Author Topic: Fun Finds v4.0  (Read 353737 times)

Offline nijineko

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Re: Fun Finds v4.0
« Reply #100 on: May 28, 2013, 05:29:53 PM »
Source for Mule's Enlightenment, please?

at a guess, one of the official kalamar licensed books.

Offline SorO_Lost

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Re: Fun Finds v4.0
« Reply #101 on: May 28, 2013, 05:48:11 PM »
Source for Mule's Enlightenment, please?
Yeah no kidding. 'D&D "Mule's Enlightenment"' as a google search pulls one hit. JaronK's post on the Full Spell list. Soon this one will be added, but the entire net has no idea on it. I've gotten better hits for Dungeon content...

Offline JaronK

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Re: Fun Finds v4.0
« Reply #102 on: May 28, 2013, 06:37:02 PM »
Alter Self doesn't last long enough to scribe it.  ME lasts an hour per level.  But it's from Divine Masters (page 236), so we're talking about a setting specific (from Kalamar!) spell.  Should be legal in Eberron though.

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Offline awaken_D_M_golem

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Re: Fun Finds v4.0
« Reply #103 on: May 28, 2013, 06:59:15 PM »
hmm ... make the Alter Self the metapsi part of Linked.
(Really long term spell X) +linked (Alter Self).
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Offline SorO_Lost

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Re: Fun Finds v4.0
« Reply #104 on: May 28, 2013, 07:29:45 PM »
That'd be why. Most of the 2nd party stuff isn't well referenced. Dragon Mag makes a horrible name for it, and Dragonlance I can't say helps, only they DL's most powerful stuff rolls out of the WotC's book (the campaign setting, reserves of strength/dragonspawn/etc).

KoK on the other hand. I never made it past the first book. Class wise nothing to major to be found, Spellsinger is a Sorcerer with Eschew Material Components and ignores Somatic Components but adds verbal to everything meaning it ignores Arcane Spell Failure chance. So I was already set to expect this book to hand out stuff far beyond what ever D&D Splat gives. But like anything, it's not the Classes or PrCs that take my first interest, but items, Feats, and Spells, in that order.

Items
KoK has lots of Alchemical stuff and herbs, woot. Nothing too powerful form what I recall, just shark repellent and save-less instant coma in a bottle. Oh boy, I hope the magical side has cool stuff. Just gotta read past the slave section and these arrows that always remove Dex-to-AC...

There is an armor that instantly cures you when you drop below 0HP but don't die. Unlimited use and I recall thinking it's pretty cheap for low level use. There is also a cheap casts Greater Dispel Magic each time you hit weapon. Then a +2 unnamed to Dex potion, some +1 Save DCs rings, that +! Comp Ioun Stone in 2k ring form, a spiffy +2 all Knowledge Skills ring, and Pelor knows what else.

Feats
There is a chain in there I make into jpegs. Eyes of Fury, once-per-round Free Action Gaze attack that shakens opponents. Fearsome Appearance requires it and adds a Will Save or any opponent cannot take an AoO against you. Commanding Presence tops this chain off with a none-Fear based infinite Free Action and Saving doesn't render you immune makes people Flee unless they have no other option. DCs are 10+ChaMod but who cares, you can make a Paladin crap his pants.

Oh, KoK is the source of Irresistible Spell, which is a +4 Metamagic that denies your chance to Save, I think it got updated to +10 Save DCs. But more importantly you can pick up a Feat to trade Turn Undead uses into ungodly effects. Like Saveless Confusion, Cone of Saveless Shaken, Cone of Web, deal WisMod Negative Levels to a target, and who knows what else.

Spells
I skipped it. I'm sure it's loaded with some overpowered content ripe for picking. KoK, like Dragon, was out to make a bad name for 2nd party material.

Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #105 on: May 28, 2013, 08:29:36 PM »
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)
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Offline sirpercival

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Re: Fun Finds v4.0
« Reply #106 on: May 28, 2013, 08:56:57 PM »
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)

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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #107 on: May 28, 2013, 10:05:33 PM »
:facepalm
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Offline Elevevated Beat

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Re: Fun Finds v4.0
« Reply #108 on: May 28, 2013, 11:06:36 PM »
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)



The Tower of Hugh Laurie? With his Cursed Artifact Staff of Cure Disease/Poison that has a majority chance to not work the first couple of times.
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Offline Garryl

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Re: Fun Finds v4.0
« Reply #109 on: May 28, 2013, 11:40:44 PM »
Urban Arcana (and, by extension, the D20 Modern SRD) has the Supernatural Strike feat, which flat-out lets you crit normally uncrittable creature types. The only limitations are BAB +2 requirement and that it's a supernatural ability. If you're playing a D&D game and can convince your DM to let in a feat from what is technically another game system, it's probably worth mentioning.

Offline Nytemare3701

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Re: Fun Finds v4.0
« Reply #110 on: May 29, 2013, 02:35:30 AM »
Items
KoK has lots of Alchemical stuff and herbs, woot. Nothing too powerful form what I recall, just shark repellent and save-less instant coma in a bottle. Oh boy, I hope the magical side has cool stuff. Just gotta read past the slave section and these arrows that always remove Dex-to-AC...

There is an armor that instantly cures you when you drop below 0HP but don't die. Unlimited use and I recall thinking it's pretty cheap for low level use. There is also a cheap casts Greater Dispel Magic each time you hit weapon. Then a +2 unnamed to Dex potion, some +1 Save DCs rings, that +! Comp Ioun Stone in 2k ring form, a spiffy +2 all Knowledge Skills ring, and Pelor knows what else.

You missed the potion of blood that causes you to be treated as a member of any race for magic items, and dragon shenanigans might be involved. It's also permanent, and only 750gp.

Relics...Relics just got so much easier.
« Last Edit: May 29, 2013, 02:39:38 AM by Nytemare3701 »

Offline nijineko

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Re: Fun Finds v4.0
« Reply #111 on: May 29, 2013, 01:13:21 PM »
Urban Arcana (and, by extension, the D20 Modern SRD) has the Supernatural Strike feat, which flat-out lets you crit normally uncrittable creature types. The only limitations are BAB +2 requirement and that it's a supernatural ability. If you're playing a D&D game and can convince your DM to let in a feat from what is technically another game system, it's probably worth mentioning.

i've been meaning to mine the d20 for compatible content for a while now....

would that affect objects, by any chance, not just creature types?



edit: n/m, just saw your response in my other thread. ^^

Offline Captnq

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Re: Fun Finds v4.0
« Reply #112 on: May 29, 2013, 01:49:31 PM »
interesting twist: if you have a level of monk, thus the unarmed strike ability allowing an unarmed strike to count as weapon or natural weapon; add in the necklace of natural weapons, and place these abilities on them, then you could literally change your hands, feet, hair, whatever... into a weapon. maybe add the metaline enhancement.

mix in a bit of warshaper for extra natural weapons.

now pick up multi/two weapon fighting and multiattack and go to town with all your extra natural weapons.

which incidentally, also allows a monk to have +5 to unarmed strike, as the unarmed strike counts as a single natural weapon for purposes of the necklace, and much cheaper than the amulet of mighty fists.

however, if you want to mix unarmed strike and a bunch of natural weapons, the amulet winds up being cheaper overall.

At first blush, I was going to say no, but then I remembered you can put throwing and returning on a NoNWs. So, yeah. Scary as hell when your enemy turns his hand into a giant fleshy long sword. Ooo, you can make it any natural material you want. Bone. Big bone sword where my arm was. heh.
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Offline nijineko

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Re: Fun Finds v4.0
« Reply #113 on: May 29, 2013, 04:48:01 PM »
At first blush, I was going to say no, but then I remembered you can put throwing and returning on a NoNWs. So, yeah. Scary as hell when your enemy turns his hand into a giant fleshy long sword. Ooo, you can make it any natural material you want. Bone. Big bone sword where my arm was. heh.

you mean like this?




