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In D&D 3.5 it costs 1800 gp to dig a 10 foot deep pit and cover it in sticks. Besides magic, there are two methods for mass transportation. The first method requires a large number of unskilled laborers, one for every 30 feet between destinations. To start, line up all the peasants 30 feet apart, then have them all delay until they're at the same initiative. The first peasant picks up whatever you need transported (bags of holding loaded with objects are a good choice here) as a move action, walks 30 feet as a second move action, and then drops it, where it is then picked up by the second peasant, and so on. You can then either have the peasants walk back to their starting point or carry something the other way in the second round. This costs 17.6 gp per mile per day. Assuming the peasants work 8 hours a day, have average strength, and carry their maximum light load each round, they can move 47.52 tons per day in each direction. You can move more weight if you decrease the distance between peasants to 20 feet, so that they can carry a heavy load each way. The cost per mile per day goes up to 26.4 gp, but you can move 144 tons each direction per day. The other way for fast travel without magic is to get someone with at least +19 to ride. Then, place a line of saddles over a series of posts 5 feet apart. You can mount/dismount as a free action with a DC 20 ride check, so mount on one side of the, dismount on the other side, mount the next post, and so on. You can ditch the saddles if you get someone able with +24 to ride.
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# ¿ Feb 13, 2013 00:53 |
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# ¿ Apr 24, 2024 15:09 |
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In D&D 3.5 it's cheaper to buy a +1 Shuriken of Spell Storing and pay a cleric to cast Cure Moderate Wounds or Cure Serious Wounds into it than it is to buy a potion of Cure Moderate Wounds or Cure Serious wounds. True, you take 1d2+strength damage when you use them, but the advantage you get is throwable healing!
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# ¿ Feb 13, 2013 01:03 |
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Pfft, 45 miles per hour is for chumps. The REAL way to move fast is by getting two people with at least +99 Sleight of Hand. A DC 80 Sleight of Hand checks lets you "disappear" someone by displacing them up to 10 feet away. Normally this is a standard action, but you can make it a free action by taking -20 to the skill check. Thus, two people with +99 sleight of hand can alternate shifting each other, giving them infinite speed. For more fun, nothing says you can't shift them vertically, so now you have flight as well.
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# ¿ Feb 13, 2013 03:36 |
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Speaking of high skill checks, it's possible to make a guy that jumps so well people become fanatic followers who will give their lives to serve you.
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# ¿ Feb 13, 2013 03:38 |
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The average person in D&D 3.5 has a +0 listen modifier. The check to hear and understand someone talking right next to you is DC 10. Therefore, the average person only hears about half of what is said directly to them. Edit: Also tightrope walkers are all epic level (due to the DC 40 balance check required), so never get in a fight with them. Similar for trick riders. Piell fucked around with this message at 23:39 on Feb 17, 2013 |
# ¿ Feb 17, 2013 23:35 |
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Rulebook Heavily posted:So, how about it? Let's make the monk a throwing returning unarmed strike +1. He can now rocket-punch or even rocket-kick people to death from across the room, and the weapon will always return to his, er, hand. Better stick to punching there, champ. Pfft, that's chump change. See, you can make an unarmed attack with literally any part of your body. First, you take Versatile Unarmed Strike, so that your unarmed strikes can count as piercing or slashing damage, and then you make your unarmed strike Fleshgrinding. Then, you can headbutt someone, and detach your head where it will keep chewing on your enemy for 5 rounds or until they make a DC 20 strength check to pull it off. Alternatively, get the Metalline and Morphing enchantments on your unarmed strike and become the T-1000. Metalline lets you change your unarmed strike (ie. every part of your body) into adamantine, cold iron, silver, or regular steel. Morphing allows you to turn the weapon you enchant it with into any other weapon of the same category. d20SRD posted:An unarmed strike is always considered a light weapon. Also, the sizing enchantment lets you change the size category to anything you want. You know what they say about a man with Huge feet.
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# ¿ Feb 21, 2013 19:08 |
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Also if you are a Hulking Hurler you can get a Metalline Sizing on your unarmed Strike, and fight by hurling your own Colossal Adamantine Head at people.
Piell fucked around with this message at 19:29 on Feb 21, 2013 |
# ¿ Feb 21, 2013 19:13 |
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NGDBSS posted:Yeah, I recall running an arena character at ECL 50 gestalt (things got crazy and complicated) who had levels of Hulking Hurler on a lark, and I'm pretty sure that with my Strength score alone (300+) I could have done damage in the quadrillions. After a while it's all just a wall of numbers. As far as I'm aware the record for non-epic hulking hurler is 19,330,723,855,637,920,503,551,754d6+172 damage.
