Author Topic: Fun Finds v6.0  (Read 292148 times)

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v6.0
« Reply #60 on: May 24, 2014, 08:21:16 PM »
Aurorum doesn't specify that it restores the magical abilities. For the price, it should I think, but I've seen it argued the other way.
Well actually, Aurorum only states it can fix it's self when Sundered now that you mention it...

Offline Keldar

  • Legendary Member
  • ****
  • Posts: 1032
  • What's this button do?
    • View Profile
Re: Fun Finds v6.0
« Reply #61 on: May 25, 2014, 05:33:57 AM »
Now, what do the rules actually say about magic items and sunder (ect.)?  I'd wager not half enough.

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v6.0
« Reply #62 on: May 25, 2014, 11:12:39 AM »
Not really. Sunder is special rules for attacking someone's weapon or shield. You don't need a lot of text to penalize that with AoOs :p

Magic Items lose their properties per Magic Items, items are destroyed per HP/MaxHP, etc. No, the "problem" with Aurorum is people try to apply twisted logic to rules and stretch flavor. Here is the rules on it.
Quote
Aurorum: This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The broken pieces bond quickly and seamlessly, restoring the item to its previous state. The market price modifier for an aurorum weapon, shield, or suit of armor is +4,000 gp.
And an unfunny parody of the thought process that'll probably piss everyone off that's mentioned it over the years (aka, quite a few).
(click to show/hide)

Honestly through. It's just one of those things to troll a forum and you know the DMs will smack down anyway.

Offline Snowbluff

  • Full Member
  • **
  • Posts: 188
  • I like being a lurker!
    • View Profile
Re: Fun Finds v6.0
« Reply #63 on: May 27, 2014, 01:49:27 PM »
In a similiar vein, Splitting Bow (makes 2 arrows) loaded up with Raptor Arrows (never breaks while being shot) does the same thing. Whenever I use them, I joke about having a small mounds of leftover arrows everywhere I fight.
Clerics are my game!

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v6.0
« Reply #64 on: May 28, 2014, 11:54:24 PM »
Saw this in a different thread...

Human Heritage changes human descended face into Humanoids. How is this helpful? Allows inherited templates 'humans' remain Humanoid (like half-dragons) and eligible for kool feats, like Aberration Blood.

the Hell Louse has an interesting type
LE Large vermin (magical beast, fiendish, extraplanar)
« Last Edit: May 30, 2014, 11:27:54 AM by zook1shoe »
add me on Steam- zook1shoe
- All Spells
- playground

Offline vaz

  • DnD Handbook Writer
  • **
  • Posts: 227
  • I'm new!
    • View Profile
Re: Fun Finds v6.0
« Reply #65 on: May 30, 2014, 01:09:56 PM »
Use with Necropolitan to be immune to most of the wealnesses of Undead form (turn undead, polymorph doesn't work on self) while still benefitting from stuff like stun immunity etc.

Offline Snowbluff

  • Full Member
  • **
  • Posts: 188
  • I like being a lurker!
    • View Profile
Re: Fun Finds v6.0
« Reply #66 on: May 30, 2014, 02:53:57 PM »
Use with Necropolitan to be immune to most of the wealnesses of Undead form (turn undead, polymorph doesn't work on self) while still benefitting from stuff like stun immunity etc.
Yep. It's pretty sweet how many things don't affect you.

It relies on you being allowed to stack your benefits in order, though.
Clerics are my game!

Offline Chemus

  • Legendary Member
  • ****
  • Posts: 1929
    • View Profile
Re: Fun Finds v6.0
« Reply #67 on: May 30, 2014, 06:32:18 PM »
Savage Species says that undead type, for example, can't change back to humanoid; does the feat implicitly or explicitly supersede that?
Apathy is ...ah screw it.
My Homebrew

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: Fun Finds v6.0
« Reply #68 on: May 30, 2014, 07:09:00 PM »
Nope. Specific trumps general either way, so...
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v6.0
« Reply #69 on: May 30, 2014, 07:55:40 PM »
Human Heritage helps change back to Humanoid at 1st level ;)
add me on Steam- zook1shoe
- All Spells
- playground

