Author Topic: Fun Finds v6.0  (Read 292037 times)

Offline wotmaniac

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Re: Fun Finds v6.0
« Reply #620 on: January 16, 2015, 02:35:36 AM »
Oh, and a real fun find: dndtools.pw. Enjoy.

If, for whatever reason, this link ends up going the way of the original, see also: http://kmalloy.cloudapp.net/dndtools.eu/index.html
The filter doesn't seem to work too well on that one.

Offline SorO_Lost

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Re: Fun Finds v6.0
« Reply #621 on: January 16, 2015, 01:48:17 PM »
I think it's because it's just a page mirror rather than a web site running the scripts.

Offline Amechra

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Re: Fun Finds v6.0
« Reply #622 on: January 18, 2015, 01:58:23 PM »
A secret Mind's Eye article?

It's got three pretty neat powers, too:

Energy Claw is somewhat nasty; it grapples opponents using a Grapple modifier of ML + Int. Mod + 7, is considered to be large, and deals 1d3+7 damage on a successful Grapple, as well as 1d6+1 Energy damage each round the Grapple continues.

It's augment is 2pp to get +1d6 to the Energy damage, so it's kinda garbage as a damage dealer... however, Paraelemental Power can make it nasty, and a Wilder can boost it like woah.

Mental Rage is... weird. It's a 2nd level power that deals 1d6 untyped damage to every living creature with an Intelligence of 1 or greater within a Close emanation of you. Did I mention that you can concentrate on it for one round per two levels? Sadly, it gives you a -4 to AC for the duration, but the augments help deal with that.

Spontaneous Combustion is one of the few Powers I've seen that pre-selects an Energy type (Fire, sadly). It targets one creature within Close range, and then deals 3d6 Fire damage + 2 Con damage. A bit weak for a 4th level power, I'd say.

Looking at other Power updates, Change Fate is pretty great; a 5th level Power that can be used as an Immediate action, and which gives you a natural 20 on your next saving throw. Nice.
"There is happiness for those who accept their fate, there is glory for those that defy it."

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Offline Jackinthegreen

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Re: Fun Finds v6.0
« Reply #623 on: January 18, 2015, 11:49:27 PM »
Use a 6th level spell to cast a 3rd level spell 3 times?  A bit odd, but might be alright if you absolutely have nothing better to cast as a 6th.  http://dndtools.pw/spells/magic-of-faerun--20/azuths-exalted-triad--1733/

Then there's this:  http://dndtools.pw/spells/tome-of-magic--89/augment-truefriend--3450/

It's like http://dndtools.pw/spells/players-handbook-ii--80/animalistic-power--2997/ except slightly shit due to the truename component, but it's open to more classes.  And there's probably something to get pedantic about regarding the lack of "Range: Touch" on Augment Truefriend.

Hello mass trip attack!  http://dndtools.pw/spells/magic-of-faerun--20/balagarns-iron-horn--1735/

Offline Kethrian

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Re: Fun Finds v6.0
« Reply #624 on: January 18, 2015, 11:54:25 PM »
Spell Compendium updated and improved Azuth's Exalted Triad, with Triadspell.  It's still a cleric spell that lets you cast a 3rd level spell 3 times, but it's now 5th level instead.
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Offline Captnq

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Re: Fun Finds v6.0
« Reply #625 on: January 19, 2015, 12:30:52 AM »
Spell Compendium updated and improved Azuth's Exalted Triad, with Triadspell.  It's still a cleric spell that lets you cast a 3rd level spell 3 times, but it's now 5th level instead.

The one and only saving grace of the Mystic Theurge. Soon as the player who was playing the MT in the group I ran for learned this, he cast it on EVERY spell he knew, both Divine and Arcane. He might not have had powerful spells, but he had as many 1st thru 3rd level spells as he could stand.
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Offline Aliek

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Re: Fun Finds v6.0
« Reply #626 on: January 21, 2015, 12:45:48 PM »
Magic of Eberron has the Dragon Prophesier feat, which lets you enter a trance that lasts a fair amount of time(3+1/2 your ranks of Knowledge Arcana) a number of times equal to half your HD+ your WIS bonus(round up). By itself it's pretty much useless,  since it's just a +1 to all saves, but with the Prophecy's Shaper, you can empower one spell per round for free while in a trance, though it can't be of the highest spell level you can cast.

