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Deathedge's page
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I would REALLY like my Cavalier to have a griffon as his mount... (who wouldn't?) I also do not care if it took him a while to acquire it, as long as he gets it eventually.
I see no reference to gaining an alternative mount/companion in the description of the druid's animal companion, however.
Ideas? Comments? Or did I just miss something?

We're playing a 12th level 3.5 party, and last session something happened that caused discussion and disagreement among the players.
I am playing a sorcerer/abjurant champion with a 16 con and 95 hit points, and I was hit by a prismatic spray-type trap. I Failed two reflex saves and ended up taking 20 points of acid damage and 40 points of electric damage, bringing me down to 35 hp.
Then I failed the fortitude save against the poison (the saves were extremely hard) which caused me to lose 10 points of constitution.
Here's the problem. One player says that I am dead, because the con damage caused me to lose an additional 60 hp. The other player (who is also the DM but is trying to adhere to the rules as opposed to fudging it) found a passage in the DMG that says that even if you take enough con damage that the hit point loss would kill you, you still are alive with one hit point per hit die left (which in my case would be 12hp).
Obviously if your con was reduced to 0 you would die, but what happens here? Am I still alive but weakened, or is it time to roll up a new character?
Do I understand this correctly in that a rogue/wizard/arcane trickster with a caster level of 11 will be able to apply sneak attack damage to ALL THREE scorching rays under the correct circumstances?

Ok, so I have a rogue/swashbuckler/shadowdancer who is part of an 18th level party. This party will soon be going up against their evil counterparts (also played by us).
The player of the evil fey'ri sorcerer has stated that he doesn't fear my Hide in Plain Sight or my ring of invisibility because he has glitterdust...so now pretty much all my stealth is gone with a *censored* 2nd level spell. True, I could go toe-to-toe with him using my improved feint, surprising riposte and such, but why should I do that when I don't have to?
SO. I would like some help from all you wonderful people here at paizo. The way I figure it if I can become ethereal before I strike then it will still negate my invisibility, but at least the dust won't adhere to my person and make me take a -freakin' 40(!) to my hide check.
How to go ethereal though? Any magic items, feats or class abilities that can help me? Oh, also this is NOT Pathfinder, simply 3.5-3.0. (I'm trying to get the DM to convert, but he does not have the book yet), so no Pathfinder-only feats, spells or abilities will be any help.
Can anyone be of assistance?

