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  1. - Top - End - #121
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    GreenSorcererElf

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Retroactive skill points are a yes: Per chaincomplex, here
    Planeshift: I think it would come in handy, but I'd also be unsurprised to find that there will be plenty of characters in the running that can cast it. If it doesn't fit in your character without torturing RAW into a pretzel, probably not a big deal?

    I do, however, find myself facing a conundrum.
    I kind of want to swap from Incantatrix(Which, honestly, isn't going to be doing much, if anything to help for a long, long time) for something more interesting.
    Realistically, the options there seem to be Ruathar(Which I think would need a lot of reworking to fit as far as fluff and features), and Raumathari Battlemage, which is a lot more interesting(I think).

    Would it be permissible to swap out the Exotic Weapon Proficiency: Bastard Sword requirement for an Exotic Weapon Proficiency: Elven Courtblade?
    Is the Agile weapon enchantment(From PF) available?

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    I was considering Dweomerkeeper, which led to this:
    However, doing that is... challenging.
    Would you read Arcane Disciple as providing access to a domain(Such as magic), provided I can find an appropriate deity?
    Would a divine only SLA count as divine spellcasting?(The exact line that seems a bit confusing from the SRD spell like abilities description: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. ")

    Dweomerkeeper would let me do cool things like cast stoneskin without my inner miser screaming at me once it comes online(In something like 5 levels after the game start). Or there may be other, more interesting/fun divine PRC's that strike me as more fitting(Maybe Seeker of the Misty Isle?)

    As pointed out to me elsewhere, this is a terrible idea, and is the classic example of torturing RAW. So instead, a more focused approach.
    Last edited by Archmage1; 2024-04-25 at 03:22 PM.
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  2. - Top - End - #122
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by chaincomplex View Post
    The artificer can generally tune their power to fit a campaign, plus while it's possible for an artificer to just become a better melee, skill monkey, and sometimes caster than their teammates, all at the same time even, this is just an OOC issue common to all tier 1 casters. Most such players have the sense that the best way to use tier 1s is to use their abilities in a way that benefits the party overall.

    So generically I'm not too bothered with cost reduction tricks since the benefits should distribute among the party in the end, providing the player in question is being conscientious. Of course, the industrial-scale distilled joy farm is off the table, and with regard to demiplane traits re: genesis, I might cap it at something like Dal Quor's 10x. Is there a published plane with a faster time flow?
    Not as far as I know, at least outside the "Far Realm is whatever time speed the DM wants".

    Anyways, speaking of artificer, it occurs to me the class has abilities with action points built in. Do you have a preferred way of handling this? No APs for this adventure.
    I had forgotten it had such an ability myself, because I never bother learning about infusions when I build artificer. So I have no trouble with the line that references action points just being completely removed.

    If you're wondering about time, XP, or wealth:

    1. Around important events, time will progress at the usual D&D adventure pace, which is slow. But otherwise I'll either be asking "what are you doing today" and have things progress on the scale of days, or break days up into 4 hour pieces, etc. This is a pointcrawl, so the passage of time should be a running theme.
    2. We'll have a more PF-like XP reward system for combat and out-of-combat feats, plus I'm generally scaling XP and removing relative level cutoffs. I haven't decided yet how much I'm scaling, but I'm aware how slow PbP can go, I don't want the game to get bogged down at the 21st level XP grind. This is a pointcrawl, so encounter balance isn't as much of a concern.
    3. Same with wealth. As a pointcrawl, NPCs and encounters will have treasuries befitting their role, rather than follow the monster drop table to the coin. If you kill a level 13 king and rob his treasury, you're going to get a lot more than the drop table for the appropriate CR encounter. As before, I don't want PCs to get bogged down with the PbP pace.
    Seems we're on the same wavelength.

    I don't believe they do. As I recall, infusions are explicitly neither arcane nor divine. There are other tricks to get arcane caster levels, of course.
    You are correct. I was not purporting that this is RAW, it was more a "if I get into Maester somehow, possibly by the DM allowing me to cheat and take it on artificer..." kind of statement. Alternatively, I could do like...Artificer 14/Wizard 5/Maester 1. But I'm not really sure I wanna be a gnome anyway. Was just answering the question of just how much could be stacked up in theory.

    If you can source this spell I can make a ruling.
    Source (well, sorta, all the wotc archive stuff got nuked, but a lot of it got saved on wayback)

    Additionally, do you have an issue in general with the plan to create a small mobile stronghold to pilot around like a tank? Similarly, do you have an issue with having a "orbital bombardment" option?


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  3. - Top - End - #123
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Xerxes the Mad
    M CN Half-Battle Dragon human Scout 3/Ranger 15, Level 18, Init 8, HP 252/252, Speed 40, 150 (good)
    AC 46, Touch 28, Flat-footed 39, Fort 22, Ref 27, Will 18, Base Attack Bonus 17/12/7/2
    +5 Shattermantle Seeking Collision Energy bow +32 (1d8+21, x3)
    Rapid Shot, Full Attack +30/+30/+25/+20/+15 ( , )
    Manyshot -2 to hit per attack ( , )
    Celestial Armor (+10 Armor, +7 Dex, +4 Deflect, +8 Natural, +7 Misc)
    Abilities Str 30, Dex 24, Con 22, Int 18, Wis 24, Cha 18
    Condition Darkvision 60ft
    Low-light vision
    Evasion
    immunity to sleep and paralysis effects
    immunity to sonic damage
    immunity to mind-affecting spells and abilities

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    In the twilight-drenched wildlands of the Gloomreach, Xerxes, a half-battle dragon human ranger, forged his skills amidst the shadowed threats that lurked. Survival was not merely a skill but a necessity in a realm where otherworldly dangers prowled.

