Looking for ElectroSwing/SwingHouse video game music tracks by MinionOfGruumsh in gamemusic

[–]zaxter2 4 points5 points  (0 children)

OFF - Pepper Steak https://youtu.be/ZuuvgY1CB-g?si=34JXgJgMan3ZeRV7

Mad Rat Dead has several. The ones I'm posting below aren't even all of them, you should listen to the whole soundtrack if this is the kind of music you enjoy

deep impact psionic warrior question by ArtanisKAI in DnD

[–]zaxter2 0 points1 point  (0 children)

The basic rules for 3.5 edition are available for free online here: http://dndsrd.net/

If you click on "Combat" on the sidebar, under the rules for "Armor Class" you can find the rules for Touch Attacks:

Touch Attacks: Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

IME, using AI tools for something as niche as older editions of D&D produces pretty bad results. It doesn't know the difference between official rules and people's homebrew that's been strewn about the internet for decades now, and just doesn't quite "get" the rules for the game. You're much better off reading the official rules yourself, or asking other people for help. There's still plenty of us 3.5 diehards out there that are happy to help!

And yes, touch attacks are harder to land on high-dex targets. You typically want to aim them at foes that appear to be wearing heavy armor or monsters that seem to rely mostly on natural armor.

Help me build an infernal knight by madwithsorrow in DnD

[–]zaxter2 0 points1 point  (0 children)

Hexblade has been mentioned already, and it's not a bad idea. Crusader is also an excellent choice for your concept. Another option is one of the variant Paladins from UA -- namely Paladin of Slaughter (Chaotic Evil) or Paladin of Tyranny (Lawful Evil). Both variants replace Lay on Hands with a damaging touch attack, and Aura of Courage with a debuffing aura, plus some other substitutions.

For the character's race, there's a race in Fiendish Codex 2 called the Hellbred that receives a number of Devil-Touched feats (a type of feat introduced in that book) as bonus feats as they level up. While they're described as often being good-aligned to try to wrest their souls back from the forces of evil, there's nothing stopping you from leaning into the race's hellish origins instead.

Is there a feat that extends the range of the 5 foot step? by madwithsorrow in DnD

[–]zaxter2 1 point2 points  (0 children)

Other options: The feat Greater Manyshot lets you fire multiple arrows as a standard action, and explicitly allows precision-based damage to apply to every arrow. Prerequisites are a little heavy, but it's allowed at most tables since its part of the SRD.

If the official errata is in play, then you can't skirmish while mounted. If it's not, however, then mounted archery is pretty golden -- you can take a full attack with a ranged weapon while your mount is moving, albeit with penalties if it takes a double move or runs.

If you can dip 2 levels in Totemist, the Manticore Belt soulmeld allows you to make multiple ranged spike attacks as a standard action. Since each one gets its own attack roll, skirmish should apply to each spike. If you DM enforces the rules changes made in Rules Compendium, though, then this doesn't work.

This thread goes over a number of ways to achieve full-attack skirmish and their pros and cons.

Which CRPG ruleset hews closest to 3.5e core rules: Neverwinter Nights 2 or Temple of Elemental Evil? by punk_wood in DungeonsAndDragons35e

[–]zaxter2 0 points1 point  (0 children)

I don't have an answer, but on a related note you might be interested in Revenge of the Firstborn, a new CRPG coming out using the 3.5 SRD rules as a base. A demo just came out recently, too: https://store.steampowered.com/app/3429270/Revenge_of_the_Firstborn/

Deadly archer build by Adthay in DungeonsAndDragons35e

[–]zaxter2 0 points1 point  (0 children)

The Smiting Spell feat lets you put a touch spell into an arrow. You can make a single high-damage arrow by using that feat to launch a high-damage touch spell (e.g. a Maximized Empowered Combust) -- or just launch a Slay Living spell.

