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Topics - SorO_Lost

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Resource & Handbook Submission / SorO's Discussion Thread
« on: June 25, 2017, 02:21:44 PM »
This is my primary discussion/submission thread.

Topics include
* Spontaneous Wizard Guide.
* Building a Weapon of Legacy For Dummies.
* SorO's Enlightenment Series (excluding faq questions, they are born out of 17 years of debates and I couldn't care less if you think they are wrong).
* One Stop Shop.
* As well as any other Handbook I've ported over with the exception of the Fun Finds Compilation, I highly suggest checking out Fun Finds Compilation: Crowdsource Edition for updates and helping out.

On One Stop Shop it's important to remember which section of it you want to discuss on how I may already have other discussions open on it. Like Bunko's Fantastic Addition! for all Dragon Magazine related submissions to Bunkos.

Videogames / Breath Of The Wild
« on: June 22, 2017, 12:52:29 AM »
I figured we could use a thread on this given the first DLC pack comes out next Friday.

Reminder of what's coming in the "The Master Trials" release.
* Trial of the Sword: naked island part 2 - the dungeon, unlocks a "glowing mastersword".
* Hero's Path Mode: an already builtin feature is unlocked allowing you to see where you've ran.
* Hard Mode: "gold" tier enemies and floating rafts to shoot people, just in time for the arrow farm nerf.
* New Save Slot, yep it's been confirmed through your auto-save slots will be reduced.
* Travel Medallion: set your own teleport to waypoint at your feet.
* Majora's Mask: 1 defensed, certain enemies can't see you as well but unconfirmed which.
* Midna's Helmet: 7 defense & guardian resist.
* Tingle's Outfit: three pieces, each has a base of 2 defense.
* Phantom Armor: 8 defense, attack up. If enhanceable it's teir 4 bonus will be 44/each or 132 total.
* Korok Mask: 1 defense, controller vibrates near korok seeds.
DLC pack 2, named "Champions' Ballad", is supposed to contain a new dungeon and comes out in December this year.

Also as a reminder. Do not play the flipper's game and buy an overpriced Amiibo no matter how much you want the Fierce Deity Armor or w/e. NFC cards & stickers are pretty cheap, apps to program them are free, and google is a pathway to data codes if you catch my drift. Wait for them to be marked down before buying them for your mantle.

Colossal Magical Beast
Hit Dice: 48d10+528 (888 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 35 (–8 size, +3 Dex, +30 natural), touch 5, flat-footed 32.
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/x3) or improvised spear +53 ranged (6d6+25/20/x2)
Full Attack: Bite +57 melee (4d8+17/18–20/x3), 2 horns +52 melee (1d10+8), 2 claws +52 melee (1d12+8), tail slap +52 melee (3d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole.
Special Qualities: Carapace, continual resurrection, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, nexus of many lives(body outside a body, fortune fate, forceward), regeneration 40, scent, spell resistance 32.
Saves: Fort +38, Ref +29, Will +20.
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14.
Skills: Listen +15, Search +9, Spot +15, Survival +14 (+16 following tracks).
Feats: Blind-Fight, Brutal Throw, Combat Reflexes, Epic Destiny(eternal hero), Improved Initiative, Improved Toughness, Iron Will, Martial Study(castigating strike, foehammer, strike of righteous vitality), Martial Stance(thicket of blades) Power Attack, Robilar's Gambit, Snatch.
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: -
The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.

The tarrasque attacks with its claws, teeth, horns, and tail.
The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

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Like the idea? Help me create a Retrained Monster guide for challenging optimized characters. All you have to do is submit your own in either this thread or your own. Use blue text to mark additions and red to mark losses. Keep things limited to Feats or Spell Lists please. Eventually I'll compile them up into a new guide.

Resource & Handbook Submission / FYI - Win/Loss% & Initiative
« on: June 20, 2017, 07:46:49 PM »
Ok, first off init is an opposed check. So the numbers don't matter in an absolute sense, only in a relative sense. +0 vs +0 is exactly the same as +15 vs +15. Only the difference between your init and your opponents init matters. So that's what I will focus on here.

So here are the numbers for your advantage. If your opponent has the advantage, read them as his chance to win or invert them to get your chance. This should help you decide how much higher to get your init compared to that of your expected opponents.

