Author Topic: Fun Finds v4.0  (Read 353713 times)

Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #200 on: June 12, 2013, 07:08:15 PM »
Switch minds w the Beast of Bane for free advancement. Even temporary switching is HUGELY scary
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Offline TravelLog

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Re: Fun Finds v4.0
« Reply #201 on: June 12, 2013, 09:04:01 PM »
If you're attempting to activate a magic device, a DC 40 UMD check will let you emulate a specific individual (Dragon # 329, page 67).
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline Amechra

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Re: Fun Finds v4.0
« Reply #202 on: June 12, 2013, 09:13:32 PM »
Improved Sigil (Krau)...

Its usually used for early entry. However, it has a nice extra interaction with Earth Spell.

Namely, if you prep one of the spells you chose in a slot 1 level higher than normal, it counts as if it were 3 levels higher (+1 from Earth Spell, +1 from Improved Sigil (Krau)).

Combine with Sanctum Spell if, you know, you are inside your Sanctum, and enjoy the fact that your spell level increase is 3 + number of levels higher the slot you use for prepping!

Can you say Shadow Miracles at 13th level without cheese? Well, without the bootstrapping cheese that requires a lenient DM, that is.
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Offline TravelLog

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Re: Fun Finds v4.0
« Reply #203 on: June 12, 2013, 09:28:36 PM »
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."

So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.


This web article with brownie stats:

(click to show/hide)

The color spray spell is actually better than most people think (and most people think it's pretty damn good) you see on page 173 of the player's handbook where they describe the sub-schools of magic under pattern you can see:
Quote
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
This means that targets outside of the area of color spray are still affected by it if they can see the effects. This rule also applies to Hypnotic Pattern, Rainbow Pattern, and Scintillating Pattern.
« Last Edit: June 12, 2013, 09:54:27 PM by TravelLog »
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #204 on: June 12, 2013, 10:11:10 PM »
The brownie looks cool

great catch on the pattern subschool
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Offline TravelLog

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Re: Fun Finds v4.0
« Reply #205 on: June 12, 2013, 10:19:09 PM »
Not actually me. It was cp'd from a thread on giantitp. I was super pleased reading it.
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #206 on: June 12, 2013, 11:43:15 PM »
Glad you brought it over here. The boggard is really.... strange

*bump*
Quote
but do you keep getting the feats at that level if you're not taking artificer levels?
« Last Edit: June 12, 2013, 11:57:56 PM by zook1shoe »
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Offline Bastian

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Re: Fun Finds v4.0
« Reply #207 on: June 13, 2013, 01:04:23 AM »
And my point is that if your DM allows it in the first place you're going to get the feats as soon as you meet the minimum CL. Yes, he could rule that "near" means at CL 1000. But then he's basically just saying, "No, that's stupid and abusive and you can't have it."
If your DM is allowing this reading to begin with, the reading that's going to get used is "at".
So what you saying is you can't really think of an argument so Theoretical DM. Stop trying to bring RAI into an argument about RAW.

More that I don't think there needs to be an argument because the +1000 CL interpretation doesn't make sense by any definition of "near" used in this context.
This is the sort of thing a DM is going to throw out the window or, in an intentionally high-power game, accept at face value.
I'm not making a RAW argument, and never stated that I was. I'm making a RAI argument in absence of a precise RAW definition of the phrase "or near".
Except when discussing things that are blatantly abusing RAW, if you resort to RAI to make it work instead of admitting you don't know how to do so, you look extremely immature.
« Last Edit: June 13, 2013, 01:08:32 AM by Bastian »

Offline ksbsnowowl

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Re: Fun Finds v4.0
« Reply #208 on: June 13, 2013, 11:35:15 AM »
Add the Beast of Bane Template which is the Beast of Xvim Template (Monsters of Faerun, pg 85) but with 1 minor (yet awesome) change. note: The one I've found is 3.0 I don't think there's an updated version... if there is let me know.

In summary:
+1 HD - which increases saves/BaB/skills as appropriate.
Physical Attacks: Damage die increases.
Special Attacks: Damage die increases.
Frightful Presence (Ex): Lasts 5D6 rounds.
Feed (Su): Advance like a Barghest.
Smite Good (Su): 1/day but Vile damage :)
Special Qualities: Immune to Fear, Poison, Darkvision 60ft. Also gains DR based on HD... the DR is /+1 so I guess it'd just be DR 5 or 10 /magic.
Abilities: Int is raised to 3 if lower, +4 Charisma.
Alignment: changes to Lawful Evil.

Update on this.  The book for the updated Beast of Bane is actually Shadowdale: The Scouring of the Land.
It doesn't automatically get +1 HD when adding the template, but can gain HD from feeding.
Its DR tiers become: DR 5/Magic, DR 10/Silver, DR 10/Magic and Silver
Unlike the Beast of Xvim template, its Frightful Presence ability does not state what kind of fear is inflicted on those who fail the save.

The Frightful Presence ability isn't helpful, stating only:
Quote
Opponents within range who witness the action may become frightened or shaken.
So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.

Offline Kasz

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Re: Fun Finds v4.0
« Reply #209 on: June 13, 2013, 11:49:34 AM »
The Frightful Presence ability isn't helpful, stating only:
Quote
Opponents within range who witness the action may become frightened or shaken.
So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.

Maybe Shaken on a successful save was the intent?