    In the early throes of his adventures, fate intertwined Xerxes with Elara, a paladin whose radiance pierced the darkness of his existence. She embodied justice and mercy, a beacon in his tumultuous world. Together, they stumbled upon the Dreamheart, an ancient orb with a sinister secret—it held the power to twist reality to its malevolent will.

    Enthralled by its potency, Xerxes wielded the Dreamheart to craft a sanctuary, a pocket realm where he and Elara could seek refuge from their trials. Initially, it manifested as a haven of serenity, reflecting their deepest desires, a timeless haven where peace reigned.

    But the Dreamheart's darkness seeped insidiously into Xerxes, feeding on his draconic essence and inner fears. The realm, too, mirrored his descent, transforming into a nightmare realm, a reflection of his own corrupted soul.

    In a tragic clash of ideals, Elara, bound by her paladin's oath, confronted Xerxes, seeking to sever his connection to the malevolent artifact. The battle was cataclysmic, tearing at the fabric of reality itself as Xerxes, consumed by the Dreamheart's power and his own inner turmoil, fought not only Elara but the very essence of the twisted realm.

    Defeated and driven to madness by the confrontation, Xerxes was cast out from the pocket realm, flung into the unknown planes with no path of return. His last glimpse was of Elara, her visage etched with sorrow and betrayal, as the realm's gates slammed shut.

    Now adrift among the planes, Xerxes is haunted by a tumult of guilt, love, and desperation. His quest is clear—to find a means back to the pocket realm, to rescue or redeem Elara, whom he fears is consumed by the very darkness he inadvertently unleashed.
    Last edited by BelGareth; 2024-04-25 at 04:09 PM.
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  4. - Top - End - #124
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    According to the LA Adjustment Thread, Blues should be LA 0.
    Is that acceptable? Thinking of going Ceberemancer for a second pitch.
    I have a LOT of Homebrew!

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  5. - Top - End - #125
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    A little interested.
    What are your thoughts on the Planar Vanguard (3e) from the Mind's Eye? Excluding stuff such as Psionic Combat of course.
    And if it would be allowed, would the portals to the demiplane be portable or fixed in place?
    Fleeting dreams of paper wings.

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  6. - Top - End - #126
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    ClericGuy

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    I have a few questions regarding magic items?

    1 - Is it ok to use the sidebar on Arms and Equipment Guide page 130 that allows the addition of armor enchantments to bracers of armor?
    2 - Is it ok to use the rule in MIC page 233 to add common item effects to existing magic items?

  7. - Top - End - #127
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    AssassinGuy

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by paradox26 View Post
    Thanks for clarifying. That is a bit of a relief, as I thought I was being outbuilt, since I am going all in on flavour material from Dark Sun for this game.

    Just for the record, and I will put sources of each thing on my sheet, I am building an Unbound (template) 2 / Templar 8 / Shadow Templar 10.
    If it helps, I am building a tier 4 debuff specialist all the way because I don't want to deal with the book-keeping that spellcasters have.

  8. - Top - End - #128
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    Imp

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    I think I want to play either a Mummy (+4 LA) or a Sepulchral Thief (+6 LA), can anyone help me with the LA buyback thingyimigigg?
    Have some books with me, in the car, not at home at my personal library ATM, not untill Monday probably.

    My view is as follows, as a mummy, I could be a N. to good ex-guardian, as a Sepulchral Thief I have to be evil and greedy, lol, I'm trying to twist that so the "thief" could still work with people, but the +6 LA IS hurting 🤕 😆
    Last edited by Burning Spear; 2024-04-25 at 07:02 PM.
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  9. - Top - End - #129
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    PirateWench

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    @chaincomplex

    So I went a different direction

    Spoiler: fractionals and feats wip
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    Human
    Obah-Blessed LA +2


    Feats
    FF:Dodge
    FF:Run
    RF:Track
    CF:Cosmopolitan (Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.) <<HIDE>> (FRCS p34)
    01:
    02:
    03:Skill Focus (Intimidate)
    03:
    04:Spring Attack
    06:
    09:
    12:
    15:
    18:
    BF:Mobility <from Item>

    flaws: as previously approved

    Class Progression
    Fighter 4/ Jaunter 4/ OA Shadow Scout 1/ Mythic Exemplar 10

    BAB:15.5 (19 divine power)
    FORT:9.66
    REF:9.5
    WILL:9/16

    BAB/Saves Fractionals
    01: 1.00 2.5 0.33 0.33 d10 2+
    02: 1.00 0.5 0.33 0.33 d10 2+
    03: 1.00 0.33 0.5 0.5 d10 2+
    04: 1.00 0.5 0.33 0.33 d10 2+
    05: 0.75 0.33 2.5 0.33 d8 4+
    06: Obah-Blessed level buy off (ECL 8-1x1000=7,000)
    EXP 8,000+7,000=15,000
    06: 0.75 0.33 0.5 0.33 d8 4+
    07: 0.75 0.5 0.33 0.5 d8 4+
    08: 0.75 0.33 0.5 0.33 d8 4+
    09: Obah-Blessed level buy off (ECL 10-1x1000=9,000)
    EXP 27,000+9,000=36,000
    09: 1.00 0.5 0.33 0.33 d10 4+
    10: 0.75 0.33 0.33 0.33 d8 4+
    11: 0.75 0.33 0.33 0.33 d8 4+
    12: 0.75 0.5 0.5 2.5 d8 4+
    13: 0.75 0.33 0.33 0.33 d8 4+
    14: 0.75 0.33 0.33 0.33 d8 4+
    15: 0.75 0.5 0.5 0.5 d8 4+
    16: 0.75 0.33 0.33 0.33 d8 4+
    17: 0.75 0.33 0.33 0.33 d8 4+
    18: 0.75 0.5 0.5 0.5 d8 4+
    19: 0.75 0.33 0.33 0.33 d8 4+
    200,000-16,000=184,000
    20:EXP 190,000
    Last edited by samduke; 2024-04-25 at 07:05 PM.

