Dungeons and Dragons Megathread

Doesn't prof bonus cap at like +6?

Is +3 a lot in 5e? +3 is manini in initiative in 3.5

Without access to a Tome of intellect or other such magical workaround stats cap out at 20, a +5 modifier

So assuming you max Dex you are looking at 60% higher initiative modifier over any other class but Fighter-champion which can do the same
 
If I'm playing a magic user, I'd prefer a sorc, but I am fairly full of char ideas so I *do* have alternatives.

Well, technically, all adventurers are magic users. Even a fighter, (which don't exists in many of my games because why would they when Warblades and Psychic Warriors are a thing?) in 3.x games is wearing the GDP of a substantial nation in magic items by the high levels.

D&D magic is technology, and like in any technological society, Spec Ops soldiers equip themselves with the best tech that money can buy.

Magic is ubiquitous in D&D, and there are no mundanes among adventurers. Martial characters use martial magic. They may not call it magic, but it's fundamentally still super-human if not supernatural.

There are no [ordinary] or [mundane] abilities after all. Even 'non-magic' abilities in 3.5 are [extraordinary] and can explicitly break physics.

EDIT:

Grumble, Grumble, learn to Other Magic Systems, modbannit.
 
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Without access to a Tome of intellect or other such magical workaround stats cap out at 20, a +5 modifier

So assuming you max Dex you are looking at 60% higher initiative modifier over any other class but Fighter-champion which can do the same
It isn't that big an impact though. Swashbucklers get to add their cha as well as their dex to initiative and anyone can get immunity to surprise and +5 to initiative with a feat.
Bards being slightly better than most at initiative doesn't matter too much in the long run to be honest
 
... *Pinches eyes* I see that Sage Advice got edited. I guess when I saw it it was a typo.

Whatever; it's still not overpowered, since initiative, concentration, and counter spell really aren't all that significant.

Casting silence before a enemy can use a reaction to counter-spell isn't significant? Buffing the entire party or alpha striking with a dmg spell from any class isn't significant?

There are any number of spells that can make a encounter much easier the earlier they hit.

As for counter spell the DC is 10 + spell level, an additional +3 assuming that you have a full casting stat means that to counter a level 9 spell I only need to roll an 11

If I go lore master and use peerless skill at 14th level I can add a D10 to that or again any ability or skill check.

A full lore bard can roll for initiative, counter spell or dispel magic D20+1d12+8
 
Casting silence before a enemy can use a reaction to counter-spell isn't significant? Buffing the entire party or alpha striking with a dmg spell from any class isn't significant?

There are any number of spells that can make a encounter much easier the earlier they hit.

Uh...the entire point of reactions is you don't need to use them on your initiative. If the enemy can counter-spell, he can do so regardless of how early you can take your turn.

As for counter spell the DC is 10 + spell level, an additional +3 assuming that you have a full casting stat means that to counter a level 9 spell I only need to roll an 11

If I go lore master and use peerless skill at 14th level I can add a D10 to that or again any ability or skill check.

A full lore bard can roll for initiative, counter spell or dispel magic D20+1d12+8

So don't let the Bard counterspell. Welcome to 1E D&D and decades onward to today? A bard's counterspell was always super powerful to the point that it was one of the main reasons to have one.

Honestly it's only 3E (and 4E I guess) where people had this misconception that bards weren't badass motherfuckers.
 
Honestly it's only 3E (and 4E I guess) where people had this misconception that bards weren't badass motherfuckers.
4e bards were arguably OP, though only if you use the ridiculously small OP margin that 4e number crunchers-adopted, where numbers were supposed to be in lockstep, and even an extra +1 was grounds for nerfing.

3e bards were meh initially but rapidly became pretty amazing with spaltbook options.
 
Uh...the entire point of reactions is you don't need to use them on your initiative. If the enemy can counter-spell, he can do so regardless of how early you can take your turn.

For some reason I swore that first round you didn't get your reaction until after you had your initiative come up. However looking at it it only applies during surprise rounds....

