You are either not logged in or not registered with our community. Click here to register.
 
December 03, 2016, 09:58:49 AM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!  (Read 17532 times)

0 Members and 1 Guest are viewing this topic.

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #225 on: February 07, 2016, 12:44:14 PM »
Looks like things are still crazy here with ideas being hurled around everywhere :3

Offline ReijiTabibito

  • Gatecrasher
  • Lord
  • Addict
  • *
  • Join Date: Jun 2009
  • Location: Titanian Autonomous University, Gate Studies Dept.
  • Gender: Male
  • There cannot be another Fall.
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 2
Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #226 on: February 09, 2016, 10:33:24 PM »
Zaer, something I just wanted to doublecheck - it's okay if I change the elemental damage on the Desert Wind maneuvers, as long as I rename the school and use one of the other approved elements, and that doesn't cost a feat?

What if I wanted to have access to, say, both Fire and Cold?  Would that cost a feat?

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #227 on: February 10, 2016, 12:28:59 AM »
You can swap the element to the approved elements (sonic I am not so thrilled but any other element type is okay) without cost of a feat. But if you want to do dual damage (one half dmg other element and other half the other element) with the maneuvers then I demand a custom feat spend for such. In short you cannot anyway 'double' dmg done with desert wind maneuvers until epic level feats (I think there are some of them). Same deal if you want one half dmg be divine dmg (like flame strike sort dmg with maneuvers).
« Last Edit: February 10, 2016, 12:30:24 AM by Zaer Darkwail »

Offline Kunoichi

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #228 on: February 10, 2016, 12:33:14 AM »
I believe Reiji was more asking about the possibility of taking a feat that would allow him to, say, deal either electricity or fire damage with Desert Wind maneuvers, at his choice.  Sort of like how the Energy Subsitution (Cold) feat would allow a Sorcerer to switch between fire or cold damage at-will when casting Fireball spells, for example.

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #229 on: February 10, 2016, 12:34:39 AM »
Ah, that case I allow such swap at-will with a custom feat yes.

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #230 on: February 10, 2016, 01:01:26 PM »
Just one question: where do we actually start this off?

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #231 on: February 10, 2016, 02:32:35 PM »
Well, it depends on your char and char background; some chars may had been imprisoned by Ao (still somereason) or are newly appeared legendary monsters (example our legendary hydra became legendary soon after it ate a elder evil entity and defeated it).

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #232 on: February 10, 2016, 03:10:42 PM »
I meant thread wise and all.

But I'm working on that for my own dragon lady. AS she was sealed by Ao. I dunno where it'd turn her out at

Online Lockepick

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #233 on: February 10, 2016, 03:11:15 PM »
I admit, for Ixrixs, I assumed she had been imprisoned and was just released later. Or was busy until now. I mean, that's even assuming time works the same way across the different universes... XD I could change things if that's not the case though.

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #234 on: February 10, 2016, 03:13:23 PM »
I open threads or give pokes for people when their first opening post is up. Or another player if another player works as the GM as in our game other players can GM other players if their chars are not in same scenes and such.

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #235 on: February 10, 2016, 03:32:05 PM »
Oh I see. well I suppose I just need to come up with my own introd post. But I'm wondering what is good, if she shwos up where her kingdom USED to be and she's confused. Or dragon's Dogma style where she comes out of the Stasis in midair. XD

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #236 on: February 10, 2016, 03:52:57 PM »
When Ao releases monsters they appear always in the office room he has, I make opening post for your char Snake :)

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #237 on: February 10, 2016, 04:01:02 PM »
XD office room? Like a modern office or just an open area where he's talking? And what area of the forum do they go?

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #238 on: February 10, 2016, 04:02:36 PM »
I give link to it. Just finish up your char already :P

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #239 on: February 10, 2016, 04:07:03 PM »
I largely am finished with her.

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #240 on: February 10, 2016, 04:54:01 PM »
Then post her in here for check up :)

Offline Snake

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #241 on: February 10, 2016, 05:03:21 PM »

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #242 on: February 10, 2016, 05:26:36 PM »
Looks good, now post the char in charsheet thread in here and go say hello at OOC. Tomorrow I make post for you (tonight is very late for me and about go bed).

