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Messages - ksbsnowowl

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1
D&D 3rd / Ask a Questions Thread?
« on: June 22, 2017, 01:41:01 PM »
Since we don't have an Ask a Question forum anymore, should we start an Ask a Question thread?

If this becomes that, okay, great.  If not, then I just have my sole question to ask about a confusion/insanity trap.

Q 1:

What does a Confused creature do when his Confusion is the result of a trap (something like Symbol of Insanity, or just a magical trap that inflicts Confusion) and the percentile roll for the round comes up with "Attack Caster..."?

Quote
Attack caster with melee or ranged weapons (or close with caster if attack is not possible).

Does he attack the trap?  Attack where the symbol is/was?

2
Resource & Handbook Submission / Re: Eberron Airship Handbook
« on: June 21, 2017, 04:27:59 PM »
Just because, here is a link to an archive of the original: http://archive.is/He2JS

3
Other RPGs / Tomb of Annihilation mini's
« on: June 21, 2017, 04:13:29 PM »
So, 5e D&D will be revisiting Acererak and the Tomb of Horrors with a new iteration, the Tomb of Annihilation, an adventure that will come out later this year (September, I think).

As they've been doing of late, they are releasing a "Tomb of Annihilation" mini set, that will at least partly showcase minis of creatures/characters that will appear in Tomb of Annihilation.  WotC has taken to doing what Pathfinder has done with the minis, having case incentive sets to entice stores/people to order an entire case of minis.  The case incentive for the Tomb of Annihilation minis is pretty sick, and I might just have to order a case for the first time ever, so I can order this set, Tomb and Traps:



I know it is all just dungeon dressing, but that leering green devil face ... I just have to have it...

There is a chance one of my weekly games will lead to my PC's visiting the Tomb of Horrors, and I have Return to the Tomb of Horrors in the ready, if they want to follow that plot hook.


4
Resource & Handbook Submission / Eberron Airship Handbook
« on: June 21, 2017, 03:21:39 PM »
Eberron Airship Handbook


The published rules for airships and associated craft in the Eberron setting are scattered, and in many ways lacking clarity and consistency.  Most egregious is the fact that the Explorer's Handbook flat out contradicts the Eberron Campaign Setting with regards to methods of controlling the elemental bound to the ship, and whether or not soarwood floats on its own.  For this handbook, I will attempt to clarify the airship rules, and give precedence to the ECS, rather than the EH (because honestly, many of the rules in the Explorer's Handbook simply don't make sense).

There are three types of elemental-bound aircraft in the published Eberron rules:
1) Airships
2) Firesleds
3) Air-Skiffs

Airships have the most info published about them.  Firesleds only have a single magic item entry in Secrets of Xen'drik, and Air-skiffs are mentioned several times in a few published adventures, but no good stats are provided for them (and those provided are inconsistent with the rest of the rules/setting).

First, something important to understand about the airships and their speeds, as well as their carrying capacities:  the airships are treated as creatures.  I was not the first person to make this observation, but I'm sorry I can't recall where exactly I first read this, so I cannot give proper credit.  This will prove out when we later look at their listed speeds, which are given in two formats: as a speed in feet per round, and a miles per hour speed.  For these speeds to make any sense at all, the speed in feet is just like the speed a character has, but then the ship hustles every round, performing a double move.

Speed

The Explorer's Handbook provides a Stormwrack-style stat block for an elemental airship.  Since the excerpt publishes the stats on-line, I will reproduce them here:

Quote
Airship: Colossal vehicle; Airworthiness +6; Shiphandling -4; Speed Fly 100 ft. (poor), Overall AC -3; Hull sections 1,000 (crash 250 sections); Section hp 60 (hardness 5); Section AC 3; Ram 12d6; SA fire ring; SQ resistance to fire 10, hover; Space 90 ft. by 300 ft.; Height 50 ft. (fire ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp.

Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.

Ring: An airship can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 3d8 points of fire damage to any creature or object passing it touches. When an air elemental is used, the damage is bludgeoning.

Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.


From the Airship entry in the ECS (p. 267), we know that an airship has a fly speed of "roughly 20 miles per hour."  A speed of 100 ft., multiplied by 600 (the number of rounds in an hour) equals only 60,000 feet per hour.  Divided by 5,280, we see that is only 11.36 miles per hour.  But as I said, the airship is treated as a creature, and it can hustle each round, which increases that speed to 22.72 miles per hour.  That's sufficiently "roughly 20 miles per hour."

But wait, we also have stats for the Firesled (SoX p. 146 – 147), which tells us it "can travel through the air at a speed of 120 feet (24 mph)..."  If we work the same math as above with these numbers, we see that 120 feet works out to 13.63 mph, again short of the listed speed of 24 miles per hour.  But hustling we come to 27.27 mph.

Looking deeper into the math, we see that 27.27 divided by 24 = 1.136.  This ratio is the same for 22.72 divided by 20, which also equals 1.136.  We see this ratio other places in D&D.  A human with a speed of 30 feet should be able to walk 3.409 miles in an hour, yet the chart on PHB p. 162 says such a character can only walk 3 miles in an hour.  Guess what that ratio is: 1.136.  Travel in D&D assumes you lose out on some of your speed over a long distance.  It always limits you to 0.88 what the per-round speed says you should be able to do in an hour.  Put another way, they run the math based upon a 6,000-foot mile.  Just know that, and know that an elemental craft's listed speed in feet is just like a character's, and it can hustle each round, supposedly without ever tiring.

Carrying Capacity

Remember how I said elemental craft are treated as creatures?  This is also true for their carrying capacity.  The Firesled from SoX says "treat the sled as a Large quadruped with a Strength of 18 (light load 300 pounds or less, medium load 301–600 pounds, heavy load 601–900 pounds)."  The same thing can be extrapolated for the basic airship in the ECS, which can carry 30 tons of cargo.

The dimensions of the firesled are roughly equal to a rowboat, which according to Stormwrack is a Large vehicle.  As you can see above, an airship is a Colossal vehicle.  A Colossal quadruped with a strength score of 34 can carry 67,200 pounds, which is 33.6 tons (a Strength score of 33 would only be able to carry 28.8 tons).

Maneuverability

The Explorer's Handbook reproduces the ship maneuverability chart from Stormwrack, which is derivative of the Aerial Maneuverability rules from p. 20 of the DMG.  For the firesled, you need to look at the core Aerial Maneuverability rules from p. 20 of the DMG.

The firesled has good maneuverability so long as it is carrying a light or medium load, which allows it to hover.  But its maneuverability drops to average with a heavy load, which means it can no longer hover.

The Explorer's Handbook stats for an airship lists it as having poor maneuverability, but it is still able to hover, because of its Hover special quality.

Though there are no official stats for an air-skiff, I would generally give them a maneuverability of Average, but also give them the ability to hover.

Controlling the Elemental

According to the Eberron Campaign Setting (p. 267, sidebar), elemental vessels "are notoriously difficult to control."  A character with the correct dragonmark and the appropriate dragonshard item (House Lyrandar, Gust of Wind version of the Mark of Storm using a Wheel of Wind and Water) can control the vessel effectively.  An unmarked character must win an opposed Charisma check against the elemental (elementals have a Charisma modifier of +0).  If the character wins, the vessel obeys, but if the elemental wins, it will either continue on its previous course, or bring the vessel to an immediate halt, based on its whim.

The same sidebar allows for other effective means of controlling an elemental vessel.  In addition to the wheel of wind and water with a dragonmarked pilot at the helm, a charm monster or similar spell can allow an unmarked character to control the vessel effectively.  A cleric with the fire or air domains could even command an elemental of the appropriate type (for 10 rounds, but only while touching the dragonshard to which it is bound).  In my opinion, the best means of doing this without a dragonmark is to have a minor schema of charm monster, as it is reusable, and lasts for days at a time.

According to the Explorer's Handbook, to establish line of effect with a bound elemental, you must be touching the dragonshard to which the elemental is bound.  Once a magical means of control has been established, you can communicate with the elemental when touching the dragonshard, or when touching the helm.

The Explorer's Handbook and the adventure Whispers of the Vampire's Blade allow for controlling an airship or an air-skiff via a Profession (airship sailor) check.  This is flat out wrong, and contradictory with the ECS.  Basic control must be established each round you want to do something, via a Charisma check.  That said, Profession (Sailor) checks are still useful to an airship captain, as high winds can still require Profession (Sailor) checks.

Steering the Airship

Control of an elemental, such as that "granted to a Lyrandar pilot by his dragonmark allows him to command a bound elemental without difficulty."  A Lyrandar capatain can pilot an airship from port to port just fine, in calm weather, just by virtue of his dragonmark.  But skilled pilots with a full crew can execute amazing maneuvers with their airships.

Note, the Explorer's Handbook p. 25 states that guiding an elemental vessel through any complex maneuver requires a Profession (Sailor) check, just as sailing a regular ship requires (this is correct, IMO).  It also allows someone in command of the elemental (either via a Wheel of Wind and Water, or via magical compulsion) to add his Charisma bonus on any Profession (Sailor) checks made to control the vessel.  If the elemental is completely uncontrolled, any attempt to steer the vessel through complex maneuvers takes a –20 penalty on the Profession (Sailor) check.

Ship statistics list a "Watch" number; this is the minimum number of crew to properly pilot a ship.  You'll notice the Airship stat block lists a watch of 20.  Note, however that according to the ECS, an airship only requires a crew of 15, so I would suggest going with that number.

