Author Topic: Fun Finds v5.0  (Read 344595 times)

Offline FlaminCows

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Inception
« Reply #600 on: February 07, 2014, 10:51:00 PM »
(I'm guessing that dndtools doesn't have some of the language/text.)

Quote from: Complete Scoundrel page 67
Class Features: At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.
Bonus Trick (Ex): At each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.
Quote from: Complete Scoundrel page 70
Adaptation
The uncanny trickster is already a very generalized prestige class that can easily fit into any campaign setting. It does rely on the new rules for skill tricks, however, so it is not suitable for a campaign that does not incorporate them. Replacing bonus tricks with extra feats that enhance movement and defense can repurpose the character as a sneaky combatant with a more generalized approach to skills.
Quote from: Weapons of Legacy page 19
Class Features: At each level except 1st and 7th, you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a legacy champion, you must decide to which class to add each level for the purpose of determining class abilities.

So it should go like this:
Level 10
Uncanny Trickster 1: extra feat, favourite trick
Level 11
Legacy Champion 1: Reduced ritual cost (lesser), bond of lore
Level 12
Legacy Champion 2: Replace legacy ability (least) +1 level of Uncanny Trickster class features
 — Uncanny Trickster 2: extra feat, favourite trick, +1 level of Legacy Champion class features
   — Legacy Champion 3: Extra legacy ability use (least) +1 level of Uncanny Trickster class features
     — Uncanny Trickster 3: extra feat, favourite trick, tricky defense, +1 level of Legacy Champion class features
       — Legacy Champion 4: Bonus legacy feat, +1 level of Uncanny Trickster class features
         — Uncanny Trickster 4: extra feat, favourite trick, +1 level of Legacy Champion class features
           — Legacy Champion 5: Replace legacy ability (lesser), +1 level of Uncanny Trickster class features
             — Uncanny Trickster 5: extra feat, favourite trick, +1 level of Legacy Champion class features
               — Legacy Champion 6: Extra legacy ability use (lesser), +1 level of Uncanny Trickster class features
                 — Uncanny Trickster 6: extra feat, favourite trick, +1 level of Legacy Champion class features
                   — Legacy Champion 7: Reduced ritual cost (greater)
Level 13
Legacy Champion 8: Bonus legacy feat, +1 level of Uncanny Trickster class features
 — Uncanny Trickster 7: extra feat, favourite trick, +1 level of Legacy Champion class features
   — Legacy Champion 9: Extra legacy ability use (greater), +1 level of Uncanny Trickster class features
     — Uncanny Trickster 8: extra feat, favourite trick, +1 level of Legacy Champion class features
       — Legacy Champion 10: Replace legacy ability (greater), +1 level of Uncanny Trickster class features
         — Uncanny Trickster 9: extra feat, favourite trick, +1 level of Legacy Champion class features
             — Legacy Champion 11 to infinity: +1 level of Uncanny Trickster class features
             — Uncanny Trickster 10 to infinity: extra feat, favourite trick, +1 level of Legacy Champion class features

The result: the character now knows every feat related to movement and defence, and all her skill tricks can be used at least twice per encounter.
« Last Edit: February 08, 2014, 12:22:25 AM by FlaminCows »

Offline Leviathan

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Re: Fun Finds v5.0
« Reply #601 on: February 07, 2014, 11:06:05 PM »
Maybe it's just me, but Uncanny Trickster only has 3 levels. Doesn't that mean you can only get 3 levels of class features out of it? Since it is neither a base class nor a prestige class with at least 10 levels, it doesn't have an epic progression.

Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #602 on: February 08, 2014, 01:01:21 AM »
You can get virtual levels for the purposes of class features in various ways, as long it has the proper verbage in the feature (every level vs. at X level)

ex. Ubermount takes this to the extreme.


While answering that question, I just noticed that a Sha'ir 4 can enter Mystic Theurge to advance at x2 speed for spells.
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Offline awaken_D_M_golem

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Re: Fun Finds v5.0
« Reply #603 on: February 08, 2014, 02:59:32 PM »
Wow niice.

Here I was, using a cupcake version of that combo
trying to make Divine Mind and Lurk do anything at all.
And getting a PLZ no-no hammer anyways (wink).


So while a loop, it wouldn't go all that far, before it
ran out of Skill Tricks, and the specific bonus feats.
« Last Edit: February 08, 2014, 03:04:14 PM by awaken_D_M_golem »
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Offline snakeman830

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Re: Fun Finds v5.0
« Reply #604 on: February 09, 2014, 12:20:09 AM »
So, Fiendish Grafts are even cheaper than we thought.  According to the Fiend Folio:
Quote from: Fiend Folio, page 209
Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual.  Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft.  Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.
Emphasis mine, but that is the entire paragraph.

