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Messages - SneeR

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I've always been a fan of the claymation-fighter perspective: you can get stabbed, sliced, and beaten, but your willpower/resolve/manliness makes you as clay, and organ damage really isn't so important in the long-run. I always figured the fact that the regeneration spell specifically calls out broken bones meant that hp loss just meant soft tissue damage, and the cure spells just sort of melt you back together (like clay) and fills in the missing parts.

I guess that's a problematic view, but I didn't even know about the Luck-based hp) until a few years ago, and that never rang true for me. It seems like a general inability to accept heroic characters.

Maybe it's because I grew up with adventure video games like Mario 64, God of War, and Soul Reaver where the cause of losing [i[hit[/i] points was getting hit, and, in fact, not dodging.

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Off Topic Fun / Re: what tv shows do you own on dvd?
« on: February 26, 2014, 01:05:16 AM »
Don't have many funds to dedicate to such a noble cause, so I only have:

Beast Wars (complete series)
Digimon Adventure 01
Avatar: The Last Airbender (complete)

Had I the funds, this list would be nigh interminable!

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Homebrew and House Rules (DnD) / Re: [3.5] Rewrite Compilation
« on: February 15, 2014, 11:19:50 PM »
That reminds me of a swashbuckler rewrite I made.

Nobody critiqued it, but I believe it to be competently crafted.

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Homebrew and House Rules (DnD) / Re: Sound Shaper [3.5 PrC]
« on: February 03, 2014, 07:31:44 PM »
Sonic Boom looks good now.

For 8th level, what about a passive ability like the Deathwatch spell within the radius of his blindsense that lets him hear the vitals of creatures?

What about a bonus to sense motive for hearing the pulse quicken or the breath grow subtly shallow?

Detect Thoughts x/day? Literally hearing what they are thinking...

Maybe they can hear their name called from any distance? Plus a short message or something.

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Homebrew and House Rules (DnD) / Re: Sound Shaper [3.5 PrC]
« on: February 02, 2014, 05:05:20 PM »
Wouldn't Acoustic Engineer give a bonus or penalty to Move Silently instead of Hide?

I don't think it is particularly mechanically elegant for Sonic Boom to assume the target has Sonic Resistance = HD, because that makes a situation where outsiders and undead of the same CR have dramatic and unexplained difference in tolerance to sound (for outsiders tend to have few HD per CR, and undead have many HD per CR). Instead, I would say that the Sound Shaper's sonic attacks still deal half damage to creatures immune to sonic effects.

For Amplifier, does it work with Audiophile to allow the Sound Shaper to turn all evocation spells into force damage? if not, I think you should call that out specifically in addition to Energy Substitution. If it does, wow, that is pretty insanely powerful.

For Perfect Acoustic Engineer, what action is it to change which sections you are altering? So, say you are making the rogue's space very quiet, but the rogue moves. Is it a free action to make the quiet area follow the rogue? Swift? Immediate? Move?
Additionally, this ability is pretty cool, but it doesn't exactly scream "Level-10 Capstone Ability". Something more appropriately "awesome" would be causing those affected by sonic spells to go deaf for 1d4 rounds on a failed Fortitude save, especially since this could be coupled with Audiophile to make evocation spells quite formidable.

I really enjoy this class, though! Great work!

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Ask A Question / Re: What is your favorite fighter fix?
« on: January 29, 2014, 10:51:00 PM »
I think this group is doomed.
Wow, that's me and my party. Like, that is literally a post by one of my players describing the game thus far..
Awkward.
So, Now what? The player on that board had some grievances and quoted the other players as having some to. Now, I don't know which of you has it right, and if that even matters. But I do think you need to get on the same page before starting play again.

I'd say, just let them play whatever they want. They seem to be novices as far as I can tell. So the superiority of casters might not be a huge problem. Also, when starting at lvl 1, the fighter is far from underpowered. Even with only toughness and weapon focus.

Actually turned out te be a pretty decent discussion over there. Aside from the obvious asshats. Did you read?
I definitely read the thread, and I agree that it was valuable insight to what I look like from the outside no matter my personal excuses.
I'm hoping I can get everyone in the group on the same page. Most likely, I will have to reel back some of the intense roleplay I like in order to introduce some combat to get everyone used to the mechanics. Then, if they choose to go into deeper roleplay they can.
I probably need to start a bit more vanilla, so to say.

