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Messages - Cannotthink

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1
D&D 5e / Re: Is Passive Perception an Ability Check?
« on: July 04, 2017, 08:06:17 PM »
Yes.

Quote from: PHB pg 175
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster

Here's how to determine a character's total for a passive check:
10 + all modifiers that normally appply to the check.

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

2
D&D 5e / Re: Starting up, what's good?
« on: July 03, 2017, 12:33:17 PM »
The warlock is very fun, but it's power is ultimately tied to how often you can get a short rest in. If the typical adventuring day has no chance for rest, or even one rest, the warlock is going to suffer compared to other spellcasters.

The bard is ridiculously good with bardic inspiration being a pretty solid boon for allies, expertise in desirable skills, and access to pretty much any spell.

The sorcerer is a very solid spellcaster and metamagic is fantastic. I just really don't care for the sorcerous origins presented in the PHB. That's just me, though.

Pretty much all the classes are good and fun to use. That is, they do what you'd expect them to do with a reasonable level of competence. Even the fighter and monk are competent classes in their own right. The rogue has the capability to sneak attack anything. Paladins can smite anything.

If you want to know what's bad. That would be the ranger and the Way of the Four Elements monk.

As for the hit dice thing, no idea.

3
D&D 5e / Re: Unearthed Arcana: What kind of Magick is this? (Sorcerer)
« on: February 06, 2017, 03:33:35 PM »
Curse of the Sea cantrip options
Cold Damage:Frostbite, Ray of Frost
Lightning Damage: Lightning Lure, Shocking Grasp
Forced Movement: Gust, Lightning Lure

I'm pretty sure that's all of them for a sorcerer.

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D&D 5e / Re: ... the calm before the UA Monk storm ...
« on: December 12, 2016, 03:56:32 PM »
Does a kensei make the net deal damage? :plot

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Creations & Ephemera / Re: Making Music
« on: March 27, 2015, 05:31:17 PM »
Well, I've made more things. This is one of them.

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Creations & Ephemera / Re: Making Music
« on: February 09, 2015, 01:41:06 PM »
I think I can take a challenge like that. Gave your game a good few playthroughs and got an idea. Could have potential.

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Creations & Ephemera / Making Music
« on: February 09, 2015, 12:02:17 AM »
So, I've decided to start putting music together. I've also decided to share it with people because that is a good idea. You can check it out Here. It's all a bit crude right now, but I'm always looking for some comments and critique so I can learn what I have right and what I have to get better.

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Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« on: January 23, 2015, 12:40:24 PM »
I like fun things. I like Kalamar. I shall share some fun things in Kalamar.

Some feats
(click to show/hide)




Other things
(click to show/hide)

9
Homebrew and House Rules (D&D) / Re: Unbound [Incarnum Base Class]
« on: August 29, 2014, 12:11:20 PM »
So that would mean you can only Essentia Spike once every other round...  :plot
Turn one, pull essentia from something to fuel Spike.  Turn two, re-assign essentia (so that you can pull it next turn).  Repeat.
More or less. If there are more than one soulmeld with essentia, you can draw from one each turn until they're empty, then repeat.

Also, fun fact: RAW, you cannot normally un-invest essentia from soulmelds. You can either go from "nothing" to "soulmeld" or from "soulmeld" to "soulmeld". No "soulmeld" into "nothing". Weird.
Quote from: Magic of Incarnum
As a swift action on your turn, you can invest essentia into any number of soulmelds that you have shaped. It remains invested in those soulmelds until you reallocate your essentia investment on a later turn.


I was skeptical at first about how an incarnum class built on the idea of not using incarnum would play out. You have pleasantly subverted my expectations by creating a class that instead of asking you to not use incarnum, is instead built on the idea of getting power from the momentary act of stopping using it. I'm not exactly sure how it will work in practice, but it certainly looks feasible. The actual rate at which you get melds, essentia, and binds feels a little on the slow side, but that might just be me. In any case, you've got an interesting concept going on here.
I'm glad I could assault your expectations in such a manner. I have played with the class a bit already, albeit only a couple sessions. Playing the class is a bit of work, such that you are almost always shunting essentia around. Essentia Spike turned out to be a very satisfying effect. Sadly, I didn't get to play past levels 2 or 3 so I can't really say much about the binds, essentia, and meld gain rate in practice. They were set up to be halfway between a soulborn and a totemist; something like an incarnum duskblade.

