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Random DM nagging.

Started by Anastasia, August 06, 2011, 10:56:41 AM

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Anastasia

Quote from: Corwin on June 15, 2017, 11:44:20 AMIt seems to be an actual book, though for 3.0. I sadly didn't have an appropriate example from elsewhere, just stuff like Serenity or stuff like Ascetic Mage.

On a deep review, I'm going to disallow that feat but open the door to making something reasonably custom to do it - a custom feat or some such, since I don't think Archivist has much support. Whip something up.

QuoteI get where you're coming from, but it does feel a bit off. Jaela got the spell, she has a stat to AC like most if not all PCs (cha, ovbiously), she also has +6 deflection to AC from a ring of protection +6. I assumed that using the spell would give her (CHA mod - 6 existing deflection) extra deflection AC, by not stacking with the deflection bonus but stacking with the normal one. Is that actually wrong?

To be entirely honest, I didn't realize that interaction for Jaela. She'd just use her base Charisma to AC and ignore that aspect of the spell. That one's my fault, so if you wanna rejigger it or make another choice, that's fine.

QuoteThe 12 that the 'monster' class progresses. Unlike the succubus features running off total HD, this runs off levels, then? I hoped any character with 21+ levels and DR automatically had 'epic' tagged on to it.

It's a little more complicated than that.

If you run pure racial hit dice on one side? Yeah, you'll pick it up, probably at level 21 but perhaps a few higher or lower. Kascha and Hanna are two examples of this.

If you don't but it's really close, say 19 or 20 racial hit dice, it might happen. That's in that nebulous DM discretion territory.

If you have less racial hit dice you do not. An example of that is Crystal (but note that her Yggdrasil fruit powerup gave her epic to her damage reduction, but this was not part of her normal advancement).

So Lucy would not have it unless she gets it from another source. 

Quote
Spoiler: ShowHide
Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.


Looks fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on June 15, 2017, 02:12:32 PM
Quote from: Anastasia on June 15, 2017, 09:57:31 AM
Quote from: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.


I believe we talked about this one and some changes, but it didn't go any further? Refresh me.

This is correct. The next link (here it is again) continued the discussion on my side. I believe it's the last one, as you never replied to it.

Okay, whip up a +8 version real quick and lemme see it from there.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on June 15, 2017, 02:17:04 PM
Quote from: Anastasia on June 07, 2017, 01:10:15 PM
QuoteGreater Displacement

Remind me tomorrow, need to do a bit of DM homework on one part of this.

Reminding!

Okay, we'll try it and see.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#5703
Greater Divine Power v2
Evocation
Level: Clr 11, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with skill in combat. Your base attack bonus becomes equal to your character level +8 (which may give you additional attacks), and you gain 2 temporary hit point per caster level.

EDIT: Since War 11 is actually taken, maybe War 12?
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

QuoteSuperior Shadow Evocation
Illusion (Shadow)
Level:
Sor/Wiz 10

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 9th level or lower. If recognized as a superior shadow evocation, a damaging spell deals only four-fifths (80%) damage.

That's fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Quote from: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.

Quote from: Anastasia on June 20, 2017, 01:30:59 PM
Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

Fair enough. Final post on the subject! Is going just for Scorching Burst/Acid and Delayed Blast Fireball/Acid legit, or should I table it altogether?
<Steph> I might have made a terrible mistake

Corwin

Quote from: Anastasia on June 20, 2017, 01:32:18 PM
Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.

Can you use more than one rod of metamagic of the same kind? Like if I have two rods of greater maximize, I can maximize 6 lvl9 spells per day, 3 with each rod?
<Steph> I might have made a terrible mistake

Corwin

Quote from: Anastasia on June 20, 2017, 12:38:57 PM
On a deep review, I'm going to disallow that feat but open the door to making something reasonably custom to do it - a custom feat or some such, since I don't think Archivist has much support. Whip something up.

Intuitive Archivist
Prerequisites: Dark Knowledge

You now use your Charisma bonus (if any) for every aspect of your Archivist spellcasting.

The Spellcasting entry for the Archivist class becomes thus:
To learn, prepare, or cast a spell, an archivist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Cha modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
<Steph> I might have made a terrible mistake

Iron Dragoon

As a heads up since we're in a time crunch all or nothing scenario, if any teams are heading out for combat Surraruthru is available for free buffs. It only takes 1 minute for him to weave the tapestry now. We can't really afford to lose anyone before the big hit, so we might want to make it a standard thing for Surraruthru to buff all the big names every morning (max of 9 of the big names) with some 24+ hour buffs just in case.

I'm thinking of standardizing Elemental Body, Surraruthru's Dragonskin, Dragon Princess buffs (Insight Str/Dex/Int), Magic Tattoos, and Energy Immunity.

Opinions?
This is not the greatest post in the world, no... this is just a tribute.

Corwin

The stat boosters are str/dex/int? Nothing for con or cha?
<Steph> I might have made a terrible mistake

Iron Dragoon

Not currently, but I don't see any issue with writing them up to complete the set.
This is not the greatest post in the world, no... this is just a tribute.

Iron Dragoon

Per Cor's semi-request.

Endurance of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, a miniature image of Seira lands on the targets chest and is absorbed. The target of this spell gains a +4 insight bonus to Constitution.

Beauty of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic beauty. The target of this spell gains a +4 insight bonus to Charisma.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Quote from: Corwin on June 20, 2017, 01:52:07 PM
Quote from: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.

Quote from: Anastasia on June 20, 2017, 01:30:59 PM
Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

Fair enough. Final post on the subject! Is going just for Scorching Burst/Acid and Delayed Blast Fireball/Acid legit, or should I table it altogether?

That's fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on June 20, 2017, 01:53:23 PM
Quote from: Anastasia on June 20, 2017, 01:32:18 PM
Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.

Can you use more than one rod of metamagic of the same kind? Like if I have two rods of greater maximize, I can maximize 6 lvl9 spells per day, 3 with each rod?

Reading up on it, there's nothing RAW. I don't really have any problem with buying a second rod and doing something to juggle them, so long as it's not taken to absurd proportions. I can houserule this if it gets out of hand, so why I don't have a problem with it, do use proper restraint.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?