Author Topic: Carnivore's Workshop  (Read 1427 times)

awaken_D_M_golem

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Carnivore's Workshop
« on: June 16, 2017, 05:04:18 PM »
PART 1

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Author Topic: Carnivores Workshop  (Read 14392 times)
Offline carnivore

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Carnivores Workshop
« Topic Start: November 10, 2011, 06:24:44 AM »



SRD

Official WoTC FAQ

WoTC SRD

Forgotten Realms info source

Carnivores New Workshop

Carnivores Old Workshop

Carnivores Workshop on WotC

Pathfinder SRD



Quiver of Anariel
Free D&D stuff
Forgotten Realms Map
Workshops
GoH
http://brilliantgameologists.com/boards/index.php?topic=1345.0
http://www.minmaxboards.com/index.php?topic=785.0
http://community.wizards.com/forum/previous-editions-character-optimization/threads/1431411
D&D WoTC news Archives
WOTC Archives
Male character Pics
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WoTC Art
NPC generator
Random Generator for a lot of things
WoTC Update
WotC Anthropomorphic Animals

WoTC Random room generator
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DNDtools

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d&d bk dnld pg
Rifts resource

 :D
« Last Edit: April 05, 2015, 03:55:34 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #1: November 10, 2011, 06:25:12 AM »
WoTC Art and Maps


Pics

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(click to show/hide)

http://www.rdinn.com/comic.php?comicid=50

http://tvtropes.org/pmwiki/pmwiki.php/Main/ChainmailBikini


 :D
« Last Edit: November 27, 2011, 02:56:29 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #2: November 10, 2011, 06:25:33 AM »
Build Mechanics

Character Skill Max Skill Max Ability Score
Level XP Ranks Ranks Feats Increases
1st 0 4 2 1st —
2nd 1,000 5 2-1/2 — —
3rd 3,000 6 3 2nd —
4th 6,000 7 3-1/2 — 1st
5th 10,000 8 4 — —
6th 15,000 9 4-1/2 3rd —
7th 21,000 10 5 — —
8th 28,000 11 5-1/2 — 2nd
9th 36,000 12 6 4th —
10th 45,000 13 6-1/2 — —
11th 55,000 14 7 — —
12th 66,000 15 7-1/2 5th 3rd
13th 78,000 16 8 — —
14th 91,000 17 8-1/2 — —
15th 105,000 18 9 6th —
16th 120,000 19 9-1/2 — 4th
17th 136,000 20 10 — —
18th 153,000 21 10-1/2 7th —
19th 171,000 22 11 — —
20th 190,000 23 11-1/2 — 5th


Table 6–9: Wealth by Level

Character / NPC

1st see PH 111/ 900 gp
2nd 900 gp/ 2,000 gp
3rd 2,700 gp/ 2,500 gp
4th 5,400 gp/ 3,300 gp
5th 9,000 gp/ 4,300 gp
6th 13,000 gp/ 5,600 gp
7th 19,000 gp/ 7,200 gp
8th 27,000 gp/ 9,400 gp
9th 36,000 gp/ 12,000 gp
10th 49,000 gp/ 16,000 gp
11th 66,000 gp/ 21,000 gp
12th 88,000 gp/ 27,000 gp
13th 110,000 gp/ 35,000 gp
14th 150,000 gp/ 45,000 gp
15th 200,000 gp/ 59,000 gp
16th 260,000 gp/ 77,000 gp
17th 340,000 gp/ 100,000 gp
18th 440,000 gp/ 130,000 gp
19th 580,000 gp/ 170,000 gp
20th 760,000 gp/ 220,000 gp
21st 975,000 gp/ 240,000 gp
22nd 1,200,000 gp/ 265,000 gp
23rd 1,500,000 gp/ 290,000 gp
24th 1,800,000 gp/ 320,000 gp
25th 2,100,000 gp/ 350,000 gp
26th 2,500,000 gp/ 390,000 gp
27th 2,900,000 gp/ 430,000 gp
28th 3,300,000 gp/ 470,000 gp
29th 3,800,000 gp/ 520,000 gp
30th 4,300,000 gp/ 570,000 gp



Encounter Calculator
http://www.wizards.com/default.asp?x=dnd/arch/tools

(click to show/hide)

 :D
« Last Edit: November 23, 2011, 02:02:32 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #3: November 10, 2011, 06:25:58 AM »
EMPTY HAND MASTERY
You have mastered the martial arts style of “Empty Hand”—a hard form emphasizing strikes with the hand.
Prerequisites: Improved Unarmed Strike, Power Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 or more ranks in Bluff.
Benefit: Your unarmed damage increases by one die type, as
if you were one size category larger than you are.
Old Damage (each) New Damage
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 or 1d10 2d6
1d12 2d8
1d20 4d6

MIGHTY WORKS MASTERY I
You have mastered the initial secrets of the “Mighty Works” martial arts style—a hard/soft form emphasizing locks and hand strikes.
Prerequisites: Improved Unarmed Strike, Improved Grapple, Stunning Fist (or monk’s stunning attack), Choke Hold, Fists of Iron, Deflect Arrows.
Benefit: When you make an attack or full attack action using an unarmed strike, you gain a +2 dodge bonus to your AC for that round.


MIGHTY WORKS MASTERY II
You have mastered the deeper secrets of the “Mighty Works” martial arts style.
Prerequisites: Mighty Works Mastery I, Improved Trip, Earth’s Embrace, Ki Shout, Iron Will.
Benefit: When you make a stunning attack, you may choose to inflict 1d4 points of temporary Strength damage instead of stunning your target.