However, I will have the chance to play the class in a campaign a friend is running. The thing is starting at level 3 and lasting until about level 12, maybe. I should be able to get a better feel for how the class actually runs.

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Homebrew and House Rules (D&D) / Re: Unbound [Incarnum Base Class]
« on: August 29, 2014, 02:01:42 AM »
Essentia Spike is a separate action from re-assigning essentia, so it would be once per round.

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Homebrew and House Rules (D&D) / Re: Unbound [Incarnum Base Class]
« on: August 29, 2014, 12:44:30 AM »
A fourth to be sure. I'll keep on making this thing look better, but feel free to comment on things as they exist.

12
Homebrew and House Rules (D&D) / Re: Unbound [Incarnum Base Class]
« on: August 29, 2014, 12:44:19 AM »
Alignment: Due to the unbound's nature, they tend to shy away from lawfulness in favor of the freedom of chaos. Good unbound tend to shape soulmelds that will allow them to stand between the enemy and those they care about. Evil unbound prefer to muster the power to flay their enemy to free their soul from their body.

Religion: Unbound are often not very religious. They'd rather be on the move than spend time in a temple. Unbound are more than willing to accept that their soul may wander the cosmos for a chance encounter with another incarnum shaper's will. Those that are religious will worship dieties that embody travel, change, and freedom; often they'll worship many dieties at the same time.
Other Classes: Unbound are happy to be around most adventurers simply because they are always on the move. They will tend to dispise those bound by a code of conduct or the law of an organization.

Combat: Like most aspects of an unbound's life, as in combat, they like to be flexible but face things head on. They will make it their job to get in they way of an enemy and make their life miserable. Essentia Spike allows the unbound to smite the enemy with bursts of damage while Soul Guidance ensures that there will be a second chance to connect a strike or make a critical save. Other Unbound abilities provide a burst of potential after unshaping soulmelds.
The Unbound's meld selection provides options for mobility, enhanced damage, greater defensive capabilities, or the ability to disable enemies. Some soulmelds provide a boost to the Unbound's ability to help his allies out of combat, but is willing to sacrifice them to bolster his fighting skill in a pinch.

Advancement: Unbound almost always realize their power through experimentation. Often, begining after realizing they can feel the faint incarnum flow all around them and began trying to channel it. Then, they learned they felt the strongest while souls were on the move through their own body and spirit. Beyond that, few gain a formal education on how to work their power. Instead, they usually end up self taught and providing their skills to any job that will push them to the limit and beyond.
Due to this, unbound end up as militia members, guards, crusaders, sellswords, bounty hunters or gladiators. They seek to rise through the ranks quickly and make a name that will spread far and wide.
To this end, unbound will seek out any way to bolster their ability to fight. Common feat choices of unbound include Power Attack, Cobalt Charge, Improved Initiative, or simply Bonus Essentia. An unbound will likely become very specialized in one style of combat.

13
Homebrew and House Rules (D&D) / Re: Unbound [Incarnum Base Class]
« on: August 29, 2014, 12:44:10 AM »
Unbound Soulmelds
Crown
   Crystal Helm
   Halo of the Chosen
   Soulspark Familiar
Feet
   Cerulean Sandals
   Lion Paw
   Shifty Slippers
   Thunderstep Boots
Hands
   Bloodwar Gauntlets
   Lucky Dice
   Mauling Gauntlet
   Monk Gloves
   Sighting Gloves
Arm
   Armguards of Disruption
   Barbarian’s Bracers
   Bloodwar Gauntlets
   Bluesteel Bracers
   Healing Arms
   Mauling Gauntlet
Brow
   Disenchanter Mask
   Eyes of Persus
   Sapphire Spyglass
   Silvertongue Mask
   Soulspark Familiar
Shoulder
   Displacer Mantle
   Rogue Cape
   Troll Shroud
   Wind Cloak
Throat
   Billowing Brooch
   Silvertongue Mask
   Soulspark Familiar
Waist
   Vitality Belt
Heart
   Troll Shroud
Soul
   Vestment of Rebirth



New Soul Melds


(click to show/hide)

14
Homebrew and House Rules (D&D) / Unbound [Incarnum Base Class]
« on: August 29, 2014, 12:43:58 AM »
"The only way one grows standing still is complacent. There is power in change."

