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For discussion of D&D 3.0e, 3.5e and D20 OGL

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>3e Resource Index Version 2024-04-17
https://archive.4plebs.org/tg/thread/92491374/#92530275

Previous thread: >>97576374
Thread Question: Do you enjoy traps in dungeons as a form of attrition and forcing the party to play carefully, or are they just wastes of time?
>>
>>97649597
>TQ
My traps are puzzles with various ways to circumvent them, they don't exist specifically as a source of attrition / loss of time but they can be because of in-play circumstances. They exist because they make sense to be there and their game purpose is to create tension.
>>
>>97649597
>Do you enjoy traps in dungeons as a form of attrition and forcing the party to play carefully, or are they just wastes of time?
As a player, I fucking love it, specially when there's something non-standard that we have to get clever to get around. Those trap-puzzle combos.
>>
>>97649597
I like my world having verisimilitude and the trap must be sensible.
>this enclave of evil clerics just all agreed not to step on this particular part of their common room and no one made a mistake for years
not sensible
trapping an entrance or corridor that is largely unused though, sure.
My players made heavy use of traps themselves in early game - bought bear traps, did hide checks to set them up all around their camp, brought them into dungeons and tried to lure enemies into them, trapped the unexplored entrances with them.
It was kind of OP, but I think its a good way to make rangers/rogues with high Hide skill more useful to the party.
>>
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>>97649597
>Do you enjoy traps in dungeons as a form of attrition and forcing the party to play carefully, or are they just wastes of time?
A trap well used should be a very dangerous threat that hits a vulnerable party at the worst time (for them). If you just more or less haphazardly scatter a handful of arrow traps and pitfall traps here and there in a dungeon, that will, at beast, just waste their resources and their time (i.e. spell durations); valuable, but probably not compared to how expensive and time-intensive the traps were. If the trap is a portcullis that drops in the middle of the party in a hallway, while two hordes of skeletons come out from behind silent image walls on either side of them, so they are split up and surrounded and have nowhere to retreat; that's a good trap. Put another way; its best to combine traps with encounters, or traps with traps, or traps with environmental hazards.
>>
>>97650678
Religious orders would be the best at something like that unironically. For me, its big set piece in a place like a castle I find stupid. Classic traps in a dungeon are fine, strange traps in a monastery are fine. A castle on the other hand should be more about small enclosed courtyards, porticulluses, & kill rooms manned by guards.
>>
Whats the most functional way to have a magic wizard staff that also serves as a wizards tower?
>>
>>97651599
It'd probably be easier to do something in the vein of Mordenkainen's Magnificent Mansion/Genesis than have the staff itself literally be the tower.
>>
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What are some really good magic items for a Sun domain cleric to have besides:
>maxed out Wisdom amulet
>nightstick
>armor/shield/ring of protection/whatever standard issue stuff
Any ideas? Can be anything 50,000 gp or less.
>>
>>97653671
>>maxed out Wisdom amulet
Make that a reliquary holy symbol too.
>>
>>97653745
I have retributive healing on my periapt of wisdom already, will that work?
>>
>>97653671
Not magic, but a sanctified shield.
>>
>>97653790
I think it depends on how much your DM let's players extrapolate the crafting rules, but by raw, I don't think so.
You'd have to get a reliquary holy symbol, then enhance it all over again with wisdom and whatever else.
I think, I'm not 100% on the nuances of the crafting rules.
>>
>>97653848
I use a special holy symbol that gives me +2 on my turning checks, I forget what it's called but I don't think I could transfer that to my shield.
>>
>>97653858
True Holy (or Unholy) Symbol, I think.
No idea from which book.

>>97653671
Oh yeah, a charisma item would result in more turning attempts if that's something you are after.
>>
>>97653872
>True Holy (or Unholy) Symbol, I think.
Yeah I think that was it.
I might go for a charisma cloak since I usually use Superior Resistance and rarely get dispelled, so a cloak of resistance isn't much use most of the time.
>>
>>97651687
Nah. I want to have the wizard "pack up" his tower into a staff & walk off with it & set it up wherever he needs. Hes also doing it to avoid taxes on "permanent structures"
>>
>>97651687
>>97654150
SO basically
Daern's Instant Fortress: This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.

The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.

The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half ).

The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.

Strong conjuration; CL 13th; Craft Wondrous Item, mage’s magnificent mansion; Price 55,000 gp.

But a staff?
>>
>>97654537
Yes, but a little wider & a lot taller & able to be furnished.

Daern's Instant Fortress is sort of the best "tent" but its not really good at being a house.
>>
>>97654578
Yeah I remember finding someone who made somre really cool versions of the leomund's line nerfing tiny hut, improving Secure Shelter with Tiny hut's insulation magic, and then giving bitter and better ones including one with a loft over a stables setup.

I think it was for a game where extraplanar hiding places were banned.
>>
>>97654693
Off the cuff I just assumed that'd be The Alexandrian but all I'm seeing from them on the topic is https://thealexandrian.net/wordpress/46479/roleplaying-games/resting-in-the-dungeon-part-2-rope-tricks-tiny-huts
>>
would 4 feet of mud block Detect Evil?
>>
>>97657326
trying to decide if mud and dirt are the same thing
>3 feet of wood or dirt blocks it.
>>
>>97657376
I'd say it's close enough
>>
>>97657376

Mud is dirt suspended in water. Like a soup. So yeah it works
>>
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my current in-game situation:

>players decide to find a tower in an old trench filled battlefield
>1ft of mud most everywhere, foggy conditions, visibiliy 1d10 x 10ft
>they walk into a double headed basilisk who petrifies 4/5 party members during the surprise round
>5th one retreats and kills the basilisk with a spiritual weapon from beyond gaze range
>(I cheat and say there is enough blood in this basilisk that de-petrify 4 victims)
>players find the tower, have to descend into a trench to reach the door
>pick wrong side of the trench
>get ambushed by 3 ooze mephits and 14 toxic mudmen
>mephits land 2 acid arrows and a stinking cloud on the entire party
>14 mudmen rise out of mud and start making engulf attacks
>most of the party is nauseated and blind from the mud, trying to get out of the trench
>2 more stinking clouds cover trench exit
>ooze mephits keep breathing acid on them
>nauseated pcs can't make the attack action needed to break the mud off them
>have to use their weapon handles to crack their own faces open
>half the party already holding breath once they finally get free of the mud
>12 rounds of combat before they can actually start fighting back
>1/4th average party health once ooze mephits are finally dead
>they spend half of their lesser vigor wand to heal up
>proceed 15ft past the last ambush
>centipede swarm, 28 hp
>last fireball they have does 27 damage
>DC 15 survival check to light a torch in wet foggy condition
> -4 penalty for being distracted by centipedes chewing on you
>party separates so swarm can't chew them all
>have to throw torch, tinderbox tools to each other
>drop a few into wet mud
>spend 6 rounds doing the untrained DC 15 survival check before one of them finally gets it
>inflict one point of damage on swarm with torch
>1/3 average party hp at the end
>>
>>97658155
70ft down the same trench

>The bubbling mud is simply the result ... The mud is deeper — 4 feet — and is considered a deep bog for movement purposes. It requires 4 squares of movement to move into a square. Medium or larger creatures have cover, and smaller creatures obtain improved cover (+8 bonus to AC, +4 bonuson Reflex saves).

>Creature: Lying in at the bottom of this morass is what is left of one of Orcus’s subcommanders that died during an assault on this tower. He now exists as a mohrg and waits hungrily for any unwary traveler to pass by. He suffers the same movement penalties in the mud but ignores cover provided by the mud to other creatures because of his unnatural existence and affinity for his resting place. He remains crouched to receive improved cover against his foes while he attempts to paralyze them and let them drown in the soup.

however
>60ft of trench along fort wall
>mud 4ft deep
>beneath a fort's overhanging 2nd floor filled with murderholes looking down into the trench
>fort inhabitants unknown
>2 battles and one fireball went off recently
players are being a bit paranoid now. said 'fuck this, we are goign back, climbing out of this trench and going around the fort'
also one of them previously said he is spamming detect evil anywhere he moves

and that's where we are taking a break.

I am trying to decide what to do with the mohrg. They've been poking around with a spear to determine depth of the mud in that section. I am assuming he would have felt the disturbance of the mud being shifted around.
My options are:
>a) mohrg waits for prey to come to him - how long if so
and/or
>b)mohrg decides to rise to the surface to see what the disturbance was
he's got +23 listen and would understand what they said if he heard them, however what would the listen check be to hear conversation that's 40ft away while you are the bottom of 4 feet mud-pool?
>>
>>97658167
>+5 Through a door
>+15 Through a stone wall
Where does 1ft of mud fall into this?
I am thinking if mohrg hears them, he knows they are about to enter fort on other side, waits to hear sound of them fighting ghouls inside and ambushes them from behind
if he doesn't hear them, 1d10 rounds and sneaking out of his hiding pool to look for prey
I don't want to just skip the encounter
>>
>>97658199
I'd say that's enough of a scuffle that a mohrg that's specifically looming there to try and drag people in would be aware that they've been poking around and actively paying attention. People talking is DC 0 if they're not trying to sneak but even if they're whispering that's DC 10 (DC 20 to understand it). 40 feet away is +4. Even if the bog is is a +15 to the DC like solid stone, that's still DC 39 which if he's taking 20 while lurking in the muck, he's going to hit at 20+23.

