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Lamebot
Sep 8, 2005

ロボ顔菌~♡
Making my first caster(Wizard) and goddamn Collegiate Wizard is a godly feat to take.

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JUST MAKING CHILI
Feb 14, 2008

Lamebot posted:

Making my first caster(Wizard) and goddamn Collegiate Wizard is a godly feat to take.

Especially if your DM isn't going to give you any downtime or access to scrolls to add to your spellbook.

cigaw
Sep 13, 2012
Pair Collegiate Wizard with Elven Generalist wizard substitution levels for even more spells! :science:

Also grab Domain Wizard from UA if allowed. There's always some debate whether or not you can be both an Elven Generalist and a Domain Wizard and you best clear with your DM first.

Lamebot
Sep 8, 2005

ロボ顔菌~♡
I think I've got a good rough outline of what I want. I'm going with a specialist conjurer with a campaign bonus of one banned school (banned evocation, enhancement seems nice to keep for teamplay) for the culture my wizard was raised in. I'm reading how broken going with Abrupt Jaunt ACF can be and it looks like I can be just as silly (and less frustrating to the DM) with Rapid Summoning ACF. Now if I take that instead I was wondering if I could stack Enhanced Summoning ACF on top of Rapid Summoning ACF too since they don't negate the same class features? Do I really need scribe scroll(taken away by Enhanced Summoning) if I could later just make rods? We're doing a sort of mini-campaign with a new cast to see whats going on with the space-navy ship our executive officers have been away from for quite some time so I start at level 5 and don't expect any play past level 13 which is the main party's current level. I expect this to be a low party downtime adventure much like the main party's campaign.

tldr: As a Conjurer should I take Rapid Summoning over Abrupt Jaunt? Will I be able to cope with being a a priority target without it? Can I stack Rapid/Abrupt with Enhanced Summoning? Is Scribe Scroll really necessary?

Here's the character in question and the party members, feel free to give me spell picking advice to round me out(evoc banned):
Me: https://thebes-equinox.obsidianportal.com/characters/magna
Factotum: https://thebes-equinox.obsidianportal.com/characters/tessa-noorwood
Sailor (Full BAB Fighter-like): https://thebes-equinox.obsidianportal.com/characters/samuel

ed: ooo, if i take enhanced summoning i can ignore spell focus and get sculpt spell right from the start and use the freed up augmented summoning feat slot for improved initiative!!

Lamebot fucked around with this message at 17:27 on Sep 22, 2017

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Rapid summoning conjurer is great but make sure you have the stats ready for anything you might summon. Also check out focused specialist - conjuration is the best spell school and if you're focused in summoning you can make up for some of the spells you missed, especially if you're getting one less banned school as a house rule (I'd suggest necromancy for your additional one if you go that way)

Edit: you can indeed combine rapid and enhanced summoning variants (and focused specialist if you go that way). Check out the Conjurer's Handbook, it has all the advice you could want

Piell fucked around with this message at 17:37 on Sep 22, 2017

JUST MAKING CHILI
Feb 14, 2008
I'm currently playing a malconvoker in a campaign, so ask away with all your summoning questions.

Bouquet
Jul 14, 2001

JUST MAKING CHILI posted:

One of our party members is being coy about his next character for our upcoming EEEEEVIL campaign, posted this "obscure clue" about his next character. What could this be?



I suspect it is a Power Attack optimization spreadsheet. Haven't had time to try to confirm or deny that though.

Lamebot
Sep 8, 2005

ロボ顔菌~♡
Thanks for the tips guys. Definitely changing up my class features now to what you've all recommended. I'll do a comparison of necro/ench to see what I should do without. I'm expecting lots of undead and it seems necromancy may be better to keep than enchantment in that case. I also laughed checking out the summon monster lists: I can summon a face/genital ripping chimpanzee!

JUST MAKING CHILI posted:

I'm currently playing a malconvoker in a campaign, so ask away with all your summoning questions.

This PrC looks sooo good. I've decided to be more of a general conjurist but I definitely want to go down this route next campaign I'm in. It sounds so cool and those free metamagic bonuses are crazy.

