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McPoyo
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« Reply #360 on: September 26, 2009, 03:50:54 PM » |
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You could also just cast the 2nd level spell Rage...
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A gygaxian dungeon is like the world's most messed up game show.
Behind door number one: INSTANT DEATH! Behind door number 2: A magic crown! Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY! They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.
Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.
Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time. I give you much fu. Three Errata for the Mage-kings under the sky, Seven for the Barbarian-lords in their halls of stone, Nine for Mortal Monks doomed to die, One for the Wizard on his dark throne In the Land of Charop where the Shadows lie.
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Kobal
Ring-Tailed Lemur
 
Posts: 12
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« Reply #361 on: October 06, 2009, 06:04:21 AM » |
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The OP mentioned Jermlaine as a "possible" and if permitted by the GM actually rather good race choice for a cleric.
This is probably just my unfamiliarity with the vastness that is all the D&D rules supplements, but where do I find the rules that govern Jermlaine as a player race? All I could find was the entry in MM2, but there they are only described as monster NPCs.
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Kobal
Ring-Tailed Lemur
 
Posts: 12
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« Reply #363 on: October 06, 2009, 09:31:13 AM » |
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Thank you, that was helpful. However it still does not tell me what the stats of a Jermlaine PC will be (Atribute adjustments, Skill Bonusses, other abilities, etc.). I assume there is some generic conversion rule, but I could not find it.
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GawainBS
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« Reply #364 on: October 06, 2009, 09:35:51 AM » |
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If the MM entry has an uneven stat, substract 11; if it has an even stat, substract 10. Those are the stat adjustments.
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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #365 on: October 06, 2009, 09:42:51 AM » |
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Gawain has it. For monster races with a LA, subtract 10 or 11 to get a score for the race. Yes that can mean negative mods (which Jermlaines have).
For skills, check the entry or the 3.5 update. If they have racial skill mods, they'll be listed.
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Kobal
Ring-Tailed Lemur
 
Posts: 12
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« Reply #366 on: October 06, 2009, 10:08:56 AM » |
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I am citing from the 3.5 update: Jermlaine: Fey; 2-1/2 ft./0 ft.; Craft (trapmaking) +2, Hide +14, Listen +8, Move Silently +6, Spot +8; Alertness; LA +0; Wild Empathy (Ex): This power works exactly like the druid's wild empathy class feature.
Does this mean the Jermlaine have e.g a Hide score of +14 (racial bonus) +8 (Tiny) +Dex (probably rather high) +whatever ranks I put into it That would seem somewhat high.
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GawainBS
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« Reply #367 on: October 06, 2009, 10:15:05 AM » |
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No, that +14 hide = +8 Tiny +DEX mod + Ranks.
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PhaedrusXY
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« Reply #368 on: October 06, 2009, 10:19:05 AM » |
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I am citing from the 3.5 update: Jermlaine: Fey; 2-1/2 ft./0 ft.; Craft (trapmaking) +2, Hide +14, Listen +8, Move Silently +6, Spot +8; Alertness; LA +0; Wild Empathy (Ex): This power works exactly like the druid's wild empathy class feature.
Does this mean the Jermlaine have e.g a Hide score of +14 (racial bonus) +8 (Tiny) +Dex (probably rather high) +whatever ranks I put into it That would seem somewhat high. If it had a racial bonus to hide, it would be specifically called out as a racial bonus to hide in the monster description. Take a look at the forest gnome for an example. Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2½ feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years. Forest Gnome Traits (Ex)
These traits are in addition to the rock gnome traits, except where noted.
* Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. * +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids. * Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages. * +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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pinewoodpine
Monkey bussiness