FOOT AND FIST MASTERY
You have mastered the martial arts style of “Foot and Fist”— a hard form emphasizing strikes with the hands and feet.
Prerequisites: Improved Unarmed Strike, Power Attack, Roundabout Kick, Flying Kick, Fists of Iron, Deflect Arrows, 5 or more ranks in Jump and Tumble.
Benefit: You gain a +10 competence bonus on Balance, Jump, and Tumble checks.


THE GENTLE WAY MASTERY
You have mastered the martial arts style of “The Gentle Way”— a soft form emphasizing throws and movement.
Prerequisites: Improved Unarmed Strike, Dodge, Improved Trip, Defensive Throw, Combat Reflexes, Great Throw, 6 or more ranks in Tumble
Benefits: Once per day, you can make yourself unmovable. You automatically win an opposed Strength check when an opponent attempts to bull rush you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. No spell or other effect can force you to move. If you become frightened or panicked, you suffer the full effect of the fear but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for 1 round per level, but you can end it at any time.

MEDITATION OF WAR MASTERY
You have mastered the martial arts style of “Meditation of War”—a hard/soft form emphasizing weapon use and strikes to pressure points.
Prerequisites: Improved Unarmed Strike, Stunning Fist (or monk’s stunning attack ability), Fists of Iron, Freezing the Lifeblood, Falling Star Strike, 6 or more ranks in Jump and Tumble
Benefits: The saving throw DC of your stunning attack and other pressure-point attacks is increased by 2. You also gain Weapon Focus as a bonus feat; you must already have proficiency with the weapon and you must select one of the following weapons for the feat to apply to: bastard sword, dagger, shortsword, spear, quarterstaff, or heavy mace.

WORD GIVEN FORM
You have mastered the martial arts style of "Word Given Form"
Prerequisite: Truespeak 12 ranks, Tumble 12 ranks, Combat Expertise, Dodge, Improved Unarmed Strike, Mobility, Spring Attack.
Benefit: When using the Dodge feat against an opponent in addition to the +1 dodge bonus to AC, you also gain total concealment (50% miss chance) from that opponent as your form blurs and shifts.

Class/PrC fast Info
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 :D
« Last Edit: December 07, 2011, 08:41:37 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #4: November 10, 2011, 06:26:24 AM »
Builds

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:D
« Last Edit: November 14, 2011, 10:44:02 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #5: November 10, 2011, 06:26:50 AM »
(click to show/hide)

(click to show/hide)





 :D
« Last Edit: November 14, 2011, 10:44:51 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #6: November 10, 2011, 06:27:11 AM »
(click to show/hide)



Iron Siege Entry
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« Last Edit: March 14, 2015, 10:16:34 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #7: November 10, 2011, 06:27:34 AM »
Test Builds

Fighter 4/ Ardent 4/ Psychic Weapon Master 10/ Exotic Weapon Master 2


Psychic Weapon master found here:
http://www.wizards.com/default.asp?x=dnd/psm/20040827d



(click to show/hide)

 :D
« Last Edit: November 18, 2011, 04:49:04 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #8: November 10, 2011, 06:27:58 AM »
(click to show/hide)

(click to show/hide)
:D
« Last Edit: November 11, 2011, 08:45:42 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #9: November 10, 2011, 06:28:21 AM »
(click to show/hide)


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« Last Edit: November 11, 2011, 09:00:04 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #10: November 10, 2011, 06:28:42 AM »
Pixie Warblade 2

Attributes: 32pt buy

10 Str(14-4)
22 Dex(14+8)
13 Con(14)
20 Int(14+6)
18 Wis(14+4)
16 Cha(10+6)

Flaws:
Vulnerable
Slow

Feats:
Weapon Finnesse(Pixie Bonus)
Dodge(Pixie Bonus)
Martial Study(Shadow Blade technique)(Flaw Bonus)
Martial Stance(Assassins Stance: Shadow Hand)(Flaw Bonus)
1st Lvl: Shadow Blade

uses Short Swords as primary Weapons

Combat Abilities:
Greater Invisibility
DR 10/Cold Iron
SR 17
Flight 60'(Good)
SLA
Martial Manuvers


Theory build
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(click to show/hide)


(click to show/hide)

 :D
« Last Edit: November 29, 2011, 10:29:52 PM by carnivore »
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Offline Tshern

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Re: Carnivores Workshop
« Reply #11: November 10, 2011, 08:30:43 AM »
A certain way of knowing carnivore has arrived, the forum all of a sudden seems packed with pictures of pixies. Good to see that this work gets transported, it had some real precious builds.
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Pian unohtuu aika ja tila
Ja nahkapeitto ja syyllisyys
Ja rauenneilla kasvoilla
Viipyy muiston pysyvyys
The Iron Siege: Now under new management
Offline carnivore

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Re: Carnivores Workshop
« Reply #12: November 10, 2011, 05:06:08 PM »
actually I plan to clean it up and make it a little more orderly

this way the Builds and Pics are easier to find


Decisive Strike ACF(PHBII)
"Replaces Flurry of Blows"
"As a Full-Round Action, make one attack with an unarmed strike or a special monk weapon, using your highest base attack bonus but taking a -2 on this attack roll. If the attack hits, it deals double damage(as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. This is an Extraordinary ability.

At 5th level, the penalty on the attack roll lessens to -1, and ath 9th lvl disappears.

At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single creature. Both attacks use your highest base attack bonus."

