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2013-06-03, 11:54 AM (ISO 8601)
- Join Date
- May 2007
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- The Land of Cleves
- Gender
Re: Tippy's Terrifically Terrible Trial
Didn't someone already post that the Elder Evils all have a blanket immunity to ability score damage?
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2013-06-03, 12:01 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Tippy's Terrifically Terrible Trial
Darrin: get a ghost touch thingamajig to hit the incorporeal Pandorym Mind Shard.
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2013-06-03, 12:09 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Bellona
Re: Tippy's Terrifically Terrible Trial
Optimization Showcase in the Playground
Former projects:
Shadowcaster Handbook
Archer Build Compendium
Iron Chef Awards!
Spoiler
GOLD
IC LXXVI: Talos
IC LXXV: Alphonse Louise Constant
IC XLIX: Babalon, Queen of Bones
IC XLV: Dead Mists
IC XL: Lycus Blackbeak
IC XXXIX: AM-1468
IC XXXV: Parsifal the Fool
IC XXX: Jal Filius
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2013-06-03, 12:11 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Cleveland, OH
- Gender
Re: Tippy's Terrifically Terrible Trial
Probably. They are also immume to energy drain, which makes the Soul Eater gimmick completely useless.
(It might have helped if I had actually opened up Elder Evils and given it another read-through.)
Hmm... Blister Oil Bombs might still work... lasso + sovereign glue FTW. Can any of the Elder Evils suffocate? 20+ vials of Aboleth Mucus might work on a few of them.Last edited by Darrin; 2013-06-03 at 12:14 PM.
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2013-06-03, 12:12 PM (ISO 8601)
- Join Date
- Nov 2012
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2013-06-03, 12:15 PM (ISO 8601)
- Join Date
- Nov 2012
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2013-06-03, 12:20 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
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2013-06-03, 12:42 PM (ISO 8601)
- Join Date
- Oct 2011
- Location
- ⚣
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Re: Tippy's Terrifically Terrible Trial
Actually, it's even better than that. Any creature with human in its hereditary background qualifies, and humans can apparently breed with pretty much anything, so if your great-great-great-great-great-great-great-great-great-great-great-great-grandparent was human, you qualify for the feat.
Basically, if you can fluff it, you can take it.
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2013-06-03, 01:03 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Indianapolis
- Gender
Re: Tippy's Terrifically Terrible Trial
Pretty sure. The rules on the Vow are very clear that the feats aren't retroactive- you have to have the Vow when you get your levels in order to get the bonuses. And Psychic Reformation gives you the feat *now*, but it doesn't make it so that you already and always had it at that level- it lets you repick your feats, it doesn't change the past.
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2013-06-03, 01:08 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tippy's Terrifically Terrible Trial
Well I suppose tippy might have to arbitrate this but the wording of psychic reformation suggests to me you can because it changes your decision and if you had decided to take VoP you would get the feats.
The subject can undo decisions of these sorts that were made at lower levels
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2013-06-03, 01:19 PM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Denver, CO
- Gender
Re: Tippy's Terrifically Terrible Trial
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2013-06-03, 01:36 PM (ISO 8601)
- Join Date
- Jan 2013
Re: Tippy's Terrifically Terrible Trial
Your logic does not hold. There's nothing to suggest that improvised weapon rules are 'more specific' than regular weapon rules. All rules are specific with that criteria, the example was to point out that we regularly accept that the weapon damage can be changed by virtue of size changes and, given that, there's no foundation for denying the damage increase to improvised weapons.
The Improvised Weapons (Ex) is no different than an equation in place of the original 1d3 for a mug, simple algebra: X = 1d4 + M where M is monk unarmed damage. All those factors can change however based on outside factors, namely I + M (I = f(Improvised Weapon damage)) where I is the function of improvised weapon damage a number of steps higher based on the ability.
Heliomance:
Originally Posted by Wizards of the CoastLast edited by Pickford; 2013-06-03 at 01:38 PM.