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« Reply #369 on: October 12, 2009, 11:32:35 PM » |
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Maybe I'm daft.
Maybe I'm blind.
but why hasn't Extra Turning (PHB) appeared in the Feats section?
It gives you 4 extra turning attempts, and extra foursomes for each Turn/Rebuke 'Add Creature Types here' ability.
Meaning the cleric could get a total of +12 Turning attempts if the cleric has any two types of domains that allow turning creature types. Or more if you add extra domains that can be gained from class abilities, etc.
I think it's a pretty solid selection.
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GawainBS
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« Reply #370 on: October 13, 2009, 03:28:09 AM » |
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Probably due to Nightsticks...  But I agree, itcan be a decent feat.
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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #371 on: October 13, 2009, 10:15:13 AM » |
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but why hasn't Extra Turning (PHB) appeared in the Feats section?
Because I suck at writing handbooks?  I'd like to say I didn't put it there because it's so obviously an amazing choice, but honestly I have no idea why it's not on there. It is a solid choice, and in a nightstick-less game, it's even better. It easily gets a blue rating, and shifts to navy without nightsticks.
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snakeman830
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« Reply #372 on: October 13, 2009, 12:08:16 PM » |
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Reading through your tips section, I feel that I should point out that there are Divine Feats that require the ability to turn or rebuke elementals or other types of creatures thatn undead. To me, this seems to be a point in favor of using Turn Water/Rebuke Fire attempts to fuel divine feats.
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I am constantly amazed by how many DM's ban Tomb of Battle. The book doesn't even exist! Quotes: By yes, she means no.
That explains so much about my life. hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea. If using Genesis to hide your phylactry, set it at -300 degrees farenheit. See how do-gooders fare with a liquid atmosphere.
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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #373 on: October 14, 2009, 10:06:35 AM » |
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I haven't checked the wording of the other Divine Feats, but from your description I could see it argued either way. 1. There are feats that require Turning elements, so you can obviously use those turn attempts to fuel the feats. -Or- 2. Since they're called out specifically you can ONLY use the Turn elements for those feats and have to use Turn undead for others.  Either way it's really a DM's call, but whichever method you argue, good luck. 
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archangel.arcanis
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« Reply #374 on: October 14, 2009, 10:13:47 AM » |
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AC perhaps as a sub section of your questionable rules post you should include a "You and your DM need to work this out" section. For things like does my turn X(not undead) power these divine feats/abilities and other things that are kinda greyish in the rules.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D. Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #375 on: October 14, 2009, 10:16:46 AM » |
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I was pretty sure that's what this disclaimer covered.  The purpose of this section is to take a look at some of the tactics and tricks that Clerics may or may not be able to use. I will have the title of the ability/trick/etc in bold and a summary of the arguments for or against it in a spoiler block below that. I do not want this thread to turn into a debate over which one actually works. Both methods are at least somewhat plausible by a strict reading of the rules, but it is truly up to your DM to decide what he or she will allow. If you have a tactic that may be debatable or an argument stance that is not expressed here, feel free to explain it and I will add it to the section, so there will be a complete, unbiased point of view. Once again, please do not turn this into a debate thread. Take your rules discussions elsewhere 
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archangel.arcanis
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« Reply #376 on: October 14, 2009, 10:21:31 AM » |
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I've only glanced through that section as i thought it was just the things wrought with cheese that were included. I stand corrected to your greatness good sir.  (I know BimR is probably fussing about me building up your ego about now  )
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D. Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #377 on: October 14, 2009, 10:23:36 AM » |
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 Don't tell her. 
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Optimator
Bi-Curious George
   
Posts: 495
Made Man
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« Reply #378 on: October 15, 2009, 10:17:09 PM » |
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I think Sunscorch Hobgoblins from Dragon Magic (page 9-10) should get a mention in the races section. They get +2 Wis and Con and a few other small goodies for +1 LA. Semms like one of the better choices to me.
In one of my groups there is a Sunchorch Hobgoblin Cleric of Tiamat going into Walker Of The Waste. How fitting and flavorful is that?
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Akalsaris
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« Reply #379 on: October 15, 2009, 11:30:00 PM » |
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That sounds like an absolutely kickass character concept =)
As a race, hobgoblins aren't generally worth the LA (I remember OOTS even had a strip where the gods are creating the mortal races, and one of the gods is arguing that hobgoblins shouldn't be LA+1 and the others shout him down), but there's some neat stuff you can do with dragon-blooded options, like trade heavy armor for scales and turn undead for turn dragons IIRC.
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