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# ¿ Mar 1, 2013 03:35 |
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jigokuman posted:That would literally be throwing a planet as a weapon, right? That's throwing 3.8661448x10^27 pounds, or about twice the weight of Jupiter.
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# ¿ Mar 1, 2013 04:04 |
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Landshark.
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# ¿ Mar 6, 2013 11:29 |
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Also sharks can't bite off limbs (in Pathfinder). Edit: Also my "favorite" of those is the one that requires you to meditate in an ant swarm. You know, the thing that does 3d6 damage per round. Piell fucked around with this message at 14:41 on Mar 6, 2013 |
# ¿ Mar 6, 2013 14:38 |
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The How To Lose a Friend combination, presented without commentary. Edit: made it crueler. Piell fucked around with this message at 14:37 on Mar 19, 2013 |
# ¿ Mar 19, 2013 14:32 |
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Mycosynth Lattice turns all permanants (i.e. everything they've played that isn't in their graveyard) into artifacts. March of the machines turns all those artifacts into creatures. Then you sacrifice Mindslaver, which lets you play your opponents next turn. When it's their turn, play Mirrorweave - now all your enemies permanants (and yours as well) are Chaos Confetti. Now tear up all their cards.
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# ¿ Mar 19, 2013 14:47 |
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Alright fine, replace Myscosynth Lattice and March of the Machines with Animate Artifact and you can do it with just his favorite creature.
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# ¿ Mar 19, 2013 15:02 |
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Also in D&D 4E you can be a zombie robot vampire werewolf vampire.
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# ¿ Mar 29, 2013 18:15 |
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Kurieg posted:So a sufficiently cybered street sam could do more damage throwing bullets than shooting them out of a gun? In Shadowrun 4E there's an adept power, Missile Mastery, that let's you throw basically anything and have it do STR/2 damage. When used by a troll with maxed out strength and Power Throw 3 (+2 strength for throwing purposes per rank), you can throw literally anything for 11P damage. For reference, Assault Cannons (basically small tank cannons) only do 10P. So you can throw a playing card through concrete walls.
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# ¿ Apr 9, 2013 08:11 |
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children overboard posted:Shadowrun has horrible sample characters with useless equipment. Now, this is bad, but it's far from the worst bit about the sample characters. All of them are uniquely terrible in their own special ways. The biggest failing is that I don't think there is a single character with more than 10 dice in anything. By comparison, a starting character made by an actual player is likely to have at least 15 dice in whatever their main schtick is. The bounty hunter has Uncouth and no talking skills, meaning he literally cannot succeed on any social related checks AND he has to make social checks (which he auto-fails) even in normal everyday situations. He has only 1 init pass and no more than 6 dice to attack with literally his best weapon (i.e. he has a decent chance of losing a fight to even the normal gangers, let alone any "bounties" he might go after). The enforcer again has Uncouth, but at least he has Etiquette, Con, and Intimidate. He can't lead or negotiate ever, though. No perception skill, so it's easy to slip past him. The face has Exceptional Atribute (Charisma), meaning he could increase his charisma to 7 instead of 6 naturally. He only has charisma 5. The hacker is Uncouth (AGAIN) and has no social skills, so he autofails everything. The smuggler can't actually smuggle anything. The weapon specialist only has one Initiative Pass and no better skills at shooting than the bounty hunter - the weapon specialist is not actually good with weapons. If those don't count as Murphy's rules, then there's the fact that Assault Cannons (which are literally small tank cannons) are constantly described as having massive recoil. Despite this, the maximum possible recoil you can get from them is -2 - for comparison, firing short bursts is also -2. Adding even a single recoil compensating item (and most of the assault cannons have one) reduces the recoil penalty to 0.
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# ¿ Apr 15, 2013 14:01 |
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Ah, but gold can be created by any 15th level wizard through the use of Wall of Iron and Polymorph any object. Iron to gold is the same kingdom, class, size, and intelligence, so it's permanent. Each casting of Wall of Iron by a 15th level wizard creates up to 1875 cubic feet of iron, and Polymorph Any Object turns 1500 cubic feet of that to gold. Assuming the wizard cast only one Polymorph Any Object spell a day, it would only take 200 days to acquire the same amount of gold as all the gold ever mined in the real world. 1500 cubic feet of gold is 1810000 pounds, and there are fifty gold coins to to the pound, so casting each spell once would give the wizard the equivalent of 90,500,000 gp. That amount would keep him in crafting supplies for quite some time! Even if this didn't work, the elemental plane of earth is of infinite size and thus contains an infinite amount of gold. There's no way around it, this is true by definition. Piell fucked around with this message at 18:55 on Apr 18, 2013 |
# ¿ Apr 18, 2013 18:52 |
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Wait, drat, I missed the part where it specifically can't create gold. Welp, it's just the Elemental Plane of Earth then. Edit: Or an epic wizard could do it.
