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Author Topic: D&D 3.5: Alternative Energy: Dead but Dreaming  (Read 41392 times)

RedWarrior0

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #285 on: September 27, 2011, 04:14:14 pm »

No thrallherd, yes traits, no Getting Wired. Will look at book stuff soonish; I know Fortifying Bedroll and shapesand well enough to accept them, though.
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Demonic Spoon

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #286 on: September 28, 2011, 08:33:07 am »

Kay, how bout steadying robe(complete mage) and whether it works for manifesters?

Also, are skill tricks(complete scoundrel) allowed?
« Last Edit: September 28, 2011, 08:37:19 am by Demonic Spoon »
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RedWarrior0

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #287 on: September 28, 2011, 05:44:30 pm »

Filter Mask(Sandstorm)
Liquid Sunlight(Complete Scoundrel, p. 110)
Small Magnet(Dungeonscape p. 32)
Troll Gut Rope(Magic Item Compendium p. 190)
Steadying robe (CMage)
Skill Tricks
Allowed. But...
Quote
Earplugs(Arm&Equipment Guide p. 22)
Expandable Pole(Song and Silence p. 53)
Insectbane Candle(A&E)
Garlic(A&E)
I'll need a description for the 3.0 stuff
Quote
Travel Cloak(Magic of Faerun p. 166)
Clebdecher Glamerweave(Sharn City of Towers, p. 158)
And the Campaign stuff not in RoE or MoE

So schemas are basically reusable scrolls that are more expensive? I suppose.
« Last Edit: September 28, 2011, 05:52:57 pm by RedWarrior0 »
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Demonic Spoon

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #288 on: September 28, 2011, 11:49:16 pm »

Quote
Earplugs(Arm&Equipment Guide p. 22)
Expandable Pole(Song and Silence p. 53)
Insectbane Candle(A&E)
Garlic(A&E)
I'll need a description for the 3.0 stuff
Quote
Travel Cloak(Magic of Faerun p. 166)
Clebdecher Glamerweave(Sharn City of Towers, p. 158)
And the Campaign stuff not in RoE or MoE

Earplugs: +1 circumstance bonus on saves vs. sonic attacks when worn, -4 on listen checks while worn.
Expandable pole: 1ft pole that can be expanded to 5ft, 7ft, 9ft, or up to 11ft. Can hold 150 pounds at 5ft and below, 120 pound at 7ft, 100 pound at 9ft or 50 pounds at 11ft.
Insectbane candle: Nonmonstrous vermin cannot approach within 5 ft of candle when it is burning, it burns for 1 hour.
Garlic: Garlic is just garlic, they only mention it on a list with other foodstuffs along with a price per weight, no description, it's the only place I know of where it has a price listing.

Travel Cloak: When worn resist cold as if under endure elements(cold) spell, keeps dry the area of the body covered by the cloak, 3/day can pull out rations sufficient to feed self, 1/day summon 2 gallons of cold water or hot tea in a flask, 1/day turn into tent
Clebdecher Glamerweave: +2 circumstance bonus to diplomacy while wearing clothing made from it, costs 500gp + double the clothing's normal price.
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Shoruke

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #289 on: September 29, 2011, 12:52:53 pm »

I don't think those earplugs are up to industry standard. Or business standard. How much does any of this stuff cost?
That insectbane candle actually seems pretty hardcore. If they're cheap enough, just buy a couple hundred and let's go the long way around the forest because we are completely immune to spiders. Insects are mindless and don't even get will saves! What could go wrong? (for a start the DM could allow them a DC 12 fort save or something, alchemical item save DC's are usually quite low)
Garlic is a foodstuff. The fact that vampires are susceptible to it qualifies it as their weaksauce weakness. Also it is typically considered very healthy and can make food tastier, but may give you a -1 on diplomacy with people who are within 5 feet of you due to bad breath.
There is no such thing as Resist Elements(cold). There's Resist Energy(cold) and Protection From Energy(cold), but Resist Elements just protects you from atmospheric annoyance. It's reasonably clear what you mean, but still...
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RedWarrior0

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #290 on: September 29, 2011, 03:50:52 pm »

Quote
Earplugs(Arm&Equipment Guide p. 22)
Expandable Pole(Song and Silence p. 53)
Insectbane Candle(A&E)
Garlic(A&E)
I'll need a description for the 3.0 stuff
Quote
Travel Cloak(Magic of Faerun p. 166)
Clebdecher Glamerweave(Sharn City of Towers, p. 158)
And the Campaign stuff not in RoE or MoE

Earplugs: +1 circumstance bonus on saves vs. sonic attacks when worn, -4 on listen checks while worn.
Expandable pole: 1ft pole that can be expanded to 5ft, 7ft, 9ft, or up to 11ft. Can hold 150 pounds at 5ft and below, 120 pound at 7ft, 100 pound at 9ft or 50 pounds at 11ft.
Insectbane candle: Nonmonstrous vermin cannot approach within 5 ft of candle when it is burning, it burns for 1 hour.
Garlic: Garlic is just garlic, they only mention it on a list with other foodstuffs along with a price per weight, no description, it's the only place I know of where it has a price listing.

