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For discussion of D&D 3.0 and 3.5e

> Tools
https://dndtools.net/
https://srd.dndtools.org
https://dndtools.one/
https://d20srd.org
https://www.realmshelps.net/

> Indices
> 3.5
https://archive.burne99.com/archive/4/
http://web.archive.org/web/20080617022745/http://www.crystalkeep.com/d20/index.php
> 3.0
http://web.archive.org/web/20060330114049/http://www.crystalkeep.com:80/d20/rules3.0.php
> Dragon Magazine Index
https://www.aeolia.net/dragondex/
> Web Articles Orbital Flower Index PDF
https://archive.4plebs.org/tg/thread/91811106/#91824954
> Errata
https://web.archive.org/web/20201111205827/http://archive.wizards.com/default.asp?x=dnd/errata

>3e Resource Index Version 2024-03-24
https://archive.4plebs.org/tg/thread/92264148/#92269051

Previous thread: >>92417496
>>
Did the dude who wanted to nerf save or get fucked effects decide on a system?
I liked the suggestion that did con damage. It would be dope if that bypassed ability damage immunity and was blocked by whatever immunities would block the spell originally.
So a SoD spell that's mind affecting could be blocked by immunity to mind affecting effects.
>>
>>92493797
>It would be dope if that bypassed ability damage immunity and was blocked by whatever immunities would block the spell originally.
I'm the guy that posted it, and yes to both
>>
>>92494393
Did you find any issues with that approach? Anything that could backfire or need further adjusting?
I'll suggest that one to my DM, I think he'll like the idea.
>>
>>92495809
if I had I would have changed it
>>
>>92493797
The simplest way to do it is to make such spells only last until the end of the targets next turn, or they save each round until free, ending automatically after 5 rounds.
Still useful, can still turn the tide in a pinch, but will not render anyone non grata, on both sides.
I personally find one shot elimination of any combatant to be dreadfully boring for everyone save the caster who is furiously stroking themselves at the table, at the expense of everyone else.
>>
>>92496164
To be fair, unless the encounter design is really out there, for most of the game there isn't that much of a difference between one round of being out of combat and being frozen out of a combat because of the pace of it.
>>
>>92497740
I would broach that is only the case with higher optimized groups, where combat is virtually decided in the first 2 rounds.
In my experience over the years, combat generally takes 4-6 rounds, more if enemies are spread out, or not conveniently centered for the casters to debuff (or if you use the difficult terrain rules properly).
>>
Are there any monsters a player can summon that have telekinesis? If not, would it would be overpowered to have a monster capable of using telekinesis 3/day to be summoned with an 8th-level spell?
>>
>>92500272
Well, there are spells to summon dragons, if they have caster levels they might have TK.
>>
Does anyone have experience running Dark Sun in 3.5?
>>
>>92500272
There's guidelines for cutomizing summon lists in UA. More interesting than the stock lists IMO.
https://www.d20srd.org/srd/variant/magic/summonMonsterVariants.htm#themedSummoningLists
>>
Should elementals have spell like abilities related to their element? Not much, 1-3 in base of the size.
As they are, are kinda boring, but then again this ciuld make spells that summon them oo strong.
>>
>>92502675
Its thematically appropriate, just make sure they still match their relevant CRs, custom-summons-guy.
>>
>>92503318
I am not this guy >>92501374
Albeit is still a sound advice.
I generally go with the Wizard, so to speak.
You get a 1/day Sp if the CR is at least equal to the level the Wizard can cast those spells. Say for a 1/day 9th, the CR must be 17+.
2-3 levels down for a 3/day, and 2-3 more for at-wills.
My idea would be tame stuff like flaming sphere, scorching ray or fireball for appropriate elementals and 1/day.
No 9th level, maybe for the Elemental Monoliths 1/day a 8th one if appropriate. Say earthquake for an earth monolith.
>>
>>92500272
>>92501374
The problem with summon monster in 3.5e is that the default list is wildly inconsistent. For instance, at rank VII you can get an Invisible Stalker, which is just an air elemental but ... invisible. big woop. OR at rank VII you could get a fucking Bone Devil, something that would wipe a party of that level if they fought against it and were not prepared properly.