Also note, ties go to the higher Dex, or if equal reroll.

+0: 47.5% win, 5% tie, 47.5% loss.
+1: 52.5% win, 4.75% tie, 42.75% loss.
+2: 57.25% win, 4.5% tie, 38.25% loss.
+3: 61.75% win, 4.25% tie, 34% loss.
+4: 66% win, 4% tie, 30% loss.
+5: 70% win, 3.75% tie, 26.25% loss.
+6: 73.75% win, 3.5% tie, 22.75% loss.
+7: 77.25% win, 3.25% tie, 19.5% loss.
+8: 80.5% win, 3% tie, 16.5% loss.
+9: 83.5% win, 2.75% tie, 13.75% loss.
+10: 86.25% win, 2.5% tie, 11.25% loss.
+11: 88.75% win, 2.25% tie, 9% loss.
+12: 91% win, 2% tie, 7% loss.
+13: 93% win, 1.75% tie, 5.25% loss.
+14: 94.75% win, 1.5% tie, 3.75% loss.
+15: 96.25% win, 1.25% tie, 2.5% loss.
+16: 97.5% win, 1% tie, 1.5% loss.
+17: 98.5% win, 0.75% tie, 0.75% loss.
+18: 99.25% win, 0.5% tie, 0.25% loss.
+19: 99.75% win, 0.25% tie, 0.00% loss.
+20 or higher: 100% win, 0% tie, 0% loss.

As you can see there is a definitive diminishing returns effect. The greater your init advantage, the less each point gives you and the less the dex tiebreaker matters. Assuming a dex advantage equal init is 50/50. To increase that to 60/40 you need +2. 70/30 requires +4. 80/20 requires +7. 90/10 requires +11. And 100/0 requires +20.

Without a dex advantage those breakpoints are +1, +3, +5, +8, +12, and +20 respectively.

Your individual circumstances cannot be predicted and there are too many variables to try but this should give you all the information to figure it out on your own.

Quote from: DavidWL's
Using a 20 sided die, we can restate this as:

If you have an initiative advantage of n (for n from 0 to 19), then:

The chance that you win initiative =
(380 + 41n - n^2) / 800

The chance that you tie =
(20 - n) / 400

The chance that you lose =
(20 - n) * (19 - n) / 800

I didn't check all of the probabilities you listed, but when you have no advantage (n=0), then it should read:
47.5% Win / 5% Tie / 47.5% Loss

Credit to Kitsune form unknown, SunicFlames from BG, DavidWL from BG, and JackInTheGreen for porting it to MMB.

Often we refer to The Gentleman's Agreement in our discussions here. I actually put a good chunk of what I felt was important for my group to know in writing when I ran my last PF Game. During discussions here I sometimes wished to have an easily linkable version to post so I thought I'd write up a copy, and if anyone has any comments or wants to post their own versions I bet we could come up with a pretty good guideline for players across most if not all games and groups.

Rule 0:  The Gentleman's Agreement

Roleplaying games are a cooperative effort between the players and the Game Master with the end goal of everyone having fun. To this end, we need to have an agreement right at the start.

As the Game Master, I will endeavor to keep the game fun and fair for everyone. It can be difficult keeping everyone's interests and characters in mind when crafting adventures but I will do my level best.

As the players, if there are problems you need to bring them to me first privately and clearly. It is my job to deal with problems but I can't if someone doesn't tell me about them in a clear manner.

Sometimes players come up with tactics or tricks that are too good and its hard to challenge one player while not accidentally killing everyone else in the party or resorting to unsavory "hard counters" so in the event that comes up and its affecting everyone's fun we'll have a talk about it and come up with a fix that makes everyone happy. Some examples, the player with the mastery of the rules could help the others improve their characters, or if its a combination of feats and rules they might be tweaked and the player given the chance to change his character because the underpinning rules have changed, or if the problem is with a spell or a combination of spells the caster might agree to put them in the closet and only bring them out occasionally so the solution to every problem isn't "I cast polymorph, turn into a Mindflayer, and eat the brains of all my enemies."

To summarize, we all want to have a good time but if your idea of having a good time is ruining every other player's fun then you're not welcome. When problems come up they will be easier to deal with and better solutions will be available if we agree to be flexible ahead of time.