So he's aware there's been a scuffle and there's people down in the trench, and it's really a question of whether he's cool eating the corpses of what's already been killed or if he specifically wants to try and pound their shit in while they're trying to leave. Another option is to split the difference and have him move up to the entrance as they leave and try to ambush them if they come back. I don't think he'd want to leave his hiding spot entirely even to pursue.
>>
Fun idea to hide something like a phylactory. Take a portable hole, stitch a portable hole to its backside, put the object in one of the portable holes with a bit of sovereign glue to keep it there at the bottom. Place the double sided hole object side down inside another portable hole. Who would ever think look?
>>
>>97659361
>Place the double sided hole object side down inside another portable hole
Doesn't that make a bomb?
>>
>>97659366
You're thinking portable hole inside a bag of holding, or vice versa
>>
I think I solved my Wizard Tower-Staff issue, tell me if you see any flaws in it.

>Make a big fucking tower that looks like a wizard staff
>Enchant it with some sort of magic. Stronghold enchantments or whatever, maybe enchant it as a regular magic staff
>further Enchant it as an Intelligent Magic Item or as an Item Familiar
>now that it's a construct, slap a Strink Collar from Arms & Equipment Guide on it. (Shape it as a button or something)
>Now it's a staff ta-da

I don't know if this would shrink the stuff inside safely though. This seems to be my greatest hurdle. How do I make it a sort of extra dimentional space but also physically locked to tower/staff without it going weird. Simply make a Mordikainen Mansion or demiplane on it fucks with the idea.
>>
>>97659366
>>97659436
In theory this is supposed to apply to any extra-dimensional space to prevent stacking-hacking(putting multiple bags of holding in one for more space without buying a more expensive version).
There's plenty of room for exceptions though. I seem to recall a magic crossbow that stored extra ammo in an extra dimensional space for quicker reloading and imo it would be poor form to surprise a player with that applying for the explosion rules without at least warning. Similarly I'd let players take their equipment including bags of holding and the like into the space of a magnificent mansion spell or similar cases.
>>
>>97660196
Did the GtiP thread help at all?

>>97661163
>it would be poor form to surprise a player with that applying for the explosion rules without at least warning
Gods, that sounds like a "Gotcha DM"'s wet dream, if those exist outside of internet horror stories that is.
>>
>>97660196
Fluff can be whatever you and your DM agree to.
For actual costs and mechanics look at magic items or spells similar to the effect you're trying to achieve like Daern's Instant Fortress >>97654537
Mordenkainen's magnificent mansion spell leveled to the desired size. Always-active/unlimited-cast cost in exchange for being able to enlarge/shrink it whenever and keep all your alterations.
Of course you'd pay for whatever furnishings too.
You potentially lose out on some of the normal benefits of the spell but the price should still be in the right ballpark.

>>97661171
Yeah I'd probably just discuss it with the group. Like do you want it to be consistent across the board? Exceptions with in-universe explanation? Or just say screw it and make it work however works best to move along with the adventure instead of getting hung up on stuff.
>>
>>97659282
can he take a 20 in this case? I thought taking 20 was for scenarios where you may try again and again 20 times to get it right?
>>
>>97661206
"When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take."

He can trivially hear that something's happening at all given that the listen DC for a battle is -10, compared to DC 25 for making out a whispered conversation (if they're even whispering at all, making out a conversation is DC 10). There's no penalty for failure, and he's got nothing but time as they slowly muck down the trench. I don't see why he couldn't take 20, though I wouldn't say that guarantees he makes out any particular snippet.
>>
Hey BoneKnightanon, have you considered Tomb Tainted Soul? I was just thinking, you could scoop up some Black Sand & get constant healing just by keeping some one you. Maybe animate it & keep it in a bag. When combat starts dump it out. Maybe Shrink it with Shrink Item if possible (not sure if it counts as a magical item) then you could wear it like a cloak which would be badass.
>>
>>97649597
>>97649597
Anyone got the ISO for the Character Generator that came with the original PHB? I wanna check it out for curiositys sake
>>
>>97666927
...eh? I have the original 3.5e phb bought exactly when came out but i'm not aware of that. Was a 3.0 thing or an english first print only thing?
>>
>>97667056
3.0 thing. Just bought a used phb, i was pleasantly surprised myself.
>>
>>97666927
This one?
https://archive.org/details/dnd_character_creator_demo
>>
>>97667389
Thanks Anon!
>>
>>97667438
>Press (button) to turn off my annoying voice
>>
Take a shield & add a glassteel/riverine cover on a hinge, kind of like a toilet seat lid that locks in place. Between the shield & the cover add a Portable Hole folded to cover just the size of the shield face while protected by the Glassteel Lid. Now you can have the party wizard hide inside the hole inside the shield, occasionally casting spells by lifting the lid & poking a hand or wand out. Or put a big cannon in there with an artillery crew. Or smuggle a small army into a place. You could even Enchant the Shield with Flying & have it be the party bus, just a small porthole window floating down the road. You might need to talk to your DM about the metaphysics, but it might be possible to use an immovable rod as a locking mechanism, but it depends on if the rod counts as specially effecting the outside world or just the lid as it is relative to the portable hole.

I like the idea of the frontliner having his shield pop up & a massive cannon hidden inside blasts the guy he's fighting
>>
I always see powerful cleric, mage and melee builds shared around, but never really see optimized crazy power level rogues. What does that look like?
>>
>>97671645
UMD abuse
some busted hide-in-plain-sight ability
pierce magical concealment/improved precise shot
very high initiative
reduce-person halfling with a level of monk to flurry of blows with shuriken while TWFing with rapid shot, getting like 9 sneak attacks a turn for 15d6 damage each + 2 str damage
those spells that let you sneak attack normally immune enemies
>>
>>97671645
Darkstalker, Pierce Magical Concealment, Ring of Blinking, quick draw, bandolier, acid or alchemists' fire flasks, and as many magic items to make your sneak attack apply to more things as you can get is about as good as it gets.
>>
>>97671645
Don't forget the classic acid flask to hit touch AC. Rogues also have absolutely no value in taking level 20, making them one of the classes most highly incentivized to multi-class or prestige class (after barbarian, cleric, and sorcerer, who are each one level long).
>>
>>97670604
Off-the-cuff kitbashing with world-logic like this is often considered "bad form" in the 3.X community due to how many fiddly little rule interactions need adjudicated, so you'd need to spend a bit cross-referencing existing rules, and the "putting one extradimensional space in another destroys the two and dumps contents into the Astral Plane" standard is a lot nastier when it's not just hauling convenience.

I'd personally base the "exchange of fire" text off the MM3 Siege Crab's Shielded Compartment. To support reinforcements bringing Handy Haversack arsenals, I'd use portals instead of extradimensional spaces, which on the one hand makes the available transit essentially unbounded but on the other demands you have a "real" location to defend instead of just clown-carting everybody. Conversely, secure the "lid" with the simple Hold Portal instead of an Immovable Rod, specified as just any Heavy Shield to the portal's Tower so that further pushes relating to it can be foisted off on blinging out another, separate, shield.

>>97671820
>Rogues also have absolutely no value in taking level 20
If you can get extra arms for cheap then Multiweapon Fighting DPR is a thing, even if people usually just shrug at the d6 scaling in favor of stacking multipliers on Craven.
>>
>>97671809
>>97671820
>>97672088

What makes acid/alchemist fire so notable?

Also, im not saying you HAVE to go Rogue 20, many melee martial builds multiclass a ton but they are still "fighters" or "barbarians" or "monks" etc. Ive just never seen a goofy build with Rogue levels as a base/stepping off point
>>
>>97672339
Not any of those anons, but I think it's just an easy way to deliver sneak attacks against touch AC.
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>>97672339
They're a ranged touch attack, so you're targeting a much lower AC.

And you never see rogue because as much as they are my favorite class, everything you can do with skills you can do with spells, and sneak attack damage is nice martial burst damage but fucking anything can deal damage. You're feat-starved, choking under a 3/4 BAB and one good save, and your class features are flavorful but niche. There's just no reason to be there. You might like the rogue/swashbuckler build with Daring Outlaw, that's at least got some more heft to it.
>>
>>97672339
the best weapon would be some kind of ranged touch damage attack, with several attacks, like produce flame
but produce flame is fire damage (easily resisted) and makes it impossible to hide (unless greater invisibility)
maybe a custom spell if your DM allows
>>
>>97672339
Daring Outlaw Swashbuckler as mentioned, but also Swift Hunter Ranger fulfill the Rogue fantasy super quickly and easily. The rogue as a class is also virtually invalidated by the ranger's Hunter's Eye (?) spell that provides sneak attack from a spell slot. A "high power rogue" is probably just a factotum or beguiler.
>>
>>97672088
>Off-the-cuff kitbashing with world-logic like this is often considered "bad form" in the 3.X community due to how many fiddly little rule interactions need adjudicated,

No way the community that tried to justify the Peasant Railgun & such frowns on opportunistic wording or clever Item use. I've seen people try to make water saw lightsabers with Bottles of Water
>>
>>97672339
>What makes acid/alchemist fire so notable?
In addition to the already-mentioned of Touch AC, which lets you frequently ignore attack bonus investment, I recall some really jank interpretations about splash attacks that I think were excised by late-lifecycle errata.

>>97672959
>No way the community that tried to justify the Peasant Railgun & such frowns on opportunistic wording or clever Item use.
That likeness has been harshly turned against as the community's tightened up. Seen similar happen to Ardent early entry shenanigans, as well as citing Complete Arcane to back up some not-official-errata dev statement papering over Precocious Apprentice early entry. 'Course, that's hardly unitary, and my experience is mostly GiantITP-adjacent where the whiteroom assumptions are especially strong, so your mileage is likely to vary.

But it's also just good form to bottle up those world interactions into "hard" mechanics consolidated into a dedicated item entry based off existing ones so that the DM doesn't have to go back over five different rules and consciously think how they "should" interact with the wonky constructed world-state on the spot or take the leap into pure ad-hoc ruling with the attendant risks of accruing inconsistencies.
>>
>>97673177
My perspective is it's a game and if the DM is cool with the Broadside Buckler letting you fire a cannon salvo then you're fine, and if they're not then it doesn't matter if there's a reading of the rules where it might be kosher. A lot of the bickering goes in circles because you either take it in the faith of people trying to make it work or of people trying to prove you can't stop them.
>>
>>97673765
>Broadside Buckler
Fuck yeah im gonna give it that name Badass, thank you anon

>>97673177
Yeah, I first cut my teeth in the Giantip forums & thats the place like 90% of the optimization handbooks were written. I think MinMax was just as hard for Total Optimization too, but I didnt post there.
>>
>>97649597
never played 3rd, i'm morbidly curious about the potential of builds. what is it like? tell me the power of 3.5 pcs
>>
>>97673765
>Broadside Buckler
Well, if you're going to constrain it to specifically a siege engine, then there's a lot less questions about rules interactions being asked compared to a shield that's big enough to walk out of and can be only partially closed to protect those inside while they use whatever ranged actions they feel like going out. My "point" is basically that the system's too crunchy to leave ALL of that on the DM to come up with on the fly as the players kitbash random Weird Shit into Ever Weirder Shit.

>>97674323
Swings wildly depending on a bunch of fiddly stuff about available sources, how the DM rules certain weirdly-written ones like the Ardent lacking a Maximum Power Level Known column, and of course what area of mechanics your PC is working with. Pure Fighter-types can put out enough DPR to blow through walls from like level 5 if you get enough Power Attack boosters (watch out for collateral damage collapses), Wizards can do basically anything right from core so long as the DM lets them buy scrolls in line with the DMG suggestions, and Psions are capable of being optimized into doing everything they can as much as they feel like, "normal" action economy be damned.
>>
>>97674323
Look up PunPun.
>>
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PF1e vent here.
How would you approach a GM who is never giving your character any kind of treasure while tthe rest of the party gets extra special abilities, gear and all the other stuff while you run back to the city like a cuck to sell the scrap you loot and buy gear.
I play a martial character while the rest of the party plays casters and one Synthesist (who insists that he needs all this stuff because his class is bad).
>>
>>97674323
The ceiling is "literally breaks the game" high, and the floor is "pretty much unplayable" low.
As the other anon said, a bunch of the most notorious stuff relies on stretching the rules beyond what's reasonable, using very specific readings, or some times even misinterpreting interactions and the like, but even outside of the realm if white room theoretical optimization spells alone can solve pretty much any problem, given the tight circumstances.
>>
>>97675614
I have been that DM, and the big difference was performance.
The martial dude in my case was by far the most competent at the table. The other guys were so shit that I gave them extra stuff in order to not pull him down, or grind the game to a halt.
I would ask your DM outright why the other pcs get tailored stuff and you do not, with no heat or judgment, just something that you have noticed.
Details matter here, and while you are using 'casters' as a catch all, do realize it is very easy to play any caster as a net negative to the party. Could they pull their weight without the DM propping them up, in your opinion?
>>
>>97675897
The Synthesist for sure. By virtue of playing his class he is unkillable and a large Strength 30 martial at level 8 on top of having spells. The casters in our party are few and far between. Our wizard is mostly blasting things to some effect and our Cleric is using buffing spells. We also have an Orcle who is pretty much trolling all the time.
>>
>>97676043
>By virtue of playing his class he is unkillable and a large Strength 30 martial at level 8 on top of having spells.
The funny thing is that the action economy still favors somebody who understands what they're doing with a "standard" Eidolon, as it allows them to do martial and caster stuff in the same round without hoops. The issue is that the floor is so obnoxiously higher that it got banned from organized play for running over published adventures with basically no effort.
>>
>>97675672
I think it's also important to mention that spells can also cause problems that only spells can solve, so it's not just that they're a skeleton key, they make themselves mandatory.
>>
I want to play a fairy (small, flyer, dex-focused) spellcaster of some kind in D&D 3.5/PF1e, what is the best race for it?
>>
>>97679507
Actually, as an addendum to this, is it possible to play an effective small fighter type in either of those editions?
>>
>>97679507
Probably the petal, it is a flower faerie:
https://www.realmshelps.net/monsters/block/Petal
>>
>>97679514
Sneak attack doesn't care how big the weapon is, so you could probably be a reasonable rogue especially with the size bonuses to Hide. Honestly most martial power doesn't come from base weapon damage so your biggest reason to not be Tiny is that you are very easy to grapple.
>>
First death in my new family game - son's paladin with his 5 hit points total, got his neck broke by a zombie critting him for 18 damage.
The upside is he rolled up a char with 18 charisma afterwards.
So question about sorcerers - should I allow the bloodline thing from PF1?
I am comparing PF1 to dnd 3.5 here - wizard, no major changes. But Sorcerers get these bloodlines now - were they seen as under-powered in 3.5 and this is a fix for them?

Using materials from either 3.5 of PF1 - is there a way to start at level with either a 3rd known spell (I want to give him Grease, Magic Missile and Burning Hands options) or to up damage on Magic Missile without picking orc?
>>
>>97680765
pretty much every class got fiddly new abilities and customizations in PF
>>
>>97680765
Dragonwrought Kobold
>>
>>97680765
>But Sorcerers get these bloodlines now - were they seen as under-powered in 3.5 and this is a fix for them?
Compared to wizards at least. Being half a spell level behind sucks. It's also easy to screw yourself over by picking situational spells, which encourages you to go for reliable stuff like blasting instead. Except the "must spend a full-round action applying metamagic" rule punishes you for doing that.

(Sorcerers *do* have more potential as blasters than a Wizard, including some exclusive spells + ways to negate the metamagic thing, but it takes effort to assemble one; easier to play a Warmage instead and be respectable at it)
>>
>>97680765
Note that there are feats in 3.5 which grant a sorcerer as many as 9 extra spells known from a fixed list; PF bloodlines occupy a similar design space. But also that some PF races have a Favored Class Bonus granting +20 spells known.

>Using materials from either 3.5 of PF1 - is there a way to start at level with either a 3rd known spell (I want to give him Grease, Magic Missile and Burning Hands options) or to up damage on Magic Missile without picking orc?
Warmage from Complete Arcane is like a sorcerer with way more spells known, except 90% of them are just slightly different ways to deal damage.* Also they add their Int modifier to spell damage, and have a feat which adds more depending on class level.

* At lv3/6/11/16 you also learn a single spell from the Wizard/Sorcerer list, but spells which aren't Evocations count as 1 level higher.
>>
>>97681102
I am either looking the wrong thing or not getting it.
https://dndtools.net/feats/races-of-the-dragon--83/dragonwrought--748/
I found mention of some cheese of how being a dragon they are ageless you can start middle aged without the physical penalties, but that's all.
>>97681248
so based on that would you say the bloodlines are too much to be included in 3.5 game?
>>97681323
>Warmage from Complete Arcane
I like this. too bad that no control spells, but reliable damage and simple blaster to play.
>there are feats in 3.5 which grant a sorcerer as many as 9 extra spells known from a fixed list
can you recall what those are?
>PF races have a Favored Class Bonus granting +20 spells known.
will look for those.

In general once I started this game and trying to character build more, as soon as I included that PF1 "+2 to any ability" to humans, along with the +1 extra feat,
finding it really hard to justify not going human with every character concept. Most other races are effectively +2 anyway, and you just end up losing a free feat for maybe darkvision or something. Plus humans are just easier to find into any story.
>>
>>97681628
>I found mention of some cheese of how being a dragon they are ageless you can start middle aged without the physical penalties, but that's all.
The aging rule is on p39 - they basically have the monk's Timeless Body ability but available from lv1 (meaning +3 to all mental stats if you start as venerable).
And p43 has the "Draconic Rite of Passage" rule where any kobold can get a sorcerer spell as a 1/day SLA for a small cost.

There's also a feat in a web article which upgrades the SLA to 3/day, then at 6+ HD they can repeat the ritual to get an extra level of sorcerer casting(!).
https://web.archive.org/web/20150620053440/http://archive.wizards.com/default.asp?x=dnd/we/20060420a

Kobolds were a joke race, but with all the support they got (plus general support for creatures with the dragonblood subtype, which they get without jumping through any hoops) they became one of the best caster options in the game.
>>
>>97681628
Im talking about the web enhancement stuff here >>97681842

You dont have to go full PunPun with dragonwroght kobolds, but they do end up being one of the best choices for Sorcerers. A free level of Sorcerer that isnt a level on paper can let them dip into stuff without slowing them down, & if I remember correctly, there's a way to get 3 or 4 levels of Sorcerer through ritual & stuff.

Rituals, by & large are slept on in 3.5. There's some good ones out there & they arent reliant on being a spellcaster
>>
Sorcerer (Charisma 20)
Feat Level 1: Furious Spell (Metamagic)
>A furious spell that deals hit point damage adds twice the spell’s original level to the amount of damage dealt by the spell. Spells that affect multiple targets deal the extra damage once to each target, regardless of whether the spell deals its damage all at once or in multiple hits (in the latter case, add the extra damage to the first hit against each target).
+
Trait: Magical Lineage (Magic Missile)
>Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

So this should get him 1d4+3 magic missiles at level 1, correct? and than at level 3, he only gets that +3 bonus if he splits his missiles to different targets.

Its either this or Conjuration Focus to get the DC of his grease up to 16.
>>
Sorcerer (Cha 20, Str 10, Dex, 8, Con 8, Int 12, Wis 12, 2 hp), Race: Azata Blooded Aasimar
Unicorn Bloodline
https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/unicorn-sorcerer-bloodline/
1st level feat: Furious Spell (Metamagic)
1st Trait: Magical Lineage (Magic Missile)
If he lives to get his next feat, will probably be Conjuration (focus) for better greasing.
any advice for a good 2nd trait for this?
>>
sorry, didn't mean too spam, thought my first message failed to post.
>>
>>97676069
>The issue is that the floor is so obnoxiously higher that it got banned from organized play for running over published adventures with basically no effort.
It's still a delicious irony that Paizo's biggest claim to fame in their beginnings was Rise of the Runelords, an adventure path made famous for being incredibly brutal to 3.5 characters, now can't make an adventure path to even challenge many of their overengineered character classes.
>>
Speaking of Kobolds. What would be the easiest way to make a aturally medium or large sized kobold?
>>
>>97683316
Half-Minotaur or Half-Ogre is what comes to mind, but most things you want kobolds for don't mind them being Small.
>>
>>97683316
Kobold Endurance feat gives +4 on Str and Con checks, which covers some of the effects of being one size larger. Whenever they'd gain the Endurance feat they can gain Kobold Endurance instead.

Kobolds don't qualify for the Jotunbrud feat (count as Large for size-based bonuses), but you could in theory dip Shaper of Form to change your race to kobold while retaining Jotunbrud (then take Kobold Endurance to become effectively Large)
>>
>>97683316
>>97683597
>Have the Symbiotic (guest) template
>Get a cohort/thrall/etc., choose a Large creature with the Symbiotic (host) template
>Gattai yourselves
>Take Kobold Endurance for good measure
>>
>>97683419
I want to make kobolds an old decrepit race with conan snakemen vibes, which looses its mystic a bit with them being shorties. I want them to have a "true" surface thats medium or large. To reflect their old stature before they became small tunnel dwellers. I could probably homebrew it but woukd like to explore RAW options first
>>
Has anyone here tried running 3.X as ye olde schoole dungeon crawl style, with loot for XP and training time and cost, and all that jazz?

How did it play?

Does the extra resources and changed stats make it less viable of a play style?
>>
>>97683661
>Has anyone here tried running 3.X as ye olde schoole dungeon crawl style
No, but
>https://www.youtube.com/watch?v=3fiZa7vvQ9A
>>
>>97683640
maybe just use a lizardfolk stat block?
>>
>>97683640
Conan snakemen are in the game as yuan-ti.
>>
>>97683736
>>97683735
I'm not looking to make the exact snakemen from Conan. I'm just going with the theme. I want kobolds to be the degenerated descendants of a once mighty race of imposing dragon-men who got into a war with others & slowly degraded, only leaving their mutant half-blood creations & arcane/bioengineering war-creatures (True Dragons) to inherit the least of their power. Kobolds were driven into tunnels & so lost their height, but I want to sort of tie the dragonwrought stuff as well as a medium/large template/subspecies onto them too to have throwbacks to their old form.
>>
>>97683661
Does 3.x even have an official mechanic of paying for training to level up?
>>
>>97684176
Same poster
Turns out yes

DMG 198
>You can mandate that to gain any of the newfound class-based benefits earned by advancing a level, a character needs to perform some overall training. This training requires one week per every two levels, rounded up. Training requires a character to train with a character of the same class who is higher in level and costs 1,000 gp per week. If no such trainer can be found, the cost is the same, but the time required is doubled. The money goes into fees, consultants, material component experiments, and other miscellaneous expenditures.

On a similar note, paying for training for skills
>Training Cost: 50 gp per week for a professional trainer (plus related expenses).
Training Time: One week per rank gained in a skill. A character may work on two skills at once, paying separately for each.

Good use for money if you have the downtime
>>
>>97684221
An interesting update is these costs are higher than the expected wealth by level.
So I guess this would work best where you give above expected wealth by encounter, have them spend it, and still have enough left to roughly match the wealth increase at each level
>>
https://www.d20pfsrd.com/feats/combat-feats/saving-shield-combat/
>Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
RAW this would be useless if that ally also has a shield, correct? are there any exceptions to Shield type bonus stacking that might apply here?

wondering if it would be in any way broken to let it stack anyway. you can only do it once and you have to do it when the ally is first targeted, presumably before you know the attack roll.

also, in case anyone here is looking for a game, I notied there is one starting up on myth-weavers:
https://www.myth-weavers.com/clubs/2783-the-forbidden-magic/?do=overview
don't know anything of it, just saw it scroll through in banner.
>>
>>97684221
My DM has a rule that you need to spend as many days 'training' as the level you want to reach.
It has had material effects on the game, in strange ways at times. He does have things happen as time passes, and we have had to cut training to put out fires.
>>
Pathfinder 1e
Spheres of Might and Path of War allowed.

I wanna do stuff either with voidrusher (striker archetype) Or maybe even unchained monk shenanigans, I need a build that mainly focuses on katana guys. Katana aside, I don't really care for flavor can i borrow some dedicated damage build guys?
>>
Guard room with arrow slits looking out down a corridor

can a character in the corridor cast a summon monster spell so the summon appears inside the guard room?
>>
>>97691474
Yes & no. Id say youd have to be able to see into the room youre summoning them into & you need to see a large enough area for the summoned creature to occupy. Like, if you want to summon a bear on the other side of the slit, youd need to be able to see a reasonably bear sized portion of the room beyond.
>>
>>97691474
Technically yes, the game doesn't make the distinction. Logically no, you'd need to be above the murder hole. No line of effect to the floor, which is what you need to summon a creature, you can't summon them midair.
>>
r8 my level 17 radiant servant of Pelor's loadout.
>>
>>97695026
Effective +3 weapon at level 17 is a bit low but the drawing kicks ass so that more than makes up for it
>>
>>97695026
Great drawing but your loadout is mid at best.
>>
If I cast Shrink Item on an object, does it retain its properties? Can I make an adamantine sheet into a bulletproof cloak?
>>
>>97695041
Thanks anon. I rarely fight in melee anymore so I haven't bothered to upgrade my weapon. I will need a +6 weapon soon anyway.

Also "ring of spell storing V" should just be "ring of spell storing" I forgot the default one was 5 spell levels and thought there was a version for each # of spell levels for some reason.

>>97695266
What should I go for next? Besides some nightsticks and possibly a reliquary holy symbol for more turning attempts for DMM (I went for DMM/Empower Spell because Persist is the usual choice and I wanted to be blaster).
>>
Kobolds count as one size category smaller than they actually are.

The spell Mighty Steed allows a creature to have the carry capacity & serve as a mount as if one size category larger.

This means a kobold can ride on something tiny sized. What's the most hilarious or interesting thing I could have them ride? I'm thinking maybe Dread Bloosom Swarm?
>>
>>97695026
Get yourself a Belt of Battle my guy.
It's cheap as fuck and it makes such a difference when you need it.
My lvl 15 Cleric of Female-Not-Heironeous
>>
>>97695473
You need to fill all your slots. You dont have any cloak or vest, a Belt of Battle is one of the best waist items in the game & its cheap.

