Miscellaneous Questions

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Okay I'm gonna stop making a new thread for each question and just start putting them all here.  I'll number them for the sake of clarity, so please use the number when replying.

1.  The Harpy's Captivating Song ability says that when the victim gets within 5 feet, they "offer no resistance" to the harpy's attacks.  What exactly does that mean?  The victim doesn't lose the ability to defend themself while they're walking to reach the harpy; does arriving change that?  Or does "no resistance" just mean that they don't take AoOs (which they can't anyway since they "take no actions" until the effect ends)?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Welcome to one of the joys of DMing - interpreting things that aren't entirely codified.

The person isn't helpless nor caught off-guard, so they're almost certainly not denied their Dexterity bonus to AC, but they can't put up a fight to stop the harpy. That means that if they're packing anything that would let them fight back or block the harpy - for instance, several attack-of-opportunity effects or most Tome of Battle counters - they couldn't use them. Of course, this is already covered by the "take no actions" bit.

I'll have to check my books again, but I'd be surprised if this wasn't an instance where text from an older edition simply wasn't changed. "Offer no resistance" is somewhat flowery prose for 3e standards, but is perfectly in line with text you'd find (over and over and over and over, often in the same rule) in AD&D2e, and 3e sometimes inherited them directly (along with any rules problems they involve - look at Protection from Evil, Knock, True Seeing, Freedom of Movement, Gate, and so on.).

*
Actually, my favorite example of this isn't even a particularly problematic spell. It's Erase. Note how that spell lists several specific spells and how it interacts with each of them (along with percentage chances instead of a check/DC (including an unusual "natural 1 or 2 = automatic failure" rule, which moves the 90% success thing over to magic writing as well), and an arbitrary exception for specific spells)? That's a hallmark of how things worked in earlier editions. This was, by and large, replaced in 3e with the idea of codified descriptors (which allows for consistency and expandability without anywhere near as much text).

Were Erase and the related spells being developed for 3e, the spells that work off of writing might have a [Glyph] descriptor, and Erase would be a specialized dispel that works against things with that descriptor, using a level-based / DC mechanic for magic writing. You'll note that the one new 3e thing I'm aware of that specifically interacts with writing spells - the illumian race - uses blanket language (something like "spells that rely on written symbols"), which is a kluge for where a descriptor should exist but doesn't.

But I digress. The point is that sometimes cruft slips through and often isn't as smooth as more recent mechanics.
 

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

Welcome to one of the joys of DMing - interpreting things that aren't entirely codified.

The person isn't helpless nor caught off-guard, so they're almost certainly not denied their Dexterity bonus to AC, but they can't put up a fight to stop the harpy. That means that if they're packing anything that would let them fight back or block the harpy - for instance, several attack-of-opportunity effects or most Tome of Battle counters - they couldn't use them. Of course, this is already covered by the "take no actions" bit.

I'll have to check my books again, but I'd be surprised if this wasn't an instance where text from an older edition simply wasn't changed. "Offer no resistance" is somewhat flowery prose for 3e standards, but is perfectly in line with text you'd find (over and over and over and over, often in the same rule) in AD&D2e, and 3e sometimes inherited them directly (along with any rules problems they involve - look at Protection from Evil, Knock, True Seeing, Freedom of Movement, Gate, and so on.).

*
Actually, my favorite example of this isn't even a particularly problematic spell. It's Erase. Note how that spell lists several specific spells and how it interacts with each of them (along with percentage chances instead of a check/DC (including an unusual "natural 1 or 2 = automatic failure" rule, which moves the 90% success thing over to magic writing as well), and an arbitrary exception for specific spells)? That's a hallmark of how things worked in earlier editions. This was, by and large, replaced in 3e with the idea of codified descriptors (which allows for consistency and expandability without anywhere near as much text).

