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Messages - bishop

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1
D&D 3.5 and Pathfinder / Re: Trying to locate sourcebooks for two feats
« on: January 26, 2015, 05:38:32 PM »
Yes it is, thank you very much!

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D&D 3.5 and Pathfinder / Re: Trying to locate sourcebooks for two feats
« on: January 26, 2015, 03:43:59 PM »
I found Needle Strike, any idea Strike of the Wolf?

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D&D 3.5 and Pathfinder / Trying to locate sourcebooks for two feats
« on: January 26, 2015, 02:11:40 PM »
I was reading the Rokugan Ninja handbook and saw two feats I had never seen referenced before that fit a build.

Needle Strike (expanding crit range feat)
Strike of the Wolf (non standard action trip feat with DC equal to Damage)

Anyone know where they are located?

Thank you in advance for any help.

4
Gaming Advice / Re: DC with Metamagic and Metamagic Reducers
« on: July 21, 2014, 03:21:17 PM »
I had forgot about Heighten spell specifically doing that. Thank you very much for the help and reminder.

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Gaming Advice / DC with Metamagic and Metamagic Reducers
« on: July 21, 2014, 02:03:03 PM »
Question on the DC of spells that you have added metamagic to but also used reducers.

Example:

1. Cast a Fireball as a 5th level Wizard with a 16 Int.
Would the DC be 10 + Spell Level (3) +  Casting Modifier (3) for a DC of 16?

2. Cast an Empowered Fireball as a 5th level Wizard with a 16 Int.
Would the DC be 10 + Spell Level (3+2 [Empowerd]) +  Casting Modifier (3) for a DC of 18?

3. Cast an Empowered Fireball as a 5th level Wizard with a 16 Int and Arcane Thesis (Fireball).
Would the DC be 10 + Spell Level (3 + 2[Empowerd] - 1 [Arcane Thesis]) +  Casting Modifier (3) for a DC of 17?

Basically curious if metamagic reducers reduce the DC of the spell or if it would still be at the same heightened level. Also I am assuming that metamagic does increase the spell level and therefore the DC, please let me know if I am accurate on that as well.

Thank you for all of your help.

6
General D&D Discussion / Tweaks for 2 classes.
« on: February 07, 2013, 11:47:38 AM »
I have 2 players that have character ideas that we are struggling to find the right classes to achieve it.

Player 1 wants to play a bard that is very religious and is not one to want to powergame too much. One option is to play the divine bard from UA and call it a day. The other option I came up with was to play a cloistered cleric base, add perform to the class skills, take away turn/rebuke and get bardic music as a bard would at the same advancement. With limited knowledge of the bard and not having seen too many in high level action is this broken or balanced?

Player 2 wants to play a paladin/rogue that has that retribution/vengeance feel similar to Batman. Willing to do whatever is needed so that the bad guys get punished. We looked at Gray Guard (cs pg 43)which has that RP feel but not the abilities he wants. I was thinking to give him smite progression, sneak attack progression (added at lvl 3 of the prc and going up every other level) and the every other level caster level progression from the class, but not let him advance his lay on hands or get the touch attacks from the class. Fair/balanced/no?

Thank you advance for any help. First attempt at trying to homebrew some changes.

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Gaming Advice / Re: How many extra attacks does haste grant
« on: December 19, 2012, 07:02:40 PM »
Thanks, just wanted clarification, wish it stacked with frenzy but i can only have one or the other. Thanks again

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Gaming Advice / How many extra attacks does haste grant
« on: December 19, 2012, 06:18:22 PM »
Haste says "When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus."

I interpret this to say, for example, a 7th level fighter uses his full attack while hasted. Would he then get to swing +7/+2 (normal) then +7/+2 again? Or would he swing +7/+2 (normal) then +7 as his extra attack.

I ask because haste says it uses the full base attack bonus. Other instances like Frenzy from Frenzied Berkserker say "gains a single extra attack at her highest bonus". It says highest instead of full so I would assume that if you had a BAB of +7/+2 you would swing in a Frenzy as +7/+7/+2.

So TLDR, do you get just one attack at your highest bonus with haste or do you get to do your full iterative routine.

Thanks in advance.

9
Gaming Advice / Can Bear Warrior 'rage' stack with Frenzy
« on: December 13, 2012, 10:45:28 AM »
I believe I read that they don't stack. But I was wondering if you use your Barbarian rage to go into Bear form and get your +8 +2 +8 and then used your Frenzy from Frenzied Berserker if you would go up to +14 Strength overall. Thank you for your help.