Acheron Flurry
 
Type: General
Source: Planar Handbook

You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-hand combat.
Prerequisite: Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (the planes) 4 ranks.
Benefit: During your turn, designate an opponent within reach to whom you have dealt damage during this encounter using an unarmed strike.
You can spend a standard action to confound and distract your chosen foe with a constant flood of distracting mock attacks. While doing this leaves you open to attacks (applying a -2 penalty to your Armor Class), your foe may take only a single standard action or move action on his next turn.
If you move away (or are otherwise no longer conscious and adjacent to your foe) before your chosen foe's next turn, he may act normally.


Hammer Fist
 
Type: General
Sources: Races of Faerûn
Dungeon Compendium Vol. 1

You are trained in an unarmed fighting style that emphasizes two-handed strike.
Prerequisite: Str 13, Improved Unarmed Strike
Benefit: You may make a single unarmed attack with both hands to add 1-1/2 your Strength bonus on the damage roll. This extra damage does not appy if you make a flurry of blows attack or you are holding anything in either hand.



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(click to show/hide)



 :D
« Last Edit: December 07, 2011, 08:31:58 PM by carnivore »
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Offline Nameless Void

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Re: Carnivores Workshop
« Reply #13: November 10, 2011, 05:38:44 PM »
carnivore and pixies? Surely not. I'm totally convinced carnivore has no idea what a pixie is..

Oh.
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Offline carnivore

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Re: Carnivores Workshop
« Reply #14: November 10, 2011, 06:24:30 PM »
how about this:



 :D
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Offline Mooncrow

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Re: Carnivores Workshop
« Reply #15: November 10, 2011, 06:33:10 PM »
(click to show/hide)

^^
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Offline carnivore

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Re: Carnivores Workshop
« Reply #16: November 10, 2011, 06:59:43 PM »
Serpent Strike
 
Type: General
Source: Eberron Campaign Setting

Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longspear.
Prerequisite: Simple Weapon Proficiency (longspear), Weapon Focus (longspear), flurry of blows class feature.
Benefit: You can treat a longspear as a special monk weapon, allowing you to perform a flurry of blows with it.



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very nice .... I used to have a similar Pic in the Pixie Handbook

:D
« Last Edit: November 30, 2011, 08:26:56 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #17: December 07, 2011, 08:16:48 PM »
need more workshop space

 :D
Ardent PP/powers known

2/2
6/3
11/4
17/5
25/6
35/7
46/8
58/9
72/10
88/11
106/12
126/13
147/14
170/15
195/16
221/17
250/18
280/19
311/20
343/21



test build:

Human
Ardent 4/ Fighter 2

Ardent 1
Fighter 1
Fighter 2
Ardent 2
Ardent 3
Ardent 4



Conflict Mantle
Granted Powers: You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon of your choice.

1 - Metaphysical Weapon
1 - Prescience, Offensive
2 - Psionic Lion's Charge
3 - Dimension Slide
4 - Immovability
5 - Psychic Crush
5 - Graft Weapon
8 - Spirit of War



Freedom Mantle
Granted ability: +10' Speed while Psionicly Focused. Expend focus to gain bonus to Resist or Escape Grapple = ML
1st lvl: Dimension Hop
2nd lvl: Hustle
4th lvl: Psionic Fly
5th lvl: Freedom of Movement,psionic
5th lvl: Teleport,psionic
6th lvl: Evade Burst
8th lvl: Greater Teleport, Psionic


Natural World Mantle
Granted Powers: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.

1 - Chameleon
1 - Metaphysical Claw
1 - Stone Mind
2 - Animal Affinity
2 - Psionic Scent
4 - Metamorphosis
5 - Oak Body
7 - Animate Plants, Psionic
9 - Earthquake, Psionic

Time Mantle
Granted Powers: You gain a +2 bonus on initiative checks. In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage. You are subject to the damage as if you had taken it when the blow or effect was struck.

1 - Deceleration
2 - Sustenance
3 - Time Hop
5 - Anticipatory Strike
6 - Temporal Acceleration
8 - Time Hop, Mass
9 - Time Regression

Pain and Suffering Mantle
Granted Powers: As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.

1 - Disable
2 - Inflict Pain
2 - Recall Agony
3 - Empathic Transfer, Hostile
3 - Share Pain, Forced
4 - Empathic Feedback
5 - Psychotic Break
6 - Fuse Flesh
9 - Affinity Field, Pain


Guardian Mantle
Granted Powers: You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.

1 - Deaden Blow
1 - Thicken Skin
2 - Damp Power
3 - Dispel Psionics
4 - Wall of Ectoplasm
5 - Protection From Psionics
6 - Mind Over Energy
8 - Iron Body, Psionic


Physical Power Mantle
Granted Powers: As a free action, you can expend your psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.

1 - Adrenaline Boost
1 - Vigor
2 - Animal Affinity
3 - Graft Weapon
5 - Psychofeedback
7 - Oak Body
8 - True Metabolism

Knowledge Mantle
Granted Powers: While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.

1 - Call to Mind
1 - Detect Psionics
1 - Detect Teleportation
1 - Know Direction and Location
2 - Detect Hostile Intent
2 - Identify, Psionic
2 - Object Reading
3 - Touchsight
4 - Detect Remote Viewing
4 - Trace Teleport
6 - Psychometry


Elements Mantle
Granted Powers: When you become psionically focused, choose one of the four primary elements with which to align yourself (air, earth, fire, or water). As long as you remain focused, you gain an associated benefit, as given below.

Air: You treat any fall as if the distance were 20 feet less.
Earth: You gain a +4 bonus on Balance checks and checks to resist bull rush attempts.
Fire: Your melee attacks deal an extra 1 point of fire damage.
Water: You gain a swim speed equal to your base land speed.


