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Messages - Yogibear41

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1
D&D 3.5 and Pathfinder / Re: Conceal a Greatsword (with magic items)
« on: February 17, 2020, 03:02:34 PM »
I actually found a d20 modern version of something similar to Morphing that lets me change it into an object of a similar size so I can use it to disguise it as something like a brief case, or an umbrella, or something along those lines.  Thanks though  :)

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D&D 3.5 and Pathfinder / Conceal a Greatsword (with magic items)
« on: February 16, 2020, 07:26:14 PM »
Looking to bring a new character into a d20 modern game(think dnd 3.0/3.5 in a modern day world) that uses a greatsword, looking for an easy magic item or enchantment that would allow me to conceal it as say a dagger or knife.

Basically want to be able to walk around in a town with my big sword without people looking at me like I'm crazy.  We are based out of a town in Idaho in the year 1995, but we regularly jump back in time and to other worlds so the setting is essentially different every adventure, so just looking for ways to blend in better.

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Oslecamo's Improved Monster Classes / Re: Werelizard
« on: September 19, 2015, 09:46:12 PM »
Should maybe the Were-Crocodile gain an increased ability to hold its breath, like the original were-croc does?   Not necessarily super powerful, but it fits thematically.

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Oslecamo's Improved Monster Classes / Re: Half-Golem
« on: December 16, 2014, 09:08:37 PM »
If you become a failed half-golem and gain the construct type, do you gain bonus hit points based on your size as a normal construct would.  +20 hit points for a medium sized creature etc.

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Oslecamo's Improved Monster Classes / Re: Lich
« on: September 03, 2014, 02:57:23 AM »
Can you make iteratives with the touch attack or is it limited to once per round, no matter what your BAB is?  Does the Touch attack use negative energy?  Can he heal himself with it?

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Oslecamo's Improved Monster Classes / Re: Iron Lich
« on: August 11, 2014, 06:07:24 AM »
Old link to the clockwork armor is now broken, fixed it to link to the new archive page.

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Oslecamo's Improved Monster Classes / Re: Lich
« on: June 23, 2014, 12:33:00 PM »
I don't suppose that could be applied to a prestige class that was 8/10 casting to just skip the dead levels ha ha  :)

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Oslecamo's Improved Monster Classes / Re: Lich
« on: June 22, 2014, 12:38:05 AM »
If I am say a cleric, and I use dark magic on a level when I first gain spells of a particular level do I lose my domain spell of that level forever since I only ever gain 1 domain spell slot for that level?

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Oslecamo's Improved Monster Classes / Re: Death Knight
« on: June 15, 2014, 03:12:47 AM »
How does Death General interact with regular leadership or undead leadership?  Should they be treated separately thereby essentially gaining double minions and two cohorts?

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Oslecamo's Improved Monster Classes / Re: Vampire
« on: June 09, 2014, 01:45:40 AM »
If I am say a 1st level bard and thereby have only level 0 spells that makes dark magic free to use, or should it always be a minimum of 1 for spell level?

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Oslecamo's Improved Monster Classes / Re: Iron Lich
« on: June 05, 2014, 11:08:19 AM »
Wasn't really my intention to have critters farm-able for soul power, but generally wanted to leave the what does and doesn't have a soul up to each DM, will put in something about int 3 or higher though.

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Oslecamo's Improved Monster Classes / Iron Lich
« on: June 03, 2014, 02:53:49 AM »
(click to show/hide)

(click to show/hide)
Prerequisites
10+ Con
Feats: Craft Construct, Craft Wondrous Item, Craft Magic Arms and Armor, Heavy Armor Proficiency
Spells: Must be able to cast arcane spells or infusions and have a caster level of 11 or higher

Special: Must create a set of Clockwork armor paying the full gold cost to create it but not the XP cost
http://archive.wizards.com/default.asp?x=dnd/cw/20070212a  the armor essentially becomes the Iron Lich’s new body with only his original skull preserved.


HD: D12
LevelBABFortRefWillSpecial
1st0002 Iron Lich Body, Armor Weakness, Iron Defense +1 Str
2nd1003Iron Lich Phylactery, Iron Lich Skills +1 Str
3rd1113Fortified Construction, Iron Casting, Soul Cage, Soul Fuel+1 Str +2 Int, Cha, Or Wis
Skills: 2+int modifier  No Class Skills
Proficiencies: An Iron Lich gains proficiency with its claw attacks