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2013-06-03, 01:47 PM (ISO 8601)
- Join Date
- Mar 2008
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- NYC
- Gender
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2013-06-03, 01:51 PM (ISO 8601)
- Join Date
- Dec 2009
- Gender
Re: Tippy's Terrifically Terrible Trial
@ Pickford: I don't see what RAW justification you have for making a claim to different improvised weapon damage. The drunken master's improvised weapons deal as much damage as an unarmed strike, plus 1d4. You say that these factors can change, but I don't see any RAW justification for that claim. Your build just doesn't work. If it said, "Your improvised weapons deal your unarmed strike damage, or regular improvised weapon damage, whichever is higher," then yeah, your build would work. It does not say that. It says the thing that acts against your plan.
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2013-06-03, 02:02 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Clockwork Nirvana
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Re: Tippy's Terrifically Terrible Trial
While DCS on VoP is useful, this particular iteration may not be: the bonus feats for VoP are explicitly the only element of Voluntary Poverty which are not retroactive. If you take VoP at level 16, you only get the bonus feats that come at 16 or after.
The exact wording, if I recall, is "he only gains those bonus feats that apply for levels he gains after swearing the vow."
I will leave it to others to parse the exact interaction with of that with Psionic Reformation in regards to which rule is more specific.
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2013-06-03, 02:21 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- I wish I knew...
- Gender
Re: Tippy's Terrifically Terrible Trial
Take VoP as early as possible so you get as many feats to re-assign as you can get.
Anyone know a good +0 LA template with natural flight of some kind? Or perhaps some other kind of non-item-based flight? I'm trying to avoid the whole 'use magic item, then Chaos Shuffle and keep the effects' thing.Last edited by ShneekeyTheLost; 2013-06-03 at 02:25 PM.
SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2013-06-03, 02:30 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Tippy's Terrifically Terrible Trial
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2013-06-03, 02:30 PM (ISO 8601)
- Join Date
- Dec 2009
- Gender
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2013-06-03, 02:34 PM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Denver, CO
- Gender
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2013-06-03, 02:41 PM (ISO 8601)
- Join Date
- Oct 2005
- Location
- Earth
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2013-06-03, 04:59 PM (ISO 8601)
- Join Date
- Dec 2011
Re: Tippy's Terrifically Terrible Trial
Build idea:
Use power attack + damage multipliers on top of Scorpion Kama (base weapon damage changed to 12d8) to guarantee a quick 1 hit or 1 round kill. Leave no chance for opponents to counter attack, cast spells or do any damage.
I will submit 2 builds, 1 for 20 levels of an actual SRD Monk. The second will be far cheesier for using 3 levels of non-monk (using Soulknife for at least 1 of the levels. Yes, a combo of the 2 weakest classes), and the remaining 17 will be mainly Psionic Fist.
First, the level 20 Monk build (still a draft, also missing numbers and formatting etc)
Features:
Spoiler- Actual all monk levels in full spirit of the challenge.
- No casting/enabler classes.
- Free action movement up to 1000 feet per round.
- Actually being able to use Slow Fall because I'm only 5 feet away from the ground. When I use subjective gravity to "fall" horizontally, the ground turns into a wall within 5 feet that I can use. I cannot use feather fall, due to it slowing me down to 60 feet per round
- Persisting of spells and buffs without using DMM Persist or Spelldancer
- Persisting of spells and buffs that are not normally doable using DMM or Spelldancer
- Permanent duration buffs
- Cost effective build. I only need to use each consumable scroll once, and it lasts forever.
