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Wild talk:PC/Bo

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Revision as of 20:48, 23 February 2011 by >Arz (→‎Retool, continued)
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Downgrade of Sacred Healing because I mixed the CD and PHB2 versions up. Looking for caster/divine feat with taoist flavor. Trying to avoid divine metamagic(quicken). Leaning to reactive casting but has 1 too many prereqs which is why I liked this:

  • 3rd: Ancestral Defiance [FCII:83] Spend rebuke spirits as immediate action to counter a spell or spell-like effect. Follows counter spell rules on PHB170 otherwise.
Though it still needs imp counterspell to be effective & reactive casting is generally better. Any ideas? Skills pared down, snakes on a freaking monk, and equip edited.--Arz 16:01, 14 January 2009 (UTC)
FYI, just because the same feat was reprinted in various sources doesn't mean only the newest source is available. The feat as written in the book (pasted below) is completely fine by me. How is it you are trying to modify it? --Mqs 16:46, 14 January 2009 (UTC)
Divine Defiance is mostly fine I just flipped in rebuke spirit instead. Prob came when I looked up counterspelling rules. Then ran across Reactive Casting. Does the same w/out being divine. Which pointed me to imp counterspell. Ending up with a feat chain wherein I did not one. Buggerin me up. --Arz 18:53, 14 January 2009 (UTC)
Differences: Reactive Counterspelling (as compared to Divine Defiance)
  • Better
    1. does not require use of a daily turn attempt
  • Worse
    1. has steeper prerequisites (2 feats)
    2. consumes your next action when you do use it (Divine Defiance uses only your swift action)
    3. cannot use flat-footed
  • Same
    1. once per round
    2. need to follow normal counter spelling rules (same spell or dispel magic)

Did you notice these? --Mqs 19:20, 14 January 2009 (UTC)

Worse#2 had slipped my mind. Big 1 too. I've never seen a counter-mage in D20. Thought it preferable to more divine metamagic. Think you can cope?--Arz 19:39, 14 January 2009 (UTC)
Certainly.--Mqs 19:47, 14 January 2009 (UTC)
How does it being an immediate action interact with the removal of immediate actions in the campaign? --Randy (Talk) 19:33, 14 January 2009 (UTC)
Immediate actions were not removed. Immediate action spells were. --Mqs 19:34, 14 January 2009 (UTC)


Wording from FC2

DIVINE DEFIANCE [DIVINE]
You can channel divine energy to counter spells without readying an action in advance.
Prerequisites: Divine caster level 3rd, ability to turn or rebuke undead.
Benefit: You can spend one of your turn or rebuke undead attempts as an immediate action to counter a spell or spelllike effect. For example, if an evil cleric targets Jozan with a hold person spell, as an immediate action, Jozan can spend a turn undead attempt to counter the spell if he had prepared a hold person or dispel magic spell. You must have the relevant spell prepared as normal (or dispel magic), and you must make a Spellcraft check to identify the target’s spell if applicable. (See PH 170 for details on counterspells.)
Normal: You must typically use a readied action to counter an enemy’s spell.

Conversion

Wild:Alterations#Classes regarding conversion. --Mqs 15:58, 22 January 2009 (UTC)

Checked alter form as per yuan-ti. Only changes are unlimited use and limits to large through tiny viper. Still a spell-like that acts like polymorph. --Arz 15:12, 30 January 2009 (UTC)

Spell Advancement

I had hoped to get some fixes in place before actually being able to cast this lvl of spell. The list gets schizophrenic and shows its 3.0-ness. Only sort of improvement guidelines I've come up this point are as follows:

1) Ethereal spells = all lists, 2 lvls early
2) Cleric healing
3) Alignment spells
4) Animal companion improving spells. Ex: Magic fang, nature's favor
5) Spells that target/effect/imitate spirits
Anything more informative than 'I don't like the format' D? --Arz 16:20, 3 June 2009 (UTC)

This is at the top of my to-do list this weekend. Well, #2, after "clean up living room from Thursday's D&D". --Mqs 18:22, 3 June 2009 (UTC)

I can't believe I still haven't looked at doing this yet :/

Substitution

I just looked over Substitution. The spell is fine as long as it's limited to the figures and costs listed in the spell (or related figures). Binding yourself to the ship's figurehead is a bit overboard. --Mqs 13:10, 17 September 2009 (UTC)

Pool of Healing

Pool of Healing By sacrificing some of your personal power, you permanently establish a link to the Positive Energy Plane through your deity or belief system. The energy you draw from that plane obeys your direct command, and you can dispense it in the form of healing with a simple touch.

Level: 7th.
Replaces: To select this class feature, you must permanently sacrifice one of your 4th-level spell slots.
Benefit: You establish a pool of positive energy that you can use to heal yourself or others. This pool contains enough positive energy to heal an amount of damage equal to 5 x (l + your divine caster level) hit points per day. You can dole it out with a touch, expending as much or as little of the pool at a time as you wish in much the same way as a paladin does with her lay on hands ability. The pool automatically replenishes every time you prepare spells for the day. You can also deal out this positive energy with a melee touch attack against any creature vulnerable to positive energy (such as undead), damaging it as if you had cast a cure spell upon it.
Pool of healing is a spell-like ability.
Seems very Bo. Goes well with pressure points and snake cults. Also one less polymorph etc. Woulda mentioned it earlier but..didn't think we'd lvl/survivve so quickly. Strange that it is not supernatural like paladins, makes me wonder if it could be enhanced by divine spell power. Which would make it 5*(1+cl+x) ~ 40-65 for Randy. x being my turning variance(-1 to +4). Please double check my spell lists that all are approved, oh and 8th lvl shaman feat. --Arz 16:33, 9 January 2010 (UTC)
I could see myself allowing this. Self-created, or sourced somewhere? --Mqs 19:18, 9 January 2010 (UTC)
Nah. Pasted in from Complete Champion. Stuff I make gets ...odd. I still have a few Semi-complete PrC's I could post as exhibits or QC.