While others who dwell in the arts incarnum are willing to shape souls idly, you take a far more active approach. For you, there is as much power in formation as there is in release.

Abilities: Like many incarnum users, your constitution is a high priority. Not only will it increase the number of soulmelds you can shape at a time, it makes them more potent and you will gain more hitpoints to stick in the front lines. Strength will also be a great boon for competing in melee.

Races: Unbound tend to arise in nomadic cultures more commonly than those with stable settlements. They also tend to come from backgrounds of that of explorers, artists, and tinkerers. The unbound's style is often effected by their background. A hafling unbound will prefer to be quick and slippery to make fast ambushes. A gnome unbound may prefer to pick up abilities that could be released in brilliant displays.

LevelAbilitySoulmeldsEssentiaBinds
1Essentia Spike110
2Soul Guidance110
3Rapid Reshaping210
4Unbound Life220
5320
6Chakra Binds (Crown)331
7Unbound Spirit   331
8Chakra Binds (Feet, Hands)441
9Rapid Reshaping (+1)451
10Bonds of the Free452
11Chakra Binds (Arms)462
12Unbound Body572
13Chakra Binds (Brow, Shoulders)572
14Rapid Reshaping (+2)583
15593
16Chakra Binds (Throat)6103
176113
18Rapid Reshaping (+3)6124
19Chakra Binds (Waist)6134
20Soul Suppression7154

Full Bab
Hit Die: d8
Good Fort save
Poor Reflex and Will Saves

Skill Points: 2+Int Modifier (x4 at first level): Bluff, Climb, Concentration, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana), Profession, Ride, Spellcraft, Swim.

Weapon and armor proficiencies: All simple and martial weapons; light, medium, and heavy armor; all shields (except tower shields)

Meldshaping: Your meldshaper level equal to your unbound class level. Your save DC for soulmelds is equal to 10+the number of points of essentia invested into the soulmeld+your constitution modifier. You can have a number of soulmelds shaped at one time equal to your constitution score minus 10 or the value indicated on the table, whichever is lower. You draw soulmelds from the unbound soulmeld list.

Essentia Spike (Su): As a swift action, you may uninvest any amount of essentia from a single soulmeld you have shaped and return that essentia to your essentia pool. This infuses one weapon currently in your posession with the power of incarnum for one round. This adds 1d6 damage to your damage rolls for each point of essentia uninvested. If the soulmeld was bound to a chakra, you also gain a +1 enhancement bonus to your attack rolls with that weapon for each point of essentia as well.

Soul Guidance (Su): By releasing latent energies bound into soulmelds, you gain swift and valuable insight into your actions. Once per round after making any d20 roll, you may unshape a single soulmeld bound to you to reroll it. If any essentia was invested into the soulmeld, you gain an insight bonus on the roll equal to the number of points of essentia invested in that soulmeld.

Rapid Reshaping (Su): Once per day, you can invest essentia into this class feature. You may, at anytime, remove a point of essentia from this feature and return it to your essentia pool. Doing so requires a full-round action that provokes attacks of opportunity. Rapid Reshaping allows you to reshape one soulmeld that has been unshaped within the previous minute. If you have a chakra bind availible, you may bind the reshaped soulmeld at this time. Once the amount of essentia invested in this feature is chosen, it cannot be altered except by its own effect and remains invested for 24 hours.
   At level 9, level 14, and again at level 18, the essentia capacity of this feature increases by 1.

Chakra Binds: Beginning at sixth level, you gain the ability to bind soulmelds to your chakras. You gain access to new chakra slots to bind soulmelds to as indicated on the table.

Unbound Life (Su): Whenever one of your soulmelds becomes unshaped, you gain a number of temporary hit points equal to twice the amount of uninvested essentia in your essentia pool for one minute

Unbound Spirit (Su): Whenever one of your soulmelds become unshaped, you gain a morale bonus on damage rolls equal to the amount of uninvested essentia in your essentia pool for one round.

