Author Topic: Fighter: Epic Feats early?  (Read 6829 times)

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Brainpiercing

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Re: Fighter: Epic Feats early?
« Reply #40 on: November 12, 2009, 01:09:56 PM »
They do seem to hate Polymorph, I must say. The trouble I have with most Polymorph fixes is that they end up making the spell either a hassle or actually too weak.
I "fixed" my version by just making everything it gives an enhancement bonus, and by giving it out to NPCs and maybe even monsters. But then my game has easy access to ability boosts for non-casters, too, so it doesn't seem that big a deal.

PhaedrusXY

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Re: Fighter: Epic Feats early?
« Reply #41 on: November 12, 2009, 02:25:17 PM »
Mine are in a spoiler in the first post on the previous page. Here is the Cliff's notes version:

Alter Self (renamed Lesser Polymorph, range is touch)
-no flight, no burrow
-you do not get the natural attack routine of the creature (still get natural attacks, but if you only get 1 attack per round normally, that's all you get. No bite/claw/claw/etc.)
-Natural armor is capped at 5 max or 1/2 CL, whichever is less.
-duration is 10 min/lvl

Polymorph (range is touch, same level)
-No type change
-Limited to +2 size increases or less
-Physical ability scores are recalculated using the new form's racial ability mods instead of your own (capped at 10, or 1/2 CL)
-No Ex special attacks, or anything else except "mundane physical abilities".
-Natural armor is capped at 10, or 1/2 CL
-duration is 10 min/lvl

Greater Polymorph (new level 8 spell, replaces Shapechange and Polymorph Any Object, range is touch)
-No type change
-Physical ability scores are recalculated using the new form's racial ability mods instead of your own (capped at CL)
-Natural armor bonus is capped at CL
-Can assume gaseous and incorporeal forms
-Can change form once per round as a free action (should make this swift... this was before swift actions were invented)
-Size restrictions lifted
-duration is 10 min/lvl
-No, supernatural, Extraordinary, or Spell-like abilities



If you want supernatural, spell-like, or extraordinary abilities, invent specific spells to reproduce them, or call/summon something with them. No free spells 4ju!
« Last Edit: November 12, 2009, 02:30:10 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

lans

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Re: Fighter: Epic Feats early?
« Reply #42 on: November 12, 2009, 08:40:54 PM »
My Atlas Strongman class would be a good start, limit the ability to pick up other class abilities to non-spellcasting and boost it up 2, 4, and 6 levels. And give it the best feats available as bonus>>Should get a decent chunk of abilities through this. Then Slice it with Incarnate and/or Binder. That might come close.
Yes the dirty handbook fixes fix the broken (too powerful) stuff. But I was thinking, just 1 class, not feats or dips.

Where is your strongman class? (And yes give it the half-golem flavor or something. It still won't stop a wizard 20  :love)
It is in the house rules and creations on the first page. I designed it to be about a tier 3, so you would need to gestalt it with incarnate, factotum or binder to get some lost action economy back. It won't win normally, but I think it has a shot.
« Last Edit: November 12, 2009, 08:46:36 PM by lans »
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minchazo

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Re: Fighter: Epic Feats early?
« Reply #43 on: November 12, 2009, 10:59:13 PM »
I'd suggest just looking at this. This is part of a collection of IMO by far the best "fixes" to D&D 3.5 ever compiled. They are collectively called the "Tomes" by Frank and K(eith). Warning: You can get sucked into reading this for days. :D

Dammit, you said it, I didn't listen :). I started reading just as a quick fix before starting work today, and now it's lunchtime.

I have to say, some of these rules are good, some are so far-reaching it's hard to imagine what effect they would have in play.

 :love  ... I'll get back to this thread sometime next year when I'm done looking at these!