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2024-04-25, 02:12 PM (ISO 8601)
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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?
Spoiler: Former thoughts
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.
Spoiler: Current Character List:
John Smith, Playing in the Dollhouse
Adam of Cyre, Cyre Red
Grok Magmaforge, Iron Crisis
ALADIN, Out of the Abyss
Ileana, Godlings
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2024-04-25, 02:34 PM (ISO 8601)
- Join Date
- Jan 2014
Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
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.
If you're wondering about time, XP, or wealth:
- 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.
- 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.
- 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.
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.
If you can source this spell I can make a ruling.
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?
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
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My Homebrew
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2024-04-25, 02:42 PM (ISO 8601)
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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
Spoiler: Image
Spoiler: FluffIn 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.
Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2024-04-25, 02:42 PM (ISO 8601)
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- Avatar By Astral Seal!
Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
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2024-04-25, 04:47 PM (ISO 8601)
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- Germany
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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.
Avatar by linklele!
Discord: bookwhyrm, feel free to DM.
Book Wombat's Extended Signature
SpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoiler-. --- - / -- ..- -.-. .... / .... . .-. .
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2024-04-25, 06:08 PM (ISO 8601)
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- Mar 2013
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?
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2024-04-25, 06:53 PM (ISO 8601)
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- Feb 2013
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- New Zealand
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2024-04-25, 06:54 PM (ISO 8601)
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- Dec 2011
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- North Eastern UK
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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.
GNU Sir Terry Pratchett
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2024-04-25, 07:01 PM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
@chaincomplex
So I went a different direction
Spoiler: fractionals and feats wip
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.
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2024-04-25, 07:11 PM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Last edited by Burning Spear; 2024-04-25 at 07:13 PM.
GNU Sir Terry Pratchett
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2024-04-25, 07:15 PM (ISO 8601)
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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.
Spoiler: Current Character List:
John Smith, Playing in the Dollhouse
Adam of Cyre, Cyre Red
Grok Magmaforge, Iron Crisis
ALADIN, Out of the Abyss
Ileana, Godlings
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2024-04-25, 08:23 PM (ISO 8601)
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- Dec 2011
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- North Eastern UK
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Thanks!
Yes indeeddy so.
Cool
Is that because the xp cost brings it down to before lvl 20?, just I understand correctly...
Yea, I was thinking along similar lines..Thanks again!Last edited by Burning Spear; 2024-04-25 at 08:47 PM.
GNU Sir Terry Pratchett
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2024-04-25, 08:38 PM (ISO 8601)
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- Jul 2012
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- UTC-5
Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
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.
Spoiler: Current Character List:
John Smith, Playing in the Dollhouse
Adam of Cyre, Cyre Red
Grok Magmaforge, Iron Crisis
ALADIN, Out of the Abyss
Ileana, Godlings
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2024-04-25, 08:48 PM (ISO 8601)
- Join Date
- Dec 2011
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- North Eastern UK
- Gender
Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Her current looks;Matriarch-Lady Sobek-Nepheru the Ist
Spoiler: Her looks when alive
Spoiler: Helm in Dormant form
Female N.(g) Mulan Human Mummy , Level 15 (+4 La), Init 2, HP 180/180, DR 5/-, Speed 20/ 40
AC 31, Touch 12, Flat-footed 38, Fort 24, Ref 13, Will 22, Base Attack Bonus 10,3/4 / 5,3/4
Spellblade - Command Undead Hathor's Horn, Short Sword of Luck +2, Orc Bane +20/+15 (1d6+11, 19+/x2)
+3 Lance, Charging, Impaling +21/+16 (1d8+2d6+16, 20+/x3)
Short Sword vs Orcs +22/+17 (3d6+13, 19+/x2)
(+8 Armor, +2 Dex, +11 Natural)
Abilities Str 28, Dex 14, Con -, Int 20, Wis 26, Cha 32
Condition None
Immune to Positive Energy
Fire Resistance 30
Ring of Anticipation) Roll Initiative 2x/ take best
Short Sword of Luck) 1 reroll per day.
Lady Sobek-Nepheru's Bison Form
Female N. Bison (Mulan Human) , Level , Init 0, HP 180/180, Speed 40
AC 15, Touch 11, Flat-footed 15, Fort 16, Ref 11, Will 22, Base Attack Bonus 10,3/4 / 5,3/4
Magic Horns +14/+9 (1d8+12, 20/x2)
(-1 Size, +2 Deflect, +4 Natural)
Abilities Str 23, Dex 10, Con 16, Int 20, Wis 26, Cha 32
Condition None
Spoiler: Helm in it's active form
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.
During her younger living years, fought many servants and cultists of Set and Sebek, even if her name is derived from the latter god of wetlands. She fought many bandits in the Mountains of Copper in Morghum, did extensive campaining on and around the rivers Rauthenflow and River of Shadows using her power over Hippopotami to aid her.
She loved campaining with her chariot on riverbanks and coastal areas, where nature was abundant and flora and fauna were major parts of the landscape.
Sobek-Nepheru died at the hands of some corrupt pawns, which she has been hunting ever since she rose up again after her initial death. She has killed a few of the pawns that are sent to her periodically, although she hasn't actively hunted them recently, she will try to neutralize them without obliterating them, if they seem repenting. She has been trying to divine who's ultimately responsible for her demise, but so far the culprits have been able to to stay free from her divinations. So far she has found out, that even though it seemed like chance, that the Othyugs entered her tomb to camp in it, it seems that this was due to the machinations of Cultists of Set.