So just get Maximize and lower it to +1 however you'd like(Easy Metamagic+Practical Metamagic); the per-round limit is a bit problematic for a real Mailman; and it's really easy to get some reasonably cheap damage going. For those times you don't want to go over the top as to cast three arcane fusions inside a spell matrix repeated twincasted or something.

Offline linklord231

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Re: Fun Finds v6.0
« Reply #627 on: January 22, 2015, 03:55:23 AM »
Cruel Disappointment (spell)
Quote from: BoVD pg 89
Illusion (Phantasm) [Fear,Mind-
Affecting, Evil]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw:Will disbelief (if
interacted with) andWill negates
(see text)
Spell Resistance: Yes
The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails. However, the spell creates the phantasmal image in the subject’s mind that the action succeeded. The subject behaves accordingly for 1 round. During the next round, the phantasm fades and the subject now realizes that he was fooled. If the subject fails a second Will save, he then takes a –4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.

Note that there's no save to avoid the bolded part, just the belief part and the -4 penalty.  I don't think you could chain this into a no-save-just-die combo with another spell though, because making a saving throw isn't exactly "attempting an action".  Still, it's pretty funny. 
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Offline Kethrian

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Re: Fun Finds v6.0
« Reply #628 on: January 22, 2015, 04:02:21 AM »
You could if you combo'd it with Choking Sands from Sandstorm, though you'd have to repeat Cruel Disappointment each round until the victim also fails his con check.
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Offline SorO_Lost

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Re: Fun Finds v6.0
« Reply #629 on: January 22, 2015, 12:39:14 PM »
Heh,  hit them with it before they walk onto some marbles or Grease. It's their Move Action after all.

They think they walked through the area just fine, but they are really crawling.
Which provokes AoOs from everyone.
And limits them to 5ft per Move Action.

"Ugh, your sticky floor spell won't slow me down forever! Why... Can't... I... DODGE!"

Offline Thurbane

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Re: Fun Finds v6.0
« Reply #630 on: January 24, 2015, 05:47:05 PM »
Some interesting things from the Shackled City adventure path (hardcover):

*) Practiced Magic: like Practiced Spellcaster, but for SLAs. Good for advanced monsters or multiclassed Warlocks etc.
(click to show/hide)

*) High Handcrafter PrC: 3/5 spell casting progression OR (and this is the good part) 3 bonus feats - great for any feat starved build (d6 HD, medium BAB, good Fort and Will saves, 6 skills points/level [set skill list plus any 6 additional skills of your choice], rebuke/command Earth creatures, craft a magic item known as an Earth Talisman that grants certain spells 1/day each).


« Last Edit: January 27, 2015, 02:12:16 AM by Thurbane »

Offline Jackinthegreen

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Re: Fun Finds v6.0
« Reply #631 on: January 24, 2015, 07:37:39 PM »
That's definitely something!  Gah, so many books to look through it seems.

Offline Jackinthegreen

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Re: Fun Finds v6.0
« Reply #632 on: January 30, 2015, 07:59:43 AM »
A thought occurred to me:  Einhander with a creature that has more than two hands or limbs.  And then the thought of a Thri-kreen swashbuckler came to mind and I'm still going "WTF?"

Back to the actual topic!   Since the feat only references one off hand, strictly-speaking it seems a character with more than two hands could still hold things in their other hands so long as at least one hand is kept empty.  I'm now imagining a four-armed character using a longstaff (counts as a one-handed and light weapon when using TWF!) and a broadblade short sword together plus the Einhander feat to gain whatever bonus on fighting defensively.  Add on Dancing With Shadows for more stuff.

The mention of two exotic weapons got me thinking about Master of Masks and how stupidly easy it is to qualify for the special with a changeling.

Also, http://www.giantitp.com/forums/showthread.php?178445-A-short-guide-to-defensive-fighting has some amusing stuff especially from Amechra.  Now I want to make a couple builds simply blowing this stuff to wherever weird place it ends up, especially with Arcane Duelist and/or Dervish.  And gestalt.
« Last Edit: January 30, 2015, 09:23:43 AM by Jackinthegreen »

Offline Jackinthegreen

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Re: Fun Finds v6.0
« Reply #633 on: January 30, 2015, 09:07:45 AM »
Edit:  Delete please.  Wrong thread.