Offline awaken_D_M_golem

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Re: Fun Finds v4.0
« Reply #114 on: May 29, 2013, 07:01:08 PM »
@Soro, check out the Tower of Hugh Sorcery. It has some really cool spells. Mine are Arcane Staff, the time spells, and the one that sucks away caster levels (I think its in that one)
(click to show/hide)

The Tower of Hugh Laurie? With his Cursed Artifact Staff of Cure Disease/Poison that has a majority chance to not work the first couple of times.

 :lol ... it's a 4e Ritual that takes exactly and only
4 units of 10 minute rituals with a 5 minute short rest;
multiple skill challenges that never succeed, until the
very end.  "Hit On Betty Badly" is almost every time.
Excepting the 1/season cliffhanger power.
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Offline SorO_Lost

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Re: Fun Finds v4.0
« Reply #115 on: May 29, 2013, 11:37:01 PM »
Beware of it's uber curse. Should you fail to save an ally you die!

Offline 123456789blaaa

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Re: Fun Finds v4.0
« Reply #116 on: May 30, 2013, 08:05:55 PM »
As much as I don't like Pathfinder I have to admit they come up with some damn cool spells  :clap:

Quote
Mad Monkeys
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect swarm of monkeys
Duration 1 round/level
Saving Throw none; Spell Resistance no

You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys' distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB + 10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.

Not just spells actually. The fluff and ideas are so much more crazy and colourful and creative than in 3.5. Too bad the mechanics are so... :puke
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Offline sirpercival

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Re: Fun Finds v4.0
« Reply #117 on: June 01, 2013, 10:25:37 AM »
Dragon #339, pg 92-93 has [Hex] feats, which affect the Hexblade's Curse ability.

Most of these suck, but 3 of them stuck out:
  • Curse of Failure increases the penalty to saves from the Curse by 2 (so -4/-6/-8).
  • Empower Curse increases all penalties by 1 (so -3/-5/-7, or with CoF, -5/-7/-9 to saves).
  • Extend Curse increases the curse duration to 1 day instead of 1 hour.
With 1 flaw, a human hexblade could drop a -5 penalty to saves for an entire day at 1st level.  Rock on.  At 19th level, it's a -9 to saves, which is almost Doomspeak, with no save to resist.
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Offline Garryl

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Re: Fun Finds v4.0
« Reply #118 on: June 01, 2013, 05:30:50 PM »
The Dissipater weapon property lets you automatically crit a certain subset of targets (ectoplasmic creatures and objects). However, all of the examples they give are immune to crits.

Offline JaronK

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Re: Fun Finds v4.0
« Reply #119 on: June 02, 2013, 06:27:49 PM »
More fun with Kalamar!

First off, Salt and Sea Dogs has the pike... 11gp for a 15' reach pole arm that does 1d10 damage.  Really it should be 1d8, but that's third party for you.  The main thing is it's Martial, which is appropriate.

Second, Kingdoms of Kalamar has options to make poisons better.  Increasing the DC to make the poison by 2 increases the resist DC by one, and increases the cost by 10%.  Combined with Minor or Major Creation and you can get truly lethal poisons that are effective even into the late game (except against poison immunes of course).  Just make sure you can hit the craft DC...which shouldn't be impossible.  Combine with the Assassination weapon enchantment and various save reducers and you should land poison consistently.  DC 35 Black Lotus Poison (DC 30 poison delivered from a +5 Assassination weapon) is pretty darn brutal.  You can also make inhaled Black Lotus poison (raises the DC to make it by 4).

I was looking for that blood stuff that changes your type, but I couldn't find it.

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