• Power Master Epic Prestige Class v1.0

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    halfgiantH
    0_1536455709687_Powermaster Epic Prestige Class V1.0.odt Electronic Paper Copy
  • Feat progression

    house rule in flux
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    halfgiantH
    To be clear that is all class’s, not to be confused with bonus feats earned by specific class features, I assume.
  • Training (Feats)

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    daermadmD
    You level immediately upon gaining enough experience. You gain all skill improvements and feats immediately. The only exception to this is adding a new class. That must hold until you can spend a week in town getting all the core training in.
  • Homebrewed Necromancer Spells, Redue.

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    halfgiantH
    Some of these spells are interesting, I believe a couple of them had a concentration mechanic. We had tossed the concentration mechanic into the deep dark oblivion of the void for the 5th edition, you may want to check with Cloud as to its continued relevance/use in the newly minted 3.5/d20/10e/cloudbrew campaign we now reside in.
  • Ancient Transformation

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    halfgiantH
    Makes sense. I figured you would need a bit of time. Regardless, if the process requires years and years of game time and ridiculously rare reagents to accomplish the transformation. Then please don’t spend a ton of time on it, i wouldn’t want you to put in all that work for me to look at it and say, nah no thanks. I’ll probably shift gears and play a 10e wizard or something instead.
  • Special Initiative Actions

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    daermadmD
    Correct, and I misstated in game that they held their action. They took an Immediate Action. I do need to find the feat reference that was used to accomplish this.
  • homebrewed Necromancer spells

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    DarkWulfD
    https://dnd-wiki.org/wiki/Corpse_Puppet_(3.5e_Spell) https://dnd-wiki.org/wiki/Corpse_Bomb_(3.5e_Spell) https://dnd-wiki.org/wiki/Gravehorde_(3.5e_Spell) https://dnd-wiki.org/wiki/Sasha's_Skull_Servant_(3.5e_Spell) And so it is in the same list https://dnd-wiki.org/wiki/Deathball_(3.5e_Spell)
  • Deathball (3.5e Spell)

    spell needs discussed custom
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    DarkWulfD
    I was thinking the caster gains something like 5 or 10 hp per character lvl in hp return max. Thus at lvl 12 I would only get 60 (if 5 hp) or 120 (if 10 hp) max, no matter how many enemies I did damage too.?.?
  • Deathball balancing compromise

    Locked
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    daermadmD
    You need to post a copy of all the spells that have the lock symbol to be reviewed. like this. https://obelisk.daerma.com/topic/149/deathball-3-5e-spell
  • Two links for the 2 other homebrews.

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    halfgiantH
    Cool, definitely like the Half-Dragon. I’ve seen Necromancer classes implemented in the past that really didn’t quite hit the mark for me, so i would very much like to see how this one works.
  • Magic Item Discussion

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    halfgiantH
    Kargin thinks he may try and go in a slightly different direction, and maybe take a page out of SpellWeaver History (even though it ended poorly for them) and ignite himself a mana furnace. I do hear staff’s of magi make for great kindling when igniting such a furnace.
  • Spell Conversions

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    dwarfD
    i do have documented the ogre’s Psionic Conversions for things they left out of the 3e/3.5e books… this was Kinetic Control : Kinetic Barrier Psychometabolism Level : Psion 6 / PsyWar 6 Display : Vi Manifestation Time : 1 action Range : Personal Target : You Duration : 2 rounds/level Power points : 11 This is the power of absorbing, storing and redirecting kinetic energy. Kinetic energy is the energy of motion - the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from any object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future. While a psionicist has this power active, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monster’ talons and fangs can’t harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of a vampire or the slow crushing attack of a giant python. Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the absorbed damage is added to any other damage the psion causes. If the psion fails to discharge this energy before the barrier collapses naturally (or if you lose consciousness or mental control of the barrier) you take twice the damage stored in the kinetic barrier as your body internalizes the energy. This power cannot be used to absorb damage from a fall.
  • Scribe Magical Tattoo

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    halfgiantH
    Etch Rune You can create magic runes. Prerequisites: Craft Rune, Level 3rd+, Intelligence 13+ Benefit: You can cast a spell into a rune you have etched in preparation. The caster must have prepared the spell to be enchanted into the rune and must provide any material components or focuses the spell requires. Runes cannot be placed on creatures, and are only etched onto armor pieces, shields, and weapons. Etched Runes follow the rules for magic item creation as though they were wondrous items, except that they can use the Etch Rune skill. New Runes can be researched and designed using the guidelines for pricing new magic items. Etched Runes are treated as slotless magical items for pricing purposes. Runes are difficult to destroy, though they count as magic items for the purposes of dispeling magic, disjunctions, anti-magic zones, etc…
  • Damage Reduction

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    halfgiantH
    From the SRD on damage reduction - If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation. Now i understand why you may not want multiple magic item(s) DR to stack, but in the instance of were you have a Feat and Magic Item combination i’m not sure that makes sense. Adamantine (Heavy Armor) provides a 3/- it could stack with a Adamantine shield or potentially a feat. Like Armor specialization, or the Roll With It feat from Savage Species. Thoughts?
  • Raining Lightning - Artificer's

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    halfgiantH
    First, an artificer must gain the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. Then you have a 9th level Lightning bolt wand made by a 9th level artificer. How to pump that up is you get Wand Mastery feat which raises the wands effective caster level +2 which makes it effectively a 11d6 lightning bolt. Note, its possible practiced spellcaster feat could make this nastier. Now we employ the feat chain quicken(4 levels) + twin(4 levels) + empower (increase variable numeric effects by 50%, +2 levels) + maximize (+3/level) with the wands, so since we are quickened it uses a bonus or swift action, and then we repeat (minus quicken) for our standard action + Dual Wand Wielder. Swift Action(Quicken and Twin + 2 wands): 9th level lightning + wand mastery = 11d6 + empower = 16d6 + maximize = 96 damage * 4(bolts from quicken, 2 wands, and twin) Standard Action (Twin + 2 wands): same as above 4 more bolts * 96 damage. Total of 8 lightning bolts * 96 damage. Charge Break Down: 13 charges + 1 for the spell effect * 2 ( 2 wands) * 2 (swift action-quicken + regular action) = 56 total or 28 charges per wand. There you have it.
  • Dark Knight (Home Brew Class)

    discussion in flux house rule 3.5e
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    daermadmD
    https://dnd-wiki.org/wiki/Dark_Knight_(3.5e_Class)
  • Fcheat changes....

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    dwarfD
    Toughness - upgraded to 1 bonus HP/lvl instead of the lameass +3 total hp in 3.5 (ralph) system
  • Metamagic Feat: Heighten Spell

    metamagic feats custom house rule 3.5e
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    halfgiantH
    @dwarf I believe that is correct, its your effective cast level, but i don’t think it gives you access to spells beyond what your natural level for that class is. So it should increase the damage of a spell d6 per level sort of thing, it should make the DC saves against it more difficult, etc… Nice little feat.
  • Skills in 3e

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    dwarfD
    combo skillz are in effect, so Hide and Move Silently are combined into Stealth Listen and Spot are combined into Perception
  • Scaling Spells

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    halfgiantH
    You mean beyond, i discovered the obelisk had the uncapped version of these spells and i asked the obelisk for copies of them to study?