Offline Maat Mons

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Re: Fun Finds v6.0
« Reply #634 on: January 31, 2015, 01:34:21 AM »
The ghaele monster class in savage species gets full cleric spell progression up through 14th level.  Up through 5th level, you don't even lose any hit dice.  So you spend the first 5 levels getting full casting, full base attack bonus, all good saves, and 8 + int skill points.  I think I need to play one of these guys in an E6 game. 

Offline Eviltedzies

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Re: Fun Finds v6.0
« Reply #635 on: February 01, 2015, 03:04:21 AM »
Holy hell.....

Quote from: Heroes of Horror
Pronouncement of Fate

Necromancy
Level: Cleric 4, Spite (HH) 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates or Will partial; see text
Spell Resistance: Special

To invoke this spell, you speak the name of an offense that your target has committed.
Then you speak the inevitable doom that will fall upon her as a result of her transgression.
(The target need neither understand nor even hear this pronouncement).
An affected target takes a -4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell.
If the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.
The spell's power can be more difficult to resist, depending on who suffered from the offense specified by the casting.
If you were personally affected by the offense (in the DM's judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save.
You receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.
A successful save in these circumstances results in the target taking a -2 penalty on attack rolls, damage rolls, saving throws, and checks.
In addition, she has a 25% chance to lose all her actions for the duration of the spell.
Any target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.

If I am reading this right this percentile chance to lose all actions is only rolled ONCE and if they fail it they are action-less for the ENTIRE duration. One hell of a lock down spell bajeezus! Obviously not the intent, but by the wording thats how it seems to work.  :D

Offline ketaro

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Re: Fun Finds v6.0
« Reply #636 on: February 01, 2015, 03:28:54 AM »
Turn Undead apparently straight up declares itself to be an attack. Page 159 of PHB last line of first paragraph under the "Turning Checks" header..

So does anything that boosts attack checks/rolls boost a Turn check? Does stuff that boost the damage of attacks boost the damage roll for Turn Undead?

Like Inspire Courage, Bless, True Strike......Dragonfire Inspiration? -_-'

Offline Tohron

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Re: Fun Finds v6.0
« Reply #637 on: February 01, 2015, 05:00:54 PM »
Holy hell.....

Quote from: Heroes of Horror
Pronouncement of Fate

Necromancy
Level: Cleric 4, Spite (HH) 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates or Will partial; see text
Spell Resistance: Special

To invoke this spell, you speak the name of an offense that your target has committed.
Then you speak the inevitable doom that will fall upon her as a result of her transgression.
(The target need neither understand nor even hear this pronouncement).
An affected target takes a -4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell.
If the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.
The spell's power can be more difficult to resist, depending on who suffered from the offense specified by the casting.
If you were personally affected by the offense (in the DM's judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save.
You receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.
A successful save in these circumstances results in the target taking a -2 penalty on attack rolls, damage rolls, saving throws, and checks.
In addition, she has a 25% chance to lose all her actions for the duration of the spell.
Any target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.

If I am reading this right this percentile chance to lose all actions is only rolled ONCE and if they fail it they are action-less for the ENTIRE duration. One hell of a lock down spell bajeezus! Obviously not the intent, but by the wording thats how it seems to work.  :D

Could you DMM Persist that to make it even crazier?  Also, are there any reroll granting abilities that would let you reroll their chance of losing all actions?
...

Offline snakeman830

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Re: Fun Finds v6.0
« Reply #638 on: February 01, 2015, 05:09:38 PM »
Turn Undead apparently straight up declares itself to be an attack. Page 159 of PHB last line of first paragraph under the "Turning Checks" header..

So does anything that boosts attack checks/rolls boost a Turn check? Does stuff that boost the damage of attacks boost the damage roll for Turn Undead?

Like Inspire Courage, Bless, True Strike......Dragonfire Inspiration? -_-'
It's an attack, but since there's no attack roll, no dice on boosting the check.

Turning damage, on the other hand, is arguable.
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Offline ketaro

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Re: Fun Finds v6.0
« Reply #639 on: February 01, 2015, 07:35:38 PM »
A Turn check is effectively an Attack check tho, no?

Turning Damage could be funny if you were able to tack on things like Sneak Attack into a 60ft radius attack.
Or attaching Turn Undead to a martial maneuver that asks to make an attack alongside it and has a piggybacking effect and smacking everything in range with the maneuver. Heh...