Author Topic: Fun Finds v4.0  (Read 353521 times)

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v4.0
« Reply #380 on: July 07, 2013, 05:52:02 PM »
Sune's relic 'Ring of Firehair' is ridiculously powerful for a diplomancer.
It grants a +2 sacred bonus to Cha and increases any met npc's attitude towards just you by 1 step! Oh you're indifferent? Not you're helpful.

but this really shines when helpful become fanatics!

check out Drag#333 pg 54
add me on Steam- zook1shoe
- All Spells
- playground

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Fun Finds v4.0
« Reply #381 on: July 07, 2013, 11:59:41 PM »
Kind of pricey (22k), but worth it if you can find a DM willing to allow it (or optimized diplomacy, for that matter :P ).
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline jojolagger

  • Sr. Member
  • ***
  • Posts: 253
  • I'm new!
    • View Profile
Re: Fun Finds v4.0
« Reply #382 on: July 08, 2013, 09:17:05 AM »
Sune's relic 'Ring of Firehair' is ridiculously powerful for a diplomancer.
It grants a +2 sacred bonus to Cha and increases any met npc's attitude towards just you by 1 step! Oh you're indifferent? Not you're helpful.

but this really shines when helpful become fanatics!

check out Drag#333 pg 54
It also shines when hostile foes become unhelpful, and won't attack you. Sure, they'll still attack your friends, but as long as you don't take hostile actions (healing allies, buffing allies, summoning, ect.) they won't actually attack you.
Outfitting the party with a set would be expensive, but you'd be able to just ignore most combat encounters.
Out of net access for a bit. Should be back late monday.

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v4.0
« Reply #383 on: July 08, 2013, 03:50:14 PM »
How would Invisible Spell work w the Ring? If they don't know you're casting at them, it won't spoil the better attitude?
add me on Steam- zook1shoe
- All Spells
- playground

Offline linklord231

  • Epic Member
  • ****
  • Posts: 3352
  • The dice are trying to kill me
    • View Profile
Re: Fun Finds v4.0
« Reply #384 on: July 08, 2013, 05:18:03 PM »
How would Invisible Spell work w the Ring? If they don't know you're casting at them, it won't spoil the better attitude?

Depends on the wording of the ability, I think.  If it's like Invisibililty, where "attacking" breaks the effect, then it won't matter whether they see the spell coming or not.  If it says something like "obviously hostile actions" break it, then you should be fine. 
I'm not arguing, I'm explaining why I'm right.

Offline awaken_D_M_golem

  • Epic Member
  • ****
  • Posts: 7639
  • classique style , invisible tail
    • View Profile
Re: Fun Finds v4.0
« Reply #385 on: July 08, 2013, 05:27:57 PM »
Disturbing thought:
PONY GIRL - D20

Don't google it. Just... don't.

http://www.wizards.com/default.asp?x=dnd/dd/20060401a

My aberration Pony , You can comb her hair Eye Stalks.
Your codpiece is a mimic.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Fun Finds v4.0
« Reply #386 on: July 08, 2013, 05:42:53 PM »
Ability Rip causes you to permanently lose a supernatural ability, which is normally a big problem, right? However, DR/magic or an alignment is a supernatural ability, and many spells and effects provide it temporarily. Just cast one of them (say, Protection From Arrows, which also has a long enough duration to last through the casting) and give that up.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Fun Finds v4.0
« Reply #387 on: July 08, 2013, 06:21:48 PM »
Ability Rip causes you to permanently lose a supernatural ability, which is normally a big problem, right? However, DR/magic or an alignment is a supernatural ability, and many spells and effects provide it temporarily. Just cast one of them (say, Protection From Arrows, which also has a long enough duration to last through the casting) and give that up.
Are there any Su drawbacks you can get rid of with this?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: Fun Finds v4.0
« Reply #388 on: July 08, 2013, 06:42:57 PM »
Ability Rip causes you to permanently lose a supernatural ability, which is normally a big problem, right? However, DR/magic or an alignment is a supernatural ability, and many spells and effects provide it temporarily. Just cast one of them (say, Protection From Arrows, which also has a long enough duration to last through the casting) and give that up.
Are there any Su drawbacks you can get rid of with this?

The Elder Evil Shothragot has FoM permanently on as a Su ability. If you want to bind it you'll need to get rid of that.
Please, call me Count :).

Offline brujon

  • Epic Member
  • ****
  • Posts: 2554
  • Insufferable Fool
    • View Profile
    • My Blog (in PT-BR)
Re: Fun Finds v4.0
« Reply #389 on: July 08, 2013, 07:17:34 PM »
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.