Were Erase and the related spells being developed for 3e, the spells that work off of writing might have a [Glyph] descriptor, and Erase would be a specialized dispel that works against things with that descriptor, using a level-based / DC mechanic for magic writing. You'll note that the one new 3e thing I'm aware of that specifically interacts with writing spells - the illumian race - uses blanket language (something like "spells that rely on written symbols"), which is a kluge for where a descriptor should exist but doesn't.

But I digress. The point is that sometimes cruft slips through and often isn't as smooth as more recent mechanics.
 


Sorry for replying to the somewhat off topic remark, but Erase is indeed almost word for word the same as the AD&D 2E version. Interesting.

5e should strongly stay away from "I don't like it, so you can't have it either."

 

I once asked the question (in D&D 3.5) "Does a Druid4/Wizard3/ArcaneHierophant1 have Wildshape?". Jesse Decker and Andy Collins: Yes and the text is clear and can't be interpreted differently. Rich Redman and Ed Stark: No and the text is clear and can't be interpreted differently. Skip Williams: Lol, it's worded ambiguously and entirely not how I intended it. (Cust. Serv. Reference# 050815-000323)

Welcome to one of the joys of DMing - interpreting things that aren't entirely codified.



To me, it isn't sufficient to just make a ruling on how such a thing works; I want to figure out exactly how it should work, then explicitly houserule the change.  (And, ideally, eventually compile all these houserules into a replacement rulebook.  And then get sued by Hasborg for breaking their copyright.)
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
2.  The Illumian power words that feature "Vaul" all give you an ability in the form of "Twice per day,  the  illumian can expend  a spell slot  (but not a slot holding a prepared spell) as a swift action to do X".  While this was obviously meant to imply classes like Sorcerer or Favored Soul which cast spontaneously, it seems to me as though it would be perfectly legitimate for an Illumian who prepares spells to leave one or two spell slots unfilled each day, solely for the sake of being able to use these power words.  Since a Wizard gets a certain level of spells sooner than a Sorcerer does, it seems as though words such as Vauluur (+1d6 sneak attack per level of the spell slot expended) would be well worth using for Illumian Wizards.  Is there any reason this wouldn't be legal?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Being core players, we've never heard of what you're talking about. That said, here's them-thar rules:


Spell Selection and Preparation

Until she prepares spells from her spellbook, the only spells a wizard has available to cast are the ones that she already had prepared from the previous day and has not yet used. During the study period, she chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.


When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.


 
Most of those probably aren't worth using anyway. a swift and a high level spell slot for weak Sneak Attack, for instance, is not a good trade for a PC or anything above the lowest levels of NPC.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

But it does seem doable if you really wanted to for whatever reason.
Resident Prophet of the OTTer.

Section Six Soldier

Front Door of the House of Trolls

[b]If you're terribly afraid of your character dying, it may be best if you roleplayed something other than an adventurer.[/b]

@ NeueRegal:  I'm familiar with those rules, but the abilities in question don't expend "spells", they expend "slots not holding a prepared spell", which would seem to include both spontaneous-caster slots AND prepared-caster slots intentionally left unfilled.

That said, one of the sample Illumian characters presented is listed as being unable to use his Illumian word because he has only Ranger as a spellcasting class, which seems to imply they really intended for the option I'm pursuing to be unavailable.  Then again, Wotco often created sample characters which were illegal under their own rules, so it's hard to be sure whether I should regard them as precedent.

Most of those probably aren't worth using anyway. a swift and a high level spell slot for weak Sneak Attack, for instance, is not a good trade for a PC or anything above the lowest levels of NPC.



