Author Topic: Fun Finds v5.0  (Read 344603 times)

Offline Mithril Leaf

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Re: Fun Finds v5.0
« Reply #520 on: January 22, 2014, 08:29:21 PM »
Sounds like a literary of otherwise fictional reference; someone may have chased a white stag through a portal to earth once. Possibly the one that led the kids out of Narnia (Thanks Wikipedia!)

And Chemus wins the prize of sorry nothing.

So I recently discovered that in fact Martial Wizard 5/Zhentarim Skymage 5/Incantatrix 3/Initiate of the Sevenfold Veils 7 is pretty much the ideal feat alignment. Combat Casting and Mounted Combat are your wizard bonus feats, Iron Will comes from the old Otyugh Hole. Skymage gives Skill Focus (Spellcraft), Spell Focus (Abjuration), and Enlarge Spell as bonus feats. Incantatrix is covered by your Iron Will and Enlarge Spell, while you only have to take Greater Spell Focus (Abjuration) with a real feat slot to get into IofSV. Kinda weird how they lead into each other so well feat wise.

Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #521 on: January 22, 2014, 09:23:40 PM »
Skymage is one of the most powerful PrCs out there, and a personal favorite
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Offline Mithril Leaf

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Re: Fun Finds v5.0
« Reply #522 on: January 22, 2014, 09:45:30 PM »
Skymage is one of the most powerful PrCs out there, and a personal favorite

Clearly the build is only utilizing it for the flavor of the merged feats, I mean it would trade it's familiar out for a handy ACF, and nothing without a familiar can be broken right?

Offline linklord231

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Re: Fun Finds v5.0
« Reply #523 on: January 22, 2014, 11:03:04 PM »
According to the charts in the Random Town Generation tables in the DMG, a 20 person Thorp has about a 1% chance of having a 13th level Druid living there. 
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Offline Captnq

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Re: Fun Finds v5.0
« Reply #524 on: January 22, 2014, 11:51:32 PM »
If I'm wrong, let me know.

Okay, the two feats:

(click to show/hide)
(click to show/hide)

So Power touch reads, “You can MAKE attacks of opportunity” Opportunity Power reads, “WHEN you make an attack of opportunity”. So Power Touch feat makes an AoO. The Metapower feat allows you to manifest a power as an immediate action WITH your AoO. So as it reads, this lets you AoO someone with a power, then you can use your immediate action to manifest ANOTHER touch attack on them, and hit them with a double whammy.

Power point intensive, but frankly it'd scare the crap out of me to get hit with two manifest powers in quick succession because I triggered an AoO.

 Talk about going Nova. Considering the power point costs, I’d allow it.
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Offline Gazzien

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Re: Fun Finds v5.0
« Reply #525 on: January 23, 2014, 01:37:40 AM »
Snowcasting (feat) gives all of your spells the [Cold] descriptor.
Blue Ice (Frostburn? material) armor has no ASF for [Cold] spells.
Eschew Materials gets rid of the Snowcasting snow requirement.

Two feats (one if you don't mind carrying snow) + material on your armor = no ASF!

Offline TiaC

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Re: Fun Finds v5.0
« Reply #526 on: January 23, 2014, 04:50:34 AM »
According to the charts in the Random Town Generation tables in the DMG, a 20 person Thorp has about a 1% chance of having a 13th level Druid living there.

And 2 7th level druids, 4 3rd level druids and 8 1st level druids. Who knows what the other five people do in this commune...

Offline SorO_Lost

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Re: Fun Finds v5.0
« Reply #527 on: January 23, 2014, 07:26:02 AM »
According to the charts in the Random Town Generation tables in the DMG, a 20 person Thorp has about a 1% chance of having a 13th level Druid living there.
And 2 7th level druids, 4 3rd level druids and 8 1st level druids. Who knows what the other five people do in this commune...
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Offline Prime32

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Re: Fun Finds v5.0
« Reply #528 on: January 23, 2014, 10:28:21 AM »
The Rod of Surprises (Magic of Faerun) is a budget version of the Rod of Lordly Might that can switch between a +1 halfspear, javelin, kama, longspear, quarterstaff, scythe, shortspear or short sword. Take the Quick Draw feat so you can switch between forms as a free action, and you effectively have spiked-chain-style reach.

The RoLM itself can be used to activate the High Sword Low Axe feat by switching forms in the middle of your attack routine.

Power Touch + Opportunity Power
3.5 psionics overwrites 3.0 psionics, and Opportunity Power is clearly the 3.5 version of Power Touch, which would make Power Touch illegal anyway.
« Last Edit: January 23, 2014, 02:07:52 PM by Prime32 »

Offline Captnq

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Re: Fun Finds v5.0
« Reply #529 on: January 23, 2014, 02:56:18 PM »
Power Touch + Opportunity Power
3.5 psionics overwrites 3.0 psionics, and Opportunity Power is clearly the 3.5 version of Power Touch, which would make Power Touch illegal anyway.
One sec...

Your link does not list either of the feats.

What are you talking about?

I see no indication anywhere that the Metapower Opportunity Power is replacing the Psionic Feat Power touch. Both have different names and text. I have found no errata to say such. Please indicate where you have this via link, or book name/page number.
« Last Edit: January 23, 2014, 03:01:23 PM by Captnq »
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Offline ksbsnowowl

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Re: Fun Finds v5.0
« Reply #530 on: January 23, 2014, 03:02:38 PM »
I think I've discovered a (convoluted) way to hunt down someone who is constantly under the effect of a Mind Blank effect.
It would take a while to get up and running, and wouldn't work against someone who is hidden away and never makes a public appearance.  It would eventually work if you at least knew where the target tends to hang out (if they have a base of operations that is near a town, etc).  I'm writing this from the view point of trying to hunt down PC's.