Iron Lich Body:  An Iron Lich’s Type Changes to undead and it gains most of the qualities of a normal undead creature with a few exceptions
An Iron Lich does not heal hit point damage naturally over time(damaged mental abilities return at the normal rate), and only receives half the amount normally healed by inflict spells, and half the amount damaged by cure spells, but gains the ability to be healed by repair spells as if it were a construct.
The Clockwork armor used to create its body is treated similarly to warforged plating, it can no longer be attacked directly as described, but continues to provide a +8 Armor bonus, +4 Circumstance Bonus to Dex and Str, and a +5 bonus to land speed.  The armor normally has no ACP, ASF, or any negative effect on the Iron Lich’s Speed however see Armor Weakness.  It is considered masterwork and can be enchanted like a normal suit of armor, in an anti-magic field it loses any added magical bonus’s as  normal but the armor continues to function and grant its base bonuses.
It gains two claw attacks doing 1d8+Str modifier points of damage and gains a natural armor bonus equal to its strength modifier. Its Strength increases by 1 each level, as well as its caster level, but it receives no new spells known or spells per day.

Iron Defense: An Iron Lich gains DR/Adamantine and resistance to fire and electricity equal to half its HD and is immune to cold, however see armor vulnerability below.

Armor Vulnerability:  While an Iron Lich takes no damage from cold his clockwork armor is still susceptible to cold based attacks.  Whenever the Iron Lich is struck by a cold based ability such as a breath weapon, or a spell such as cone of cold and he fails his reflex save his armor freezes over for 1 round for each 10 points of damage the Iron Lich would have taken. (If the spell or ability requires a different saving throw such as fort or will the Iron Lich could still be subject to a reflex save at the same DC of the fort or will save to avoid the effects of freezing subject to the DM’s Opinion)  Attacks doing less than 10 points of damage, as well as additional frost damage added on from a melee attack such as a winter wolf’s bite are usually not enough to cause an armor freeze.
While the armor is frozen the Lich loses several benefits from the armor and also take additional penalties:
The Armor no longer grants the +4 bonus to Dex, the lich gains a -8 ACP and a 90% of spell failure for all spells with somatic components, he is additionally treated as if being effected by the slow spell.
If the Lich is subject to a fire based spell or ability (which he could potentially take damage from) for every 10 points of damage the spell or ability does armor freeze duration is reduced by 1 round.
An Iron Lich that enchants his armor with abilities such as Cold Resistance may apply the cold resistance he would normally receive from the armor, to the cold damage the armor itself would take.

Iron Lich Phylactery: At 2nd level a Iron Lich may craft a Phylactery similar to a normal lich’s costing 12,000 gp to create.  If a lich is destroyed 1d10 days later it will reform near its phylactery.  However, unlike a normal lich an Iron Lich’s construct body is not reformed by this magic.  A new set of Clockwork armor must be ready to accept the Iron Lich’s undead skull.  Joining to a set of Clockwork armor takes approximately 1 minute if it was previously prepared. Creating  a set of clockwork armor for this method costs the same amount of GP for materials, but has no XP cost however it grants none of its bonus and is essentially a heavy set of armor with a +8 bonus, -8 acp, and 90% spell failure if used by anyone else, unless the adequate amount of XP is used to power the suit by someone with the appropriate item creation feats.
If an Iron Lich is unable to join with a premade set of Clockwork armor it is treated as a two sizes smaller than it was, loses its claw attacks, natural armor, damage reduction, fire and electricity resistances, the fortified construction ability, is treated as having a strength score of 1, as well as losing the ability to be healed by repair spells. It loses fine manipulation and the ability to cast any spells with somatic components.  However it regains the ability to heal naturally, is affected normally by inflict and cure spells, retains its cold immunity, can speak, see, and listen normally, and gains a fly speed of 10 with perfect maneuverability.  It is simply a flying skull and should be treated as such for any mechanical purposes.

Iron Lich Skills:  Iron Lichs gain a bonus on all craft checks equal to their HD, and a bonus to Use Magic Device checks equal to 1/2 their HD

Fortified Construction: At 3rd level an Iron Lich may use his strength modifier in place of his constitution modifier when determining bonus hit points and for fort saving throws.

Iron Casting: At 3rd level an Iron Lich may use his strength modifier to determine the save DCs of his spells or infusions if he so chooses.

Soul Cage: At 3rd level an Iron Lich may craft a soul cage at a cost of 5000 gp.  As a standard action nearby any recently slain living creatures an Iron Lich may open his soul cage to draw in the still lingering souls of nearby creatures.  (the lich may see the souls while touching the soul cage but may not communicate with them in anyway, except for hearing their screams of anguish and torment) each soul is worth a number of levels equal to the hit die of the deceased creature. (1/2 HD creatures are rounded up to 1, anything less is worthless in most cases) the cage may store up to 100 levels worth of souls.  The souls remain trapped indefinitely until used, they are released, or the cage is destroyed.  An Iron Lich may release all the souls if it so chooses but may not specifically select any specific one.  A person unfamiliar with a specific soul cage can set the souls free with a DC 25 use magic device or spell-craft check as a full round action that provokes attacks of opportunity.  Only Creatures with an int of 3 or higher can have their souls drawn in by the soul cage.