Stormwrack has rules for the Profession (Sailor) skill.  Steering a ship in good weather conditions with sufficient crew requires no skill checks.  Having less than a full watch section imposes a +5 modifier to the Profession (Sailor) DC for any given check.  Having less than half a full watch section increases such DC's by 10, and having less than a quarter of a watch section increases such DC's by 15.

The first obstacle for a standard airship is foundering (sinking).  Profession (Sailor) checks against foundering are modified by the airship's Airworthiness rating, which is +6.  Your ship can founder in strong winds (DC 5), severe winds (DC 10), windstorms and gales (DC 15), hurricane-force winds (DC 20), and dire gales (DC 28).  Granted, what foundering in mid-air really entails will differ from DM to DM, so check with yours.  Most likely, he'll ignore this, as there is no water to swamp your craft.

Traveling into high winds requires a similar check, again making use of the ship's airworthiness rating to modify your check.  Severe winds are a DC 20, and a windstorm or gale is a DC 30.  This is much more likely to come up, especially if you try flying into a storm.  But again, you aren't really sailing with sails, so your DM might well ignore this.

The check a DM is most likely to impose is for steering in fast currents.  This best reflects what an airship is actually doing, except in the most severe of wind conditions.  Unlike the previous checks, this one uses the ship's Shiphandling modifier, which for a typical airship is –4.  Steering is made round to round when in appropriately difficult conditions, with a DC 8 for a vigorous current, DC 18 for a dangerous current, and DC 28 for an irresistible current.

Airships, Firesleds, and Air-Skiffs, oh my!

As I said before, there are only three flying elemental vessels "published."  The airship, the firesled, and the air-skiff.

Airships are roughly the same size as a sailing ship, but they can only carry 30 tons of cargo.  I'll reproduce their stats once again here:

Quote
Airship: Colossal vehicle; Airworthiness +6; Shiphandling -4; Speed Fly 100 ft. (poor), Overall AC -3; Hull sections 1,000 (crash 250 sections); Section hp 60 (hardness 5); Section AC 3; Ram 12d6; SA fire ring; SQ resistance to fire 10, hover; Space 90 ft. by 300 ft.; Height 50 ft. (fire ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp.

Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.

Ring: An airship can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 3d8 points of fire damage to any creature or object passing it touches. When an air elemental is used, the damage is bludgeoning.

Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.


They are great for adventuring, but like most ships, they really aren't all that robust once you get to middle-level adventures.  They also aren't robust if someone else wants to ram you with their airship...  See that "Ram 12d6" listing in the stat block?  According to Stormwrack, the Ram damage listed is for each 10 feet of speed the vessel is moving at (Stormwrack p. 97).  Airships move at 100 feet per round before hustling; that's easily 120d6 damage from a ramming airship.

Firesleds are from Secrets of Xen'drik, and they are created by the Sulatar drow elves.  Much like a character with the Mark of Storm, any Sulatar can pilot a firesled without difficulty.  Others must make opposed charisma checks or magically control the elemental in some way.

Firesleds are basically attack fighter craft.  They can only hold two (a pilot and a gunner), are faster than an airship, and have a built-in scorching ray attack.  They also cost a smidge over 76,000 gp.

Air-Skiffs are mentioned in two published adventures, Whispers of the Vampire's Blade and The Voyage of the Golden DragonVoyage merely tells us that the skiffs are made of soarwood, and it implies that they can travel fairly far from the larger airship.  Whispers tells us that it can be piloted with a DC 15 Profession (sailor) check (which we know is wrong), it can turn up to 90 degrees per round (which equates to Average maneuverability per the DMG rules), it moves up to 150 feet straight ahead, or it can ascend or descend up to 50 feet in a round.  Later on, it tells us that a skiff is very slow, "capable of traveling only 2 miles per hour" (which is ridiculous, since in the adventure the skiffs are used to ferry people back and forth between two airships that are traveling about 10 miles per hour... and the previously listed speed of 150 feet, even if taken as a max of 150 feet per round, is 15 – 17 mph.)

Since Whispers predates the Explorer's Handbook by 11 months, it refers you to the core tactical aerial combat rules, DMG p. 20.  The air-skiffs are described as "eight-person vessels made of soarwood but don't have bound elementals to provide speed.  They are basically short-range craft."  Funny that they supposedly don't have elementals bound to them, since the art gallery for Whispers of the Vampire's Blade shows the craft with an elemental ring:



Also, outside of Sharn's manifest zone, internal consistency of the Eberron setting tells me that for anything to have anywhere approaching the fly speed that these air-skiffs have, they HAVE to have a bound elemental.

So, I'm proposing some stats for an air-skiff that takes the previous information into account, but makes sense given the setting and previous rules as it relates to flying craft outside of Sharn's manifest zone.  Given the size and crew listed in the air-skiff's description in WotVB, I'm basing its stats on the Launch stats from Stormwrack.  The stats are perhaps a bit verbose, but the flight speed thing just needed to incorporate them being short-range craft and having an elemental.  I also capped their top flight speed at 120 feet, just like the Firesled, but increasing the max speed to 150 feet wouldn't alter the flight times at all.  Not that it much matters, but I'm assuming the Firesled and the Air-skiff both use Medium elementals (fire or air).

Quote
Air-skiff: Huge vehicle; Airworthiness +0; Shiphandling +2; Speed Fly 120 ft. (average), Overall AC 3; Hull sections 1; Section hp 50 (hardness 5); Ram 2d6; SA air ring; SQ charged flight, elemental command, encumbered flight, hover; Space 10 ft. by 20 ft.; Height 5 ft. (air ring has 15-ft. diameter); Watch 1; Complement 8; Cargo 1600 lbs.; Cost 51,800 gp.

Hover: Despite its maneuverability rating, an air-skiff can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: An air-skiff can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 1d8 points of fire damage to any creature or object it touches. When an air elemental is used, the damage is bludgeoning.
Encumbered flight:  The flight speed listed above is if the air-skiff is only lightly encumbered.  Treat it as a Large quadruped with Strength 23 for encumbrance purposes (Light load: 0 – 600 lbs.; medium load: 601 – 1200 lbs.; heavy load: 1201 – 1800 lbs.).  An air-skiff can fly while carrying a medium or heavy load, but its speed is reduced to 2/3 normal, however the reduced speed still burns power as if it were flying at the relative non-reduced speed.  While carrying a heavy load, maneuverability is reduced to poor.
Charged Flight:  The Medium elemental that powers a air-skiff is too small to drive it at maximum power indefinitely.  When first disembarking from its dock, an air-skiff has 8 hours of power.  It can fly at a speed of 5 feet indefinitely, but flying at 10 feet cuts its power to 8 hours.  Flying at 20 feet cuts it to 4 hours, and flying at 40 feet cuts it to 2 hours.  Eighty feet cuts its powered flight time to 1 hour, and flying at its max speed of 120 feet cuts the fly time to 30 minutes.  All of this is proportional to time spent flying at any given speed, so throttling back slows the power consumption.
       If the skiff is being flown slowly (10 feet) when it runs out of powered flight time, it will maintain flight at 5 feet for another another hour, then descends 50 feet per round for 10 rounds.  At the end of that time, the elemental withdraws into the dragonshard located beneath the helm; if the skiff has not reached a landing spot by then, it falls out of the sky.  If the skiff is being flown faster than 10 feet when its flight time ends, its speed will slow at a rate of ten feet per round, until it is flying 5 feet per round, and can no longer hustle.  It maintains a true speed of 5 feet for ten rounds, then falls out of the sky.
Elemental Command:  Air-skiffs are not fitted with a wheel of wind and water.  As such, it must be controlled by less sure methods.  Commanding the elemental from the helm requires success at an opposed Charisma check (the elemental has a +0 Charisma modifier), or via magical methods (Charm Monster, Dominate Monster, or Rebuke Elemental [Rebuking lasts 10 rounds]).
Aura: Moderate conjuration, CL 11th.
Construction: Bind Elemental, greater planar binding, 25,900 gp, 2,072 XP, 52 days.
Price: 51,800 gp.


Again, keep in mind that all the listed speeds are movement speeds; the craft can hustle to double the listed speed as a double move in the same round.

Price

One of the most contentious parts of Eberron's airships is the price.  A mere 92,000 gp?  That's a STEAL!  Especially considering that a similar but inferior craft from Forgotten Realms costs 400,000 gp.  It also seems odd because just one page before the airship in the ECS are the elemental-bound armors, which cost +80,000 gp to +90,000 gp for any of the bound elemental properties.  Add in the fact that a soarwood sailing ship costs 40,000 gp (remember, a typical airship is similar in size to a sailing ship, and a soarwood vessel costs 4 times as its normal counterpart).  Also, keep in mind that the listed 92,000 gp for the ship doesn't include a Wheel of Wind and Water.

Although this is purely homebrew (the RAW is clear, an airship costs 92,000 gp), I would highly suggest that a DM treat the 92,000 gp as the cost of binding the elemental to the soarwood craft, which itself costs 40,000 gp.  Add in the cost of a Wheel of Wind and Water, and you get a much more reasonable cost of 140,000 gp for a House Lyrandar airship.

As I said before, Firesleds are 76,010 gp, and I based the cost of the air-skiff on that.  After backing out the cost of the darkwood and firebrass craft, I reduced the the binding cost to 2/3 that of the firesled, due to the reduced flight ability, and then added the 2,000 gp cost of a soarwood launch.