So don't let the Bard counterspell. Welcome to 1E D&D and decades onward to today? A bard's counterspell was always super powerful to the point that it was one of the main reasons to have one.

Honestly it's only 3E (and 4E I guess) where people had this misconception that bards weren't badass motherfuckers.

Naw, Bards have always been good its just that this addition they are better than good.

I like them
 
It isn't that big an impact though. Swashbucklers get to add their cha as well as their dex to initiative and anyone can get immunity to surprise and +5 to initiative with a feat.
Bards being slightly better than most at initiative doesn't matter too much in the long run to be honest

Thank you for helping me determine my new level 16 multiclass.

Paladin 8/rogue Swashbuckler 4/Bard 4 Lore

27 point buy

Str 12, Dex 14 Con 13 Wis 9 Int 9 Cha 15

Human +1 all stats

level 16 have initiative of +11

Add charisma bonus (+5) to all saves

Auto disengage for each attack I make, Cunning action for 60ft move per turn or hide

and I sneak attack/Smite

4 expertise resulting in

Passive Perception 20(25 if I used Sentinel Shield)
Stealth of 14
Deceit 15
Persuasion 15
Insight 15

Rest of the levels go to bard

Name him Dread Pirate Roberts
 
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Well, technically, all adventurers are magic users. Even a fighter, (which don't exists in many of my games because why would they when Warblades and Psychic Warriors are a thing?) in 3.x games is wearing the GDP of a substantial nation in magic items by the high levels.

Oh yes, I'm with you 100% there ^^ Casters, I should say.

Grumble, Grumble, learn to Other Magic Systems, modbannit.

Aside from other magic systems, I also doubt I'd play a Gunslinger or Swashbuckler, 'cause I'm not a fan of Grit or Panache points. Point pool just isn't my thing. I don't mind playing with others using them, but I find a nice list of abilities to be more fun to run.

And on a previous comment-
Keep in mind i mostly use 3.5 rules, which means XP is currency, and awards are calculated based on CR, rather than been inviolate and fixed like it is in PF.

It's a substantially different strategic calculus.

I don't pay a ton of attention to the XP side unless I'm running a game anyway ^^ Nor do I generally get into item creation much... (I know it's good, it's just not normally how I roll).
 
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Oh look, I'm bored again. Time to post more Pathfinder-builds!

This time, I'm making use of the Vigilante class. However, this works just as well as a Rogue who's just good with Diguises and Intimidating enemies. Well, or so I thought - what I ended up with was more of a low-magic Warrior Priest.

Long explanation of how the build was made:
The key here is to make good use of the Twisting Fear Vigilante Talent.
Basically, when you intimidate an enemy you also deal your reduced hidden strike (1D4/2 levels) damage to them as nonlethal damage. This only works once per round per enemy, but it's still rather nifty damage.

So obviously we want to apply this each round, but ideally without sacrificing our action economy. Well, that's what Dazzling Display is there for. Well, and the feats that enhance it. Violent Display is great - land a sneak attack or a critical hit, and you get to use Dazzling Display as an immediate action. There are a bunch of ways we can do this ever round, more on that later. Disheartening Display is great once we get Frightening Appearance at 11th level - now we can start combat by making people run away, by stacking our Dazzling Display on top of frightened and shaken to increase those conditions to panicked/frightened.

First, the feats. Violent Display is locked behind a BAB of +6, so it won't be around until 9th level, so for now we need another trick. Enter the Enforcer feat, along with the Blade of Mercy trait. Now we just use our attacks to deal non-lethal damage, and get free-action Intimidate. Obviously we also want the Intimidate Skill Unlock, so we pick Signature Skill.