Would those fear effects overlap? Like... lets say you're frightened by a beast of bane bear, then would it escalate to panicked from a beast of bane wolf, then escalate to cowering from a beast of bane tiger?
Assuming failed saves, obviously.

I know effects from the same source don't stack, and they're all coming from a Beast of bane's frightful presence...but it is a different presence each time.

If you ruled it that it was frightened on failed save and shaken on a successful save and they escalated, you could perch 4 Beast of Bane 1HD Bunnies on your shoulders, and auto-panic anyone you came within 30ft of.

Offline ksbsnowowl

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Re: Fun Finds v4.0
« Reply #210 on: June 13, 2013, 12:54:59 PM »
The Frightful Presence ability isn't helpful, stating only:
Quote
Opponents within range who witness the action may become frightened or shaken.
So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.

Maybe Shaken on a successful save was the intent?

Would those fear effects overlap? Like... lets say you're frightened by a beast of bane bear, then would it escalate to panicked from a beast of bane wolf, then escalate to cowering from a beast of bane tiger?
Assuming failed saves, obviously.

I know effects from the same source don't stack, and they're all coming from a Beast of bane's frightful presence...but it is a different presence each time.

If you ruled it that it was frightened on failed save and shaken on a successful save and they escalated, you could perch 4 Beast of Bane 1HD Bunnies on your shoulders, and auto-panic anyone you came within 30ft of.
For that reason, if not just taking the 3.0 BoX and going with Frightened on a failed save and nothing on a successful save, I would likely rule that you are frightened on a failed save, shaken on a successful save, and count the ability as the same source, so no stacking no matter the number of Beasts that were present.

Probably not RAW, but it makes it playable, and not crazy stupid powerful.

Offline Garryl

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Re: Fun Finds v4.0
« Reply #211 on: June 13, 2013, 12:59:46 PM »
The Frightful Presence ability isn't helpful, stating only:
Quote
Opponents within range who witness the action may become frightened or shaken.
So, the best option is to just treat it like Beast of Xvim, and have foes become Frightened.

Maybe Shaken on a successful save was the intent?

Doubtful. The text in question is a straight copy of part of the generic Frightful Presence ability's description, which is equally vague because specific instances of the ability are supposed to define it. It doesn't help that there are so few instances of the ability to even make a precedent. However, all instances in the SRD (Tarrasque, True Dragons, Vermiurge, from the Form of Doom power, the salient divine ability, the undefined Dragon Totem Barbarian that presumably is supposed to function like a true dragon's frightful presence, and the Drakeblade Legendary Weapon) have no effect on a successful save and cause either shaken or panicked (for <= 4 HD for true dragons and Drakeblade, for creatures the deity attacks for deities).

Offline Captnq

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Stump Knife
« Reply #212 on: June 13, 2013, 01:11:34 PM »
(click to show/hide)

If you enjoy critical activated WSA, this one is for you.
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Offline Garryl

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Re: Fun Finds v4.0
« Reply #213 on: June 13, 2013, 01:26:25 PM »
It's still only 15-20 threat range with Keen or Imp. Crit. due to D&D multiplication, same as any 18-20 threat range weapon. Maybe if you found some effects that add to a threat range before multiplication, the x3 multiplier would eke out a bit more than the usual x2.

Offline nijineko

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Re: Fun Finds v4.0
« Reply #214 on: June 13, 2013, 01:33:58 PM »
(unchanged in the 3.5 oa update in dragon 318) weapon master or the (updated to 3.5 in mind's eye article) psionic weapon master?

they both increase the multiplier a few times a day starting at 2, and if they have the imp crit feat before 7, then they add an additional +2 to the threat range.

Offline Arz

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Re: Fun Finds v4.0
« Reply #215 on: June 13, 2013, 03:31:59 PM »
Stumped Combo
Einhander + Stump Knife = The only non-natural weapon you can combine with this feat because you are handy-capable.

Offline awaken_D_M_golem

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Re: Fun Finds v4.0
« Reply #216 on: June 13, 2013, 07:31:06 PM »
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."

So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.

Worthy of necro-ing.  Campaign Smasher.
iirc - this is the Immoth Break by Soluphobe.
Which has been lost to the wotc changeovers.

There's a trick to the Prepared vs. Sorc casting something.
Like with just one feat, and it's Beholder Mage Lite (or wtf).
Your codpiece is a mimic.

Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #217 on: June 13, 2013, 11:19:43 PM »
A Nimblewight Disciple of Dispater with keen stump knife fiendish grafts can threaten on a 4-20/x2 (15-20 to 10-20 to 4-20). Its additional attacks are -2-20/x2 (nat1 still fails)
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Offline Kethrian

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Re: Fun Finds v4.0
« Reply #218 on: June 13, 2013, 11:26:33 PM »
... But Keen specifically states it doesn't stack with any other effect that expands a critical threat range ...
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Offline TravelLog

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Re: Fun Finds v4.0
« Reply #219 on: June 13, 2013, 11:59:08 PM »
Immoth (CR 9 creature, MM2 pg. 127): "Ice Runes (Sp): "Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+12 ice runes embedded on its body."

So it can cast up to 24 spells, all as free actions, in the FIRST ROUND.

Worthy of necro-ing.  Campaign Smasher.
iirc - this is the Immoth Break by Soluphobe.
Which has been lost to the wotc changeovers.

There's a trick to the Prepared vs. Sorc casting something.
Like with just one feat, and it's Beholder Mage Lite (or wtf).

Can anyone remember this trick?
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes