PDA

View Full Version : plundering Polyhedron



Elves
2021-12-27, 12:58 AM
apparently Dungeon magazine used to come with an insert called Polyhedron. It was discontinued soon into the 3e era but there's still a little bit of game content in it.



Improved Combat Reflexes [General]
Prerequisites: Combat Reflexes, Dex 13, base attack bonus +6.
Benefit: For any given opportunity in melee combat, you can make two attacks of opportunity. The second attack is at a -5 penalty, just like your second normal attack in any given round. You still cannot exceed your normal maximum number of attacks of opportunity in a round

>> Great for AOO builds (decisive strike, Robilar's, lockdown, etc). Combine with Double Hit (Miniatures Handbook) for 4 attacks per AOO trigger.

Greater Combat Reflexes [General] [see note]
Prerequisites: Combat Reflexes, Improved Combat Reflexes, Dex 15, base attack bonus +11.
Benefit: For any given opportunity in melee combat, you can make two attacks of opportunity. The second attack is at a -5 penalty, just like your second normal attack in any given round. You still cannot exceed your normal maximum number of attacks of opportu¬ nity in a round.
Special: A fighter may select this feat as one of his fighter bonus feats

>> Note: The text of this feat is identical to Improved Combat Reflexes despite requiring that feat as a prerequisite, so it must be erroneous. Given the BAB requirement and the name, the intent is clearly to allow a third AOO at –10, analogous to Greater Two-Weapon Fighting.


Greater Disarm [General]
Prerequisites: Int 13, Combat Expertise, Improved Disarm.
Benefit: If you successfully disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm action.
Special: A fighter may select this feat as one of his fighter bonus feats.

Greater Sunder [General]
You can follow through on a sunder attack to smite the weapon’s wielder.
Prerequisites: Str 13, Power Attack, Improved Sunder.
Benefit: If you destroy an opponent’s weapon with the sunder action in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the sunder action.
Special: A fighter may select this feat as one of his fighter bonus feats.

>> Analogous to Improved Trip, but disarmers/sunderers have to take two feats for it for some reason. Better than nothing. Could this make disarm/sunder builds viable?


Double Blade Whirlwind [General]
Prerequisites: Weapon Focus (any two-bladed weapon), Two-Weapon Fighting, base attack bonus +3.
Benefit: When you use the full attack action while wielding a two-bladed weapon (any double weapon with two slashing ends) with which you have the Weapon Focus feat, you may make one extra attack in a round at your highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round.
Special: A fighter may select this feat as one of his fighter bonus feats.

>> Could be useful for a Revenant Blade build (valenar double scimitar).


Nightmare Steed [General]
Prerequisite: Fiendish servant class ability.
Benefit: You can replace your fiendish servant with a nightmare, as described in the Monster Manual. The nightmare gains the same improvement to its Hit Dice, Strength, and other abilities that your fiendish servant would have gained, based on your level. If your nightmare dies, you can replace it in the same way that you would replace another fiendish servant.

>>Makes blackguard class far, far better. At will projection and etherealness for your entire party starting at ECL 12th -- crazy.


Spell on the Run [General]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.
Benefit: When casting a spell with a casting time of 1 standard action or less, you can move both before and after casting the spell, provided that your total distance moved is not greater than your speed. You can't use this feat if you are in heavy armor.
You must move at least 5 feet both before and after you cast your spell in order to utilize the benefits of Spell on the Run.

>>Worse than mobile spellcasting but it's something I guess.


WEAPONS

Crossbow, Triple: A triple crossbow is a light crossbow that has been modified to hold three bolts in firing position at once, with three strings that can be released either all at once or one at a time. In the simplest method of use, which any character proficient with a light crossbow can do with no penalty, the crossbow can simply be fired normally three times before reloading, which requires a full- round action. The crossbow cannot be reloaded until all three bolts have been fired.

A character who has Exotic Weapon Proficiency with this weapon can fire three bolts at once as a standard action. The character makes a single attack roll with a -6 penalty, and the target must be within 30 feet. If the attack roll indicates a hit, the character rolls damage for all three bolts. Damage reduction or other resistances apply separately against each bolt fired. Regardless of the number of bolts fired, precision-based damage (such as sneak attack damage) applies only once. On a critical hit, only one bolt inflicts critical damage; all others inflict normal damage.

Quarterstaff of Rapid Magery: Once per day, rhe wielder may employ this +1 quarter staff to cast a prepared arcane spell as if it were prepared using the Quicken meta-raagic fear. This does not change the level of the spell, and only functions for spells with a casting time of 1 action or less. Both ends of the staff bear +i enhancement bonuses.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, continual flame. Market Price:
18,000 gp; Weight: 4 lb*
>>18k for a 56k value if used to imitate a greater rod of quicken.

Six Shooter Crossbow: This +1 hand crossbow allows up to six crossbow bolts to be fired before reloading (a move-equivalent action). While it holds bolts, the wielder can fire according to her normal number of attacks.
Unlike a crossbow* the six shooters have no drawstring bolts are propelled forward by magical force.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor; Market Price: 3,650 gp; Weight: 4 lbs
>>any use for this?