Soul Fuel:  The Iron Lich may use any or all of the levels of souls with its cage (if it has it in its possession) to aid in the casting of spells or the creation of magical items.  The lich may use each soul level to provide 10xp worth of cost for a spell or in the creation cost of a magical item.  This does not destroy the soul, but damages it greatly and causes an unbearable amount of pain, after which the soul is freed and may journey to its afterlife destination.  However, any creature that is latter resurrected suffers extra penalties upon its resurrection due to the strain placed upon it by this horrible act.  If the creature would be subject to level loss it instead loses 2 levels instead of 1, if it cannot lose both levels it permanently loses 2 points of constitution for each level it could not lose.  Additionally the creature is so traumatized its wisdom and charisma and drained to 1 and they can only be restored by a restoration spell followed by a heal spell.

At 3rd Level the Lich gains a +2 to one mental stat of its choice.

(click to show/hide)

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Oslecamo's Improved Monster Classes / Re: Were-Dragon
« on: May 30, 2014, 12:07:45 AM »
Added on Elemental Immunity description and reduced its stat bonus's to be more in line with the were-bears.

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Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: April 28, 2014, 02:28:07 AM »
Your welcome  :)  There is only one problem.

Improved Earth Mastery: The penalty creatures take from Earth Mastery is enhanced to -1 per 4 HD

"Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment."

There is no penalty given for Earth Mastery to other people you see  :)  Unless of Course you want the Earth Elemental to get worse with levels.

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Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: April 26, 2014, 02:09:42 AM »
The Earth Elemental Prestige class appears to have improved air master for an air elemental instead of improved earth mastery for an earth elemental.

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Oslecamo's Improved Monster Classes / Re: Genasi
« on: April 25, 2014, 11:06:49 PM »
Does the Warrior Genasi feat allow you to apply a damage bonus on things like a crossbow or longbow that do not normally have a damage bonus applied to them?  If not, would you be able to make "composite Intellect" bows for example if you were a Fire Genasi?

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Oslecamo's Improved Monster Classes / Re: Were-Dragon
« on: April 25, 2014, 10:50:56 PM »
Sorry for the delayed post, School has been rather hectic lately.  Changed it to 3 levels and moved a few of the abilities to the later levels to help make it more comparable to the were-bear stats wise.

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Oslecamo's Improved Monster Classes / Re: Were-Dragon
« on: April 07, 2014, 09:55:39 AM »
Well that's easily fixed, moved the weapon size increases too 2nd level of the class when taking the ACF.  Granted its only 2 levels instead of 3.  I could create a 3rd level if need be, but the half-dragons CR is only +2, and that it what I was trying to base this off of.

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Oslecamo's Improved Monster Classes / Re: Were-Dragon
« on: April 05, 2014, 09:13:29 PM »
I'm not sure why you think the scaling natural weapons are OP when the were-bear that you made gets almost the exact same progression, 1d8 claws and 2d6 bite at level 3, 3d6 bite and 2d6 claws at level 12, 4d6 bite and 3d6 claws at 16, and 6d6 bite and 4d6 claws at 20.  That is basically the same scaling that this guy has, granted he doesn't have to spend daily uses, but he also doesn't gain the benefits of growing larger as well.

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Oslecamo's Improved Monster Classes / Re: Were-Dragon
« on: April 01, 2014, 03:10:20 PM »
Right, okay will get to work on a few changes,  the adept/magewright idea was something I  happened to have at the spur of the moment and so I just wrote it down rather quickly, didn't think it would to bad considering the adept 1st level spells are very limited in scope.

And I actually had a picture I was going to use, but for some reason it would not work, maybe because I am new?

I did rather like the idea of the character potentially killing himself do to the unstable-ness of the magic, which would be one of the reasons these guys are not running around everywhere, and that the character should take precautions to not die.  Maybe I can come up with something else to remedy that.

Tweaked the wild ACFs natural attacks to start lower, but gave them a scaling bonus intead as well as just removing the ability to wield weapons so that they can use their hands for somatic components, still thinking about some-ways to tweak other things for now.

Halved the range of the breath weapon, and finally got the pictures to work right.

Removed the Danger, Control Shape Checks, and the ACFs involving spell-casting for the time being, until I can come up with a better way to represent what I have in mind.

Added: Spell Casting is in your blood, for some pseudo: pseudo casting, essentially practiced spell caster with a few other benefits added on.

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