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Oslecamo's Improved Monster Classes / Re: Thyrm Hound
« Last post by ~Corvus~ on Today at 07:11:58 AM »
Arright, upped the uses of Blizzard and Freezing Glare to reflect the changes and listed abilities of these hounds.
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Off Topic Fun / Re: Videogame Discussion III - Snake Eater
« Last post by Vladeshi on Today at 02:29:25 AM »
Europa/Hearts of Iron/Crusader Kings don't have to worry TOO much about balance. Haven't seen or heard of a competitive scene, or even many people that do online at all.

Nobody does online or even multiplayer with those without setting up a group to play beforehand because when you might be playing a campaign for 10-15 hours
the last thing you want is to find out that that random guy who joined to play as the USA has no clue what he is doing 8 hours in.

Also because Paradox is not very good at covering holes in their code that allows for cheating in multiplayer.
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I think back fondly to this thread
...And I think to my self, why didn't he use Dungeons & Dragons Online for tank examples? And then I realized it's PBMC, he loves irreverent discussion on trivial things and pointless plugs. Like what is a "monster" or his homebrew ECLs.

There are quite a few spells that force creatures to target specific creatures, example the Bard charming a monster and telling him to attack the fighter he already wants to attack is acceptable, but the Goad Feat can force a Will Save to force creatures you attack you from level 1. And a four level dip into Knight can do the same thing but lasts several rounds. Also you can just stand in the middle of a hallway, not many creatures can Tumble past without provoking AoOs.

Or you know, 2nd party Flaws. The amount of damage is a pretty trivial deal, you can Augment some iron figures and use Spell Storing/Schemas to pass around Substitution for 1/2 damage, then there is Snowsong and Starmantle which can also halve damage. Wraithful Healing for tanks to heal on the fly, several ways to damage immunity and Paladins can easily access one of them, and so on. But wait! Those things are auto-labeled high powered broken. So I guess tanking is inherently broken and that's the real reason we don't use it.
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Arhosa Ascending / Re: Rough and Tumble II: OOC
« Last post by phaedrusxy on Today at 12:53:54 AM »
Hmm... so they'd get a new saving throw every round. That makes it more tricky... OK, at least I know enough about how my spells work to strategize around their use... hopefully. :P
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[D&D 3.5] The Other Half / Re: Other Half OOC
« Last post by phaedrusxy on Today at 12:52:11 AM »
So, I think if it's sitting around you can grab it. If it's being held or worn, we're SOL.
What if it is inside of some super cage, with a zillion traps on it? That's basically what I expect... and a legion of fiends guarding it, not to mention Azmodeus himself sitting there...
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[D&D 3.5] The Other Half / Re: Other Half OOC
« Last post by Raineh Daze on Yesterday at 11:33:57 PM »
If someone is wearing a magical artefact skull thing, at least, I will be severely confused.
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[D&D 3.5] The Other Half / Re: Other Half OOC
« Last post by VennDygrem on Yesterday at 11:26:45 PM »
Hmm... I would be surprised if this isn't protected by Unhallow with a Dimensional Anchor attached to it... blocking teleportation out... It also probably has Forbiddance and/or something else to block teleporting into it as well...

So I'd at least plan on that being in place... meaning we'll likely have to grab the skull and run out, then teleport away...

Dyson has Temporal Acceleration, which is basically like mini-Timestop. So I'm thinking of popping that, and running around to see if I can find it. If I do, then... what? Just grab it and run like hell? I don't think he can pick it up during the TA... so he'd have to wait until it expires...

I could use Temporal Acceleration again after grabbing it, but there's a 1 round "cool down" due to only having one immediate action (it specifically says you return to your turn that you left on)... So even in the best scenario (we run in, don't die, see the skull, and can grab it), he'd need to survive for a round and be able to get back through the hole we made...

I can't think of any better plan at this point, though...

According to the SRD entry, "You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts."

So, I think if it's sitting around you can grab it. If it's being held or worn, we're SOL.
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[D&D 3.5] The Other Half / Re: Other Half OOC
« Last post by Raineh Daze on Yesterday at 10:49:21 PM »
I'm mostly limited to bullshitting skillchecks that I have no reasonable way to make and avoiding dying. Sure, there's the chance I might be able to OHKO the Pit Fiend with a maneuver if it works properly... but that isn't a solid strategy. :lmao
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[D&D 3.5] The Other Half / Re: Other Half OOC
« Last post by phaedrusxy on Yesterday at 10:22:00 PM »
Hmm... I would be surprised if this isn't protected by Unhallow with a Dimensional Anchor attached to it... blocking teleportation out... It also probably has Forbiddance and/or something else to block teleporting into it as well...

So I'd at least plan on that being in place... meaning we'll likely have to grab the skull and run out, then teleport away...

Dyson has Temporal Acceleration, which is basically like mini-Timestop. So I'm thinking of popping that, and running around to see if I can find it. If I do, then... what? Just grab it and run like hell? I don't think he can pick it up during the TA... so he'd have to wait until it expires...

I could use Temporal Acceleration again after grabbing it, but there's a 1 round "cool down" due to only having one immediate action (it specifically says you return to your turn that you left on)... So even in the best scenario (we run in, don't die, see the skull, and can grab it), he'd need to survive for a round and be able to get back through the hole we made...

I can't think of any better plan at this point, though...
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D&D 5e / Re: Tasked with doing everything on a 5e artificer
« Last post by sambojin on Yesterday at 10:15:47 PM »
But Gem of 50x Blinding as a blueprint, or Robe of Useless Crap? Considering Aritificers can't use the potential Robe spell scrolls for free spell research? I'd go for the "useful now" option, rather than the "gaming like the game ain't played" option, considering they're both consumable and you're not likely to get many more than 1-2 per campaign ever anyway (DM's choice).

If you *could* make as many as you wanted to, I'd still want a shit-tonne of blind spells for me and my party.


Serpent Staffs for everybody (with the Warlock's help)? I mean, at least you can put it away when you want to, so it doesn't necessarily have to slow down play.


"A Wizard's staff has a knob on the end....."
"An Artficer's is a snake, big with a bend....."
"An Alchemist's is wood, unless you want to spend...."
"But the Wizard's knob is bigger....."  x2
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