Author Topic: Useful stuff to UMD?  (Read 22519 times)

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Caelic

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Re: Useful stuff to UMD?
« Reply #60 on: September 11, 2011, 11:42:14 AM »
Lots of the items in the Draconomicon have potential.

The Amulet of Supremacy is a minor artifact, so actually getting hold of one is a problem--but if you get one, and can emulate being a dragon, it Maximizes all of your spells for free.  Not bad.

The Claws of the Ripper give a dragon's claws a x4 critical multiplier.  A non-dragon with UMD and claws could find that handy.

Dragonarmor of Invincibility is +5 half-plate armor that adjusts to fit any dragon; emulate being a dragon and it should adjust to fit a PC.  It also grants a +5 enhancement bonus to all of the wearer's natural attacks.  Not sure who'd get the most benefit out of this (since druids can't wear it and don't have UMD,) but I'm sure someone could abuse it.



the_shadowmind

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Re: Useful stuff to UMD?
« Reply #61 on: September 11, 2011, 03:07:22 PM »
At staff of the Bolster Mystery, for up to 75hp, and lasts longer than Vigor.

And they (Greater)Shadow Evocation, with the same effect, but a level earlier than the normal versions.

Kuroimaken

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Re: Useful stuff to UMD?
« Reply #62 on: September 11, 2011, 04:32:04 PM »
Lots of the items in the Draconomicon have potential.

The Amulet of Supremacy is a minor artifact, so actually getting hold of one is a problem--but if you get one, and can emulate being a dragon, it Maximizes all of your spells for free.  Not bad.

The Claws of the Ripper give a dragon's claws a x4 critical multiplier.  A non-dragon with UMD and claws could find that handy.

Dragonarmor of Invincibility is +5 half-plate armor that adjusts to fit any dragon; emulate being a dragon and it should adjust to fit a PC.  It also grants a +5 enhancement bonus to all of the wearer's natural attacks.  Not sure who'd get the most benefit out of this (since druids can't wear it and don't have UMD,) but I'm sure someone could abuse it.




OR you could just be a DW Kobold...

Unless it calls out specifically for dragon-shaped USERS, in which case things get a little dicey.
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SorO_Lost

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Re: Useful stuff to UMD?
« Reply #63 on: September 11, 2011, 06:09:31 PM »
Horseshoes of Flame (SS), 30k.
UMD the Racial requirement of being a normal horse.

For up to 21 hours a day gaining a 90ft fly speed, +2 Dex, +10 Int, and a +6 Cha bonus. Then there is two ways to take this. Since you transform into "a creature resembling a Nightmare" you could read that as you turn into a Nightmare also gaining hooves that deal an additional +1d4 fire damage but losing your hands. Or, you're not really turning into a Nightmare and since Nightmare is nothing more than a Horse-On-Fire, you become a Person on fire for your very own Ghost Rider form.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

X-Codes

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Re: Useful stuff to UMD?
« Reply #64 on: September 11, 2011, 06:22:04 PM »
Horseshoes of Flame (SS), 30k.
UMD the Racial requirement of being a normal horse.

For up to 21 hours a day gaining a 90ft fly speed, +2 Dex, +10 Int, and a +6 Cha bonus. Then there is two ways to take this. Since you transform into "a creature resembling a Nightmare" you could read that as you turn into a Nightmare also gaining hooves that deal an additional +1d4 fire damage but losing your hands. Or, you're not really turning into a Nightmare and since Nightmare is nothing more than a Horse-On-Fire, you become a Person on fire for your very own Ghost Rider form.
Not quite.  You'd need a Major Image effect to get the motorcycle.  Or some crazy awesome Craft checks with a Fabricate spell.

