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Messages - Sevash

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1
Min/Max 3.x / Re: New to 3.5 and looking for advice...
« on: November 07, 2013, 01:57:09 AM »
Not a joke at all.

It's generally more efficient to use your spells to do things other characters can't do.  Any schmuck with a sword can deal damage.  But it makes their job much easier if they're held to the ground by giant inky tentacles, or if they're lulled off to dreamland so the rogue can slit throats at their leisure, or if you throw magical glitter in their face so they can't see to defend themselves or attack anyone else.

2
D&D 3.5 and Pathfinder / Re: Mining Rules in 3.x or Pathfinder?
« on: August 10, 2013, 10:11:18 PM »
Rules for fortress and other base-building are the entirety of the contents in the Stronghold Builder's Guide.  I'd be lying if I said it wasn't one of my favorites, simply because I get a bit nit-picky about what I want my character's base of operations to look like right down to the end tables.

It does have rules on landscaping and excavating for the purposes of establishing a foundation for a fortress, but not necessarily for mine digging.  It DOES, however, list what the cost of various things will be based on how far it is from a pre-existing settlement and proximity to available natural resources like a good mining vein(as well as other factors such as legal land disputes, roaming monsters, etc).  And as the good Captain mentioned, it also has a list of core magic items that are handy for either building or furnishing such an establishment.

And maybe take a page from Dungeonscape for what the effects of different tools might do?  An adamantine pick may allow for harder metals (such as more adamantine or obdurium, detailed in the Stronghold Builder's Guide as a sort of Super-Adamantine) to be mined at the same rate as iron.  A mithral pick could allow for the mining of softer metals at a faster rate, since swinging a lighter pick generates less fatigue--but on things as hard as steel it's cancelled out by the lower impact force per swing, since it also has less mass.

3
Just when I thought things couldn't get worse--and it was just the beginning so I don't know why I thought that--we have a class feature that divinely empowers rape in order to disfigure or potentially kill at their deity's discretion.

And of course, if they're actually found favorable, they are offered an atonement spell--presumably they need to be forgiven for looking like "they were asking for it.'

Fuck this guy.  He is literally weaponizing rape for PCs and then offering the victim an opportunity to be forgiven for it.

Forget Chapter 6.  FATAL has already arrived.

4
This is...upsetting to me.

From a historical standpoint, I suppose the way low age category can be allowed to slide, if only by a margin thinner than the material used as "clothing" in this publication's pictures.  Kasz has a solid point about medieval families getting their kids hitched sooner rather than later, so they could get to the baby-makin' and either provide heirs, inheritors of the business, or more hands for the farm.

That said, ew.  The children in the aforementioned situations were generally ushered into it by their elders, and even then they were expected to just kind of settle down and start families, not to be the forefront of a medieval sexual revolution at the age of Friggin' 13 Years Old.  So you know what?  No.  Never mind.  I rescind the sliding I gave earlier.  Especially when you take into consideration that in order to be a SoR at that age, the superiors in the order would have had to "shape" the novitiate's sexuality earlier than that.

So the Sisters use sexual abuse and indoctrination in order to create others in their order.  They also seem to be okay with randomly cursing individuals to create pedophiles and by proxy even more sexually abused children.  Even when the initial pedophile is found out, unless there's a reasonably perceptive divine caster on-hand to figure out there's a curse and remove it, the poor initial subject is probably just going to get lynched once it comes back to them.  Which is sad, because it's really and truly not their fault.  And this starts a cycle of predation, because unfortunately most children who are abused as youth grow up to be abusers of their own.

I'm somewhat angry that the logical consequences of some of these things weren't thought all the way through.  We have young teens with Stockholm Syndrome and sociopathy okay with randomly inflicting debilitating emotional disorders, feelings of inadequacy to the point of catatonia or suicide, and predatory sexual tendencies.

Change non-evil to LE, NE, CE and CN only and we're onto something.

This is so stupid.