Youre in level 17 so pretty much everything is open to you. Im not sure how optimized you want to be, but I can give you some suggestions
>>
Just bought 3e PHB+DMG+MM+MM2 and 5 class supplement booklets, what am i in for? Any recommendations on what to get next too?
>>
>>97697262
3.5 core
>>
bros
I just realized armor spikes are a great TWF weapon
>light
>leaves you with both hands free
>better damage than spiked gauntlets
>is both your main hand and off-hand weapon at the same time; no spending double for enhancements
>nice little grapple damage boost
>>
>>97697262
Rules compendium is nice.
Magic Item Compendium and Spell Compendium are great resources too if you just want MORE STUFF.
And there's some cool stuff in there.
Or just pick a hardcover Draconomicon.
That's what I did.
>>
>>97699579
But holding a whole other armor is so heavy
>>
>>97696796
>>97696405
>You need to fill all your slots.
Yeah we've been a bit behind in WBL and I spent a fair bit of gold. The belt of Strength was not my choice, I might try to trade it in for a belt of battle, and just get a party member to persist a bull's strength on me. Definitely any suggestions would be helpful, especially for initiative. I know the belt gives some bonus, which would be my biggest incentive honestly moreso than the action in some ways, even though that's obviously the far more powerful component of it.

A helmet of initiative would be awesome. A weapon of warning costs 8,000 gp and doesn't technically require a slot, unless I guess holding in the hand counts. I suppose I could make the argument that a helm of warning should be ~8,000 gp?
>>
>>97700069
retard
>>
>>97700143
Well I can go "TO hyper autism list" or I can go "good enough for most games list"

Also, I would highly recommend some old Minmax forums/Giantitp guides, like Cleric Handbook, List of Necessary Items, Shax's Indispensable Haversack, Bunko's Bargin Bin. etc. There have been more than two decades worth of autists pouring over this material, & finding awesome stuff to use. Let their knowledge help you. You needn't go Total Optimization on you cleric, but looking at your potential & then dialing it back is way less of a headache than lurching from one shiney thing to another.

https://forums.giantitp.com/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items

https://forums.giantitp.com/showthread.php?450575-The-Cleric-Handbook
https://forums.giantitp.com/showthread.php?335412-Shax-s-IndispensAble-Update-Flux-Slime-Edition
>>
>>97700271
Sorry you cant take a joke
>>
>>97700318
Thanks for the list. Helm of Righteous War looks like exactly what I'm looking for. Some kind of miss chance thing would be cool, although my AC is 38 which is decent-ish for level 17 and I'm not in melee as much as I should be due to a large party with a summon-happy wizard to boot.
>>
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Does Forgotten Realms have runic magic like the Thassilonian stuff in Golarion?
Have an Iomedae as tribute
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>>97703509
Forgotten Realms has literally everything. They change up the entire setting every few years to match the books
>>
>>97703509
Don't know what the runelords deal is in PF, but
>https://www.realmshelps.net/magic/rune.shtml
>https://www.realmshelps.net/charbuild/classes/prestige/general/runesmith.shtml
>https://www.realmshelps.net/charbuild/classes/prestige/Runecaster
>>
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>>97699579
Where do the spikes get positioned on that? Would shoulder or elbow ones be enough? And can they be used alongside a different weapon?
>>
>>97708394
according to the pic in the phb, they're basically everywhere
and yes; you still have whatever you hold in your hands, plus spiked gauntlets if you want
>>
How would one attempt to hide or fight against creatures with divine ranks? Pre epic if possible. I just pissed off some powerful people.
>>
>>97708848
What, praytell, did you do, and to whom?
>>
>>97709072
Evil god skilling other gods. Im a plucky asshole whose has been thwarting his plans with the party. I can assure a reasonable amount of protection against his mortal followers, but Divine Rabks give him/his proxy cheat codes. So I need to at the minimum secure my demiplane against him
>>
>>97699579
Can you enchant armor as armor and armor spikes as a weapon on the same equipment?
>>
>>97712023
Absolutely. Some DMs may say that they both contribute to the same value cap of the item though. To get around this, use pommelstones
>>
Can I cast Fabricate on an enemy's armor or weapon and turn it into spoons or some other nonfunctional pile of junk?
>>
>>97712665
By the rules I don't see why not, and it's certainly no less backbreaking than other 5th level options like Baleful Polymorph or Cloudkill. Main issue is that you're fucking with the loot at that point, and also starting the arms race with the DM over destroying equipment.
>>
anyone know of materials, 3pp included with a short forest/nature themed adventure or even just planned out encounters for levels 1-2.
>>
>>97712891
Can I turn corpses into diamonds or is that stretching "carbon" material too far?
>>
>>97713387
People aren't even 20% carbon, you're gonna have to do some work to get cutesy with alchemy and even then I'd say you need a pretty hefty craft check to get spell-grade gemstones
>>
>>97713399
I'm just looking at turning a profit without splitting ladders into poles and stuff that is outright shady from a rules standpoint or relies on a open market buying whatever you have regardless of market conditions. I'd rather try to just get straight gold or gems that have "real" value, than to cast fabricate on a wall of iron and try to sell a town a thousand pots and pans. So either generating "real" wealth (gold & jewels) instead of theoretical wealth (barterable goods) or generating whatever magic items actually use as material resources when you make magic items.
>>
>>97712891
speaking off destroying equipment, I've got a fight coming up against a hag that has Acid Fog on her spell list
>Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature
...
>and object within it.
How do I determine HP of magic rings, amulets, cloaks, belts, boots, helmets?
>>
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>>97716072
You'll want to look at page 177 and 165 of the PHB, in the sections on 'Items Surviving After a Saving Throw' and 'Smashing an Object'.

Overall my read is that it doesn't hit equipment (and I might've been wrong about Fabricate as well). "Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects)." While Acid Fog can harm objects, in almost all cases that refers to non-magical unattended objects. Equipment doesn't get shredded unless a character rolls a natural 1 on a save, and Acid Fog doesn't have a save. Spells that do impact equipment in that way tend to call it out, such as Transmute Metal to Wood - "This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well." That being said, the phrasing is ambiguous enough that if you want each instance of Acid Fog damage to also have the characters roll on table 10-1 (pg. 177) to see what equipment takes the damage, that'd be rude but not unjustified.
>>
>>97716988
thanks for pointing that out.
>can't harm magic items because its unfair
>can't harm mundane items because it's pervy
>supposed to try and keep the world believable anyway
DM life is tougher than I expected
Guess I will make them all go bald or something
>>
Are there any prestige classes that make you better at using Cure spells on undead? Seems like a pretty terrible strategy normally. Is there any way to make it better?
>>
>>97719067
Closest I can see is Radiant Servant of Pelor. Healing spells are automatically empowered/maximized, and at 8th level can use turning attempts to do damage novas against undead.
>>
>>97719324
That's a good one yeah. Sadly I think it only empowers the spells you prepare in your domain slot, so only a few of them per day, but still pretty good.
>>
>>97719067
Nightstands, DMM, & Peristing healing over time touch spells? Or Max Empower
>>
is being alert on lookout duty a factor for which you would grant any bonuses to Listen/Spot checks?
the same way as being distracted grants penalties...
>>
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Forgotten Realms? More like, the Forgettable Realms!
>>
>>97720886
What setting do YOU play in, nona?
>>
>>97721389
Eberron
>>
Is there a way to gain the Change Shape ability & the Shapechanger subtype on a regular human?
In savage species the Ritual of Association can grant the subtype but not the power, & Wishing fully transforms you instead of just adding so,e stuff
>>
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>>97721536
More like, Ebewrong!
>>
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I discovered last week, at a thread on /a/, that Records of Lodoss War was based on a D&D campaign, and on its recorded sessions.
Pretty interesting, I think.
>>
>>97724230
Same deal with Slayers!
>>
>>97724234
Really?
Huh, I should have guessed as much, makes sense.
>>
>>97724230
Wait til you hear about The Last Witchhunter & Firefly
>>
Is there a source for nonmagical Mind Blank or Freedom of Movement?

Also, I know ive come across a book somewhere that had non magical magical items that relied on batteries or something, but I cant remember where. If anyone could tell me id appreciate it
>>
>https://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/dog/breeds/bull-mastiff/
>Average Price: 45gp
>AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
>hp 13 (2d8+4)
>Fort +5, Ref +5, Will +1
>Melee bite +3 (1d6+3 plus trip)
Seems like Handle Animal is the best skill in the game for levels 1-4. Any PC can solo by just buying up and training dogs to hunt for him.
Adolescent hero
>>
>>97726040
Its great for early levels. Its sad you cant be a kennelmaster past a certain point though. Works well in E6 especially with a White Raven guy or something like a Dragon Shaman with auras to boost them. Try to convince your DM to give you Magebred & other smaller templates to keep them in the fight for longer
>>
>>97726040
Sucks when you run into DR, though, and your ability to control them is limited by actions.
>>
>>97726296
>and your ability to control them is limited by actions.
If you got a bunch of dogs trained to guard a place or a given target, you can tell them to guard another dog and order that one to attack and lead the pack.
btw, even when DR blocks damage, they are still tripping and flanking.
>>
just recently found this spell:
https://dndtools.net/spells/serpent-kingdoms--24/venom-bolt--3250/
Seems like a great anti-caster tool to interrupt them - demands reflex save against damage to maintain concentration, has a good chance to paralyze for 2+ rounds, at a minimum slows the enemy and its a line effect so there is always the potential to tap multiple enemies with it.
Maybe won't be most optimal every time, but rarely useless.
Too bad it competes for slots with Death Ward and Freedom of Movement. 4th level spells have to be amazing to measure up.
With 2 DC increases in one spell might be the best one to Heighten to 5th though.
>>
>>97726368
Serpent Kingdoms has great stuff in it. Venomfire, Ability Rip, Sarruhk, Lava spells
>>
>>97726749
>Lava spells
I love Lava Missile on my Cleric.
It's not the most powerfull spell ever, but it's a relatively cheap ranged option, and it also pairs well with Channel Spell when in melee.
>>
>>97724234
>>97724303
Slayers isn't based on anyone's campaign. The author even talks about how he came up with Lina as a supporting character in a story about her sister, then decided that her background was more interesting than the original plot.
There's a meme "Lodoss is the campaign your DM planned, Slayers is what happens once it makes contact with the players", which anon might be misremembering.