PhaedrusXY

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Re: Useful stuff to UMD?
« Reply #65 on: September 11, 2011, 10:44:33 PM »
@Bow Of Songs, I think it's RAW and RAI cut and dry that it can be UMD'd. The example given in the PHB has a Rouge use a Turn Undead attempt to power a magic Chalice. The difference between a Turn attempt and Bardic Music in this case is trivial, they're both class features.
I wonder if WotC had any idea how dangerous a precedent they were setting...

Just reminding all that you can only UMD one race at a time. Iirc it means you can't pretend to be two different races even to two different items. Finally some limits.

Emulate a Mongrelfolk, or even BE a Mongrelfolk. Technically they are descended from humans, orcs, dwarfs, halfings, goblins, gnomes, elves, and probably a couple more races I forgot.  They automatically succeed in emulating any of their ancestor races, and based upon that I believe they can "emulate" multiple races at once.
Or you could just use UMD to emulate being a mongrelfolk, and hence count as all those races at the same time. Is that what you were suggesting? :P
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Tr011

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Re: Useful stuff to UMD?
« Reply #66 on: September 11, 2011, 11:53:26 PM »
@Bow Of Songs, I think it's RAW and RAI cut and dry that it can be UMD'd. The example given in the PHB has a Rouge use a Turn Undead attempt to power a magic Chalice. The difference between a Turn attempt and Bardic Music in this case is trivial, they're both class features.
I wonder if WotC had any idea how dangerous a precedent they were setting...

Just reminding all that you can only UMD one race at a time. Iirc it means you can't pretend to be two different races even to two different items. Finally some limits.

Emulate a Mongrelfolk, or even BE a Mongrelfolk. Technically they are descended from humans, orcs, dwarfs, halfings, goblins, gnomes, elves, and probably a couple more races I forgot.  They automatically succeed in emulating any of their ancestor races, and based upon that I believe they can "emulate" multiple races at once.
Or you could just use UMD to emulate being a mongrelfolk, and hence count as all those races at the same time. Is that what you were suggesting? :P
Wouldn't Polymorph or even Alter Self help, too?

Widow

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Re: Useful stuff to UMD?
« Reply #67 on: September 12, 2011, 01:20:59 AM »
Horseshoes of Flame (SS), 30k.
UMD the Racial requirement of being a normal horse.

For up to 21 hours a day gaining a 90ft fly speed, +2 Dex, +10 Int, and a +6 Cha bonus. Then there is two ways to take this. Since you transform into "a creature resembling a Nightmare" you could read that as you turn into a Nightmare also gaining hooves that deal an additional +1d4 fire damage but losing your hands. Or, you're not really turning into a Nightmare and since Nightmare is nothing more than a Horse-On-Fire, you become a Person on fire for your very own Ghost Rider form.

I don't know how you posted this without getting flamed.  I have posted in several threads always resulting in troll attacks about not having 4 feet to nail the horse shoes too (not to mention the comments about if you own yourself).  You forgot the usual defense I post, pay 100% to make the item slotless or pay 50% more to have the item in a different slot (one which you can where).  Girallon's Blessing also goes well with this so you still have arms after the transformation, or get the naga vest in the same book that gives you an extra set of arms.  I had quite a bit of fun with this item and a certain demi-lich I got to run.  Auto-still/silent helps this out a bit.

SorO_Lost

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Re: Useful stuff to UMD?
« Reply #68 on: September 12, 2011, 03:06:10 AM »
A. I don't know how you posted this without getting flamed.
B. I have posted in several threads always resulting in troll attacks about not having 4 feet to nail the horse shoes too.
C. You forgot the usual defense I post, pay 100% to make the item slotless or pay 50% more to have the item in a different slot.
A. That's you. This is me. Also I didn't go into how to wear them, merely to UMD away the horse requirement.