Nothing is "not worth using" if it does something cool and unique, no matter how weak.  I don't care whether the option is strong, only whether it's available as a character-defining "trick".  If we treat the Vaul sigil (and, randomly, Uurhoon) as only ever working for spontaneous casters, the options for illumian characters are drastically curtailed.  It's bad enough that Illumian flavor is perfect for a Truenamer but not one of the Words does anything to do with truenaming, but that can be forgiven as a "we can't assume players have other books" issue.  The Druid, however, is in the corebook, and the Society and Culture section describes an entire category of Cabals that deal in druidism, yet none of their Power Words do anything useful for Druids which wouldn't be still better for Wizards.  That problem can't really be fixed, but in shopping for a Power Word to give my Druid, I did think several of the Vaul words sounded amusing, if they were legal.  And since Wotco hated the Sorcerer and made it gain all spell-levels one character-level late, having to wait an extra level for the "trick" to turn on would be worse than having to sacrifice measurable amounts of day-to-day power in order to use it.  The point is not for the trick to be efficient, just for it to exist, and sooner rather than later.

****

On a related note:

2B.  Concerning this rule:

On attaining 2nd level in any class, an illumian gains a second different power sigil, and  the bonus granted by each power sigil increases to +2.



I've always assumed that the character had to have 2 levels in the same class for this to occur, but another of those sample Illumians is a Sorcerer 1 / Fighter 1, and has her (or his, since the writers switched the character's gender mid-writeup) power word, so perhaps the intention was that the second sigil appears whenever you have 1000 XP (assuming you don't have a template or something), no matter what classes you've gone into.  How have you guys ruled this in your games?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Then again, Wotco often created sample characters which were illegal under their own rules, so it's hard to be sure whether I should regard them as precedent.


Yeah. I even have quotes from Skip Williams that the sample character is what he intended and the class as written is wrong.
The specific case is that the Arcane Hieophant was supposed to have Woodland Stride as a prerequisite, not Trackless Step, and the Ranger/Wizard/AH example makes no sense because of it.

Not that an errata was ever released though.

The rules within WotC for releasing errata seem not to have been "did we goof up", but "did we goof up so bad that it makes things unplayable". And for books at the end of an edition they didn't care at all.

5e should strongly stay away from "I don't like it, so you can't have it either."

 

I once asked the question (in D&D 3.5) "Does a Druid4/Wizard3/ArcaneHierophant1 have Wildshape?". Jesse Decker and Andy Collins: Yes and the text is clear and can't be interpreted differently. Rich Redman and Ed Stark: No and the text is clear and can't be interpreted differently. Skip Williams: Lol, it's worded ambiguously and entirely not how I intended it. (Cust. Serv. Reference# 050815-000323)

3.  Can you Crusader's Strike against a character who is True Neutral, if you are not Neutral Something?  In other words, is "Neutral" an "alignment component"?  If so, then a non-neutral Crusader can use Crusader's Strike against any creature whose alignment is not exactly the same as his own.  Is this how it should work, or are you meant to be limited to Striking members of the enemy alignments, the way Paladins and Soulborn are when they Smite?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
If the opponent's alignment is not exactly the same as yours, it works. So, for example, a CG crusader could us Crusader's Strike on a NG (or CN, or...) opponent.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
4.  The Overchannel feat says you can gain more than 1 Manifester level starting "at 8th level".  How does this interact with creatures that have racial manifesting, such as an Unbodied?

5.  On the same topic, can an Incorporeal or Immobile creature (with no STR or DEX stat) use the Body Fuel feat?  It says only "living" creatures can use the feat; would an Unbodied qualify?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
6.  Are there any circumstances where it matters whether a bard knows a spell, other than him actually being able to cast it?  According to the table, a bard who doesn't have enough Charisma to gain a bonus Xth-level spell at level Y doesn't add two Xth-level spells to his Spells Known; I'm considering ruling that he does learn them, although he can't cast them, and am wondering what the consequences of that ruling would be.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
At 10th level a bard gains access to 4th level spells if his Charisma is at least 18 (when he gains a bonus 4th level spell), bringing his 4th level spells per day up to 1. If his Charisma is not high enough to cast a spell then why bother knowing any?

If you're asking because he may get a magic item that boosts his Charisma enough to gain that bonus spell before the next level, then it seems reasonable to allow him to choose the two spells, but I'd probably have him wait until he gets the item before selecting the spells.
 