>>92502675
Yes, and I typically give them resistances too.
Air gets sonic and electricity 10, water gets acid and cold 10, earth gets acid and electricity 10, and magma/lava gets both fire elemental traits (heat immune/cold vuln.) and earth traits.
>>
>>92504169
>Yes, and I typically give them resistances too.
Food for thought anon.
>>
Can you enchant a natural weapon with the returning property, and have the entire owner of the natural weapon return to the thrower when used in a fastball special?
>>
>>92505088
I think you can put weapon properties on those amulets that add enhancement bonuses to natural weapons and unarmed strikes, so, yes? Maybe?
>>
>>92505088
Pretty sure it's not supposed to work that way, but the mental image of a Huge storm giant throwing a Small kobold at someone is hilarious.
>>
>>92505088
You would also need to add the Throwing property to give it a ranged increment. This is how you can have a lot of fun with Kensai monks.
>>
>>92503707
I had assumed you were >>92500272. I am >>92501374. I'm the guy kitbashing together a d20 RPG ruleset with a big folder structure of rules snippets pdfs for my next campaign, and I was reminded of those guidelines when I was going through UA yesterday.

Those spell guidelines seem sensible. I figured you meant evocations and such. I say go for it. I just meant don't throw off the DPR curve too wildly.
>>
>>92504169
This is also true. The list has some that are much better than others. But it shouldn't be *too* hard to figure out the average CR of each spell, and the highest level nondamage spell ability, and what CR grants it - and then use that for building your new lists around that average power level.
>>
What are some underrated weapon properties/enhancements?
Stuff that you don't se mentioned much in guides and online discussion in general.
For example, recently I learned that there's this weapon property in some underdark book that doubles your sneak attack damage, I think it was.
>>
>>92509880
I don't have a lit for you offhand, but if you want to browse them, the Item Bible is on Archive.org. Weapon Special Abilities start at p. 908
>>
>>92506963
Well, a good follow-up would be - is there a list of elemental spells?
>>
>>92510678
>Item Bible is on Archive.org.
That's a thing?
Neat. Out to find it.
Thank you anon.
>>
>>92509880
Sizing, it allows for insane versatility with your gear. Need to block a door? Presto, Colossal war hammer. Need to bridge a gap? Let me just make this halberd a hundred feet long. The party has to disarm? Let me just hide this Diminutive heavy mace literally anywhere I want.
>>
>>92514689
Yeah bruh. Like 1200 some odd pages of every magic item published in a or 3.0 or 3.5 Hasbro wizards book. No web content, no dragon magazine nothing self-published by the core designers like skip Williams Advanced Players Manual or any Monte Cook stuff or any of the Bruce Cordell psionics stuff.

But it's a great compilation, and it lists the book each option is from.

There's other bibles for classes feats, and spells too. I know there's dndtools now, but these have been around since long before that.
>>
>>92516536
>Sizing
I like that. You make it sound almost like shapesand.

>>92516570
>1200 some odd pages of every magic item published in a or 3.0 or 3.5
Holy fuck.
The name is Item Bible, right?
I can't seem to find it.
>>
>>92517649

They were by some guy called Storm Seeker.

First four results. Here you go anon.

https://www.startpage.com/sp/search?query=%22storm+seeker%22+feat+bible+site%3Aarchive.org

Also, don't use Google in 2024. Its censored to fuck. Stick to Startpage / DDG / Yandex / someone else.
>>
>>92517865
I just noticed that I'm using google. Duck duck go was my default search engine for the longest time.
Huh.
And yeah, looking for feat bible I do get the link as the first result.
I don't get the item bible without adding storm seeker as a search term also.
Curious.
And I even searched directly on the archive.org website. It seems that I needed to remove D&D from the search to get a result.
Thank you for the spoon feed anyhow.
>>
>>92517649
Only annoyance, IIRC -any time there should be a table, its not a table with searchable text, it's a cropped screenshot of the table.
>>
>>92517930
I think I saw they're tagged dnd instead, no ampersand. You're welcome. They're convenient documents.
>>
Let's assume I'm happy to offload most RAW arbitration to my players and give them cheat sheets, and that my GM screen will likely be a small pdf on my cellphone.

What would be good stuff to put on a GM quick lookup document?