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# ¿ Apr 18, 2013 19:04 |
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Actually, a 17th level wizard can create 24429000 cubic feet of gold (the equivalent of 1,221,450,000 gp), though it takes a bit of time. And casting the spell a few more times increases the amount quite quickly - even just two more castings would give 32,979,200,000 gp.
Piell fucked around with this message at 19:14 on Apr 18, 2013 |
# ¿ Apr 18, 2013 19:09 |
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Not only that, but there are no rules for how much AC/attack bonus/HP/damage a monster should do, per CR. Literally the only solid guidelines are based on how many HD a monster has, and ignores the end numbers on everything as well as any special powers they might have. Figuring out CR is not a calculation, it's a guesstimate, and one that is DELIBERATELY incorrect in some cases. They've admitted 3.x dragons are deliberately under-CR'd to try to make them scary to fight.
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# ¿ Jun 13, 2013 12:05 |
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You've got to look at associated and non-associated class levels.. A dwarf Fighter 5 is the same CR as a dwarf Wizard 10 (CR 5) being that a dwarf is "a creature that relies on its fighting ability", clearly displayed by the favored class: fighter and that they "rarely use magic in fights". A dwarf with 25 humanoid hit dice is also CR 5.
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# ¿ Jun 13, 2013 14:04 |
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OmniDesol posted:Call of Cthulhu D20 is not a great system by any means. It isn't awful, but it's very bland and feels a little clunky. That said, there are some funny bits to take out of it: quote:-COCD20's weirdest and most out of place rule is the Massive Damage Threshold. If a player character, at any time, takes more than 10 damage from a single attack, they have to make a DC15 Fort save vs. Death. Not unconscious, not "hey, I need first aid, now!". You're done, only foul necromancy can save you now. I mean, it fits the theme of Call of Cthulhu; you're only a mortal, yadda yadda... but it's pretty lovely for a d20 game, where 10 damage is "average Joe mook crit with his pistol". Piell fucked around with this message at 20:12 on Jun 27, 2013 |
# ¿ Jun 27, 2013 20:09 |
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PantsOptional posted:poo poo, in the last 3.5 game I was in we had a full party of 15th and 16th level characters and we nearly got wiped by a handful of shadows with a couple of greater shadows. I don't remember the details regarding the encounter super well since it was the last session of a game run almost a decade ago, but I do recall that I checked the math out and it fell well within the bounds of a reasonable encounter in terms of CR. This was my first real exposure to just how absolutely useless CR is as a tool. Yeah, shadows are pretty stupidly CR'd. Since they're incorporeal, you're going to miss half the time unless you have a ghost touch weapon (you probably don't). Damaging spells also have a 50% chance to just not work and as undead they're immune to a lot of spells. Their attacks are all touch attacks which are pretty easy to land and 2-3 hits are enough to drop anyone who hasn't concentrated on strength. If you don't have a cleric to pop them en masse they can be pretty annoying. It's enough worse if the DM is inexperienced enough to take their CR 3 at face value since a typical third level party has a good chance of not even having any magic weapons and thus making it impossible to damage the shadow.
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# ¿ Nov 18, 2013 15:42 |
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A spell component pouch contains an infinite number of live spiders.
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# ¿ Dec 12, 2013 21:16 |
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The spell component pouch also contains fire and a snack.
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# ¿ Dec 12, 2013 21:47 |
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The easiest way to do IMO it is just "either it counts as a shield, or it counts as fighting with a two handed weapon.". The Two Weapon Fighting feat lets you swap between those two at will.
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# ¿ Mar 18, 2014 15:38 |
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Clubs tied together with strings (which are also free). Also since slings are weightless and free, you can fit an infinite amount in a bag of holding.
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# ¿ Mar 29, 2014 07:26 |
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Vow of Poverty is actually really pretty bad because items are way better than the frankly mediocre bonuses you get.
