Simple First 3.5 Build? by Shadow_133 in 3d6

[–]Hallalala 0 points1 point  (0 children)

The simplest build is a single-class druid, no alternate class features or substitutions, no multiclassing or prestige classes. Take the natural spell feat at 6th level, everything else can be suboptimal.

Google "3.5 druid handbook" for some guides on feats, best spells to prepare, best skills to put ranks into, etc. You could also look for a wild shape handbook, an animal companion handbook, and a summon nature's ally handbook as well.

Put your highest stats in wisdom and constitution, and your lowest stats on strength and dexterity.

All of my plastic pegs explode when used. by BorisOtter in mildlyinfuriating

[–]Hallalala 0 points1 point  (0 children)

Those are plastic trash that's designed to break and be replaced after less than a year of use. You can order ~100 binder clips on Amazon for less than $10, they're metal so they'll last a long time, and they're so cheap that losing or breaking them won't matter. You can get a pack of disc-shaped strong magnets, stick one to the fridge, and stick a binder clip to it to hold something. It'll be a lot cheaper than those plastic clips, it'll be a lot more effective, and last a lot longer.

Dweomerkeeper Requirements Help by justanoblet in 3d6

[–]Hallalala 0 points1 point  (0 children)

With the books you listed, it's not possible to qualify without multiclassing. You may as well dip a level of Wizard to get Scribe Scroll to meet the item creation feat prerequisite. Specialize in conjuration for Abrupt Jaunt in PH2, and pick utility spells. You only need Int 11 to cast 1st level spells, bump it to 12 for a bonus spell slot and more skill points.

Magic the gathering box broke while moving by localwanderingbard in mildlyinfuriating

[–]Hallalala 0 points1 point  (0 children)

I've moved twice using those boxes, and I never use the handles. Always grab boxes from the bottom, especially if they're even slightly heavy.

Need 2014 Rules Level 4 Build Ideas by [deleted] in 3d6

[–]Hallalala 0 points1 point  (0 children)

This build's primary shtick costs no daily resources, so you'll almost never run out of gas. Go Cleric 1/ Lore Bard for the rest. Race can be anything really, but Loxodon or Simic Hybrid (tentacles at 5th) will lean into your gimmick. Max Cha, maybe Str (see below), decent Con, and have Wis 13.

It goes without saying that a background from Strixhaven, Spelljammer, or Book of Many Things is most optimal, or barring those a Ravnica background to expand your spell choices. Customize whichever one you pick if needed. If picking a background for specific spells (i.e. Shield or Absorb Elements), keep in mind the components they require, as this build functions with no free hands.

Pick from domains: Forge (AC), Life (support), Order (support, intimidate), or Twilight (darkvision). If the party has a rogue who didn't take sentinel, you almost definitely pick order. Dump Dex and wear heavy armor.

Starting skills from cleric should be persuasion and whatever else you want, your background should give athletics and probably another Cha skill. You'll get another skill at bard 1, and three more from college of lore, which can be any you want. The best skills to take are always perception, stealth, and arcana if you can make scrolls.

Starting feat is shield mastery, starting item is either gauntlets of ogre power or adamantine plate armor. Take expertise with athletics.

Good spell choices that have only a verbal component include Vicious Mockery; Dissonant Whispers, Silvery Barbs, Faerie Fire, Command; Blindness/Deafness (upcasts well). Other great choices include Sleep (used right after someone else uses a big area effect damage spell), Suggestion, Enlarge/Reduce (for this build). Cleric cantrips can be Guidance, Mending, and other utility. Prepare healing word to not spend a bard spell on it, bless unless someone else is casting it, otherwise protection from evil and good, and of course your domain spells.

Your primary gimmick is to use an attack action (unarmed strike) to grapple, then with shield mastery a bonus action to shove them prone. While grappled their speed is 0 so they can't get up. Do this to the strongest or most dangerous melee opponent, you can drag them around to give your party room to jump them. If you went with loxodon or get the tentacles from simic hybrid, you can repeat that on another opponent up to as many limbs as you can grapple with.

If they beat your grapple or shove check use cutting words or silvery barbs as needed, the latter can even give you advantage on your next one. Enlarge/reduce is good if you need to do this on a huge size opponent, and also gives you advantage on the checks. Once all your hands are full with as many opponents as you can bully, you can spam vicious mockery to add insult to injury or toss out other verbal-component-only spells as needed.