5
Min/Max 3.x / Re: Advice for Age of Worms party
« on: July 17, 2013, 12:01:37 PM »
dna1 and Demelain:
    Thanks for the sorcerous advice.  That character's player has opted to forego the more gish-oriented alternate class features, because she's had her fill of fightin' for now (before this she's been playing a Horizon Tripper in a core-only game and a Crusader before that) and wants to trade in armor for a Slinky Hot Pink Dress of Armor, Stiletto Heels of Translocation, and a Tiara of Charisma.  Metamagic specialist looks good, however, as does the Domain Access ACF.  I mean, using that to grab the Exorcism domain just ties the two prestige classes that have been mentioned together, and doesn't cost a feat.  Also, it looks like the Exorcism domain has a better granted power and spells than Balance for this character and game both.  We'll both probably avoid Fell Drain, simply because the bulk of our serious opponents are going to be undead anyway.  Turns a normally top-notch metamagic feat into something not-so-good, and also fluff-wise out of place on her, the Prettiest of Princesses.

Endaire:
     You're probably right on the build there, although I'm still weighing the cost and benefit of taking the first two levels of Master Specialist rather than taking the fourth and fifth levels of Wizard.  Your assessment that having the ability to persist buffs will be useful before the ability to spontaneously cast is pretty much spot-on though, especially since I won't have enough depth in my spellbook to worry about it at level six.  Also, it gives me a bit more time to get some extra oomph in my followers through Leadership before Circle Magic comes online.  I'm not so sure about the need for spontaneity necessarily, especially with the ability to use divinations reliably, but after a certain point they're either no longer reliable or can be fooled somewhat easily--so at the high-end it will likely help out immensely.

The DM has agreed to re-fluffing the racial and gender requirements (it'd be another story if this were going to be set in FR), as well as allow the doubling of the initiative bonus from the hummingbird familiar re-fluffed to be a particularly robust, active, and personable canary, seeing as we're from a mining town to start.  Since I'm likely to take the Immediate Magic for Conjuration, the hummingbird will be through Acquire Familiar.  I'll see about being able to take that one at first level.

Nunkuruji:
     I'm aware this module is undead-heavy, as I've employed Spawn of Kyuss before--I used them as a zombie apocalypse form as presented in the Urban Arcana setting for d20 Modern.  Blending the standard necromantic and parasitic/viral scenarios together really threw the players off their game, as well as squicking out a couple of players with the transmission method.  Now that I'm potentially on the receiving end (and I don't know whether they're the same in this path as they are in d20 Modern), I'm doing what I can to contain my terror at being infested.  Doing everything I can to avoid the worst of undead attacks WILL happen.  Might even, by making my cohort a full-blown Craftificer, throw in some redundant defenses in case of others being dispelled or somehow bypassed.  I'll let the Sorceress and Outlaw worry about offensive firepower--my job is to make sure that the party not only survives, but thrives.

On the topic of the Outlaw, the Penetrating Strike ACF will be at least looked at if we can't secure some Truedeath Crystals or Gloves of Grave Strike or something along those lines for her.  Dead'ns gotta die somehow.

Other Items of Note:
-Radiant Servant of Pelor was mentioned again, and I think that's what I'm going to recommend to our fourth man.    I've got more experience with Clerics than Druids, and while Clerics require a bit more up-front planning there's much less to figure out at each level than a Druid as you advance.  What's a good way to build a RSoP up, or some resources I could be directed to in order to suss this out myself?

-If I ever play in an Eberron campaign, I'm stealing the build for the sorcerer (perhaps including the battle/stalwart ACFs mentioned earlier) and making the best damn exorcist the Silver Flame has ever seen.  I'm a fan of that faction in Eberron, and now I have the perfect character to fit in it.  Longbows, cleansing flame, paladin spells, exorcism...I need to take a shot at this.

-Would anyone be interested in me posting a CO Diary of this campaign as it goes along?  It might be a bit more prose-y than most others, due to in-character hijinks and our group's knack for being quotable.  Could be a fun read, but I won't worry about it if there isn't much interest.

6
Min/Max 3.x / Re: Advice for Age of Worms party
« on: July 15, 2013, 06:50:41 PM »
Okay!  Now that I'm out of the hospital and things at work have settled down for the time being, this game is scheduled to begin--or at least characters will be made--this Sunday.  So I will revive this discussion and run a few more things past you guys.