Lamebot fucked around with this message at 05:11 on Sep 23, 2017

hangedman1984
Jul 25, 2012

Lamebot posted:

I think I've got a good rough outline of what I want. I'm going with a specialist conjurer with a campaign bonus of one banned school (banned evocation, enhancement seems nice to keep for teamplay) for the culture my wizard was raised in. I'm reading how broken going with Abrupt Jaunt ACF can be and it looks like I can be just as silly (and less frustrating to the DM) with Rapid Summoning ACF. Now if I take that instead I was wondering if I could stack Enhanced Summoning ACF on top of Rapid Summoning ACF too since they don't negate the same class features? Do I really need scribe scroll(taken away by Enhanced Summoning) if I could later just make rods? We're doing a sort of mini-campaign with a new cast to see whats going on with the space-navy ship our executive officers have been away from for quite some time so I start at level 5 and don't expect any play past level 13 which is the main party's current level. I expect this to be a low party downtime adventure much like the main party's campaign.

tldr: As a Conjurer should I take Rapid Summoning over Abrupt Jaunt? Will I be able to cope with being a a priority target without it? Can I stack Rapid/Abrupt with Enhanced Summoning? Is Scribe Scroll really necessary?

Here's the character in question and the party members, feel free to give me spell picking advice to round me out(evoc banned):
Me: https://thebes-equinox.obsidianportal.com/characters/magna
Factotum: https://thebes-equinox.obsidianportal.com/characters/tessa-noorwood
Sailor (Full BAB Fighter-like): https://thebes-equinox.obsidianportal.com/characters/samuel

ed: ooo, if i take enhanced summoning i can ignore spell focus and get sculpt spell right from the start and use the freed up augmented summoning feat slot for improved initiative!!

ALWAYS take abrupt jaunt if your gm will go for it.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

hangedman1984 posted:

ALWAYS take abrupt jaunt if your gm will go for it.

Abrupt Jaunt and Rapid Summoning are both extremely good, I wouldn't say one is standout better than the other. Abrupt Jaunt is better defensively directly, but being able to summon something that instantly attacks can also soak up aggro and help kill things.

hangedman1984
Jul 25, 2012

Piell posted:

Abrupt Jaunt and Rapid Summoning are both extremely good, I wouldn't say one is standout better than the other. Abrupt Jaunt is better defensively directly, but being able to summon something that instantly attacks can also soak up aggro and help kill things.

I mean yeah, Rapid Summoning is definitely a close second, but I will always take Abrupt Jaunt if my DM lets me.

JUST MAKING CHILI
Feb 14, 2008

Augment Summoning feat gives +4 STR and CON to your summons, not STR and DEX. This makes it less good for an undead summoner, if you're going that route.

Abrupt jaunt is good but I'd rather have rapid summoning for this build; you can always prep a dimension door for a less good defensive maneuver. Rapid summoning makes my malconvoker very envious. It's extremely good for a summoner. My malconvoker is on an archivist chassis so I had to spend two feats to get the same thing and I can only rapid summon 3/day (With no spell level adjustment).

Be sure to look at the expanded summons list, there are some really nice substitutes and extra creatures in all the splat. See: https://mxyzplk.files.wordpress.com/2008/01/legal-3-5-summon-monster-list-v2.pdf. Also if you're into demons/devils: http://minmaxforum.com/index.php?topic=6320.0

JUST MAKING CHILI fucked around with this message at 17:01 on Sep 23, 2017

Eikre
May 2, 2009
Is Skill Focus: Concentration a prerequisite for something that I've forgotten about? There are much better feats, if not.

JUST MAKING CHILI
Feb 14, 2008

Eikre posted:

Is Skill Focus: Concentration a prerequisite for something that I've forgotten about? There are much better feats, if not.

Pretty sure Archmage has skill focus (spellcraft) as a prerequisite.

Eikre
May 2, 2009
Um. So what?

Lamebot
Sep 8, 2005

ロボ顔菌~♡
I took it because I wanted to make sure my casting was more likely to go off if I gently caress up and someone does get in my face. But after reading all the options I have even without Abrupt Jaunt I think I'll pick something I'm more likely to benefit from.

ed: Changed it so i got sculpt spell right from the start. I have a lot of area spells already to use this with.

ed: ah gently caress it. I'm gonna malconvoke

Lamebot fucked around with this message at 01:41 on Sep 24, 2017

JUST MAKING CHILI
Feb 14, 2008

Eikre posted:

Um. So what?

I am very bad at reading.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
can someone summarize for me how the Weapons of Legacy system works? ("poorly" harhar) Are there classes/builds that are well suited for it?

