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Messages - Talore

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1
Gaming Advice / 3.5 web content compilation?
« on: December 29, 2013, 07:35:45 AM »
As opposed to the 'Guide to free D&D,' do we have a list of all the old 3.X articles which have new content, such as the Entomanothrope article? Better yet, since I know some of those have already been lost, do we have a compilation of all that content available somewhere? It has been ages since I've been around the CO block and I'm paranoid about losing the stuff on the WotC site so I want to download it physically.

Thanks, old friends.

2
Play By Post / Re: DnD 3.5e Diplomatic/rp centered game
« on: April 27, 2013, 12:31:26 AM »
Do you have a summary of the setting? I'd like to see what I could make a character based around.

3
General D&D Discussion / Re: Why is practically everyone against traps?
« on: December 17, 2012, 12:14:41 AM »
I love traps! So sexy... Wait, we're not talking about those traps...


I like traps when they aren't just random hidden things. I like them when the party can see them and reason out a course of action that involves multiple people. Those fall into 'puzzles' but it still counts.


The other place where I like traps is in active combat, either visible or hidden. Makes bull rush more fun and gives attentive players creative solutions to challenges.

4
Gaming Advice / Re: Making Spells touch-range
« on: July 13, 2012, 06:46:09 AM »
The Ordained Champion PrC from Complete Champion and the Spellsword PrC from Complete Warrior both have a "Channel Spell" ability that lets you do the following:
Quote from: Ordained Champion
Channel Spell (Sp): At 3rd level, you can channel any spell available to you that has one creature or more as its target into your melee weapon. Doing so requires a move action and uses up a spell slot or a prepared spell of casting time no greater than one standard action. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.
The Spellsword ability does nto have the limitation regarding one or more creatures as a target.  But otherwise it is the same.
Ordained Champion is divine, and Spellsword is very limited in its uses. Spell-storing weapons are similarily impractical.

5
Gaming Advice / Re: Making Spells touch-range
« on: July 11, 2012, 12:38:08 AM »
The Hierophant prestige class (I hope it is the same work in English - it should) can provide a cleric healing touch spells as ranged.

That actually applies to all melee touch spells, not just healing ones.  Same goes for the Archmage's ability.  But I don't think that actually answers Talore's question - he's trying to turn spells that aren't touch spells into touch spells. 
What purpose are you trying to accomplish by converting them into touch spells?  That might help us answer your question better.
Primarily for the Staff Familiar ACF for arcane casters, but it'd be handy for unarmed strike-based gishes as well. If you can turn spells into touch range, you can channel them into melee attacks. (The unarmed strike method works for divine casters as well)

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Gaming Advice / Re: Making Spells touch-range
« on: July 10, 2012, 11:23:13 PM »
The Hierophant prestige class (I hope it is the same work in English - it should) can provide a cleric healing touch spells as ranged.
That is the exact type of ability I am not looking for, unfortunately X(

I forgot about Enlightened Fist, but I would hope for a way that is more inclusive and/or doesn't require as much commitment than 7 levels in a theruge PrC.

7
Gaming Advice / Making Spells touch-range
« on: July 10, 2012, 08:44:18 PM »
Ocular Spell and the Spellwarp Sniper can alter spells to give them a delivery method of ranged touch, but what options exist for making spells melee touch? I only know of Smiting Spell but it doesn't even make it a melee touch.

8
Nite, this is the LA+0 handbook. Svirfnelbin and such all have level adjustments, and therefore wouldn't be listed in this handbook. Also holy crap do Arcane Gnomes make good wizards...

9
Gaming Advice / Re: Channeling 'Touch spells'
« on: July 09, 2012, 03:52:36 PM »
Lol. Fighting on the internet. You'll just take this as a victory or w/e but I could actually care less, interpreting what I say to pick a fight. Have fun.

10
Gaming Advice / Re: Channeling 'Touch spells'
« on: July 09, 2012, 03:27:15 AM »
Calm. The. Hell. Down.

I don't give a care in the world for whatever cute build you happened to post. I made a statement that in general, I think that the staff familiar caster definitely has the potential to play as a duskblade, and as a more impressive one in general. Get over yourself.


Also, it is spelled invalid.

11
Gaming Advice / Re: Channeling 'Touch spells'
« on: July 09, 2012, 01:47:40 AM »
Things like (Greater) Mighty Whallop, Battle Sorcerer, Buff spells, Wraithstrike, and things like that put the Staff Familiar caster over a Duskblade at melee spellcasting, in my opinion. Just the fact that you can channel things like Shivering Touch is insane. Of course it is all subpar to a normal wizard or sorcerer, but for a different style of play I'm thinking it can be a lot of fun. At the least you can channel as soon as you get your staff, so there's no additional dedication needed. PrCs like Abjurant Champion are even better for the Staff Familiar warrior than the Duskblade. Add pure sexyness to your Swiftblades!

12
Gaming Advice / Re: Channeling 'Touch spells'
« on: July 08, 2012, 03:40:53 PM »
I figure the ACF just makes a better duskblade than the duskblade, especially if you combine it with Battle Sorcerer or gestalt or something. I mean, if you can advance your staff familiar all the way you get a +3 defending/+3 defending quarterstaff for free with a ton of other bonuses in addition to the spell channeling.

If that really is the case with touch spells, are there ways of making other (offensive) spells melee touch spells? I know Spellwarp Sniper can make other spells into rays (ranged touch) but that doesn't seem to cut it.

