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Author Topic: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!  (Read 17740 times)

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Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #175 on: January 31, 2016, 12:43:37 PM »

The solution to all of this is obviously to just choose another class.  But, I just cannot agree that the rogue is a T4-->T3 within the paramaters of this game.  The class stands alone well, but it definitely doesn't gestalt well.
Ah, I see. That's because the house rules and class fusions weren't, AFAIK, written specifically for this game. They're Zaer's general house rules he uses in all of his games here on E, not specifically just for this one.

Offline PhantomPistoleer

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #176 on: January 31, 2016, 09:12:16 PM »
Ah, I'm still going to go with rogue.  In fact, I am just going to WIP.

Telemon Watts:  The Prince of Thieves

Character Progression
Level1st Class2nd ClassBABFortRefWillSpecial
1stRogueWizard+0+0+2+2Sneak Attack +1d6, trapfinding, summon familiar, variant: improved initiative
2ndRogueWizard+1+0+3+3Evasion
3rdRogueWizard+2+1+3+3Sneak attack +2d6, trap sense +1
4thRogueWizard+3+1+4+4Uncanny Dodge
5thRogueArcane Trickster+3+1+6+6Sneak attack +3d6, Ranged Legedermain 1/Day
6thRogueArcane Trickster+4+2+7+7Trap sense +2, sneak attack +4d6
7thRogueArcane Trickster+5+3+7+7Sneak attack +5d6, impromptu sneak attack 1/day
8thRogueArcane Trickster+6/+1+3+8+8Improved Uncanny Dodge, sneak attack +6d6
9thRogueArcane Trickster+6/+1+4+8+8Sneak attack +7d6, trap sense +3, ranged legerdemain 2/day
10thRogueArcane Trickster+7/+2+4+9+9Special ability (improved evasion), sneak attack +8d6
11thRogueArcane Trickster+8/+3+4+9+9Sneak attack +9d6, impromptu sneak attack 2/day
12thRogueArcane Trickster+9/+4+5+10+10Trap sense +4, sneak attack +10d6
13thRogueArcane Trickster+9/+4+5+10+10Sneak attack +11d6, special abilities (defensive roll), ranged legerdemain 3/day

Class Features
All of the following are class features of the rogue, wizard, and arcane trickster.

Weapon and Armor Proficiency
  • Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
  • Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizardís movements, which can cause her spells with somatic components to fail.
  • Arcane tricksters gain no proficiency with any weapon or armor.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogueís attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomiesóundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex)
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)
The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive rollóif she is denied her Dexterity bonus to AC, she canít use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogueís evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)
Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogueís attack of opportunity for that round. Even a rogue with the Combat Reflexes feat canít use the opportunist ability more than once per round.

Skill Mastery
The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)
This ability represents the rogueís ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat
A rogue may gain a bonus feat in place of a special ability.

Spells
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizardís spell is 10 + the spell level + the wizardís Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar
A wizard can obtain a familiar in exactly the same manner as a sorcerer can.

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.  This class feature has been replaced with the UA variant Fighter Feat.

Spells per Day
When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

Ranged Legerdemain
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Racial Progression (White Ethergaunt)
White Ethergaunt
Medium Aberration (Extraplanar)

Senses: darkvision 60 ft.

Languages: Khen-Zai.

Natural Armor: +10 natural

Speed: 30 ft.

Space: 5 ft./5 ft.

Abilities: Str +2, Dex +6, Con +2, Int +16, Wis +4, Cha +2

Feats: Exotic Weapon Proficiency (etherblade);

Spells: A white ethergaunt can cast arcane spells as a 13th-level wizard (4 6 6 6 6 4 3 2; save DC 18 + spell level). A typical spell list: 0 - daze, disrupt undead, mage hand, resistance; 1st - expeditious retreat, hypnotism, mage armor, magic missile, shield, true strike; 2nd - detect thoughts, glitterdust, Melf's acid arrow, mirror image, protection from arrows, see invisibility; 3rd - dispel magic, displacement, fireball, haste, tongues, vampiric touch; 4th - charm monster, improved invisibility, Otiluke's resilient sphere, phantasmal killer, rainbow patten, scrying; 5th - cone of cold, dismissal, mind fog (2); 6th - disintegrate, mass suggestion, project image; 7th - plane shift, power word stun.