Credit to CaptRory of MMB

Tabletop / MtG - Theros Assist
« on: June 20, 2017, 12:49:04 AM »
This is my HTML based assistant to running a combination Vanguard, Planechase, and Hero's Path.

You can choose, or use random, to assign one Vanguard character to players one & two as well as generate a Planechase card and roll the associated die. It's a complete set as of last year. It also assists in choosing your Godslayer Bonus for Theros's event by displaying valid token arrangements. I actually use this thing pretty often since I have the Hero cards and the Hydra, Minotuar, & Xenagos event decks which are designed to be ran without much player input.

The code it's self will be posted in here so you can grab it if needed but I'll upload the complete rar, images included, to google docs here in a bit.

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Download Link
Inside the rar is also a image list of the Hero's Cards but they are not set to display on their own within the HTML since I bought the cards in real off Amazon (they were less than a buck each at the time).

Resource & Handbook Submission / Very Basic DPR Calc
« on: June 20, 2017, 12:35:15 AM »
Full Attack doesn't work, but you can input weapon damage, critical information, Strength, BAB, attack/damage bonuses, one/two handed, and finally select a monster CR. It uses the Optimization by Numbers information and crunches out how many successful attacks it'll take on average to kill the monster at your highest BAB.

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D&D 3rd / TL;DR: Famous Optimized Character Builds
« on: June 19, 2017, 02:25:56 PM »
Except by "famous" we mean "obscure personal favorites over twenty years old"
And by "optimized" we mean often laughably limited one-trick ponies.
And by "character build" we mean one trick we slapped class levels to.
But this intro is too long already so on to the list.

Pun-Pun: sarrukh out of savage species can add/remove/set ability scores and any other special abilities. Using a +1 la template that grants 11th level wild shape and assume supernatural ability pun-pun takes advantage of this before most wizards cast polymorph.

The Omniscificer: by pretending there are no rules on how to stack effects you manifest several share pain powers so when you're dealt 8 damage you echo two 4 point totals to them whom in turn echo another two sets of 2 back to you causing you to echo two iterations of 1 damage back to them and OMG SQUIRREL! and that's how it's a none diminishing return and infinite then you just use masochism to gain a skill bonus based on damage received.

Jovocian Bomb: jovocs from the second monster manual have a super share pain effect that cannot self-target, by getting around that say by stealing the supernatural ability for a bit with a lot of bs, you can produce an actual working solution for the omniscificer's share pain loop with sadism.

The Terminator: a repost of the save game trick which is about psionic nomad that manifests time hop on a fission sending it into the future then the slave manifests a quickened divination to gain some intel and then use time regression to return to just before it's previous turn. Drastically outdone by using quintessence to send something into the heat death of the universe and forced dream streamlines the process.

The Wish & The Word: it just wishes for more wishes and observes that with a high enough caster level blasphemy can drive none-epic none-evil creatures just as equally as it can get a group of nuns to walk away from you.

Chicken Infested Commoner:
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The Maximum Hit Point Tank: it's another consumptive field like combo, this time necroincarnate's harvest soul heart of incarnum to gain a hit point for each of kill-fed essentia pool increase it obtains, runs a bajillion rounds slower than shapechange(shambling mound) & hitting your self with the electricity-based reserve feat.

The Jumplomancer: the exemplar can make a lot of skill checks using his diplomacy bonus, including escape artist, and so the someone decided it's best usage was jumping into people's rear ends.

The (Tauric) Hulking Hurler: this is what happens when your dm allows you to apply the same template six hundred times and then ignore the la because you think the tauric template's +4 is supposed to mean =4.

The Twice-Betrayer of Shar: it's a cleric of mystra that uses reach spell to modify touch spells into having a fixed range for persist spell and then overlooks how ocular spell doesn't change the range on the spell cast until after it's fired later.

Nanobots: 200 tiny creatures can share the same space and there are twenty six adjacent spaces next to you, now imagine what the aid other action can do for you.

Chuck E Cheese: by overlooking the fact that footsteps cannot be persisted you generate a large movement speed and use tornado throw to convert movement into damage as exactly as the maneuver tries to tell you to do.

The Emerald Legion: if mind flayers could craft custom magic items without xp costs and given free roam to apply templates they would probably copy Hitler's eugenics program with stuff like half-clay weredire air terrasquaes or something.