- Weapon enchantments are split into multiple items, so instead of paying 200k for a +10 weapon, I can split the properties among 7 weapons of +2/+3/+4/+5/+6 each. Depending on the properties chosen, at minimum this works out to be 5 weapons of +2 costing 20k
- Psuedo AMF effects that doesn't affect Rorc Lee
- Immunity to AMF, Dispel
- Overwhelming damage higher than what a fully optimized Barbarian can do
- More attacks than any dual wielding build, more damage than 2 handed weapon build
- Weapon itself is a non 3rd party published weapon (it's from Dragon magazine) that has +15 reach and threatens all opponents within reach
- All within reach dies in first round due to Great Cleave
- Unarmed attack has +64 enhancement bonus
- 1200 damage per hit, I can hit 6 times in a flurry
While any class can use parts of the build, there are a couple of abilities unique to a monk - Unarmed Damage progression, Flurry progression (which is an enhanced TWF that works on 2 handed weapons), Unarmored Speed progression, AC progression.
These are the abilities I try to synergize and capitalize on.
I present:
Rorc Lee, the Half-Orc Lv 20 Monk
Spoiler
Main assumption is that Genesis shenanigans can be used.
*Consumables
- *Awaken specifics - Hire NPC spellcaster to "Polymorph any Object" Rorc Lee into a Tree, then cast a Maximized Empowered Awaken to get 18 + (0.5 x 3d6). Repeat until I get max on the rolls. If Epic feats allowed (Gate scrolls with high enough CL to gate in Epic level Solars/Dragonwrought Kobold), I will use Intensified.
- *Would have also tried polymorphing into a animal subsequently for another Maximum Empowered Awaken to get an arbitarily high Cha. But I'm not sure if the 2 HD messes with this challenge, and also whether this pushes it into the no infinite loops restriction.
Monk 20 with Invisible Fist and Dark Moon Disciple ACFs
Feats (will need to buy a few magical locations to DCFS):
Planar Touchstone to get EWP (Rope Dart) and Weapon Focus
Power Attack (add damage equal to 2 x BAB)
Leap Attack (errata'd to +100% of Power attack damage)
Battle Jump (x 2 damage)
Power Lunge (x2 Str damage, Ghostwalk)
True Believer
Headlong Rush
Improved Bull Rush
Shock Trooper
Robilar's Gambit
Cleave
Great Cleave
Darkstalker
Item Familiar
To consider:
Improved Critical (or maybe just use a keen scabbard)
Beastial Strike (Dragon #355)
All equipment below are Psionic versions.
Weapons
Armor
Equipment
Grafts
Consumables
*Note, except for Genesis, all spells are actually Psionic versions converted by an Spell to Power Erudite.
The Erudite learned the spells from a Generic Arcane Spell caster (SRD), who can learn any Arcane and Divine spells as Arcane.
If I am unable to find one, I will rebuild my levels to become the Erudite and/or Generic Arcane spellcaster myself.
For converting 9th level spells, I will use Dragonwrought Kobold or Barghest shinnegans to qualify for Epic feats/manifesting and convert the spells.
Demiplane "The Rorc":
Buffs
- To be added.
All spells cast on Rorc Lee are permanent. Will start off referring to the normal DMM builds.
Tactic:
Carry acorn with me. (For now, in a hollow hilt of my knee blade)
Morph Scorpion Karma into a Rope Dart (Dragon 319, pg 73). 2 handed Exotic Weapon. Reach 15 feet. Can be used in a flurry. Can be used to trip.
1d4, Crit 20/x4
The Elder Evils have blindsense of 500. I stealth and hide just outside that range and wait for a time until I have a clear line of attack.
Manifest Psionic Lion's Charge.
Jump a little to trigger Leap attack, then change my subjective gravity to fall 500 feet towards the elder Evil.
Falling is a free action.
Free falling speed is 500 feet a round (http://www.wizards.com/default.asp?x=dnd/rg/20040706a)
So I will be able to reach the elder evil in a round, executing a diving charge attack, delivering enough damage with my 6 flurry attacks to kill it in the surprise round.
Spells and effects that touch me basically winks out of effect since my plane is considered a dead magic zone to Arcane and Divine spells.