1 - Control Flames
1 - Elemental Steward
2 - Control Air
2 - Earth Walk
3 - Breathless
5 - Adapt Body
6 - Blackstone Hammer
9 - Tornado Blast











« Last Edit: September 12, 2012, 08:18:51 PM by carnivore »
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Offline carnivore

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Re: Carnivores Workshop
« Reply #18: December 07, 2011, 08:17:09 PM »
need more workshop space 1

 :D

Monk(Weapon Adept)9

Feats:


Tripping Staff (Combat)
You can make a trip attack with your quarterstaff.
Prerequisites: Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff ), base attack bonus +6.
Benefit: You treat quarterstaves as if they had the trip special feature.
Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.
 

Second Chance (Combat)
Quick reflexes turn missed strikes into second chances.
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
 
Quarterstaff Master (Combat)
You can wield a quarterstaff as either a two-handed or one-handed weapon.
Prerequisites: Weapon Focus (quarterstaff ), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

Monkey Style (Combat, Style)
Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.
Prerequisite: Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.
Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Normal: You take a –4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.
 
Panther Style (Combat, Style)
You can strike back at enemies who attack you when you move.
Prerequisite: Wis 13, Combat Reflexes, Improved Unarmed Strike.
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
 

Boar Style (Combat, Style)
Your sharp teeth and nails rip your foes open.
Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.


Boar Ferocity (Combat)
Your flesh-ripping unarmed strikes terrify your victims.
Prerequisites: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.


Boar Shred (Combat)
The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor.
Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.
 
Disorienting Maneuver
Your erratic movements disorient your opponent.
Prerequisites: Dodge, Acrobatics 5 ranks.
Benefit: If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.
 
Spider Step
Your physical mastery grants you an impossible stride.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.
 
« Last Edit: September 17, 2012, 08:12:56 PM by carnivore »
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Re: Carnivores Workshop
« Reply #19: December 07, 2011, 08:17:31 PM »
need more workshop space 2

 :D

Elf
Fav Class Ability
(click to show/hide)
Alternative Racial Traits
(click to show/hide)


Zen Archer Monk 9

1st
unarmed strike
Point Blank Shot,
Perfect Strike
Deadly Aim

2nd
Precise Shot,
Weapon Focus

3rd
Zen Archery
Point Blank Master
Rapid Shot

6th
Improved Precise Shot,
Weapon Specialization
Combat Reflexes

9th
Reflexive Shot
Clustered Shots


flurry of blows,
Fast movement,
Ki pool (magic),
High jump,
Ki Arrows
Wholeness of body
Slow fall 40 ft.

« Last Edit: September 20, 2012, 09:29:36 PM by carnivore »
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awaken_D_M_golem

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Re: Carnivore's Workshop
« Reply #1 on: June 16, 2017, 05:06:16 PM »
PART 2

Pages: 1 [2]   Go Down
Author Topic: Carnivores Workshop  (Read 14320 times)
Offline carnivore

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Re: Carnivores Workshop
« Reply #20: December 07, 2011, 08:18:00 PM »
(click to show/hide)


how about this:

Human
Lawful Good

Ranger(Trapfinding variant) 2/ Fighter 1/ Paladin 4/ Divine Crusader 3/ Contemplative 2/ Shining Blade of Heironeous 8....... not in that order

Domains:
Glory
Good

BAB +18
9th lvl Divine Spells @ 9th lv Caster(10th for Good spells)

Flaws:
Vulnerable
Murkey eyed

Feats:
Education(human Bonus)
Knowledge Devotion(Flaw bonus)
Weapon Focus(longsword)(Flaw bonus)
TWF(ranger bonus)
Power Attack(fighter bonus)
1st lvl: Oversized TWF
3rd lvl: Combat reflexes
6th lvl: Divine Might
9th lvl: 2 Weapon Pounce
12th lvl: Double Hit
15th lvl: 2 Weapon Rend
18th lvl: Robilars Gambit


does several things well..... Charges gets 2 attacks... if both hit, Rends also... if Attacked, hits back 2 times(if both hit, does Rend damage)

good spells ..... gains most of Shining Blade stuff

 :D
« Last Edit: March 14, 2015, 10:21:17 PM by carnivore »
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Re: Carnivores Workshop
« Reply #21: December 07, 2011, 08:18:18 PM »
(click to show/hide)



Dragonborn(get wings) Human

Monk 4/ Soulknife 2/ Jaunter 4/ Soulbow 8/ Cragtop Archer 2

Stats(32pt buy) :
10 Str(10)
22 Dex(16+6 VOP)
18 Con(14+4 VOP)
14 Int(12+2 VOP)
29 Wis(16+5 lvls +8 VOP)
8 Cha( 8 )

with Tashalatora(Soulbow)

AC = Base 10 + 6 Dex +9 Wis +2 Monk +10 Exalted armor bonus +3 Deflection +2 Natural armor= AC 42

so at this level... a Balor(CR20) has this attack sequence: +31/+26/+21/+16 melee.... it has a 50% chance to hit you once and will probably miss with the Next attack... but definately miss with the next 2 attacks

a Pit Fiend will do better... but still has no guarantees

an Old Red dragon(CR20) attack bonus +36 will hit several times ..... but this is an Archer Character..... you should not be in Melee(hence the Teleport abilities)

great Attack Abilities with Soulbow(Wis to Attack and Damage).... mostly a Single Attribute build

 :D
« Last Edit: March 14, 2015, 10:22:35 PM by carnivore »
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Re: Carnivores Workshop
« Reply #22: December 07, 2011, 08:18:37 PM »
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Fighter 4/ Soulknife 8/ Soulbow 8
this would obviously NOT be the order they are taken in.....