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Min/Max 3.x / Re: Help focusing a Barbarian
« on: November 17, 2012, 12:42:14 PM »
Wow, looking at what I searched for initially on powerful build was apparently a homebrew and I didn't notice it. I will be switching that to Jotunbrud.

The only houserules in effect are the fearsome gaze (see below) and that we don't use LA buyoffs.

I see where I misread and you did say Masters of the Wild, sorry about that. That sidebar is exactly what I am looking for for intimidation and removes the need for the "Fearsome Gaze Feat"

Thanks again for the help both of you, will have to fiddle around with a build some more.




11
Min/Max 3.x / Re: Help focusing a Barbarian
« on: November 17, 2012, 02:38:00 AM »
Jack - I like the idea of beast strike or using unarmed>natural attacks in an attack sequence at the lower attack bonus. Thank you also for clearing up the Feral/bear warrior claw damage, should have seen that. I was unable to find the variant for rage but I will continue to look. I am using the str instead of cha variant for intimidate and other fear effects based off of attacks.

Solo- Thanks for the build. I read your handbook several times trying to build this character and I appreciate the humor while reading them. I am trying to do the math and see if a FoF/Bear build will outdamage a normal Power Attack Shock Trooper build.

Would this be correct assuming a medium sized character with just valourous on necklace of natural attacks with pounce on a charge and PA using beast strike. Base Str of 22 with +8 from bear warrior rage @ lvl 8

2d8 (d8 unarmed+d8 claws)+10 (str)+16(pa)=35

so if I hit 3 times (main hand, off hand, main hand 2nd attack) for 105 damage and then multiple that by 2 for Valourous? so 210 on charge?

I realize it could be optimized for higher I am just trying to see if I am assuming correctly my damage.


Here is what I wrote up on sheet after ditching the bear idea earlier tonight but I am not 100% so open to the bear build or tweaking the below build.

H- Powerful Build
F- Combat Reflexes
F- Extra Rage
1- Intimidating Rage
3- Fearsome Gaze (using it as a feat instead of ACF)
6- Leap Attack
F1-Power Attack
F2- Improved Bull Rush

Feral Human Ranger 1/ Barb 2/ Fighter 2/ Avenging Executioner

Ranger is for skill points and fighter for feats. Barb is for Rage and improved Trip

Idea is that I can scare things with intimidating rage/bloody blade and normal intimidate to get them through multiple stages of fear then use Combat Reflex for AoO's and Trips. Also should have the straight damage output to just kill some things too. Using Valourous Weapon enhancement on most likely a Glaive/Guisarme. Things I would like to add would be Extra Rage/Exotic Weapon (spiked chain). Shock Trooper will be level 9 feat.


12
Min/Max 3.x / Help focusing a Barbarian
« on: November 16, 2012, 02:34:16 PM »
I have a few questions on a barbarian that I am working on.

Background, I am playing a Barbarian in a campaign with a Druid and Gish using sorc and abjurant champion. I wanted to play a scary barbarian after being inspired by Caedrus's fear handbook.

First off, how do natural attacks work with Bear Warrior if I go into bear form when I have stronger claw attacks from my Feral template? Do I have to use the lower damage bear claws?

Secondly, I see 3 'good' berserker prcs. Runescarred berserker, which I am not going to use unfortunately. Frenzied Berserker which my party has asked me not to use and I am okay with that and then finally bear warrior. Is Bear Warrior really a solid choice?

Outside of Prc's I am torn on trying to focus down my feats. I would like to be able to trip so I am taking the wolf totem variant and grabbing combat reflexes. I want to be able to trip people that are running when I scare them. I would like to scare people with Intimidating rage/imperious command. I am using power attack and leap attack to generate damage just like any good barbarian should. I am wondering if those would be effective enough to justify not having shock trooper. I am taking powerful build so that I can get +4 on trip/intimidate checks but I am wondering if that is worth losing another part of the combo potentially.

Thanks in advance for any help and let me know if you need any other information.

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Min/Max 3.x / Re: Question
« on: September 27, 2012, 03:31:36 PM »
I am playing something very similar to that myself right now. I am a cleric and will go prc into 'pale servant of Azerot' which is basically the opposite of Pelor. We have our own pantheon and Azerot is my goddess.