Weather
Exploration stuff
The Quick NPCs from the DMG
Encounter tables
A condensed version of that DC benchmark table for skills that shows how attainable they are by level.
Maybe the demographics stuff built out as tables instead of formulae.

Anything else that would be good?
A loot generator maybe?
>>
>>92516536
>>92517649
Fun fact, the Boneblade Spell doesn't say what size you make the short/long/great sword.
I sorta retained that on my own 4th level spell version but lets it be re-shaped later so it's not a one time thing.
>>
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>>92517649
If you really want to get wacky, you can try to talk your DM into some unconventional interpretations of what happens when you combine Sizing with, say, Throwing. Also the rules for damage from falling objects.
>>
Soulknife is an underrated class, you can do some really fun stuff with it. Like, if you muilticlass into War Mind, you can combine Bladewind, Sweeping Strike, and Chain of Overwhelming Force to hit every adjacent enemy twice, with 20d6 extra damage to all of them, plus more if you go for a power attack.
>>
>>92518023
The particulars of the most commonly rolled skills, because some of them can do some shit you rarely see.
Survival is actually insane when you take in all of the things it can do throughout all of the books, and the DCs generally cap at 20-25
>>
So, in another episode of the Companions of the Just, we went to war against a coven of lycanthropes under the worship of Malar, and having rescued one of their number from the curse, taught her a valuable lesson about how vengeance costs you at least as much as the target of your vengeance.
>You killed him
>You can blame the howling in your blood, or a slavering curse. You took his life, being of sound mind that belongs to you alone, when you had the choice to spare him. WE chose to spare YOU
>Now take this shovel and bury him
>And think to yourself, how many more will you bury before your bloodlust is slaked, your vengeance sated
>Who is the beast now? Them, who are cursed to be monster? Or you, who have chosen to be one
God, I love being a good guy!
>>
>>92523416
Add to this:
>the party is level 3
>against 2 dozen lycanthropes of various sorts, natural and afflicted
>we are invading their underground lair next session
>pray for us, we are woefully overmatched, but we are the Good Guys, and we will not back down
>... we are gonna fucking die lol
>>
>>92520237
War Mind is EXACTLY why I consider "Manifesting Soulknife" around the Psychic weapon property.
>>
>>92523322
>Survival is actually insane when you take in all of the things it can do throughout all of the books, and the DCs generally cap at 20-25
>do throughout all of the books
Interesting.
You wouldn't happen to have a list handy, would you?
>>
>>92520237
And since it's one attack roll for the whole thing, you can True Strike that shit. A single use, use-activated True Strike item, like a rune written on paper that you tear in order to cast the spell, is 50 gold apiece, practically free, commission a few dozen during party downtime.
>>
>>92524814
NTA, but Track is practically divination if you can get your modifier high enough. Count the enemy, know how heavy their gear is, know what species comprise their group if applicable, know if prints you find are all one group or if you're following someone who's following someone else, know if someone joins or leaves your targets, see how they organize their camp every night...
>>
>>92524814
NTA but I found this list.
https://www.joshuad.net/skills-compiled/
>>
>>92525012
Damn, I see.
Cool.

>>92525190
Thanks man. Printed as a PDF and favorited.
>>
>>92525258
Yeah, I think I want to go through his index to try to compile a single expanded skills document in word, sort of like the Storm Seeker Bibles upthread, but that'll likely take me a while. The index will be handy in the meantime. It's on way back as well. I'll add it to the resource index. Same with the search that brought up the bibles.
>>
>>92525402
CrystalKeep has that. The archive link in the OP is slightly outdated, there was a reupload site with the source .doc files before that also got taken down.

https://www.mediafire.com/file/7fq2fxak7qsuyor/CrystalKeep.zip
>>
>>92527084
>https://www.mediafire.com/file/7fq2fxak7qsuyor/CrystalKeep.zip
That link should be mirrored and added to the resource index.
How do we add stuff to archive.org?
>>
>>92527084
>>92527122
Actually I have to reupload that, forgot to modify a few things.
>>
>>92527084
>>92527122
Updated link:
https://www.mediafire.com/file/k889i994pd36v9d/CrystalKeep.zip

There's also a new reupload site that has the expanded original files, but there's a lot of minor technical errors in those that I fixed in my version. It's still useful as a backup source.
https://archive.burne99.com/archive/4/
>>
>>92528106
Archived your CrystalKeep update and added it to the word doc for the next version of the resource index. And the burne99 reupload is already in my resource index.