Fighter 4 simply Gives the ability to Specialize with the Mindblade and makes sure to gain BAB +16 Pre-EPIC

Soulknife 8... is a natural Breakpoint for Soulknife builds
Soulbow 8 ... is the same for Soulbow builds

this character would get to make Ranged attacks that negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.



heres a Fun build the uses the Late Entry approach:

Monk 2/ Paladin 2/ Swashbuckler 3/ SoulKnife 5/ Shou Disciple 5/ Iaijutsu Master 2/ Shiba Protector 1


Monk(variant) 1……………. imp unarmed/ dodge/ Wpn Focus(unarmed)/ improved Initiative
Monk(variant) 2….…………mobiltiy
Paladin 1......................Wpn Focus(Katana)
Paladin 2
Swashbuckler 1……….…….weapon finnesse
Swashbuckler 2.............quickdraw
Swashbuckler 3
SoulKnife 1………………...….wild talent/ Wpn Focus(mindblade)
SoulKnife 2………………….exotic weapon(Katana)
SoulKnife 3
SoulKnife 4
SoulKnife 5........………………….iron will
Shou Disciple 1
Shou Disciple 2……………...Combat expertise
Shou Disciple 3……………...Sacred vow
Shou Disciple 4……………..Alertness
Shou Disciple 5
iaijutsu master 1…………….VOP /weapon finnesse(Katana)/exalted feat
iaijutsu master 2
Shiba Protector 1...........exalted feat

the same build will also work using this:

Monk 2/ Swashbuckler 3/ Soldier of light 2/SoulKnife 5/ Shou Disciple 5/ Iaijutsu Master 2/ Shiba Protector 1





soldier of light is from Deities and Demigods, Full BAB, turn undead, and Cha to all Saves



Spoiler:

Monk(variant) 1……………. imp unarmed/ dodge/ Wpn Focus(unarmed)/ improved Initiative
Monk(variant) 2….…………mobiltiy
Swashbuckler 1………………….weapon finnesse/Wpn Focus(Katana)
Swashbuckler 2
Swashbuckler 3
SoulKnife 1………………….wild talent/ Wpn Focus(mindblade)/quickdraw
SoulKnife 2
SoulKnife 3
SoulKnife 4………………….exotic weapon(Katana)
SoulKnife 5
Sol 1
SoL 2 ........………………….iron will
Shou Disciple 1
Shou Disciple 2……………...Combat expertise
Shou Disciple 3……………...Sacred vow
Shou Disciple 4……………..Alertness
Shou Disciple 5
iaijutsu master 1…………….VOP /weapon finnesse(katana)
iaijutsu master 2
Shiba Protector 1


you end up with :

BAB +16
Int to AC
Int to Damage
Wis to AC
Wis to Attack
Wis to Damage
Dex to AC
Dex to Attack
Cha to all saves
Cha to Initiative


10 Str.....10
24 Dex....14 + 4 VOP+5 inherent +1 lvl
16 Con.....14+2 VOP
23 Int........14+6 VOP+3 inherent
30 Wis......14+4 inherent+4 lvls +8 VOP
18 Cha......14+4 inherent


424480gp 16 wishes (inherent ability scores)


BAB +16....all weapons are considered magic and good
full attack with flurry(16+10 wis+6 dex+5 VOP+1(wpn focus)-1 flurry)
+37/+37/+32/+27/22


Damage:
Unarmed= 2d6+6 Int+10 Wis +5 VOP enhancement = average 27
Soulknife= 1d10 +6 Int+10 Wis +5 VOP enhancement = average 26+1d6 Psychic

53 AC (base 10+10 wis +6 Int +7 dex+10 VOP +2 Natural +3 Deflection +3 Dodge +1 dodge+1 unnamed monk)

Benefits from a VOP:
Energy resistance 15
True seeing constant effect
Freedom of movement constant effect
DR 10/evil and magic
Mindshield constant effect
Regenerate 20 hp/hour
No need to Eat/ Drink/ Breath

not too bad for a character with no weapons, no armor, no items at all

 :D
« Last Edit: March 14, 2015, 10:20:00 PM by carnivore »
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Re: Carnivores Workshop
« Reply #23: December 07, 2011, 08:18:55 PM »
(click to show/hide)


BAB +20 and CL 20

Duskblade 5/ Abjurant Champion 5/ Arcane Archer 10






Duskblade 5/ Abjurant Champion 5/ Arcane Archer 10

Fire Elf(+2 Dex, +2 Int, –2 Con,–2 Cha)




Elf, Fire(an elf with an ancestor from the Elemental Plane of Fire)(UA p17)
+2 Dex, +2 Int, –2 Con,–2 Cha
Fav Class: Wizard
• Medium Size
• 30’ movement
• Immunity to magic sleep
• +2 Racial bonus on Listen, Search, & Spot checks.
• Automatic Search check if an Elf passes within 5’ of a secret or concealed door
• Low-light Vision
• Automatic proficiency with all straight Bows
• Automatic proficiency with Longsword and Rapier
• +2 Racial bonus to saves vs. Enchantments
• +1 Racial bonus on attacks vs. creatures with the (water) subtype.
• –2 penalty on all saving throws vs. the spell, spelllike abilities, & supernatural abilities that have the (water) subtype or are generated by creatures with the (water) subtype.
• Resistance to Fire 5.