1: Enforcer 3: Weapon Focus 5: Signature Skill (Intimidiate) 7: Dazzling Display 9: something 11: Violent Display 13: Disheartening Display 15: Shatter Defenses

Now, onto the Vigilante Talents.
Twisting Fear is the core of the build. 1D4 nonlethal damage each time you make someone shaken/frightened/panicked by any means.
Shield of Fury gives us Two-Weapon Fighting and Improved Shield Bash.
Armor Skin allows us to ignore armor check penalties for Acrobatics, Escape Artist and Stealth. At 8th level, it also gives full speed in medium armor.
Evasion is nice, we can pick it
Shadows Speed gives +10 foot to land speed, later +20.
Hide in Plain Sight is good for anyone, and we can pick it at 7th level if we want.
Honestly, there's a lot to mix and match here. But I'd go with with the Psychometrist Archetype and just take Twisting Fear at 4th and Shield of Fury at 8th level, with Armor Skin at 14th.

As for ability scores:
If you want to be unorthodox, you can very much just go for a strength-based shield-bashing build here. So good Strength, Constitution and Charisma.

We also get social talents.
There are a lot of options, but you can get a lot out of renown and it's improvements for the +4/6/8 to Intimidate in your area of Renown.
And the actual character.
This character dutifully collects relics for the cult of Sarenrae. To do so with as little violence as possible, she has developed great skill at concealing her identity and at infiltration. Often, she will appear as a merchant and just buy the relic, but if necessary she is not beyond liberating it from those not worthy of them, especially if the relic is in the hands of evil.
Despite not being granted by her goddess, she can instill great fear in her enemies, and evoke magic from the relics she collects.

Class: Vigilante 11 (Stalker, Psychometrist), Brawler 1 (Snakebite Striker)
Race: Human, +2 Strength
Ability Scores (25 point buy): Strength 18, Dexterity 12, Constitution 14, Intelligence 13, Wisdom 10, Charisma 14. Improved to Strength 20, Intelligence 14
(at lower point-buy, take Bruising Intellect for Intimidate and you can dump charisma)
Traits: Blade of Mercy, Reactionary
Favored Class Bonus: +1 Social Talent, +5 HP.
Feats: Racial Heritage (Halfling), Enforcer, Weapon Focus (Scimitar), Signature Skill (Intimidate), Skill Focus (Intimidate), Dazzling Display, Violent Display
Social Talents: Renown, Social Grace (Appraise, Bluff, Diplomacy), Many Guises, Great Renown, Quick Change, Incredible Renown, Feign Innocence
Vigilante Talents: Shield of Fury, Twisting Fear
Implements: Illusion, Transmutation
Focus Powers: Legacy Weapon, Parity, Minor Figment, Unseen, Psychic Mirage
Skills: 9 per level. Appraise, Diplomacy, Disguise, Intimidate, Linguistics, Perception, Stealth and Use Magic Device are maximized, with points to spare for Knowledge (History, Local) and other skills as desired.
Equipment: Scimitar, Heavy Spiked Shield, Medium Armor, usual magic upgrades

This character can make herself invisible to start the combat with startling and frightening appearance. She tries to full-attack with her scimiatar and shield bash - when she can get sneak attack/hidden strike on enemies, it deals 6D4 (or D8) +1D6 extra damage on each hit. More importantly, triggering sneak attack allows her to immediate-action Dazzling Display, possibly panicking and frightening all enemies within 30 feet as well as dealing 6D4 damage to them - the Intimidate-check is made with bonus of +31.
Out of combat, she can create Illusions, but more importantly she can appear as any ordinary citizen - at one moment she can be a member of the city guard, the next she's a random merchant, then she can be a member of the carpenters guild. She also has a high rank as a researcher in the church of Serenrae, in addition to being a feared enforcer of the church. She also has occult skin unlocks.
 
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I like Totemists and Dragonfire Adepts and Worldthought Medics.
I still think that Binders and Shadowcasters are awesome, but I would adore having re-fluffed Psionic versions of them.
I actually like the "Psionics is different" version of the Magic/Psionics interaction rules...I think I'm in the minority with that.
But for some reason, people are just so attached to spellcasting. :(
It's the extreme versatility that it provides.
Doesn't prof bonus cap at like +6?
Is +3 a lot in 5e? +3 is manini in initiative in 3.5
Any bonus is big in 5E.
Magic is ubiquitous in D&D, and there are no mundanes among adventurers.
Which is why they get "Roll 3D6, then arrange the results as desired"Attributes when non-adventurers usually get "11 to all, give or take 1 or 2 to each depending on specialization".
 
