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    Tactics for a Dragon

    3.0 Haste is questionable at 9th level much less 6th. 3.0 Haste more than doubles a spellcasters firepower. Every single spell caster would take that spell at 6th, 7th, or even 8th level! There is a reason why quickened spells are 4 levels higher. With that spell the only effective opponets will...
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    Tactics for a Dragon

    Snatch, Fly away, and Breath are a dragons main weapons. In a dragon's mouth, characters do not get a save vs Dragon Breath. Dim Door and Teleport are a characters only escape route. Dragons should always be smart enough to this flyby attack routine. Dragons also have the wingover ability, so...
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    25 or 32...what's the REAL "standard" point buy?

    Over time, I have become a big fan of point buy. :) Characters tend not to get divided into haves and have nots based on die rolling. We play several different games with different point buy. 25 points - Legacy of the Green Regent. Hard to make unusual characters work. Very low powered games...
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    Dweomerkeeper (CD WE)

    Supernatural Spell definitely is a problem. :eek: The rest of the abilities are not bad, but not great either. I like the concept, but I would have to restrict Supernatural spell in some manner. I am thinking that Supernatural Spell might be allowable if xp were still considered a cost not a...
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    [Complete Divine] Radiant Servant of Pelor is too powerful.

    I like PrCs to fit a particular concept. The RSoP fails to adhere to the concept of the wise, noble healer in a few areas. The RSoP as designed should be a healing / turning / spell casting machine not a fighting cleric. The character build therefore should de-emphasize combat. The d6 instead...
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    Monks, Mage-Killing and SR Improving

    High level mages will typically have teleport / dd memed to jump away from a grappler. Their concentration modifiers get impressive fast. However, a monk grappler with the magekiller feat is exactly that. Even so, a 15th level wizzie could easily have a concentration check of +25. The odds of...
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    Complete Divine: Divine Crusader options

    The main benefit is that spells are based on charisma not wisdom. The class is really only a good choice for Paladins and Bards. With the right domain, the class does have some nice options. -Psiblade
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    First Look at the Complete Divine

    I like a lot of the ideas in the book. However, the poor editing does bother me. :( Also, the failure to fix miasma is very irritating. The Radiant Servant of Pelor will not be used in any of the home campaigns because of the lack of the Greyhawk Gods. The additional divine feats are nice...
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    Spell Turning: Did it get the shaft?

    Spell turning is fine as is. No seventh level spell should be able to return 100% of other spells. Something that can do that should be 9th level at least. Rays already require attack rolls to hit. Use displacement, mirror image, greater invis, etc. to defeat that narrow catagory of spells. Just...
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    First Look at the Complete Divine

    Yes, a sorcerer can take sacred ex. at 17th level (requires 10 knowledge planes which is not a class skill)(costs 20 skill points knowledge planes plus 14 skill points knowledge religion)(total skill points 34). That is a lot of ranks to give up concentration for. A 17th level sorc should have...
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    First Look at the Complete Divine

    After reading through most of this thread, I am still happy with the CD. There are a couple of problem children (Radiant Servant of Pelor/Miasma). Other issues have been over done. Example was someone with two Divine Metamagic Persistent spells. That requires fourteen turning attempts. You only...
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    D&D 3E/3.5 Psionics 3.5: Errata and Issues to nerf?

    The energy missile and energy stun save DC should be the same as every other power save DC (increasing by 1 for every additional 2 d6 of damage). The Wilder & Psychic Warrior skills are correct in the text but not on the charts. The Wilder has jump as a class skill, while the Psy War has...
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    First Look at the Complete Divine

    What are the Divine Crusader and Stormlord like? :) -Psiblade
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    Why don't your players like psionics?

    I personally like a fighter type that uses his mind and mental prowess (psionic feats & powers) to achieve victory. :) My psy war can run up the walls, turn while charging, empower my weapon (energy), empower my physical frame (thicken skin, psionic body), and strike with deadly precision...
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    Do you use the XPH, and to what degree?

    Wow, a majority of people who bought the book are incorporating the XPH into their campaigns. We have been happy with results so in our home campaign. :) -Psiblade
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    [XPH] Psion versus Wizard/Sorcerer

    For me the sentence "You gain only three uses of the metamorphic ability per day," limits you to exactly to 3 uses of the ability (feat) per day. The dragon example further limits the ability to no more often than the creature itself can perform the action. Breaking down the sentence into...
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    XPH: Elan Balanced?

    I have to agree with the opinion that they are balenced. Their ability is limited because you get hit multiple times in a round especially at upper levels. The ability can only negate one of them. I would still rather play a human psy war over a elan one, because I would rather use vigor instead...
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    [XPH] Psion versus Wizard/Sorcerer

    I would definitely rule that Metamorphic Transfer only allows three supernatural abilities per day based upon the dragon breath weapon example. However, I do think that even at 3t per day the feat is too powerful. I would want to limit the feat for any character under 12th level. I would add a...
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    Does anyone still play 3.0e?

    We have switched over to 3.5 because of the redesigned classes (bard & ranger) and changes to the h spell group (haste & harm) for our home group. Also, a lot of the people I know are from (LG) Living Greyhawk campaign. LG made the switch in late October. -Psiblade
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    XPH: Elan Balanced?

    The ability will not save you in all cases. First, I agree with Thanee that manifestor level is the limit. Second, if a monster's hit takes you to -5, you can negate the damage. Then when his buddy hits and takes you to -10, you can do nothing about it. You only get one immediate action per...
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