Anyways. Here's the updated index.
>>
>>92528106
>>92530275
You two are the GOAT.
>>
Random subsystem bump
>>
>>92524814
>>92525012
>>92525190
>>92525258
https://forums.giantitp.com/showthread.php?500214-Survival-Skill-Survival-Guide
This is the one I use, which is damn near everything in 3.5 era.
>>
Looking for advice on paladin based prestige classes, especially ones that have full casting advancement.
Even better if it supports mounted combat.
>>
>>
>>92535270
It's these little things, you know.
>>
>>92544155
I am unsure about the Sorcerer. Not modelled after the Wilder, because that one has way more PPs.
Isn't the sorcerer kinda nerfed here? What am I missing?
>>
Where is the table of character ages and how they effect stats? I'm looking for the one that shows both elderly attribute changes and child attribute changes.
>>
>>92527084
>Keep of the Crystallo

http. s:// archive. burne99 .com/. archive/ 4/

No woman no space
No woman no space
>>
>>92544230
Page 109 of the Player's Handbook, or here on the SRD:
>https://www.d20srd.org/srd/description.htm#vitalStatistics

The effects aren't put in a table there, but are fairly simple as long as you remember the modifiers accumulate:
-1 Str/Dex/Con, +1 Int/Wis/Cha at Middle Age
-3 Str/Dex/Con, +2 Int/Wis/Cha at Old Age
-6 Str/Dex/Con, +3 Int/Wis/Cha at Venerable
>>
>>92544508
So do younger characters have alterations to stats too?
>>
>>92544588
To my knowledge, there's nothing official before Adulthood for Humanoids. Kobolds in particular get a deliberately dragon-resembling chart in Races of the Dragon that gives a few, but still no statistic modifiers for sub-adults.

Nearest I'm aware of is Draconomicon's chart on page 143 going by the ECL to 20th.
>>
>>92544498
How the fuck did I already have that in my favorites?
I don't remember ever seeing that link.
Did you use your fancy magiks to access my browser anon?
Was this some kind of reverse divination?
>>
>>92544180
Yep. I realised the way the subsystems were scatterex did not make it easy to find them to use them when needed - or even know what's out there, so I've been pulling apart my PDFs, and in some cases putting them back together, like my (land) wilderness book, stitched together from 10 disparate books.
-wilds
-wildscape
-sandstorm
-frostburn
-DMG
-games designers companion
-pathfinder core
-pathfinder gm
-ultimate wilderness
-occult lore.

I will likely cut out some stuff I conclude is redundant, but for now I have a 4xx page Frankenstein guide to exploration, herbalism, hunting, fishing, foraging, field dressing, tundras, deserts, forests, jungles, mountains, plains, wastelands, waterways, and wetlands, and I'm looking forward to using it at the table.

And that's (mostly) not a book filled with prestige classes, races, feats, spells, and magic items. All wilderness stuff. (I think there are some NPC classes and monsters I haven't pruned out yet but I intend to do another editing pass).

But I'm accumulating a bunch of folders of segments at this point which may be easier to find stuff than sticking them back in big PDFs.
>>
>>92544588
There's the "young" template IIRC, though its more for juvenile monsters. But I saw immature age categories *somewhere*. Could have been another publisher though, I can't remember where I saw it.
>>
>>92545454
Plus, these small segments fit in the filesize limits here. Good for bumping the thread with shit someone might want to use.
>>
>>92538120
Divine Crusader from Complete Divine is literally just "paladin but better." You can get 9th level spells by level 9 of the class (in theory, you get the first actual slot at 10th level), and it has a prereq of BAB +7, so you can actually get to them sooner than the party's full caster.
Knight of the Chalice is also a solid choice if you fight lots of evil outsiders.
>>
>>92538120
Fist of Raziel
>>
>>92538120
Knight of the Raven is pretty dope.
Also, don't knock the 3/4 BAB classes.
Some of them get some really cool things in the first few levels, making an up to 4 level dip pretty good.
>>
>>92538120
bone knights count?
>>
Do you guys think a retroclone of 3.5 as it was in the three core books would be of interest to anyone, like the retroclones of oD&D, B/X, and 1e were? Or even a retroclone that makes some pretty significant changes to the rules?