5
My first crack at a campaign journal was when I started making posts about my Viking-themed gestalt game.  I'm not going to completely repost it all, because that campaign is long over, and the point where it leaves off was five years ago or so.

But, someone took the initiative to save it all to the Wayback Machine, but they don't show up easily on google, even if you have the title of the thread exactly right.  So, here are links to the four archived pages of my Diary of a real life Gestalt Game thread.

Page 1: https://web.archive.org/web/20140709180524/http://www.minmaxboards.com/index.php?topic=1969.0
Page 2: https://web.archive.org/web/20140709163036/http://www.minmaxboards.com/index.php?topic=1969.20
Page 3: https://web.archive.org/web/20140709171432/http://www.minmaxboards.com/index.php?topic=1969.40
Page 4: https://web.archive.org/web/20140709152313/http://www.minmaxboards.com/index.php?topic=1969.60

Note that on page 3, reply #56, there is an asterisked spoiler that is supposed to show a map.  The Wayback Machine just shows an empty spoiler block.  Here is the map:

*
(click to show/hide)

The conclusion to the Tanarukk army/Red Hand of Doom conversion was written up elsewhere, in the thread planning the massive battle at the end of that plot arch:
Page 1: https://archive.is/lqFpv
Sadly, it looks like page 2 is lost for now.

This thread was also involved with the same campaign, and dealt with me making my game plans:
https://archive.is/g7xy6
The first spoiler from the first post (since archive.is doesn't maintain spoiler functionality, and the Wayback Machine can't archive the google cache):
(click to show/hide)

* The second spoiler of the first post:
(click to show/hide)

The third spoiler of the first post:
(click to show/hide)

Off-Topic spoiler from Reply #3:
(click to show/hide)

Also, just as a hold-over until I get a chance to repost my Sunless Citadel Adventure Path - Campaign Journal, here is an archive of the first page: https://archive.is/l5Eup
Second Page: https://archive.is/SBtt1
Third Page: https://archive.is/iF0Lm
Fourth Page: https://archive.is/VRWjJ
I do have the entire Sunless Citadel campaign journal saved, along with boards coding.  I was smart enough to back that all up...   ;)

Page 1, reply #1 spoiler about Jump skill:
(click to show/hide)
Page 3, reply #58 spoiler about a line of questions:
(click to show/hide)
Page 3, reply #58 spoiler about MotP & portals in the Beastlands:
(click to show/hide)

(click to show/hide)

Randomly came upon this thread where I answered questions about "barbarian villages," providing info from the novel Windwalker: http://archive.is/6e4X7

6
D&D 3rd / Re: KSB Snow Owl's Archer Build Thread
« on: June 21, 2017, 01:45:06 AM »
3.5 Core and Complete series

Well, I've finally broken and succumb to the requests to add fully-3.5-compatible Archer builds.  My summer gaming group does play 3.5, and I took a look at my group members' books this afternoon.  Here is what I've come up with; however, this is largely from memory, so if there are a few minor errors I apologize now, and ask that you point out any errors so I may fix them.  The following build works for those restricted to 3.5 Core and the Complete series.

Note, you need to worship a deity with a favored weapon of Longbow or Composite Longbow.

Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, WF BF
4 Fighter Imp. Init. BF
5 Ranger Endurance*
6 OotBI True Believer Precision Shot +1d8
7 OotBI Close Combat Shot
8 Pious Temp Mettle
9 Pious Temp Manyshot Smite 1/Day
10 Pious Temp Weap Spec WS, DR 1/-
11 Pious Temp Imp Prec Shot BF
12 OotBI Imp Crit Precision Shot +2d8
13 OotBI Grt Weap Foc* Greater WF
14 Pious Temp
15 Pious Temp ? Smite 2/Day
16 Pious Temp DR 2/-
17 Pious Temp ? BF
18 ? ?
Those last three feats could be filled with Dodge, Mobility, and Shot on the Run, or some of the ranged feats from Complete Warrior (Ranged-Disarm, -Pin, -Sunder, etc).

Also, remember that Pious Templar casts spells from either the Paladin or Black Guard spell lists.

I am unsure what would make a good end to this build.  You could continue in OotBI, but it doesn't get anything great in the next few levels.  You could take a couple more levels of Ranger to get actual spellcasting ability, or even insert 3 Ranger levels starting at level 8, so as to get Manyshot for free, and thus opening up another feat slot.  You could add one level of Ranger and two of Fighter, gaining another Fighter Bonus Feat.  You could add levels of Dragonslayer from the Draconomicon, improving your Pious Templar spell casting along the way; or take three levels of Dragonstalker from the same book, gaining the ability to ignore Natural Armor once per day.

Now, you may wonder why I chose to go with the 3.5 version of OotBI to gain Close Combat Shot, rather than taking a level of Exotic Weapon Master and using a greatbow.  Well, I have a feeling that you will have a hard time finding a god with a greatbow as his favored weapon.  I know some FR gods do have bows as favored weapons, and in 3.5 Ehlonna now has the longbow as her favored weapon.

Swift Hunter

I know, I'm late in the game when it comes to scouts.  I didn't get Complete Adventurer until long after it came out, and didn't feel the need to rehash what others had done a hundred times.  However, with the fairly recent addition of the Swift Hunter feat from Complete Scoundrel, it is perhaps time to bring a skirmishing archer into the thread.

For those who do not know the feat, Swift Hunter allows Scout and Ranger levels to stack for Favored Enemies and Skirmish.  Here is a basic framework for a Swift Hunter archer:

Code: [Select]
Level Class Feats Special

. Human Point Blank Shot
1. Scout 1 Precise Shot [Skirmish +1d6], {Favored Enemy 1}
2. Ranger 1 Track* [Favored Enemy]
3. Ranger 2 Rapid Shot*, Open Feat {Skirmish +1d6/+1 AC}
4. Scout 2 [Battle Fort +1], [uncanny dodge]
5. Scout 3 [Skirmish +1d6/+1 AC], [Trackless Step],
. [Fast Movement +10 ft.], {Skirmish
. +2d6/+1 AC}, {Favored Enemy 2}
6. Scout 4 Swift Hunter, Improved Skirmish^
7. Ranger 3 Endurance* [Skirmish +2d6/+2 AC]
8. Ranger 4 [1st level spells], [Animal Companion]
9. Ranger 5 Open Feat [Skirmish +3d6/+2 AC]
10. Ranger 6 Manyshot [Favored Enemy 3]
11. Ranger 7 [Skirmish +3d6/+3 AC], [Woodland Stride]
12. Ranger 8 Greater Manyshot [2nd level spells], [Swift Tracker]
13. Ranger 9 [Skirmish +4d6/+3 AC], [Evasion]
14. Ranger 10
15. Ranger 11 Improved Pecise Shot*, [Skirmish +4d6/+4 AC], [3rd level spells],
. Open Feat [Favored Enemy 4]
16. Ranger 12
17. Ranger 13 [Skirmish +5d6/+4 AC], [Camouflage]
18. Ranger 14 Open Feat [4th level spells]
19. Ranger 15 [Skirmish +5d6/+5 AC]
20. Ranger 16 [Favored Enemy 5]

For additional info on Swift Hunter, check out the Swift Hunter's Handbook.  Dictum Mortuum has done a good job of organizing and explaining ways to optimize this feat.

As I said, this is a bare-bones build, leaving several feat slots open.  Possible archery feats to gain in these slots include Woodland Archer (Races of the Wild), Improved Rapid Shot (Complete Warrior), Improved Critical, as well as Martial Study: Cloak of Deception, and Martial Stance: Assassin's Stance, both from Tome of Battle.

Many of the archer feats listed above have the problem of not synergizing well with skirmish.  Skirmish requires you to move 10 or more feat, while Rapid Shot requires you to move no more than 5 feet.  Improved Critical works to increase your critical damage, while much of your damage cannot be enhanced by criticals.  If you do take Improved Critical, it may be wise to look into the Telling Blow feat from the Player's Handbook II.  Combined with Hunter's Mercy from your Ranger spellcasting, it could lead to a nice combat-opening combo.

Martial Study: Cloak of Deception, and Martial Stance: Assassin's Stance from Tome of Battle open up a few interesting options for this or any other archer.  Cloak of Deception allows you to, once per encounter, make yourself invisible for your turn as a swift action.  Note, this is not Invisible, as the spell, this is the condition of being invisible.  In combat it is functionally equivalent to being affected by a Greater Invisiblity spell for one turn.  Thus it allows you easily activate Sneak Attack, if you have it.  That is where Assassin's Stance comes in.  Assassin's Stance grants you +2d6 sneak attack, so long as you remain in the stance.  Since you have no other stances, you will be in that stance virtually all the time.  Just a handy trick for boosting an archer's damage, especially on a full attack.  For a Swift Hunter it would be a nice companion to your Greater Manyshot feat.

Of the feats listed in this build, Swift Hunter is the most important, for obvious reasons.  Next is Greater Manyshot (from the XPH), which allows you to make separate attack rolls with your arrows from a Manyshot attack, aiming them at different targets, and applying precision-based damage, such as skirmish, to all arrows fired.  Thus, it will be the main method for moving and getting off multiple skirmish-inflicting attacks.

Third most important is Improved Skirmish from Complete Scoundrel.  If you move 20 ft, you get an additional +2d6/+2 AC skirmish on top of your normal skirmish.  Along with your Woodland Stride ability, it can make you into a great guerilla fighter.