-First of all:  retraining (for skills points and feats, although classes may be a bit much), flaws, and traits are all going to be available.  Ability score generation is at this point up in the air, although it's likely going to be some kind of cross between point-buy and random generation.  Our DM seemed amenable to the "Goblet of Fire"--placing 24d6 in a goblet, rolling them, dropping the lowest six, then each player arranges them into their scores in groups of three as they see fit.  Keeps a random feel to it while also allowing for player choice and reasonable equality.  Also if the pool's bad, everybody benefits from the reroll.

-Love, love, LOVE the idea of Sacred Exorcist and Silver Pyromancer for the Sorceress, and she loves it too.  Fire so hot it excoriates the souls of the unclean, mwahaha!  The addition of potent Destroy Undead (she's decided on using that because it's more effective and easier to track) is a bonus in an undead-heavy campaign, too.  Precocious Apprentice and Fiery Burst will also happen early on, since retraining is allowed.  However, I'm afraid I'm away from my books at the moment.  What's the difference between the Sorcerer ACF and the Arcane Disciple feat?  Also between the Balance and Exorcism domains?  And what are some of these early entry tricks that could be hopped on?

-I'm probably going to be going Conjurer 3/Master Specialist 2 with my Wizard, but I'm a bit hung up from there.  I'd like to include both Hathran and Incantatrix if I can (odds of me playing a wizard in the near future after this game being low), but I'm not sure in which ratio to add some one one as opposed to the other and when.  Probably Hathran first, as odds of me affording or being capable of the trip to the Otyugh Hole before sixth level are rather low.  What is the opinion of y'all?

-The Daring Outlaw has been largely figured out.  First Swashbuckler level will probably be taken at second level to get Weapon Finesse as soon as possible without spending a real-people feat, Swordsage at ninth for Assassin's Stance and Dex to damage with another feat, etc. etc.  Largely by the book, although the player is looking at the trait that trades a bonus to a few skills for illiteracy to reflect her street thug roots.  Could be fun.

-Still no idea what the fourth player wants to do.

7
Min/Max 3.x / Advice for Age of Worms party
« on: July 04, 2013, 01:25:36 AM »
Okay!  So, it turns out the undead-heavy campaign I'll be playing in is the Age of Worms adventure path from Dungeon magazine.  I'd be lying if I said I wasn't pretty darn stoked for this.  I've heard good things about this campaign, and as much as I don't care much for some of what Paizo has released I've yet to be disappointed with their adventure paths.

We've got ideas for characters, with varying degrees of flesh attached to the bare-bones ideas:

-My fianceè is set on playing a Lesser Celadrin Sorceress, with the intent of making everything that so much as looks at her funny burning in fiery fire (and making creatures immune to fire burn anyway for their insolence).  It's a fairly low-end concept, but she's open to some fair amount of trickery to get her mileage out of it--Reserves of Strength, Easy Metamagic (Searing Spell), etc.  She wants as much KILL IT WITH FIRE as she can manage without making fights trivial.  She's amenable to some other types of spells so long as they primarily deal with making enemies worse, and yes--it HAS to be fire.

-I will be playing, at the request of the DM, a Wizard--most likely a Grey Elf or something similar to take that 3rd level substitution and get a +8 initiative bonus for owning a hummingbird.  I'm unsure how to go about taking prestige classes, but I rather like using an Acorn of Far Travel to take advantage of Hathran provided I can get some bits refluffed...combining the ability to cast any spell I have in my books with Circle Magic AND with my fianceè being willing to apply metamagic feats as I cast them could be awfully damn fun.  I'm playing a Wizard because my DM has never really experienced anything above mid-level play, and when told about using a combination of a Thought Bottle and Uncanny Forethought to get good-as-free standard action demiplanes/vacation homes the first word out of her mouth was "hot."  She wants to see what else the class with the second-worst chassis in the game can do.  Intend on taking Leadership at 6th level and scoring an Artificer, for Maximum Cheese without straight up breaking the campaign over my knee.