The d2 Crusader: pretends the luck domain's ability to set a result of '1' to a '2' actually alters the face that a die so the stance of chaos can deal infinite damage.

H.I.V.E: it's just a build that realized vermin lord lets you become lord of the flies as a sorcerer with a huge charisma score which is pretty much what it was expressly designed to do.

The Shepherd, The Saint, and the Sinner: it's just a build that realized D&D is a multiplayer game where a collective group of the standard four adventurers can share resources, so it used thrallherd to gain leadership instead of asking anyone to play because unnecessary convolution is a goal of optimization.

A bunch of random names: out of boredom someone asked if can you achieve a bunch of 100s for like two minutes a day and called it 100^10 because math was not their strong point. by casting a lot of spells/powers these builds probably, I mean no one actually reads them anyway, did it.

Cheater of Mystra: overlooks the fact that in a church of mystra a cleric gets free matamagic anyway to tell you how get a couple extra turn undead uses for divine metamagic with a minor tangent on how dweomerkeeper ignores material components.

The Lightning Thief: outdated rules text in the phb says you can steal stuff as a free action so just steal your self to move around because only a dm can limit your number of free actions per round and we never play with those.

A Full CoDzilla including a maximum turning pools option: it uses a dm provided artifact called the deck of many things, remember how we don't play with those, and assumes it produces exactly the cards you like by being a trick shuffler in real then throws the word cleric around for some bonus association.

The Basketweaver: the inspiration for this post, it just sits there making baskets as satire of all the I'm-special bs flying around.

The Dream of Metal: an actually very well made and flavored out post that for a brief moment salvaged GitP's reputation and explores what I said about the terminator.

True Dilettante: using embrace/shun the dark chaos and by reading any post listing where to obtain extra feats this thing gets extra feats.

"Festering Anger Lad": it's not even a build, more like someone's quote on a twenty year old "trick" called wand of lesser restoration and festering anger that decided you needed a bunch of class levels to pull it off.

Monty: how to become pun-pun by using plagiarism instead of manipulate form, aka first pass at updating outdated TO.

Tripple Cheesebuger with Onions: it's what happens if you don't read the ardent or southern magician entry, or your spellchecker, and want to achieve three different sources of 9th level casting without using an accelerated-casting class like the game wanted you to do.

Triple 9's: the above but lampshades cheese and uses accelerated-casting but still forgot illthid savant does the same thing without having a human claim he's a blind floating eyeball.

Bubs: optimized handle animal bonus can theoretically turn you into a pokemon trainer if they don't eat you.

New World Record Mount Familiar Companion by HD: I'm not even sure what this is supposed to be, pokemon ruby's rererelease?

Supermount v1, 2, 3, and so on: watch as people show off their breeds and attempt to win best in the show.

Sleeping Raven Infinite Blood Frenzy: look it's consumptive field again, only this time it's combined with the stance blood in the water because footnotes to a consumptive field suggestion list need to become a named build.

Clone Army: if body outside a body creates a fully stocked resource you can abuse then you can spend it's xp to cast wish.

Uberchargers: if you can't build one, you should read a list thread.

World Record for Rebuke: what happens if you read a list thread.

Maximum SA possible (per hit): what happens if you read a list thread.

Maximum Skirmish: what happens if you read a list thread that includes dragon mag.

Maximum Eldritch Blast Damage per hit: what happens if you read a.. just kidding. by illegally retroactively applying legacy champion and claiming la-buyoff applies to none-la levels you can gain an extra eight virtual levels of helfire warlock, except if only applies the bloodline benefit to hellfire and not the legacy champion levels even through it should either apply or not apply to both, forgets uncanny trickster and most other warlock builds deal more without even needing bloodlines or la-reduction.

The MAXED +1sorc casting non-ascended, Non-epic Demilich kobold: pretends you can buy off +8 la pre-epic and each time you buy off a point you are treated as being able to buy off the next one immediately as if you were say a +7er opposed to what the text does say and somehow only takes that logic as far as using the demilich template only rather than every template ever.

The Ultimate Bear Build: it's just a anthropomorphic black bear dire bear wildshaped bear druid / bear warrior with bear puns which is pretty unbearable. It's just a grizzly thread so be prebeared to bear with it.

Darkwing Duck: using wizard afcs it focuses on chaotic spells and with recall and shadowcraft mage so it casts and knows more than a sorcerer on top of getting new spell levels faster them the sorcerer too.