This issue came up last night in game play. The party (9th level) was ambushed by a bunch of redcaps (nasty little b*stards). They got a surprise round on us and whacked us pretty good, and THEN they proceeded to get initiative over us as well. Essentially they each got to attack us twice before we got to react at all, and we were all flatfooted the whole time. Lovely. Basically from that point on it became a game of survival and avoidance, with each character trying to stay alive and protect their precious few remaining HP's (aside from our fighter who is a BEAST) utilizing their own unique skill sets.
For my sorcerer it was easy: Flight of the Dragon, 100ft straight up, and then rain down sonic death via Sound Lance.
For the fighter, just start chopping with the greatsword and let the Combat Focus healing keep you in the fight.
The Hexblade failed at throwing out two curses and a Tasha's Hideous laughter, then got knocked down to -7HP.
Then we come to the rogue/cleric. There are two on her. She blinds one and puts it out of the fight. Next round she successfully bluffs the second redcap and dives into the bushes to hide from it.
There is no one else threatening the redcap, and he has the track feat. He follows the footprints the rogue/cleric leaves straight to the bush she's hiding in. We discussed this and agreed that perhaps the redcap should get up to a +4 bonus on his spot check to see her, since the footrpints lead right to where she's hiding .
Any rules that address this that I may not be aware of? Anyone else have a similar situation arise?
I posted a few days ago asking if anyone knew of a place where I could get stats for a kyoketsu-shogi, which is an asian weapon consisting of a short hooked blade, a chain, and a metal ring. I ended up making up the stats myself to suit my needs, and it worked out pretty well.
NOW I have an idea for a fighter/inventor with dual collapsible miniature repeating crossbows, one mounted on each wrist (Eberron, maybe?). I pretty much have the stats for it in my head already, so I'm not asking for help making it...what I'm really curious about, just for fun, is what weapons you Paizonians have come up with. Any interesting ideas out there? I can't be the ONLY one who just makes up what he wants whenever his imagination runs away with him...
Ok, this probably doesn't exist, but I want one. (Two, actually....)
Making a new heavily anime-inspired Oriental adventures campaign, and I keep seeing (inside my head) this ninja with baggy elbow length sleeves, and out of each sleeve bursts a short heavy blade on the end of a chain. He then proceeds to whip each chain around, and manages to look really cool doing it. >:)
So obviously, I'm looking for any splatbook, etc. that has a one-handed light weapon that can be used for TWF AND has reach. Anybody know of any, or have any ideas? Do you think it would be too powerful, even if it required the exotic weapon proficiency feat to use? I was thinking of a kyoketsu-shogi or some variant thereof, since I don't know of any in any books. Plus, the ring on one end of a kyoketsu-shogi could be wrapped around the ninja's upper arm and provide an "anchor" of sorts for the two weapon fighting aspect of the weapon....
Anybody ever hear of psionic reserve feats in anything that has been published, or maybe homebrew some? I really like the reserve feats in Complete Mage, and I'd like something like that for my psion.
I suppose I could just allow the psion access to the ones in the book, but I'd like to hear if you all have some information or ideas.
Ok, forgive me for possibly asking a stupid question, but I'm at work (no books on me!) and I just had a friend ask me about something.
Hypothetically, let's say I had a +3 fiery burst longsword. Could I have it enchanted to ALSO have something else like thundering or keen, for example? And if so, what would the cost be?
A friend of mine is making a Force Missile Mage from Dragon Compendium in an upcoming campaign, and obviously is looking to maximize the damage potential/unavoidability (did I just make up a word?) of his magic missile strikes. With the various maximizes, empowers, twins, and what have you that he is planning to add to his magic missiles, we have calculated that he will be able to dish out approximately 120-some points of damage per round without having to roll a single die (other than the D4s for damage), and will be the equivalent of an 8th level spell.
Being a Force Missile Mage allows him to frequently punch through the Shield spell, which is the only lower-level defense against magic missile. But what about Minor Globe of Invulnerability? It protects you from all spells of less than 6th level. So would his mega-missile still count as a 1st level spell, and therefore be stopped by the Globe? Or would it count as an 8th level spell and get around it?
I've always had a soft spot for a good bad guy. >:) Post your favorite villains of YOUR OWN creation, and any cool stories about them you care to share!
From say, Kelgore's fire bolt or a fireball or such? If so, why? They obviously wouldn't see it coming, and even if they HEARD it, how would they know in which direction to dive?
Anybody ever see a fix for the truenamer that works? Or do you think it's fine as is? There is a lot of debate on this subject, and I'd just like to see what you wonderful Paizo people think!
Personally, I think a truenamer should get a bonus to his truespeak skill equal to half his class level, and perhaps do away with the magic items that that provide a similar bonus....maybe? That way they get a level-dependent increase in potency, and they are not as dependant on magic items....
I'm playing a Thri-kreen swordsage, and my roommate is playing a halfling wizard multiclassing into force missile mage. The idea was to have me carry him on my back in a little basket, and for him to blast our foes with magic missiles while I shred them with melee attacks. How would you wonderful people play this? Ideas, suggestions, and things to keep in mind would be greatly appreciated!
If a character is using Detect Magic or Detect Evil, can he see an invisible creature if it is evil, or is wearing magic items?
Describe your favorite character that you've ever played in any D & D campaign! I'd like to hear some of the cool characters you all have come up with, and if any of you are curious, I'll share a few of mine...
Directly inspired by the "Worst Modules" thread. I want to know the best ones out there, the most fun you had, and whether or not I can still get them!
Hi all! We're in the midst of reviving our old Oriental Adventures campaign, and we need a caster. We have NO magic of any kind, and I have never really played a Wu Jen or Shugenja. Any suggestions? I was considering multiclassed Water Shugenja/Wu Jen/Mystic Theurge. Anyone on the boards have any experience playing either class? What are the good and bad of each?
I like the IDEA of the soulknife, but it seems pretty weak compared to just about any other melee class. Any ideas how to fix it? Fighter's base attack bonus? Better skills/ more skill points? Or do you not think it needs to be fixed at all?
I've heard this class get ridiculed often, and I'd like to make it work.
Anybody have any experience playing one of these, or opinions of them? It sounds like a pretty versatile class, and I was thinking of playing one.
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Help me build him for combat. Ideas are welcome, but no multiclassing/prestige classing. This guy has to be dangerous, because he's the ONLY frontliner for this new party. I'm already going the Power Attack, Combat Focus feat chain, and Weapon Supremacy feat chain, unless you fine people come up with something better. Any splatbooks are welcome!
-Deathedge
So some friends and I are starting yet another party, and we're looking for a good (preferably GREAT) adventure in which to run a 3.5 game. I keep hearing people talk about Return to the Temple of Elemental Evil as one of the all-time greats. In that regard, I have a few questions.
1: The only format in which I can find the original Temple of Elemental Evil is a video game. Was it ever published in a playable 3.5 format?
2: Do I have to have knowledge of the original Temple of Elemental Evil to REALLY enjoy the Return?
3: Just how good IS Return to the Temple of Elemental Evil?
Thanks in advance guys!
Ok. Instead of taking an attack, you disarm your opponent. Their weapon lands in THEIR square. For them to pick it up is a move action that provokes an attack of opportunity. So you wasted an attack of yours to cause them to....provoke an attack of opportunity? Am I missing something here, or am I confused as to the rules?
I could look for myself, but I'm at work and have no books in front of me. I just thought of it, and think it sounds like a cool idea!
I've never actually played a Paladin before, and I now find myself doing so for the first time in a combat-heavy game. I'm leaning toward taking the Combat Focus feats from PHBII, but does anybody else have any good ideas to make this guy hard-hitting? Oh, and no suggestions for playing a Crusader from Tome of Battle....this guy is a Paladin.
I've heard people reference this before, and I'm just wondering what it is. Is there such a feat or ability? If so, what does it do, and where can I find it? I did a search on the Wizards site and googled it, but came up empty each time.
I've never played a bard before, but I'm interested. The campaigns I usually play in tend to be very combat-heavy. Suggestions?
I think I know the answer to these but I'm not sure, and I'm nowhere near my books to look them up.
Question #1: A sorcerer hits a fighter with Ray of Enfeeblement. Fighter takes STR damage. Following round, the fighter gets hit with Ray of Enfeeblement again from the same sorcerer....does he take additional STR damage, as in added ON TOP of the strength damage he took before?
Question #2: Sorcerer takes the Storm Bolt reserve feat. In addition to it's regular benefit, Storm Bolt increases the caster level of all electricity spells by +1. Does mean that his Lightning Bolt will do an extra D6 of damage (Up to it's max, of course)?
I've heard several people both on these messageboards and elsewhere say that the Magic of Incarnum classes are really powerful. Some even think that they are powerful enough to disrupt game balance. I recently acquired this book and have thumbed through it quite a bit, and I haven't seen ANYTHING really that powerful. In fact, I haven't even seen anything I thought was useful enough to incorporate. So enlighten me folks.....what am I missing?
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