  10. - Top - End - #130
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    Imp

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by paradox26 View Post
    Thanks for clarifying. That is a bit of a relief, as I thought I was being outbuilt, since I am going all in on flavour material from Dark Sun for this game.

    Just for the record, and I will put sources of each thing on my sheet, I am building an Unbound (template) 2 / Templar 8 / Shadow Templar 10.
    I love Dark Sun and saved the 1st or 2nd try they did at 3.5 Dark Sun, but after that imo in their last/ latest versions they Effed up the Templar rules wise...
    Last edited by Burning Spear; 2024-04-25 at 07:13 PM.
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  11. - Top - End - #131
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    GreenSorcererElf

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Burning Spear: Sure.

    By Mummy, I presume you mean the Mummified Creature template?

    That has 4 LA.
    So you can buy off the first time when you hit character level 12. This is when your character is ECL 16, and the cost is (ECL-1) * 1000, or 15000 XP. In this game, that would put you at 185000 XP, which still puts you at ECL 19.
    At that point, you are a level 12 character with 3 LA, ECL 15.
    You will be able to buy off a 2nd LA in(LA*3=9) more class levels, which you will hit at level 21, ECL 24, at which point you can pay 23000 XP to go down to 2 LA.
    You would start with a level 16 character with 3 LA, and 185k XP.

    The good news is that you don't need to worry about LA buyoff with Sepulchral Thief yet.
    You need to hit class level 18 to buy it off, which is ECL 24. We're at ECL 20 currently.(So you would start play with a level 14 sepulchral thief)

    In all seriousness, I really wouldn't recommend taking any LA > 4, and I'd think long and hard about whether LA 4 is worth it. It gets increasingly harder and harder to claim that the LA is worth it. At level 20, 3 LA can be fully brought off(Although you will be a couple of levels behind everyone else). At level 30, LA 4 can be fully brought off.
    Last edited by Archmage1; 2024-04-25 at 07:17 PM.
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  12. - Top - End - #132
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by Archmage1 View Post
    Burning Spear: Sure.
    Thanks!

    Quote Originally Posted by Archmage1 View Post
    By Mummy, I presume you mean the Mummified Creature template?
    Yes indeeddy so.

    Quote Originally Posted by Archmage1 View Post
    That has 4 LA.
    So you can buy off the first time when you hit character level 12. This is when your character is ECL 16, and the cost is (ECL-1) * 1000, or 15000 XP. In this game, that would put you at 185000 XP, which still puts you at ECL 19.
    At that point, you are a level 12 character with 3 LA, ECL 15.
    You will be able to buy off a 2nd LA in(LA*3=9) more class levels, which you will hit at level 21, ECL 24, at which point you can pay 23000 XP to go down to 2 LA.
    Cool
    Quote Originally Posted by Archmage1 View Post
    You would start with a level 16 character with 3 LA, and 185k XP.
    Is that because the xp cost brings it down to before lvl 20?, just I understand correctly...

    Quote Originally Posted by Archmage1 View Post
    all seriousness, I really wouldn't recommend taking any LA > 4
    Yea, I was thinking along similar lines..Thanks again!
    Last edited by Burning Spear; 2024-04-25 at 08:47 PM.
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  13. - Top - End - #133
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    GreenSorcererElf

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by Burning Spear View Post
    Thanks!
    Is that because the xp cost brings it down to before lvl 20?, just I understand correctly...
    Exactly. The LA buyoff process works by basically paying a level's worth of XP each time you use it. Your actual level doesn't change because you also reduce your ECL(And thereby reduces the amount of XP you needed to level). Now, this is, in theory, to your advantage as you should start getting more XP from encounters, as you are a lower level as far as XP goes

    Think of it this way: If you are a reach level 12 as acharacter with 4 LA, you should have 120000 XP(ECL 16). But if you spend that 15000 XP(Remember ECL-1*1000) XP, when you become a level 12 character, you remove a LA, ending up with 3 LA, but with 105000 XP(ECL 15).
    Incidentally, you need 120000 XP to reach level 16, and 105000 XP to reach level 15. The LA buyoff cost is just bringing your XP in line with your new ECL, so you don't instantly level up again.

    On the XP catchup side, if, say, your party of four legendary heroes were level 20 and fought a Balor(CR 20), they would each get 1500 XP. Not a bad reward.
    If one of them had previously been at 4 LA, and brought one off(And thereby being ECL 19), the 3 level 20 heroes would all get 1500, but the ECL 19? He'd get 2138 XP, helping him to catch up. If he were ECL 18 instead, he would be getting 2700 XP, almost 60% more XP!
    Last edited by Archmage1; 2024-04-25 at 08:42 PM.
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  14. - Top - End - #134
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    Thumbs up Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Currently I'm thinking;


    Matriarch-Lady Sobek-Nepheru the Ist
    Mulan Human Mummy , Level , Init 2, HP / , Speed 20/ 40
    AC 12, Touch 12, Flat-footed 10, Fort 0, Ref 2, Will 8, Base Attack Bonus 0
    (+2 Dex)
    Abilities Str 28, Dex 14, Con -, Int 20, Wis 26, Cha 34
    Condition None