Goblin Slayer is based on a DMPC from the author's D&D campaign though.

Overlord has mechanics based on D&D 3.5 + Neverwinter Nights (and a protagonist who's basically a lonely DM whose friends moved away), though it's not based on a specific campaign.

There's others out there based on non-D&D games.
>>
>>97726749
I had so much fun throwing a lava spell at my party.
Also the osssra poisons are awesome
>>
>>97728693
>though it's not based on a specific campaign.
Nta but incorrect, overlord world is based on a d&d (allegedly 3.5e) campaign of a friend of the author (in which he played) that got abruptly interrupted. The author kept fantasizing about out of nostalgia, ending in writing the overlord light novels later on.
>>
>>97728693
Don't forget those who hunt elfs, a fun show that feels like a D20 modern campaign that isekai'd itself into the cliche fantasy world and went wild from there.
>>
>>97697262
psionics handbook
>>
Slightly odd rules question.

If you're building a monster using monster classes, as described in Savage Species, should it gain the usual ability score increases and feats every few levels as if it was a player character, or does the class progression replace the usual one?
>>
>>97733286
Answered my own question with a reread. At least the Feat progression is baked into the class, which would certainly imply the Ability Scores are too.
>>
>>97697262
>>97733012
"3e" being 3.0 or 3.5? Psionics Handbook is 3.0, Expanded Psionics Handbook is 3.5 and there are signficant mechanical differences.
>>
>>97733471
yeah, soulknife as a prestige class is bonkers. i go 3.5 all day
>>
https://www.d20pfsrd.com/magic/all-spells/c/call-lightning/
>Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
and
https://www.d20pfsrd.com/magic/all-spells/b/black-tentacles/
>Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition.
Do either of these 2 spells break the caster's Invisibility?
Can't decide if this counts as him attacking or summoning an effect that is attacking.
>>
also, can you use mage's sword to direct the conjured weapon to sunder enemy's armor or weapons?

Can you intentionally aim a Scorching Ray to sunder weapons / armor?
>>
Are there any ways to qualify for epic spellcasting without taking a bunch of levels in a spellcasting class? I don't want to go the big old dragon route either if possible
>>
>>97737803
why do you need epic spellcasting if not to be an epic level caster?
>>
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Are there any good sites for official or semi official art? I want to see how some things are depicted for autism sake and as I am sure you are aware, google images was intentionally turned to shit to serve more ads and I guess force people to use AI back in 2019sih
>>
>>97738159
Thats what I want. I want a character that isnt a full caster during her 1-20 to still be able to work epic spells when they turn level 20+

Can having a 9th level SLA qualify?
>>
>>97738188
I usually just note a handful of the artists in the books & just look up their collections
>>
>>97738192
thanks
>>
>>97735510
3.0 had the ridiculous psionic combat system where the mechanics were overly complex and you could randomly get stunned for multiple rounds. Also didn't have psionic focus, psionic playable races, the wilder class, or the ability to augment powers with more PP, and the feats were mostly different. Also random stuff like udoroots getting to act six times per turn rather than two (and you couldn't use AoEs to destroy multiple crowns at once).

Despite the 3.5 version being a much better system overall, 3.5 soulknife is a lot weaker than the 3.0 PrC, since that one had manifesting + full sneak attack + could deliver powers through their weapon.
>>
Would a Blood of Vol seeker dying in Forgotten Realms be thrown on the Wall of the Faithless with unbelievers, Fugue Plane with traitors, or to Asmodeus with atheists?
>>
>>97738996
>Blood of Vol
The Wall, as you need to explicitly worship a living deity to avoid it.
>>
>>97726167
Warbeast is easy to get ahold of.
>>
>>97739453
Oh really? I didn't know I dont mess around with templates much. How do you get it?
>>
A starts casting a spell. This triggers a ready action from B who prepared to cast Hold Person on A.
A fails will save and is paralyzed in the middle of his standard action and casting his own spell.
Does this current round count for the duration of the Hold Person spell?
>>
>>97740696
You're looking at durations wrong, they end on the initiative tick just before they were cast, so yes, always. The fact that this rule isn't in spell durations but is instead in the combat rules doesn't help.
>>
>>97740823
Oh, right forgot to quote it.
>Effects that last a certain number of rounds end just before the same initiative count that they began on.
>>
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I'm working on some new 3.5e prestige classes.
>Woad Rager
Like the Tattooed Monk, but for barbarians, and you can change the tattoos every day
>Torchbearer
Making Aragorn at Weathertop a somewhat-viable combat build, fighting with a torch in the off-hand
>Master of Mirrors
Lots of tricks to do with mirror image spell. As if it wasn't good enough.
>Mistweaver
Casting other spells into an obscuring mist or fog cloud or the like to make it more potent, thematically speaking.
>Scrollburner
This one might need a new name, but it's basically someone pushing scrolls past their normal capabilities to squeeze some more magic out of them. Of course, the DC to avoid a mishap if you screw up gets higher and higher...

Do any of these sound interesting?
>>
>>97740823
>>97740846
thank you.

Situation I am trying to adjudicate:

Have a naturally flying hag, hovering 100ft above the ground. She gets hit with a venom bolt, fails save, paralyzed for 2 rounds.
PC summons a celestial roc, ordering the bird to attack the hag and drive her down to the ground.
Roc has grab ability on its talons and Flyby Attack.
Can rock in one round: Move action, 80ft downward through the hag's space + Standard Action: claw + grab her and than drag the hag with it as it moves 80 ft?

RAI that seems like it should be possible for Roc to snatch people up, or in this case down like that. But if I am understanding RAW correctly - grab simply establishes automatic grapple, roc would have to 'drag', 'bullrush' or 'reposition' a grappled opponent as a standard action. Or is that not relevant because hag is currently paralyzed and helpless?

What are the rules here? or is this one of those situations where DM is supposed to lay rules aside and just let the gargantuan bird of prey swat a paralyzed large humanoid into the ground automatically?
>>
>>97741055
>Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Gotta use that extra option that people forget about.
>>
>>97741055
Grappling and flying are both areas where you have to fudge the rules a bit for it to not be very stupid and unintuitive, so I'd definitely lean towards the latter option. It'd be weirder for a paralyzed enemy hovering with magic to act as an immovable rod.
>>
>>97741104
in this case doesn't really apply to movement.
>>97741108
good point.
One would think that 'big creature snatching up and carrying small creature' would be something a fantasy game with giants and dragons would address head on
>>
>>97741329
If you're not grappled yourself you retain your dex to AC, threatening, and normal movement.
>>
>>97741018
>Woad Rager
Perhaps draw from Gnome Artificer dynamics regarding body space occupation and "spell" access?

>Torchbearer
Maybe broaden a bit from explicitly-torches to other sources of "natural" fire, so you can have fun with lanterns and perhaps even alchemical fire.

>Master of Mirrors
Ew, spell-specialist in outlier good spell.

>Mistweaver
Most of the options are unfriendly with troublesome opt-out and static once set, which is a horrendous practical problem for how often any of it's going to be useful, and don't lend themselves well to an explanation for where the extra spell-power is coming from. Snowcaster could be a good basis for limited additional material, as there's a decent number of snow-based vision-obscuring spells (even just in core+Frostburn) for it to "plug into" for variance in applicability and effects improved, notably including Obscuring Snow that's an outlier good spell for having an easy opt-out and not being static.

>Scrollburner
I'd again point to Gnome Artificer if you want a UMD-only entry, which I'd suggest having the option of to emphasize the shenanigans. Also pay attention to how it compares against an Artificer/Unbound Scroll operating in the same space, even if you follow through with abundant different-for-the-sake-of-different from the "established" build.
>>
>>97741497
>and normal movement.
Sorry, didn't get it at first. But yeah, that makes sense. So -20 penalty to act as if you are just carrying any other items.
>>
pathfinder's idea of letting damage reduction be bypassed with a high enough total magic weapon bonus:
+3 bypasses cold iron
+5 bonus bypasses all of it
good or bad? by teen levels, this basically removes DR as a factor, aside from epic.
>>
>>97742808
+5 bonus already 'bypasses' DR 5/- by doing 5 more damage. I don't like it because DR is an important defensive tool and adds another layer of whether or not it applies. I get that they don't want people feeling like they need to carry a backup +2 silver longsword and having to put away their main weapon, but that's also part of the game's texture.
>>
>>97742863
It's a move back towards how it used to work in 3.0, really.
>>
>>97738996
>>97739438
The wall exists to protect people from getting Asmodeus'd. Other worlds Atheists get sent there.