Sevenfold Dancer: sevenfold veil for spell immunity meets spelldancer for metamagics before facebook thought rainbows were cool, now google "ecdysiast" for me.

Paladin-Replacement: soro spends five paragraphs ranting about the paladin as he tries to tell you how great fist of raziel and ordained champion can be.

Risky: perfectly landed it's average damage in the range needed to incapacitate a balor at level 5 so it can be killed in a looney toon fashion to avoid the self-destruct.

Omnielemental: uses stormcaster's 5th level thunderbolt to stun and smite his opponents like an old testament god.

Eeyore: pale master with a schiver tortured soul is immune to damage caused by getting injured or losing your tail.

Summon Mirror Mephit's Rogue Deity: it turns out there is a 5hd deity printed in a web enhancement that would be a perfect candidate if you have simulacrum as a material-component ignoring sla.

Magikarp: you can ditch racial hit dice by failing your saves against energy drain effects, something something party support mumbling experience is a river and your 20th level is better than everyone else's.

Bestow Curse is a great buff: curse away a wilder's enervation, or everyone's memories of you to derail investigations, or how to always appear good to paladins, true dragons get epic spells, immunity to medusa's gaze by being unable to see her, calling everyone your friend and attempting to aid them results in a 50% no-save chance of failure, there are so many useful ways to curse your self.

Mirror Mirror On The Wall: it's not even a build, just a reminder that a mirror of opposition exists because the only thing that can beat pun-pun is four more pun-puns.

Jacky Chan: it's just a warforged warmage/warmage/war wizard/warweaver/warblade/warshaper that makes a man out of you like the bear warrior does but it's a lot harder to come up with puns for it.

Metalwork: an npc crafter than uses the aging curse to learn druid/cleric/bard/paladin/sorcerer spells through child of eberron, prestige bard, silver pyromancer, and rainbow servent  as needed for magical items and custom runestaffs.

Cave Johnson's Monk: extrapolating unearthed arcane's possibility that class major variants can be treated as a new class, bloodline levels are applied to monk, sidewinder monk, chaotic monk, & wild monk for +50% more monk per monk.

Fumbles: it is a druid/rogue/fighter/monk/wizard/ranger/paladin/bard build with a splash of martial adapt/incarnate/binder/barbarian/spellthief/cleric/artificer/psion that delivers 5th level ranger/wizard spells and up to 9th level slas.

TL;DR: Lots of people posted some things.

More some day, maybe.

Resources & Handbooks / SorO's Enlightenment Series
« on: June 19, 2017, 12:46:16 AM »
Hello and welcome to my Enlightenment Series where I ramble on about stuff, good and bad, in relation to Classes under the pretenses I'm so damn awesome I'm enlightening you. For the most part I'm looking at Classes that prove contrary to their forum reputations or it's a well hidden and often overlooked Class that has a cool gimmick.

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Quote from: New FAQ entry on Tiers
Q: You make it sound like Tiers are useless.
That's because they are. My dad can beat up your dad debates have spawned countless heated debates producing hatred for your fellow community members, increased moderation work effort, and people made asses of them selves to a point where most people just wish their comments were buried and forgotten once they grew up a little. And the long lasting impact of this is forms of stigmata like mundanes can't use wands or buy spells and wizards are just too powerful to even see play. These stigmatas prevent us from exploring optimizing UMD or spell-buffed mundanes and convince DMs that classes break the game when in reality it's the Player which leads them to all sorts of terrible houserules.

Thread Index (if unlinked, means I'm working on it. Maybe)
1. Using The Omnislash (arcane dualist)
2. I know Kung Fu (monk)
3. Robots are cool, but costly and prone to breaking down (artificer)
4. The Superhero (divine crusader)
5. Jedi Knights are playable too (arcane swordsage)
6. Empty.
7. Empty.
8. I attempt to get away with racism (most powerful D&D races)
9. Why the editors need to be fired (stuff that should never have been published)
10. Whatever disagrees with (rules interpretation and faq)

Be sure to check out my Discussion thread where people complain about me!
Which will be linked later

Homebrew / MMX's Unoffical Complete Psionic Fixes
« on: June 19, 2017, 12:26:53 AM »
Part of MMX's Unofficial Errata project but died before being finished, credit goes to nijineko for the compilation and project head but general thanks to the community involved.