The thing I never liked about 3.x was feats. In theory they're very cool, but in practice they made players spend more time looking at their character sheet for solutions instead of thinking creatively.

Another thing I never liked was how the skill system worked. The effective cap for your skill ranks being 23 (not counting modifiers and feats, just the ranks themselves) at level 20 was inelegant and led to infinitely increasing DCs for tasks, which was also inelegant.

I think it would be better to
>remove feats entirely
>redesign the fighter to get features that make them a better fighter instead of getting bonus feats to do that job
>remove feats and their effects from all monster descriptions
>limit skill ranks to 10, redesigning monsters as necessary for higher level monsters than have over 10 ranks in things

My reasoning for the skill redesign is that there should be a maximum skill level that a person can ever reach in something, the absolute best in the world, that isn't just determined by level. Also, a person that has a skill as a cross-class skill should eventually be able to reach that best in the world status through dedication, which is what reaching level 20 and maxing out their skill rank for the cross class skill to 10 would represent.

Thoughts?
>>
>>92553190
>Do you guys think a retroclone of 3.5 as it was in the three core books would be of interest to anyone, like the retroclones of oD&D, B/X, and 1e were?
There would be limited market for it. For example, see L&L by the Alexandrian. You can get the text for free on his website.

>Or even a retroclone that makes some pretty significant changes to the rules?
Some might like it depending how they feel about your specific changes.

>The thing I never liked about 3.x was feats. In theory they're very cool, but in practice they made players spend more time looking at their character sheet for solutions instead of thinking creatively.
Some abilities don't make sense as a thing just anyone could attempt. I see the benefit of feats as a thing that requires a supernatural gift to attempt - that said, the vast majority of feats I don't think make the game better, and should instead be applications of skills or BAB or CL.

>the skill system.
I broadly like the skill system. The only one I've seen that's better is the one for GURPS. I wouldn't want to ditch the 3e skill system.

However, I would love to ditch WBL and bake the assumed loot (a la trailblazer spine analysis) into character level, and have money be used for wondrous items, building castles and guildhalls, and hiring retainers.

I think such a project will either have a very niche market, or will be at its nature a highly modular pick and choose setup like GURPS. "Grab the version o the subsystem you like".
>>
>>92553347
>There would be limited market for it. For example, see L&L by the Alexandrian. You can get the text for free on his website.
First, thanks for the tip on this game. Never hurts to have another pdf.

Secondly, you're probably right about the limited market for it. I would very much like for there to be a 3.x people could buy without giving money to WotC or Paizo. They both piss me off, but for different reasons.

>I broadly like the skill system.
Broadly, I agree with you. The skill system changes is just an idea, and less of a core issue I have with the system like Feats. And on top of that, the feats are really only bothersome to me because of all the fucking splat books. There was enormous power creep (hell, power sprint is more like it) when you looked at all the feats and prestige classes introduced through the splat books. Dropping feats entirely would fix a lot of it, I feel.
>>
>>92553190
I would never play this.
>>
>>92553504
>A 3.x people could buy without WotC or Paizo.
There's L&L.
But yeah, I wouldn't mind a nice CC0 or CCBy 3.x.

But the more you change the more you'll alienate prospective customers, unless you go with a modular GURPS approach.

The 3.x I want already exists, more or less, albeit scattered across books by multiple publishers. It would be nice to have it in one place. But almost certain that my ideal 3.x won't match yours and neither of ours will match anyone else's, you know?

Like, I think the ideal fix for martials is Eclipse Martial Arts, and perhaps fighter and rogue should be combined into a single adventurer class with some choices - but others would find that heresy, or would see the martials replaced with encounter power classes, which would lead to me not buying/running the game. I don't object to martial powers, but I object to encounter powers, and bo9saboos do not seem to like the idea of all martials running on Ki points for their martial magics, which is what I'd see happen.

I think you should start with a straight SRD retroclone, gap filling as needed, and then maybe break that down modularly instead of one big document, and then add in your variants from there, I you want to make such a thing. That's my 2 copper pieces.