Offline ReijiTabibito

  • Gatecrasher
  • Lord
  • Addict
  • *
  • Join Date: Jun 2009
  • Location: Titanian Autonomous University, Gate Studies Dept.
  • Gender: Male
  • There cannot be another Fall.
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 2
Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #243 on: February 23, 2016, 10:31:44 PM »
I'm almost done with my character, but I have a couple of things to run by the thread, see if I can get any help.  (If this needs to be relocated to the OOC, I'll do that.)

One is magic items.  I've got most of my items set, but I'm still rolling around a handful of items in my brain.

Quick summary of my character: the martial side of them is a multi-classed Paladin/Swordsage (From ToB); the mystic side is straight single-class sorcerer (who might be PrCing in a couple of ways); the monster themselves is a Unicorn with the Radiant and Sacred Watcher templates applied.  (And of course, Paragon.)

The Paladin is just a dip to get Divine Grace & Health, as well as their Immunity.  As note, since Unicorns are CG, I'm using the Paladin of Freedom variant from UA, which gains Immunity to Compulsions rather than Fear.

The Swordsage is the Unarmed variant suggested - get the Monk's Unarmed Strike ability in exchange for the Swordsage's Light Armor Prof - with a focus upon 3 schools for maneuvers: Desert Wind, Diamond Mind, and Shadow Hand.

The Sorcerer is a bit of a spread-around, but I swapped the free Eschew Materials feat at 1st level to get the Metamagic Specialist ACF, which lets me cast spells using metamagic without increasing the casting time.

(Also, Zaer, quick aside, I have an idea for a potential running plot for my character, if you'll hear me out.)

That said - the items!  Please feel free to leave critiques.

Face
Third Eye Concentration - +10 on Concentration checks.  Good for Diamond Mind maneuvers and also spellcasting, since I have no Con modifier.

Third Eye Penetrate - like Spell Penetration (+2 to overcome SR), but doesn't require a feat.

Goggles of Foefinding - I'm not sure when I would have to deal with cover, being a melee character, but this might help.

Goggles of Lifesight - Not much here, just seemed interesting.  Cheap.

Feet
Quicksilver Boots - This was really my only choice, as with flight, an insanely high move rate, and teleportation ability, I couldn't pass up the opportunity for a free move action as a swift action.

Hands
Devastation Gauntlets - Crits won't happen that often, but when they do, I can use these to capitalize on the opportunity.  Plus, they're fairly inexpensive

Gauntlets of Lassitude - 3/day use a melee touch attack to inflict Slow on an enemy for 5 rounds.  Good for fighting single, powerful opponents.

Head
Scout's Headband - Technically, I have all three of the bonuses granted (Darkvision, See Invisible, True Seeing), but this makes it so I don't have to use a spell on any of them.  Plus, cheap.

Circlet of Persuasion - +3 on Charisma-based checks.  This won't enhance any of my CHA-related class abilities, but it'll give me bonuses on skill checks and straight-up Charisma ones, too.

Helm of Gazes - don't have a lot for this one, other than I don't have to worry about rolling a save for 3 rounds against a Basilisk.

Helm of Glorious Recovery - for a quick 1-shot HP recovery boost.

Shoulders
Vanisher Cloak - I can already be invisible, yeah, but this can save me an ability, plus it can work on allies, if I have them.

Scry Shroud - Defeat Scry-spying.

Transposer Cloak - again, I can always Dimension Door, but this lets me just do it without spellcasting.

Torso
Tunic of Steady Spellcasting - +5 Concentration checks.  Useful for the Diamond Mind maneuvers, since I don't have a CON modifier.


Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #244 on: February 24, 2016, 12:35:07 AM »
Unicorn huh? well that's interesting choice for base monster :). I am open ears for plot suggestion.

Anycase on items; you do realize being a horse your anatomy will limit what magic items you can wear (ofc bracers could be worn as greaves and feet slot could be made into a horseshoes). Also you can combine some items together to single item to create 'legendary item' related to your char's legend. Also note unarmed strike cannot be used in normal unicorn form but can be used if you use magic to turn humanoid form.