    Pharaoh (although the rules in Mulhorand say that the ruler of the land has to be male and a descendant of Horus-Re and of house Helcalianth, she styles herself a Pharaoh regardless.) Matriarch-Lady Sobek-Nepheru the Ist
    Female N.(G.) Mulan Human Evolved Mummy
    Sister of Horustep the Ist, Great, Great, Great grandfather of the current Pharaoh Horustep the IIIrd. Even though she was of the Pharaoh's dynasty, she lived in Gheldaneth, and even though the city was administered by the priests of Thoth, she served Hathor (and Isis). It is here she learnt Southern Magic. Sobek-Nepheru is conflicted about her progeny being so eager to find her ancestor and renewed contact, with herself being an undead, even if she's not evil. She's balancing the life she has currently, with her alignment and her undead status rubbing against each other, but at least she isn't a Vampire.

    In her life she had made one aspiration, to become a god in her own right of the undead that are neither evil, nor have become undead willingly, both intelligent ones, and animals, who have no choice in the matter often. She also wishes to gain more control over, and have a better control over her Beast form, as that's given to her by her Goddes, mother of the Gods and all life in Mulhorand. She loves nature, in all it's forms, both gruesome, because of the killing of prey in the struggle of life, and the simple beaty of a bird in flight, and so much more.

    Flaws;
    1) Code of Arms
    2)

    Feats;
    B1) Scorpion's Resolve
    B2) Lifesense
    H) Able Learner
    HP2) Skillfocus - Know. Religion
    1) Godsight
    3) Improved Turning
    6) Close-Quarters Fighting
    9) Southern Magic
    12) Obtain Familiar (Shoebill Stork, Eagle stats eventually, Str 15/ Dex 10 instead, to signify its decapitating strength)
    15) Leadership (25+, but there are some Mummified Animals included)
    M.R.1) Chariot Combat
    M.R.2) Chariot Sideswipe
    M.R.4) Chariot Charge
    F.1) Rideby Attack
    B.Othyug) Iron Will
    Mummified Creature +4 LA
    Str +8, Int –4 (minimum 1), Wis +4, Cha +4
    Evolved Undead+2 Str, +2 Cha
    +2 Human Paragon 3
    +4 from lvl 16

    Str) 16+10= 26+1/+1= 28
    Dex) 12 +2 Tome= 14
    Con) -
    Int) 15 -4 +2/+1/+1= +0/ Tome +5= 20
    Wis) 16 +4/+1 Tome +5= 26
    Cha) 15 +6/ Tome +5= 26 +6 item cha= 32

    Hathor (Bison)
    Domains: Elysium , Balance
    + Oracle/ Knowledge
    Fav. Wpn; Short Sword

    Cloistered Cleric 1/ Human Paragon 3/ Militant Rogue 4/ Divine Oracle 2/ Fighter 1/ Contemplative 1/ Mindbender 1/ Glorious Servitor 2/ +3 Mummified Creature/Evolved Undead+1
    Spoiler: Items/ resources
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    840,000 gp
    +2 Manual of Dex 55,000
    +5 Int 137,500
    +5 Wis 137,500
    +5 Cha 137,500
    +6 Cha Item 36,000
    =503,000

    Wildling Clasp (4.000) (for necklace)
    Ring of Greater Energy Resistance Fire (30) (44.000) and Anticipation (9.000)= 53.000
    Ring of Positive Protection (36.000) and See Invis (22.500)= 48.500
    =105.500
    "Hathor's Horn" Short Sword of Luck, Bane - Orcs (No wishes, 22,060 +10.000), Spellblade - Command Undead = 38.060
    Lance +3, +1 Charging/ +1 Impaling (50.310)
    =82,370
    Chariot with Scythes, (400)
    2 Light Warhorses (300)
    Courtier’s Outfit (30)
    Sandals (boots) of Tracklessness (11.000)
    Vest of Steady Spellcasting (2.500)

    Bracers: "Scales of Ma'at": 64,000 gp (+8), Stamina (Greater, 8.000), Commander (2.000), Balancing, Improved (11.250) Agility (4.000), Blueshine (1.500)= 25.000 +17.500 +11.250= 53.750

    Shield?

    Spoiler: progression
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    Cl 7,
    After LA 19 effectively;
    16) Glorious Servitor 3, +1 Str, Divine Voice, True Seeing
    17) Mystic Wanderer 1, Glory of the Divine, Sleep 1/day
    18) Glorious Servitor 4, Divine Shield +4, +1 Str, Feat:
    19) Mystic Wanderer 2, Familiar, Lore of Nature (+2 Prof (Herbalist)/ Know. Nature)
    20) Mystic Wanderer 3, +1 Cha, Gem Magic, Resist Charm
    21) Mystic Wanderer 4, Brew Potion
    22) Mystic Wanderer 5, Suggestion 1/day, Feat:
    23) Mystic Wanderer 6, Greater Potion I
    24) Mystic Wanderer 7, +1 Wis, Charm Monster 1/day
    25) Mystic Wanderer 8, Greater Potion II, Feat:
    26) Mystic Wanderer 9, Mass Charm 1/day
    27) Mystic Wanderer 10, Greater Potion III
    28) Divine Disciple 1, +1 Wis, Divine emissary, Feat:
    29) Divine Disciple 1, Sacred defense +1
    30) Divine Disciple 1, Imbue with spell ability 1/day
    31) Divine Disciple 4, +1 Domain (Sloth or Family), Sacred defense +2, Feat:
    32) Fighter 2, +1 Wis, Feat:
    33) Harper Priest 1
    34) Harper Priest 2, Feat:
    35) Harper Priest 3
    36) Harper Priest 4
    37) Harper Priest 5, Feat:
    CL 26,

    Spoiler: Cohort
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    Masika-Auset Nepheru,
    Meaning "girl born during rain," this is a lovely choice for a child born during a storm, Auset is an alias for Isis.