Bonds of the Free (Su): Once per day, you can invest essentia into this class feature. As a standard action, you may remove a point of essentia from this class feature and return it to your essentia pool to choose to temporarily bind a soulmeld to any chakra (even if that chakra is normally not availible). This temporary chakra bind lasts a number of minutes equal to half your meldshaper level+ your CON modifier. The soulmeld unshapes at the end of the duration. This chakra bind does not count against the total number of binds you may have at one time. You can only bind a specific soulmeld this way once each day, even if you manage to reshape it. Once the amount of essentia invested in this feature is chosen, it cannot be altered except by its own effect and remains invested for 24 hours.

Unbound Body (Su): Whenever one of your soulmelds becomes unshaped, you immediately gain an additional action based on the amount of uninvested essentia in your essentia pool.
1 to 7 points - additional move action
8 to 14 points- additional move or standard action
15+ points- additional move and standard action

Soul Suppression (Su): At 20th level, an unbound is able to relieve another of the ability to manipulate the latent energies of the universe. As an immediate action, an unbound may unshape a single soulmeld to prevent a target within 100ft from using any spells, powers, spell-like, psi-like, or supernatural abilities for a number of rounds equal to the amount of essentia invested in the unshaped soulmeld unless the succeed on a will save. The will save DC is equal to 10+the amount of essentia in the unshaped soulmeld+your con modifier.

15
General D&D Discussion / Re: The laws of gaming
« on: November 04, 2012, 02:24:16 AM »
Guards are incompetent, unless they're after you.

16
D&D 3.5 and Pathfinder / Re: Pathfinder tier system
« on: August 22, 2012, 09:31:45 AM »
You can use Paragon Surge to give an Oracle access to any Sor/Wiz spell as well. By taking Skill Focus (knowledge: whatever) and Eldritch Heritage (arcane) as feats, you can take Improved Eldritch Heritage to grab the New Arcana bloodline power whenever with Paragon Surge. That'll get you any Sorcerer/Wizard spell you need up to the level you can cast, effectively a mini-miracle.

17
Min/Max 3.x / Re: Crusader, Hellreaver, Deepstone Sentinel build
« on: August 13, 2012, 04:08:48 PM »
I would go for the Enlarge Person idea, however our DM doesn't like giving us the chance for AoOs. He almost never moves the monsters once the encounter has started.

The great thing about having reach is that enemies will either provoke an AoO coming to you, or sit still letting you pummel them from outside their reach. Combine the Thicket of Blades stance (prevents them from sneaking close with 5' steps and Tumble) and something to stop movement (Stand Still and Improved Strip are the classics) for best results.

Oooh oooh! I want the improved Strip feat!!!!  you say it helps stop movement, does that mean you take your clothes off so seductively that the enemies just stop in their tracks??!?  it sounds like an awesome feat!  :D

Man and beast alike will fall at your feet beckoning you to spank them hard for being bad. Many will submit, but the masochists will stand up and say "thank you, may I please have another".

18
General D&D Discussion / Re: Your most unusual characters
« on: August 11, 2012, 02:56:29 AM »
So I'm playing a drow and have taken up the position as party mage. It's a three man group with a cleric and a factotum who have yet to find their stride (low levels and stuff). I've been picking up the slack with liberal invisibility to scout ahead, darkness to cover our tracks, and levitation to help everyone get into more difficult to reach places among other things.

Admittedly, it isn't the best mage ever. I did run out of options and punched a nobleman to death and sneaked out with his invisible to make sure he didn't give away the party's identities or have any nasty run-ins with the city guard in a police state. You just need to work with what you've got sometimes.

There are a lot things to like about the character though. He'll soon be tossing people around the battlefield. His backstory is alright (long story short, simply removing man-parts from oneself will not get you a privileged position in drow society; it makes you a eunuch and an exile). I think the best part of the character is he's a barbarian/fighter.

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Min/Max 3.x / Re: Fighter/rogue hybrids
« on: August 08, 2012, 05:00:14 PM »
If you can get use out of Unearthed Arcana, a martial rogue could work for what you're going for. All the feats to flesh out fighting styles, all the skills to sneak around, trapfinding. Just costs a couple points of BAB and some HP over a fighter.

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Invisible Fist is in Exemplars of Evil (pg 21)

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