Author Topic: Fun Finds v5.0  (Read 344826 times)

Offline Amechra

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Re: Fun Finds v5.0
« Reply #460 on: January 08, 2014, 12:59:44 AM »
I was reading through the mounted combat rules recently, and I noticed that you get a +1 on attack rolls while mounted against enemies smaller than your mount... due to being on higher ground.

Now, there are a couple of feats that trigger off being higher than other people. For example, Shi'Quos School knocks people prone on a charge unless they succeed on a Reflex save. Nice for a cavalry charger against infantry, me thinks.

Other nice, if tiny, bonuses include:
- Roofwalker gives you a +1 Dodge bonus to AC if you are at a different elevation from your opponent.
- Mountain Warrior gives a +1 bonus on damage rolls for melee attacks, or +1 on ranged attacks, if you are on higher ground.
- Cragtop Archer grants a +2 bonus to Damage rolls with ranged attacks made from higher ground.

So if you are at a loss for feats to take when making a mounted character... here are some options.
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #461 on: January 08, 2014, 02:19:45 AM »
I noticed that the oh so crappy Arcane Archer can cast any area spell as a standard action, despite having a longer casting time.

oops, I just shot you with an apocalypse from the sky arrow as a standard action.
oops, shot you w an antimagic field arrow  :twitch

force cage from 1000+ ft away?

what happens if you cast Arrowsplit.on the arrow to be imbued? It seems to split the spell off into each arrow. It only changes the possible arrow type.
« Last Edit: January 08, 2014, 02:22:34 AM by zook1shoe »
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Offline Chemus

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Re: Fun Finds v5.0
« Reply #462 on: January 08, 2014, 03:49:30 AM »
(click to show/hide)

Please refrain from telling me what I think; only one of us is inferring from the text. I treat rules text like a program; it does what it says unless there's a preexisting rule that supersedes it or that it's modifying.

First, the ability states its condition; when it happens (on damage). Next it states its effect (scourge becomes exactly 2, no more, no less, identical scourges that share a common spell pool). Last, it states limitations (cannot change shape).

After the effect occurs, each scourge retains the split ability. Thus if any currently split scourge takes damage, that scourge will split into two identical scourges sharing a spell pool.

Your point that neither scourge has control over the other is valid; my assumption that since they effectively share a mind (shared spells, but no telepathy), they are one creature may be incorrect. That is not covered by existing rules to my knowledge.

Edit: fixed unintentional contractions into possessives [/grammar Nazi]
« Last Edit: January 08, 2014, 03:55:06 AM by Chemus »
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Offline spacemonkey555

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Re: Fun Finds v5.0
« Reply #463 on: January 08, 2014, 05:25:51 AM »
You're inferring that "when damaged" refers to each incident where damage is inflicted on the PS, rather than it being a boolean. You inferred about the shape change restriction too.

It's almost impossible not to infer, it's why the DND rules are only thousands of pages rather than billions. Everyone infers, all the time. Problems occur when people pretend they aren't inferring, and conclude that therefore their understanding of the rules must be infallible. BTW I didn't reread it when you told me to, I got a pretty good scan on it the first time.

Sorry if accusing you of bias offended, I suppose I didn't like being told to reread something I just read with an eye for detail. Good luck with your infinite PS gaming.

Offline phaedrusxy

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Re: Fun Finds v5.0
« Reply #464 on: January 08, 2014, 10:05:49 AM »
I noticed that the oh so crappy Arcane Archer can cast any area spell as a standard action, despite having a longer casting time.

oops, I just shot you with an apocalypse from the sky arrow as a standard action.
oops, shot you w an antimagic field arrow  :twitch

force cage from 1000+ ft away?
This has been pretty common knowledge for years. :D AA2 is actually a decent capstone to some builds, if you can afford the loss of CLs.

Quote
what happens if you cast Arrowsplit.on the arrow to be imbued? It seems to split the spell off into each arrow. It only changes the possible arrow type.
Oh god... Not touching this with an 11 foot pole. :P
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Offline SorO_Lost

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Re: Fun Finds v5.0
« Reply #465 on: January 08, 2014, 11:21:28 AM »
Quote
what happens if you cast Arrowsplit.on the arrow to be imbued? It seems to split the spell off into each arrow. It only changes the possible arrow type.
Oh god... Not touching this with an 11 foot pole. :P
I never learned to follow signs anyway.