    Great, great, great granddaughter of the Pharaoh Lady Sobek-Nepheru, she accidentally got stuck in her ancestor's tomb when Othyugs tried to settle in the tomb, whilst visiting her to pay respect to her family. Masika-Auset is very loyal to her family and when she found out her ancestor was walking in her tomb, she wanted to meet her predecessor. She was eager to listen to stories of old times, of before and during the Orc-Gate Wars and of the time her family ruled Gheldaneth as a city state. She is a pretty thing in her own right, and was a veteran officer in the current Pharaonic army, although she didn't agree with the invasion of Unther. She resigned from the army after the first few months of the invasion and went back to her home city, to join the temple of Isis there and seek spiritual guidance. During this time she made several trips to the city of Mishtan, visiting the tomb of her ancestor and leaving appropriate offers of incense and scrolls she artistically painted calligraphic hieroglyphs on.

    Personality) Masika-Auset is a no nonsense type of soldier, her time at the temple of Isis did not soften her looks on life. She can be diplomatic enough, when speaking to superiors, whether military or religious disciples. She's devoted to her ancestor though, and serves the Mummy faithfully. As a living person she does the daily routines, needed for herself as well as any provisions Sobek-Nepheru might need.



    17th lvl;
    Mulan Female,
    Marshal 7, Militant Rogue 4, Fighter 2, Cloist. Cleric 3. CL 5 (8 effective), Human Paragon 3, wuups

    H) Education (Planes/ Arcana)
    1) Scorpion's Resolve
    3) Point Blank Shot
    6) Precise Shot
    9) Scribe Scroll
    12) Craft Wondrous Item
    15) Practiced Spellcaster - Cleric
    F.1) Dodge
    F.2) Sidestep Charge
    M.R.1) Chariot Combat
    M.R.2) Chariot Archery
    M.R.4) Close-Quarters Combat
    B.Othyug) Iron Will

    Goddess: Isis;
    Domains: Knowledge, Family, Storm
    Fav.Weapon: Punching Dagger

    15, 14, 13, 12, 10, and 8. Average each HD, rounding up (per HD).
    +4 from lvl
    +2 H.P.3
    Base reality;
    Str) 14 +2 (gloves) = 16
    Dex) 13 +3= 16
    Con) 8 +5 (tome) = 13 +1/ +2 (belt) = 16
    Int) 10 +5 (tome) = 15
    Wis) 12 +4 (tome) = 16
    Cha) 15 +2= 17 +6/+5 (cloak/ tome) = 28
    Last edited by Burning Spear; 2024-05-02 at 10:39 PM.
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    What’s the highest LA we can get and still start at level 20, with the buyoff?
    I’m not super familiar with its inner machinations.
    I have a LOT of Homebrew!

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by JNAProductions View Post
    What’s the highest LA we can get and still start at level 20, with the buyoff?
    I’m not super familiar with its inner machinations.
    One. Two puts you 1k under leveling
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by Feathersnow View Post
    One. Two puts you 1k under leveling
    Thank you!

    Primordial Giant Half-Giant. Tasty. :)
    I have a LOT of Homebrew!

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by Auranghzeb View Post
    1. About class skills: I'm tracking cross class skills, but I have to ask, "once a class skill, always a class skill"? Are we using retroactive skill points?
    Yes on both counts, as noted by others.

    Quote Originally Posted by Auranghzeb View Post
    2. I'm hoping we can use Epic Vestiges, if I get selected.
    Sure.

    Quote Originally Posted by samduke View Post
    however if we need a way to planar travel ( IE Planeshift ) , <not answered> , the concept initially made does not work for me. so I just need that part answered ??
    Would be useful. You'll have options without, though.

    Quote Originally Posted by Archmage1 View Post
    Would it be permissible to swap out the Exotic Weapon Proficiency: Bastard Sword requirement for an Exotic Weapon Proficiency: Elven Courtblade?
    No, but you can retrain the EWP per PHB2 for the cost of 50 gp, apparently. Won't even disqualify you from the class per RAW.

    Quote Originally Posted by Archmage1 View Post
    Is the Agile weapon enchantment(From PF) available
    Hm. Bit of a coin toss decision because I'm struggling between my desire to stay D&D or allow PF options.

    In the end I'm going with yes. I think PF will at least fill some of the gaps that D&D has, both on the players' side and the DM's side.

    Quote Originally Posted by AvatarVecna View Post
    Source (well, sorta, all the wotc archive stuff got nuked, but a lot of it got saved on wayback)
    By my reading this trick works, then. Simulacrum plus transference.

    Quote Originally Posted by AvatarVecna View Post
    Additionally, do you have an issue in general with the plan to create a small mobile stronghold to pilot around like a tank? Similarly, do you have an issue with having a "orbital bombardment" option?
    Conceptually, I'm not opposed. Of course, I'd like to hear some details. Like a sketch of what's going into these "strongholds".

    Quote Originally Posted by JNAProductions View Post
    According to the LA Adjustment Thread, Blues should be LA 0.
    Is that acceptable? Thinking of going Ceberemancer for a second pitch.
    Acceptable.