Oh look, I'm bored again. Time to post more Pathfinder-builds!

This time, I'm making use of the Vigilante class. However, this works just as well as a Rogue who's just good with Diguises and Intimidating enemies. Well, or so I thought - what I ended up with was more of a low-magic Warrior Priest.

Long explanation of how the build was made:
The key here is to make good use of the Twisting Fear Vigilante Talent.
Basically, when you intimidate an enemy you also deal your reduced hidden strike (1D4/2 levels) damage to them as nonlethal damage. This only works once per round per enemy, but it's still rather nifty damage.

So obviously we want to apply this each round, but ideally without sacrificing our action economy. Well, that's what Dazzling Display is there for. Well, and the feats that enhance it. Violent Display is great - land a sneak attack or a critical hit, and you get to use Dazzling Display as an immediate action. There are a bunch of ways we can do this ever round, more on that later. Disheartening Display is great once we get Frightening Appearance at 11th level - now we can start combat by making people run away, by stacking our Dazzling Display on top of frightened and shaken to increase those conditions to panicked/frightened.

First, the feats. Violent Display is locked behind a BAB of +6, so it won't be around until 9th level, so for now we need another trick. Enter the Enforcer feat, along with the Blade of Mercy trait. Now we just use our attacks to deal non-lethal damage, and get free-action Intimidate. Obviously we also want the Intimidate Skill Unlock, so we pick Signature Skill.

1: Enforcer 3: Weapon Focus 5: Signature Skill (Intimidiate) 7: Dazzling Display 9: something 11: Violent Display 13: Disheartening Display 15: Shatter Defenses

Now, onto the Vigilante Talents.
Twisting Fear is the core of the build. 1D4 nonlethal damage each time you make someone shaken/frightened/panicked by any means.
Shield of Fury gives us Two-Weapon Fighting and Improved Shield Bash.
Armor Skin allows us to ignore armor check penalties for Acrobatics, Escape Artist and Stealth. At 8th level, it also gives full speed in medium armor.
Evasion is nice, we can pick it
Shadows Speed gives +10 foot to land speed, later +20.
Hide in Plain Sight is good for anyone, and we can pick it at 7th level if we want.
Honestly, there's a lot to mix and match here. But I'd go with with the Psychometrist Archetype and just take Twisting Fear at 4th and Shield of Fury at 8th level, with Armor Skin at 14th.

As for ability scores:
If you want to be unorthodox, you can very much just go for a strength-based shield-bashing build here. So good Strength, Constitution and Charisma.

We also get social talents.
There are a lot of options, but you can get a lot out of renown and it's improvements for the +4/6/8 to Intimidate in your area of Renown.
And the actual character.
This character dutifully collects relics for the cult of Sarenrae. To do so with as little violence as possible, she has developed great skill at concealing her identity and at infiltration. Often, she will appear as a merchant and just buy the relic, but if necessary she is not beyond liberating it from those not worthy of them, especially if the relic is in the hands of evil.
Despite not being granted by her goddess, she can instill great fear in her enemies, and evoke magic from the relics she collects.

Class: Vigilante 11 (Stalker, Psychometrist), Brawler 1 (Snakebite Striker)
Race: Human, +2 Strength
Ability Scores (25 point buy): Strength 18, Dexterity 12, Constitution 14, Intelligence 13, Wisdom 10, Charisma 14. Improved to Strength 20, Intelligence 14
(at lower point-buy, take Bruising Intellect for Intimidate and you can dump charisma)
Traits: Blade of Mercy, Reactionary
Favored Class Bonus: +1 Social Talent, +5 HP.
Feats: Racial Heritage (Halfling), Enforcer, Weapon Focus (Scimitar), Signature Skill (Intimidate), Skill Focus (Intimidate), Dazzling Display, Violent Display
Social Talents: Renown, Social Grace (Appraise, Bluff, Diplomacy), Many Guises, Great Renown, Quick Change, Incredible Renown, Feign Innocence
Vigilante Talents: Shield of Fury, Twisting Fear
Implements: Illusion, Transmutation
Focus Powers: Legacy Weapon, Parity, Minor Figment, Unseen, Psychic Mirage
Skills: 9 per level. Appraise, Diplomacy, Disguise, Intimidate, Linguistics, Perception, Stealth and Use Magic Device are maximized, with points to spare for Knowledge (History, Local) and other skills as desired.
Equipment: Scimitar, Heavy Spiked Shield, Medium Armor, usual magic upgrades