Some may not agree with my choice to take Ranger 2 so early.  Others may wish to get to scout 3 and 4 as quickly as possible, so as to pick up Swift Hunter one level earlier.  However, in my play experience with archers, I've noticed that in the early levels, when you don't have very many bonuses to attack, it is often more advantageous to get more opportunities to hit, than to only attack once and pray that you roll high.  Thus, I chose to get Rapid Shot earlier, when it will actually make a difference in play, and thus hold off on emphasizing the bonus skirmish damage to a slightly later level, when your chances to hit with the one big shot have improved.

One possible alternate ending to the above build would be to sacrifice the last two levels of Ranger, and instead take two levels of Highland Stalker from Complete Adventurer.  You would be sacrificing your 5th Favored Enemy and a bonus spell slot or two, but you would gain Skirmish +6d6/+4 AC rather than Skirmish +5d6/+5 AC.  The class would require no extra expenditures on your part (BAB +5, Listen 8 ranks, Spot 8 Ranks, Survival 8 Ranks, Track, Skirmish class feature), and would actually compliment your Woodland Stride ability with Mountain Stride (like woodland stride, but functions through scree, dense rubble, and moving up steep slopes).

3.5 Core, Complete series, and Races series

Since there is a preview of the Cragtop Archer for me to work from, I figured I'd add in a build that incorporates it. As I do not own the book I don't know what it has for good and bad saves (I would assume good Fort and Ref), but those of you who actually own Races of Stone can find that out for yourselves.  I'm also taking into account the fact that there are several new Ranger spells in Complete Adventurer that are pretty powerful.  So, without further eloquence, here are two different takes at a fully 3.5 compatible archer build for those restricted to Core, the Complete series, and the Races series.

I will readily admit that the second build may not work, due to the fact that there probably aren't a lot of deities that have a Greatbow as a favored weapon.

Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, Mountain Warrior BF
4 Fighter WF BF
5 Ranger Endurance*
6 OotBI Manyshot Precision Shot +1d8
7 OotBI Close Combat Shot
8 Crag Arch Adept Climber, Farsight
9 Crag Arch True Believer Strike From Above
10 Crag Arch Arching Shot
11 Crag Arch Horizon Shot
12 Pious Temp Imp Prec Shot Mettle
13 Pious Temp Smite 1/day
14 Pious Temp Weap Spec* WS, DR 1/-
15 Pious Temp Imp Crit, Imp Init BF
16 Ranger Animal Comp, First Level Spells
17 OotBI Precision Shot +2d8
18 OotBI Grt Weap Foc*, ? Greater Weapon Focus
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, ExWeap Prof (Greatbow)BF
4 Fighter WF BF
5 Ranger Endurance*
6 Ranger Mountain Warrior Animal Comp, First Level Spells
7 ExWM Close Combat Shot Trick
8 Ranger Fav En (?)
9 Ranger Manyshot*, True Believer Improved Combat Style
10 Crag Arch Adept Climber, Farsight
11 Crag Arch Strike From Above
12 Crag Arch Imp Prec Shot Arching Shot
13 Crag Arch Horizon Shot
14 Pious Temp Mettle
15 Pious Temp Imp Crit Smite 1/day
16 Pious Temp Weap Spec* WS, DR 1/-
17 Pious Temp Imp Init BF
As with the previous build, I am unsure how to finish this character off in the top levels.  Many of the options listed above would be perfectly viable in either of these builds.

All 3.5 Sources

I've recently picked up both Champions of Ruin and Heroes of Battle, and I started fiddling in an attempt to make another fully-3.5-compliant archer build for my archer thread.  Here is what I came up with, using both the Justice of the Weald and Woe and Dread Commando PrC's, though I am certainly open to suggestions.  It needs to be an Elf or a Half-Elf, due to Just W&W's entry requirements.
Code: [Select]
Level Class Feats Class Abilities
1 Ranger PB Shot, Track Fav En, Wild Emp
2 Ranger Rapid Shot
3 Fighter Precise Shot, Dodge BF
4 Ranger Endurance
5 Fighter Mobility BF
6 Dread Com WF (Longbow) Sud Strk +1d6, Team Init Bonus
7 Just W&W Spells
8 Just W&W Shot on the Run BF, Woodland Stride
9 Just W&W Weap Spec (Longbow) Sneak Attack +1d6
10 Just W&W Lucky Shot, Trackless Step
11 Dread Com Armored Ease 2
12 Dread Com Manyshot Sud Strk +2d6
13 Dread Com Armored Ease 4, Stealthy Movement
14 Just W&W Poison Use
15 Just W&W Imp Crit Steady Hand
16 Just W&W Sneak Attack +2d6
17 Just W&W Far Shot BF
18 Dread Com Imp Precise Shot Sud Strk +3d6
19 Just W&W Hide in Plain Sight
20 Just W&W Death Attack, Poison Immunity
Fort +14 Ref +14 Will +5

I've thought that perhaps Scout would be a good start for this build, though it would push the PrCs' starting levels back, and you're already taking a hit to BAB with Justice of the Weald and Woe (and I don't own Complete Adventurer...) However, overall I'd say the Ranger's bonus feats and full BAB outweigh the small ammount of Skirmish damage you'd get from Scout.

Oh yes, that rule about wand use.  Wands use the spell trigger activation method, and looking up spell trigger in the 3.5 SRD (or page 175 of the 3.0 DMG, and page 213 of the 3.5 DMG) we find that:

Quote
    Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Emphases mine.

Here again are the acronyms and abbreviations that are used throughout this post:
Ambidex: Ambidexterity
AoO: Attack of Opportunity
BF: Bonus Feat
BW: Bless Weapon
Conc Reduc: Concealment Reduction
DR: Damage Reduction
DWS: Deepwood Sniper
Fav En: Favored Enemy
HM: Hunter's Mercy
Imp. Crit: Improved Critical
Imp. Init: Improved Initiative
Inc: Increment
OotBI: Order of the Bow Initiate
PBS / PBShot: Point Blank Shot
Peer Arch: Peerless Archer
Proj Imp Crit: Projectile Improved Critical
RSA: Ranged Sneak Attack
Sup. Weap Foc: Superior Weapon Focus
Sup. Weap Spec: Superior Weapon Specialization
TWF: Two Weapon Fighting
WF: Weapon Focus
WS / Weap Spec: Weapon Specialization

7
D&D 3rd / Re: KSB Snow Owl's Archer Build Thread
« on: June 21, 2017, 01:31:45 AM »
3.5 Updated Sniper Build
3.5 Sniper Archer update:
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track
2 Ranger Rapid Shot Combat Style
3 Ranger Far Shot
4 Ranger (Shooting Star Sub-Level) Spells, Bonus Spell
5 Fighter WF: Longbow BF
6 Fighter Quickdraw BF
. Sword of the Arc Order
7 DWS Keen Arrows,
. Range Inc Bonus +10ft/lvl
8 DWS Conc Reduc 10%, Magic Weap,
. Proj Imp Crit +1
9 Peer Arch Manyshot Expert Bowyer, RSA +1d6
10 Peer Arch Sharp Shooting 1, Fletching +1
11 Peer Arch Power Shot
12 DWS Craven Safe Poison Use
13 DWS Take Aim +2
14 DWS Consistent Aim 1/day
15 DWS Imp Init Conceal Reduc 20%
16 DWS Consistent Aim 2/day,
. Proj Imp Crit +2
17 Peer Arch RSA +2d6, Fletching +2
18 Peer Arch ? Sharp Shooting 2
19 Peer Arch Fletching +3
20 Peer Arch RSA +3d6
This is an update to my Sniper Archer build, and was built using the assumption that all WotC Third Edition material is usable, but all 3.5 updates apply where applicable.

Part of the impetus for this revision is the inclusion of Hunter's Mercy in the Spell Compendium.  The new incarnation of Hunter's Mercy makes your next hit an auto crit, removing the need for Bless Weapon.  The spell has all the same target line and duration information as its previous self, but it now functions such that if you successfully strike an opponent in the following round, HM causes that attack to auto-critical.

True Strike affects your next attack roll, and since all the arrows fired in a Manyshot attack use one attack roll, TS applies to all arrows in that Manyshot attack.

Again, I am of the opinion that the burst enhancement is obviously linear, and would increase to +4d10 at a x5 critical and +5d10 at a x6 critical.  As such, that is what is represented in this build.

The Shooting Star 4th level Ranger Substitution level from Champions of Valor drops the Ranger's animal companion ability, but provides him with one extra ranger spell slot at each level of spells (once he gains access to them at levels 4, 8, etc.) as if he got the bonus spell from a high Wisdom score.  It also provides that the Ranger's caster level for all Ranger spells is equal to ½ his Ranger level plus 2, plus any arcane caster level he also possesses.  In this instance, since he only has 4 levels of Ranger, his caster level is four ([1/2 * Ranger 4] +2 = 4).

The Sword of the Arcane Order feat (also from Champions of Valor) allows a Ranger (or Paladin) to use a Wizard spellbook (either borrowed from another caster, or one they scribe themselves) and prepare Wizard spells in his Ranger spell slots.  These spells are arcane, and require an appropriately high Intelligence score (Int 11 to cast 1st level Wizard spells, etc.)  The feat also allows your Wizard caster level, if you have levels as a Wizard, to equal the sum of all your Wizard, Paladin, and Ranger levels.  Note that the Shooting Star organization is one of three sub-orders that are a part of the Arcane Order, so there are no roleplay problems between these two feats.