Though members of each ethergaunt caste have unique individual spells and abilities, the race as a whole shares a number of characteristics.

Enslave (Su): Three times per day, an ethergaunt can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Will save DC 13 for red, DC 16 for white, and DC 20 for black ethergaunts). An enslaved creature obeys the ethergaunt's telepathic commands to the letter. The subject can attempt a new Will save every day to break free. Otherwise, the ethergaunt's control is broken only by the death of either the ethergaunt or the enslaved creature, or by a remove curse or dispel magic effect, or if the ethergaunt travels more than 1 mile from the enslaved creature or travels to a different plane from the one its thrall is on. At any given time, an ethergaunt may have one slave per point of Charisma buns-is (normally one slave for a red or white ethergaunt or two for a black, although exceptional individuals may be able to command more slaves).

Stupefying Gaze (Su): An ethergaunt can open and close its vertically bisected mask as a free action, revealing a horrifically alien morass of facial organs and orifices. On its turn, the creature decides if it wants its mask open or closed. Anyone within 30 feet of an ethergaunt with an open mask who meets the creature's gaze must succeed on a Will saving throw (DC 13 for red, DC 16 for white, and DC 20 for black ethergaunts) or immediately take 1d4 points of Intelligence, Wisdom, and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same ethergaunt's stupefying gaze for one day. Ethergaunts are immune to their own gaze attacks and to those of others of their kind.

Immunity to Spells (Su): Ethergaunts may choose to ignore the effects of arcane spells, just as if the spellcaster had failed to overcome spell resistance. They have no power over divine spells, having long ago rationalized divinity out of their racial philosophy. Though powerful, this ability is somewhat limited. It applies only to arcane spells of 2nd level or lower for red ethergaunts, 4th level at lower for white ethergaunts, and 6th level or lower for black ethergaunts.

Material Jaunt (Su):
Ethergaunts dwell on the Ethereal Plane. While in their natural state of etherealness, they can perceive but not affect creatures and objects on the Material Plane. However, an ethergaunt can transport itself from the Ethereal Plane to the Material Plane as a standard action. It can remain on the Material Plane for up to 1 round per Hit Die it possesses. At the end of this time, or when the ethergaunt chooses, it becomes ethereal again. An ethergaunt must remain on the Ethereal Plane for at least 1 hour after a material jaunt before it can use the ability again.

Ethergaunts who wish to remain on the Material Plane for a longer time must use plane shift or similar magic. Most white and black ethergaunts know the plane shift spell and use it for this purpose.

Total Vision (Ex): An ethergaunt's superdeveloped brain and countless facial sensory organs allow it to discern all objects within 40 feet, even through the mask that hides its face. An ethergaunt usually does not need to make Spot or Listen checks to notice creatures within range of its total vision. A silence spell has no bearing upon an ethergaunt's total vision.

Feat Progression
LevelFeat Name(s)
1stImproved Initiative, Exotic Weapon Proficiency (Etherblade), Empower Spell, Aereli Focus, Exotic Weapon Proficiency (Gnomish Quickblade)
3rdEnlarge Spell
5thExtend Spell
7thHeighten Spell
9thMaximize Spell
11thQuicken Spell
13thWiden Spell

Aereni Focus
 
Prerequisite(s):
Aerenal Elf, 1st level only
 
Benefit:
A single skill of your choosing is now considered a class skill for you and you gain a +3 bonus when using that skill.

Empower Spell [Metamagic]
Benefit
All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spellís actual level.

Enlarge Spell [Metamagic]
Benefit
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spellís actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Extend Spell [Metamagic]
Benefit
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spellís actual level.

Exotic Weapon Proficiency [General]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite
Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

Benefit
You make attack rolls with the weapon normally.

Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special
You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Heighten Spell [Metamagic]
Benefit
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Improved Initiative [General]
Benefit
You get a +4 bonus on initiative checks.

Special
A fighter may select Improved Initiative as one of his fighter bonus feats.

Maximize Spell [Metamagic]
Benefit
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spellís actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Quicken Spell [Metamagic]
Benefit
Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spellís actual level. Casting a quickened spell doesnít provoke an attack of opportunity.