Got at least 40 HP and a minute of time?  Get yourself a fiendish graft today!
« Last Edit: February 09, 2014, 12:22:26 AM by snakeman830 »
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Offline Mithril Leaf

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Re: Fun Finds v5.0
« Reply #605 on: February 09, 2014, 02:19:48 AM »
So, Fiendish Grafts are even cheaper than we thought.  According to the Fiend Folio:
Quote from: Fiend Folio, page 209
Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual.  Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft.  Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.
Emphasis mine, but that is the entire paragraph.

Got at least 40 HP and a minute of time?  Get yourself a fiendish graft today!

All you had to do in the first place was bind a Sibriex, but yeah. This is somewhat cheaper than an 8th level spell.

Offline snakeman830

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Re: Fun Finds v5.0
« Reply #606 on: February 09, 2014, 09:47:44 AM »
So, Fiendish Grafts are even cheaper than we thought.  According to the Fiend Folio:
Quote from: Fiend Folio, page 209
Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual.  Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft.  Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.
Emphasis mine, but that is the entire paragraph.

Got at least 40 HP and a minute of time?  Get yourself a fiendish graft today!

All you had to do in the first place was bind a Sibriex, but yeah. This is somewhat cheaper than an 8th level spell.
Plus, you don't need to be friends with/know a level 15+ caster.  Anyone can do it, provided they can survive 10d4 damage.
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Offline jojolagger

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Re: Fun Finds v5.0
« Reply #607 on: February 09, 2014, 11:15:46 AM »
And if you have someone cast vigor on you (3rd level spell iirc), the fast healing 2 that it gives for at least 15 rounds on average negates all the 10d4 damage in just over half again the time it takes for the damage to be dealt.
Average damage/round, 2.5. Fast healing 2 makes the net there .5 damage/round.
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Offline phaedrusxy

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Re: Fun Finds v5.0
« Reply #608 on: February 09, 2014, 11:33:31 AM »
And if you have someone cast vigor on you (3rd level spell iirc), the fast healing 2 that it gives for at least 15 rounds on average negates all the 10d4 damage in just over half again the time it takes for the damage to be dealt.
Average damage/round, 2.5. Fast healing 2 makes the net there .5 damage/round.
Vigor is 1st level, and heals 11 points per casting. Makes a great bandaid wand.
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Offline jojolagger

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Re: Fun Finds v5.0
« Reply #609 on: February 09, 2014, 11:35:01 AM »
Vigor is 1st level, and heals 11 points per casting. Makes a great bandaid wand.
That's lesser vigor. Still good, but doesn't negate as much of the ritual damage as it occurs.
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Offline Omen of Peace

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Re: Fun Finds v5.0
« Reply #610 on: February 11, 2014, 09:45:50 AM »
The Dreaming Blindfold (MIC):
"If you are also wearing a psicrown (EPH169), you can target the recipient of the dream or nightmare with a single psionic power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days."

It seems like a nice way to assassinate someone from afar. You probably can't use powers that require you to touch the creature, which makes me sad because I'd have liked to be able to teleport the target as well (sleeping implies willing).
But note that technically it works even if the target is protected against mind-affecting effects, and doesn't sleep: you just need to target it with Dream (which might fail immediately).

Offline phaedrusxy

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Re: Fun Finds v5.0
« Reply #611 on: February 11, 2014, 11:07:55 AM »
The Dreaming Blindfold (MIC):
"If you are also wearing a psicrown (EPH169), you can target the recipient of the dream or nightmare with a single psionic power generated by the psicrown as if you were adjacent to that creature. However, the power costs twice the normal number of power points and renders the dreaming blindfold inert for seven days."

It seems like a nice way to assassinate someone from afar. You probably can't use powers that require you to touch the creature, which makes me sad because I'd have liked to be able to teleport the target as well (sleeping implies willing).
But note that technically it works even if the target is protected against mind-affecting effects, and doesn't sleep: you just need to target it with Dream (which might fail immediately).
You can do the same thing via the Remote Viewing power. They do need to fail the initial save for Remote Viewing, but since you have a virtual presence there (and can even be attacked), I'd think you could use touch spells (or just about anything).
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Offline snakeman830

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Re: Fun Finds v5.0
« Reply #612 on: February 11, 2014, 11:24:28 AM »
Helm of Brilliance, right from the DMG, has one particularly interesting function:

Quote from: SRD, helm of Brilliance
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.

    It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
    The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
    The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.
No duration is listed on that ability, just that it comes into effect 1 round after you issue the command.  I believe it defaults to permanent or instantaneous when no duration is listed?
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Offline BearsAreBrown

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Re: Fun Finds v5.0
« Reply #613 on: February 12, 2014, 08:27:15 AM »
Is there an updated version of Knock-down? I'm asking because I don't see it talked about often but I think its good as fuck.