    Quote Originally Posted by Book Wombat View Post
    What are your thoughts on the Planar Vanguard (3e) from the Mind's Eye? Excluding stuff such as Psionic Combat of course.
    And if it would be allowed, would the portals to the demiplane be portable or fixed in place?
    It's hard to imagine said portals being portable when they lack rules for movement, especially when the psicrystal progenitor is explicitly shattered and so not available to extrapolate movement for.

    The PrC is allowed, but as much as I'd like to allow their capstone ability to be portable, I can't find a reading that supports this.

    Quote Originally Posted by Arael666 View Post
    1 - Is it ok to use the sidebar on Arms and Equipment Guide page 130 that allows the addition of armor enchantments to bracers of armor?
    2 - Is it ok to use the rule in MIC page 233 to add common item effects to existing magic items?
    Yes on both counts.

    Quote Originally Posted by samduke View Post
    @chaincomplex

    So I went a different direction

    Spoiler: fractionals and feats wip
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    Human
    Obah-Blessed LA +2


    Feats
    FF:Dodge
    FF:Run
    RF:Track
    CF:Cosmopolitan (Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.) <<HIDE>> (FRCS p34)
    01:
    02:
    03:Skill Focus (Intimidate)
    03:
    04:Spring Attack
    06:
    09:
    12:
    15:
    18:
    BF:Mobility <from Item>

    flaws: as previously approved

    Class Progression
    Fighter 4/ Jaunter 4/ OA Shadow Scout 1/ Mythic Exemplar 10

    BAB:15.5 (19 divine power)
    FORT:9.66
    REF:9.5
    WILL:9/16

    BAB/Saves Fractionals
    01: 1.00 2.5 0.33 0.33 d10 2+
    02: 1.00 0.5 0.33 0.33 d10 2+
    03: 1.00 0.33 0.5 0.5 d10 2+
    04: 1.00 0.5 0.33 0.33 d10 2+
    05: 0.75 0.33 2.5 0.33 d8 4+
    06: Obah-Blessed level buy off (ECL 8-1x1000=7,000)
    EXP 8,000+7,000=15,000
    06: 0.75 0.33 0.5 0.33 d8 4+
    07: 0.75 0.5 0.33 0.5 d8 4+
    08: 0.75 0.33 0.5 0.33 d8 4+
    09: Obah-Blessed level buy off (ECL 10-1x1000=9,000)
    EXP 27,000+9,000=36,000
    09: 1.00 0.5 0.33 0.33 d10 4+
    10: 0.75 0.33 0.33 0.33 d8 4+
    11: 0.75 0.33 0.33 0.33 d8 4+
    12: 0.75 0.5 0.5 2.5 d8 4+
    13: 0.75 0.33 0.33 0.33 d8 4+
    14: 0.75 0.33 0.33 0.33 d8 4+
    15: 0.75 0.5 0.5 0.5 d8 4+
    16: 0.75 0.33 0.33 0.33 d8 4+
    17: 0.75 0.33 0.33 0.33 d8 4+
    18: 0.75 0.5 0.5 0.5 d8 4+
    19: 0.75 0.33 0.33 0.33 d8 4+
    200,000-16,000=184,000
    20:EXP 190,000
    Noted. This looks more anatomically accurate.

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Going to re-read all over this to figure out something I could make. At the moment I'm looking at Force Missile Mage, All-Mage, The Shifter or so on.
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    @chaincomplex-

    DM Ruling needed. Does haivng a major Red Dragon Bloodline count as being dragonblooded to you? Bloodlines came out before Dragon Magic, and they never clarified. AS for Southern Magician, my secondary idea was Favored Soul into Dragonheart Mage, but someone else is already doing Favored Soul so I'll stick to the primary.

    Magazines Requested-
    Dragon 357, pg.66-Additional Vestiges, particularly Astaroth.
    Dragon 341, pg.69-Additional Vestiges
    Dungeon 148, pg.82-Additional Vestige
    The Online Vestiges as well. - Other Astaroth, maybe Zcerryl?
    Avatar by niezck1! Thanks!

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by chaincomplex View Post
    It's hard to imagine said portals being portable when they lack rules for movement, especially when the psicrystal progenitor is explicitly shattered and so not available to extrapolate movement for.

    The PrC is allowed, but as much as I'd like to allow their capstone ability to be portable, I can't find a reading that supports this.
    Not too much of a problem since access can be controlled, just have to hide to well I guess... Hrrmm, well I'll get onto building then.
    Fleeting dreams of paper wings.

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    I'm delaying the character table until this weekend or after. Travel and all.

    Quote Originally Posted by Zarthrax View Post
    DM Ruling needed. Does haivng a major Red Dragon Bloodline count as being dragonblooded to you? Bloodlines came out before Dragon Magic, and they never clarified. AS for Southern Magician, my secondary idea was Favored Soul into Dragonheart Mage, but someone else is already doing Favored Soul so I'll stick to the primary.
    It's not RAW, but I think it's RAI. So yes, having a draconic bloodline will count as dragonblooded.

    Quote Originally Posted by Zarthrax View Post
    Magazines Requested-
    Dragon 357, pg.66-Additional Vestiges, particularly Astaroth.
    Dragon 341, pg.69-Additional Vestiges
    Dungeon 148, pg.82-Additional Vestige
    The Online Vestiges as well. - Other Astaroth, maybe Zcerryl?
    OK on all.
    Last edited by chaincomplex; 2024-04-26 at 01:09 AM.

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by JNAProductions View Post
    Thank you!