Yup. Become a Lycanthrope that doesn't have to worry about turning people into more Lycanthropes.
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline Quillwraith

  • Hero Member
  • ***
  • Posts: 867
    • View Profile
Re: Fun Finds v4.0
« Reply #390 on: July 09, 2013, 10:36:24 AM »
Lycanthrope lycanthropy lycanthrope lycanthrope.

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v4.0
« Reply #391 on: July 09, 2013, 07:06:54 PM »
Sun Soul Monk
Originally listed simply for it's +1 cold damage property in Class Boosters, a second read through reveals;

Quote
Prerequisite
member of the Sun Soul monk order (see page 25 of the FORGOTTEN REALMS Campaign Setting and page 41 of City of Splendors: Waterdeep), Monk 6th,

Benefit
This feat's benefit depends on the patron deity of the monastery where you studied.

Lathander: You can channel your ki to turn an undead creature. Once per day you can choose to imbue a single unarmed strike with ki; this decision must be made before the attack roll is made. If you hit an undead creature with this attack, it is turned unless it succeeds on a Will save (DC 10 + 1/2 your HD + your Wis modifier). If the undead creature has turn resistance, it can add this as a bonus on its save. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. If you have the turn undead class feature, you can expend a turn undead attempt to use this feat.

Selane: Your unarmed strikes deal an extra 1 point of cold damage and count as silvered weapons for the purpose of overcoming damage reduction. When in moonlight or starlight, treat your monk level as three levels higher for the purpose of determining your unarmored speed bonus.

Sune: Your combat style is fascinating to watch. Once per day as a standard action, you can perform a maneuver that fascinates a single creature within 30 feet that can see you (Will negates; save DC 10 + 1/2 your HD + Cha modifier). Creatures of a type different from your gain a +4 bonus on the save. This supernatural effect lasts for 1 round. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat.
Recall that Destroying Undead, Rebuking, and Commanding Undead are internal rules of Turn Undead. So with this Feat a Monk can Rebuke/Command Deathless creatures.

But wait! While the 3.0 FR book notes the Sun Soul Monks has being Good/Neutral aligned in a sidebar, the 3.5 City of Splendors book sets forth actual requirements. The requirement? 20 hours of charitable work and 2 Ranks in either Jump or Tumble. Which means a cleaver Evil aligned PC could join the group to Rebuke/Command Undead. He should probably do this in disguise, just saying.

Offline linklord231

  • Epic Member
  • ****
  • Posts: 3352
  • The dice are trying to kill me
    • View Profile
Re: Fun Finds v4.0
« Reply #392 on: July 09, 2013, 07:35:43 PM »
Sun Soul Monk
Originally listed simply for it's +1 cold damage property in Class Boosters, a second read through reveals;

Quote
Prerequisite
member of the Sun Soul monk order (see page 25 of the FORGOTTEN REALMS Campaign Setting and page 41 of City of Splendors: Waterdeep), Monk 6th,

Benefit
This feat's benefit depends on the patron deity of the monastery where you studied.

Lathander: You can channel your ki to turn an undead creature. Once per day you can choose to imbue a single unarmed strike with ki; this decision must be made before the attack roll is made. If you hit an undead creature with this attack, it is turned unless it succeeds on a Will save (DC 10 + 1/2 your HD + your Wis modifier). If the undead creature has turn resistance, it can add this as a bonus on its save. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. If you have the turn undead class feature, you can expend a turn undead attempt to use this feat.

Selane: Your unarmed strikes deal an extra 1 point of cold damage and count as silvered weapons for the purpose of overcoming damage reduction. When in moonlight or starlight, treat your monk level as three levels higher for the purpose of determining your unarmored speed bonus.

Sune: Your combat style is fascinating to watch. Once per day as a standard action, you can perform a maneuver that fascinates a single creature within 30 feet that can see you (Will negates; save DC 10 + 1/2 your HD + Cha modifier). Creatures of a type different from your gain a +4 bonus on the save. This supernatural effect lasts for 1 round. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat.
Recall that Destroying Undead, Rebuking, and Commanding Undead are internal rules of Turn Undead. So with this Feat a Monk can Rebuke/Command Deathless creatures.

But wait! While the 3.0 FR book notes the Sun Soul Monks has being Good/Neutral aligned in a sidebar, the 3.5 City of Splendors book sets forth actual requirements. The requirement? 20 hours of charitable work and 2 Ranks in either Jump or Tumble. Which means a cleaver Evil aligned PC could join the group to Rebuke/Command Undead. He should probably do this in disguise, just saying.

I think extrapolating the turning effect beyond what is specifically stated is incorrect.  "Turned" is a defined condition according to PHB pg 314.  "Turned: Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower."  The Sun Soul Monk feat only applies the Turned condition, not Rebuked, Commanded, or Destroyed. 
Deathless would still be Turned, because Sun Soul Monks are not clerics, so the part in the Deathless description that says "Evil clerics can turn or destroy deathless creatures as good
clerics turn or destroy undead" does not apply to them. 
I'm not arguing, I'm explaining why I'm right.