Piell fucked around with this message at 16:10 on Jan 2, 2015 |
# ¿ Jan 2, 2015 16:00 |
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Double Monocle posted:For classes who benefited from normal magical armor and weapons, yes. But for monks/druids/arcane casters it was stupid good. It really isn't. Edit: Well, maybe druids. But VoP on monks is bad except maybe Touch of Golden Ice shenanigans. Piell fucked around with this message at 17:00 on Jan 2, 2015 |
# ¿ Jan 2, 2015 16:46 |
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Anatharon posted:IIRC in DnD 3.5 there was a weird class related to demons with things like "Pretend you're a statue for 12 hours. If anyone figures out you're not, you must kill them. After the 12 hours gain +1 to hide." and hilariously dumb stuff like that. Anyone remember where it came up in this thread?I want to show a friend. Ettin posted it here
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# ¿ Jan 15, 2015 14:55 |
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It seems like a spell that would be great for creating luxury condos. A priest of Berronar moves into an unfurnished apartment and declares it a dwarven enclave (since he is a dwarf and lives there). Since it's just an empty room with no supplies or natural resources, it's obviously suffering. Cast the spell to get a hundred pounds of gold and fancy that place up, then move into the next one.
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# ¿ Mar 24, 2015 15:04 |
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In 3.5, Knowledge checks cannot be made untrained. Knowing about mundane animals is a DC 10+HD knowledge check. 99% of people in D&D have no idea what a chicken is. Knowing about humanoids is a Knowledge: Local check, so most people don't even know what a human is.
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# ¿ Oct 5, 2015 17:11 |
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ToxicFrog posted:AIUI, if it's a free action, you can do as many of them per round as you want. So any computation, no matter how complex, will take at most six seconds. Infinite computing power! No-one cares about multithreading or gate counts in this universe, since anything can be computed effectively instantly no matter how simple the computer is. (As far as I know, RAW doesn't care about lightspeed delays. If it does, you need to take that into account and speed is no longer infinite, just very fast, limited by the longest distance between two connected skeletons -- the critical path.) Really if you want the most efficient skeletal computing you need to cast Genesis. This gives you a small demiplane (180' radius per casting). The important part is that you can determine its traits, one of which is the flow of time. There is no stated limit, but the example given is six seconds in "real" time is one year inside the demiplane, so we can at least get a time ration in excess of five million to one. The only question is if the spell to control the undead runs on the caster's time (meaning a spell to control the skeletons would give many millenia of computing time per cast) or on the demiplane's time (which means you need a caster inside the demiplane to control them).
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# ¿ Oct 5, 2015 19:11 |
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Nah, your own demiplane is the best way to do this. Not only can you increase the time rate, you can also set it to no gravity so 3D skeleton arrays are easy.
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# ¿ Oct 19, 2015 13:21 |
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Serperoth posted:Doesn't it still weaken with every metre 'travelled'? So if it goes (say) 3 metres to the wall, it'd weaken by 3 metres, bounce, then on the way back still weaken? Yes, but they hosed up the grenade damage when they changed how damage values when going from 4th to 5th edition. From a post I made a ways back in the Shadowrun thread: Piell posted:Yeah, but grenades weren't an instant kill in SR4. A frag grenade in SR4 did 12P, +5 AP, and a typical non-tank character might have body 3 and Actioneer Business Suit (ignore FFBA for this, which would make it even higher) for a total soak of 13, or a bit over 4 hits on average. 12-4=8, which is not a kill an on unwounded person.
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# ¿ Sep 25, 2016 20:00 |
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ToxicFrog posted:Bag of rats? Get Whirlwind Attack and Great Cleave. Drop a bag full of rats at your feat, use whirlwind attack to kill them all and get a million bonus attacks, use the bonus attacks on your actual enemies. 3.5 fixed it by adding "When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell)."
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# ¿ Oct 18, 2016 16:07 |
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bewilderment posted:It leans more on the gritty end, so... working as intended, I suppose? As you gain XP, your swordfighting dice pool may increase, but your amount of health never will. Not wearing a helmet when you go into combat is considered a very poor idea in that system. That's mostly because moderately skilled enemies are for more likely to hit headshots than anywhere else, due to how the Expert Die works.
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# ¿ Nov 4, 2016 03:01 |
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spectralent posted:Do I even want to know what sex ninjas are? Sex gods and sex fairies are a concept I'm familiar with but not sex ninjas. Ninjas who gently caress all the time, but they don't know how babies are made so Kvothe can gently caress all he wants to and not worry about kids because they won't connect any pregnancies to him.
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# ¿ Nov 22, 2016 18:48 |
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# ¿ Apr 24, 2024 15:09 |
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The Lone Badger posted:The impression I got from the first book is that Kvothe is a highly unreliable narrator and all the times he was totally awesome you guys should be taken with a considerable amount of salt. That was the first book. In the second book, everything Kvothe did was true and all the times he was totally awesome you guys should be taken literally.
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# ¿ Nov 23, 2016 14:28 |