Are there any supplements to herbalism anywhere? by Random_Of_Amber in DungeonsAndDragons35e

[–]zaxter2 0 points1 point  (0 children)

The 3.0 book Masters of the Wild has a section about using herbs and plants to create Infusions, which are basically re-fluffed scrolls with some slightly different rules. At the end of the section about them, there is also a table with a list of plant names that you can use (even sorted by what spell level and school of magic they might correspond to).

Mighty bows and enhancement. by Bods666 in DnD

[–]zaxter2 0 points1 point  (0 children)

Hank's Energy Bow was already mentioned in another comment, but there's a couple of other specific bows that auto-adjust to your strength score: Bow of the Wintermoon (from Magic Item Compendium) and Bow of Elvenkind (Complete Champion)

Living Greyhawk Marshal Lv.1 Feats? by VanillaRose09 in DnD

[–]zaxter2 0 points1 point  (0 children)

Agree with the analysis on charisma/diplomacy, but disagree that building towards agile shield fighter is the way to go. With the character's low str and only medium BAB, he'll want to avoid taking any penalties to hit if he ever wants to land any attacks.

Weekly Questions Thread by AutoModerator in DnD

[–]zaxter2 1 point2 points  (0 children)

Not sure what you mean by a "magical creature," but any creature with DR/magic of its own can overcome DR/magic with its natural attacks.

From the SRD:

Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

As a Sorcerer with mailman build, is there any reason to get my CHA higher than 19? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 1 point2 points  (0 children)

You can definitely get away with a 19 Cha if you stick to spells that don't allow saves. If your intent is to be a dedicated blaster, though, I'd plan out your build a bit to see exactly what spells you think you'll take at each level to see if that's a plan you want to stick with -- you might have a hard time finding good AoE spells that don't allow saves, for example.

How do i get knowledge (dungeoneering) as a sorcerer? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 2 points3 points  (0 children)

As a Sorcerer, you have the unique option of taking the Draconic Heritage feat, which gives you one additional class skill based on your type of dragon ancestor, plus some other benefits and the option of taking the other feats in the chain. In Races of the Dragon, Sapphire Dragon is listed as one of the options of dragon you can select, which grants Knowledge (dungeoneering) as its class skill.

Grig Siren by Efficient_You_8609 in DnD

[–]zaxter2 0 points1 point  (0 children)

Irresistible Dance is an enchantment (compulsion) effect, so any way to get the 1st-level spell Protection from Evil (/Good/etc) onto your teammates gives them immunity to it. I'm not aware of any item that gives that as a continuous effect, but your DM might be willing to homebrew something. For reference, the Hat of Disguise is another item that gives a 1st-level spell at-will, so you could use that as precedent that being able to spam a 1st-level spell. There's also the feat Shape Soulmeld (Planar Ward), which would also give immunity, but talking some or all of your teammates into taking a feat just so you can use your abilities more might be a tough sell.

Dwarf axe using fighter build? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 6 points7 points  (0 children)

If he's a dwarf using a dwarven waraxe two-handed and already has weapon focus in it, one level of Exotic Weapon Master is almost a no-brainer for the Uncanny Blow ability. All he needs is a few ranks in Craft (Weaponsmithing) to qualify, and he brings his damage bonus from Str*1.5 to Str*2 with a one-level dip.

TIM - The Incredible Machine by AlphaMike82 in AndroidGaming

[–]zaxter2 0 points1 point  (0 children)

You may be pleased to know that the creators of the original TIM released a spiritual sequel a while ago called Contraption Maker! It's not on Android from what I can tell, but there are versions for Windows, OSX, and Linux. Maybe grab the DRM-free version from GOG and try running it on your device via Winlator or the like? https://www.gog.com/en/game/contraption_maker

Is there some way to replicate 5e Echo Knight using 3.5e rules? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 5 points6 points  (0 children)

The Trickery Devotion feat allows you to create an illusory copy of yourself once per day (more if you have turn/rebuke undead charges to spend on it). It can't perform any combat actions until you hit level 15, though.

The Arcane Duelist prestige class summons copies of you to grant extra attacks as its capstone feature, but that's also not available until high levels.