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v4.0
« Reply #393 on: July 09, 2013, 08:53:05 PM »
Oooh, didn't know "Turned" was a status condition as defined by the PHB. I was checking the actual Turn Undead rules which I'd think hold priority over a generalized list status conditions, or anywhere else I didn't care to check.
(click to show/hide)
But you're right. RAI the Feat can only inflect the "turned" status seems clear enough.

Maybe the TO side can make usage of this. A Cleric that burns all of his Turn Undeads and Persist, so he uses Stunning Fist to Turn Undead by punching evil in the face. He'd have the Wisdom for it.

Offline Maat Mons

  • DnD Handbook Writer
  • ****
  • Posts: 1203
  • What is a smile but a grimace of happiness?
    • View Profile
Re: Fun Finds v4.0
« Reply #394 on: July 09, 2013, 09:44:05 PM »
It's interesting to have a way to apply the turned condition that isn't limited by hit dice.  Are there any rider effects that can be added onto turned? 

Offline nijineko

  • DnD Handbook Writer
  • ****
  • Posts: 2413
  • two strange quarks short of a graviton....
    • View Profile
    • TwinSeraphim
Re: Fun Finds v4.0
« Reply #395 on: July 09, 2013, 11:39:44 PM »
No such thing as Turned, and what is Rout?

Quote from: Minatures Handbook, p.143 - Routing
(click to show/hide)

Offline linklord231

  • Epic Member
  • ****
  • Posts: 3352
  • The dice are trying to kill me
    • View Profile
Re: Fun Finds v4.0
« Reply #396 on: July 09, 2013, 11:59:59 PM »
Found this in Sword and Fist.  Could be useful in grapple builds. 
Quote from:  Sword and Fist pg 62
At the DM's option, creatures with more than two arms can get a bonus to grappling checks when they wrestle an opponent with their arms (The bonus would not apply, for example, to a marilith's constrict attack.).  This bonus is +4 per extra pair of arms - so a marilith would get +8 (in addition to its size modifier), while a xill or mutant sahuagin would gain a +4 bonus.
I'm not arguing, I'm explaining why I'm right.

Offline Sinfire Titan

  • Hustler 3
  • Retired Admin
  • *****
  • Posts: 1443
  • You have one round to give a rat's ass.
    • View Profile
Re: Fun Finds v4.0
« Reply #397 on: July 10, 2013, 12:18:39 AM »
Found this in Sword and Fist.  Could be useful in grapple builds. 
Quote from:  Sword and Fist pg 62
At the DM's option, creatures with more than two arms can get a bonus to grappling checks when they wrestle an opponent with their arms (The bonus would not apply, for example, to a marilith's constrict attack.).  This bonus is +4 per extra pair of arms - so a marilith would get +8 (in addition to its size modifier), while a xill or mutant sahuagin would gain a +4 bonus.

Not exactly unknown (it's in SS, and I've mentioned the benefit several times in reference to Totemist Grappler builds as a free +4 on top of Girallon Arms).
Concerned about how moderation works here? Please PM this account.

Offline linklord231

  • Epic Member
  • ****
  • Posts: 3352
  • The dice are trying to kill me
    • View Profile
Re: Fun Finds v4.0
« Reply #398 on: July 10, 2013, 12:21:32 AM »
Not exactly unknown (it's in SS, and I've mentioned the benefit several times in reference to Totemist Grappler builds as a free +4 on top of Girallon Arms).

Oh, really? Where is it in SS, and does it get rid of the "At the DM's option" language?
I was pretty sure I'd heard about this rule somewhere before, but didn't know where to find it - and I suspected others didn't either, which is why I posted it here.
I'm not arguing, I'm explaining why I'm right.

Offline Kasz

  • Hero Member
  • ***
  • Posts: 574
  • The God-Emperor protects, the Omnissiah provides.
    • View Profile
Re: Fun Finds v4.0
« Reply #399 on: July 10, 2013, 07:02:16 AM »
Spider Eaters lay their eggs inside a paralysed host which then take 6 weeks to hatch, eating the host from the inside out.

They achieve this because their poison paralyses for 1d8+5 weeks. That's a long time for something that can paralyse and works in an antimagic sphere/zone.

I'd love to see this poison in the hands of a Black Dog... empowered puts it up to a potential 17 weeks...

Also by RAW you can buy an egg for 2000gp or buy a young spider eater for 3000gp
« Last Edit: July 10, 2013, 07:55:58 AM by Kasz »