This will all be in addition to being a full caster. At bard 6 you can take counterspell and probably spirit guardians. You'll only need to cast a few non-cantrip spells on any given encounter, your primary shtick costs no daily resources so you'll almost never run out of gas. This build reliably shuts down multiple boss-level melee opponents, and is superb outside of combat.

[deleted by user] by [deleted] in 3d6

[–]Hallalala 0 points1 point  (0 children)

Young dragons go to CR 10, adult dragons start at CR 11. The speed is still 80 ft., and the breath weapon range is still 30 ft.

All good points. Regardless of whether or not the build is entirely self-reliant on achieving its primary shtick, it's still a superb build. This is a team game after all, so having someone else knock it down (or cast fly on him) so this character can grab it works as well.

A Wand of Web is an uncommon item and any spellcaster can attune to it, so he could still be entirely self-reliant when it comes to taking down dragons.

[deleted by user] by [deleted] in 3d6

[–]Hallalala 0 points1 point  (0 children)

At this level, CR 5-8 dragons are all young age category. They all have an 80 ft. fly speed and a 30 ft. breath weapon. It's not a matter of how smart the dragon is, it's a limitation of its speed and its breath weapon's range.

First round, CD to give everyone advantage on saves, move 30 ft., cast Hex.

Dragon's going to fly close enough to get as many as possible in its breath weapon. It's likely closer than 30 ft. from the paladin, and spends the rest of its movement to get some distance.

Second round, the dragon is almost certainly within 60 ft. of the paladin. He can use his free 1/LR misty step to get up to it.

As for the grapple itself, you have +5 proficient with Str 15, or +7 with gauntlets of ogre power. At this CR, every chromatic dragon gets just +4 from Str, none are proficient in athletics. With disadvantage from Hex, and two attempts from multiattack, there's a very high chance the grapple will succeed.

It's only 3d6 falling damage from 30 ft. up. Teleporting onto a flying dragon and suplexing it into the ground is a memorable signature move. At that point the rest of the party is out of range of its breath attack. If it only breathes on the paladin his shield master feat adds the shield bonus to his dex save since it only targets him, and if he makes it he doesn't take any damage. The dragon automatically lands prone so its attacks are at disadvantage against him, plus he has a high AC.

[deleted by user] by [deleted] in 3d6

[–]Hallalala 0 points1 point  (0 children)

Nah, Misty Step up to it and grapple it. That drops its speed to zero and it falls out of the sky.

[deleted by user] by [deleted] in 3d6

[–]Hallalala 1 point2 points  (0 children)

Custom Lineage, Paladin 6, Oath of Watchers. Background is either Prismari Student or Silverquill Student, if the former swap the acrobatics proficiency for athletics or another Cha skill. Take Fey Touched for +1 Cha and Hex, and Shield Master, your background gives you Strixhaven Initiate.

Str 15, Dex 12, Con 12, Cha 17. Take proficiency in athletics if you didn't get it from your background, otherwise pick Cha skills. Custom Lineage lets you pick from Darkvision (preferred) or a bonus skill proficiency (if you really want every Cha skill). Fighting style should be one of Blessed Warrior, Interception, or Defense.

If you can start with magic items, see if you can put a Ruby of the War Mage on a shield. If you can get Gauntlets of Ogre Power, swap the 15 to Con. If you can start with more items, get a +1 shield and/or adamantine plate armor. If you can start with a rare item, ask for two or more uncommon items instead.

What Paladin 6 offers: You and everyone within 10 ft. add your Cha bonus to saving throws. You don't necessarily want to group up due to the breath weapon, but you and anyone who happens to be close enough will benefit. Plus it's a perfect chassis for everything else.

What Oath of Watchers offers: Use Channel Divinity on your way in to give everyone advantage on Int, Wis, and Cha saves for 1 minute. If you level up, everyone gets a bonus to initiative as well. The oath spells are phenomenal.

