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4 months ago  ::  Feb 02, 2013 - 8:32AM #121
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177

Feb 2, 2013 -- 7:56AM, Ahruhn wrote:

I assume you haven't changed the Magic Destruction from the original write-up, so the only thing he loses for not abiding by it is his DR? The linked homebrew also has an interesting way of doing this as well, which doesn't require him to destroy magic items everyday. It also allows him build points toward his magic destruction by slaying magical creatures, which I imagine would include Aberrations, Constructs, Dragons, Elementals, Fey, Magical Beasts, Outsiders, and Undead, as well as creatures with levels in Spellcasting classes. You should check it out how it works. I'd say there's a lot of abilities he should lose if he fails to pay off his destruction points besides just DR. And since, with this system he can pay off the requirements in ways besides magic items, it encourages him to get out there and more actively hunt things down, and doesn't piss off his companions by wanting to destroy all their gear.


No, I hadn't touched it yet, but I would go for at least the possibility of allowing it to accumulate.

I would lean against applying it for magical creatures, since I look at it as being like the forerunner of Vow of Poverty coverage of loot sharing (that an ascetic gets a full share, and just uses it differently by donating it).  It could be possible to borrow that directly for the forsaker (if the rest of the class is pulling its weight), and shift it over to the DM's judgement with a minimum guideline, but it's harder to sell the idea of smashing useful magic items as a worthwhile and interesting cause.

It's the kind of thing that would be good to tie to sundering things in battle with some kind of benefit, so that the forsaker isn't just denying enemies their items, or fulfilling his smashing quota, but also getting something special effect from it, like being able to perform a free dispelling attempt if he sunders a magic item (which could allow him to help allies):

Destructive Dispelling (Su): When a forsaker of 7th-level or higher sunders a magic item, he may immediately attempt to dispel any active spell within 100 feet as if using greater dispel magic (using twice the forsaker's class level in place of the normal caster level).

This would also give a mechanical reason for putting Improved Sunder in the class prerequisites (or it could just be tossed in as a bonus feat).

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

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass 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. Show
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.
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4 months ago  ::  Feb 02, 2013 - 11:52AM #122
Lashius
Date Joined: Feb 27, 2012
Posts: 343
I've actually got an odd idea for this. Maybe the Forsaker can be reworked as a racial prestige class for Karisites. They already have a natural dispel effect whenever they land a blow in melee, why not just make the class an extension/evolution of their innate magic canceling abilities? the DR can be reworked to advancing the natural DR/magic a karisite gets by juicing it up by so much when they successfully land their dispel effect. I can probably think of a few ways to tie in their abilities to the class and rework them with a little thought, but I'm in the middle of finishing up that piece for the OP that I mentioned a few pages back. It's a write up for a vow of poverty monk that I made a while back that I'm revising a bit. I'm formatting it to be smiler to tempest's weekly optimization showcase so it'll be (hopefully) easy to follow. Over all I'm evaluating it as a respectable tier 3 design, so hears hoping it turns out well.
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4 months ago  ::  Feb 03, 2013 - 10:04AM #123
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177
It does suit karsites, but they're relatively uncommon and it would narrow the application of the class down to almost nothing if it was race-specific when there are other races that can carry off the idea pretty well (like dwarves).  It would be good to have a specific karsite benefit though, like increasing the otherwise-low DC of their magic-draining attacks.

I wish you good luck with the Vow of Poverty monk build; the vow's really let down by the relative shortage of good exalted feats with which it can be customized (and are the only official way to customize the benefits).  I've usually found myself with a bunch of tiny bonuses about which I just don't care, plus a few useful feats; that kind of encourages late entry after picking up permanent benefits like inherent ability score bonuses and grafts.
The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass 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. Show
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.
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4 months ago  ::  Feb 03, 2013 - 12:01PM #124
GambitSpades
Date Joined: Jan 28, 2013
Posts: 36
OMG...my DM agreed to give me Tremorsense passively..together with being blind...that makes me Toph (from avatar)
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4 months ago  ::  Feb 03, 2013 - 3:46PM #125
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177

Feb 3, 2013 -- 12:01PM, GambitSpades wrote:

OMG...my DM agreed to give me Tremorsense passively..together with being blind...that makes me Toph (from avatar)


Not until you start throwing rocks at people.

One of the more valuable parts of tremorsense is that it works through walls, unlike most other special senses.

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

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass 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. Show
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.
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4 months ago  ::  Feb 03, 2013 - 11:40PM #126
GambitSpades
Date Joined: Jan 28, 2013
Posts: 36
I can throw rocks....as long as they don't weigh to much xD
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