Offline Sinfire Titan

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Re: Fun Finds v5.0
« Reply #614 on: February 12, 2014, 08:56:37 AM »
Is there an updated version of Knock-down? I'm asking because I don't see it talked about often but I think its good as fuck.

The SRD has it, which means that's the updated version (not that there's a difference). And it does get mentioned a lot in Tripper builds.
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Offline Prime32

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Re: Fun Finds v5.0
« Reply #615 on: February 12, 2014, 09:03:10 AM »
IIRC there was a ruling that Knock-down doesn't trigger the bonus attack from Improved Trip.

Offline Nunkuruji

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Re: Fun Finds v5.0
« Reply #616 on: February 12, 2014, 11:03:17 AM »
Sword & Fist errata

p. 7, Knockdown
Insert to end of Benefit:

Use of this feat cannot be combined with Improved Trip to generate an extra attack, and
successful use of this feat does not grant an extra attack through the Cleave or Great Cleave
feats.
Insert may into “you may make a trip attack as a free action.”
After “whenever you deal 10 or more points of damage to your opponent in melee” insert: with a
single attack


It's a little screwed up...

Sword & Fist (Jan 2001) was printed first, and errata'd (10/18/2002). This errata'd version is certainly available to a PC where 3.0 material is allowed.


Deities & Demigods (April 2002) (and SRD) re-prints the same feat, prior to errata, under the subsection that states these are for deities only. There is no Deities & Demigods specific errata pdf that I'm aware of.

In addition to the feats in the Player’s Handbook, deities can also
obtain the feats described here, all of which were originally pub-
lished in other D&D game products. Because these feats (as well as
those in the Player’s Handbook) were originally designed for use by
player characters, many of them have prerequisites that any deity
automatically meets, such as a base attack bonus of +2 for Hold the
Line. Nevertheless, those prerequisites are retained in these feat
descriptions so that the descriptions will be consistent with the
way they were originally published.
« Last Edit: February 12, 2014, 11:06:06 AM by Nunkuruji »

Offline phaedrusxy

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Re: Fun Finds v5.0
« Reply #617 on: February 12, 2014, 11:13:49 AM »
under the subsection that states these are for deities only. There is no Deities & Demigods specific errata pdf that I'm aware of.

In addition to the feats in the Player’s Handbook, deities can also
obtain the feats described here, all of which were originally pub-
lished in other D&D game products. Because these feats (as well as
those in the Player’s Handbook) were originally designed for use by
player characters, many of them have prerequisites that any deity
automatically meets, such as a base attack bonus of +2 for Hold the
Line. Nevertheless, those prerequisites are retained in these feat
descriptions so that the descriptions will be consistent with the
way they were originally published.
I don't see anything in the quoted text saying these are for deities only. Is it stated somewhere else, in a section other than the quoted one?

It's unfortunate that they didn't include the errata, as it came later than the D&DG reprint, and therefore should be the most recent version.
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Offline Garryl

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Re: Fun Finds v5.0
« Reply #618 on: February 12, 2014, 12:29:49 PM »
under the subsection that states these are for deities only. There is no Deities & Demigods specific errata pdf that I'm aware of.

In addition to the feats in the Player’s Handbook, deities can also
obtain the feats described here, all of which were originally pub-
lished in other D&D game products. Because these feats (as well as
those in the Player’s Handbook) were originally designed for use by
player characters, many of them have prerequisites that any deity
automatically meets, such as a base attack bonus of +2 for Hold the
Line. Nevertheless, those prerequisites are retained in these feat
descriptions so that the descriptions will be consistent with the
way they were originally published.
I don't see anything in the quoted text saying these are for deities only. Is it stated somewhere else, in a section other than the quoted one?

It's unfortunate that they didn't include the errata, as it came later than the D&DG reprint, and therefore should be the most recent version.

The quoted section even states that the feats were designed for player characters!

Offline BearsAreBrown

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Re: Fun Finds v5.0
« Reply #619 on: February 12, 2014, 03:36:30 PM »
Sword & Fist errata

p. 7, Knockdown
Insert to end of Benefit:

Use of this feat cannot be combined with Improved Trip to generate an extra attack, and
successful use of this feat does not grant an extra attack through the Cleave or Great Cleave
feats.
Insert may into “you may make a trip attack as a free action.”
After “whenever you deal 10 or more points of damage to your opponent in melee” insert: with a
single attack


It's a little screwed up...

Sword & Fist (Jan 2001) was printed first, and errata'd (10/18/2002). This errata'd version is certainly available to a PC where 3.0 material is allowed.
Does the SRD version override this errata? What is the publication date of the SRD?