If his Charisma is not high enough to cast a spell then why bother knowing any?



I'm asking whether there are any circumstances where it matters whether he knows the spells or not.  For instance, he doesn't need to know them to cast them from a wand; they just have to be on the bard class list.  But maybe there are other items, feats, prestige class features or whatever where it matters whether you know a spell, even if you're not capable of casting it.  That's what I'm crowdsourcing.

7.  Since Suggesting a Fascinated creature doesn't cost a Daily Bardic Music Use, is there any limit to how often it can be done?  It works on only one creature at a time, but is that per use of Fascinate, or just per round?  Could you repeatedly Fascinate the same group of creatures, at a cost of one DBMU each, in order to give them all Suggestions?  This would take much less time than the Suggestions would last.

(I like that DBMU is an anagram of DUMB....)
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
There's nothing I can think of, but even if there is, as written if he can't cast one then he can't know any. That's by the book, there's no reason you can't houserule it though.
7. The way suggestion is worded it sounds like the intention is that you get one attempt to make a suggestion to a single creature per use of the fascinate ability. If you stop and use another fascinate on the same group of creature you could then make another suggestion to the same creature or a different one.

I checked the errata but it didn't have any more specific wording.
6.  Are there any circumstances where it matters whether a bard knows a spell, other than him actually being able to cast it?  According to the table, a bard who doesn't have enough Charisma to gain a bonus Xth-level spell at level Y doesn't add two Xth-level spells to his Spells Known; I'm considering ruling that he does learn them, although he can't cast them, and am wondering what the consequences of that ruling would be.

Perhaps I'm missing something but for most things you either need to have a certain spell on your spell list or you need to be able to cast the spell either from your spellbook or spells known.  If you can't cast it then you will still fail this last test but you don't need to know it to meet the first.
 
8 Can a cleric with the Elemental Healing domain from Complete Divine heal himself this way, if he's of the correct elemental subtype?  In other words, are you within your own burst?

9.  We have Divine feats that spend Turn/Rebuke Undead, and the two elemental Divine feats that spend elemental turn/rebukes.  Is there a way of spending the Plant Domain's rebuke on doing anything other than rebuking plants?  Given that a Fire/Water cleric can take Elemental Healing once to heal both Water and Fire elementals with the appropriate rebukes, how cheesy would it be to talk the DM into letting an Earth/Plant cleric use his plant rebukes for the Elemental Healing feat?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
10.  If a Psion takes the Expanded Knowledge feat to get a Psychic Warrior power, can he then use Imprint Stone to make a power stone of this power?  Could he then use the resulting power stone, even though the power isn't on the Psion list?  Could other psions use it without needing EK, since it was made by a Psion?  Could PWs use it?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Think of Expanded Knowledge in all ways as adding the power not only to your powers known, but to the psion list as far as YOU are concerned. Other psions without that feat don't have the power on their class list; you do.

So basically, you can craft a psion power stone of Strength of My Enemy, say, but only people with that specific power on their class list can use it. Those people are psychic warriors, and anyone with Expanded Knowledge tied to that power. Other psions can't use it (although shapers can try, thanks to Use Psionic Device ranks).

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

11.  I've gotten a strong impression that it's possible to enchant normal clothing with armor enhancements, as if it was armor with a +0 armor bonus, perhaps involving the Magic Vestment spell.  I cannot find a specific rule that confirms this, so can someone direct me to that reference, or verify that it doesn't exist?
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As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
11.  I've gotten a strong impression that it's possible to enchant normal clothing with armor enhancements, as if it was armor with a +0 armor bonus, perhaps involving the Magic Vestment spell.  I cannot find a specific rule that confirms this, so can someone direct me to that reference, or verify that it doesn't exist?

What you are basically looking at is adding an Armor Bonus to AC with an item.  The cost of that is in the DMG and it should be pretty clear that it is bonus squared x 1000 gp as shown in both the armor tables and with Bracers of Armor.

