Author Topic: Fun Finds v4.0  (Read 353529 times)

Offline Amechra

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Re: Fun Finds v4.0
« Reply #400 on: July 10, 2013, 08:28:31 AM »
That is utterly insane.

A nice little combo: Divine Defiance on a build with at least one level of Archmage (to grab Master of Counterspelling).

As an immediate action, spend one turning attempt to counter any spell that you could counter normally; if it was targeting you, the caster gets smacked instead.
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Offline nijineko

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Re: Fun Finds v4.0
« Reply #401 on: July 10, 2013, 10:46:20 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

maximize, empower, and extend it with a athasian bard and master of poisons. oh, and boost the dc too.

Offline Amechra

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Re: Fun Finds v4.0
« Reply #402 on: July 10, 2013, 10:55:12 AM »
I just found a lovely 4th level Paladin spell.

Seek Eternal Rest causes your Paladin level to count as two higher for the purposes of Turn Undead.

I'm sure uses can be found for this...
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Offline SorO_Lost

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Re: Fun Finds v4.0
« Reply #403 on: July 10, 2013, 12:36:44 PM »
It stats Paladin level so it's worthless in the hands of a Cleric and with it you're still behind the Cleric. To someone who isn't a Cleric or Paladin, friendly reminder null+2 is still nothing. Nor is this effect unique, I've got a dozen Cleric friendly effective level boosts listed over in Class Boosters.

However I did add it to the Paladin section. so I managed to find a use for it. :D

Offline Amechra

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Re: Fun Finds v4.0
« Reply #404 on: July 10, 2013, 12:54:45 PM »
There is a feat that lets Paladins turn as Clerics of their class level; I can't remember the name, but it does exist.
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Offline Sinfire Titan

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Re: Fun Finds v4.0
« Reply #405 on: July 10, 2013, 02:04:55 PM »
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.

Hmm, seems I was mistaken. The rules about multiple arms in SS are for increasing damage with a multi-handed weapon (specifically ones designed for creatures with more than 2 arms).
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #406 on: July 10, 2013, 02:28:46 PM »
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

maximize, empower, and extend it with a athasian bard and master of poisons. oh, and boost the dc too.

and Poisoner in Dr312
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Offline Keldar

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Re: Fun Finds v4.0
« Reply #407 on: July 11, 2013, 02:32:34 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
Where do Spider Eaters find hosts that can survive 6 weeks without food and water?  I think anything they could poison would fail the Con checks long before then.   :banghead

Offline kitep

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Re: Fun Finds v4.0
« Reply #408 on: July 11, 2013, 05:00:55 AM »
I almost posted the same thing.  Then I realized that the host does not need to survive.  Even dead, it still provides food for the young'uns.

Offline Keldar

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Re: Fun Finds v4.0
« Reply #409 on: July 11, 2013, 06:56:11 AM »
Sure, which then beggars the obvious question: Why does the poison need such an absurd duration?   :banghead

Offline Captnq

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Re: Fun Finds v4.0
« Reply #410 on: July 11, 2013, 09:30:58 AM »
Sure, which then beggars the obvious question: Why does the poison need such an absurd duration?   :banghead

Ah Simple,

it's so the DM can set a race against the clock plot.
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Offline brujon

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Re: Fun Finds v4.0
« Reply #411 on: July 11, 2013, 11:30:18 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
Where do Spider Eaters find hosts that can survive 6 weeks without food and water?  I think anything they could poison would fail the Con checks long before then.   :banghead

They seem to be based on RL Spider Wasps. From the link: "As the larva feeds on its host, it saves the vital organs, such as the heart and central nervous system, for last. By waiting until the final larval instar, it ensures the spider will not decompose before the larva has fully developed.[15]"

Why does the spider survive so long without food or water? They are induced into an hibernation-like state, where every organ works at minimum capacity. As the larva eats the insides, the spider starts using less and less energy to maintain it's ever consumed body, until eventually it dies, and the larva consumes the vital organs and spins it's cocoon for the last morphing.

Pretty freaking insane. Oh, they also have one of the most painful stings of the entire animal kingdom.
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Offline altpersona

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Re: Fun Finds v4.0
« Reply #412 on: July 11, 2013, 12:12:13 PM »
spider eater victim survival

ring of sustenance and races that dont eat (undead, warforged)
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Offline Maat Mons

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Re: Fun Finds v4.0
« Reply #413 on: July 11, 2013, 01:45:51 PM »
The core rules don't actually allow anyone to die from starvation or thirst.  Even with the Rules Compendium version, you can get pedantic and say that you never start to take lethal damage from starvation or thirst, because that only happens after you fall unconscious from nonlethal damage caused by starvation or thirst, which can't happen, because you're already unconscious from the poison. 