I agree with you that the implementation of feats in 3e, is not great.

But, I'm also looking to bolt on GURPS back to school to an Eclipse chassis en lieu of using 3e feats and experience for my next game, so, I'm also not a 'stock 3.5' guy.
>>
>>92546122
Need to continue my cleric casting.
>>92547295
That is looking pretty tight.
>>92552860
Will not, due to an agreement with the DM.
>>92548461
>Also, don't knock the 3/4 BAB classes.
Like which ones?
>>
>>92554045
Would prestige paladin from the UA be on the table for usage? if it is, it makes for a pretty sp;od dip into, before heading over to something like the Fist of Raziel.

https://dndtools.org/classes/prestige-paladin/
>>
>>92553190
>Do you guys think a retroclone of 3.5 as it was in the three core books would be of interest to anyone
>Or even a retroclone that makes some pretty significant changes to the rules?
Always, but don't count on that demographic to clear kickstarter numbers. Find something(s) you want to fix about 3.5 and go nuts. Avoid the "something for everyone" optimism that Paizo chased for a few years (before giving up) and narrow your focus to specific issues.
>feats
Sometimes I feel like most feats were intended to limit player options in order to expedite combat, but that clearly hasn't worked out. Meanwhile, the ones with utility (eschew materials, for instance) don't go far enough.
>skills
Absolutely disagree. Character levels never stopped at 20 at my table and the epic book helped resolve some early issues. Sure, some players would pick up PrCs and so on, but I've never treated it as a hard limit.
I prefer the PF1e approach to skills where class skills just provide a bonus and non-class skills aren't halved.
>My reasoning for the skill redesign is that there should be a maximum skill level that a person can ever reach in something, the absolute best in the world, that isn't just determined by level.
If this is how you want to run your games, I recommend checking out how ACKS (1e or 2e) handles proficiencies for ideas. Human characters cap out at 14 and I think you'll like how proficiencies scale.
>>
>>92491374
I claim the 555555 get for 3.5!
>>
>>92555554
Noooo!
>>
>>92555554
So close!
>>
>>92555652
I told myself this morning, you can let that chicken go, you don't need to give it to Nuffle. Hubris, hubris!
>>
>>92555555
>>92555554
Who did get it?
>>
Is the Midnight campaign setting any good? My understanding is that it was a runner up to Eberron in the 3e campaign setting contest.
>>
>>92553190
That's just a heartbreaker. As an OSR guy, the reason retroclones worked was for several reasons:
>the original works were OOP and not legally available as PDFs
>the retroclones maintained such a high degree of mechanical compatibility that you could just use any module or magazine adventure from 1977-1997 with minimal conversion
>the loose coupling of subsystems in TSR D&D meant that experimentation had fewer effects on compatibility and conversions

What you're suggesting breaks enough compatibility with thousands of 3PP D20 books, WotC and Paizo adventures and splats, and so on that it's just an awkward pain in the ass to actually use.
>>
>>92553658
And I mean, desu, the UA stuff in the SRD basically gives people most of what they want for D20 tweaks, unless they get more systemic like Eclipse.
>>
File: 3.5 Spells.pdf (2.92 MB, PDF)
2.92 MB
2.92 MB PDF
Hey guys.

I will be houseruling spells from the PHB for my home game. Anyways. I wanted a custom spell document, and started from the SRD. Haven't made any changes yet, so I figured I would share the stock spell list document. It's decently legible on my phone, though if you have a very small phone, perhaps it wouldn't be.
>>
>>92491374
So... Strongest, fully legal original build you've made?
>>
>>92556355
Yeah, between UA, Eclipse, and maybe the Mongoose Game Designer's companion, it fleshes out most of what I would want to *change*, though a few more sources add more detail I would want outside WotC sources - and what other things I would want to change are picky and specific enough to be highly unlikely to show up in anyone else's heartbreaker.
>>
>>92556771
Is that a general thread question, or are you addressing me (the OP) specifically?

If the latter, I'm almost always the DM, totally unconcerned with what would be 'fully legal' in some organized play game, and the few times I have not been, in 3.x, it was someone running Pathfinder. I've only played in a 3.5 campaign as a player once, and it was full of houserules and homebrew. I suppose a couple of pregen oneshots as well. One of them did run only Paizo material, RAW, though. In that game I built a summon focused Druid, whose other spells were mostly battlefield shaping utility spells. It was effective. But you know, Druid. Not exactly hard to make effective.