I do not know of something that specifically "confirms" that you could enchant non-armor with an armor enhancment bonus but there is also nothing that says you can not.  When you consider there are other non-armor items that grant an armor bonus that pretty much confirms that you can use that enhancement on other things.

I will remind you that armor bonuses from different sources DO NOT stack.  If you give your "normal clothes," which occupy the Torso slot, a +5 enhanced armor bonus to AC and then put on a suit of chain mail (also a +5 armor bonus) you will only get to count one of the bonuses.
 
I do not know of something that specifically "confirms" that you could enchant non-armor with an armor enhancment bonus



Not quite what I meant; while a +1 would be a necessary prerequisite, I'm thinking of something more like making your clothing Ghost Touch, or granting it the Glamered property so that it can look like a different set of clothing, or other such armor enhancements that have noncombative application and aren't duplicated by any item you can easily get.  (I was originally looking at a Hat of Disguise, but that only changes the character's body and itself; it wouldn't affect their clothes, so for a quick-change artist, Glamered Armor seems the only option, but not everyone is armor-proficient, or free to wear it even if they take the Feat, due to things like arcane spell failure and monk class features.)

but there is also nothing that says you can not.



As I understand it, D&D rules default to "no", unless superseded by Rule Zero.  The rules or the DM have to tell you that something CAN be done, or else it CAN'T, regardless of what might be interpreted as common sense or the like (by anyone except the DM).
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As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Look up Shimmerweave; it's a special material for clothing in the Eberron setting.
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I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
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Not quite what I meant; while a +1 would be a necessary prerequisite, I'm thinking of something more like making your clothing Ghost Touch, or granting it the Glamered property so that it can look like a different set of clothing, or other such armor enhancements that have noncombative application and aren't duplicated by any item you can easily get.  (I was originally looking at a Hat of Disguise, but that only changes the character's body and itself; it wouldn't affect their clothes, so for a quick-change artist, Glamered Armor seems the only option, but not everyone is armor-proficient, or free to wear it even if they take the Feat, due to things like arcane spell failure and monk class features.)


You should take another look at the Hat of Disguise which just emulates the Disguise Self spell which says, "You make yourself—including clothing, armor, weapons, and equipment—look different."  All a Glamered suid of armor officially does is allow it to look like normal clothes which implies there isn't a lot of choice in what it looks like and it does nothing to help the character's actual appearance.
 
Look up Shimmerweave; it's a special material for clothing in the Eberron setting.



I'm not in Eberron, though.


You should take another look at the Hat of Disguise which just emulates the Disguise Self spell which says, "You make yourself—including clothing, armor, weapons, and equipment—look different."  All a Glamered suid of armor officially does is allow it to look like normal clothes which implies there isn't a lot of choice in what it looks like and it does nothing to help the character's actual appearance.
 



Ah.  Apparently I am not unlike Elan in my misunderstanding of what the title "Disguise Self" implies.

****

New question:

12.  If a druid has a Light Horse or Heavy Horse as their animal companion, can this be converted into a Warhorse through training, or will it be just as useless in battle as any other non-battle-trained horse?  Can you save up your first Bonus Trick for the first two levels, and then spend it and your second at level 3 to gain a General Purpose of "fighting" or "combat riding"?  For that matter, if you get an animal through a class feature, can it be assumed to have already been trained, or do you have to make your own Handle Animal checks to train it for you specifically?
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As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
12.

Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew.  

You don't need to "save up tricks". Unlike skills or feats, you replace them. 
One problem: The training listed under Handle Animal is for what tricks the animal can perform (Attack, Stay, Come, Attack Unusual Creature, Track, etc). 

The "normal" heavy horse is a Clydesdale. These are bred for work, not for battle.