Alternatively he gets yeeted all the way back to Dolurr.

What edition was it they bitched out and deleted the Wall? 4th or 5th?
>>
>>97738996
It's really up to the DM in that case since, the cosmologies of the Forgotten Realms and of Eberron aren't as seamlessly compatible as Faerun and Greyhawk.
>>97743438
I always just had it so the wall was ONLY relevant to people from/on Faerun (And other worlds where the gods that made/maintained the wall are relevant) unless of course they had some method of keeping their soul safe. It's too confusing to have it be a completely multiversal thing.
>>
>>97742863
Fortunately, 3.5 also has like, five different ways to acquire a weapon that counts as silver, or whatever matieral, only one of which is actually making the weapon out of that material. There's also the point where needing to have a backup (Melee, way easier to swap out ammo) weapon is sorta a campaign design issue since at a certain point the players should KNOW what kind of enemies they're likely to be going up against most regularly so they shouldn't NEED to switch often.
>>97743237
As far as I can tell it was actually the other way around and 3e's DR system was MORE Granular than 3.5's since on top of material based DR, you had the various stages of /+X DR to deal with. Though I can't find an example of alignment based DR in 3e.
>>
>>97738502
Soulknife is so ass, I'm unironically considering just going "Fuck it" and just shoving it and Psychic Warrior together to make one class.
>>
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>>97738996
We may never know. I intend to live forever.
>>
>>97743528
Honestly all soulknife really needs is full BAB, making a blade as a swift action, and maybe psychic strike lasting for an entire full attack
>>
>>97743570
Maybe, but if I'm gonna be monkeying with more granular stuff like that then I'm probably just gonna try and do a rebuild from the ground up (In addition to smooshing the two classes together)
>>
>>97743637
Godspeed. I love soulknife as a concept but they're definitely trash to play.
>>
>>97743528
>counts
Wouldn't hurt to be honest

>>97743513
I've played a LOT of low level D&D & I just started carrying a magic sword, a silver dagger, & a cold iron hammer/mace. It doesn't weigh much & it covers your material & type DRs. Sure you loose a bit of damage, but there's ways to buff against it if needed. As you hit mid level that sort of thing doesn't become very relevant, you'll just be buffing & swinging with whatever powerful magic weapon you've got
>>
>>97743643
I'm not sure if I'll actually DO it, but in addition to just... giving it the psychic warrior power progression (And almost all the powers, almost since a couple may become redundant) ideas I had included more flexibility with how they shape their blade (Perhaps a set number of forms based off level or X+stat modifier, including claws if you want), possibly something that lets their soul weapons be treated as "Bigger" than normal versions of weapons for their size (replacing psychic strike) and a sort of "Style" system like the ranger has (but better thought out) where they specialize in a specific type of martial combat (Sword and Board, dual wielding, two handers, ranged, fisticuffs/natural weapons) and get some sort of bonuses related to that style of combat (Eg, better ability to 'throw' your knives for ranged, the ability to actually dual wield for dual wielders, the ability to create a shield for sword and board, etc)
Might be too much/ambitious but eh. Could work.
>>
>>97742250
I read through the gnome artificer and there might be a couple ideas to implement there, but it's a lot simpler in its current form. Basically you paint yourself for some DR and one special ability per day, and the next day you have to repaint yourself. And you get a few abilities known that have different effects.

I do want the torchbearer to be a bit more flexible but it's hard because only default torches have rules for use as a weapon. Lanterns don't by default so it's harder to build off of. It also feels more like you'd damage a lantern swinging it around, compared to a torch. But I will add something for it. Maybe at the very least an enhanced blinding ability for bullseye lanterns.

I agree there should be more PrCs to support "bad" spells which I plan to do. But the mirror image conceot just stuck with me. Its more for feinting for rogue/wizards than anything else.

The extra power for the mistweaver is just some kind of arcane synergy. Its abstract. Stuff like casting confusion into one makes the spell harder to save against. But also stuff like the fog can cling to you after you leave it, giving you a reduced miss chance for a couple rounds. And forcing people who run into your most to Will save or run in a random direction when moving.

And yeah the scroll burner one is a very hard one to design because of similar PrCs. Any others I should look at to make sure I'm not treading on their toes?

I'm also working on a woad druid that has tattoos of power to compete with wild shape (since most druid PrCs that don't advance wild shape in some way are trash, in fact I can't think of any exceptions to that, maybe you can)

And a Dread Arbalester, to make crossbow shooting actually viable finally. Will be subtly compatible with crossbow sniper feat from PHB 2, just not explicitly, and will obviously be way better than that feat. I just don't want to tread on its toes, since it still does add power to crossbow use, just not in the way I intend to.
>>
>>97743528
I'd prefer shoving it into Lurk or Psychic Rogue to make the two more distinct from eachother, especially since Psychic Warrior already has the weapon-calling ACF that embarrasses the as-is Soulknife so badly.

>>97743570
Technically, since Psychic Strike is charging the Mind Blade itself, you "could" make it into a longer charge-up gimmick with very minor tweaks. Which I like, as a compromise for natural-hand-independent Multiweapon Fighting and energy type selection. Maaybe some partial Psionic Focus transparency so you can dump the charges into Deep Impact.

>>97743893
>Lanterns don't by default so it's harder to build off of.
...Right, lanterns themselves ARE a poor example, but the oil for them is usable similarly to Alchemists Fire (with an action tax for fuse and 50% chance of failure) as well as a slight and conditional ground-coverage DoT.

>The extra power for the mistweaver is just some kind of arcane synergy. Its abstract. Stuff like casting confusion into one makes the spell harder to save against.
Ah, meta-spell shenanigans rather than "free" upside. Sounds annoying to sort out wording for.

>Any others I should look at to make sure I'm not treading on their toes?
My point was more about balance-points, just having a pure-UMD entry would be difference enough. If it's terrible compared to the existing Designated Scroll Spammer then it'll be an awkward niche thing, if it's decisively ahead few DMs will consider it.

>I'm also working on a woad druid that has tattoos of power to compete with wild shape
Consult Eggynack's handbook for the specific Animals you're looking to compete with, and remember that you're removing gear surcharges in the process.

>And a Dread Arbalester, to make crossbow shooting actually viable finally.
I just get stuck in a rut of thinking about shoving the things into a mechanical energy subsystem (the hangup is welding trapmaking to gnome artificer devices) so they scale action economy with Strength natively.
>>
If I cast Planar Bubble & select a Dead Magic plane, I basically have an antimagic object or whatever right? Because it's emanating from the object, the object can still be magic, so we can put it on something like a Fleshgrinding weapon, to make it stick. Even on something as simple as a throwing dagger this would be such a cool trick
>>
>>97744136
Planar Magic works on touched creatures, and requires a native from the given plane. Also by the time you're casting 7th level spells you've got access to Antimagic Field already.
>>
>>97745845
Go to a Dead Magic Plane & grab some material. Make an Intelligent Magic Item from it. Or Animate/Minor Servitor it.
>>
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>>97743528
The psychic warrior's "Soulbound Weapon" ACF already exists and gives you a weapon significantly better than a mind blade.

Must choose Call Weaponry as your first power known.
At 1st level you gain Weapon Focus in a bonus feat.
At 2nd level when manifesting Call Weaponry you can call a specific weapon of the type in which you have Weapon Focus. This weapon has a free enhancement bonus as the mind blade of a soulknife of your manifester level.
Also when calling this weapon you gain an augment where for each +5 pp expended you can add +1 worth of enchantments. Unlike soulknife there's no restriction on which you can add, and you can pick different ones on each manifestation.