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Resources & Handbooks / Fun Finds Compliation (archive)
« on: June 15, 2017, 10:08:42 PM »
Credits to Gazzien.
Last update: October 10, 2015, 10:20:59
This is a quick HTML to bb conversion so expect many HTML tags to appear.

1st Party
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Homebrew / MMX's Unoffical Tome Of Battle Fixes
« on: June 15, 2017, 09:51:18 PM »
Part of MMX's Unofficial Errata project, credit goes to Sinfire_Titan for the compilation and project head but general thanks to the community involved.

Chapter 1 - Disciples of the Sword
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Chapter 2 - Skills and Feats
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Chapter 3 - Blade Magic
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Chapter 4 - Maneuvers and Stances
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Chapter 5 - Prestigious Classes
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No fixes issued for Chapters 6~8.

D&D 5th / D&D - 5th - Unearthed Arcana Releases
« on: June 15, 2017, 07:25:19 PM »
Unearthed Arcana Releases
Here is a semi-recent copy of all the UAs released for 5th since it's release.

2~4 times a year I check for 5th updates and archive them using the standard format so I'll start providing a copy for you guys to sync up to as well. Due to this, keep an eye out for recent discussions for the newest releases as this is mostly just an archive that runs a few months behind (besides, WotC probably tracks web traffic, so download the newest ones from them to contribute to 5th).

Current Link

Change Log
06-15-17, uploaded my archive as of May which contains 35 entries.

Resource & Handbook Submission / Bunko's Fantastic Addition!
« on: June 15, 2017, 05:04:33 PM »
Bunkos has gotten moved into a new line of threads titled "One Stop Shop" while is going to soak up a few threads to consolidate a bunch of stuff into a single page. And one of the biggest things about the move is Bunkos is now open to 2nd party material including Dragon Magazine and Dragonlance supplements similar to how I've opened up Class Boosters before and I'll keep up the color coding too since many people don't have access to Dragon Magazine but I still want to index it for those who do.

So here's what I need from you guys: your submissions.
If it's Dragon Magazine I need an issue and page number along with a short description and it's price. If it's from Dragonlance and just need the book unless you know if another book has errata/updates for it then I'll need both, use the prefix of DL: before book abbreviations as well. Then of course I need an idea of where to put it in case it isn't obvious.

For example, War Paint Ithin Carthian (DL:RoA, 500gp): +5 untyped bonus to natural armor and fast healing 5 until it heals 20hp, put it on in the morning to stay alive until the night.

Thanks and I hope to hear back from you guys.

Resources & Handbooks / Building a Weapon of Legacy For Dummies
« on: June 15, 2017, 02:09:39 PM »
Building a Weapon of Legacy For Dummies

At first glance, WoL sucks. This is because R&D created extremely lame items, and pasted in their sticky notes on how to build them. Which can pretty confusing. Lucky for you, someone who has no clue proceeded to drink a few cans of mountain dew before trying to make sense of the drunken ramblings found within that book to make your life easier.

Step 1
Nonlegacy game statistics. Take your favorite item, and empower it to deity-like levels.

You can pick almost any item to can find or craft that is not already a legacy item, or some type of artifact, or false-living (like golems), or trying to kill you. The latter being more of an advice instead of rules. The limits on picking are simple. If it is a weapon, shield, or armor, its current effective enchantment bonus cannot be higher than +1. For anything else, it cannot exceed the sale price of 4,000gp. +1 clean durable restful soulforged acid/fire/cold/electricity resistance shadow silent moves glamered adamantine feelerplate is perfectly legal if you are immune to a-book-to-the-head.

Also, never pick an item you can sunder, who wants to invest any thing that can be broken? Create a legacy armor, or better yet. A legacy graft. I highly recommend them if you can find one you like that is cheap enough.

Step 2
Requirements. When you get to it, this is stuff to ignore.

You're making the item for your character as soon as you hit level 5. So you should pick requirements like BAB 5 & Fort +5 for fighters, or caster level 5th & concentration 8 ranks for mages etc. that you would have already met.

Step 3
Penalties. R&D's attempt to balance these things. They failed...
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Step 4
Legacy Rituals.