So, now a 4th level Ranger with a mere 12 Wisdom can get two spell slots per day, and assuming he also has an 11 Intelligence, he can cast True Strike.

The last 4 levels of this build can really be composed of any +1 BAB class.  I think Dread Commando would be a good choice, but sadly our archer is a bit short of feats to complete its entry requirements.  Any easily obtainable PrC that grants either Dodge or Mobility at its first level would be helpful in this case.  I used Peerless Archer because it has Full BAB and grants +2d6 Sneak Attack in those 4 levels.

Due to the fact this Sniper Build comes into his power slightly later than the previous version (by one level), I am just going to do an analysis starting from level 12, then again at 16, and lastly at level 20.

The items used for this analysis are:
A spellbook with the spell True Strike
A lesser rod of extending - 3000 gp
Bracers of Archery, Lesser (@12th level) - 5000 gp
Bracers of Archer, Greater (@16th level+) - 25000 gp
Magic bow enhancement obtainable at that level from a straight classed wizard or cleric of equal level (thus granting the enhancement values below).
A Mighty Composite Longbow (+4 str mod) of magical enhancement relatively appropriate for the level (+3 Fierce @ 12th, +4 Fierce, Shocking Burst @ 16th, +5 Fierce, Shocking Burst, Acidic Burst @ 20th).
Assume the Sniper started with an 18 in dex, places all his increases into it, and has the highest Gloves of Dexterity available at his wealth level (+4 @ 12th, +6 @ 16th and 20th), granting scores of 25 @ 12th, 28 @ 16th, and 29 @ 20th.
Assume the Sniper has a14 Strength and has use of a Belt of Giant Strength +4.

The tactics employed by this sniper are composed of him being made invisible (either through the help of party spell-casters, Wondrous Items, or a Ring of Invisibility at higher levels), placing Bless Weapon upon an arrow (either with an oil or wand), sneaking to within 45 feet of the target, casting an extended True Strike, and sneaking to within 30 feet of the target and casting Hunter's Mercy.  He then uses Manyshot to fire the maximum number of arrows at the target.

12th level:
+3 Mighty Comp (+4) Fierce Longbow (19-20/ x4 crit)

Attack Bonus = +24 = +20(True Strike) +3(bow) +1(Weap Foc) +1(bracers) +7(Dex) –8(Manyshot)

Damage: 4d8(primary arrow) +12(+3 magical bow) +48(power shot) +16 (strength) +4 (PBS) +28(Fierce) +48(Craven) +1d6(sneak attack) +2d8(2nd&3rd arrows) +6(2nd&3rd magical bow) +24(2nd&3rd power shot) +8(2nd&3rd strength) +14(2nd&3rd Fierce)
Total: 6d8 + 1d6 + 208
Avg Dmg: 238.5
Max Dmg: 262
Min Dmg: 215


16th level:
+4 Mighty Comp (+4) Fierce, Shocking Burst Longbow (19-20/ x5 crit)

Attack Bonus = +26 = +20(True Strike) +4(bow) +1(Weap Foc) +2(bracers) +9(Dex) –10(Manyshot)

Damage: 5d8(primary arrow) +20(+4 magical bow) +80(power shot) +20 (strength) +5(PBS) +5(Bracers) + 75(Craven) +45(Fierce) + 1d6(sneak attack) + 1d6(shocking) + 4d10(burst) +3d8(2nd,3rd,&4th arrows) +12(2,3,&4 magical bow) +48(2,3,&4 power shot) +12(2,3,&4 strength) + 27(2,3,&4 Fierce) +2d6(2&3 shocking)
Total: 8d8 + 4d6 + 4d10 + 349
Avg Dmg: 421
Max Dmg: 477
Min Dmg: 365


20th level:
+5 Mighty Comp (+4) Fierce, Shocking Burst, Acidic Burst Longbow (19-20/ x5 crit)

Attack Bonus = +27 = +20(True Strike) +5(bow) +1(Weap Foc) +2(bracers) +9(Dex) –10(Manyshot)

Damage: 5d8(primary arrow) +25(+5 magical bow) +100(power shot) +20(strength) +5(PBS) +5(Bracers) + 100(Craven) + 45(Fierce) +3d6(sneak attack) +1d6(shocking) +4d10(burst) +1d6(acidic) +4d10(burst) +3d8(2nd, 3rd, &4th arrows) +15(2nd, 3rd, &4th magical bow) +60(2nd, 3rd, &4th power shot) +12(2nd, 3rd, &4th strength) +27(Fierce) +3d6(2nd, 3rd, &4th shocking) +3d6(2nd, 3rd, &4th acidic)
Total: 8d8 + 11d6 + 8d10 + 414
Avg Dmg: 532.5
Max Dmg: 624
Min Dmg: 441


8
D&D 3rd / KSB Snow Owl's Archer Build Thread
« on: June 21, 2017, 01:26:42 AM »
This thread started years ago on the WotC Optimization Boards, as a 3.0 ed handbook of sorts, but over time has grown to include 3.5 items as well.  Now there are soley-3.0 sections, 3.0/3.5 mix sections, and soley-3.5 sections, so it can still be useful to those playing any incarnation of 3rd edition.

The classes and prestige classes used in this post, and their locations, are thus:
Deepwood Sniper (Masters of the Wild)
Order of the Bow Initiate (Sword and Fist)
Peerless Archer (Silver Marches - a Forgotten Realms campaign accessory)
Order of the Bow Initiate (3.5 - Complete Warrior) - note, the 3.5 version is only used in the 3.5-compatible builds.
Pious Templar (Complete Divine)
Cragtop Archer (Races of Stone)
Justice of the Weald and Woe (Champions of Ruin - a Forgotten Realms campaign accessory)
Dread Commando (Heroes of Battle)
Shooting Star Ranger Substitution Level (Champions of Valor - a Forgotten Realms campaign accessory)
Fighter (Player's Handbook)
Ranger (Player's Handbook)
Scout (Complete Adventurer)

And here are the acronyms and abbreviations that are used throughout this post:
Ambidex: Ambidexterity
AoO: Attack of Opportunity
BF: Bonus Feat
BW: Bless Weapon
Conc Reduc: Concealment Reduction
DR: Damage Reduction
DWS: Deepwood Sniper
Fav En: Favored Enemy
HM: Hunter's Mercy
Imp. Crit: Improved Critical
Imp. Init: Improved Initiative
Inc: Increment
OotBI: Order of the Bow Initiate
PBS / PBShot: Point Blank Shot
Peer Arch: Peerless Archer
Proj Imp Crit: Projectile Improved Critical
RSA: Ranged Sneak Attack
Sup. Weap Foc: Superior Weapon Focus
Sup. Weap Spec: Superior Weapon Specialization
TWF: Two Weapon Fighting
WF: Weapon Focus
WS / Weap Spec: Weapon Specialization


First, the Combat Archer:
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 OotBI Quick Draw RSA +1d6
7 OotBI Close Combat Shot
8 Peer Arch Expert Bowyer, RSA +2d6
9 Peer Arch Imp. Crit. Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 Peer Arch RSA +3d6, Fletching +2
12 Peer Arch Manyshot Sharp Shooting 2
13 Peer Arch Fletching +3
14 Peer Arch RSA +4d6
15 Peer Arch Combat Reflexes Threaten, Fletching +4
16 OotBI RSA +5d6
17 OotBI Sup. Weap Foc
18 OotBI Zen Archery RSA +6d6
19 OotBI Free Attack, Zen Archery
20 OotBI Sup. Weap Spec
Base Saves Fort +14   Ref +8 Will +8
To use this exact progression, you must be either Human or Strongheart Halfling, because the early levels are very feat intensive to meet the prerequisites of OotBI and Peer Arch by 5th and 7th levels, respectively.   A similar build can be played by other races, but you must remove either Zen Archery, Manyshot, or Improved Crit, and move the first level of Peerless Archer back to 10th level, shifting levels 3 and 4 of OotBI up to character levels 8 and 9. Improved Crit is probably the best option for a 3.5 player, as they could stick a level of DWS into the build somewhere, only losing the Superior Weapon Specialization from the 7th level of OotBI.

This build provides some great combat abilities to an archer.  By 7th level he no longer suffers AoO's from firing his bow in melee.  At 10th character level, he is able to make Power Attacks with his bow, helping him deal damage and break through lower degrees of DR. By the 5th level of Peer Arch (12th character lvl) he no longer suffers any chance of striking his friends in combat due to them providing cover to the enemies (not otherwise able to be achieved without an epic feat in 3.0). This also replicates a large portion of the 3.5 feat Improved Precise Shot.  At 15th level this combat archer gains a large measure of his power.  The threaten ability of the Peer Arch allows him to threaten at 10 feet as if he were wielding a melee reach weapon. This, in combination with Combat Reflexes, allows him to be just as effective at melee range as a fighter with a pole-arm; better, actually, since he'll have a much higher dexterity, allowing him numerous AoO's within each round. At 19th level, the addition of the Free Attack and stacking Zen Archery abilities of the OotBI makes this archer a combat god, especially if you have another party member who wields a reach weapon.