The Othyugs were corrupted even further then their race normally is, thanks to Set's influence, infusing her corpse with negative energy, whilst she was residing within her tomb. Thanks to her strenght of character, she managed to not fall under the the sway of Set's machinations, staying loyal through the ordeal to Hathor. She now has a severe dislike, bordering on hatred for Set, his cult and the Othyug race in general.
Flaws;
1) Code of Arms
2) Honorable Challenge
Feats;
B1) Scorpion's Resolve
B2) Lifesense
H) Blessed of Tem-Et-Nu
HP2) Skillfocus - Know. Religion
1) Godsight
3) Improved Turning
6) Close-Quarters Fighting
9) Southern Magic
12) Dungeoneer's Intuition
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
840,000 gp
+2 Manual of Dex 55,000
+5 Int 137,500
+5 Wis 137,500
+5 Cha 137,500
+6 Cha (on Hathor's Horned Helm) 36,000
=503,000
Wildling Clasp (4.000) (for Helm)
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)
=88,370
Chariot with Scythes, (400)
Courtier’s Outfit (30)
=88.800
Sandals (boots) of Tracklessness (5.500)
Vest of Steady Spellcasting (1.250)
= 88.800 + 6.750= 94.750
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)= 64.000 + 26.750= 90.750
2 Helmets of Opposites Alignment 8.000
2 Nightmares for the chariot?
Othyug Hole 3.000
Hathor's Horned (Cow-head) Helm (A&E) 19.000 (made by her cohort)
This helm is tailored to users who worship Hathor only. It's made of bronze and obsidian, and fits snugly on ones head, once the mental command is given, it fuses with the wearer, making their head look like a natural bull's allowing the wearer to speak, eat, breate and see/ hear as normal. (in addition to the normal rules of the helm)
===718.500
Wildling Clasp (4.000) (for Bracers) (depends if I can afford these, depending on how much the nightmares and chariot/ and necklace, Skull Plaque, 6.200 base cost?)
Spoiler: progression
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: Greater Familiar, (Shoebill Stork, Eagle stats eventually, Str 15/ Dex 10 instead, to signify its decapitating strength)
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: Alertness
33) Harper Priest 1
34) Harper Priest 2, Feat:
35) Harper Priest 3
36) Harper Priest 4
37) Harper Priest 5, Feat:
CL 26,
Still working on:
Spoiler: Cohort
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.
She currently administers the Burial grounds of her family, having built some extensions to house staff and guest workers, who are assisting in the expansion.
Skills)
Craft, Calligraphy 13
Craft, Map Making 18
Craft, Tattooing 20
Concentrate 13
Knowledge, Geography 17
Knowledge, Religion 6
Knowledge, Arcana 6
Spellcraft 6
Bluff (Cha), 5
Diplomacy (Cha), 4
Handle Animal (Cha), 12
Listen (Wis), 7
Ride (Dex), 7
Sense Motive (Wis), 13
Speak Language (none), 2 (Mulhorandi, Untheric, Muhjuri, Midani, Chondathan, Common,
Spot (Wis), 7
Survival (Wis), 7
Swim (Str). 5
17th lvl;
Mulan Female,
Marshal 5, Militant Rogue 4, Fighter 2, Cloist. Cleric 3. CL 5 (8 effective), Human Paragon 3
H) Education (Planes/ Arcana)
1) Scorpion's Resolve
3) Point Blank Shot
6) Precise Shot
9) Landlord
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; 2024-05-16 at 07:06 PM.
GNU Sir Terry Pratchett
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2024-04-25, 09:45 PM (ISO 8601)
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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!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
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2024-04-25, 10:08 PM (ISO 8601)
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2024-04-25, 10:46 PM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
I have a LOT of Homebrew!
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2024-04-25, 11:15 PM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Yes on both counts, as noted by others.
Sure.
Would be useful. You'll have options without, though.
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.
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.
By my reading this trick works, then. Simulacrum plus transference.
Conceptually, I'm not opposed. Of course, I'd like to hear some details. Like a sketch of what's going into these "strongholds".
Acceptable.
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.
Yes on both counts.
Noted. This looks more anatomically accurate.
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2024-04-25, 11:25 PM (ISO 8601)
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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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2024-04-25, 11:47 PM (ISO 8601)
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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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2024-04-26, 12:12 AM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Fleeting dreams of paper wings.
Avatar by linklele!
Discord: bookwhyrm, feel free to DM.
Book Wombat's Extended Signature
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2024-04-26, 01:04 AM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
Last edited by chaincomplex; 2024-04-26 at 01:09 AM.
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2024-04-26, 03:24 AM (ISO 8601)
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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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2024-04-26, 04:13 AM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
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.
Conceptually, I'm not opposed. Of course, I'd like to hear some details. Like a sketch of what's going into these "strongholds".
Spoiler: The BusSometimes, 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...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: ProcessRound 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.
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
Avatar by AsteriskAmp
My Homebrew
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2024-04-26, 04:55 AM (ISO 8601)
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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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2024-04-26, 05:07 AM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
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.
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
Avatar by AsteriskAmp
My Homebrew
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2024-04-26, 05:23 AM (ISO 8601)
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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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2024-04-26, 05:39 AM (ISO 8601)
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Re: The Noctuary (D&D 3.5e, Level 20+ Adventure)
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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My Homebrew
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2024-04-26, 06:00 AM (ISO 8601)
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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.