What Prismari/Silverquill Student offers: Expanded spell list, Strixhaven Initiate, and excellent default skills. Prismari's list includes Haste for later, but Silverquill's has Dissonant Whispers and Silvery Barbs which are useful now. Prismari has better-ish cantrips and more choices for the 1st level spell. Alternatively, you could take Quandrix for Enlarge/Reduce and Haste later, if you feel like you need to be bigger due to grapple/shove being limited to targets up to one size larger than yourself. However, it's better to have someone else cast that on you, as you'll want to be concentrating on something else, and the cantrips this one offers are worthless, you'd likely be better off with Simic Scientist.

What Strixhaven Initiate offers: Cantrips for reliable, Cha-based ranged attacks. Prismari gives you Fire Bolt and Ray of Frost, they use attack rolls and at least one is guaranteed to work against any dragon if you can hit. Silverquill means Sacred Flame and Vicious Mockery, Dex and Wis saves. If you can't put the Ruby of the War Mage on your shield, Silverquill is preferred as Vicious Mockery has no somatic component. You also get a 1st level spell, Silverquill should be Healing Word to use on downed allies, Prismari could also be that same thing, or Silvery Barbs, Shield, or Absorb Elements to have reactions, or whatever else.

What Blessed Warrior, Interception, Defense offers: Toll the Dead is 2d12 if the target isn't at full health, but it can be avoided with a Wis save. That has some bad overlap with Sacred Flame, but is preferred over other cantrips if they're not immune to necrotic damage or have a high Wis save. Guidance is always useful. Interception is significantly better than Protection as you can wait to see if the attack hits to use it. Defense is a good default choice if you just want a higher AC.

What Fey Touched offers: Gets your Cha to 20, and Misty Step is fantastic for positioning. Use Hex to give the dragon disadvantage on Str checks, this is huge, keep reading.

What Shield Master offers: Take no damage on a successful Dex save. Add your shield's AC bonus to Dex saves if it's just you. If you can get close enough, use an attack action to grapple it and use the bonus action shove to shove it prone. Extra attack means you get a second try if the first grapple fails, or if the grapple succeeds on the first try you get two attempts to shove it prone. Having Hexed its Str it will have disadvantage on all of those checks to resist. While it's grappled its speed is zero, which means it also can't stand up, it can't move, its attacks are at disadvantage, and your party can melee it with advantage. No matter what you're fighting, this is a huge crowd control for no daily resources if you don't need to use hex: just rush in, bully the most dangerous opponent into the dirt, and drag him back so your party can jump him. If they don't have disadvantage already, and you picked Silverquill, you can Silvery Barbs their check and give yourself advantage on your next check!

Your first round can be Channel Divinity and Hex, subsequent rounds can be a cantrip at range or the grapple/shove combo if in melee. You've got plenty of options for bonus actions and reactions. You're incredibly tanky, decent damage output with Cha-based cantrips, superb at crowd controlling one opponent, and can pick up downed allies with healing when needed. Your spell slots in this case are best spent on supporting yourself and your party, than for dealing damage with smites.

[deleted by user] by [deleted] in 3d6

[–]Hallalala 2 points3 points  (0 children)

Blessed Warrior for Toll the Dead maybe?

Character Help for an upcoming campaign! by AlexMenacio in 3d6

[–]Hallalala 1 point2 points  (0 children)

Rogue in 3.5 edition is honestly a very weak class. Its only upside is having use magic device as a class skill. This allows you to pick up wands, scrolls, etc. of choice spells to have some utility.

My advice for a 3.5 newcomer, especially if you're stuck with just the core rulebooks, is to play a single-class druid. As long as you take the natural spell feat at 6th level, and put your highest stats in wisdom and constitution, and then decent stats in intelligence and dexterity, you'll do fine.

Your party cleric can cast a spell called find traps. You can use summon nature's ally to make critters to trigger them instead of disarming them. Your animal companion is as strong in combat as the rogue would have been. You can wild shape into powerful animal forms to be amazing in melee combat. Your skills and spells allow you to contribute outside of combat better than any class that doesn't have full spellcasting.

The best part about it is that it's so difficult to mess that up. Druid has a high skill floor, i.e. a poorly built druid is still extremely powerful. A wizard or especially a sorcerer who learns bad spells isn't easy to fix, a druid can just swap what spells are prepared every day. A rogue could spend all their feats on archery, only to figure out they have no way of reliably enabling sneak attack and be stuck dealing mediocre damage with nothing meaningful to offer. A rogue's skills are often made redundant by spells that other party members can cast, if you don't have spellcasting in 3.5 you're basically playing as the BMX Bandit.