Anycase vest and the third eye of concentration do not stack as they both are competence bonus (and as paragon you get +10 competence bonus to every skill anyways)? But if other is untyped then they stack and is good for undead who practice diamond mind style (and for spellcasting).

But atm bit busy not able give advice or comments on other items but so far concept looks interesting :).

Offline Jefepato

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #245 on: February 24, 2016, 01:26:25 AM »
Just curious, Reiji, why Sacred Watcher?  Is it a concept-based thing, or was the rejuvenation ability too good to resist?  The LA seems pretty high for what you get otherwise.

Sorry for being slow, Zaer.  I have most of the basics written up and I just need to pick out spells and martial maneuvers/stances, but there are a lot of those and I've been a little busy IRL.

BTW, does the paragon template's +13 to all special attacks apply to spells and maneuvers? 

Offline Kunoichi

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #246 on: February 24, 2016, 02:11:48 AM »
Unicorn huh? well that's interesting choice for base monster :). I am open ears for plot suggestion.

Anycase on items; you do realize being a horse your anatomy will limit what magic items you can wear (ofc bracers could be worn as greaves and feet slot could be made into a horseshoes). Also you can combine some items together to single item to create 'legendary item' related to your char's legend. Also note unarmed strike cannot be used in normal unicorn form but can be used if you use magic to turn humanoid form.

Aren't players allowed to take non-humanoid characters and have them be in a more humanoid shape by default?  I know that one or two players who have already been approved have taken advantage of that for their own characters, so I don't see why Reiji can't do the same.

As for the unarmed strike, it's a Monk-styled Unarmed Strike class feature, which explicitly states that it can be used with any part of the body and doesn't require fists to make use of.  Even if Reiji's character couldn't have a humanoid shape by default, are you sure that he wouldn't be able to use his Unarmed Strike class feature?

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #247 on: February 24, 2016, 02:44:55 AM »
Aren't players allowed to take non-humanoid characters and have them be in a more humanoid shape by default?  I know that one or two players who have already been approved have taken advantage of that for their own characters, so I don't see why Reiji can't do the same.

As for the unarmed strike, it's a Monk-styled Unarmed Strike class feature, which explicitly states that it can be used with any part of the body and doesn't require fists to make use of.  Even if Reiji's character couldn't have a humanoid shape by default, are you sure that he wouldn't be able to use his Unarmed Strike class feature?

Yeah, your correct both accounts. I blame above post of mine for morning derping :P. Anycase yeah; as legendary monster you can take humanoid form or any form so long it does not give you natural attacks which you do not already have (albeit if you go full humanoid form with no hoofs and have no unicorn's horn, then you cannot have hoof attacks or horn attacks naturally as they make no sense). Also indeed unarmed strike can be done by any part of the body (just do not go very silly with it like dick slapping people unconcious with horse wang :P).

BTW, does the paragon template's +13 to all special attacks apply to spells and maneuvers? 

Spells to extend it can increase save DC of all spells or CL from class based spellcasting. Maneuvers wise it does work (can add +13 insight to dmg or hit on strike maneuvers and boosts/stance bonuses can be improved in some aspects, assassin stance example add +13 dice of sneak attack dices than just 2 what standard stance gives).

Offline Jefepato

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #248 on: February 24, 2016, 05:14:39 AM »
Spells to extend it can increase save DC of all spells or CL from class based spellcasting. Maneuvers wise it does work (can add +13 insight to dmg or hit on strike maneuvers and boosts/stance bonuses can be improved in some aspects, assassin stance example add +13 dice of sneak attack dices than just 2 what standard stance gives).
+13 dice of sneak attack damage, not just +13 damage?

If I'm reading that right, I think I need to free up a couple of feat slots for Martial Study and Martial Stance...

Online Zaer DarkwailTopic starter

Re: DnD 3.5 Unlimited: Legendary Monsters Recruitment part2!
« Reply #249 on: February 24, 2016, 05:29:54 AM »
Yeah, dice damage, as we got rogue in past who added +13 insight to dice count than sneak attack dmg itself. We use rather loosely the +13 insight bonus to various things :P. So long they count as special attacks someway.