The heavy "warhorse" breeds were bred for courage and raw muscle power, particularly as the riders grew heavier. (Here's a great lay introduction to the reasoning for the specialized breeding as a consequence of technology. It's great for a LOT of other reasons too, but for this context it's just for the horses.)

(You can tell that these are different breeds in the D&D rules as well by comparing Hit Dice and Strength.)


While you can train a riding dog (i.e. a St. Bernard) for war, you cannot "train" a St Bernard into a wolf. Likewise, you cannot train a horse into a different breed. You CAN train a Clydesdale (heavy horse) for war, just as easily as you can train a heavy warhorse for war. However, one of them will be a better combat mount because it's been bred for that.

(EDIT: A better analogy from the rules is that you can train a husky (riding dog) and a beagle (dog) for war (they'd get the same tricks, but only the husky would get the wolf's supertrip: your battle beagles use dog stats, and regular dogs don't get the trip-on-a-bite stunt). You cannot train a beagle (dog) into a husky (riding dog).)




If you get an animal from a class feature, they're usually trained by default (presumably for combat; I'd suggest picking one of the basic purposes and going from there). As Neue notes, animal tricks are NOT like skills nor feats - you can freely replace them up to a particular capacity with a bit of training.

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

Right; As tempest points out, your heavy horse won't have quite as good a starting str or con score as a heavy warhorse, but this is quickly over-shadowed by the advancement due to animal companion increases. It's a fair trade, in the end, for all that (non-fantastical) mounts can go anyway. 
Methinks you guys kinda missed the point of the question.  A non-War horse is basically useless for combat, even if you give it a bunch of extra HD as an Animal Companion.  From the SRD:

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)



And, more damningly:

A heavy horse cannot fight while carrying a rider.

A light horse cannot fight while carrying a rider.



If the animal companion can't be "warhorse", then there's no point in selecting "horse", because normal horses are pretty much useless for anything you'd ever want an animal companion for.  They basically exist only to be mounts or pack animals.  You could buy a garden-variety mule and lead it into combat and it'd probably be more dangerous than your companion horse (if far more fragile), unless you're at very high levels.

Also on the subject of Animal Companions....

12b.  It seems inconvenient to me that an AniCom counts as a Magical Beast rather than an Animal; doesn't that make it an invalid target for a lot of the Druid's spells, like Animal Growth?  The text of the "share spells" feature later clarifies that a shared spell works on the companion even if it "normally doesn't affect creatures of the companion's type (animal)", suggesting a contradiction with the previous text that makes it a Pokem...er, Magibeast.  (You didn't see nuffin!)  So is this a long-standing glitch in the rules, akin to Drown-Healing, which I've not heard about before?  Or am I reading the rule correctly, and spells like Charm Animal, Hide from Animals, Detect Animals and Plants, and so forth are all completely ineffective on Companions of druids or rangers?
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As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
The first of those isn't a problem for normal horses, as there is a distinction between a normal horse trained for war (see Handle Animal) and a warhorse. Training a normal horse for war is just like training a riding dog for war to get its supertrip.

The second, however, is something I did miss and it does make horses somewhat less useful compared to the warhorse mounts. (Mind you, even if warhorses were allowed, I don't think they'd ever practically be taken - a pre-wild-shape druid has no business being in melee, and a post-wild-shape druid isn't going to be doing much riding.) 

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

(Mind you, even if warhorses were allowed, I don't think they'd ever practically be taken - a pre-wild-shape druid has no business being in melee, and a post-wild-shape druid isn't going to be doing much riding.) 