Typically, if you have to over empathize a single word, such as identical, in order to make a point then you have failed at reading the entry. In clear context it creates masterwork weapons and it contains none of the wording found in Splitting, which was printed in the same exact book.

So the question becomes, is does Imbuing Arrow work with Splitting? Well like before if you a word, upon, it might work. I say might because the word "property" can distinctly mean an attribute that belongs to the arrow, it's like saying a cowboy is owned by the horse he rides and the bare horse is damaged goods. However if you take the introduction part of the entry with a grain of salt and pay attention the rest; "When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted." The rules of the ability modify the Spell's casting time and targeted location (noted causality of such is using the bow's range rather than the spell's) to match that of the arrow fired as part of the same action. The Spell never once becomes part of the arrow in question at any time.

So you know exactly what my answer would be.

Offline snakeman830

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Re: Fun Finds v5.0
« Reply #466 on: January 08, 2014, 12:36:16 PM »
Although, I wonder how it reacts with Persist Spell.  Spontaneous casters may be at a disadvantage there, but I think a Prepared caster could use it to fire a Persisted spell.
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #467 on: January 08, 2014, 03:04:53 PM »
splitting is the same i assume?
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Offline SorO_Lost

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Re: Fun Finds v5.0
« Reply #468 on: January 08, 2014, 03:13:12 PM »
Although, I wonder how it reacts with Persist Spell.  Spontaneous casters may be at a disadvantage there, but I think a Prepared caster could use it to fire a Persisted spell.
Intro says area and the entry goes on to say, the spell’s area is centered on where the arrow lands. Rays and Personal Spells won't work with it.

Abusing it with Metamagic should work through. Like a Standard Action Empowered Fireball as a Spontaneous Caster. I wonder if there is a way to turn (Lesser) Geas into an area spell, that'd be an amazing usage as well.

splitting is the same i assume?
YEah I'd go with a no go on it. It seems Imbue Arrow modifies an Area Spell.

Spell from Spell Storing and Splitting I believe works through. So there is that.
« Last Edit: January 08, 2014, 03:16:43 PM by SorO_Lost »

Offline snakeman830

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Re: Fun Finds v5.0
« Reply #469 on: January 08, 2014, 03:56:48 PM »
Persistant spells can have an area, so long as the range is fixed.  Antimagic Field, for example, can be Persisted (though generally a foolish plan), and we know it can be used with Imbue Arrow.  For Prepared casters, the Metamagic is applied before Imbue Arrow does anything odd with the range (as the spell could simply be cast normally until that point).  Order of application matters (hence Reach spell+ Persist Spell generally being considered kosher), so it should be possible to fire a Persisted spell with Imbue Arrow.

Now, finding such a spell that you would want to do that with is a different story.  Most of the interesting ones are Divine buffs to put on allies (use a blunt arrow for it).

That said, I am certain spontaneous casters can use Imbue Arrow for metamagic abuse as well.
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Offline Prime32

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Re: Fun Finds v5.0
« Reply #470 on: January 08, 2014, 04:06:00 PM »
Although, I wonder how it reacts with Persist Spell.  Spontaneous casters may be at a disadvantage there, but I think a Prepared caster could use it to fire a Persisted spell.
Intro says area and the entry goes on to say, the spell’s area is centered on where the arrow lands. Rays and Personal Spells won't work with it.
Which is why you imbue a glyph of warding that contains the spell you want. :p

Offline Sinfire Titan

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Re: Fun Finds v5.0
« Reply #471 on: January 08, 2014, 08:49:19 PM »
The Manticore Sting feat from Dragonmarked is pretty cool, especially since it uses Daggers/Shurikens.
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Offline Sinfire Titan

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Re: Fun Finds v5.0
« Reply #472 on: January 11, 2014, 04:59:55 PM »
A tidbit of fluff that I found rather interesting: According to the MiC, Fharlanghn's highest level Clerics are at least 11th level, all have the Sanctify Relic and Craft Arms and Armor feats, and have a CL of 20th for no readily explained reason. The source is the Rapier of Unerring Direction (MiC page 55).
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #473 on: January 12, 2014, 02:33:46 PM »
A new official damage type... 'frost'

Dlarun metal was never errata'd to deal 'cold' damage, so the 'frost' damage is valid. Plus bypasses cold resistance.
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Offline awaken_D_M_golem

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Re: Fun Finds v5.0
« Reply #474 on: January 12, 2014, 02:35:40 PM »
Aww heck the wotc NPCs are a wreck, a total wreck.