Because no one wants to run off on a side quest all about you. You should make 'beside quests' that you can do along the way. To Do, list some ideas or bribe an epic rogue to steal them and at this point I should just hire an Epic Spellcaster to travel back in time and drop them off.

Step 5
Legacy Item Abilities. Stuff that makes you awesome.

Instead of trying to get you to understand (D+E)=F and F=C and G=(F or E).
I think I'm going to try a what seems much simpler way. Abilities come in three levels, least, lesser, and greater. A legacy item has one ability slot per level from the 5th to 20th level (16 in all). Starting out, you can only choose least abilities, at the 11th & 17th levels you upgrade the ability level you can choose from. In short, each legacy item has 6 least slots, 6 lesser slots, and 4 greater slots, and you have to start from the lower side working your way up.

Some abilities take up more than one slot. For those that do, when sorting out what level grants the chosen abilities. All slots used to pay for it must be next to it and you cannot use slots from a different ability level. Example, If you choose a least ability that take up 3 slots, it can take up the first three slots, or the last three slots. It cannot use up the first, second, and fifth slots. Nor can it one of the slots used be a slot that can grant lesser abilities.

There is an exception to slot costs. If you want, you can use one slot from a higher level ability to pick up a lower level ability no matter its slot cost. There is some fine print to this, but it don't matter in a guide book for dummies. Example, You can use a single greater slot to pick up a lesser ability that would normally cost three slots.

Before we can go into the lists you should know a few things. The tag 'Upgrade' means it can be taken multiple times to upgrade a bonus up to the mentioned cap. I also ripped apart other legacy items presented in books and stole their abilities with a best guess cost. Ripped abilities note where they came from.

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Resources & Handbooks / Spontaneous Wizard Guide
« on: June 15, 2017, 01:56:17 PM »
How do you make your wizard a spontaneous caster?
Well you can't, at least not by the true definition of spontaneous spellcaster, but you can gain the practical end result. Within this very thread me and other contributing members of this board will try to present you with a list of choices to help you in your goal of mimicing spontaneous casting, or just plain expanding your daily list of spells. Just try not to upset the sorcerer any more than he already is.

Definition: Spell Storage
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On to the lists.


Base Classes
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Prestige Classes
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2nd Party Stuff
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Other FYIs & No-Nos
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Did I miss anything? Tell me what, along with the hows & wheres in my discussion thread and I'll get around to updating this post some time in the future.

Homebrew / Magitech Knight (mechs for D&D)
« on: June 15, 2017, 12:35:38 AM »
Do you want Mecha in D&D?

Well officially you can! WotC already published an article containing The Mighty Servant of Leuk-o as an expansion to their Return to Expedition Peaks. But I know what you're thinking, how can stuff like 100hp and 12d6 weapons work at level 1? Yeah, I did too. So I scaled it by PL and then reworked most of the damage, using 4d6 (avg 14, 18str greatsword deals 13) and +1d6 every four levels from there as the main basis for things and tweaked things out from there. Then I patched in HP being based on Constitution as if the mechs had virtual HD so it's less of an Ability Score ignoring equipment addition. Finally it has some niche casting too, which drawn from any list because I am if anything consistent (see my blue mage) but it barely gets any spells each day and I'm not just talking about Slot limitations either.

Finally, it's all fluffed up in Harem porn cool Safe-For-Work images because it was faster & easier to cut & resize those than the effort it takes to sort WH40k & Power Ranger images. Which speaking off, check out the ACF section to better tailor your Magitech Knight towards your favorite super transformation or mecha-like media. As always, flavor is mutable but balanced rule support is always nice.

Homebrew / SorO's Blue Mage
« on: June 15, 2017, 12:21:18 AM »
*** The Blue Mage ***

Masters of learning magic, Avatars of move learning. The Blue Mages are a select group of sorcerer warriors who specialize in quick learning and adaptation. Orderly and well organized at their best, and controlling and possessive at their worst, the Blue Mage is a class suited to those who wish to mimic a interesting effect they just witnessed.

Making a Blue Mage
The Blue Mage is a specialist in the arts of compartmentalizing knowledge. Some would say their arcane power assists their development capabilities, others would say their psionic talent's run thick. They work especially well with spontaneous spellcasters and other melee classes, but their style of research is looked down upon by most prepared spellcasters. Additionally classes capable of healing may get tired of seeing the same patient over and over again.