-We also have someone who insists on playing a Rogue--she's never had the chance to play a given rogue character more than one session, and she wants to get it out of the way.  In order to make her actually contribute something to the team, we're likely going to make a Daring Outlaw out of her--take Able Learner at first level, then move over into Swashbuckler after a few levels to make her worth something in combat as well as grabbing Penetrating Strike.  Maybe a few levels in Swordsage would be worthwhile, but I don't know--she's probably the least rules-competent in our group, and I don't think she's ever heard of Tome of Battle before, let alone the term "martial adept".

-Last and least (as far as planning) is the Rogue's husband, who will probably be playing a Cleric.  That's all we've got, really.  He's never played a spellcaster before, and considering nobody else has a hit die above d6 or any real armor proficiency we need someone who can maybe take a hit early on.  Druid was briefly considered, but considering the sheer number of things they need going for them it seemed a bit overkill for a new player.  (My first experience with D&D was as an epic-level druid, and I had no clue how to be effective whatsoever.  Still outperformed the fighter, but I still learned the lesson that druids are not for newbies due to sheer number of options at any given moment.)

At this point, we're looking at getting together Sunday afternoon to commit our characters to paper.  During this period of time, the most weight of character creation is going to fall on me--I won't be making the decisions for the players when making their characters, but my advice has a fair amount of weight.  I'm not looking for full builds at right now from you guys (unless you're looking to provide them), but rather input on  some areas of concern.

-Is Incantatrix worthwhile for a blasting sorceress?  Lots of metamagic feats for a build that could definitely use them, but I'm on the fence about it.  Wondering how it would best be applied, or if there's better options.

-Where should I go with the Cleric?  He needs to be able to melee early on, at least until reliable miss chances come online and the Rogue becomes the primary threat in melee combat.  But he's likely to always end up in the thick of things, regardless.  I'm probably going to provide him with an abbreviated spell list to weed out the lesser options (most likely cribbed from the Cleric Handbook), but what is good as far as a strong build that is also very simple?  I've looked at RSoP, but again I'm not sure if that is my best option here let alone how to employ it.

-For the Rogue's build, I probably will insert some levels of Swordsage in there to grab Assassin's Stance and whatever that feat is that gives Dex to damage.  But early on, how should I stagger the levels of Rogue and Swashbuckler?  I don't want to wait too long to dip at least one level in and grab Weapon Finesse, but I'm not sure when and how much to do so.

I apologize for the text wall, but this is where I'm at right now.  Any consideration and response would be appreciated.

8
Min/Max 3.x / Re: Bone Knight
« on: June 24, 2013, 08:02:22 PM »
I'm asking because I plan on playing a Bone Knight in the (distant?) future--we're finally taking a crack at the adventure paths from Dragon, and sailing a ship of the dead down the river Styx to challenge a demon prince at the end of Savage Tide is the heaviest of metals.  Since that will be going at least to 20th level, it's worth thinking on.

What about Divine Oracle?  Second level gets you evasion, which is nice.  Not sure that evasion's worth as much that late in the game, though.

9
Min/Max 3.x / Re: Bone Knight
« on: June 24, 2013, 07:31:38 PM »
What we have here is...a failure to communicate!  Or not quite, that's just what popped into my head.

What would you do in lieu of finishing up Ordained Champion?  Those last two levels aren't totally godawful, I suppose, but there have to be better options out there.

10
Min/Max 3.x / Re: Bone Knight
« on: June 24, 2013, 06:53:14 PM »
If that's the case, you don't need to finish Ordained Champion right away.  Wait until after level 8 or so of Bone Knight, to prioritize getting those delicious immunities.  The third lost caster level only hits at 4th level of Ordained Champion, so you can pad it out a bit more--you'll qualify for Bone Knight well before then.

I also wouldn't really advise taking a second level of Prestige Paladin, unless you planned on going into epic levels.  Then shenanigans could happen, but that's not really the point here.  At any rate, that first level of Prestige Paladin doesn't lose you a caster level at all so I'm not seeing why it'd be a big deal to include that as well.