Attributes(32 point buy):
24 Str (14+4 Inherent(arm) +6 Item)
34 Dex (16 +5 levels +5 Inherent +2 Racial +6 Item)
18 Con (14 +6 Item -2 racial)
24 Int (16 +2 Racial +6 Item)
14 Wis (8 +6 Item)
12 Cha (8 +6 Item-2 racial)



Feats:

Combat Casting(Duskblade bonus)
1st lvl: Weapon Finnesse
3rd lvl: Weapon Focus(longbow)
6th lvl: Point blank Shot
9th lvl: Precise Shot
12th lvl: Rapid Shot
15th lvl: Woodland Archer
18th lvl: Skewering Foe(Champions of Ruin)

BAB +20
20th Caster level
spells: 6/8/7/3

Melee Attack bonus= BAB+20 +12 Dex+ 5 Enhancement +1 Haste= +38
Ranged Attack bonus= BAB+20 +12 Dex+2 Competence +5 Enhancement+1 Haste-2 Rapid shot= +38

Full Attack:
Melee: +38/+38/+33/+28/+25+special: if she misses on any Attack, add +2 to the next attack
Ranged: +38/+38/+38/+33/+28/+23 +special: if she misses on the any attack, add +6 attack to next attacks

Ranged Special: each attack splits... giving this attack sequence:
:+38/+38/+38/+38/+38/+38/+33/+33/+28/+28/+23/+23

Damage:
Melee=Rapier +1d6(3.5) +5 Enhancement(GMW cast by party member) +7 Str+1d6(3.5) vampiric+1 point Con damage+ Special(Spell channeled)= ave 14 +1 point Con damage each hit , if all hit = 70 damage + 5 Con/ Round
Spells Channeled
can channel extended Chilling Touch to give 40d6 damage+ 40 Str damage(Fort negates DC 18)

Can channel Vampiric Touch to give 10d6 damage and gain Temp hp

Ranged= Composite Longbow Arrow+1d8+5 Enhancement +7 Str+ 1 Competence = average 17 Damage each arrow..... if all hit = 204 damage/ Round ......maybe not a record, but more than adequate for most any situation.... this applies to ANY opponent...and every arrow after the first Hit gains 1d6 damage(Skewering attack)so average damage could be 237/rd

can Imbue Arrow with Doom Scarabs to add 10d6 Damage(No Save, No SR)

Equipment




99400gp +1 Accurate Splitting Force Elvencraft Composite(+7 Str) Longbow
103600gp +1 Accurate Vampiric Wounding Eager Dwarvencraft Starmetal Rapier
22400 gp Celestial Armor

40000gp Paralyzing Arm Graft(+4 Inherent to Str)
137000gp +5 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
200000gp +6 Belt of Magnificense
21000gp Mask of Insightful detection
3500gp Lense of detection
20,000 gp Ring of Invisibility
2000gp Ring of the Darkhidden
2000gp Handy haversack
3600gp 2x Efficient Quiver
12000gp Boots of Speed
10000gp 2xGlove of Storing
6000gp 2x Rod of Extend

36036gp


Intelligence-based Spontaneous Arcane Spells(PH2 p24)





0th Level
Acid Splash(PH p196) – Orb deals 1d3 damage.
Disrupt Undead(PH p223) – Deals 1d6 damage to one undead.


1st Level

Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Jump(PH p246) – Subject gains bonus on Jump checks.
Obscuring Mist(PH p258) – Fog surrounds you.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
True Strike(PH p296) – Add +20 insight bonus to your next attack roll.

2nd Level

Dimension Hop(PH2 p110) – Teleport subject short distance.
Melf’s Acid Arrow(PH p253) – Ranged touch attack; 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max).
See Invisibility(PH p275) – Reveals invisible creatures or objects.
Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence, Wisdom & Charisma damage.

3rd Level

Doom Scarabs(PH2 p110) – Scarab swarm deals 1d6 per 2 levels, gives you temporary hit points.
Regroup(PH2 p122) – Teleports nearby allies to your side.
Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels; caster gains damage as hit points.


why is this Arcane archer/ Duskblade so great ...... she can switch from ranged to Melee as a free action(gloves of storing) ..... and do great damage in either Combat mode.... see above(237/rd Ranged, 70+5 Con/rd+ Spell channeled)

She gets +20 BAB and 20th lvl Caster all the time, without feats(practiced caster) or items(Ioun Stones) .

this build is very self sufficient and can help any party in any environment

Although some feel the Arcane Archer is Sub-Par .... it can be seen by this build.... it can still Kick Butt with the best.... it does not rely on getting within 30'(like Swift Hunter builds) but can do its ranged damage @ ANY Range

EPIC ready character, that is very easy to use and Survivable at all levels, and contributes meaningfully to any party


 

 :D
« Last Edit: March 14, 2015, 10:23:56 PM by carnivore »
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Re: Carnivores Workshop
« Reply #24: December 07, 2011, 08:19:19 PM »




Gray Elf
Ranger 3/ Swashbuckler 3/ Fighter 2/ Wildrunner 2/ Champion of Corellon 8/ Exotic Weapon Master 2

if Flaws are Allowed... add: Knowledge Devotion and something else

Ranger 1 ............................. Exotic Weapon(Thinblade)/ Track(Ranger Bonus)
Ranger 2 ............................. Two Weapon Fighting(Ranger bonus)
Fighter 1 ............................ Dodge/ Combat Expertise(Fighter Bonus)
Fighter 2 ............................ Mounted Combat(Fighter Bonus)
Swashbuckler 1 ................... Weapon Finnesse(Swashbuckler Bonus)
Swashbuckler 2 ................... Weapon Focus(Thinblade)
Ranger 3 ............................ Endurance(Ranger bonus)
Swashbuckler 3
Wildrunner 1 ....................... Combat Reflexes
Wildrunner 2
Champion of Corellon 1 .......... Mobility(bonus)
Champion of Corellon 2 ......... Robilars Gambit
Champion of Corellon 3 ......... Elusive Target(bonus)
Champion of Corellon 4
Champion of Corellon 5 ......... Deft Opportunist/ Improved trip(bonus)
Champion of Corellon 6
Champion of Corellon 7 ......... Sense Weakness(bonus)... ingore 5pts DR from any source, even EPIC
Champion of Corellon 8 ......... improved Critical(ThinBlade)
Exotic Weapon Master 1
Exotic Weapon Master 2

could save a feat @ 18th lvl by using Keen Thinblades.... substitue with Double Hit