It will be difficult to get the person who gets his thrills from landing a mighty blow and the person who gets her thrills from character development to come to a more moderate compromise.

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Verold / Re: Verold Reviews/Questions/Discussions
« on: January 28, 2014, 03:55:21 PM »
I just wanted to point out in the heavy weapon fighter that Devastating Attack and Crushing blows literally get in the way of each other. Both are geared towards dealing damage, and both use the same resources to get that damage (extra attacks in a round). Basically, they are fully redundant because a smart player will just use the one that gets you more damage every time.

I mention this only because you had some nice abilities in the other weapon styles that either open more options (like some of the shield abilities) or complement each other towards the same goal (two weapon defense +dodge to strike).

You can either remove one (I like Devastating Strike more), or you can make them more each situational (like, even though Devastating strike deals less damage per round, it could pierce DR and energy resist).

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Ask A Question / Re: What is your favorite fighter fix?
« on: January 22, 2014, 12:20:11 AM »
I think this group is doomed.
Wow, that's me and my party. Like, that is literally a post by one of my players describing the game thus far..
Awkward.

10
Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 14, 2014, 04:05:29 PM »
Wow, veekie. That is distressingly elegant...
I'll need to take that under advisement and seriously reconsider this race.
Thanks for the input!

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Ask A Question / Re: What is your favorite fighter fix?
« on: January 14, 2014, 02:20:54 AM »
Fighter:

add Fighter levels (only) to all combat activity (hit/init/melee damage/proper ranged damage (throws n arrows tyep)/trip/bullrush/....)

SR + DR = Fighter level

attacks (like monks) overcome DR types by level

fighter bonus feats 6th level and after are not restricted to fighter bonus feats.

fighter counts as full initiator (wont matter for OP)

bonus hp pool = fighter level

add fighter level to combative skill checks. its really Intimidating dealing w/ a straight Fighter 20.

generally i like adding Fighter level to as much as possible.

you took 2 levels of fighter as a dip, woo hoo you got dr2... oh, you took all 20, making 12 attacks @30 - 50 w/ 20 extra damage per hit....
I actually really like this fix for my dunce player.
A few questions:
Are you suggesting the fighter get flurry of blows?
SR= lvl, or SR = 10+lvl?

12
Ask A Question / Re: What is your favorite fighter fix?
« on: January 12, 2014, 11:45:41 PM »
The warmarked is worthy of my personal investigation, but it is entirely to overwhelming for my player of skittish intellect.

Phae, your fix is nicely elegant and simplistic.

I also love the changes that you gave, alt. There may be too many, though. That first one is definitely going in the box, though.

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Ask A Question / What is your favorite fighter fix?
« on: January 12, 2014, 01:54:50 PM »
So, I need good fighter fixes. Please. I'm begging you. The simpler, the better.

Explanation:
I made a delightful elemental monk for my player (since he expressed serious interest in punching things to death with fire).
Took me hours.
Quote from: Idiot Player:
I like the idea of your monk, but I think I'm going to go with something I know a bit more, I think I'll be rolling up a fighter.
Oh.
Oh, my God
He wants to play a fighter in a 3rd-level party with a half-succubus sorcerer, a TWF-rogue, and a cloistered cleric?

I need this to be the most roided-out fighter possible. Since he is apparently scared of reading new text, it also needs to be as simple as possible...
Please help. Save my soul.



P.S.
Is my monk really so convoluted that it would scare someone into playing a fighter? I am really sort of offended here.

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Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 10, 2014, 02:45:40 PM »
And finally, making a Will save against your own HD is... inelegant. If you have good Will saves you're using the same formula on both sides, which is the same thing as a fixed rate (i.e. a half-succubus wizard with 10 Wis will always have a 60% chance of success, regardless of level). On the other hand, if you have poor Will saves then getting stronger makes you weaker.

I absolutely agree. I was hesitant to make it be that way, and in hindsight, it should be a flat difficulty, but I am not sure how difficult it should actually be. Eventually, the DC will become trivial for all half-succubi, which is not an issue, honestly. It's more a matter of how soon I want the DC to become trivial for those with poor or good saves.  If I make it something like DC 20, then weak-willed characters will fail their save pretty consistently until 3rd or 4th level. If I make it something like 15, then weak-willed PCs will still have a problem at early levels, though less so, and good save folks will consistently overcome. I want the limitation to be a regular but not extreme trouble.