By 19th level, with a Dex score of 24 (easily obtainable by the higher levels), and under the effects of Haste, this archer is able to fire up to 18 arrows a round; 11 of them at one target.  Here's the breakdown: 4 arrows from iterative attacks, 1 arrow from Rapid Shot, 4 arrows from Manyshot (during your hasted action), 1 arrow from an AoO, and 1 arrow from Free Attack.  You also have the possibility of 7 more AoO's due to Combat Reflexes.

Now, the Sniper Archer:
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 DWS Quickdraw Keen Arrows,
. Range Inc Bonus +10ft/lvl
7 DWS Conc Reduc 10%, Magic Weap,
. Proj Imp Crit +1
8 Peer Arch Expert Bowyer, RSA +1d6
9 Peer Arch Manyshot Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 DWS Safe Poison Use
12 DWS Craven Take Aim +2
13 DWS Consistent Aim 1/day
14 DWS Conceal Reduc 20%
15 DWS Imp Crit Consistent Aim 2/day,
. Proj Imp Crit +2
16 OotBI RSA +2d6
17 OotBI Close Combat Shot
18 OotBI ? Imp Init ? RSA +3d6
19 OotBI Sup Weap Foc
20 OotBI RSA +4d6
This is the be-all and end-all of snipers.  The following analyses are dependant upon a few different things.

First, a character with a single level of ranger is able to use wands of ranger spells. You do not have to be a 4th level ranger before you can use wands.  I will post the quoted rule at the bottom of this thread, so as to not clutter this section.

Secondly, Hunter's Mercy (found in Magic of Faerun) causes your next bow shot to automatically hit and threaten a critical. Also note that HM affects you, not your weapon.

Thirdly, Bless Weapon causes your next critical threat against an evil creature to automatically confirm as a critical hit.  Apparently, BW is not a valid spell to be made into an oil (potion) under 3.0 rules; however, it is listed as a randomly generated oil in the 3.5 DMG.  For 3.0, you can obtain a wand of BW and have either the party Paladin or Rogue (through use of Use Magic Device) cast it for you.

Fourthly, it is debatable whether a weapon with the burst enhancement can produce damage higher than +3d10 (on a x4 critical), since it does not list it as going higher than that in the DMG; however, at the time the DMG was printed there was no way to get a critical multiplier of higher than x4.  I am of the opinion that it is obviously linear, and would increase to +4d10 at a x5 critical and +5d10 at a x6 critical.  As such, that is what is represented in this build.

Lastly, it is unlikely that BW can be used on an arrow fired from an Oathbow, so I will show at each level the values without using an Oathbow, but will also show the use of an advanced Oathbow at 20th level, along with the to-hit modifiers (assuming a Dex of 20). In that advancement of the Oathbow, I am treating the Oathbow property as a +3 modifier, as it is similar to Bane (a +2 modifier), but perhaps a little better.

   The last 5 levels of the build can really be composed of any +1 BAB class; however, I chose OotBI because of its sneak attack progression.  Here is an analysis of this build's damage potential at character levels 10, 15, and 20.  If there are any mistakes that anyone notices, please point them out so that I may fix them.

The items used for this analysis are:
A wand of Hunter's Mercy
A wand or oil of Bless Weapon
Bracers of Archery
Magic arrows obtainable at that level from a straight classed wizard or cleric of equal level
A Mighty Composite Longbow (+4 str mod) of magical enhancement relatively appropriate for the level (+2 shocking burst @ 10th, +5 Shocking Burst @ 15th, +5 Shocking Burst, Icy Burst or advanced +5 Shocking Burst Oathbow @ 20th).

The tactics employed by this sniper are composed of him being made invisible (either through the help of party spell-casters, Wondrous Items, or a Ring of Invisibility at higher levels), placing Bless Weapon upon an arrow (either with an oil or wand), sneaking to within 30 feet of the target, and casting Hunter's Mercy from a wand.  He then uses Manyshot to fire the maximum number of arrows at the target.

10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)

Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst) +1d8(2nd arrow) +2(2nd magical bow) +3(2nd magic arrow) +10(power shot) +2(Weap. Spec.) +4(strength) +1d6(shocking)
Total: 5d8 + 3d6 + 3d10 + 113
Avg Dmg: 162.5
Max Dmg: 201
Min Dmg: 124


Alternatively, one could take the Craven feat at 9th level and push Manyshot back to 12th level.  If this is done, it boosts the overall damage at 10th level thusly:

10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)

Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 40(Craven) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst)
Total: 4d8 + 2d6 + 3d10 + 132
Ave Dmg: 173.5
Max Dmg: 206
Min Dmg: 141


15th level:
+5 Mighty Comp (+4) Shocking Burst Longbow (18-20/ x5 crit)

Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +75(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 75(Craven)+ 1d6(sneak attack) + 1d6(shocking) + 4d10(burst) +2d8(2nd&3rd arrows) +10(2&3 magical bow) +10(2&3 magic arrow) +30(2&3 power shot) +4(2&3 Weap. Spec.) +8(2&3 strength) +2d6(2&3 shocking)
Total: 7d8 + 4d6 + 4d10 + 327
Avg Dmg: 369.5
Max Dmg: 422
Min Dmg: 317


20th level:
+5 Mighty Comp (+4) Shocking Burst, Icy Burst Longbow (18-20/ x5 crit)

Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +100(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 100(Craven) +4d6(sneak attack) +1d6(shocking) +4d10(burst) +1d6(icy) +4d10(burst) +3d8(2nd, 3rd, &4th arrows) +15(2nd, 3rd, &4th magical bow) +15(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking) +3d6(2nd, 3rd, &4th icy)
Total: 8d8 + 12d6 + 8d10 + 398
Avg Dmg: 520
Max Dmg: 614
Min Dmg: 426


You could, at great expense (approximately 16,000 gp), obtain and use four +10 equivalent arrows in the above attack.  Actually, you could make that four +6 equivalent arrows that are +1 with +5-worth of abilities, and then subject them to a Greater Magic Weapon spell, so the four arrows would cost less than 6000 gp.  For example, you could obtain four +5 Holy, Acidic Burst, Screaming arrows (Acidic Burst and Screaming are found in MoF).  Using these would add 8d6 (Holy), 4d6 (Sonic), 4d6 (acid), and 4d10 (burst) damage to the above analysis.  This would increase the Average, Maximum, and Minimum damage from 520, 614, and 426 respectively, to:
Avg Dmg: 598
Max Dmg: 750
Min Dmg: 446


Although this is talking in extreme hypotheticals, it is also possible that you could obtain four arrows with the bane property against your target. For example, four +5 Holy, Bane, Screaming arrows.  Against the Bane target the arrows would function as +7 arrows.  This would add 16 (magical) + 8d6 (Bane) +8d6 (Holy) + 4d6 (sonic) damage, and would increase the 520, 614, and 426 values to:
Avg Dmg: 606
Max Dmg: 750
Min Dmg: 462


Now, with an oathbow, and simple +5 arrows.

20th level:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]

Bonuses to confirm the Critical Hit: +14 = +7(bow) +5(arrows) +1(Weap Foc) +1 (Grtr Weap Foc) +1(PBS) +2(bracers) +5(Dex) –8(manyshot); Or +16(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])

Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +12(Weap. Spec.) +24 (strength) +6 (PBS) +6(Bracers) +100 (Craven) +4d6(sneak attack) +1d6(shocking) +5d10(burst) +3d8(2nd, 3rd, &4th arrows) +21(2nd, 3rd, &4th magical bow) +21(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking)
Total: 9d8 + 8d6 + 5d10 + 460
Avg Dmg: 556
Max Dmg: 630
Min Dmg: 482


20th level, but at a distance of greater than 30 feet:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]

Bonuses to confirm the Critical Hit: +21 = +7(bow) +5(arrow) +1(Weap Foc) +1 (Grtr Weap Foc) +2(bracers) +5(Dex); Or +23(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])

Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +24 (strength) +1d6(shocking) +5d10(burst)
Total: 6d8 + 1d6 + 5d10 + 216
Avg Dmg: 274
Max Dmg: 320
Min Dmg: 228

9
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:56:09 AM »
January 03, 2014, 12:21:07 AM »
I'd been wanting to include Nightmares somehow for a while now.  The logical place would be for them to be from Muspelheim, and serve as mounts for Fire Giants.  Problem: Nightmares have no resistance or immunity to fire (despite their fiery hooves), and a plane with the Fire Dominant trait inflicts 3d10 fire damage per round...

Well, I just learned of a little template that rectifies that problem fairly easily... The Imix-Blooded Template (ie - God-Blooded) from the MM5.  It is a +1 CR and +1 LA template that grants the Fire Subtype (in the case of Imix) and a few other fire-related abilities.  Perfect for my purposes, the template even has a built-in way to remove the template (a DR ability that can be called upon to absorb a total of 40 points of damage; once it has been exhausted, you lose the template).  So, all Nightmares are born as Imix-Blooded, but they can become "quenched," losing the template.  They would never do this in Muspelheim, but if they had traveled to another of the Nine Worlds, one might allow itself to be quenched, so as to better serve a non-fiery master.

Brilliant!


I really like the Loumara demons introduced in FCI, and I've been able to hunt down two more species in Dragon #359 and #360.  It seems they left out a section of the stat block for the Caligrosto (Environment, Organization, Treasure, Advancement), but due to the wording in Infuse Weapon, they obviously can advance up to at least 20 HD, likely staying medium the whole time). Here they are:


Caligrosto
   A hazy, ghostly woman stands ready for battle. Her eyes glow red,batlike wings unfurl from her back, and a forked tail coils in the air behind her, but her flesh is hazy and indistinct, almost as if she didn’t quite exist. The cruel, jagged sword she wields, however, is danger-ously solid and real.