The main drawbacks are that Call Weaponry takes 1 round to manifest + only lasts for 1 min/level, so you're losing action economy unless you use Quicken Power or something. Also you don't get the soulknife's unique ability to maintain their weapon in an antimagic field.
>>
>>97739438
NTA but I'm thinking of a 3.5/pf crossover one/fewshot, would worshippers of active gods from other crystal spheres but not present in Realmspace be sent to their own gods?
>>
Is there a way to configure a Stronghold space with walls of force so that one of the walls can be moved/withdrawn so that you can have a door, or something that functions like a door?
>>
I just noticed the Aura of Chaos stance from the ToB. Is there any way to get a weapon to roll more than 2d4?
>>
>>97747598
Actually, it's better to go the opposite direction. Imbue Healing & a 1d2 weapon
>>
>>97747184
yeah they would
as the anon said, the wall is only for faithless
said character would be faithful even if for a god not present there, so they would be sent off to their god
>>
>>97741018
>>97743893
Torchbearer sounds like it would be better off as a feat or two, make them qualify as fighter bonus feats too
>>
>>97748224
Hmm
Any way I could make it both?
>>
>>97748271
PRCs are allowed to have specific feats as class features, so pretty trivially.
>>
Is there a place that has all the old wizard's web articles?
>>
>>97748970
I use this one:
>https://orbitalflower.github.io/rpg/wizards-3e-archive.html
>>
What would be the consequences of casting grease on:
>one leg or boot of a humanoid fighter
>one foot/foot of a quadruped such as a dragon that's not currently in flight
>>
What's the earliest I can have my character craft a magic staff? I hate that wands don't just go to ninth level. Can I grab a +1 quarterstaff and make it an item familiar and put spells in it? Will some other bonded item feat let me do it?
>>
>>97748449
What kind of features, out of blinding / extra fire damage / defensive abilities / ignition, should be reserved for a prestige class instead of feats?
>>
>>97749287
Thanks
>>
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What's the best question you can get a priest of Corellon to pray him for an answer regarding Oberon that will trigger Corellon's anal thunder?
>>
>>97756456
Isn't the Fey-Elf feud 4th ed? (And oddly mostly picked up by the Mystara crowd)
>>
Weird question but does anyone know if there is any homebrew arouns for epic feats for Dragonfire Adepts similar to the Warlock Epic Feats(https://web.archive.org/web/20190818005828/http://archive.wizards.com/default.asp?x%3Ddnd/ei/20061027a) which are basically epic invocations.
>>
>>97759771
Yeah, but I'm thinking a Mystaran who knows about Oberon-Corellon feud in Forgotten Realms who does a little trolling
>>
Group just imploded before first session.
Are there any good Forgotten Realms actual plays?
>>
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Just wanted to post my 3.5 mini I found in an old box and painted this week.
>>
Shackled City, Age of Worms, or Savage Tide?
>>
>>97766126
I am currently running a modified version of Age of Worms, and it's been fantastic. Just finished a session five minutes ago. I plan to do Savage Tides after, in a year or so.
>>
Considering using the succubus from this:
https://dnd-wiki.org/wiki/Liber_Demonica_(3.5e_Sourcebook)
need one with exactly 7 hit dice, wanted something more special than simply advancing the standard one.

Anyone peruse this stuff and have an opinion on the quality of this bit of 3pp?
>>
>>97767049
on second look, the designer here went a bit ham on the saves with the Blessing of Malcanthet, +8 to all saves
>Saves: Fort +14, Ref +16, Will +15
vs original's
>Fort +6, Ref +6, Will +7
Will definitely be removing that one
>>
if you call in an outsider like this one:
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/ghaele/
and ask her to use her Raise Dead spell she has prepared, is she presumed to have the 5k diamond material component on her?
>>
>>97767049
>>97767089
Just be glad it's not full on Unnatural Grace.

It honestly does make sense as a bonus for more elite succubi to have that or full on Unnatural Grace.

>>97767107
She wouldn't have it prepared otherwise.
>>
>>97767089
>>97767251
Honestly just make it require a feat.
>>
>>97768103
>Unnatural Grace
not coming up in search. what's that?
>>97768103
wouldn't that +8 bump to every save be more like 4+ feats?
>>
>+2 Animated Heavy Steel Shield
what's a reasonable cost to enchant this shield with the power to block magic missile spell just as the shield spell when its animated.
>>
>>97770205
Just make it out of Riverine. And give it Flying instead.
>>
>>97771436
no. RIverine sounds stuooupid. Also the shield would be demolished first time the guy walks into an anti magic zone.
>>
>>97769130
Unnatural Grace is a feature many "supernaturally beautiful" creatures have, more than a few few do, it basically adds their Cha mod to their AC and saves.
>>
>>97772106
No. It'll persist in an AMF but Disjunction or Rod of Cancelation can pop it. There is an Magic Missile protection envhant somewhere but I cant remember where
>>
>>97769130
>>97772177
Oh it's Unearthly Grace
In 3.0 it was typeless to both(But no word on it working vs touch attacks), in 3.5 it's Deflection to AC(So definitely works on touch but has stacking issues) and still typeless to saves.
>>
>>97773375
>Unearthly Grace
Tangential. But wasn't there a spell that gave that effect?
>>
>>97778278
Kind of. You can get it through Shapechange, but there's a similar effect in Sirine's Grace.
>>
>>97778684
>Sirine's Grace
Ah. That's the one.
>>
>>97765963
WHERE did you get these?
>>
>>97784788
Didn't dungeon mag sell them?
>>
>>97784905
Maybe. If so I wish I had had money back then.
>>
>>97785020
I feel like if I had my current level of disposable income and 2000s levels of plastic crap I'd be up to my eyeballs in splats and minis
>>
>>97765963
nice. envious

in my game, this spell got used a few times and seems a bit unbalanced.
>https://www.d20pfsrd.com/magic/all-spells/b/blood-of-the-martyr
>You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her Fortitude save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes a full-round action to sup the blood of the bleeding subject heals a number of hit points equal to twice as many as the subject lost that round due to the bleed effect. The subject must be willing or helpless to sup her blood, which provokes attacks of opportunity. Only one creature can be healed in this way per round. The subject can lick her own wounds in this way to regain half as many hit points as she lost that round. If the bleeding effect is stopped or the spell’s duration ends, the subject’s blood no longer heals those who drink it, though in the latter case the subject continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

the issue is that a lot of monsters and demons don't have heal skill or any abilities to heal themselves and this is a slow death spell since the bleeding doesn't even stop when the spell duration expires. Its a level 2 spell that can take out high CRs by itself. Especially in my group where they love skirmishing - throw it out, than just hide or run away.

So far I've only soft-banned teleportation to try to make my setting sane. like you can use it but it had deadly escalating risks. Don't like just banning spells.

any advice on how to handle this?
>>
>>97789191
It's a Fort negates spell that, in a skirmishing situation, is defeated by piled on bare Heal checks supplemented by Aid Another. Heal is not trained only.
>>
how does Hallow work with Aid? Does everyone in the area get a new set of temporary HP every round?
also
>creatures who share your faith
in context of a polytheist society like Forgotten Realms - does that mean anyone who simply acknowledges your god exists. or anyone who ever worshipped that deity or exclusive worshiper or divine servants like acolytes, clerics, paladins, oracles?
>>
>>97789466
I'd say those who've prayed to your god and share your alignment, or primary worshipers
>>
are there any spells / rituals mentioned anywhere to seal a planar rift?
like a chaos rift through which demons periodically pop through?
>>
>>97789191
Why the fuck does D&D have a spell that makes your ass & dick bleed? Why the fuck does the ass blood heal others?

This spell is fucked up
>>
>>97790984
I think that one's from Pathfinder
>>
>>97790984
yeah, they snuck in a pretty disgusting one here.
I don't know how one would make a 'heal check' to stop blood coming out of every orifice.
Someone here advised some blood thickener medicine a while back, but given
>>97789228
>Heal is not trained only.
presumably it must be something that anyone, even an animal can try to do on the spot without any prepwork
so I just describe it as a stigmata wound that opens up on the arm and its possible to stop if you staunch it well enough.
>>
>>97793267
Tampons
>>97792092
Pathfinder makes sense.

If it was stigmata or some shit like bloody tears from the eyes, it would be better
>>
Since we're about to fall off.

Freedom of Movement: Should it remove your armor speed cap?

Working like Knight Unburdened, to let you move normally but otherwise suffer the restrictions including max dex and ACP. Knight Unburdened is 1st level for Paladins, Blackguards and for some reason Artificers so I don't think a spell several levels higher getting the extra effect is too bad. (Even a Paladin with too low a Wis to get a bonus spell can cast his 1st level spells by 6th level and a cleric can't cast FoM till 7th.)
>>
>>97797314
>Knight Unburdened
Am I calculating it wrong or would a continuous item of that spell cost only
>1 (CL) x 1 (Spell lvl) x 2000
Not too shabby if so.
Granted, you'd probably not have that as the sole effect on an item, so there'd be extra costs beyond the individual cost of each effect, but still.
Neat.
Added to my character's shopping list.
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Hey, I've got a question and I figured this was the best place; I'm currently doing a book club/storytime over on /vr/ (you'd be amazed at what games have gotten novelizations over the years) and that led to me downloading some novels based off of D&D vidya like picrel

Yes, that includes the Baldur's Gate novels. No, I won't be inflicting them on you.

Thing is, and no shade on /vr/ in general, but I'm not sure these novels would be their speed - late 80s/early 90s high fantasy books have a specific vibe, y'know?

What I'm asking is, would you lot be open to a similar book club over here on /tg/? I'd start off with the D&D novels I've already got, but I'm more than happy to take suggestions and branch off into other /tg/ properties (there are a surprising amount of books based off Clue)

https://strawpoll.com/bVg8BbJ4zyY
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>>97798613
There's also dipping Binder 1 to bind Aym the greedy dwarf queen

No armor speed penalty as if you were a dwarf, a 1d6 fire shield effect (Only when you are attacked not a full aura or on your own attacks) double damage to objects and the Improved Sunder feat for free.

It is funny that the greedy dwarf's Vestige gives you the "Destroy your own loot" ability though.
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>>97800617
There's also that teeth that takes over your soul or whatever right?



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