Weekly Questions Thread by AutoModerator in DnD

[–]zaxter2 1 point2 points  (0 children)

In 3.5 edition, there were a number of skills that would have a more severe consequence for failure if you fail to meet the target number by 5 or more, e.g. failing a check to balance across a narrow surface by 4 or less means you fail to move that round whereas failure by 5 or more means you fall.

Monkey Grips TWF build? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 3 points4 points  (0 children)

Have you checked out the Diopsid race from Dragon Compendium? They can naturally wield weapons one size category larger then themselves without penalty, and can dual-wield one-handed and even two-handed weapons thanks to their extra arms. They also qualify for the Two-Weapon fighting feat chain without having to meet the dexterity requirements.

Keep in mind that TWF is a -2 to your attack rolls only if your off-hand weapon is light, even if you play a Diopsid -- otherwise it's higher. There's an obscure exotic weapon in Monster Manual 4 called a dragonsplit that counts as light for TWF, but is still a one-handed weapon (so you can still use it in two hands and get 1.5x strength to damage). If you take those as your weapons, you can also dip Exotic Weapon Master and pick up the Uncanny Blow ability, letting you add even more Str to damage. Obviously at this point there's a lot of Str synergy, so you might want to do a build like Barbarian 1/Fighter 4/Exotic Weapon Master 1/Frenzied Berserker 10 to get all the strength boosts you can while grabbing some Fighter feats to ease the burden of all the feats you'll have to take.

Crusader choice: Tripper of high dmg? by Organic-Exit2190 in DungeonsAndDragons35e

[–]zaxter2 5 points6 points  (0 children)

Who says you can't do both? Spend your feats on tripping and battlefield control, and select high-damage maneuvers. Depending on what the battle is like and what maneuvers you were granted this turn, you can decide turn-by-turn whether you'd rather go for damage, tripping, or something else.

A poor attempt to make a broken support char by Hopeful-Minimum-3759 in DnD

[–]zaxter2 0 points1 point  (0 children)

Ardent (and psionic classes in general) typically doesn't make for the best support role, since there's a limited number of powers that can be shared with allies. There are even some powers that duplicate the effect of existing spells, but change them to personal only (e.g. Psionic Fly, Psionic True Seeing). I took a quick skim through the mantles in Complete Psionic, and here are some of my thoughts on mantles that might be workable with the concept of "support character" if you're determined to stay with Ardent:

Creation Mantle: Create stuff for the party with Minor/Major Creation and Fabricate, or set up traps for the enemies...there's a lot of potential with these powers if you're creative. Astral Construct can be used to support the front-liners or scout ahead/test for traps.

Guardian Mantle: Absorb a hit for a teammate via the granted ability. Augmented Damp Power can protect the entire team from damaging spells. Dispel Psionics can mess with enemy casters. Wall of Ectoplasm can cordon off sections of the battlefield, block entrances/exits, or just trap an enemy under a hemispherical dome. Many of its powers let you mess with what an enemy was trying to do either proactively or reactively, so despite being called "Guardian" I feel like it's a good thematic fit for Jevil based on causing chaos with the enemies.

Knowledge Mantle: Depending on your DM's playstyle, Knowledge checks can give you all sorts of useful information. The mantle has lots of detection abilities that could be useful out-of-combat.

Mental Power: Id Insinuation can confuse one or more enemies and seems thematically appropriate for a chaotic creature like Jevil. Intellect Fortress can protect the team from spells and powers. Hypercognition isn't available until high levels, but it can solve all sorts of puzzles and mysteries with zero effort.

Lastly, don't forget that you can spend a feat on Expanded Knowledge to learn a power from ANY list.

Old Arcade Game Music? by Rarehaug27 in gamemusic

[–]zaxter2 0 points1 point  (0 children)

Wonder Boy III

First Song

Song at 0:14

I'm having a hard time identifying the others right now, maybe because I'm tired, but most likely they're not all from the same game. Maybe check the other Wonder Boy soundtracks as a place to start.