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  1. Herzog

    D&D 3.x D&D 3.5 Magic Item Creation Feat Prerequisite and Practiced Spellcaster

    Found it myself... PH p.48: 'Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.' Just thought I should mention that. Note that there is no restriction on actually being able to cast spells, meaning even with a WIS of 3 a...
  2. Herzog

    D&D 3.x D&D 3.5 Magic Item Creation Feat Prerequisite and Practiced Spellcaster

    Just had a thought: Would a Ranger 2 with practiced spellcaster count as caster level 5? Or does a ranger need to reach lvl 4 before having a casterlevel?
  3. Herzog

    Move and full attack

    Never tried it, but i once proposed a rule where you would divide up your double move by your number of ierative attacks, and then could either use that attack or use that part of your move. Exact mechanics never reached a definite point though.
  4. Herzog

    D&D 3.x D&D 3.5 Magic Item Creation Feat Prerequisite and Practiced Spellcaster

    As I said, text trumps table, and the table lists 'caster level 5th'. This is enforced by the discussion on caster lvl vs spellcaster lvl in the complete adventurer p.72, which specifically refers to an item creation feat having caster level requirement instead of spellcaster requirement. As to...
  5. Herzog

    D&D 3.x D&D 3.5 Magic Item Creation Feat Prerequisite and Practiced Spellcaster

    First, some info: -I know Spellcaster Level 5th means (according to the FAQ) you need to have 5 levels in a spellcasting class. As an example, you could qualify as a fifth level Paladin. -I know the table in the PHB lists the requirement for Craft Magic Arms and Armor feat as Spellcaster level...
  6. Herzog

    anti-magic field effect on spells

    Last night, we had an 'interesting' encounter (in which my 13th lvl character had to fall back on natural attacks and crossbow) in which the entire battlefield was an anti-magic zone. Now, I know magic item functionality is 'suppressed' while in the AM field, but I'm a bit hazy on what happens...
  7. Herzog

    CR 12 Creature?

    I'm thinking of allowing Zargon to make trip attacks with it feet tentacles as long as it has 4 of its 6 tentacles left to stand on and it hasn't moved. (mostly when its other tentacles are occupied with grappling) Questions: 1. would you consider that 'too much'? 2. I think it would be a...
  8. Herzog

    Sneak Attack Charger

    you are absolutely right. I usually ignore that variant because it grants abilities starting at lvl 6 in place of abilities that start at lvl 4. And since I'm a bit of a mix-and-match multiclasser and usually play in relatively low-level campaigns, ability gain at lower levels is better.. Not...
  9. Herzog

    Sneak Attack Charger

    @Omegaxicor I'm not aware of a ranger variant granting fast movement. There are several ranger variants without spellcasting. which one are you referring to? Edit: never mind, found it. The ranger variant that grants fast movement is in UA, gives fast movement as a barbarian (which should...
  10. Herzog

    Sneak Attack Charger

    Depends which class abilities appeal to you. Swift Hunter makes scout and ranger levels stack for Skirmish Dmg+AC and favored enemy bonusses. If you want TWF from ranger, you need scout 1/ranger x. If you want fast movement, flawless stride etc, you need ranger 1/scout x. If you have an...
  11. Herzog

    Sneak Attack Charger

    Tempest doesn't incur XP penalty, since it's a Prestige Class. If human or half-elf, you can ignore your highest level class when calculating XP penalty, in this case ranger. barbarian and scout are within 1 level of eachother, so don't incur xp penalty. I used to think humans could designate...
  12. Herzog

    Sneak Attack Charger

    I'd suggest Barbarian 1(Pounce ACF)/Ranger x/Scout x/Tempest With Expeditious Dodge (Races of the Wild), Swift Hunter (for stacking scout and ranger), Improved Skirmish (and spring attack/mobility to qualify for tempest of course) Drop the SA idea. if you're going to 'pounce' anyway, skirmish...
  13. Herzog

    D&D 3.x 3.5 ECL vs CR Differences

    CR is always an estimate, 'calculated' with a typical party in mind with level-appropriate gear. Always take into account your actual party when determining whether the encounter is appropriate. For instance, I once horribly failed to take into account my party didn't have any area-of-effect...
  14. Herzog

    CR 12 Creature?

    Final changes and included description of 'standard' abilities: Zargon (Tentacled Horror) CR 12(?) Huge Aberration HD 16d8+70+16 (168 hp) Init +3 Spd 30 ft AC: 25 (+3 DEX; -2 Size; +14 NA) Bab/Grapple: +12/+28 (+8 size,+8 STR) Full attack: 6 tentacles(+18/2d6+8), bite (+16/2d6+4) (zargon also...
  15. Herzog

    CR 12 Creature?

    Improved Toughness can't be taken multiple times. At least, that's what I deduct from the table and text in the Complete Warrior. I'd rather give the cleric of the party something to do (by doing additional damage) than just prolonging the battle. Battles are long enough as it is..... How...
  16. Herzog

    CR 12 Creature?

    Knockdown requires improved trip...... And do you mean leave the tentacles as is, or use one of the sunder improvements? (don't need to change anything to use the grapple-to-avoid-sunder option, so I think I'll be using that one if necessary)
  17. Herzog

    CR 12 Creature?

    Mmmm. I was wondering why you added combat exertise. I'd rather drop improved trip than replace any of the other feats with combat expertise.... Any suggestions?
  18. Herzog

    CR 12 Creature?

    Mmmm. It's the same number of hp as those of the Kraken, they benefit from an additional DR 10/good AND they continue fighting some more after being cut off. To cut them off, you need to make a sunder attack, which is an opposed attack roll with a +4 per size difference. Assuming sundering with...
  19. Herzog

    CR 12 Creature?

    double post
  20. Herzog

    CR 12 Creature?

    Ok, new attempt using your input: Zargon (Tentacled Horror) CR 12(?) Huge Aberration HD 16d8+70+16 (168 hp) Init +3 Spd 30 ft AC: 25 (+3 DEX; -2 Size; +14 NA) Bab/Grapple: +12/+28 (+8 size,+8 STR) Full attack: 6 tentacles(+18/1d8+8), bite (+16/2d6+4) Size/Reach 15/15 SA: Improved Grab...
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