Caligrosto      CR 6
hp 68 (8 HD); Reflective DR 15/bludgeoning and piercing
--------------------------------------------------------------------
CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +9; Senses: darkvision 60 ft.; Listen +13, Spot +13
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 21, touch 21, flat-footed 16
   (+5 Dex, +6 deflection)
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 17
Fort +10, Ref +11, Will +8
--------------------------------------------------------------------
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Melee: +1 keen greatsword +15/+10 (2d6+12/17–20) or
   touch +13 (1d6 Str damage)
Base Atk: +8; Grp +8
Atk Options: Combat Expertise, Improved Disarm
Special Actions: possess blade
--------------------------------------------------------------------
Abilities: Str —, Dex 20, Con 18, Int 13, Wis 15, Cha 22
SQ: fiendish shade, infuse weapon, invisibility, martial prowess
Feats: Combat Expertise, Improved Disarm, Improved Initiative,
   Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Skills: Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge
   (the planes) +12, Listen +13, Search +12, Sense Motive +13,
   Spot +13, Tumble +16
Possessions: +1 keen greatsword
--------------------------------------------------------------------
Fiendish Shade (Su): As long as a caligrosto is wielding a weapon, it creates
   a phantom image of the last creature it damaged, although this
   incorporeal image is of a fiendish incarnation of the creature duplicated.
   A caligrosto can only duplicate the image of a creature capable of
   wielding a slashing weapon, and it remains Medium size no matter what
   size the original creature was. Once a caligrosto has taken on the shade
   of an enemy in this manner, it gains a +2 insight bonus on attack rolls
   and weapon damage rolls made against that target.
Infuse Weapon (Su): A caligrosto can infuse a magic weapon it has possessed
   with the keen weapon quality. More powerful caligrostos can infuse
   additional weapon qualities into their blades. A caligrosto with at least
   14 Hit Dice can infuse its weapon with keen and wounding special
   qualities. The most powerful caligrostos (those with 20 or more Hit Dice)
   can infuse a possessed weapon with keen, wounding, and vorpal
   qualities. Infused weapon qualities stack with any existing weapon
   qualities a weapon may have, but not with weapon qualities of the same
   name. Thus, a 20-HD caligrosto that possesses a +3 unholy speed
   longsword would be able to infuse it into a +3 unholy speed keen
   wounding vorpal longsword.
Invisibility (Su): A caligrosto is invisible in its natural (nonshade) form when it
   isn’t possessing a blade. This ability is constant, allowing the caligrosto
   to remain invisible even when attacking. This ability is inherent and not
   subject to the invisibility purge spell.
Martial Prowess (Ex): A caligrosto is uncannily adept at wielding bladed
   weapons. Once it has possessed a blade, it is treated as if proficient
   with that weapon, and as if it had Weapon Focus and Weapon
   Specialization with that weapon type. More powerful caligrostos gain
   additional bonus feats—a caligrosto with at least 12 Hit Dice also gains
   Greater Weapon Focus with its currently possessed weapon as a bonus
   feat. Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon
   Specialization with its currently possessed weapon as a bonus feat.
   Although caligrostos have no Strength score, they use their Dexterity
   modifier to modify their attack rolls with their possessed weapon, and
   modify damage with the weapon using their Charisma modifier (in the
   same manner that Strength adjusts damage with weapons).
Possess Blade (Su): Unlike most loumaras, caligrostos cannot possess living
   creatures. Their ability to possess is limited to slashing weapons. A
   caligrosto may attempt to possess any unattended slashing weapon by
   taking a full-round action (this provokes an attack of opportunity).
   Against nonmagic weapons, a caligrosto is automatically successful. A
   magic weapon can make a DC 20 Will save (this save DC is Charisma-
   based) to resist the possession—if the object succeeds, the caligrosto
   may never again attempt to possess that particular bladed weapon.
   Once a caligrosto possesses a weapon, it may come and go as it
   pleases, taking a move action to enter and leave the blade.
      While possessing a sword, the caligrosto is immobile and
   cannot take attack actions, nor can it be detected by most effects that
   detect creatures (such as see invisibility or locate creature).  Detect
   chaos and detect evil reveal that the possessed weapon has that
   alignment, but not that a demon lurks inside.  True seeing reveals the
   weapon to be seething with coils of what appears to be mist flecked with
   lightning. The caligrosto can still observe the world around it, but its
   ability to interact with the world is limited to telepathy.
      A creature can wield a caligrosto-possessed weapon as if it were
   a normal weapon. Often, the caligrosto infuses the weapon (see above)
   to make it more appealing and more likely that it will be used in combat.
   It may even use telepathy to try to convince a creature that it is an
   intelligent weapon—in this case, the caligrosto tries to encourage its
   new “owner” to attack creatures capable of wielding weapons.
      Once a caligrosto-possessed weapon strikes any creature that is
   capable of wielding it (regardless of the creature’s size), the caligrosto can
   attempt to wrench free from its wielders grasp and create a fiendish shade
   of that creature. A caligrosto often tries to convince its wielder telepathically
   that this is merely a short-lived but potent variant of the dancing quality,
   hoping to let its wielder allow the effect to occur without resisting. The
   wielder can attempt a DC 20 Will save to prevent a wielded caligrosto
   weapon from flying out of her hands to utilize its fiendish shade ability.
   This save DC is Charisma-based.
      Once a caligrosto gets free of its wielder and assumes a fiendish 
   shade, it can remain in that mode eternally. Typically, a caligrosto helps
   its previous owner defeat the creature before turning on her in hopes of
   creating a fiendish shade of her, but sometimes a caligrosto can’t wait
   for treachery and attacks its previous wielder as soon as it escapes. A
   caligrosto can be forced out of a weapon it is possessing by
   banishment, dismissal, dispel chaos, or dispel evil. When a caligrosto
   is driven out in this manner, the weapon it was possessing drops to the
   ground. The caligrosto can attempt to re-possess the weapon on its next 
   action (although if the weapon is magical, it gains a new Will save to
   resist this new possession attempt as if the demon had never before
   attempted to possess it). If a caligrosto-possessed weapon is destroyed,
   the caligrosto is forced out of the weapon and must make a DC 20
   Fortitude save to avoid being stunned for 1d3 rounds.
Reflective Damage Reduction (Su):  As long as a caligrosto’s fiendish shade
   ability is in effect, it gains DR 15/bludgeoning and piercing. Slashing
   damage negated by this damage reduction is applied to the creature
   whose shape is currently being mocked by the loumara’s fiendish shade
   ability. For example, if a caligrosto’s fiendish shade is imitating Lidda,
   and Krusk strikes the demon with his +3 greataxe and causes 25 points
   of damage, 15 points of that damage are negated and applied to Lidda
   instead, while the caligrosto takes the 10 points of damage not negated
   by the damage reduction. Nonmagic weapons cannot harm the caligrosto
   (due to its incorporeal traits) and thus are not affected by this unusual
   defensive ability.
Strength Drain (Su): A caligrosto deals 1d6 points of Strength damage with its
   touch attack. Whenever it deals Strength damage to a target, a caligrosto
   heals 5 points of damage; if the demon is healthy, it instead gains this
   healing as temporary hit points.



MANITOU         CR 12
Always CE Huge Outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +10; Senses: darkvision 60 ft.; Listen +24, Spot +24
Aura: frightful presence (120 ft. range, Will DC 27)
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 22, touch 22, flat-footed 16
   (-2 size, +6 dex, +8 deflection)
hp: 172 (15 HD); DR: 10/good
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 22
Fort +16, Ref +15, Will +17
--------------------------------------------------------------------
Spd: fly 50 ft. (perfect)(10 squares)
Melee: 6 bites +19 (2d8)
Space: 15 ft.; Reach: 15 ft.
Base Atk: +15; Grp: –
Atk Options: Combat Expertise
Special Actions: possession, rend nature
Spell-Like Abilities (CL 15th)
   At will – diminish plants, dominate animal (DC 21), entangle (DC 19),
      greater magic fang, hallucinatory terrain (DC 22), plant growth,
      summon nature's ally V, transport via plants
   3/day – call lightning storm (DC 23), control winds, quickened
      entangle (DC 19), giant vermin
   1/day – shambler
--------------------------------------------------------------------
Abilities: Str –, Dex 23, Con 24, Int 20, Wis 22, Cha 27
Feats: Ability Focus (frightful presence), Combat Expertise, Combat Reflexes,
   Improved Initiative, Iron Will, Quicken Spell-Like Ability (entangle)
Skills: Concentration +25, Hide +16, Knowledge (arcana) +23, Knowledge
   (dungeoneering) +23, Knowledge (geography) +23, Knowledge (nature)
   +23, Knowledge (the planes) +23, Listen +24, Search +23, Sense Motive
   +24, Spellcraft +25, Spot +24, Tumble +24
--------------------------------------------------------------------
Environment: any wilderness
Organization: solitary
Treasure: standard
Advancement: 16-21 HD (Huge), 22-39 HD (Gargantuan), 40-45 HD (Colossal)
--------------------------------------------------------------------
Frightful Presence (Su):  A manitou exudes an aura of supernatural fear to a
   radius of 120 feet.  Any creature in this area must make a DC 27 Will
   save to avoid becoming frightened as long as that creature remains
   in the area of effect.  A creature who makes this save is immune to the
   frightful presence of that particular manitou for 24 hours.  This is a mind-
   affecting fear effect.  The save DC is Charisma-based.
Possession (Su):  A manitou can possess any creature of the animal, fey, or
   plant type.  It must enter a square occupied by the creature it wishes to
   possess.  The victim is entitled to a DC 27 Will save to resist possession. 
   A single manitou may simultaneously possess multiple targets at once,
   up to a number equal to its Charisma modifier.  True seeing reveals a
   thin, ghostly vine extending from the backs of any creatures so possessed,
   coiling through the air and linking them together.  Manitou-possessed
   creatures must remain within a mile of each other–a possessed creature
   that is moved beyond this range is immediately freed of its possession. 
   The save DC is Charisma-based.
      A manitou can take on any of the following roles while possessing
   a creature:  ally, controller, or transformer.  See Fiendish Codex I, page 21,
   for more information.
Rend Nature (Su):  Once every 1d4 rounds, an incorporeal manitou can rend
   nature.  This affects all creatures and plants within the manitou's space. 
   All affected creatures take 10d6 points of damage, as their bodies are torn
   apart by invisible forces.  A successful DC 24 Fortitude save halves the
   damage.  Animals, elementals, fey, and plants in this area instead take
   10d10 points of damage and are stunned for 1 round (a successful save
   halves the damage and negates the stunning effect).  Constructs, outsiders,
   and undead are immune to this effect.

