Author Topic: Fun Finds v4.0  (Read 353732 times)

Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #780 on: August 19, 2013, 02:39:10 PM »
Frenzied Berserker Cleric :P
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Offline Sinfire Titan

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Re: Fun Finds v4.0
« Reply #781 on: August 19, 2013, 06:08:41 PM »
Since we're talking about Barbarian Clerics now, the feat Frantic Rage converts the Strength bonus from your Rage class feature into a Dex bonus. Unfortunately Ferocity doesn't count as Rage by RAW, but if it did the Frantic Rage feat would enable a Dex-based Barbarian. It should work for Whirling Frenzy, which makes the Barbarian Archer build a bit stronger.
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Offline Jackinthegreen

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Re: Fun Finds v4.0
« Reply #782 on: August 19, 2013, 06:13:23 PM »
Frantic Rage link for anyone curious.

Offline Sinfire Titan

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Re: Fun Finds v4.0
« Reply #783 on: August 19, 2013, 07:33:54 PM »
Oh, has Prophecy's Shaper (MoE) been mentioned yet? 2 feats for a free Empower Spell to every spell you cast (provided it's 1 level below your highest). And you don't have to have Empower Spell as a feat to use it.
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Offline Kasz

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Re: Fun Finds v4.0
« Reply #784 on: August 20, 2013, 07:07:31 AM »
Oh, has Prophecy's Shaper (MoE) been mentioned yet? 2 feats for a free Empower Spell to every spell you cast (provided it's 1 level below your highest). And you don't have to have Empower Spell as a feat to use it.

I can actually see a healing build in there combined with Prophecy's Shepherd.

So maybe an Armband of Maximized Healing and a Circlet of Solace. Prophecy's Shaper and Shepherd, maybe Augment healing... so 4 feats. Not a terrible investment.

Every round you can throw out an empowered spell... then as an option a swift action empowered cure spell... optionally maximised and/or boosting saves by 5, 3/day. Not the worst support character and doesn't waste actions in combat healing...and free buffs.
« Last Edit: August 20, 2013, 08:03:11 AM by Kasz »

Offline Amechra

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Re: Fun Finds v4.0
« Reply #785 on: August 20, 2013, 03:34:55 PM »
I just found a feat that becomes hilariously broken if you have access to Circle Magic.

Namely, Umbral Shroud.

Why? Because it is one of the few ways to make someone's attacks have a 100% miss chance.
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Offline Garryl

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Re: Fun Finds v4.0
« Reply #786 on: August 20, 2013, 04:56:32 PM »
Standard action to have someone make a Will save to give their attacks a miss chance for 1 round? No thanks, even with a 100000% miss chance. Besides, can't they just close their eyes (thus no longer relying on sight) to replace Umbral Shroud's 100% miss chance with total concealment's 50%?

Offline ksbsnowowl

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Re: Fun Finds v4.0
« Reply #787 on: August 20, 2013, 05:06:23 PM »
Reserve feats and Circle Magic are quite the fun combination.

Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.

Etc.

Offline Maat Mons

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Re: Fun Finds v4.0
« Reply #788 on: August 20, 2013, 05:56:30 PM »
Dragon 302 has a prestige class called tainted with two variants.  Or it has a prestige class called tainted warrior and another called tainted spellcaster.  It depends on how you look at it. 

The class is horrible to read, because every important feature has 21 different effects depending on which fiend you selected when you took the class. 

If you select kyton, you get exotic weapon proficiency (spiked chain) at 2nd level and an ability called chain control at 4th level.  Control chain is a supernatural ability that gives you +10 feet of reach with a spiked chain. 

The requirements are base attack bonus +2 and base will save +1.  Two levels in duskblade, hexblade, or knight would be enough to qualify.  Three levels in any number of other classes would also work. 

Offline awaken_D_M_golem

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Re: Fun Finds v4.0
« Reply #789 on: August 20, 2013, 06:03:53 PM »
Oh that's rather interesting.

Except for the yet another Taint name.
OA Taint.  UA Taint.  HoH Taint.  My taint.



Is Frenzy less useful/supported than Rage?
I ask 'cause I was looking at the OA Sohei,
a terrible class, like Tier 6 Divine MInd -ish.
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #790 on: August 20, 2013, 07:14:23 PM »
But... But.. Oh no, I have nothing :P

I really like the Tainted classes. The caster one would be playable if it was 9/10 or 10/10 casting.

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Offline Captnq

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Re: Fun Finds v4.0
« Reply #791 on: August 20, 2013, 08:30:01 PM »
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

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Offline Nytemare3701

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Re: Fun Finds v4.0
« Reply #792 on: August 20, 2013, 08:52:15 PM »
Reserve feats and Circle Magic are quite the fun combination.

Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.

Etc.

I was quite curious about this actually.

Quote from: DMG
Add Empower Spell, Maximize Spell, or Heighten
Spell metamagic feats to spells currently prepared
by the circle leader. Each circle bonus level counts
as one additional spell level required by the appli-
cation of a metamagic feat to a spell. The circle
leader may add one of the three listed feats to a
spell even if he does not know the feat or if the
addition of the feat would raise the spell level past
the circle leader’s normal maximum spell level
(maximum spell level 20th).
These effects last for 24 hours or until expended.