11
Min/Max 3.x / Re: Bone Knight
« on: June 24, 2013, 06:02:59 PM »
I've always been a fan of Cloistered Cleric 3/Church Inquisitor 1 as an entry point into Ordained Champion.  That way you can trade off Inquisitor's gain of the Inquisition domain power for the Knowledge Devotion feat, allowing you to still retain the benefit of the extra knowledge skills for those opening three levels until you get into Champion--at which point you trade the extra Knowledge domain power away for an extra fighter feat, because you'll never take a level of Cleric again.  Or heck, if you don't like Knowledge Devotion just trade both of those off once you're a Champ.

And while we're throwing around the Ordained Champion and Bone Knight combo, might as well also mention Prestige Paladin if we're LG.  It has feat tax in the form of Mounted Combat, but you can grab that at level one at the cost of a couple cross-class skill points or wait until after your first level of Champion and trade off one of your domains.  You're taking ranks in Ride anyway and getting a steed that is at least sweet-looking, might as well make use of them.  In exchange, you get your weapon and armor proficiencies a bit earlier than you would otherwise, a handful of other abilities, and the ability to add the paladin spells to your spell list--the last of which is awesome.  And you don't lose a caster level for that dip, so there's no reason not to unless you can't spare the feat.

Honestly, the loss of a single caster level--or even three, if you decide to max out both Bone Knight AND Ordained Champion--isn't earth-shattering.  What you're trading off in spell capacity you're gaining in immunities, which are far more important to surviving high-level play than either hit points or armor class.  This means you're saving cash on the items you'd need to gain those immunities or saving spell slots on the spells you'd cast to have them temporarily.  Heck, it might even be worthwhile for an undead character to take this class, as it would provide redundant defenses against those abilities that allow their racial immunities to be bypassed (the DM could hand-wave that away as the classes' features being emulations of the undead racial immunities and similarly bypassed, but it would be both a houserule AND screw over non-undead Bone Knights).

12
Min/Max 3.x / Re: Advice on a long-term cleric build
« on: June 19, 2013, 02:14:52 AM »
Ruby Knight Vindicator is a great gish class too.

Will you be taking Divine Metamagic[Persistent Spell] ?

I'm well-acquainted with RKV, but I'm not sure if that's the route I want to go down--my fiancee tends to play relatively simple classes with straightforward applications like Barbarian and Sorcerer, but she's had a taste of the Crusader class and seems to enjoy it--it doesn't hurt that the one-shot she played one in had an "unhittable" pet NPC of the DM's, and she just used the maneuver that bull-rushed him and did damage at the same time while giving us some hit points back to boot.  Earned some cheers from the other players.  Between that and her love of tripping as a tactic (she likes the mental image of knocking someone on their back and then just going hog wild on them with her weapon), it's reasonable to posit that she'll be playing a Crusader this time around...and I'm not about to knowingly take a step that overshadows my future wife by going Crusader+.  I am 6'4", and our couch isn't that comfortable.

Divine Metamagic is obvious, though.  I have the option available to me, so I intend to use it.  Persistent is more likely rather than Quicken--even if I don't go as a melee brute, I can simply Persist one of the Mass Vigor spells and then nobody can ever complain about not having any hit points.

It's a busy build already, but could you slip in a level of Radiant Servant of (some appropriate god)?... 

I like the roleplaying potential of a Bone Knight in a world teeming with (hostile) Undead...

Provided you can get armor back somehow, Cloistered is always good. 

...have you considered some sort of Ur-priest based build, instead?

You know, I hadn't really looked at Radiant Servant.  KotR gives the Sun domain at 3rd level and I won't be crying over having to take Extra Turning as a feat, so that means if I tossed Prestige Paladin out of the build (it has no incredible use if Ordained Champion isn't there) I'd look like this...

Cloistered Cleric 3/Church Inquisitor 1/Master of Radiance 3/Knight of the Raven 3/Radiant Servant 1/Master of Radiance 2/Knight of the Raven 7

Not only is that a full 20-level build, but I gain my weapon and armor proficiencies at the same time I gain fifth-level spells...which makes perfect timing for Operation: Whup The Undead to go online.

