official rules, it's opinion.
A lot of DMs don't allow it. Most people refer to it as "Early Entry Cheese" so yes, it is cheesy in most peoples opinion.
On the other hand it makes dual progression classes like Mystic Theurge and Arcane Hierophant a lot more viable, because they suck otherwise.

Those are the facts. Make of them what you will. In the end it comes down to "ask your DM". It depends on your campaigns power level if it's OP or not.

12
D&D 3.5 and Pathfinder / Re: Bards in high-level games
« on: April 14, 2014, 03:20:34 AM »
If the only bardic music you want to use is DFI there's no reason to take more than one level of bard.
I did, and i'd like to actually use my abilities, so DFI being mind-affecting by association with IC or not doesn't really matter all that much to me.

13
D&D 3.5 and Pathfinder / Re: Bards in high-level games
« on: April 11, 2014, 04:33:04 PM »
Yes... which is why i'm looking for options to survive high level play without immunity to mind-affecting.   :tongue
My party also enjoys my Inspire Greatness and the Heartfire Fanners free feat and free metamagic songs. Those are mind-affecting too.

Also, items with permanent Mind Blank are expensive. If there are ways to get the necessary protection cheaper i'll certainly not throw my gold away.  :D

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D&D 3.5 and Pathfinder / Re: Bards in high-level games
« on: April 10, 2014, 03:22:37 PM »
There's no reason you can't do both, especially with Song of the White Raven.

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D&D 3.5 and Pathfinder / Re: Bards in high-level games
« on: April 09, 2014, 01:51:31 PM »
I'm aware or PfE. Extended and with a rod of lesser Chain spell it takes care of possession and dominate for the whole party, with a few 2nd level Pearls of Power just in case. It requires a bit of forethought but we've done alright with it so far, and the summon protection is pretty handy.
A cheap and effective solution imo since the whole party can share the cost to get it up asap. Being dominated sucks.  :D

The problem with it is that it doesn't protect from Illusion(Pattern) and (Phantasm) spells, Compulsions that don't grant control like Irresistible Dance or Touch of Idiocy, other Enchantment spells like Mindrape, a whole host of psionic effects and fear effects. And our DM will take advantage of any vulnerability, so that's quite a bit.
So far we've been using the Mindarmor enhancement from MIC and Greater Armor Crystals of Mind Cloaking (and save buffs in general). We're still alive, but it just isn't the same as Immunity. :tongue

The only one of those that i have a way to adress is fear. Even then it gets complicated fast if you have to get a seperate protection item/spell for every little thing, so i was hoping for a simpler solution.

We're currently level 11-12 and have a party of bard/crusader/heartfire fanner, wizard/swiftblade gish, summoner druid and an artificer/cannith wand adept so spell & item access shouldn't be a problem.  :D
It's also not quite an immediate problem, just something that came up after the last session because we're getting near the point where Mind Blank is a thing.

16
D&D 3.5 and Pathfinder / Re: Bards in high-level games
« on: April 08, 2014, 04:47:29 PM »
Well, there is the Ring of Mental Fortitude (DMG2) which is basically half of Mind Blank, just the wrong half.  :(
I don't know if there's a similar item for the other half printed somewhere.

Also, the Slayers Cerebral Blind and Cerebral Immunity duplicate Mind Blank but let effects through if you want them to. Slayer 7/9 is a little on the high side for a dip though :P

Requiem/Green Ear would work for the mind-affecting part but it's unlikely you'll get the whole party to play undead/plant characters.

I'm honestly not too worried about the divination aspect. Ring of Mind Shieldings and Nondetection are good enough for everyday use. For planning sessions and things that have to remain absolutely secret there's always Mage's Private Sanctum.
The mind-affecting stuff is another matter. PfX takes care of a few of the biggest worries but there's still plenty of stuff around that i'd rather be immune to if possible.

17
D&D 3.5 and Pathfinder / Bards in high-level games
« on: April 08, 2014, 03:35:01 PM »
It's widely accepted that any high level character should get Mind Blank in one form or another.
Since all bardic music is mind-affecting that pretty much means your bard becomes a crippled sorcerer unless your entire party neglects a crucial defense.