13
Gaming Advice / Channeling 'Touch spells'
« on: July 08, 2012, 02:23:55 PM »
In Dragon #338, there is an awesome ACF that trades your familiar for a magical staff familiar. One of the abilities is as follows:

Deliver Touch Spells (Su): The master may deliver touch spells with the staff. When using the staff this way, the wielder may attempt to deal the staff's damage by hitting the standard AC (as opposed to the Touch AC). A successful critical hit with the staff does not double the spell's effect when delivered in this way.

At first glance I thought that it just let you deliver melee touch spell like if your staff was an unarmed strike. However, in this block of text it never specifies melee touch, just 'touch spells.' Do spells with a ranged touch delivery method qualify for channeling through the staff?

14
General D&D Discussion / Re: How do YOU interpret Alignments?
« on: July 01, 2012, 03:01:10 PM »
For me, if I were to simplify how I see the alignments, at their cores the good-evil axis is a measure of your empathy, and the law-chaos axis is a measure of the value you put in others. A LG character values other people and their opinions. A CE values themself above all. A CG is benevolent but doesn't care for the opinions of others, and a LE character is in it for him/herself while working within the context of others and respecting that context.

In my Aventyr campaign setting, the focus is more on the Law/Chaos axis rather than the Good/Evil axis. Lawful and Chaotic people have always seemed to get along fine if they shared Good or Evil. I want to see Good and Evil people get along as long as they share Law or Chaos.

15
Gaming Advice / Re: Barbarian Lion Totem
« on: July 01, 2012, 05:15:51 AM »
I just take Extra Rage after my barbarian dip. Now I can rage in pretty much any encounter, except I'm also competent at things that are not raging. That's as much barbarian as a barbarian needs to be, and I now have the freedom to make my barbarian more varied and complex. Barbarian and Monk actually go together stupidly well if you take Chaos Monk or do the smart thing and just ignore BS alignment restrictions.

16
Gaming Advice / Re: The Art of Naming
« on: June 30, 2012, 04:12:17 AM »
I keep a few dictionaries of foreign languages on hand, and there is a lot more of the internet. I tend to draw from Nordic languages where they don't intersect with English, as I just like how they sound. You can really go to any language your players don't know, then switch around sounds to that they're changed a bit from the original and a bit more friendly to the English tongue. You can look for the word equivelant of what you're naming in a different language, or just roam around until something cool sounding pops up. I never really have a problem :P

17
Still, as a 1st level, swift action spell to provide cover, it seems really good. It's comparable to Wings of Cover, Immediate Magic Conjurer, a Shadow Cloak, etc. (especially with Invisible Spell) except you have to prepare in advance, anticipating your opponent. That shouldn't be a terribly difficult thing to accomplish, so the spell is very attractive to me if I'm playing a Wizard with Invisible Spell.

18
Quote
If you have to rely on the argument you can't do "whatever" in real life, well, D&D (3.5) is not designed well-enough to make that argument feasible.
Sorry, but I think D&D in general try very, very hard to be as close to reality than possible without cutting down on the fun factor and succeed very well at it. We're not discussing magic or any intangible force here, we're discussing being able to layer different kind of armors in the hope to add up on the defense factor.

I remember reading some very good papers about realism in D&D. I remember one in particular which suggested that the max level someone in the real world could be in comparison to D&D around level 5. So take about any best of the best person or worker or whatever in the real life, in D&D they would be about level 5. Great stuff to read and it really help to imagine realism in relation to real world in this game.

Comparing what people can do in real life version D&D is counting on skills though. Stats are another different thing altogether. I have PCs with a strength score of 18 in my games and I would not say that even them would be able to lift a real anvil above their head and throw it efficiently. Not a human or a dwarf anyways. A monstrous entity maybe...

That or we don't have the same definition of an anvil, I guess. Maybe you have very, very small anvils in your world. :P

Quote
I'd like to point out that while LARPing is awesome its not D&D and the thought you just expressed specifically leads to "melee" can't have nice things.
Thank you for the LARP compliment but that really wasn't the point I was trying to make. Also, I really don't understand how preventing melee chars to layer armor simply to stack bonuses lead to melee can't have nice things.

Let's not forget that the main point of this thread is "I think I found out an interesting way to get armor enhancements +10 more cheaply than before", which in itself is not a way to get "nice things" but rather some try to break and abuse the system in place. There is rules and this suggestion is clearly trying to circumvent them. I am not surprised to see people stepping and answering just plain no...
A cat will kill a 1st-level human commoner in combat more than the other way around. Your realism argument doesn't hold water.

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Gaming Advice / Is there a comprehensive list of domains?
« on: June 20, 2012, 04:51:10 AM »
For a campaign setting I'm working on, I want to go through all the D&D domains ever printed (not just core or core+SpC) and assign them to gods in my pantheon. I haven't been able to find a comprehensive list anywhere. The 3.5 Cleric handbook and the Guide to Sovereign Speakers are close, but they're both incomplete and disorganized. Does such a complete list exist?

20
General D&D Discussion / Re: Stupid monsters. [3.5]
« on: June 15, 2012, 03:53:18 PM »
An Immoth from MM2 has 85hp(10HD) for a CR9 creature, and it's an elemental. It casts spells as a 12th-level sorcerer. AND(!) it can prepare any of its spells ahead of time to quicken them for free. No increasing the level, no cost, no limit. On top of that it has 3 natural weapons, a poison, and the stats to go with them, so it could easily do melee if it felt like it. Spell Resistance and DR5/Magic top it off. It's the most ridiculous thing I've seen printed in a WotC book.

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