I love the way Bone Knight looks and feels thematically, but I'll let it rest for now.  After all, there are rumors of Savage Tides in the future, and I know how that one ends.  Or at least, how it WILL end--with a Bone Knight commanding his crew of the dead, sailing a black-sailed sloop down the River Styx to challenge Demogorgon for the throne of Demon Prince of the 88th Layer of the Abyss.  That's not only thematic, but it's so metal it will be the cover of my Bard cohort's first album (and he will, naturally, be rocking a +1 Shocking Thundering Greataxe that grants a bonus to Perform (sick riffs)).

Compared to these two things, Ur-Priest no longer even registers on my "what to play" scale.

Are there other things I could include on what shall now be referred to as my "Blinded By The Light" build?  Feats, items, or the like?  I feel like this is going places.

13
So, thoughts?

Barbarian Pony, Barbarian Pony~
WaaaAAAaaaAAAUGH!
Barbarian Pony
I always wondered what true rage could be
'Til you all shared charge-pouncing with me
Use two-handers
For tons of blooood!
Power Attack
(And Leap Attack, my god)
Shock Trooper's obvious
And with these three feats
The core of your murdery build's complete!
So much blooood!
Barbarian Pony
One full attack and all your foes are now
Deaaaaaaaaaaad!

14
Min/Max 3.x / Advice on a long-term cleric build
« on: June 18, 2013, 01:20:01 AM »
Howdy, everyone--long time, no post.  I generally am much happier lurking than posting(I like to watch), but it's been so long since I've played 3.5 that now, at the advent of a new campaign, I have found myself struck with indecision.  It would seem that my op-fu is weak, so I must defer to the masters.

We're starting at level one and going on up to early epic levels, if everything goes right--and since the players are two sets of husband and wife and the DM is a very close friend, we're likely to stick with it for the long haul.  No word yet on character creation rules, but our group tends to favor well above-average ability scores that won't be an issue.  There's also not a high likelihood that any given material will be banned, provided that it's not third-party (Dungeon/Dragon mag is fine):  when the DM was first appraised of what wizards could do with the genesis spell, her reaction was "Hot."  So long as I'm less That Guy and more This Guy, I have her trust.

I've always been a fan of the Cleric/Inquisitor/Prestige Paladin/Ordained Champion/Bone Knight combination, in some form or fashion.  However, one thing I know for sure is that this campaign is going to have lots of undead as enemies--so I don't know for sure how well Bone Knight will stack up given that A.) I may be mistaken for "the enemy" by overzealous NPCs, B.) harnessing undead minions for myself will be difficult given the competition for resources, and C.) a handful of the Bone Knight's class features won't do much against our most common adversaries.  I thought that Knight of the Raven from Expedition to Castle Ravenloft would be a more-than-reasonable substitution, given the circumstances.  Still full BAB and 9/10 spellcasting, with a whole mess of anti-undead class features and a pretty cool pet bird.  I'm still waffling on the issue, though.

Part of my indecision comes from what to do with Ordained Champion and Prestige Paladin should I decide to go with Knight of the Raven.  Master of Radiance has some delightful synergy with KotR, especially when it comes to shooting Splendiferous Lasers(TM).  Reserves of Strength could have some delightful application here, given just how high my CL could be for spells with the light descriptor and how they have added effect against the plentiful undead.  Also, I'll have pretty close to full turning capacity, which I'll likely swap for Destroy Undead.  And since I'm only down two caster levels as opposed to the original build's three, I could potentially grab a second level of Prestige Paladin and Serenity if I felt so inclined.  But on the other hand, by dropping Ordained Champion in addition to Bone Knight I've lost quite a bit of my raw capacity to crush my enemies and see them driven before me.

So, it's at this point I turn to you guys.  I know what I'm gaining and losing with each idea for a build, but I'm unsure how potent those things are when weighted against each other.  I also am not sure how legitimate my fears about Bone Knight against lots of undead will seem in actual play.  Between each of the three builds--Ordained Champion/Bone Knight, Ordained Champion/Knight of the Raven, and Master of Radiance/Knight of the Raven--which would you favor in this environment, and why?

Added bonus question:  Cloistered Cleric, or not?  The extra skill points will definitely help to qualify for the various prestige classes (not to mention the Knowledge domain means I have Knowledge (nature) as a class skill for Master of Radiance), and the net loss of a BAB point shouldn't be a tremendous issue (we'll be working with fractional BAB and saves).  But I'd be out a few hit points and wouldn't have any decent weapons or armor until later, should I decide I want them (Monk's Belt and Bracers of Armor or something similar is a definite option).  I'm favoring Cloistered, but would like your opinions on this as well.

I apologize for throwing so much at you, and would like to thank you for wading through it should you choose to toss me your 2 cp.

15
Min/Max 3.x / Re: I just want to make sure this combination is legit...
« on: October 12, 2012, 05:20:29 PM »
To Soro and Halinn:

I wasn't sure HOW permissive a DM would have to be to allow this combination for a PC, hence my question about whether it all works rather than flat-out asserting "omg tihs is teh best EVAR."  It seems good at first glance, but lot of valid points have been raised--especially when you get into the undeadening territory (although I will point out that the transition classes as written, after this exercise, still leave a lot to be desired).  This all leaves me to believe that while it could theoretically work, it's best left as an NPC than a PC.  At least I can get use out of it that way.

Also, Halinn, that's pretty boss.  Is being limited only to the school of Enchantment any real deterrent as opposed to going full-blown mind-affecting immunity?

To Drammor:

Human Heritage is an option, but it's a demonstrably sub-par one here.  By being a lesser planetouched, you become humanoid *and* lose your level adjustment without using a feat, which leaves room for Magic In The Blood.  Taking Human Heritage eats your first-level feat slot (unless flaws are involved), which eliminates the possibility of Magic In The Blood.  Plus you still have a +1 LA to deal with right off the bat.  4 skill points aren't worth it.


Thanks for your responses, everyone.  My question has been answered--some portions of it work, but overall it isn't legit.  MC Hammer can only weep.

16
D&D 3.5 and Pathfinder / Re: Blaster races?
« on: October 07, 2012, 10:31:18 PM »
That's not all of 'em if you're keen to think outside of the box.

My g/f is set up as a Lesser Celadrin in a game we're playing in, as a fire-based Sorcerer (using Easy Metamagic: Searing Spell and Energy Substitution(fire) to keep the concept worthwhile).  Resistance to fire, a bonus to Cha, and Scorching Ray as a spell-like ability just called out as the race to choose for a fiery caster.

Take a look at the Planetouched Handbook here on the boards for some other options that might work for you.  If I recall, there's an inevitable-blooded outsider that heals when hit with electricity.  That would make an ideal Stormlord, for example.

17
Min/Max 3.x / Re: I just want to make sure this combination is legit...
« on: October 05, 2012, 07:57:26 AM »
Thanks for having a look over my idea here.  Let's see if I can answer your concerns.

-Magic In The Blood is a 1st-level only feat that allows your racial 1/day SLAs to become 3/day SLAs.  This is interesting in that it doesn't specify base racial SLAs--any SLAs you acquire as a result of templates that modify your race could be covered by this feat.  The half-fiend's 1/day SLAs now get three shots, as well as some of the Spellstitched abilities (for example: for your 1st-level SLAs from that template, allocate 3 uses to one spell and only one to another.  Now you have three of both!).  The value of this feat when you're stacking templates like this is immense.

-The wording before you get into the crunchy bits of this transition is muddy.  Is it pre-class fluffery, or a hard requirement that the tiefling that enter have LA +1?  Could I be a lesser tiefling that took a different template that gives +1 LA?  None of the book-standard rigmarole about class prerequisites is there, hence this discussion about "what is tiefling?"  I've always interpreted it as being eligible for anything that could be defined as a tiefling, whether it be regular, Lesser, or "lesser".

-The reason I would argue for gaining the benefits of being human at some point across the transition is that as you go along the transition class, the only racial features you end up with are those from the half-fiend template.  All of the tiefling's racial features, apart from some insignificant racial bonuses to skills, are integrated into the half-fiend.  So what's the base race of your half-fiend now?  You end up with less than if you had started as a base race and took the template, given that you also end with a net +0 to Cha...the transition class doesn't take into account the tiefling's -2.  So yeah, maybe throw another +2 to Cha in there at some point as well.