Yawgmoth
Sep 10, 2003

This post is cursed!
As written, the legacy items give a penalty to the things your character does best/generally needs, so you'd probably need to do some multiclass thing to make it worthwhile. As far as I know there's no real "builds" for them, but if you punched the system hard enough in the right places you could maybe make something that functions the way it was (presumably) intended.

JUST MAKING CHILI
Feb 14, 2008
There are rules on making a weapon that doesn’t suck, but almost all of the premade ones are terrible.

Nihilarian
Oct 2, 2013


Literally the only weapon I know anything about is the one that makes soulknives suck slightly less

The Legacy Champion PrC is... interesting, though

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Get an Item Familiar instead, it's much better.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Folks, what Wizard and Cleric spells and items can I get to help with my saving throws?

I already know of a Cloak of Resistance, as well as Heroism, and the various stat buff spells like Bear's Endurance.

Bouquet
Jul 14, 2001

gradenko_2000 posted:

Folks, what Wizard and Cleric spells and items can I get to help with my saving throws?

I already know of a Cloak of Resistance, as well as Heroism, and the various stat buff spells like Bear's Endurance.
Cleric Spells:
3 Antidragon Aura (1 min/lvl, luck bonuses vs. dragons)
2 Benediction (10 min/lvl, +2 luck, explicitly stacks with other luck, only usable on others, end effect to reroll before seeing result of roll)
1 Conviction (10 min/lvl, +2 morale, +1 additional for every six levels)
2 Divine Protection (1 min/lvl, +1 morale to saves and ac, medium range, all allies in 20' burst)
3 Guardian Spirit (it's complicated and Incarnum, go read if you care about Reflex)
2 Hand of Divinity (1 min/lvl, +2 sacred/profane, target must have same alignment or deity)
4 Lesser Holy Transformation (1 rnd/lvl, +2 sacred, other bonuses)
7 Holy Transformation (1 rnd/lvl, +4 sacred, other bonuses)
1 Nightshield (1 min/lvl, +1 resistance up to +3 at CL 9, negates magic missiles)
5 Stalwart Pact (permanent until triggered by falling below half HP, then 1 rnd/lvl, temp HP, DR 5/magic, +2 luck saves)
5 Surge of Fortune (1 rnd/lvl or until discharged, +2 luck to pretty much everything you can imagine, discharge to roll a 20)
2 Tyche's Touch (24 hours or until discharged, +4 sacred to first save, +3 to second, etc.)
8 Visions of the Future (1 hr/lvl or until discharged, +2 sacred, discharge for CL/2 sacred instead until end of round)

Wizard Spells:
3 Antidragon Aura (1 min/lvl, luck bonuses vs. dragons)
3 Guardian Spirit (it's complicated and Incarnum, go read if you care about Reflex)
8 Moment of Prescience (1 hr/lvl or until discharged, +CL insight bonus on any roll)
5 Nightstalker's Transformation (1 rnd/lvl, turn into a rogue. hint: you were better off before turning into a rogue)
1 Nightshield (1 min/lvl, +1 resistance up to +3 at CL 9, negates magic missiles)
4 Ruin Delver's Fortune (1d4 rounds, cast as immediate action, various bonus options, nice spell at high levels)
3 Undulant Innards (1 rnd/lvl, +4 enhancement vs certain effects. i've mostly been skipping the more conditional stuff, but this one makes your internal organs rearrange themselves continuously to avoid harm, which is stupid and cool)

Too late at night to do items. In general they are less stackable than a cleric.

Yawgmoth
Sep 10, 2003

This post is cursed!
How the gently caress are plants, as a type, immune to poison. Someone explain to me how that makes sense. :mad:

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Yawgmoth posted:

How the gently caress are plants, as a type, immune to poison. Someone explain to me how that makes sense. :mad:

something something "but some plants are poisonous!"

it's bideo gabe logic don't think about it too hard

Yawgmoth
Sep 10, 2003

This post is cursed!

Freaking Crumbum posted:

something something "but some plants are poisonous!"

it's bideo gabe logic don't think about it too hard
but herbicides goddammit

they kill even poisonous plants

I bet they kill venomous plants too

kinda like how snakes aren't immune to getting bitten by another snake or whatever

this is ruining my verisimilitude

someone drag monte cook in here so I can yell at him

Tardcore
Jan 24, 2011

Not cool enough for the Spider-man club.
Maybe if they kept on making books we'd get plant poisons like we got undead poisons. What would they call it? The Book of Horticultural Acts?