First, get a humanoid to start asking around about the PC's.  Probably easiest to dominate a low-level character to that effect.

Second, either the PC's hear about someone asking questions, and hunt down and kill the low-level human (perhaps he is dominated and has been ordered to make threatening remarks, but not attack the PC's), or the low-level human actually finds them, and approaches them in a way that sets the PC's spidey-senses tingling.  With a little luck, and carelessness on the part of the targets, they end up murdering the low-level human.  The fact he is low level increases the chances that they will accidentally kill him outright before realizing how squishy he is.

Third, the target is raised as a Revenant.  The monster entry in Monsters of Faerun doesn't give a proscribed way as to how this happens (aside from spontaneously when someone is murdered), but in the adventure City of the Spider Queen is a minor artifact, the Claw of the Revnancer, which has the ability to turn any corpse into a Revenant under the control of the claw's wielder.  (I know, it takes an artifact; I told you it was convoluted).

Revenants have the following ability:
Quote
Find the Guilty (Ex): So long as a revenant and its killer are on the same plane of existence, the revenant will know which direction its killer can be found in and how far away he is. Depending on the magical abilities of the base creature, this extraordinary sense may even work across planar boundaries.
They are also immune to rebuking or turning.

So far as I can tell, this works even if the murderer is under the effects of Mind Blank (just as Scent or Blindsight would work against someone with Mind Blank).

The Claw of the Revnancer does specify that if a Revenant is ever ordered to seek out its murderer, the claw's control over the Revenant is immediately and permanently ended.

However, nothing seems to prevent Control Undead or Command Undead from affecting a Revenant.

So, trick the PC's into murdering someone, retrieve his corpse, turn him into a Revenant, use Command or Control Undead upon it (another reason why a low-level character is best for this), then tell it to seek out its killer, followed by asking it where its killer is located.

So long as you and the Revenant are on the same plane as the PC's, you can always find them (well, until the Revenant completely rots away, which its monster entry says takes about six months; maybe gentle repose would help in that regard).

Offline Maat Mons

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Re: Fun Finds v5.0
« Reply #531 on: January 23, 2014, 03:29:59 PM »
Nephelium (Sunless Citadel, p32) is transparent steel.  It doesn't provide any mechanical benefit, but it's only +100 gp for weapons and armor, so you could throw it on just for style. 

Offline phaedrusxy

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Re: Fun Finds v5.0
« Reply #532 on: January 23, 2014, 03:51:20 PM »
So I recently discovered that in fact Martial Wizard 5/Zhentarim Skymage 5/Incantatrix 3/Initiate of the Sevenfold Veils 7 is pretty much the ideal feat alignment. Combat Casting and Mounted Combat are your wizard bonus feats, Iron Will comes from the old Otyugh Hole. Skymage gives Skill Focus (Spellcraft), Spell Focus (Abjuration), and Enlarge Spell as bonus feats. Incantatrix is covered by your Iron Will and Enlarge Spell, while you only have to take Greater Spell Focus (Abjuration) with a real feat slot to get into IofSV. Kinda weird how they lead into each other so well feat wise.
Looks like a great build. I'll have to use this sometime. Would like to see it fleshed out into an actual character.
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Offline Nunkuruji

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Re: Fun Finds v5.0
« Reply #533 on: January 23, 2014, 05:13:12 PM »
(click to show/hide)

Although I am not aware of if/where there is text how to otherwise create Revenant's, the following lends credence to being able to with Create Greater Undead (at no more than CL20, given the artifacts own CL)

Quote
The undead-creation function of the claw uses the spell trigger activation method, so the wearer must have create greater undead on his or her spell list to use this ability.

Offline nijineko

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Re: Fun Finds v5.0
« Reply #534 on: January 23, 2014, 05:52:22 PM »
(click to show/hide)

Although I am not aware of if/where there is text how to otherwise create Revenant's, the following lends credence to being able to with Create Greater Undead (at no more than CL20, given the artifacts own CL)

Quote
The undead-creation function of the claw uses the spell trigger activation method, so the wearer must have create greater undead on his or her spell list to use this ability.

or you could just use metafaculty and/or hypercognition.

Offline ksbsnowowl

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Re: Fun Finds v5.0
« Reply #535 on: January 23, 2014, 06:44:59 PM »
or you could just use metafaculty and/or hypercognition.
Good to note for the future, but if a game doesn't use psionics, then (I think) I just found a way without it to overcome Mind Blank.

Offline ksbsnowowl

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Re: Fun Finds v5.0
« Reply #536 on: January 25, 2014, 09:29:11 PM »
From the planar traits list of the Far Realm, MotP:
Quote
Maddening:  Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.
... begin speaking backward.

Someone was having a little too much fun when they wrote that  :rolleyes

Offline awaken_D_M_golem

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Re: Fun Finds v5.0
« Reply #537 on: January 26, 2014, 04:15:48 PM »
Are you sure?
Are you really sure?
It doesn't look wrong to me.
And it hasn't looked "wrong" to how many hundreds of thousands of d&d players.
It doesn't look wrong to anybody else here, right?

Perhaps you're asking the wrong question ... did you fail your Will Save?
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Offline SolEiji

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Re: Fun Finds v5.0
« Reply #538 on: January 27, 2014, 09:32:56 AM »
Normal is everything, about on he's what know don't I.

More spiders for your tea, Colonel Golem?
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Offline Sinfire Titan

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Re: Fun Finds v5.0
« Reply #539 on: January 27, 2014, 11:13:53 AM »
From the planar traits list of the Far Realm, MotP:
Quote
Maddening:  Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter.
... begin speaking backward.

Someone was having a little too much fun when they wrote that  :rolleyes

That's good, but it's still only a 2nd place runner compared to my favorite D&D Easter Egg.
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