At one point I built an elven archer cloistered cleric or similar for someone else to play, and traded out spontaneous healing. I don't recall the exact build though, that was 11 or 12 years ago.
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>>92556771
Warforged fighter/pugilist, take Shake It Off in place of a level 1 feat, you now only take nonlethal damage. At level 3, take Improved Resiliency to become immune to nonlethal damage. You are now immune to all damage, and antimagic does fuck all to it.

Alternatively, play a halfling or other Small race, take a level in Cleric, take Luck domain, take Inbued Healing feat.
>When rolling for damage, treat any die roll result of 1 as 2, unless 1 is the maximum result possible
Take 11 levels of Crusader, take Aura of Chaos stance.
>When a damage die rolls it's maximum, roll it again and add the damage to the previous roll.
Small races deal 1d2 damage with an unarmed strike. So you will only roll a 1 or 2. Cast a spell on yourself, and for 1 minute per spell level, any damage die that's a 1, counts as 2. Which is the maximum value. Which means you roll again, and that roll will also be forced to be a 2, so you roll again. Infinite damage.

Sadly these things don't work together, as Pugilist sets Small unarmed damage to 1d3.
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>>92556771
ive made lvl 20 builds before but never played them
the strongest build I think ive ever played with in a real game was actually in PF; I forget what level it was for sure but I think 17
gnome summoner with a yeti eidolon
but it wasnt *fully* legal because the DM let me skip a prereq or two on the yeti so it could take the neckbreaker feat
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>>92556771
I don't think I ever sat down and plotted the strongest possible thing. I'm always end up taking known overpowered options and using them in funky builds that tone it down to a manageable level, like an incantatrix dragon with a +5 level adjustment or something of the sort.
Somehow that feels funner to me. I think that's because the game is so old that it's mostly "solved" at this point, so it's relatively easy to string together a powerful character that has a couple of standards tricks that can break the game if the DM is not vetoing shit left and right.
Take a Cleric, throw a bunch of prestige classes that give it some synergistic features that make it good at hitting shit while sacrificing spell levels and slots.
Would it be better off with more spells and spell slots and just buffing the fuck out of itself and being a better fighter than the fighter? Sure, but look at all of these feats and prestige classes!
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>>92501187
no but most dark sun stuff is available.
all the dark sun races exist in the expanded psionics handbook.
just use fluff rogues as athasian bards and something else as templars then make up rules for defiling and you're good to go
also probably have "boons" that grant the effects of specific magic items
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>>92560124
>and something else as templars
Those work kind of like the Divine Crusader PRC right?
>>
https://forums.giantitp.com/showthread.php?579960-Animals&p=23678756#post23678756

some homebrew animals
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>>92491374
I'm working on a world and I want to have the region the players are in run by three non-standard PC races. Always like hobgoblins, but what are some other interesting options you'd recommend? I'll be doing the Hobs as a sort of murim culture, Korean sword fantasy. I want the cultures to be pretty different.

>Please no LA higher than +2
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>>92564816
Githzerai? Have some ascetics.

>LA+2
How about reassigned, with LA<=+2, but possibly with racial levels? I'll go skim the list. There's also always Oslecamo's monster progressions, as another alternative.

I'm looking at some weird shit for my next game, though more than three. Korred will likely be on the list. And those plant people. Centaurs. Tressym. And some other shit that fits okay in an elven forget kingdom. But they vary in what their base level looks like.
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>>92564816
(I'm going to assume the region doesn't include psionics, isn't steampunk or the like, and is intended to seem unfamiliar or even alien to classic races that visit.)
Kenkus could dominate several large cities and frequently travel the roads as merchants with guild ties. Their cities would have guilds for almost everything and cluttered with dizzying layers of bureaucracy. Also let them have certain patronizing terms to refer to their unfeathered customers.
Deep Imaskari (probably need another name not tied to Faerun) could replace dwarven kingdoms with underground lab complexes populated with anything from constructs to chimeric mutants to undead to conjured fiends. Each domain would differ based on the most powerful wizard's area of expertise, but most would likely be as isolationist as any dwarven realm. Should be a nice surprise for players.
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>>92564816
>Taking it as low ECL, rather than just being about low LA.