Travel Cloak: When worn resist cold as if under endure elements(cold) spell, keeps dry the area of the body covered by the cloak, 3/day can pull out rations sufficient to feed self, 1/day summon 2 gallons of cold water or hot tea in a flask, 1/day turn into tent
Clebdecher Glamerweave: +2 circumstance bonus to diplomacy while wearing clothing made from it, costs 500gp + double the clothing's normal price.
I suppose... Though, how much is the cloak?

You seem very prepared environmentally, moreso than I had a plan for you to encounter.

And the fact that Helob is 32 miles from leg to leg qualifies him as "monstrous". Note: You will not be passing through the domain of the Demon Spider unless this campaign lasts a LOT longer than I expect.

And again, no session tomorrow. I'll be without intertubes up north.
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Demonic Spoon

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #291 on: September 29, 2011, 04:31:36 pm »

I suppose... Though, how much is the cloak?

1200gp
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RAM

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #292 on: September 30, 2011, 12:32:28 am »

Endure elements may have had an element descriptor back in 3rd edition. I seem to recall it granting resist 5 to an element or something like that...
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Shoruke

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #293 on: September 30, 2011, 12:48:59 pm »

Say, Red, how do you feel about the Fatespinner Prestige Class? (Complete Arcane, page 37)
Any chance of making one with a divine spell requirement, instead of arcane?
Either way, it's going to take some work to get those skill requirements in and still be a somewhat capable combat acrobat...
Wish I'd have remembered their DC-altering power when Fool was using Rush in the Western Marches game ^.^

Geometers (Complete Arcane, page 39) are interesting to me as well, if nothing else because with 2 levels they can save space in spellbooks... although making a divine version of that PrC makes a bit less sense (just a bit) in terms of fluff, and some of their class features are borderline useless to an Illumian... (I basically already have Improved Pass Sigil, but it only works for me)
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RedWarrior0

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #294 on: September 30, 2011, 01:06:35 pm »

I'll take a look at it.

Incidentally, for another 15 minutes or so I have Internet.

Also, remember: there is always Psychic Reformation. You will be passing through a town with a manifester capable of using it after you get through the forest.

Also, quick straw poll on difficulty: How has it been? My feeling has been that most of it has been easier than I'd've liked. Another question: What do you guys think you are capable of handling right now, in each of single combat, a couple enemies, and a dungeon? I'm worried that some of what I've got planned might be a little much, and it could result in TPK
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RAM

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #295 on: September 30, 2011, 06:01:46 pm »

I suggest that it will depend upon the number of player characters, so you should probably be prepared to have some of the opponents fall into the green slime pit or go off on long-distance patrols or let me have another couple of characters on reserve...
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Urist has been forced to use a friend as fertilizer lately.
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Heron TSG

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #296 on: October 01, 2011, 09:57:34 am »

My character is almost done, but I have no idea what the difficulty is. Therefore, RAMP IT UP, BROSEPH.

It's more fun the the constant threat of constant death.
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Theoboldi

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #297 on: October 01, 2011, 12:52:58 pm »

I have made some fixes to my char and he's now ready for play. I should probably have asked earlier, but I assume I can use stuff from Complete Scoundrel? Specifically the Luck Feats.
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Shoruke

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #298 on: October 01, 2011, 03:46:29 pm »

Veshnoal can handle himself in straight-up one-on-one combat, but he's best suited for working with a couple extra melee fighters. He can also go pretty much all bloody day, keeping himself healed with magic and recovering his maneuvers between fights.
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RAM

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Re: D&D 3.5: Alternative Energy: That last plot wasn't the real plot: DCW
« Reply #299 on: October 01, 2011, 04:45:39 pm »

I like variation. Prey upon the fear of the unknown difficulty.

Just try to avoid extreme lethality combined with extreme mobility. The nine-headed hydra has 9d10+45=94.5 damage with +13 to hit, which is enough to kill people, but only has a move speed of 20, which most people can outrun, some members of the party survive... A spectre only deals 1d8=4.5 damage with a +6 incorporeal attack bonus, but can kill folk in three attacks due to energy drain, and people it kills turn into more spectres in 1d4 rounds, and it can go through walls with a perfect fly speed of 80... I for one feel more threatened by the CR 7 spectre than the CR 8 hydra...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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