These are not the sorts of assumptions I ever make.  IMC, a low-level druid does NOT get to sit back on the sidelines and assume nothing is ever going to melee him; not being able to count on his AniCom as a bodyguard would be likely to get him mauled or worse.  And higher-level ones do not necessarily have access to the best WS forms, nor is it impossible that they'll make "suboptimal" but interesting choices, such as using Wild feats rather than actually wildshaping, or failing to take Natural Spell just because it doesn't suit their personality.  Most still won't want to ride horses...but they wouldn't take a horse as their Companion.  If one does, it's likely not just because their feet get tired; they'll want to be able to be this guy.  (Presumably the armor is green-dragonhide.)
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
13.  What're the most incredible applications of gaining extra swift actions in a turn?  How badly would the game break if a houserule was introduced allowing you to give up move or standard actions for extra swifts (potentially allowing 3 swift actions in a round, along with a 5-foot step, as your entire turn)?  This rule exists in the SAGA Edition of Star Wars roleplaying, which is almost but not quite D20 system; there are some significant differences, and one of the most salient is that no immediate actions exist in SAGA.  Trading your next swift for an immediate now would be much less of a sacrifice if you could still get a swift by giving up your move; that assumes you're not allowed to use multiple immediates at the cost of more of your next turn.  How badly could things go with a houserule like this?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
For the love of all that is Holy +2, don't. Look up any build using Ruby Knight Vindicator (sometimes nicknamed the Ruby Knight WINdicator because of this reason), specifically those that focus on Divine Impetus. This is the one way I know of to get bonus swift actions (without the rest of the turn coming with it), and boy does it destroy things. And that's on a character that must be Sublime / Divine - let alone what could happen on builds of other types.

Saga uses different balance points for its swifts, as they're intended to be taken in bursts. D&D swifts were designed to be potent points of competition.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

This problem strikes me as fixable, though maybe not easy to fix.  A lot of the problems with the RKV seem to revolve around his Turn Undead conversion, which has already been observed as a problem due to Divine Metamagic.  The original design of the Cleric class made assumptions about Turn Undead being relatively unuseful, and thus gave away four TU-per-day uses with a single feat, which becomes broken when Divine feats and similar things appear.  RKV's TU-to-Swift is one example of "similar things"; combining that ability with Travel Devotion is very strong, but the ability to activate Travel Devotion with your move action for the turn doesn't break anything, because Travel Devotion basically is a move action already.  Combined with a restriction on Quickened spells and with the extremely common-sense (if not strictly RAW) ruling that you can't White Raven Tactics yourself, this seems to take a lot of the cheese out of the build in a hurry.

How many other cases of multiple swift actions being broken can you think of?  If the number is in the dozens, I'll likely agree that it's not worth exploring this mechanic.  But if there are a relative handful of cases like Quicken Spell (which did after all originally say "limit of one quickened spell per turn" before swifts were introduced) and White Raven Tactics, which are easily patched with a DM ruling, then I think it could still be worth doing.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
14.  Something seems to be screwy with the stats of the Astral Constructs in the Expanded Psionics Handbook.  A level 4 construct is Medium-sized and has a Strength of 25; its slam damage is listed as 1d6+10.  But the level 5 Large construct has a Strength of 29, and its slam damage is 1d8+9.  I understand that the die increases in size due to the Construct getting bigger, but why exactly is the smaller construct adding 1.5x its Strength modifier to Slams, while the Large one adds only 1x its STRMOD?
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
14. The difference between the two is that the level 4 astral construct has only one slam attack, while the level 5 construct has two.

Following the general rules for natural weapons, the astral constructs add 1.5x Strength to their slam when it's their only primary natural attack, but reduce that to 1x Strength if they have more than one primary natural attack.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
If you're having problems visualizing it, the lower-level constructs strike with both "hands" at once (or have both their slams treated as a single Slam attack), while the higher level ones strike onece with each.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

3.5: Definitive Shopping List (gear guide PDF)

 

5e Eberron homebrew rules | Discussion: 5e Artificer

15.  Can a dragon fly while wearing a suit of medium armor?  Does it reduce the dragon's burrow or swim speed?

16.  Is there an armor enchanment which grants the effect of proficiency for an untrained wearer?  So far the closest thing I can find is Called, which will let you put on and take off the armor with a command word, but you'll still suffer nonproficiency penalties while the armor is on you.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
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