Special
This feat canít be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Widen Spell [Metamagic]
Benefit
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spellís area increase by 100%.A widened spell uses up a spell slot three levels higher than the spellís actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Various Spellbooks
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizardsí spellbooks to her own.

Spells Per Day
0123456789
181616161614121000

Cantrips:
All cantrips.

First Level:

Second Level:

Third Level:

Fourth Level:

Fifth Level:

Sixth Level:

Equipment
  • Gnomish Quickrazor +7 (~100K) (+5 Mithral Ghost Touch Spell Storing Punching Dagger
    Effective Magic Bonus:   +7
    Cost:   98502 gp
    Weight:   0.5 lb
    Weapon Wield:   Light
    Weapon Type:   Simple
    Weapon Mode:   Melee
    Attack Bonus:   +5
    Damage Bonus:   +5
    Attack:   P 1d4 C20/◊3
    Weapon is considered corporeal or incorporeal, whichever is best for wielder
    Weapon stores one targeting spell; on successful hit spell can be immediately discharged
  • Belt of Magnificence +4 (100K)
« Last Edit: January 31, 2016, 10:53:19 PM by PhantomPistoleer »

Offline PhantomPistoleer

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #177 on: January 31, 2016, 10:39:34 PM »
All right...

I have a question.  My race gives me the ability to cast spells like a 13th level wizard.  I then chose wizard as my class and have full spell-casting through arcane trickster.

So, am I casting as a 13th level wizard with twice the spells, or am I casting as a 26th level wizard?

Offline Kunoichi

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #178 on: January 31, 2016, 10:46:01 PM »
I believe you're not allowed to double up on casting classes like that, unfortunately.  You could try using your casting progression to advance Beguiler or some other int-based arcane casting class if you'd like to get a similar effect, though.

Offline PhantomPistoleer

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #179 on: January 31, 2016, 11:06:08 PM »
I believe you're not allowed to double up on casting classes like that, unfortunately.  You could try using your casting progression to advance Beguiler or some other int-based arcane casting class if you'd like to get a similar effect, though.

Ah, no biggie.  I can just go Wu Gen --> Arcane Trickster.

They're ALMOST the same.

Offline Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #180 on: January 31, 2016, 11:28:31 PM »
Well, Wu-Jen have their own spells and interesting elemental themes :P. Anycase Kunoichi is correct, but you can qualify for arcane trickster with monster casting side but your casting ability does not improve until you take 14th level (and still continue take the PrC) as reason being that you enter the class while your under 13 HD. But Kunoichi's suggestion is pretty good that you take other casting class to enter arcane trickster, progress it and then later on take PrC which improves your racial casting ability (in mystic side that is once arcane trickster is completed).

Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #181 on: February 01, 2016, 12:12:25 AM »
What if he takes a spontaneous class like Sorcerer, Warmage, or Dread Necromancer, then uses Ultimate Magus in the mystic path at HD14+ to theurge both his racial casting and mystic casting at once?

Offline Kunoichi

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #182 on: February 01, 2016, 12:17:48 AM »
I believe it was ruled that theurge-style classes like that are allowed, since the character still only has the ability to progress their casting on the mystical side of their progression that way.

Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #183 on: February 01, 2016, 12:18:23 AM »
Riiiiight. Never mind then.

Offline Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #184 on: February 01, 2016, 12:39:16 AM »
Yeah, that could work (Ultimate Magus that is). Wu Jen are fun but he could take spontaneous arcane class and then with Ultimate Magus continue both spontaneous side and the racial sided casting. But overall point being you cannot stack up casting class + racial casting to get greater casting levels (albeit there are PrC's with rapid spellcast progression like beholder mage and Ur-Priest and some psionic class like argent which powers know depend on power points and manifester level).

Offline Jefepato

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #185 on: February 01, 2016, 12:57:54 AM »
I'm kinda thinking of doing the following:

Path 1: Efreeti, half-air elemental
Path 2: Monk 13
Path 3: Sorcerer 4/mystic 4/mystic theurge 5

This isn't even slightly optimized, but I'm not sure how much that really matters in a game like this?  I would definitely consider picking one of the Tome of Battle classes instead of monk though.

Offline PhantomPistoleer

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #186 on: February 01, 2016, 04:30:18 PM »
I have more questions.  Sorry.