My character is Necropolitan in a very city heavy campaign and here is my characters kinda story/limitations:

When people make deals with the devil or death, someone needs to collect those debts and thats what my guy does. He goes to the people that say they would give anything for their child to make it through childbirth if born sickly (this just happened in the game). Right in the middle of a session I get a note from the DM saying that my goddess has called me to go an collect this debt and basically I have to go out and death knell a town guard that made a deal with death.

The way it is rp'd is that the more frequent I 'collect' these debts, the more human in appearance I become. The longer I go without 'collecting' the more undead I appear and attention I draw.

as for the prc we are switching out some of the abilities so that I can use certain life absorbing spells (death knell, vamp touch, consumptive field as sla's) and I will also be getting spell stitched to do that.


14
D&D 3.5 and Pathfinder / Re: Help Dealing with a BBEG
« on: September 14, 2012, 05:54:58 PM »
We play weird LA rules so the pixie is 3rd level while the rest of us are 7th and 8th. Its mainly that he when the warmage uses invisibility or mirror images the warmage works on the rest of us and we all struggle to hit

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D&D 3.5 and Pathfinder / Re: Help Dealing with a BBEG
« on: September 13, 2012, 04:19:25 PM »
Genius thank you guys

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D&D 3.5 and Pathfinder / Re: Help Dealing with a BBEG
« on: September 12, 2012, 03:04:29 PM »
I think I used silence the first two times and he passed the save and I haven't tried it again.

17
D&D 3.5 and Pathfinder / Help Dealing with a BBEG
« on: September 12, 2012, 12:25:02 PM »
So this certain arch nemesis of our campaign has been hounding us and destroying us at almost turn. We finally have him kinda cornered and we want to finish him off. Here is the set up

Party Consists of

DFI Bard (8th)
Rogue (8th)
Wizard/rogue Pixie (3rd)
Evil Aligned Cleric with DMM persist (me 7th)

The enemy is a 6th level warmage variant that is decently well optimized purely for blasting. We have little to no defense against spells so he has been dealing significant damage. He was getting low on health so he rope tricked through a dimension door as we were turning to fight him and hoping to finish him.

How would you go about setting this up to kill him and finish off this pest.

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Min/Max 3.x / Re: Did i miss something in this early entry
« on: August 11, 2012, 11:20:45 AM »
Yes I do and it will most likely happen in feats 6 and 9. It was just easier to early qualify going the DMM heighten route. My wizard version used Earth Spell but couldn't get into the prcs nearly as quick.

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Min/Max 3.x / Did i miss something in this early entry
« on: August 11, 2012, 11:18:05 AM »
I have been trying to build a Shadowcraft Mage/Nightmare Spinner/Dread Witch for a BBEG. Trying to build it with either a wizard or cleric chasis and trying to get into a prc as quickly as possible. Let me know if this works and I am using Heighten spell to qualify early for Prcs and feats.

1st level feats Heighten Spell (flaw) dmm heighten (flaw) Apprentice (human) Southern Magician (1st qualify through heighten spell)
1 C Cleric Spontaneous Domain ACF Trickery/Illusion Domains
2 C Cleric
3 Nightmare Spinner
4 Nightmare Spinner (Spell Focus Illusion)
5 SCM
6 SCM
7 SCM
...

Using trickery domain and apprentice, I have Bluff and Hide to my class skills list and I use Apprentice to add Intimidate and Sense Motive so I qualify for the feat pre reqs there. I use DMM heighten to bring a spell to 3rd level and cast it with Southern Magician to be able to hit the spell casting qualifications for Nightmare Spinner first. This is the more iffy part of this using dmm heighten and southern magician.

After hitting 4th level of Nightmare Spinner I can cast Dark Way as 4th level spell which is a shadow illusion cleric spell qualifying me for the adaption of a non gnome going into ShadowCraft Mage.

From there its easy to hit most other prereqs for anything else I would want.

Is this done correctly? Did I miss something obvious? I have a feeling I have as my CO-fu is young. Thanks for any feedback/critiques and potential ways to finish this off.

Edit: Re Read Prereqs of using Southern Magician and realized I needed one more caster level to even use the ability. Pushed Full build back 1 level but hitting 3rd level SCM at 7th still.

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D&D 3.5 and Pathfinder / Re: How to go about regaining limbs
« on: June 28, 2012, 03:09:03 PM »
So it seems as a 5th lvl Cleric I am rather screwed unless I get a graft. Now to look at the list. I looked through the list and nothing was that special for the lower costing ones I could afford. Thank you for the help. The DM did hint that there might be ways in the game to get it back but I was trying to see if I could figure out another way.

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