This character can make herself invisible to start the combat with startling and frightening appearance. She tries to full-attack with her scimiatar and shield bash - when she can get sneak attack/hidden strike on enemies, it deals 6D4 (or D8) +1D6 extra damage on each hit. More importantly, triggering sneak attack allows her to immediate-action Dazzling Display, possibly panicking and frightening all enemies within 30 feet as well as dealing 6D4 damage to them - the Intimidate-check is made with bonus of +31.
Out of combat, she can create Illusions, but more importantly she can appear as any ordinary citizen - at one moment she can be a member of the city guard, the next she's a random merchant, then she can be a member of the carpenters guild. She also has a high rank as a researcher in the church of Serenrae, in addition to being a feared enforcer of the church. She also has occult skin unlocks.
I believe someone started a separate thread for character builds, but then, no one really used it so i guess here is better.........
 
I actually like the "Psionics is different" version of the Magic/Psionics interaction rules...I think I'm in the minority with that.

I'm with you. I like Psionics being completely separate from and unrelated to Magic. Sure, it can achieve many of the same effects, but through completely different means to the point that anything that affects magic on a planetary or planar scale (say, Mystra dying for the fifty billionth time) has zero effect on Psionicists. This is further illustrated by the fact that (in my games, back in the day) the death of a God of Psionics only affected that God's priests.
 
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I'm with you. I like Psionics being completely separate from and unrelated to Magic. Sure, it can achieve many of the same effects, but through completely different means to the point that anything that affects magic on a planetary or planar scale (say, Mystra dying for the fifty billionth time) has zero effect on Psionicists. This is further illustrated by the fact that (in my games, back in the day) the death of a God of Psionics only affected that God's priests.
I like the idea of a group of Psions setting up a monastery/school/refuge in the middle of a Dead Magic area.

For maximum DM-troll have a Beholder with Psion levels, or maybe the Phrenic template.
 
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If you want "my magic is different" so badly, Shadowcasting is non-transparency BY DEFAULT in 3.5, unlike truenaming/incarnum/psionics, which are transparent by default.

Yeah, it then also sucks as written, but there are pretty easy fixes you can find.
 
It's the extreme versatility that it provides.

It's not so much that for me- I will gladly take options that lower my versatility if it's fun or fluffy, I'm quite considering going 'crossbread' to get just-the-arcana from another bloodline- as the decision making.

Like, running out of 1st levels so having to decide where I'll use more valuable spells on a task.
 
I'm not understanding this "transparent"/"non-transparent" terminology.
transparent = Dispel magic works normally on psionic powers and dispell psionics works on spells. Stuff based on spell level can cross apply to psionic stuff based on power level, Spell resistance =Power resistance and vice versa, other effects interact, etc.

Non transparent = Dispell Magic does not work on psionic powers (heavily opaque) or works at a -4 penalty on psionic powers (lightly opaque). No stuff can cross apply, and effects do not interact.

By default, Psionics are transparent with spellcasting, but Shadowcasting is non-transparent (light opaque) with spellcasting.
 
I kinda feel like the terminology should be switched... when I hear 'transparent,' I picture things passing through each other.

Didn't that lead to people almost always banning psionics because you can't defend against psionics unless you are yourself psionic, thus making psionics broken as hell?

Yep. I only saw people use them in Dark Sun where nigh everyone *is* psionic for that reason.
 
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