First question, re: Lolth-Touched template.  Zaer previously suggested that the template's alignment component could be shifted by selecting a different God or Goddess to one that better aligned to the character.  But in shifting the God or Goddess, is it possible to change the bonuses?  Lolth-Touched grants a +6 to both STR and CON.  Would a Corellon Larethian-Touched template grant a +6 to DEX and INT?

Second question, re: Ninja+Spellthief.  Here, the Ninja and the Spellthief's stat for AC and spells is WIS. Would "Carmendine Monk" or "Kung Fu Genius" change that stat from WIS to INT for both AC and spells, or only spells?

Third question, re: White Ethergaunt.  The White Ethergaunt is a CR 13.  The more powerful Black Ethergaunt is a CR 17.  Would it be possible for a player to play as the White Ethergaunt, NOT level for HD 14, 15, 16, and then transform into a Black Ethergaunt at HD 17?

Fourth question, re: Racial abilities.  Is it possible to drop racial abilities to decrease the CR of the creature?  If the White Ethergaunt doesn't work out, I am going to use a CR 12 Cuprilach (a Rilmani).  The Cuprilach summons other Rilmani once per day.  I don't wish for my character to have this ability because my character strongly prefers to work alone.  Is it possible to lose it?  Or perhaps replace it?

Fifth question, re:  What do you do if there aren't any prestige classes for your character?  I am having a lot of difficulty finding appropriate prestige classes for my aberration. 

Online Sain

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #187 on: February 01, 2016, 04:40:05 PM »
I can answer last one. Just wait :D We are using a list of homebrewed prestige classes for epic levels. If you don't have anything to take just yet you may want to wait till lvl 20 so you can start one of them the moment you level up rather than having to wait to finish one. You'll do fine with just basic classes too.

@Jefepato. Yep optimization isn't really necessary. My Dynja has done pretty alright despite just being a gynosphinx psion/dragon shaman with nothing special in her build.

Offline PhantomPistoleer

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #188 on: February 01, 2016, 04:45:28 PM »
I can answer last one. Just wait :D We are using a list of homebrewed prestige classes for epic levels. If you don't have anything to take just yet you may want to wait till lvl 20 so you can start one of them the moment you level up rather than having to wait to finish one. You'll do fine with just basic classes too.

@Jefepato. Yep optimization isn't really necessary. My Dynja has done pretty alright despite just being a gynosphinx psion/dragon shaman with nothing special in her build.

I meant for the racial side of the gestalt.  Sorry for not being clearer. :/
« Last Edit: February 01, 2016, 04:54:15 PM by PhantomPistoleer »

Online Sain

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #189 on: February 01, 2016, 04:49:04 PM »
Ah... Yeah I know the struggle. Had pretty much no templates or class levels to pick from either for the longest time :P

Offline Lockepick

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #190 on: February 01, 2016, 05:04:29 PM »
I can answer last one. Just wait :D We are using a list of homebrewed prestige classes for epic levels.

Is there a list of these anywhere?

Online Sain

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #191 on: February 01, 2016, 05:17:57 PM »
Somewhere in the OOC thread. Maybe someone else saved the link somewhere.

Offline Lockepick

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #192 on: February 01, 2016, 09:10:57 PM »
Heh, we should probably be compiling all these rules we're digging out of the OOC and putting them in one place. Could always edit the first post.

I did a cursory scan and couldn't find anything in either OOC.

Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #193 on: February 01, 2016, 09:17:37 PM »
I already suggested updating the Houserules thread with a special section for the Legendary Monsters extra rules.

In the meantime, these are the Epic Prestige classes we're using in place of the regular ones (not that anyone has made it that far): http://www.giantitp.com/forums/showthread.php?247756-Librim-Eternia-Tome-of-Epic-Prestige-%28Completed%29&p=13461609&viewfull=1

Offline PaleEnchantress

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #194 on: February 01, 2016, 09:36:37 PM »
I already suggested updating the Houserules thread with a special section for the Legendary Monsters extra rules.

In the meantime, these are the Epic Prestige classes we're using in place of the regular ones (not that anyone has made it that far): http://www.giantitp.com/forums/showthread.php?247756-Librim-Eternia-Tome-of-Epic-Prestige-%28Completed%29&p=13461609&viewfull=1

And yet I'm still very concerned about Jerion's epic destiny. Boleyn has several very fitting options. Jerion, anything that fits him is impossible for him to qualify for.

Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #195 on: February 01, 2016, 09:41:39 PM »
That's cause you're so darn picky.

Offline Sahariel

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #196 on: February 01, 2016, 09:55:06 PM »
I will try to post my sheet this week. I've decided to go with a SwashMonk.

Offline ReijiTabibito

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Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #197 on: February 01, 2016, 10:54:21 PM »
Quick question for anyone out there who knows the Tome of Battle classes - do you need to use a weapon associated with one of the nine schools in order to use a maneuver from that school, or can you theoretically mix & match?

Offline TheGlyphstone

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #198 on: February 01, 2016, 10:59:46 PM »
You can use any weapon with any school. The Favored weapons by school only matter for certain feats like Blade Meditation or certain class features like Swordsage Discipline Focus.

Offline Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #199 on: February 01, 2016, 11:59:42 PM »
I'm kinda thinking of doing the following:

Path 1: Efreeti, half-air elemental
Path 2: Monk 13
Path 3: Sorcerer 4/mystic 4/mystic theurge 5

This isn't even slightly optimized, but I'm not sure how much that really matters in a game like this?  I would definitely consider picking one of the Tome of Battle classes instead of monk though.

What I can tell from build it's entirely valid (nothing against it rulewise). I did not find 'half-air elemental' template but found air elemental creature template (which is +2 CR if past 8 HD).

First question, re: Lolth-Touched template.  Zaer previously suggested that the template's alignment component could be shifted by selecting a different God or Goddess to one that better aligned to the character.  But in shifting the God or Goddess, is it possible to change the bonuses?  Lolth-Touched grants a +6 to both STR and CON.  Would a Corellon Larethian-Touched template grant a +6 to DEX and INT?

Yes, you can swap stats and change benefits what template otherwise gives. But I am certain there in some monster manual or dragon magazine there is actual full list for 'deity touched' templates which includes Gruumsh, Nerull, Corellon, Kord etc. I am not just certain where the list is (Kunoichi knows as she gave suggestion to me while playing in her demon prince campaign for my own demon prince build which was ogre magi + that deity touched individual).

Second question, re: Ninja+Spellthief.  Here, the Ninja and the Spellthief's stat for AC and spells is WIS. Would "Carmendine Monk" or "Kung Fu Genius" change that stat from WIS to INT for both AC and spells, or only spells?

Kung Fu Genius would change swap all class features based on Wisdom to Int (but none the spellcasting based, there is sepparated feat which allows swap key stat for your spells to other mental stat, in dragonlance I think).

Third question, re: White Ethergaunt.  The White Ethergaunt is a CR 13.  The more powerful Black Ethergaunt is a CR 17.  Would it be possible for a player to play as the White Ethergaunt, NOT level for HD 14, 15, 16, and then transform into a Black Ethergaunt at HD 17?

Well, I would allow that as unusual evolution for your char that you hold back and just gain HD and then replace all white ethergaunt features with black ethergaunt features (same scenario could work for slaadi base monster).

Fourth question, re: Racial abilities.  Is it possible to drop racial abilities to decrease the CR of the creature?  If the White Ethergaunt doesn't work out, I am going to use a CR 12 Cuprilach (a Rilmani).  The Cuprilach summons other Rilmani once per day.  I don't wish for my character to have this ability because my character strongly prefers to work alone.  Is it possible to lose it?  Or perhaps replace it?

You cannot get rid of racial abilities nor decrease CR of the creature that way either. I so far know one stacking template which decreases your CR but it makes you simply dumber and also some other penalties (It's in Magic of Incarnum).

Fifth question, re:  What do you do if there aren't any prestige classes for your character?  I am having a lot of difficulty finding appropriate prestige classes for my aberration.

Not take any until hit epic levels as mentioned before. It can be hard to find any perfect or good PrC's. I can throw suggestions once I see your build in detail. But if speaking monster side; there is few PrC's for monsters in savage species and if none fit, then think monsters what you can absord abilities from (in this game you can absord paragon monsters to gain their abilities and add them to yourself, it gives no feats, skills, BAB, stat changes or such but can give example natural attacks, scent, natural armor, shape, mobility, immunities and subtypes etc).

As note we did change our monster usage rules after game started so Dynja example is in for due for lots templates in near future.