B. That is front loaded with a few assumptions you know that? For instance, if horses have four feet then how come they can only benefit of wearing a single pair of boots? How can a horse benefit from wearing gloves if they have no hands or fingers (well dragons can and their front limbs are "feet")? If these shoes do in indeed take up four feet's worth of slots, then a four legged creature couldn't wear them to begin with. Also, not all shoes are nailed on either (some were glued). In fact, the hipposandal would have been called a horse shoe (whos going to argue what sandals are?) around the 1100s; the same time period as D&D's Greyhawk world is modeled after. Maybe they are four metal U shaped pieces of metal you have to nail on, maybe they didn't. I don't care, and that is probably another difference between you and me. To me, what matters is limits and usage of Magic Items Worn flat out ignore common sense and practicability to begin with. Not to mention...

C. Wouldn't Polymorphing into a four legged creature be easier than resorting to the DM's Crafting rules? Like idk, a Dire Turquoise for free pre-surprise rounds? If four "legs" would have shut them up, polymorph into a dragon and bite their heads off, then turn into a Legendary Bear and maul the remains. What can they follow up with? Nails in the toes hurts, take 1 damage per round (same as being stabbed with a nail for torture)? Pfft, for +10 Int & +6 Cha as a caster, my casters would pay an arm and a leg. Really, slice them off, gone, no more, want the other leg too? That's are great those bonuses are.
« Last Edit: September 12, 2011, 03:10:34 AM by SorO_Lost »
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

PlzBreakMyCampaign

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Re: Useful stuff to UMD?
« Reply #69 on: September 13, 2011, 12:56:12 AM »
Requires custom items. If your DM allows that, he deserves a whole party of nightmares. I'm even leery of the +50% to add one item's property's onto another.

What about this line: "If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour."
« Last Edit: September 13, 2011, 12:59:18 AM by PlzBreakMyCampaign »
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SorO_Lost

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Re: Useful stuff to UMD?
« Reply #70 on: September 13, 2011, 01:12:50 AM »
Requires custom items. If your DM allows that, he deserves a whole party of nightmares. I'm even leery of the +50% to add one item's property's onto another.

What about this line: "If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour."
I'm not sure what or who you are replying to but I'm going to go with a big generic what if I wear a race keyed item for a week answer.

Racial emulation is DC 25 and Skills do not auto fail, so obtaining a +24 bonus means you simply cannot fail the race check. Spellsight Spectacles(MiC, only 2,500gp) give a +5 Competence bonus to UMD, a Masterwork Tool gives a +2 Circumstantial bonus to UMD, and say that as a UMD using character you didn't dump your Charisma, maybe picked up an item w/e, call it 14 for +2 more. You would need 15 ranks, or be level 12 if you have UMD as a class skill. Excluding higher Charisma of course.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

Widow

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Re: Useful stuff to UMD?
« Reply #71 on: September 13, 2011, 02:36:55 AM »
A. I don't know how you posted this without getting flamed.
B. I have posted in several threads always resulting in troll attacks about not having 4 feet to nail the horse shoes too.
C. You forgot the usual defense I post, pay 100% to make the item slotless or pay 50% more to have the item in a different slot.
A. That's you. This is me. Also I didn't go into how to wear them, merely to UMD away the horse requirement.

B. That is front loaded with a few assumptions you know that? For instance, if horses have four feet then how come they can only benefit of wearing a single pair of boots? How can a horse benefit from wearing gloves if they have no hands or fingers (well dragons can and their front limbs are "feet")? If these shoes do in indeed take up four feet's worth of slots, then a four legged creature couldn't wear them to begin with. Also, not all shoes are nailed on either (some were glued). In fact, the hipposandal would have been called a horse shoe (whos going to argue what sandals are?) around the 1100s; the same time period as D&D's Greyhawk world is modeled after. Maybe they are four metal U shaped pieces of metal you have to nail on, maybe they didn't. I don't care, and that is probably another difference between you and me. To me, what matters is limits and usage of Magic Items Worn flat out ignore common sense and practicability to begin with. Not to mention...