I thought his name was:  Fahrvergnügen.

CL 20 is nice, 2 feats down on good cleric builds, and can't go Planning for cheap DMM.
Still doing DMM , and also later feat slot Leadership = good enough.

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Offline Sinfire Titan

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Re: Fun Finds v5.0
« Reply #475 on: January 12, 2014, 03:55:57 PM »
Aww heck the wotc NPCs are a wreck, a total wreck.

I thought his name was:  Fahrvergnügen.

CL 20 is nice, 2 feats down on good cleric builds, and can't go Planning for cheap DMM.
Still doing DMM , and also later feat slot Leadership = good enough.

Cleric of F -zilla.

Actually I think it's more interesting for buying items. They canonically have the ability to craft high-level Weapons/Armor, and that in-game religion is fairly easy-going on adventurers.

Of course you could just Mind Rape one of them...
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #476 on: January 12, 2014, 04:30:50 PM »
The sprayer weapon doesn't suffer a -20 Hide penalty, since its not an attack roll, its a flat standard action to pump.

not an actual weapon, stupid weapon handbook :-p
« Last Edit: January 13, 2014, 05:57:57 PM by zook1shoe »
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Offline awaken_D_M_golem

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Re: Fun Finds v5.0
« Reply #477 on: January 13, 2014, 05:50:44 PM »
Assuming the CL=20 is a biff not rai (of course) ...
otherwise  :tongue how early does a Cleric of F get the CL boost?
Would seem a decent tag for Battlesmith / Ironsoul Forgemaster / Midgard Dwarf, etc

I was reading through the mounted combat rules recently, and I noticed that you get a +1 on attack rolls while mounted against enemies smaller than your mount... due to being on higher ground.

Now, there are a couple of feats that trigger off being higher than other people. For example, Shi'Quos School knocks people prone on a charge unless they succeed on a Reflex save. Nice for a cavalry charger against infantry, me thinks.

Other nice, if tiny, bonuses include:
- Roofwalker gives you a +1 Dodge bonus to AC if you are at a different elevation from your opponent.
- Mountain Warrior gives a +1 bonus on damage rolls for melee attacks, or +1 on ranged attacks, if you are on higher ground.
- Cragtop Archer grants a +2 bonus to Damage rolls with ranged attacks made from higher ground.

So if you are at a loss for feats to take when making a mounted character... here are some options.

Hack up a Fat Jumper build ... provided there's some way to Dismount ultra fast + trigger all the Fat Jumper stuff + in one Move.
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Offline Amechra

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Re: Fun Finds v5.0
« Reply #478 on: January 13, 2014, 06:28:35 PM »
Well, for quick mounting/dismounting...

A DC 20 Ride check lets you mount/dismount a mount as a free action, as long as you still have a Move action for the round.

So someone with a +19 Ride modifier can always do it, as long as they have a move action left to use.

Which brings me to another fun find: the Halfling Outrider PrC can grant an infinite number of attacks, as long as you have a single move action left unused and you have at least 5 levels in the class.

1. You ride up next to your poor target. Wait a round, or point out that you haven't used a Move action yet.
2. You make a DC 20 Ride check to dismount into an adjacent square. Then, since your enemy is within your reach (you rode up to the bastard), you get a free melee attack with a +2 to hit (but, unfortunately, a -2 to AC.)
3. Then, make a DC 20 Ride check to get back on your mount.
4. Repeat 2 and 3 until your opponent is made of fine, fine paste.

Ta da!
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Offline Arz

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Re: Fun Finds v5.0
« Reply #479 on: January 13, 2014, 06:54:27 PM »
Wand Bonding (CoS) is Channel Charge plus for warforged. I hate the editing on this book.