Exotic Weapon Master  .........  Exotic Weapon Stunts :
Twin Exotic Weapon Fighting – when wielding the same Light Exotic Weapon in each hand, you are treated as having the Feat: Two Weapon
Fighting. If you actually have the feat, then the penalty is reduced from –2 to –1 on each hand.

Trip Attack – you may make Trip attacks with your non-Light Exotic Melee Weapon. If the weapon already allowed trips, the action has a +2 bonus.

Wildrunner gives this:
1st: Fast Movement – when not wearing Heavy Armor, you receive +10’ movement.

Trackless Step – you cannot be tracked in natural surroundings (as the Druid class ability).

2nd: Gain the Scent special ability.

Primal Scream – as a Free Action, you may make a Primal Scream and enter a Feral Frenzy for 3 + Constitution modifier rounds (min 1). You may use this ability 3 + Charisma modifier (min 1) times per day. While in this state, you receive +2 Strength, +6 Dexterity, & a 1d6 secondary Bite attack. At higher levels, you gain additional abilities.

Weapons:
several Kaorti Resin Thinblade ..... 1d8 15-20/x4... with imp Crit, .... it will be enchanted with a lot of other stuff, whatever you like(suggest: things that work with crits )

Why would that be good though? The greatness of the INT to Damage is that it tends towards SAD instead of MAD.

with these stats:

Gray Elf

18 Str(14 base -2 racial +6 belt)
34 Dex(16 base +2 racial +5 levels +5 Inherent +6 Belt)
18 Con(14 base -2 racial +6 belt)
28 Int(16 base +2 Racial +4 Inherent +6 Belt)
14 Wis(8 base +6 belt)
14 Cha(8 base +6 belt)

with Primal Scream:
20 Str(14 base -2 racial +6 belt+2 Primal Scream)
40 Dex(16 base +2 racial +5 levels +5 Inherent +6 Belt+6 Primal Scream)
18 Con(14 base -2 racial +6 belt)
28 Int(16 base +2 Racial +4 Inherent +6 Belt)
14 Wis(8 base +6 belt)
14 Cha(8 base +6 belt)

the build focuses mainly on Dex and Int..... but also benifits from Str....... Swashbuckler is a Dex based Class, but gets a nice Boost from Int, which makes it nice for smart characters that can use lots of skills

this gets a lot of hits even Unbuffed .... does excellent damage, and is very versatile ..... can even Heal himself(lay on Hands, CoC)
 
 :D
« Last Edit: March 14, 2015, 10:25:53 PM by carnivore »
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Re: Carnivores Workshop
« Reply #25: December 07, 2011, 08:19:37 PM »
heres my build .... with some details added:

Human

Ranger 3/ Fighter 4/ Soulknife 4/ Soulbow 8/ Shiba protector 1

use Trapfinding Variant Ranger
use Bonus feats Variant Soulknife

Attributes (32pt buy)
10 Str
14 Dex
14 Con
14 Int
16 Wis
10 Cha

@2th lvl:

16 Str(10 +6 Belt)
24 Dex(14 +4 inherent +6 Belt)
20 Con(14 +6 Belt)
20 Int(14 +6 Belt)
32 Wis(16 +5 lvl +5 Inherent +6 Belt)
16 Cha(10 +6 Belt)


Flaws:
Noncombatant
Vulnerable


Ranger 1 ..................... Improved initiative, Knowledge Devotion(Flaw bonus), Point blank Shot(Flaw bonus), Education(Human bonus)
Ranger 2 ..................... Rapid Shot(Ranger bonus)
Soulknife 1 .................. Precise Shot, Wild Talent(Soulknife Bonus), Weapon Focus(Mindblade)(Soulknife bonus)
Soulknife 2
Fighter 1 ..................... Combat Expertise(Fighter bonus)......req for Shiba Protector
Soulbow 1 ................... Psicrystal Affinity(gives Alertness... req for Shiba protector),Zen Archery(Soulbow bonus)
Soulbow 2
Fighter 2 ..................... Manyshot(Fighter bonus)
Fighter 3 ..................... Dark Stalker or Skewer Foe or Able Sniper
Fighter 4 ..................... Weapon Specialization(mindblade)(Fighter bonus)
Soulknife 3 .................. Practiced Mindblade(Soulknife Bonus)
Soulbow 3 ................... Ranged Weapon Mastery, Penetrating Shot(Soulbow bonus)
Soulbow 4
Shiba protector 1
Soulknife 4 ................. Quick Reconoiter
Soulbow 5 .................. Improved Rapid Shot(Soulbow bonus)
Soulbow 6
Soulbow 7 .................. Woodland Archer , Improved Precise Shot(Soulbow bonus)
Soulbow 8
Ranger 3 .................... Endurance(Ranger bonus)


Items:
3000gp Iron Will from Location: Otyugh Hole......req for Shiba Protector
213000gp +6 Monks Belt of Magnifiscense
247500gp +5 tome and +4 tome
helm of Hunter(gives Farshot)
+3 Mindblade Gauntlet(Splitting) or (Force +2)