Offline Captnq

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EGGSHELL GRENADE, DUST
« Reply #414 on: July 11, 2013, 01:53:04 PM »
EGGSHELL GRENADE, DUST
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Editor: Poof! Blind attacks are nasty, the problem is having the item last long enough to use it. Fixed with extra-dimensional storage. The save sucks, but read it carefully. The main target doesn’t get a save, only the splash targets. No save touch attack blindness for 1d4 rounds. Awesome. Just Awesome.
Editor (Energy Damage): The two types of energy damage to put on something like this is fire and frost. They simply have the best spread of stackable WSAs. If you are going with only official WSAs, stick with fire. If your DM allows extrapolated WSAs from specific weapons, I recommend frost. I speak off The Frost Shard. Combining Frost shard, frost, and energy aura, you can put +6d6 damage into your grenade for 1,376 gp for one. Not bad for a touch attack. It gets cheaper if you mix and match, but blindness and a frozen face are rather impressive for a sneak attack.
Editor (WSAs): Assassination is the obvious choice. You can coat this sucker with contact poison (it does not cause injury, so injury poison is out)  and whip it in someone’s face. Make sure to add virulent, so that the secondary effects kick in after 5 rounds. is a good choice for putting damage on this. True, it’s only +1d4, but it works with the touch attack. Then you can stack on other WSAs that require you to inflict damage. Strength Sapping comes to mind for the half speed and Dex/Str debuff. Clouting is also a weird choice, but when you blind the target, you would also drive him back 10 feet, possibly knock him down, and you also might stun him. A +3 bonus like that is usually expensive, but useful in ammunition. Dismisser banishes a foe on a touch attack and that +3 cost is much easier to swallow in ammo. If you fail to dismiss, they are still blind. Hideaway is a weird choice but it would fold and egg up to something you could put on a ring. Impedance is one of those WSAs I never use, but could work well with this to screw up a magic user. Forcing spellcraft checks is usually a trivial annoyance, but in ammunition, it’s not that expensive. Revealing will surround the target in faerie fire for a round. Combine this with seeking and as long as you know what square the target is in, an invisible enemy will be hit. Swarmstrike will allow you to blind an entire swarm in one shot. Torturous stuns for one round, but upgrade to the improved version for the better save DC.
Editor (Exit Wound): What happens when you buy this on something that clearly was never intended to go through people? The answer is, everyone in a line gets blinded and it does 1d6 points of damage to each target. Scary.
Editor (Explosive): Not a big fan of explosive, but for ammunition, this works. However, where the real synergy occurs is when you add in flying. Basically, you make a flying, suicidal, blinding exploding egg. It solves the problem of wondering if it’ll break open when you fall down a flight of stairs, and since they are a touch attack, it don’t matter that they attack as animate objects. They follow orders about as well as an animated skeleton, so you could have four or five of these orbiting your head and people will just think they are weird ioun stones. Then they fly off, slam into someone, then explode for 2d4 damage, blind the target, and if they miss, there’s still a chance for blinding everyone in the explosion if they fail the fortitude save.
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #415 on: July 11, 2013, 05:07:44 PM »
Merciful eggs are a great weapon for Vow of Nonviolence/Peace dudes

Great Dislocator eggs... Oh damn, you're blind and stuck in Baator!
Nine-lives Stealer eggs... Cheaper Vorpal weapon
Egg of Puncturing... Blind + 1d6 Con damage
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Offline Sinfire Titan

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Re: Fun Finds v4.0
« Reply #416 on: July 11, 2013, 09:24:37 PM »
Oh holy shit, Permeable Form and Whispercast are amazing.

Quote
Permeable Form
Transmutation
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.

You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.

Quote
Whispercast
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 Swift
Range: Personal
Target: You
Duration: 1 round

The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless that spell normally requires a focus or expensive material component (any component worth more than 1gp). If the spell does require a focus or an expensive material component, you can still whispercast it as long as you have the focus or expensive component on your person—the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to manipulate it.

If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.

Those spells are perfect for wands, and good spells to consider in general. Source: Lords of Madness.
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Offline DavidWL

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Re: Fun Finds v4.0
« Reply #417 on: July 11, 2013, 10:32:35 PM »
Oh holy shit, Permeable Form and Whispercast are amazing.

Quote
Permeable Form
Transmutation
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.

You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows.

Quote
Whispercast
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 Swift
Range: Personal
Target: You
Duration: 1 round

The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless that spell normally requires a focus or expensive material component (any component worth more than 1gp). If the spell does require a focus or an expensive material component, you can still whispercast it as long as you have the focus or expensive component on your person—the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to manipulate it.

If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.

Those spells are perfect for wands, and good spells to consider in general. Source: Lords of Madness.

One could persist permeable form.

Cast wispercast as a stilled spell (3rd level slot), and then you can still/silent any spell at the cost of a swift action and a 3rd level slot.

Best,
David

Offline phaedrusxy

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Re: Fun Finds v4.0
« Reply #418 on: July 11, 2013, 10:50:17 PM »
Cast wispercast as a stilled spell (3rd level slot), and then you can still/silent any spell at the cost of a swift action and a 3rd level slot.

Best,
David
You mean cast Whispercast as a Silent Spell.
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Offline phaedrusxy

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Re: Fun Finds v4.0
« Reply #419 on: July 13, 2013, 12:36:28 AM »
Social Recovery skill trick
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plus

Glibness (+30 to Bluff checks) makes it trivially easily to totally break the game using diplomacy...

Yes, I know that cat was out of the bag a long time ago, but it typically required a pretty significant investment in resources. With this, any 7th level bard could do it with nothing more than a single spell known and a few skill points...
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