10
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:54:54 AM »
December 25, 2013, 02:14:44 AM »
The Linnorms in the MMII have CR issues.  An analysis by Runestar over at GitP pegs the Gray Linnorm at CR 16, instead of its listed CR of 20.  The gray linnorm has 13 HD and casts as a 17th level cleric, as well has having several CL 17 SLA's, including Shapechange 3/day.  I just took the initiative to rectify the disproportionate HD/casting/CR, and gave it four extra HD.  Casts as a 17th level cleric, CR 17, 17 HD.  Pretty straight-forward.

Comparing this to the Pathfinder Linnorms, it still has quite the glass jaw.  Pathfinder's CR 14 Crag Linnorm still has more hit points than this thing does, and it has regeneration.  But, the MM2 Linnorms get full casting built into the monsters; the Pathfinder ones do not.

Gray Linnorm
(click to show/hide)

I will probably also make one that is Gestalted with 17 levels of Sorcerer, with the Metamagic Specialist ACF from PHB2.  Such a specimen would get 30 point buy (my viking game uses 36 point buy for the PC's), to help up its Charisma and Wisdom scores a bit, and would get stat boosts at 4, 8, 12, and 16 (the altered stat block above did not get a stat boost at 16th level).

The gray linnorm should likely have already made use of every dirty trick it can to stay alive.  Miracle -> Contingency to Heal it when it gets severely damaged.  Death Pact from SpC.  It should use a Consumptive Field every morning to cast its long-duration buffs, so the PC's can't dispel them.  Things like that.  It might actually be worth it to give him Elder Giant Magic in place of Improved Snatch, as that could allow him to get the caster level on Consumptive Field up to 20, which would then grant +10 to his CL.  If he then used Elder Giant Magic again while Consumptive Field was active, the CL's of his buffs would be 30, and would be undispellable via Greater Dispel Magic.

Swamp Linnorm
This guy was almost lost to a WotC web purge.  Wayback Machine didn't archive it, but I found another site that did.

Swamp Linnorm
(click to show/hide)

Here are the spells mentioned from the other article (from here):
(click to show/hide)

11
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:47:44 AM »
Originally posted December 12, 2013:

Gestalt Hulking Hurler War Hulk Mountain Troll
(click to show/hide)

Gestalt Mountain Troll Hulking Hurler War Hulk GCR 16
(click to show/hide)

12
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:45:30 AM »
Originally posted November 07, 2013:

Advanced Magma Hurler
(click to show/hide)

13
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:44:13 AM »
Originally posted October 27, 2013:

Fire Giant Wiz 9/Geometer 5
(click to show/hide)
This version still needs a 15th level feat.

Fire Giant Wizard 10/Geometer 5
(click to show/hide)
Still need to spend the 10th level bonus wizard feat, and the 30th HD feat.
Mysterious Magic or Echoing Spell (both from Secrests of Xen'drik) would be alright choices for the 30th HD feat.

Fire Giant Cleric 6/Fighter 2
(click to show/hide)
She needs a new feat at 18th (or later) HD.
I should make some where I remove the two fighter levels, then add four more levels of cleric for the same CR.

Fire Giant Cleric 10
(click to show/hide)

Fire Giant Fighter 3
(click to show/hide)

14
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:39:32 AM »
Originally posted October 25, 2013:

The Wild Hunter that I linked in the first post actually has quite a few problems (his attack rolls are all too high by 3, his ride check is +3 too high, his AC is too high by 2, his listed mighty composite longbow has a stronger pull than his strength would allow).  So, I fixed those problems, as well as made him 36 point buy, and then advanced him with levels of sorcerer and then Abjurant Champion.  I used the nonassociated class rules to add 5 levels of Sorcerer for +2 CR, but then treated his Abjurant Champion levels as associated.

Wild Hunter (36 point buy)
(click to show/hide)

Wild Hunter Sorcerer 5
(click to show/hide)

Wild Hunter Sorcerer 5/Abjurant Champion 5
(click to show/hide)

Still debating what to give him as a mount.  Something that flies.  I'm thinking of giving him a Hound of the Hunt from the MM5 as a mount.  That would be a CR 19 encounter.  Make sure he has feather fall...
A Nightmare wouldn't be a bad choice, either, though it could only be advanced to 10 HD.
But, then he could attack via Astral Projection, which would give him a measure of protection versus these deadly foes... I like this idea.

In such a case, he would be more likely to put the GMW on his greataxe, so he and the Hound could both threaten the target and attack.

Here is an advanced Nightmare (10 HD) to which I also applied the Lolth-Touched template, merely as a means of upping its hit points.

Advanced Lolth-Touched Nightmare
(click to show/hide)

Wild Hunter Sorcerer 18
(click to show/hide)

I need to make an advanced Ecalypse (20 HD) for this guy, too.

Advanced Ecalypse (20 HD)
(click to show/hide)

15
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:29:35 AM »
October 20, 2013, 02:17:43 PM »
This creature isn't Norse, really, but I made him for my Norse game, so here he is.  It's a shape-changing Niflheim hound (Vorr's are Abyssal hounds, so why not?

I'd never really paid much attention to the Canomorphs (FF) before, but this thing is ready made for heading into Telflammar Shadowlord.  So, he escaped through the Niflhenge, and has aligned with the Unseelie Court enough to have been taught the ways of the TSL's.

Two versions, both the same 36 point buy.

(NB - It appears there was some accidental cross-pollination as I updated him with duskblade and swashbucker for heading into Hellbreaker.  It appears the first one is Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14, despite what the build chart says.  The second one is a Vultivor Outsider 3/Fighter 2/Duskblade 1/Swashbuckler 1/Ranger 1/Telflammar Shadowlord 6/Hellbreaker 1//Scout 15, despite what the header at the top of the stat block says.)

Gestalt Vultivor
(click to show/hide)

Hellbreaker Gestalt Vultivor
(click to show/hide)
   
I haven't included any effects of his magic items into his stats, aside from his magic rapier.
He will be a great opponent for my PC's, as he can hunt them down, approach on the ethereal plane, pop back over, placing the Mindbender inside his Telepathic Static field, which will blind the Mindbender's Mindsight.

It will be fun...

16
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:25:26 AM »
Originally posted August 20, 2013:

I'd been meaning to stat this guy up for a while now.  Here he is.  Note, the Skindancer was given a stat block in Elder Evils.  In this stat block, they clarified the Reactive Damage Reduction ability.  The chart that is included below comes straight from that stat block.

Half-Troll Skindancer
(click to show/hide)

Primordial Giant Half-Troll Skindancer
(click to show/hide)

Half-(Deep) Dragon Primordial Giant Half-Troll Skindancer
(click to show/hide)
I should probably have given him ranks in UMD, but whatever.

17
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:21:37 AM »
Place-holder in case missing info is recovered.

18
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:21:12 AM »
Originally posted July 21, 2013:

Half-Troll Maelephant
(click to show/hide)

19
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:20:17 AM »
Originally posted July 07, 2013:

Telflammar Shadowlord Shadow Creature Verdant Prince
(click to show/hide)

20
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:18:42 AM »
Originally posted July 01, 2013:

Working on making some Huldr Folk.

Advanced Nymph (Druid 4)
(click to show/hide)

Nymph Druid 4 (34 point buy)
(click to show/hide)

Gestalt Nymph Druid//Beguiler/Bard (34 point buy)
(click to show/hide)

I had intended it to be 32 point buy, but botched raising her intelligence to 20 instead of 18.  I don't feel like retroactively stripping out the skill points, so too damn bad.

Nymph Druid 5//Beguiler 9/Bard 1/Sublime Chord 1
(click to show/hide)
Still need to pick her first Advanced Learning spell, and pick one more 3rd level Druid spell.  Also her 9th level feat.

Also need to stat up a Greenbound Giant Constrictor Snake for her to summon.

Advanced Nymph with Items
(click to show/hide)

Greenbound Giant Constrictor Snake
(click to show/hide)

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