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    Feats that combine class features

    Well, there are the Aescetic feats, which let Monk and other classes multiclass and stack, then there are another sequence that do the same thing with Paladin. Most of them are in the Complete Adventurer, except for Aescetic Stalker (Monk/Ninja), which is in the Complete Scoundrel.
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    Is there a spell/feat which improves the odds of Critical hits?

    Well, I know the version I described was in Deities and Demigods, and a friend told me that the ELHB had the same thing in it. 'Course, the one in D&D (lol, same as the game!) only has a BAB prerequisite of +6, while the Epic one is more like +21 or something.
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    Is there a spell/feat which improves the odds of Critical hits?

    Power Crit is in the Epic Level Handbook, and what it is is that, once per day, you may declare that the next melee attack you make as a Critical. The attack has to be made before the end of your next turn, you roll to hit as usual, and if you hit, then you automatically crit. If you miss, you...
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    The Guardians

    ...Looks about right, now that I think about it. Maybe I should specify that their Control Element ability does not change the element that they are using, meaning that fire still has to have something to burn, earth can't do anything somewhere without soil or rocks, and so forth. There has to...
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    The Guardians

    Oh, and they get along like brothers. They treat each other well, but they work on their own mostly. Only when they're up against someone they can't deal with on their own do they call for help. Also, added in a couple things I forgot. Wind, the Air one, is associated with Sonic damage, and...
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    The Guardians

    For their elemental control, it's only limited by how well that element can be used. Meaning, Earth wouldn't be much use in midair, Fire would be useless somewhere without oxygen, water would be powerless if he didn't have access to hydrogen and oxygen, and Wind wouldn't be able to do anything...
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    The Guardians

    Bump?
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    The Sand Golem

    Good suggestions, but you need heat to evaporate water, so I would say that fire got rid of the slow effect from water, not light. And in fact, originally fire spells would haste it, with water slowing it. I hadn't considered adding in dealing extra damage to their attacks from them, though...
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    The Guardians

    OK, here are some guys I've had in my head for a different system for a while, and am converting over to D&D. I'm figuring on posting them in the People and Places forum, after they get fixed up to the point they'd be acceptable. The Guardians Medium Outsiders (Fire, Water, Earth or Wind) HD...
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    Alternate Totems for Dragon Shaman

    Good question, I had forgotten some of those dragons.
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    The Sand Golem

    Good points, all of them, updated.
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    Little Known Rules of D&D

    The guy doesn't remember, but he's convinced that they all stack. I'll have to ask on the Gleemax forum what the official rules are.
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    The Sand Golem

    No other comments on these guys?
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    Little Known Rules of D&D

    Not a little known rule, but a question on them. Do multiple sources that all cause you to be treated as one size category larger or allow you to use things one size larger stack? 'Cause I know a guy who has a high-epic level Monk, and every feat he took, apparently, was designed to make his...
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    Alternate Totems for Dragon Shaman

    Hmm, I'm not sure. That one does seem to be the biggest issue. Maybe just drop it, saying that, while it is a dragon, it is too much of a loner and too aggressive for the Dragon Shamans to utilize effectively yet.
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    Little Known Rules of D&D

    I just remembered, the Two Weapon Fighting feat doesn't say that you need to use two weapons to gain it's benefit, you just gain an off-hand attack at -2.
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    The Sand Golem

    Good point on the haste/slow part, I swapped that around. As for the DR, I was thinking along the lines that their body seems to be semi-liquid in nature, and as such, bludgeoning weapons impact them with little effect, while slashing weapons can get through and knock their material out easily...
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    The Sand Golem

    OK, over on the Gleemax forum, someone commented that it seemed more like a Homunculous, as a servant, rather than combat, and suggested I give it a special attack. I decided to try it out, and added it in up above.
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    The Sand Golem

    I'm not sure what the CR for them should be though, I'm thinking 8 or 9. Definitely higher than the Flesh Golem, because, while they don't have any special attacks, they can regain full Hp in just a few rounds.
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    The Sand Golem

    OK, here's a creature I just came up with while figuring out something else. It's a golem, made entirely out of sand. What do you all think? Sand Golem Medium Construct Hit Dice: 10d10+20 (75 hp) Initiative:+0 Speed: 20 feet AC: 23 (+0 dex, +13 natural) touch 10, Flat footed 23 Base...
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