Half-succubi should have a hard time upholding the standards of paladinhood...

I think letting the player choose whether to commit a chaotic or evil act might make this more palatable. (instead of having them resist being compelled to commit two separate acts)

That first part is definitely my reasoning.

But you are right about the second part. If I make them commit either a chaotic OR an evil act, then we could maybe have a paladin who occasionally plays a mischievous prank not intended to harm.

Does a flat DC and choosing which flavor of bad you must do make the limitation more palatable?

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Homebrew and House Rules (DnD) / Re: [D&D 3.5] Homebrew Compendium
« on: January 09, 2014, 07:22:41 PM »
I am proud to present the half-succubus!

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Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 09, 2014, 05:56:50 PM »
I decided upon LA+2.

Should I remove the flight ability and just keep gliding? I think that doing that and possibly removing the claw attack would make this more realistically balanced.

Thoughts?

I figure perhaps they could get a feat to get the claws and another feat to get true flight if they really want it.

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Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 09, 2014, 03:32:01 PM »
So, which would be better for my player in your opinions?
LA+2 and level adjustment buy-off from UA, or 2 humanoid racial HD?

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Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 09, 2014, 03:25:21 PM »
Thanks, Nanshork.

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Homebrew and House Rules (DnD) / Re: Half-Succubus Race
« on: January 09, 2014, 02:10:10 PM »
 Thanks so much  for the feedback, guys!
Yeah, I had a feeling it was way too much, even staggering the abilities over different HD.

I am working with a player to make this race playable. She was insistent that it not be a Monster Class, that everything be mostly upfront. (She also came up with the spiritual vigor system almost single-handedly, and I just made it mechanically viable).

I based the Demonic Urges mechanic on the Fiendish Grafts from Fiend Folio. I like the idea that the demon inside you is forcing you to act out. Why don't you like it, Prime?

I actually copypasta-ed the Dragonborn's Wing mechanic and just removed its later ability to fly tirelessly, Phaedrus. That's one of the big reasons I was worried about power level. Do you think that if I removed the ability to fly (but not glide) as well as maybe the claw attacks, that would warrant LA+1 instead of +2?

Also, Prime, how do humanoid racial HD work? I thought that they are subsumed by any class levels you take. I don't want to give her outsider HD, because this thing is already powerful as-is (no need to boost Alter Self when unnecessary). Obviously, racial HD are preferable to LA.

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Homebrew and House Rules (DnD) / Half-Succubus Race
« on: January 09, 2014, 04:39:39 AM »
Half-fiends and tieflings are both very broad and unappealing racial options for someone who is the (probably not uncommon) spawn of human and succubus union. So, I made this hoping to preserve the best traits of the succubus and still have it as little LA as possible.


HALF-SUCCUBUS RACIAL TRAITS



• +2 Charisma, –2 Wisdom. Half-succubi are charming but foolish and weak-willed.
• Humanoid (human, extraplanar): Half-succubi are humanoids with the human and extraplanar subtypes.

• Bluff, Disguise, Diplomacy, and Sense Motive are always class skills. Half-succubi are master manipulators; it is literally in their blood

• Low-Light Vision: A half-succubus can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

• +2 bonus on saving throws against poison

• Demonic Urges: If a half-succubus is not chaotic in alignment, she must make a Will Save (DC 10+1/2 her HD) at the beginning of each day or be forced to commit  an action that day intended soley to sow moderate mischief or confusion. Additionally, if she is not of evil alignment, she must make a separate Will save at the day's start or be forced to commit an act that day intended solely to moderately hurt another physically, psychologically, or socially. The player may choose when to commit each of these acts, but if they have not yet chosen to and the DM find a certain moment particularly enticing, they may direct the player to commit either act. The DM may not tell the player what to do, only that they must commit some chaotic or evil act at that time if they failed their save for the day. One act may be both chaotic AND evil.

If the player rolls a natural 1, the act for the day must be severely chaotic or severely evil instead of moderately

• Evil Soul: A half-succubus has an evil aura, regardless of alignment.