What i'm looking for is duplicating the effects of Mind Blank as much as possible while still allowing bardic music to be effective.
What i have so far:
Ring of Mind Shielding: protects from Detect Thoughts, Discern Lies and alignment detection - cheap enough for pretty much everyone to get but pretty limited

Exalted armor enhancement or persisted Protection from X: protects from mind control/possession - Exalted is a +3 enhancement and only works for good characters, PfX can be dispelled/run out and also costs significant daily resources even with DMM or Incantatrix.

Nondetection: protects from divinations - has a material component (though it's not too much of a problem at high level), offers a CL check so it's not absolute

What i'm looking for:
Protection from Divination, preferably absolute (no CL checks or saves), in item form or long duration
Protection from as many negative mind-affecting effects as possible, with the same conditions, while still allowing bardic music effects.

18
I'd be content with just increasing skill points to 4+int and adding a few class skills. That way you can get listen & spot, a knowledge, profession or fluff skill and at least one social skill. That's the bare minimum for basic rp competency for me. For the dumb brute archetype you have barbarians (who get 4+int skills despite being, presumably, uneducated savages).
No, it doesn't make fighters on par with wizards but it's a very basic "your PC is actually a functional being, not just a longsword delivery vehicle" kind of thing.

The same applies to any other class that only gets 2+int skill points imo. If your worried about balance give the skillmonkeys something actually cool to compensate. :tongue

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D&D 3.5 and Pathfinder / Re: Beguiler damage options?
« on: March 26, 2014, 04:01:43 PM »
The Robe of Mysterious Conjuration (MIC, 10000gp) lets you use Summon Monster 3/day as a standard action by sacrificing a spell. Not a main weapon but a handy and relatively affordable backup.

Heighten does work with reserve feats as long as you have an open spell slot but the beguiler list is pretty limited when it comes to spells to fuel the damage dealing ones.

Prestige Bard should add at least the core spells that are unique to the bard list, the rest is up to the DM.
Quote
Unique Spells

The bard, paladin, and ranger spell lists contain a number of spells that don't appear on other classes' spell lists. In general, any character who enters one of these prestige classes should gain access to spells unique to that class's spell list, at the same levels indicated for the standard class. At the game master's discretion, spells unique to that class's spell list found in other books may also be available, but on a case by case basis. The game master may require such spells to be researched or learned specifically by the character, rather than simply making them freely available.
You can get some mileage out of Inspire Courage with spells and items (about +4-5 off the top of my head).Dragonfire Inspiration may be an option if you can spare the feats to get a non-fire bloodline.
If your DM is amicable to adding other sources on a case by case basis you could also look into Heartfire Fanner (Dr314) and/or War Weaver (HoB) for a strong support build.

Rainbow Servant is another option though it comes online rather late (ECL 15). You can theoretically get in at ECL 2 with early entry cheese but i doubt your DM is up for that.

20
Gaming Advice / Re: Can you teleport past an Iot7FV's indigo warding?
« on: March 26, 2014, 07:15:55 AM »
It's not entirely clear by RAW if the veil blocks teleportation. Since teleports don't need LoE i'd say no though. There's other spells to defend against it and the veil is already powerful enough. The cheapest solution for melee humanoids to get past would be Novice Shadow Hands of Jaunt (3000gp). They are usable by anyone 6th level and higher.
Note that it also doesn't block supernatural abilities so a lot of monster abilities get through unimpeded. For humanoids the ToB has some ranged maneuvers that should also get past it without problems. The same applies to Incarnum and (iirc) most ranged Binder abilities.
For unarmed or natural weapon users Blood Wind (SpC) should also allow attacks to bypass the veil since they are neither spells nor objects.

Nowhere in the description of IotSV is it stated that the initiates spells are exempt from the effects of the indigo veil. You already mentioned that you play it that way but you may want to revisit that ruling, if not in this game then certainly in the next. There is very little legitimate concern for the player to cry about unfair nerfing in this case imo.

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