Yawgmoth
Sep 10, 2003

This post is cursed!

gradenko_2000 posted:

can someone summarize for me how the Weapons of Legacy system works? ("poorly" harhar) Are there classes/builds that are well suited for it?
I was curious so I went back and read this book, and my god it sucks more than I remember. To start, you can't even pick one up until lv5. Most of the abilities you can pick up from 5-10 (i.e. where most games spend the vast majority of their existence) are a minor bonus like a 1st level spell 1-3 times/day, or a +1 to this or that. The lesser abilities from 11-16 are more of the same, and honestly who the gently caress is casting Fireball from an item at 16? Some of the greater abilities are nice, but you can't get those until 17 and by that time your game is probably over.

I could maybe cherry-pick enough to make something playable out of this if I got to totally ignore their terrible suggestions on who can take which penalty progression and have a theme of "good useful poo poo" but honestly you'd be just better off with an item familiar or the legendary weapon rules.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Do we still have a CharOp thread? If not, this is gonna stay here.

My wife and I got invited to her co-worker's 3.5 game. I don't think I wanna break the game in half, but can someone guide me as to the best way to make either:

1) an elfy ranger who dual wields (and sometimes throws!) longswords whole still being all nature-y, and seeking revenge on the creatures of the Far Realm who threaten his family, or

2) A plague doctor religious historian cleric who drat well hates the undead, and would rather be gardening than adventuring, but the party would be dead twelve times over without him.

Apparently, we're starting at lv6, and the party already has a paladin, a druid, and a sorcerer.

JohnnyCanuck fucked around with this message at 03:58 on Jan 5, 2018

Nihilarian
Oct 2, 2013


Ranger's not really good at TWF (you tend to need better damage bonuses), and longswords aren't particularly good TWF or throwing weapons

#2 shouldn't be too hard though. Probably Cloistered Cleric base? I've never had to worry about diseases so not too sure about the plague doctor aspect, but cleric should be good at that stuff by default. How deep do you want to get into the gardening thing?

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Plague Doctor is the healer in him, but is otherwise more of an outfit affectation. The gardening is gonna be pretty central to the whole thing. Definitely Plant and Sun domains, I think.

Yawgmoth
Sep 10, 2003

This post is cursed!
You could go cloistered cleric or you could go druid, either fit the concept pretty well. If you wanna play up the "gently caress undead" angle, Master of Radiance is kind of fun for being a Ray of loving Sunshine and Sacred Purifier is more specifically for killing undead but is great if that's your thing and you're going to be doing it a lot. Both are 4/5 CL progression PrCs in Libris Mortis.

Bouquet
Jul 14, 2001

JohnnyCanuck posted:

Do we still have a CharOp thread? If not, this is gonna stay here.

My wife and I got invited to her co-worker's 3.5 game. I don't think I wanna break the game in half, but can someone guide me as to the best way to make either:

1) an elfy ranger who dual wields (and sometimes throws!) longswords whole still being all nature-y, and seeking revenge on the creatures of the Far Realm who threaten his family, or

2) A plague doctor religious historian cleric who drat well hates the undead, and would rather be gardening than adventuring, but the party would be dead twelve times over without him.

Apparently, we're starting at lv6, and the party already has a paladin, a druid, and a sorcerer.

What sources are available? 32 point buy? Standard Wealth by Level? Standard feat progression? Are flaws/item familiars/prestige classes allowed?

If Tome of Battle is an option, we can get you somewhat close to #1, although you'd still be best off choosing dual-wield or throwing.

Option 2 we could manage with core only, 24 pt buy, and npc wealth by level and probably still get something halfway decent.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Alright, I'm finally about to run an IRL game with my new and 3.5 modified classes, and I'd appreciate any feedback I can get before I send it out to the players. I'd especially appreciate looks at the Gunslinger PrC and the Wrestler class, but feedback on the other classes is good as well.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Piell posted:

Alright, I'm finally about to run an IRL game with my new and 3.5 modified classes, and I'd appreciate any feedback I can get before I send it out to the players. I'd especially appreciate looks at the Gunslinger PrC and the Wrestler class, but feedback on the other classes is good as well.

a lot (most?) of the wrestler's Special Moves say something like "As a standard action, make an unarmed attack. If this attack succeeds, the target must make a Fort/Ref/Will Save or X Y Z Effect happens".

three issues i would have, as a player:

1. the wrestler uses 3/4 BAB progression. whaaaaaaaaat? why would you need to handicap a melee class in this way? they already need all the help they can get to still be 10 steps behind a spell caster.