Offline kitep

  • DnD Handbook Writer
  • ****
  • Posts: 1948
  • Lookout World!
    • View Profile
Re: Fun Finds v6.0
« Reply #70 on: May 31, 2014, 10:34:04 AM »
A Telkiira (Lost Empires of Faerun) are powerful lore-gems.  Among other things,
Quote
A telkiira contains 10 ranks in each of four different Intelligence-, Wisdom-, or Charisma-based skills. Among the most common skills available from a telkiira are Decipher Script, Knowledge (arcana), Knowledge (history), and Spellcraft. When making a check involving one of the telkiira’s skills, the wearer can use either the device’s ranks in that skill or his own, whichever is higher. He uses his own ability modifier for any skill check using the telkiira’s ranks.

Those are RANKS, not a bonus.  To qualify for a PrC, the PC can get the prereq from an item.  So can this item be used for early-entry, or for entry when you just didn't bother taking the skill required?  Though at a 100,000gp cost, it's not gonna be all that early.

I think elsewhere, I saw that a telkiira is a "semi-sentient" item.  So it might be considered more of a companion than a magic item, and so might not allow qualification for a PrC.

« Last Edit: May 31, 2014, 10:36:14 AM by kitep »

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v6.0
« Reply #71 on: May 31, 2014, 10:48:35 AM »
Savage Species says that undead type, for example, can't change back to humanoid; does the feat implicitly or explicitly supersede that?
Excellent observation Chemus. Perhaps a little more research into the topic would help.

Nope. Specific trumps general either way, so...
Umm no.

You are choosing to apply the Acquired Necropolition Template before a Type altering Feat called Human Heritage to determine your final Type.
And if that choice is wrong to begin with...

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: Fun Finds v6.0
« Reply #72 on: May 31, 2014, 01:19:35 PM »
You can get hack the feat onto your character after you are a Necropolitan, though. Dark Chaos Feat Shuffle says hi.

Plus, how is a feat less general than a general rule for handling types? You should be yelling at zoo1shoe, not me; I agree that unless you somehow take Human Heritage after 1st, it won't work (because iirc you can't get Necropolitan at 1st level? given that it costs a level (or 2 Con) + 1000xp to get, and a 1st level character doesn't have the XP to work with...)

Hmm, maybe retraining if you drop to 1st level through Necropolitan? Then you've taken it after Necropolitan, and thus you can pretty legitimately claim that it should apply second.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Fun Finds v6.0
« Reply #73 on: May 31, 2014, 02:49:31 PM »
You can get hack the feat onto your character after you are a Necropolitan, though. Dark Chaos Feat Shuffle says hi.
And that has shit to do with what?

If you have the Fire Subtype, Resistance to Cold 10, and make your save against an Energy Substituted(cold) Fireball, you stack things as 10d6, -50% for the save, -10 for resist, then +50% for the Subtype so you only take on average 11.25 points of damage. Rather than say 10d6-10+50%-50% which deals the higher valued 18.75 all because Mantle of the Fiery Soul was cast on you after your Fire Resistance was obtained. If an Assassin Death Attack's his target with a poisoned blade, he can choose the Con-reducing Poison to take effect first to make the Save vs death more potent even through Death Attack was the last effect he choose. Both these are not SorO's examples of applying effects, they are the FAQ's and follow instructions as it states.

The general rule is effects in beneficial order, but is a Template an effect? Is a Feat an effect? Is it beneficial to apply Human Heritage after Necropoliton (those immunities you crave? results of the undead type it's self, turn/control resistance is fucking useless if you're not undead)? And when or how often can you "change your mind" if two effects are ongoing and the stack order can alter the outcome? These are real questions on the subject, not the crap coming out of your mouth.

You are choosing the order Human Heritage and Necropoliton apply, don't think for a second you can pretend otherwise.
« Last Edit: May 31, 2014, 02:55:56 PM by SorO_Lost »

Offline Sleepyphoenixx

  • Lurker
  • *
  • Posts: 26
  • I'm new!
    • View Profile
Re: Fun Finds v6.0
« Reply #74 on: May 31, 2014, 03:18:03 PM »
Darklight Wizard from the Kingdoms of Kalamar Villain Design Handbook.