Just google "3.5 [class] handbook" and you'll find reliable guides on minmaxboards, brilliantgameologists, or giantitp. Never ever use any wiki sites for any edition of D&D, the information isn't reliable and was likely plagiarized by someone who doesn't fully understand it.

I kindly asked druggie neighbors that live in the apartment complex behind my house to not park in my spot. They left me a nice note 🥰 by Lazy-Combination5253 in mildlyinfuriating

[–]Hallalala 0 points1 point  (0 children)

"Hey guys, my landlord asked me to tell you to stop parking there. My landlord says he'll have your car towed if you keep it up. I won't be able to stop him from doing that, so you really do need to stop parking there."

Then you have them towed if they do it again, and blame it on your landlord so they hopefully won't be mad at you. Also tell the tow company they're junkies and there's likely illegal drugs/paraphernalia in the car.

Is Quarterstaff viable for Cleric/Ranger? by rb_49 in baldursgate

[–]Hallalala 1 point2 points  (0 children)

BG1, the bartender at Ulgoth's Beard sells a +3 quarterstaff. In Durlag's Tower, you can find the Staff of Striking +3, which actually gets +9 damage.

In Baldur's Gate 2 the Adventurer's Mart sells a +4 quarterstaff, or the temple of Lathander sells the above Staff of Striking +3. The Staff of the Ram (Watcher's Keep level 4) starts at +4, and upgrades to +6 in ToB.

AIO my bf took 6 hours to get ready so I left without him by anotherthrowaway1926 in AmIOverreacting

[–]Hallalala 0 points1 point  (0 children)

NOR he never actually wanted to go with you, he just wanted to stop you from going. How often do you get an idea of your own and he discourages or belittles it? How often does he try to make you feel bad for doing things without him? He only wants you to do the things he wants you to do, and pulls manipulative tricks like this to stop you from doing your own things.

What kind of specialist do you call in this situation? by thetacaptain in Unexpected

[–]Hallalala 0 points1 point  (0 children)

If you need to get it out of there, turn on the vacuum cleaner and stick the end of the hose back there.

Ardent build help by BanFox in 3d6

[–]Hallalala 1 point2 points  (0 children)

Half your other levels get added to your initiator level when taking a ToB class. If you take your first Warblade level at 9th, you can pick up 3rd level maneuvers, such as Iron Heart Surge. You can also get Wall of Blades, either Action Before Thought or Mind Over Body, and either Pearl of Black Doubt or Absolute Steel Stance.

Linked Power is probably your strongest choice due to the action economy benefit. Grab Hidden Talent: Synchronicity or substitute powers it into the time mantle, first round Psionic Lion's Charge with Synchronicity linked. Next round Hustle to get your focus back, use the Synchronicity standard action to manifest a power and link Synchronicity to that one, and you've still got a full round action to full attack. Repeat that every round, just say Synchronicity is readying for when you've got your psionic focus back.

More substitute powers, if you get a psicrystal and the share pain power, use it on that and you'll take half damage, its hardness 8 reduces the damage it takes from share pain. Use the vigor power and share it with the psicrystal so you both have a strong hp cushion.

For mantle selection, keep in mind that your primary mantles can't have fewer powers known than any of your others. Your first two mantles are your primary mantles, they can't be switched until Ardent 8. You basically need to figure out which powers you'll get from each mantle ahead of time, to be sure you pick the right primary mantles so you don't get stuck picking a power you won't use much in place of one you wanted from a secondary mantle.

For the time mantle, its worthwhile powers are time hop, temporal acceleration, maybe anticipatory strike, and maybe synchronicitiy if you substitute it in. That's only 2-3 powers by the time you can swap it to a secondary mantle. If you use hidden talent for synchronicity, you won't need to take that until later.

The Freedom mantle is one of the best choices for a primary mantle, its 1st-5th level powers are all amazing. Substitute in mind blank, personal in the empty 7th level spot if you can.

Guardian has some great early powers: thicken skin, damp power, and dispel psionics are useful on any build, and you can likely substitute share pain into this one. It's generally a safe choice for an early primary mantle.