2. the "standard action" language is kind of limiting as you level up (depending on how far you level) because, as what is ostensibly a melee combat class, any time you're using a "standard action" you're losing your iterative attacks, once your BAB gets high enough for you to do so. IIRC this is because making multiple melee attacks in a single round (with a BAB of +6 or higher) is a "full round" action and you can't use both "full round" and "standard" actions in the same round, so you'd end up having to choose between attacking several times, or doing one trick.

3. having to roll twice to produce an effect is extremely lovely. as an example, if i want to use Disarming Strike, I have to attempt an unarmed attack, and then if that hits, my opponent also has to fail a reflex save. if either of those conditions don't happen (my attack misses or my opponent passes their saving throw) then i didn't actually get to use Disarming Strike. compare this to most spells that you would cast at a target - the only barrier to the spell succeeding is the target's saving throw, and most spells even have some kind of Miss Effect if the target does get a successful save, like dealing half damage, or still inflicting the effect but with reduced duration or etc. i didn't see any of the Special Moves list a Miss Effect, which makes them categorically worse than anything you could try to do with a spell. a related issue is that certain powers (like Disarming Strike) are only going to only be situationaly useful anyway, because you don't get any benefit out of attempting to disarm a wolf, or a beholder or etc. so stacking a double-failure mechanic on top of that really kills their functionality.


if i were to try and offer a solution without rewriting a bunch of the class features, i'd probably do something like:

Stamina (Su): A wrestler gains 5 points of Stamina for every Wrestler class level they attain. Stamina is used to fuel Special Moves. In combat, a Wrestler can only spend Stamina on their turn. If the Wrestler has access to a Special Move that activates as a reaction effect, a 1st level Wrestler may only activate a Special Move as a reaction effect once per combat round. As Stamina is spent, it refills at a rate of 1 point for each minute spent out of combat, as long as the Wrestler only engages in light or non-stressful activity.

and then you can change all of the special moves to say something like:

Disarming Strike (1 Stamina): As part of any attack action you take, your target must also make a Reflex Save with a DC = 10+Wrestler Class Level+Str Mod. If the target fails, they suffer a penalty to their next attack action equal to Wrestler Class Level+Str Mod; if the target is holding a weapon, the weapon is also knocked to the ground. If the target passes the Reflex Save, they suffer a -2 penalty to their next attack action.

so now, Disarming Strike is potentially useful against any kind of opponent, and it even gives you a pity effect if your opponent passes their save (so you don't feel like you wasted your cool class power to accomplish nothing).

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
The 3/4 BAB is because they gain +2 strength every other level, their overall attack bonus is going to be mostly similar or higher compared to a typical full BAB class who keeps up with their purchasing of Strength boosting items.

Good point on the having to hit for the effect to trigger. I might change it to having it automatically trigger the effect on use, without having to hit.

As for the standard action thing goes, I kind of wanted to avoid locking them down into making full attacks, and there are several moves for making multiple attacks. It also encourages larger than normal uses of Power Attack, since you don't have to worry about iteratives, which I like, but it may not be enough. I'll think about it.

Edit: Also good point on the Disarming strike, I'll add to it to do something for against non weapon users.

Piell fucked around with this message at 22:53 on Jan 5, 2018

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Welp RIP me guys, it's random roll and core books only. Also the DM wants the ranger more than he wants the cleric. Help.

JohnnyCanuck fucked around with this message at 00:09 on Jan 6, 2018

Bouquet
Jul 14, 2001

What sources

JohnnyCanuck posted:

Welp RIP me guys, it's random roll and core books only. Also the DM wants the ranger more than he wants the cleric. Help.
Is it random roll, then assign or straight 3d6 down the attributes? Is the DM having you roll for HP with no recourse if you get lovely rolls? If it’s yes to the latter two, just skip it, imo.
And core only ranger is boring and ineffective...

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Yawgmoth
Sep 10, 2003

This post is cursed!

JohnnyCanuck posted:

Welp RIP me guys, it's random roll and core books only. Also the DM wants the ranger more than he wants the cleric. Help.
Tell him you're making the cleric anyways because core rangers are loving garbage.

I mean personally if I heard "core books only" I would NOOOOOOOOOOOOOOOOOOOOOOOOOPE the gently caress out right there because core is trash, but you may have different opinions.

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