It resets your level to 1 but you keep all skill ranks, feats and ability increases. It also gets 9th level spells at ECL 9 in addition to several SLAs and Int to saves.
It's probably the most ridiculous PrC i've ever seen in an official sourcebook.

Offline Keldar

  • Legendary Member
  • ****
  • Posts: 1032
  • What's this button do?
    • View Profile
Re: Fun Finds v6.0
« Reply #75 on: May 31, 2014, 03:20:31 PM »
In before the KoK fight starts again.   ;)

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v6.0
« Reply #76 on: May 31, 2014, 04:01:27 PM »
The big KoKs need to go to the 2nd party fun finds

I never said you could take Human Heritage after acquired template at 1st level.

it only works w inherited templates because they are.part of 1st level creation, or human descended not humanoid type races
add me on Steam- zook1shoe
- All Spells
- playground

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Fun Finds v6.0
« Reply #77 on: May 31, 2014, 05:16:11 PM »
A Telkiira (Lost Empires of Faerun) are powerful lore-gems.  Among other things,
Quote
A telkiira contains 10 ranks in each of four different Intelligence-, Wisdom-, or Charisma-based skills. Among the most common skills available from a telkiira are Decipher Script, Knowledge (arcana), Knowledge (history), and Spellcraft. When making a check involving one of the telkiira’s skills, the wearer can use either the device’s ranks in that skill or his own, whichever is higher. He uses his own ability modifier for any skill check using the telkiira’s ranks.

Those are RANKS, not a bonus.  To qualify for a PrC, the PC can get the prereq from an item.  So can this item be used for early-entry, or for entry when you just didn't bother taking the skill required?  Though at a 100,000gp cost, it's not gonna be all that early.

I think elsewhere, I saw that a telkiira is a "semi-sentient" item.  So it might be considered more of a companion than a magic item, and so might not allow qualification for a PrC.

You don't get the skill ranks. You only get to use them when making a skill check. At best, you get to qualify for your feat/PrC during the exact moment that you're making the check, but I'm pretty sure it doesn't even do that.

Offline Snowbluff

  • Full Member
  • **
  • Posts: 188
  • I like being a lurker!
    • View Profile
Re: Fun Finds v6.0
« Reply #78 on: May 31, 2014, 06:21:54 PM »
The general rule is effects in beneficial order, but is a Template an effect? Is a Feat an effect? Is it beneficial to apply Human Heritage after Necropoliton (those immunities you crave? results of the undead type it's self, turn/control resistance is fucking useless if you're not undead)? And when or how often can you "change your mind" if two effects are ongoing and the stack order can alter the outcome? These are real questions on the subject, not the crap coming out of your mouth.
That's pretty much the problem.

However, if you are undead while under the effect of Human Heritage, you do keep ALL of the immunities. It says so in the text. It also says you're just a Humanoid for all effects. Even if you do not have the Type Humanoid, the feat says you count as a Humanoid. You're immune to most of the spells that specify Humanoid as a specific, save for Reduce/Enlarge Person, as far as I can tell. Switching around seems like a waste of breath.

I would say that if you have the feat, it overrides your templates/etc. Of course, this is much cleaner with inherited templates and the like. I wonder if there is a way to be a human descended undead before ECL 1.

EDIT: Simply put:
1) You take the feat, your type becomes Humanoid (Human + Whatever), if it was not. You retain any prior traits
2) You take Necropolitan. Your type becomes Undead (Augmented Human + Whatever). Your traits become undead traits.
3) All but the first line of Human Heritage become irrelevant and inoperable. Since your type has changed they have no meaning. You have undead traits.
4) Upon being targeted by an affect, you count as Humanoid with (Human), according to the feat. Effects, such a holy water and control undead, treat you as such.

 Fun fact: Dry Lichs who do not count as undead do not suffer in water, since it counts as holy water against them.
« Last Edit: May 31, 2014, 06:31:00 PM by Snowbluff »
Clerics are my game!

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Fun Finds v6.0
« Reply #79 on: May 31, 2014, 06:42:57 PM »
Throw in Woodling for more traits

Nice catch on the dry lich thing.
add me on Steam- zook1shoe
- All Spells
- playground