Open Slots

Chaos Hammer seems like a very effective spell. ;-) --Randy (Talk) 18:27, 18 June 2010 (UTC)

Polymorph

I just reread Polymorph and noticed the following (emphasis added):

The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level.

This makes my transformation into a 12-headed Hydra unpossible. A 7-headed Hydra is the best we could've done. Something we'll have to keep in mind for the future. --Randy (Talk) 16:01, 12 July 2010 (UTC)

Retooling

Random stuffage I'm kicking around...

Talk to the priestess of Mershaulk to develop a transmogrification elixir to associate his yuan-ti powers with the dream serpent [SoX76]. Change the poison to dream venom, pick up a dream psi-like(Ex: Dreamlock-SoS126), and alternate form into tiny to large dreamsnake. Tell her to consult with the dreamer on S.

Dream Lock
Telepathy (Charm) [Mind-Affecting]
Level: Psion/Wilder 2,
Display: Visual
Range: Close
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
When you manifest this power, you wrap the subject creature(s) in the otherwordly energy of the dreamspace, alternating its perceptions and behavior. The creature enters a state of awakened dreaming, and is dazed for 1 round. Thereafter, until the power’s duration expires, the target is unable to differentiate the random visions from reality. The creature is treated as shaken, and all its opponents gain concealment. Creatures that do not dream are subject to this power unless they are also immune to telepathy or mind-affecting powers.
Special: If you manifest this power while in a dream-touched state, you can partially direct the random visions that plague the creature. This allows you to influence the actions of the target as if using the suggestion power. The suggested course of activity continues for the entire duration of the power.
Augmentation: For every two additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Sleep, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 1
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 feet + 10 feet/level)
Area: One or more living creatures in a 10-foot-radius burst
Duration: One minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
As sleep (see Chapter Eleven: Spells in the Player’s Handbook), except as noted here.
Augment: For every additional power point you spend, this power can affect targets that have Hit Dice equal to 4 plus the additional points spent. If you instead spend 11 additional power points, you can completely remove the Hit Dice cap for the power’s effect within the area.


Do some tweaking of dreamscion/dragonprophecy feats for Bo. Also some psionic dream material in Hyperconscious.

What would a lizard-like equivalent of a bear be? Paleontolgy not my thing.

LA Options +1 variable lvl

Looking at some psi-like abilities that share a dream and/or yuan-ti theme. Other options seem to change bo more than is worthwhile since we appear to be in the end stretch. Any other suggestions helpful.--Arz 18:08, 11 February 2011 (UTC)

I plan to go to ECL 17 (another 3 levels) at at minimum. A campaign goal was to go 1-(20). I'll see what I might find for you. --Mqs 20:53, 11 February 2011 (UTC)
Some other Yuan-Ti abilities
  • Misc Psionics/spell-likes
  • Produce Acid
  • Swim Speed
  • Scent
  • Chameleon
  • Aversion
  • Improve your existing poison
  • Rage
  • Mental resistance
  • Expanded/different alternate forms
  • Grafts
  • Regeneration
  • Tail/tail attack
Looked into the 7-9 lvl spells and didn't really see any gb aside from the highest. Most of the nasty stuff in there I can't use without pk'ing. It would be so much easier to just take shaman lvls but here are some things I got...--Arz 21:49, 19 February 2011 (UTC)
Alter self into a dreamsnake minus the gaze attack; stats
Size: 1d8>1d6>1d4>1d3; -2 Str per size decrease; +3 NA & no reach @ Tiny
Large, Reach 5; NA +4; Str 23, Dex 16, Con 13

Movement 30' / 20' climb / 20' swim
AC 36, touch 20, flat 33 (+7 AC, +8 armor, +1 def, +3 dex, +4 enh, +4 nat, -1 Size)
Attacks Unarmed +14/+9 (2d8+6) & Bite +9 (1d8+9)
Poison(ex) 1d6 wis. Fort DC is 15

with the following chart stuff:
HD Psi-like Abilities (ML=HD)
1-2 Chameleon
3-4 Psionic Daze
5-6 Detecthostile Intent
7-8 Sleep, Psionic
9-10 Dream Lock
11-12 Aura Sight
13-14 Dream Travel
15-16 Psionic Charm
17-18 Exhalation of the Black Dragon
19-20 Entangling Ectoplasm
and bonus feat of blind-fight and Knight Training {ref KB's article on the Shulassakar}, and mild change of poison so:
Poison Bite(ex): To use must successfully make a grapple check and make a melee attack against that foe. Fort DC 17 [10+lvl/2+con] negates, initial and seconday 1d4 wis damage.

Retool, continued

It looks to me that you'd like maybe to spend +1 LA to expand your polymorpyh?

  • Make it 'shapechange' instead of 'polymorph'.
  • Add these (with no changes to them)
    • Flame Snake, Lesser (MM2)
    • Dream Serpent (SoX)--Arz 20:48, 23 February 2011 (UTC)
    • Ssvaklor (MM3) - 1/day max -- Psionic version

Otherwise, I see what you mean about the shaman spell list. Go ahead with that for now if it's really what you'd prefer.

Bo of Legend, while fun and interesting might limit you too much. Casting as a 5 and a 7 from the same spell list and wildly changing your personality to match what you can do. I like it though. Why couldn't you have come up with it sooner? --Mqs 02:39, 22 February 2011 (UTC)

Last question first. BECAUSE For simplicity and since the shaman and cleric lists are largely similar I just added the caster levels together.