Numbers:
Items that increase virtual size
Items that increases Monk levels:
Normal walking speed is 100 feet per round.
Flight is 200 feet per round at good manueverability.
Actual movement speed is 500 as a free action on round 1, 1000 on round 2. If a move action is used, add twice flight speed to this.
AC at rough count is my Dex bonus (10) + Wis bonus (14) + Bracers (+5 from enchantment) + Greater Mage Armor (6) + Eighteen defending weapons (18 x 5) = 125
Damage:
Last edited by shaikujin; 2013-06-03 at 05:06 PM.
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2013-06-03, 05:04 PM (ISO 8601)
- Join Date
- Dec 2011
Re: Tippy's Terrifically Terrible Trial
Also, I name my demiplane "The Rorc"
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2013-06-03, 05:10 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Tippy's Terrifically Terrible Trial
*whistles* I think you win, shaikujin.
However, you should come up with an alternate method of beating, no surprises here, Pandorym's Mind Shard. It cuts off access to the planes.
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2013-06-03, 05:46 PM (ISO 8601)
- Join Date
- May 2011
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2013-06-03, 05:59 PM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: Tippy's Terrifically Terrible Trial
What part of that required you to be human?
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
-
2013-06-03, 06:21 PM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Denver, CO
- Gender
Re: Tippy's Terrifically Terrible Trial
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2013-06-03, 06:48 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Indianapolis
- Gender
Re: Tippy's Terrifically Terrible Trial
Battle Jump's regional requirement is Human from the Taer region, IIRC.
I don't think Pandorym's sign actually blocks off Roc's personal invulnerability plane (I also don't think it would make a huge difference, since Pandorym's shard isn't all that hard to just walk up to and kick in the gaseous face once you can survive its attacks. Mind Blank defangs like 80% of its threat.) It's pretty specific about what it actually does stop- divine casting, conjurations except the Creation subschool, and divinations that contact other-planar beings. Neither Acorn of Far Travel nor the Genesis spell itself go under those categories.. so I'm pretty sure Rorc can hammer his way through everything fairly easily. Only thing I can see that might be a problem is if Lucather Majii decides to be smart and lays a Disjunction on him.
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2013-06-03, 06:52 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Bellona
Re: Tippy's Terrifically Terrible Trial
Optimization Showcase in the Playground
Former projects:
Shadowcaster Handbook
Archer Build Compendium
Iron Chef Awards!
Spoiler
GOLD
IC LXXVI: Talos
IC LXXV: Alphonse Louise Constant
IC XLIX: Babalon, Queen of Bones
IC XLV: Dead Mists
IC XL: Lycus Blackbeak
IC XXXIX: AM-1468
IC XXXV: Parsifal the Fool
IC XXX: Jal Filius
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2013-06-03, 07:04 PM (ISO 8601)
- Join Date
- Jun 2004
- Location
- Lincoln, RI
- Gender
Re: Tippy's Terrifically Terrible Trial
Last edited by nyjastul69; 2013-06-03 at 07:05 PM.
Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.- Benjamin Franklin
I disapprove of what you say, but I will defend to the death your right to say it. -Evelyn Beatrice Hall
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2013-06-03, 08:12 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Bellona
Re: Tippy's Terrifically Terrible Trial
True... but this section doesn't actually help matters:
Originally Posted by Unapproachable East, p41
That said, I love the build, although one minor nitpick: you can't Battle Jump from 500 feet up:
Originally Posted by Battle JumpOptimization Showcase in the Playground
Former projects:
Shadowcaster Handbook
Archer Build Compendium
Iron Chef Awards!
Spoiler
GOLD
IC LXXVI: Talos
IC LXXV: Alphonse Louise Constant
IC XLIX: Babalon, Queen of Bones
IC XLV: Dead Mists
IC XL: Lycus Blackbeak
IC XXXIX: AM-1468
IC XXXV: Parsifal the Fool
IC XXX: Jal Filius