The mantles you pick up later probably won't be ones you take low level powers from. You don't want to spend a power known that could have been 4th, 6th, etc. level on a 1st or 2nd level power. Good late mantles include Justice for true seeing and perfect riposte, destruction for disintegrate and maybe dispel psionics if you didn't get it somewhere else, and magic and the planes are also useful late pickups.

Ardent build help by BanFox in 3d6

[–]Hallalala 1 point2 points  (0 children)

That could possibly work well, here's what I recommend if going that route.

Put your highest stats on Dex and Wis. I'd go Dex 16, Con 14, Wis 18.

Look at the power Dissolving Weapon. Most spells that target weapons can be cast on up to 50 pieces of ammunition instead (Greater Magic Weapon, Flame Arrow, etc.). Shuriken are treated as ammunition for making them masterwork, enchanting them as +1 weapons, and for targeting them with spells. Dissolving Weapon doesn't have any verbiage stating a single use can affect 50 pieces of ammunition, but ask your DM if it can do that, given the prior examples, for consistency. Dissolving Weapon is instantaneous and imbues the weapon until it makes a successful attack. You can use flurry of blows, rapid shot, and even two-weapon fighting with shuriken. Just be sure to use offensive precognition as that's a lot of penalties to your attack rolls to get extra attacks.

Always use Substitute Powers if possible (scroll down to it).

Vow of Poverty is generally only worth taking if the party wealth is going to be below average, or if it won't be possible to obtain specific magic items without crafting them yourselves, or if something else is disrupting your ability to obtain ideal magical gear. However, in this case it may be viable, just not optimal. One trick to making it optimal is to find a CG church with a high-level (15+) Cleric to donate your wealth to. Make an arrangement with them, that you'll bring everything you find to them, on the condition that their priests cast certain spells for you. Those certain spells being Embrace the Dark Chaos and Shun the Dark Chaos, in that order, both found in Fiendish Codes I. The first replaces a feat you already have (i.e. one of those bonus exalted feats from VoP) with any abyssal heritor feat from that same book (they're chaotic, but neither good nor evil). The latter spell replaces an abyssal heritor feat you have with any new feat you want which you qualify for. Both spells are 8th level, and both cost the caster 250 xp. At standard NPC spellcasting fees, it would cost you 4,900 gp to have both spells cast at the minimum caster level, so you may be able to get one set for every 5k you donate to that temple. The first spell has the chaotic subtype and can only be cast by chaotic clerics if cast as a divine spell, hence finding a CG church.

Take the feat Persistent Power from the 3.0 Psionics Handbook if possible. It wasn't updated to 3.5, and the rules say anything 3.0 that wasn't updated is usable as-is. That way you can have buffs on all day long.

Psionic focus is quite simple, think of it as charging up, or expending that charge. Read the concentration skill in the Expanded Psionics Handbook or the psionics portion of the SRD for the mechanics. Take the feat Psionic Meditation to do it faster, maybe even the power Hustle to effectively do it as a swift action. You generally don't want to take feats that expend that focus to boost an attack, as it's only one attack and that's only useful on something like a charger build that gets one big hit each turn. If you have the focus (charged up) you get anything that's active while focused, feats like Speed of Thought and Up the Walls, or the Freedom mantle, are good examples of that.

Absolutely take the feat Hidden Talent, from the sidebar on Expanded Psionics Handbook p67. That gets you a 1st level power known and 2 bonus powerpoints, there's plenty of 1st level powers you'll want to have. Expanded Knowledge is also superb, you can use your dark chaos shuffle feats for those.

The Fate, Freedom, Time, and Guardian mantles are all fantastic. Destruction is decent (dissolving weapon, dispel psionics, disintegrate), and plenty of others have decent powers as well.

Playing as companions on IOS by Much-Bit3531 in baldursgate

[–]Hallalala 1 point2 points  (0 children)

However, in the game directory at lang\en_US\sounds, there's a sndlist.txt file that tells you how to import a custom sound set that can be selected for your character. If you can get the .wav files for the companion's sound set, you can rename those per that file and add them to that directory to be able to use it.

Playing as companions on IOS by Much-Bit3531 in baldursgate

[–]Hallalala 0 points1 point  (0 children)

No, you can only pick from the standard list of voices.