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    Feels like swiss cheese..
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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    @chaincomplex

    Ok without opening a whole can of worms
    Where you allowed the 1 weapon enhancement from pathfinder all ready,, are we allowed to request, feats & enhancement from pathfinder?

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by chaincomplex View Post
    By my reading this trick works, then. Simulacrum plus transference.
    Simulacrum cheese + Dal Quor cheese = time problems solved forever I think

    Transference means I can work on other people's items without any XP concerns. As for my own items...I'm gonna assume Thought Bottle nonsense is off the table?

    It's hard to imagine said portals being portable when they lack rules for movement, especially when the psicrystal progenitor is explicitly shattered and so not available to extrapolate movement for.
    FWIW, SBG has portals that can be crafted and built into strongholds. I'm assuming that if the stronghold is mobile, the portal within it would move with it, so that's at least one way of getting mobile portals, if this particular one isn't kosher.

    Conceptually, I'm not opposed. Of course, I'd like to hear some details. Like a sketch of what's going into these "strongholds".
    Not gonna detail the main stronghold cuz that's a pretty standard thing. It's essentially a small college with dorms and classrooms and laboratories and a dining hall, with some room for guests and the like. Here's our two controversial options.

    Spoiler: The Bus
    Show
    Sometimes, it's valuable to the education process to bring the students somewhere else, to observe a natural or magical phenomenon more directly while teaching about it. These field trips are uncommon, but tend to be quite dangerous, and so I've built myself a Bus that's more like a magic tank.

    Components (1ss/10000 gp):
    • 1ss/10000 gp: Auditorium, Luxury


    Walls (60000 gp/ss):
    • 60000/ss: Obdurium


    Wall Augmentations (144500 gp/ss):
    • 7500/ss: Airtight
    • 12000/ss: Ethereal Solid
    • 50000/ss: Magic Warding, Improved
    • 12000/ss: Magically Treated
    • 60000/ss: Prismatic Screen
    • 3000/ss: Transparent


    Every bit of the walls have had Hardening cast on it at CL 20.

    Mobility (436500 gp/ss):
    • 25000/ss: Incredible Locomotion
    • 10000/ss: Burrowing
    • 1000/ss: Crawling
    • 15000/ss: Flying
    • 3000/ss: Sailing
    • 7500/ss: Submersing
    • 125000/ss: Plane Shift 5/day
    • 250000/ss: Teleport Without Error 5/day


    Wondrous Architecture allows for a spell effect to work on everything within a stronghold space, continuously. Depending on how mobile it is, the base price is lowered from 2000 to 1000 or even 500, and there's no duration modifier. Also AFAICT there isn't a limit on how many of them you can have in a particular stronghold space, but I'm gonna assume a low limit to keep things reasonable.

    Immobile Continuous "Fortify Metal Or Stone" (3000 gp)

    Create Portal allows me to make portals between locations, up to whatever size I'd like as long as I can afford them. In this instance, I'm making a portal at the back of the bus that connects back with the main base (the small college). Two-way portal like that cost 150000 gp. There's also maybe a second portal on the outside bottom of the bus, which is one-way and costs 100k.

    Conclusion

    The outermost bus defense is the prismatic screen, which destroys all objects and effects unless they can tank all the saves or strip all the layers with magic. Even if the screen is taken down, the obdurium is still airtight and ghost-proof, so they'll have to teleport in or beat their way through. Beating your way through the obdurium means getting past Hardness 100/540 HP/Break DC 90. You could drop this bus in freefall from orbit and it wouldn't make a scratch. A bath in lava or powerful acids tickles. A tarrasque claw at maximum PA tradeoff and damage roll still couldn't scratch this stuff unless you gave it the ability to crit objects. If you do manage to scratch it, there's an epic artificer with at-will Repair Critical Damage sitting behind it. If you teleport past the walls to make trouble, or manage to cast a spell that just requires LoS and not LoE, everyone onboard the bus has SR 32. And of course if trouble starts brewing that the professor thinks will be a problem, SOP is for students to begin evacuating before someone teleports onto the bus, or breaks the wall.

    The bus can sit up to 31 people total, and is highly mobile, at least by the standards of the time. 5/day Plane Shift, 5/day Teleport (or whateve the 3.5 equivalent is), and it can burrow, crawl, fly, sail, or submerse at 10 mph. Between Plane Shift and Teleport, you should be able to get pretty close to any destination in the multiverse, close enough that your 10 mph will be sufficient for local transportation. If anyone needs to use the restroom, or evacuate, or fetch some equipment, the portal at the back of the bus allows all-day two-way connection to the main stronghold.

    654000 gp/754000 gp if I purchased it at market price (adjusted for climate/city modifiers). But I'm gonna be a Landlord and a nigh-epic artificer, so that number will be...a lot lower.


    Spoiler: Orbital Bombardment
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    ...okay so this is gonna get stupid, and I don't have the actual building fully planned out yet but here's the concept:

    The stronghold part is extremely simple. There is a deep pit with a building over it. At the bottom of the pit is a portal with a trapdoor over it. The building is essentially a small warehouse that serves as a breeding ground for a very specific kind of ooze. This is an ochre jelly that has both the Sentry Ooze and Mineral Warrior templates. Such a creature has been purchased from Neogi slave-traders, who would've had to track down or breed a very specific variant for this customer, and thus it is 4 times more expensive than usual for its CR: a total of 25600 gp, which cannot be reduced unless I'm gonna become a slime breeder.

    These slimes have Int 1, and are capable of taking up to 3 feats. Those feats will be Final Strike, Improved Unarmed Strike, and Versatile Unarmed Strike. I can use magic to change whatever feats the one I purchased already had into these feats for pretty cheap, I imagine. For the next part I'll need some method of commanding/controlling/training the slimes, which should be doable.