Attack abilities:

BAB +16 +22 Wis +3 Enhancement + 1 Weapon Focus + 2 Ranged Weapon Mastery +5 Insight= +49

Full Attack with Rapid Shot and Haste(Boots of Speed):

+49/+49/+49/+49(weapon supremacy)/+39/+34

with Splitting Gauntlet:
+49/+49/+49/+49/+49/+49/+49/+49/+39/+39/+34/+34

Damage:

1d8 mindarrow(ave 4.5) +22 Wis +3 Enhancement + 4 Ranged weapon Mastery+Weapon Specialize +5 Insight = 38 damage per shot

makes a Great Scout.... good skills , also can be a Good Sniper(195 range Increment, 1950ft max range.....but can still spot at that distance)

for better range ... do this:

Ranger 2/ Fighter 4/ Soulknife 2/ Soulbow 8/ Shiba protector 1/ Cragtop Archer 3




 :D
« Last Edit: September 08, 2012, 10:36:10 PM by carnivore »
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Re: Carnivores Workshop
« Reply #26: December 07, 2011, 08:19:59 PM »
need more workshop space 9

 :D

Dragon Disciple Build

Bard 4/ Fighter 6/ DD 10

Ranger 2/ Fighter 4/ Assassin 4/ DD 10

« Last Edit: September 19, 2012, 12:25:29 PM by carnivore »
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Re: Carnivores Workshop
« Reply #27: December 07, 2011, 08:20:17 PM »
need more workshop space 10

 :D

Creation will be standard for a character starting at level 4, using a 28-pt buy, with 5400gp for equipment. If you are playing any of the common races please don't forget a subrace as they actually have a mechanical impact. You can choose one region and gain its benefit. LA buy-off is not allowed. Creatures with an LA or Racial HD up to 2 are acceptable for use but nothing with a base size larger than Medium unless you come up with something really really good and it must meet all the guidelines above.


1/2 Fey Whisper Gnome
+4 Dex,-2 Str,+2 Wis,+2 Cha


A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.

Speed 30'/ Fly 60'(Good)
Darkvision 60
+1 Attack Goblin and Goblinoid
+4 Dodge vs Giant
+4 Racial Hide and Move Silent
+2 Spot and Listen
Spell-like:
1/day Silence, Ghost Sound, Mage Hand, Message
Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day


« Last Edit: September 26, 2012, 09:06:32 PM by carnivore »
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Re: Carnivores Workshop
« Reply #28: September 06, 2012, 08:55:51 PM »
bump to save

 :D


CORE Only

Human
Wizard 7/ Loremaster 6/ Archmage 2

25pt buy
(click to show/hide)
28pt buy
(click to show/hide)
32pt buy
(click to show/hide)

Scribe Scroll(Wizard bonus)
Still Spell(Wizard bonus)
Silent Spell(Loremaster Bonus)
Spell Focus(Illusion)(Human Bonus)
1st lvl Quicken Spell
3rd lvl Spell Focus(Transmutation)
6th lvl Skill Focus(Knowledge(Arcana)
9th lvl Skill Focus(Spellcraft)
12th lvl Improved Initiative
15th lvl ?FEAT?

Loremaster Secrets:
Feat: Still Spell
=1 Attack
+1 Dodge AC

High Arcana(Spell-like ability: Quickened Magic Missile(8th lvl slot=4 uses/day, 5th lvl slot)
High Arcana(Spell Power(5th lvl Slot))

Equipment
(click to show/hide)



« Last Edit: September 22, 2012, 09:26:18 PM by carnivore »
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Re: Carnivores Workshop
« Reply #29: September 06, 2012, 09:52:18 PM »
Carn, did I ever PM you my 'if you are using a ineffective class for your race, you get a free 1LA?' find? It can get your pixies fully bought off it you chose the right classes.
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Re: Carnivores Workshop
« Reply #30: September 07, 2012, 09:57:46 AM »
no ...never got it

 :D
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Re: Carnivores Workshop
« Reply #31: September 08, 2012, 09:32:24 PM »
Quote

    If a player makes a choice for a monster that the DM considers suboptimal, such as choosing to play an ettin wizard rather than an ettan barbarian, the DM may lower the level adjustment by 1 to represent the monster's reduced effectiveness.

SS14

Like always they assume low level (so we will assume only 1 PC level). Again they don't understand tiers so we can ignore the "wizard < barbarian" fluff everywhere. What basically matters is that we are given explicit green-light to lower LA by a specific amount (one) if the monster has reduced effectiveness because of class. How less effective? "Suboptimal." I'm not going to say this means anything strictly less than the best combination (if such a thing exists). Instead I think we can agree on Tier 6-4 being the suboptimal ones in comparison to the higher half of 3-1.

@carn As long as you don't chose them upper tier classes (see my list for every legal class), you can buy off your pixies fully!
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Offline carnivore

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Re: Carnivores Workshop
« Reply #32: September 08, 2012, 09:39:13 PM »
great find ...... unfortunately, for Pixies there seems to be no Class that is "suboptimal" for Pixies, since they naturally shine with virtually any class choice:

Pixie Fighter.... works because of Flight,Greater Invisibility,SR,DR, Bonus Feats,etc

 :D
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Offline Halinn

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Re: Carnivores Workshop
« Reply #33: September 09, 2012, 12:25:47 PM »
Truenamer?
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awaken_D_M_golem

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Re: Carnivore's Workshop
« Reply #2 on: June 16, 2017, 05:07:38 PM »
Got as much as « Reply #33: September 09, 2012, 12:25:47 PM


If you got more post it please (or if there is more).