Githyanki

John Turner 736's page

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Blueluck wrote:
trednis wrote:
See the Ectoplasmic Spell metamagic feat in the APG. Combine it with a web spell or some other battlefield control spell. At a +1 spell level, it would make for a cheap meatmagic rod.
Good idea!

Ectoplasmic it is! Now to obtain one...


Kain Darkwind wrote:
Ghostbane Dirge seems to be useful.

A Banshee (+18 Will save) will probably only fail that on a roll of a 1.


Charender wrote:

Multiple walls of force, you would need 6.

Crushing hand is a evocation(force) effect and thus you cannot escape the grapple by going ethereal.

Unfortunately, we are all 9th Level. We can negate the threat with Death Ward, but Crushing Hand is a bit above our abilities.


If you think you are going to be facing undead a lot, consider the Sun domain. Undead do not get turn resistance against Sun domain.


Is there a spell or magic item that can neutralize the Incorporeal defensive ability? We are going to be fighting a banshee. Deathward will take most of the bite out of her, but we need to trap and kill it.


Here is mine. I really had to slash the description section to try to get below the word limit. I also used Open Office's word count rather than the one that was apparently available on the submission window (didn't even see that). I think I should have probably clarified that it cannot be put inside an extra-dimensional space and the purge effect should have been worded to include the possibility of damage based on situation and contents.

Arcane Antechamber
Aura Strong Conjuration; CL 13th
Slot None; Price 40,000 gp; Weight 25 lbs.
Description

This item appears to be a normal wooden door with a brass ring in the center. When placed flat against a solid wall vertical surface and knocked upon three times, the door integrates with the wall and alters its appearance to match surrounding architecture.

Opening the door reveals an extra-dimensional 20'x20' room with a 10' ceiling. The room is dimly lit and has an ambient temperature of 65 degrees. When the door is open creatures may be targeted by spells and attacks that cross the threshold. Otherwise, creatures in the room are beyond the reach of spells as per the rope trick spell.

The door may be locked and unlocked from the inside. Unlocking from outside requires a DC 30 disable device check. The door has a hardness of 15, 60 hit points, and break DC of 30. The door is affected normally by most spells but is unaffected by warp wood and wood shape. If destroyed, the contents spill out into the space the door occupied but are undamaged by the purge.

The door may be removed from the wall by closing the door, knocking three times, and pulling the top of the door away from the wall but only if there are no living or animated creatures inside. Inanimate objects may be left in the room when the door is removed from a wall. Time passes normally for objects left within. Placing or removing the door is a full-round action that provokes attacks of opportunity.

Construction
Requirements Craft Wondrous Item, mage's magnificent mansion, a masterwork door; Cost 20,000 gp


I'd just like to see what the judges already said about the item I submitted, not have them waste their time with another set of posts. Bundle it all up in plain text and email it to me or something.


Sean K Reynolds wrote:

... there are tons of less-obscure items that also fall into the "name is crap" characterization, mainly ones that are {class name} + {piece of equipment}.

Monk's belt
Summoner's robe
Alchemist's belt
Paladin's helm
Boots of sorcery

And so on.

Bland, flavorless names that tell you nothing about what the item does. Read those item names. Do any of them make you go, "Ooh, that sounds really cool, I want that for my character!"?

The above boring names tell me they have something to do with that class. No, they aren't exciting, but they say more about function than more flavorful names. The book is full of [class/race]'s [object] or [object] of [skill/spell/effect]. I've always preferred names that are more than a brief summary of what they do. Troll Knuckle sounds much better to me than Ring of Regeneration, but it tells less about the function of the item.

TSR removed all the flavor names from the spells/items in 3rd to preserve their IP with respect to releasing things for OGL, so we get tons of the formulaic names.

Would the "cool factor" for the Monk's Belt be higher if it were called The Sash of Wu Ping, Sensei's Black Belt, or Beat-down Belt? Depends on the player and maybe the character, I suppose.


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cansungur wrote:
Sean K Reynolds wrote:


If your item makes the user vomit as a side effect, or makes the target vomit, or requires you to vomit to activate it, or vomit to end its effects, or lets the user vomit as an attack, or lets you vomit for no reason whatsoever, I'm going to reject it.
This is a general precaution to prevent gamers to fully embrace their hidden persona, the one that is buried deep inside. "Attack of the 10-year-old boy who thinks nothing is hilarious than poop and vomit and maybe dinosaurs"

So a Figurine of Wondrous Power of a T-rex carved from a coprolite that has an acid cone attack would be a home run for those 10-year-olds....


Hopefully those options will be in either the Advanced Players Guide or the Gamemastery Guide.


Jason Graybill wrote:
Both Tumble and Jump were often taken when separate, but the designers chose to combine them (and jumping relies far more on strength than coordination), yet Swim and Climb weren't combined? Climb is nearly a worthless skill since flight entirely removes the need for it. The others are really fine, this one's just one that bugs me; Hulk is known for his jumping for a...

Jumping relies upon strength more than coordination? Long jumpers and high jumpers rarely compete in power-lifting. I think acrobatics is a good idea, just look at the floor exercise in gymnastics. While they both use strength, Swim and Climb aren't related closely enough to logically combine them.


Magenta's Cat wrote:

In the tradition of "If it's not broke, don't fix it"...what was so wrong with Power Attack that it needed a change?

I vote for leaving it as is (3.5 version).

I agree.

If it stands like it does in Beta, only high STR fighters are ever going to take it. I prefer more diversity in character builds, not less.

BTW, Cleave and Greater Cleave should be reverted too. An extra attack at highest BAB if you hit your first target for a full round action? Might be useful before you get your iterative attacks. But you have to hit to get the 2nd attack, and you have to have 2 targets within reach and adjacent to each other.

Bah, get Whirlwind Attack and get an attack on everyone in reach at your highest BAB.