-This would be a combination for a fairly high-op/permissive game, or for use as a high-end villain.  The rules for LA buyoff allow this chicanery, but unless the DM explicitly approves of my end goals (one of them thinks this combination would be unparalleled munchkinry, another thinks it's the coolest thing since sliced goblins) I wouldn't be touching this.

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Min/Max 3.x / I just want to make sure this combination is legit...
« on: October 03, 2012, 11:45:49 PM »
I've been tossing around an idea for a particularly gritty anti-hero (Bone Knight springs to mind, but this combination may render some of its features obsolete) or villain, and the more I think on it, the more ludicrous the piles of things I can add to a tiefling without increasing its LA overmuch...

0.)  Make sure you can play with LA buyoff.

1.)  Be a Tiefling.  Specifically, a Lesser Tiefling--not being an outsider is sort of the crux of this whole thing, and LA +0 is superior.  See if you can argue for some of the alternate features that Pathfinder introduced for them, because (as an example) +2 to Str and Wis with Blur as a SLA is just groovy for clerics.

1.5)  Slap whatever other LA +0 templates on there that you like, so long as they don't make you something other than a humanoid or monstrous humanoid.

2.)  Take Magic in the Blood as one of your first-level feats (or your only first-level feat if playing without flaws), and take the Half-Fiend transition class every three levels, immediately buying it off.  Bonus points if you convince your DM that this effectively makes you a half-fiend with no other half, and should be allowed to get a human's bonus feat and skill points going forward (extra bonus points if you make it so that it's retroactive starting at first level).

2.5)  Realize that, nowhere in the transition class, does it state that you become an outsider.  You are still a humanoid with some weird subtypes.

3.)  Decide that you might as well also be undead, since you're still a humanoid.  Become a necropolitan after carefully preparing the area and ensuring that you're Corpsecrafted in a Desecrated area with whatever other goodies you require (can't argue with Nimble Bones while you're at it!).

4.)  What good is being undead if you're not spellstiched?  It's no good at all.  Have your artificer cohort (which you really should have if you're not an artificer yourself) make it so.

4.5.)  While your arty cohort is at it, have him or her whip up some grafts to make things all the more ridiculous.

This all works, right?  It's a little absurd, but I find it to be highly flavorful and it doesn't come with a level adjustment--just some XP costs paid here and there, some of which you don't even have to pay for yourself.  Am I missing something?

19
Min/Max 3.x / Re: Healing Hymn + Close Wounds, Actually use-able?
« on: August 30, 2012, 10:37:18 PM »
In another thread they mentioned Invigorating Spellcaster from Dragon 311 (pg 45), which lets you add the Invigorating template to conjuration (healing) spells.  Invigorating spells remove any or all of the following templates: dazed, exhausted, fatigued, sickened, or stunned.

So you can cure any/all of those as an immediate action with Close Wounds.

I would've brought it up here myself, except that I saw that Dragon material wasn't allowed.  Healing Lorecall is an acceptable consolation prize, but 10 ranks in Heal if your primary class is Bard can be a painful proposition.

20
Wow. Tacking this onto Close Wounds would allow the fantastic ability to cure all of those status conditions as an immediate action via a 2nd level spell. That's just nuts.

This combination effectively negated what was supposed to be the climactic end of a campaign I was in.  People I game with still remember how effective my character was at stymieing our DM's plans, and I was playing a *Healer*.  Our DM was fond of necromancy as a focus for our enemies.  Between being able to easily negate the school's most common adverse effects as well as access to easy undead destruction, I pretty handily annoyed our DM.

Edit:  I just realized another fun way to go crazy-go-nuts with this combination.  Reserves of Strength is usually only good at later levels when it's feasible to gain immunity to stunning, but with this combination a healer can help the friendly neighborhood blaster deal arbitrarily large amounts of damage/abjurer dispel a neutronium golem's buffs/necromancer raise absurd amounts of undead by ensuring that the stunning effect lasts 0 seconds after their outrageously effective spell is cast.  Heck, a human could pull this off themselves as soon as Close Wounds is available, using their resources to heal large amounts of HP damage (which is still a solid idea at low level) and immediately turn around and be not stunned by using their immediate action on themselves.

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