These are all pretty good once you include their ECL reassignment.

Lizardfolk
Azer.
Gnoll.
Kuo Toa
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>>92565067
>>92565460
>>92565631

Thanks for the suggestions. I'm liking the thought of the Deep Imaskari for an underground race very different from dwarves. I may increase it to four, since my brain went to centaurs and kenku being allies.
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Sammaster ended the Dragon Rage epic spell after he died, having tied the comet to his phylactery. He should be a folk hero to dragons that know this. It happened in 1373, Night 6. Not sure if it came back in later editions, but in 3.5 it ended.
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>>92565980
>Night
Nightal*
Last month of the year.
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>>92565922
You know they're still human right? I mean, far more so than the Gith, despite their very similar "underdark human" origins.
>>
They're a non-boring human civilisation but they're ultimately a human ethnic group. Not so drastically altered like the Gith or the Thultanthan shades.
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>>92565922
If you included hobgoblins into the mix, they could easily be the most widespread having toppled some old power long ago, ogres for example, and now the warlords squabble amongst themselves. That fallen power could've used centaurs for slave labor and the region might have never had any significant horse population. Travelers arriving on horseback might get some strange looks. Then some Deep Imaskari walks over, convinced the horses are failed centaur transmutation experiments, and offers to buy the lot out of pity. A gaggle of kenkus overhear it and now everyone thinks the foreigners are mages.
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>>92556771
>>92421710
>>92422422
It would be advisable to take Wizard to 5 for an extra feat, probably Quicken Spell. That would leave two floating levels to allocate if you take Dweomerkeeper to 10. In any case, whatever other prestige class or classes you take need to give effective arcane spellcasting levels so you can then get to 9th level Wizard spells. I don't have any recommendations off the top of my head.
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>>92493797
>Did the dude who wanted to nerf save or get fucked effects decide on a system?
So here's what I'm thinking:
Glitterdust, Stinking Cloud, Confusion, Fear etc: save every round
Polymorph effects: only last one round if the opponent has more HD than you
Death effects: d6 CON damage per three caster levels, maybe DEX instead for petrification...actually I'm not as sure as this one because ability scores would scale much less than the damage to them.
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>>92570877
>because ability scores would scale much less than the damage to them
1d6 = 3.5 con on average
say CL 15, thats 5d6, anywhere from 5 to 30, 17.5 on average
depending on how the party generated stats and what kind of items they have (like items of +6 con), on average id say they'd either be slightly alive or slightly dead
you rarely see PCs with less than 12 base con, so 12 + 6 = 18, but theres no guarantee for +6 con at lvl 15
anyway, at least it gives you a chance to not die as opposed to certain death

if you think its too steep, just make it 1d6/4 CL
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So, aside from how much less effective resurrection magic was, are there any other big differences in spell descriptions between 2e and 3e/3.5?

I made that spell document the other day, I was planning to start with changing the summon lists to not be standardized (like the themed UA variant rules), and then look at AD&D for its more limited resurrections, and see what I like.

Any other suggestions that might make for good spell changes, for slightly toned down magic?
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I was looking for longer term d&d housing costs. Found a few other sources besides the Pathfinder city books. Ptolus had some, but so does Cityscape.
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>>92566322
Yes, but I was thinking of fiving them the "Deep Ones" treatment and having them headed by members with the pseudonatural template. Creepy underground wizards and alienists that worship subterranean horrors.
>>92566473
That's genuinely interesting, thank you.
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>>92576458
Giving, not 'fiving', I'll learn to spell one of these days.
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>>92556764
Thanks anon
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Are there any rules on spiritual possesion
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>>92580500
Iirc they're in Book of Vile Darkness.
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File: Possession B.pdf (283 KB, PDF)
283 KB
283 KB PDF
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File: Possession.pdf (662 KB, PDF)
662 KB
662 KB PDF
>>92580500
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>>92580500
I believe here's a third set of possession rules in Pathfinder, but I don't remember which book they're in.
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Bump a loo dah
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>>92580500
We're clearly in Autosage. I'll make a new thread in a few hours. Or someone else can do it.



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