If you were preparing the spell with a specific amount of metamagic applied, I'd assume the spell would be "locked" with the bonus until you use it (as per the wizard's ability to keep spells from previous days). However, the wording of circle magic seems to be applying the metamagic as a temporary (24 hour) effect to an already prepared spell. This means you would need to create a circle EVERY 24 hours to keep your reserve feat boosted. It's a cool downtime buff that lasts 24 hours if you happen to have a bunch of guys with circle magic around, but in a normal game of "adventurers going everywhere" there isn't much opportunity for it (especially when leadership is banned or houseruled to being an offscreen support network). However, if the circle magic sticks until used, it means you could just fill a new slot each day with a level 20 spell to support a different reserve feat, then have half your spell slots as level 20 at-wills.

Offline ksbsnowowl

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Re: Fun Finds v4.0
« Reply #793 on: August 20, 2013, 09:31:44 PM »
Reserve feats and Circle Magic are quite the fun combination.

Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.

Etc.

I was quite curious about this actually.

Quote from: DMG
Add Empower Spell, Maximize Spell, or Heighten
Spell metamagic feats to spells currently prepared
by the circle leader. Each circle bonus level counts
as one additional spell level required by the appli-
cation of a metamagic feat to a spell. The circle
leader may add one of the three listed feats to a
spell even if he does not know the feat or if the
addition of the feat would raise the spell level past
the circle leader’s normal maximum spell level
(maximum spell level 20th).
These effects last for 24 hours or until expended.

If you were preparing the spell with a specific amount of metamagic applied, I'd assume the spell would be "locked" with the bonus until you use it (as per the wizard's ability to keep spells from previous days). However, the wording of circle magic seems to be applying the metamagic as a temporary (24 hour) effect to an already prepared spell. This means you would need to create a circle EVERY 24 hours to keep your reserve feat boosted. It's a cool downtime buff that lasts 24 hours if you happen to have a bunch of guys with circle magic around, but in a normal game of "adventurers going everywhere" there isn't much opportunity for it (especially when leadership is banned or houseruled to being an offscreen support network). However, if the circle magic sticks until used, it means you could just fill a new slot each day with a level 20 spell to support a different reserve feat, then have half your spell slots as level 20 at-wills.
Yeah, the wording is vague.  I go with the interpretation of "Lasts for 24 hours [caster level boost] or until expended [spells w/ metamagic]," because that follows the normal rules for spell prep.

If you are a Hathran, well, you have to take Leadership to even get in the class (3.5), or you got a free cohort anyway (3.0).  Add in a follower or two who has the Ethran feat (I think minimum is you +3?) and then you can do this, if your cohort is also high enough level to lead a circle:

Cohort leads circle and you and the two followers each give the cohort your highest level slot.  She uses these to boost a spell with Heighten as high as she can.  Then you can immediately turn around and
lead a circle yourself, and the cohort gives you that now-heightened spell (plus whatever the followers can give you).  Lots of spell levels to play with for caster level boosts, etc.  It gets even better if the DM does allow the heightened spells to last more than 24 hours.

Someday I would love to see a group in my gestalt game that was composed entirely of Hathran.  Sure, they'd waste 4 hours every day in Circle Magic transfers amongst each other, but their caster levels would be insane.

Offline phaedrusxy

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Re: Fun Finds v4.0
« Reply #794 on: August 21, 2013, 12:56:31 AM »
Reserve feats and Circle Magic are quite the fun combination.

Acidic Splatter: 20d6 acid damage, ranged touch attack, 100 ft range.
Fiery Burst: 20d6 fire damage, Ref DC 30+casting stat mod, 30 foot range.

Etc.
Holy crap... Now you're making me rethink that Hathran PrC for my character in your new game. :P
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Offline Maat Mons

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Re: Fun Finds v4.0
« Reply #795 on: August 21, 2013, 01:04:23 PM »
A unicorn's shield (Dragon 340, p70) deals double damage on a charge.  Assuming you can add shield spikes to a specific shield, you can put the valorous weapon ability (Unapproachable East, p54) on them for another doubling of damage on a charge. 

Offline jojolagger

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Re: Fun Finds v4.0
« Reply #796 on: August 21, 2013, 02:59:07 PM »
Somewhere, there is a creature that stays after being summoned via summon monster (fairly low level summon monster IIRC). It might be useful for some tricks with BoVD sacrifices (pretty sure it is Int 3 or higher) and other things that need bodies.
Only I can't remember what it's called or which book it's in. I'm pretty sure it could fly.

Anyone know what I'm talking about?

EDIT: Found it. Eyewing, Bestiary of Krynn
« Last Edit: August 21, 2013, 03:14:17 PM by jojolagger »
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Offline awaken_D_M_golem

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Re: Fun Finds v4.0
« Reply #797 on: August 21, 2013, 04:44:52 PM »
A unicorn's shield (Dragon 340, p70) deals double damage on a charge.  Assuming you can add shield spikes to a specific shield, you can put the valorous weapon ability (Unapproachable East, p54) on them for another doubling of damage on a charge.

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In the OA book Hobgoblins are LA+0.
Makes them somewhat juicy.
At the end of the monster section, the next
section has the LAs for some of the monsters.
« Last Edit: August 21, 2013, 05:03:04 PM by awaken_D_M_golem »
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Offline zook1shoe

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Re: Fun Finds v4.0
« Reply #798 on: August 21, 2013, 05:55:27 PM »
@jojo check out Halaster's Fetch
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Offline Ananse

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Re: Fun Finds v4.0
« Reply #799 on: August 21, 2013, 09:24:42 PM »
In the OA book Hobgoblins are LA+0.
Makes them somewhat juicy.
At the end of the monster section, the next
section has the LAs for some of the monsters.

What OA book?