• Spiritual Vigor: The half-succubus gains some of the abilities that her demon parent had, but she cannot manifest them freely. In fact, using these abilities drains her spiritual vigor, leaving her weary and weak. Fortunately, she can draw spiritual vigor from those around her through acts of passion. She has a number of Spiritual Vigor Points equal to (1/2 her HD)+CHA mod (minimum 1). At the end of each day, she loses one point. When she reaches 0 points, her passive demonic abilities stop working and she becomes fatigued until they raise above 0 again. When she reaches a negative value equal to her CHA mod, she begins to take CON damage (1d3 damage for every additional point lost). When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.

She can regain one point by participating in acts of consensual sexual passion for fifteen minutes. When she does this, her primary partner for that time must make a fortitude save (DC 10+1/2 half-succubus' HD+her CHA mod) or take 1d3 CHA damage. This is unpleasant, but not painful.

At the end of each fifteen-minute sexual session, the primary partner is affected by a suggestion spell asking them to continue for another fifteen minute session (which carries the same effects previously mentioned), and if the partner succumbs to the effect of the spell, the half-succubus must make a Will Save (DC 10+1/2 her HD) or continue for another session, too. At the end of each session, each participant takes 1d6 points of nonlethal damage due to exertion.

If the primary participant is brought to 0 CHA, the half-succubus has consumed their soul, and they die. The can only be be revived by a wish or similar powerful magic.

•Active Demonic Abilities: Use of active demonic abilities decreases spiritual vigor points. When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.

-Disguise Self (Sp): The half-succubus may expend two spiritual vigor point to cast disguise self as a spell-like ability.

-Detect Good (Sp): The half-succubus may expend one spiritual vigor point to cast detect good as a spell-like ability.

-Charm Person (Sp): Once she has acquired 2 HD, the half-succubus may expend three spiritual vigor point to cast charm person as a spell-like ability.

-Detect Thoughts (Sp): Once she has acquired 4 HD, the half-succubus may expend four spiritual vigor point to cast detect thoughts as a spell-like ability.

-Suggestion (Sp): Once she has acquired 6 HD, the half-succubus may expend four spiritual vigor point to cast suggestion as a spell-like ability.

-Energy Drain (Sp): Once she has acquired 8 HD, the half-succubus may expend two spiritual vigor point to place a draining kiss upon a creature she is either grappling or engaging in sexual relations with as a spell-like ability. This kiss bestows one negative level to the recipient and restores 1d4 spiritual vigor points to the half-succubus.

•Passive Demon Abilities: The half-succubus has a number of demonic abilities granted by her bloodlines which remain active always, but she can only benefit from one at a time. Once she reaches tenth level, she may benefit from two passive demon abilities as long as she has at least 5 spiritual vigor points left. She may not benefit from passive demonic abilities with 0 or fewer spiritual vigor points

-Damage Reduction (1/2 HD)/cold iron or good (requires 4 HD)

-Spell Resistance 10+1/2 HD (requires 12 HD)

-Telepathy 5 ft/HD (requires 3 HD)

-Dark Vision 30 ft (pierces magical darkness, too)

-Energy Resistance: electricity resistance 1/2 HD, fire, cold, acid resistance 1/4 HD (requires 4 HD)

-Tongues spell on self always active (requires 8 HD)

•Wings (Ex): A half-succubus is born sporting malformed wings which are initially useless but will slowly develop through her lifetime. One she has 6 HD or more she can use these wings to aid her jumps (granting a +10 racial bonus on Jump checks) and to glide and fly.

Gliding: A half-succubus of 6 HD or more can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. She glides at a speed of 30 feet with average maneuverability. Even if her maneuverability improves, she can’t hover while gliding. She can’t glide while carrying a medium or heavy load.
If she becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. She descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

Flight: A half-succubus of 6 or more HD also has a fly speed of 30 feet with average maneuverability. She can’t
fly while carrying a medium or heavy load or while fatigued or exhausted. She can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. She is likewise fatigued after spending a total of more than 10 minutes per day flying. Because she can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.

A half-succubus with flight can make a dive attack. A dive attack works like a charge, but she must move a minimum of 30 feet and descend at least 10 feet. She can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.

A half-succubus with flight can use the run action while flying, provided she flies in a straight line.

• Claws (Ex): A half-succubus of 3 HD or more has two claw attacks dealing 1d4 plus 1/2 STR mod each

• Automatic Languages: Abyssal, Common.

• Favored Class: Sorcerer.

•Level Adjustment: +2


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