C. Wouldn't Polymorphing into a four legged creature be easier than resorting to the DM's Crafting rules? Like idk, a Dire Turquoise for free pre-surprise rounds? If four "legs" would have shut them up, polymorph into a dragon and bite their heads off, then turn into a Legendary Bear and maul the remains. What can they follow up with? Nails in the toes hurts, take 1 damage per round (same as being stabbed with a nail for torture)? Pfft, for +10 Int & +6 Cha as a caster, my casters would pay an arm and a leg. Really, slice them off, gone, no more, want the other leg too? That's are great those bonuses are.


Lol, I did not go into how to wear them either last time.  I just got hit up with the immediate "you must nail to feet".  Possible non-nailing ways where added in subsequent posts. 

If necessary you can always resort to your artificer with a Magic savant eternal wand and persistent spell.  +4 insight bonus to UMD and take 10 if you have 10 ranks in the skill.  But as SorO pointed out, it is not really a problem.

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Re: Useful stuff to UMD?
« Reply #72 on: September 13, 2011, 03:31:09 AM »
Would you be able to benefit from UMDing a Codex Advocare if you weren't a Warlock?

Any ideas? Factotums and Rogues could definitely benefit from slot-less +6 unnamed bonuses to three stats at a time. I'd pay 20k for those.

SorO_Lost

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Re: Useful stuff to UMD?
« Reply #73 on: September 13, 2011, 03:42:45 AM »
Would you be able to benefit from UMDing a Codex Advocare if you weren't a Warlock?

Any ideas? Factotums and Rogues could definitely benefit from slot-less +6 unnamed bonuses to three stats at a time. I'd pay 20k for those.
Oh I must have missed that before. Nope you can't use it.

Quote
(you must be able to use least invocations in order to be able to utilize this ability).
Not "know" or "have", but "use". UMD cannot grant the use of Class Features.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

Flay Crimsonwind

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Re: Useful stuff to UMD?
« Reply #74 on: September 13, 2011, 04:12:52 AM »
UMD for Martial Items still works though, right? Both Discipline weapons(+3 to attack for +1 enhancement) and the ones that grant maneuvers?

Probably :D

I.. can't really say. I'd be cool though to get a +1 discipline1 discipline2 .. disciplineN weapon and UMD all the disciplines for great success :P
Wow, I've got a character with just that kind of weapon that would love to combine the power of two or three disciplines into one super-powerful strike. Now, to find a way for a warblade to be able to pull this off.....

SorO_Lost

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Re: Useful stuff to UMD?
« Reply #75 on: September 13, 2011, 05:27:38 AM »
UMD for Martial Items still works though, right? Both Discipline weapons(+3 to attack for +1 enhancement) and the ones that grant maneuvers?

Probably :D

I.. can't really say. I'd be cool though to get a +1 discipline1 discipline2 .. disciplineN weapon and UMD all the disciplines for great success :P
Wow, I've got a character with just that kind of weapon that would love to combine the power of two or three disciplines into one super-powerful strike. Now, to find a way for a warblade to be able to pull this off.....
Lamers. See my last post on use vs know? If you know the maneuver you get a +1 bonus to attack rolls. If you are using the maneuver you gain the +3 instead. Basically, you could UMD a +1 Desert Wind Devoted Spirit Diamond Mind Iron Heart Setting Sun Shadow Hand Stone Dragon Tiger Claw White Raven Sword-Of-Who-Cares into giving you an additional +9 to attack, but the damn thing costs 200k.

Also, getting access UMD is pretty trivial even if you can't multiclass.
Apprentice(spellcaster)DMGII: 1st level only, gain UMD and any one Knowledge skill as a Class Skill, also 2 skill points to invest in them. Oh, and to fix that pesky need to decipher scrolls before use this feat gives +2 Competence bonus to Spellcraft which of course stacks with Knowledge(arcane) & UMD's +2 Synergy bonuses to Spellcrafting scrolls in case you forgot.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]