Alignment: Any.
Hit Die: d6.
Races: Any none-elf.
Starting Gold: [(1d4 x 4) + 1 x 5] gp
Abilities: Like with all force of will casters, Charisma is important to the Blue Mage for determining how powerful their spells are and how many they can cast. High Constitution is a must for the Blue Mage, the ability to survive an attack is required in order to learn new traits and abilities.

Table: The Blue Mage
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*** Class Features ***

Weapon and Armor Proficiency
A Blue Mage is proficient with all simple weapons, plus the longsword, rapier, sap, scimitar, short sword, shortbow, and whip. Blue Mages are proficient with light armor and shields (except tower shields). A Blue Mage can cast his spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Blue Mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Blue Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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Being me is awesome.

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Tip for multiclass characters. PrCs advance your spellcasting but not special ability powers, instead you may take the Practiced Spellcaster feat and apply it to your effective Blue Mage level for the purposes of level checks to learn special abilities as a substitution of it's normal caster level increase. This bonus is limited to your HD as normal.

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Homebrew / The DDO Monk
« on: June 14, 2017, 11:49:30 PM »
TODO: Table

The DDO Monk

Alignment: Any lawful.
Hit Die: d8.
Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Skills
Balance (dex), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (arcana) (int), Knowledge (religion) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex).

Class Features
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Homebrew / Hylian Warrior (soulmelds)
« on: June 14, 2017, 11:14:39 PM »
The Hylian Warrior

Said to be imbued with the ultimate spirit of heroism. The hylian warrior possess an unbreakable spirit and unyielding courage. They rarely shows signs of cowardice and is always willing to use their strength, cunning and valor. Hylian warriors are impressive weapon masters baring a natural aptitude firmly present in their veins and are quick to adapt to a wide variety of items and skillfully wield them against their enemy's greatest weak point.

Abilities: Like all warriors, hylian warriors benefit from high strength and constitution. Additionally many of their abilities are keyed off of or gain additional benefits for your wisdom score.
Races: The desire for heroism and natural flexibility often finds it's self in the hand of the equally flexible and short lived humans or even half elves. Elves and dwarves often think in the long term, why learn now what you can do thirty years from now, and often not quick thinking enough. Halfings and orcs on the other hand are just the opposite, they tend to be too impulsive to analyze their opponent.
Alignment: Their strong spirit often makes them dedicated to their form of valor. And in their mind an enemy's techniques are a puzzle waiting to be solved. A hylian warrior is usually lawfully aligned.

Hit Die: d8.

Level - Base Attack Bonus - Base Saves - Soul Melds (essentia) - Maneuvers - Special
1+10/0/20 (1)1Battle Insight(attacks)
2+20/0/31 (1)1Bind Chakra (hands & feet)
3+31/1/31 (2)2Weapon Aptitude
4+41/1/42 (2)2Battle Insight(defense)
5+51/1/42 (3)3Bind Charka (armor & weapon)
6+6/+12/2/53 (3)3Battle Insight(damage)
7+7/+22/2/53 (4)4-
8+8/+32/2/64 (4)4-
9+9/+43/3/64 (5)5-
10+10/+53/3/75 (5)5-
11+11/+6/+13/3/75 (6)6-
12+12/+7/+24/4/86 (6)6-
13+13/+8/+34/4/86 (7)7-
14+14/+9/+44/4/97 (7)7-
15+15/+10/+55/5/97 ( 8 )8-
16+16/+11/+6/+15/5/108 ( 8 )8-
17+17/+12/+7/+25/5/108 (9)9-
18+18/+13/+8/+36/6/119 (9)9-
19+19/+14/+9/+46/6/119 (10)10--
20+20/+15/+10/+56/6/1210 (10)10Hurricane Spin
Skill Points
4 + Int modifier (x4 for first level)
Skill List
Balance, Climb, Listen, Jump, Knowledge(any), Martial Lore, Profession, Sense Motive, Spot, Swim, Tumble.

Class Features
Weapon and Armor Proficiency
Hylian warriors are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields). Some melds augment exotic weapons, a hylian warrior is considered proficient in any weapon he has augmented with his meldshaping (see below).

Meld Shaping
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Anyone Can Be A Hero
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Battle Insight (ex)
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Rule Reminders
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Design Notes
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