    There are two spots in the warehouse that are like...resetting healing traps, or maybe wondrous architecture granting fast healing to one specific square. In one of these spots is the ooze originally purchased (81 HP). It changes its unarmed strike to slashing, hits itself, takes no damage, and splits. Now there are two ochre jellies, each with 40 HP, each in a healing spot. Assuming this is like...resetting cure critical trap, that's 4d8+7 HP per turn, average 25. Any split oozes that aren't healing will help continue splitting until they can't split anymore (10 HP or less) and then they'll go crawl down the whole. I think they can run with a climb speed, but I'm not 100% sure.

    Spoiler: Process
    Show
    Round 1
    (1) 81 HP

    Round 2
    (2) 65 HP

    Round 3
    (2) 57 HP
    (2) 32 HP

    Round 4
    (2) 53 HP
    (2) 28 HP
    (4) 16 HP

    Round 5
    (2) 51 HP
    (2) 26 HP
    (4) 14 HP
    (8) 8 HP
    Pit +8 oozes

    Round 6
    (2) 50 HP
    (2) 25 HP
    (4) 13 HP
    (8) 7 HP
    Pit +8 oozes

    Round 7
    (2) 50 HP
    (2) 25 HP
    (4) 12 HP
    (8) 6 HP
    Pit +8 oozes

    Round 8
    (2) 50 HP
    (2) 25 HP
    (4) 12 HP
    (8) 6 HP
    Pit +8 oozes


    The part of the pit the slimes are filling up is 572 feet deep. Ochre jellies are 6 inches tall and so this fits 1144 of them in the pit, a vertical column of ooze. Going from a single ooze at full HP to 1144 oozes available for the pit takes about 147 rounds; with a bit of wiggle room added to allow those later ones to move into position, that's a ~15 minute recharge time, potentially longer or shorter depending on specific rolls for the resetting Cure Critical trap (although with how many casts there are, I'm assuming average will be pretty close). The last 4 ft are the trapdoor and the portal; the other end of this one-way portal is attached to the bottom of the Bus.

    The bus positions itself at least 200 ft above a given target. The trapdoor is triggered (maybe remotely, maybe by taking the two-way portal back to base to pull a lever or something). The trapdoor pulls away, and 1144 oozes fall 576 feet in the first round. This has the last of them just barely touching the portal and going through, leaving an empty pit and a once-more-closed trapdoor over the portal. The oozes will be somewhat aimed based on Aerial Bombardment rules (HoB pg 67-68). This will involve an attack roll (at -4 penalty from normal, -2 extra for every 50 ft above target, presumably with no maximum range since it counts as thrown but talks about attacks aimed more than 250 ft down) against AC 5. Presumably, if we're 200 ft above target and only taking -12, that'll be a breeze for any nigh-epic character.

    The oozes fall, and land. whatever was in the 10x10 area they landed on takes 20d6 damage, as does the ooze itself. Since the ooze has 10 HP at most, 20d6 kills it 100% of the time, which triggers Final Strike. This is a 60 ft radius explosion with a primary 6d6 bludgeoning damage (Ref DC 21 for half) and an Earthquake effect, as the spell, presumably only affecting the 60 ft radius. After that, the body is so destroyed that it takes True Rez, Wish, or Miracle to bring them back (so effectively they've been disintegrated, nothing remains behind). In the first round, 744 of the jellies will make impact; the other 400 instances will hit during the second round, giving you time to escape if you somehow barely survived.

    1144 instances of 20d6/6d6/earthquake is going to wreck basically anything it hits in a 15 ft diameter circle (the diameter of an ochre jelly), and wreck structures in a 135 ft diameter. You drop that onto solid stone, and there's a 15 ft diameter hole going straight down 476 ft, with everything within 60 ft of the hole severely damaged by the massive number of earthquakes that just occurred. if you dropped it on a structure, then each of those jellies is also dealing 100 damage (bypassing hardness) to every structure within 60 ft of the impact zone. If you did that to the Bus while the prismatic screen was down, the Bus would be destroyed in just 6 hits.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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    RedWizardGuy

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Just curious. Is that theorycrafting or part of an actual application?

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by paradox26 View Post
    Just curious. Is that theorycrafting or part of an actual application?
    I asked the DM if doing these things was okay, in vague terms. DM said it depends on what they actually look like mechanically. This is me providing the mechanical details. They are part of an actual application if the DM says they're okay, and they're not if they don't.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    That is fair enough. I was just curious, because it is very specific.

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    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    Quote Originally Posted by paradox26 View Post
    That is fair enough. I was just curious, because it is very specific.
    I've previously theorycrafted about it in a dnd discord I'm in. Someone was wanting to do like a dnd spaceship and this beam weapon concept is something that emerged from that discussion. I'm not sure how useful it'll be in combat since the AoE is small for epic play, and the recharge time is unhelpful, and it can only he aimed if someone is driving the bus so theyd have to leave the vehicle to really do stuff. And the buss burrows at 88 ft/round which is faster than annihilating the bedrock this way. But at the very least we can basically delete castles whenever we want?


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia

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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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    Firbolg in the Playground
     
    AssassinGuy

    Join Date
    Feb 2013
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    New Zealand

    Default Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)

    @chaincomplex How are we doing buy offs for bloodlines?

    EDIT: Requesting extending enhancement from dragon magazine 302, page 84.
    Last edited by Yas392; 2024-04-27 at 11:17 PM.

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