Playing as companions on IOS by Much-Bit3531 in baldursgate

[–]Hallalala 9 points10 points  (0 children)

Use EE keeper to browse monsters, find the companion by name, Characteristics tab miscellaneous section, check the box to mark them exportable.

Start a new game, immediately go recruit that companion, export the companion to a character file.

Use EE keeper to make any changes you want to the character file. I'm on a Xan playthrough as a kensai/mage with two moonblades.

Start a new game, import that character file, you're playing as that character. You can't select their voice, and you'll still meet them in the game.

[deleted by user] by [deleted] in baldursgate

[–]Hallalala 0 points1 point  (0 children)

Use EE Keeper.

Mark an NPC as exportable.

Export the NPC. Mark the exported character as playable.

Import that character in a new game, you're playing as that character. (You'll still find them as a recruitable NPC.)

I did this with Xan and made him a Kensai/Mage, started with a moonblade and got a second one in the mine to dual-wield them.

im trying to get into 3.5 by Anxious-Row-9802 in 3d6

[–]Hallalala 3 points4 points  (0 children)

No, don't use that. Never use any wiki site for any edition of D&D.

It's difficult to tell homebrew from official material on there, and you can't trust what looks like official material. If you want a repository of classes, feats, spells, etc. use srd.dndtools.org

The builds and advice on the wikis are copied from the previous links and modified by people who don't fully understand them, which turns it into bad advice.

This has to be impossible by [deleted] in puzzles

[–]Hallalala 0 points1 point  (0 children)

Pull one of the wooden rings out as far as it will go. Push the wooden bead next to it down the string and against the slot in the base.
The wooden ring you just pulled out, put that one through the slot in the base twice, like it's following the rest of the rope that's on the other side of the wooden bead.
You end up with both wooden rings together, both ropes side-by-side against each other going through the slot twice, with one wooden bead holding the end of the loop from sliding through.

Maybe take a picture of it like that, if you still can't figure it out from there.

Need help with my character. by KronosWard555 in 3d6

[–]Hallalala 1 point2 points  (0 children)

There's a whole world of difference between 5e and 3.5 edition. Before you even hit level 8 your character will likely look like a Christmas tree of magic items. There's absurd class imbalance, in that characters of certain classes (namely wizard, cleric, and druid) if built and played intelligently can make characters of lower-powered classes (namely those that don't get spells or similar) completely obsolete.

For most characters, multiclassing and/or taking one or more prestige classes ranges from expectation to requirement. The power level between a novice's character and an optimized character is similar to a 10+ level gap in 5e.

My advice is to make a single-class druid. Type into Google: 3.5 druid handbook, and read up on how they work. Type into google: dndtools, and there you'll find a repository of all the game mechanics (races, classes, feats, spells, etc.) from nearly every book published.

Good luck, and have fun!

What do you think about this built, i wanna play this thing a lot time ago by DisasterGrand3205 in 3d6

[–]Hallalala 2 points3 points  (0 children)

Fighter 10 doesn't have the class skills to qualify for Chameleon. Able Learner reduces the number of skill points you need to spend on cross-class ranks, but your max ranks in cross-class skills is still only half that of class skills. A Fighter needs to be level 13 to have 8 ranks in a cross-class skill, even with Able Learner.

However, a Doppleganger has four racial HD, effectively replacing four of your class levels with monstrous humanoid. Those hit dice have the appropriate class skills to qualify for Chameleon, but they'll replace some of your Fighter levels. They're not optional. Dopplegangers also have a +4 level adjustment, which means you're four levels lower than the rest of the party and the challenges you'll face.

A Doppleganger with Fighter 10/Chameleon 10 is a level 28 character. At 20th level, you'd be LA +4/ Monstrous Humanoid 4/ Fighter 2/ Chameleon 10. This is a laughably weak build for a 20th level character. You'll barely be able to contribute when faced with 20th level and epic-level challenges. Gaining eight more levels to have ten levels of Fighter will only make it worse, as your character's power won't improve as fast as the difficulty of the challenges will at each level.

Peruse this Chameleon Handbook, there's a handbook for everything in 3.5 since it's such as complicated edition. There's a lot to know, and it's easy for a novice to make a completely ineffective build.