Ring of Last Request: When slain, this ring’s wearer may immediately send a sin¬ gle telepathic message of up to xy words to 1 0 individuals anywhere on the same plane as the wearer’s body* The ring must be worn at the moment of death in order for the item to function. The ring works twice, then crumbles to dust.
Caster Level: 9 th; Prerequisites: Forge Ring, Rary’s telepathic bondi Market Price: 1,800 gp; Weight: 4 lb.
>>flavorful, good to give your mooks/hirelings maybe?

Amulet of Neutrality: renders the wearer immune to detect thoughts, discern lies, and any attempt to discern her alignment. Further, for the purposes of spell effects, the wearer's alignment is considered neutral (for instance, protection from evil would offer no protections against attacks made by an amulet of neutrality wearer).
Caster Level: 8 th ; Prerequisutes: Forge Ring, nondetection; Market Price; 48,000 gp; Weight: 1 lb.

Cloak of Starlight: This shiny black cloak appears to absorb nearby light. When not hi daylight, the cloak reveals tiny sparkles oti its surface. When worn tinder starlight, the cloak confers lowiigh't vision upon the wearer. When underground and in complete darkness, the cloak confers darkvision. Furthermore, when worn underground the wearer gains a +6 circumstance bonus to Hide checks.
Caster Level: ytlx; Prerequisites: Craft Wondrous Ttem, darkvision , cat's grace; Market Price: 15,000 gp; Weight. 1 lb.
>> increases max hide check since circumstance stacks

Cones of Communication: This pair of wooden cones [...] allows communication across a distance of up to 100 miles. Anyone speaking into one cone can clearly be heard through the second device. Caster Level: 1 oth; Prerequisites: Craft Wondrous Item, message; Market Price: 17,000 gp; Weight; 1 lb.

“Companion of flame and hate” is a template that can be added to any corporeal animal that is currently the animal companion of a druid or ranger (i.e., under the effects of an animal friendship spell).

>> Usability of this template depends on interpretation of bolded text.
Possible readings:
A) While animal friendship isn't in 3.5 PHB it's an unupdated 3.0 spell so is legal to cast.
B) 3.5 translation would make it apply to normal animal companion
C) Doesn't apply to normal companion & animal friendship is now illegal to cast.

Useless under C but still useful under A or B.

Special Attacks:
Spouts of Flame (Su): 30 ft cone 2d4 round recharge, damage depends upon size of the base creature: Fine, Diminutive, and Tiny creatures confer Id4 points of damage. Small and Medium creatures confer ld6 points of damage, Large ld8, and Huge IdlO; Reflex save (DC 15) for half dam¬ age. The spout of flame also ignites any flamma¬ ble materials within the cone. Companions of flame and hate with bite attacks can use the spout of flame while biting.
Heat (Ex): nat weps deal extra fire damage based on size: 1d4 Fine, Diminutive, and Tiny, 1d6 Small and Medium, 1d8 Large, 1d10 Huge.

Special Qualities:
- Fire subtype
- Haste (Ex): Companions of flame and hate always act as if they were affected by the baste spell.
- +2 racial bonus to Reflex saves
- +2 to Dexterity
- natural armor increases by 2
- gains Improved Initiative
Level Adjustment: As base creature
Alignment: Always neutral evil

THE DOUSE OF FLAME AND HATE
...to convert his animal companion to a companion of flame and hate, [a druid] must submerge it in a douse of flame and hate, a kind of magical oil [that is usually] prepared in a cauldron of a size appropriate to handle the creature or creatures the druid wishes to convert. The submersion process takes two full rounds—entering or leaving the douse provokes attacks of opportunity.

Once created, the douse is active for five days, during which it can transform into a companion of flame and hate any submerged animal bound to the creating druid by the animal friendship spell.

Caster Level: 13th; Prerequisites: Brew Potion, awaken, dominate animal
Market Price: 3,000 gp; Weight: 2 ib

Saintheart
2021-12-27, 01:49 AM
Greater Disarm [General]
Prerequisites: Int 13, Combat Expertise, Improved Disarm.
Benefit: If you successfully disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm action.
Special: A fighter may select this feat as one of his fighter bonus feats.

Greater Sunder [General]
You can follow through on a sunder attack to smite the weapon’s wielder.
Prerequisites: Str 13, Power Attack, Improved Sunder.
Benefit: If you destroy an opponent’s weapon with the sunder action in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the sunder action.
Special: A fighter may select this feat as one of his fighter bonus feats.

>> Analogous to Improved Trip, but disarmers/sunderers have to take two feats for it for some reason. Better than nothing. Could this make disarm/sunder builds viable?

Sunder's nonviability comes from the fact it destroys loot. Polyhedron 159 was published July 2003, very early in 3.5's run; you can see similar early boo-boos in stuff like the Crescent Knife or the early version of the Scourge. Reason I mention that is because confusion about prerequisites might explain why the two feat tax cost, because Sunder was altered significantly from 3.0 to 3.5. It used to be that Sunder was its own feat, which allowed you to (duh) sunder an opponent's weapon without taking an AoO; then Improved Sunder which inflicted double damage on a successful Sunder. Add that to Power Attack and if you wanted to break your own loot, you had pretty decent chances of doing so since Power Attack adds to damage rolls, which sunder requires. Notionally, this thing then allows you to pull a followup melee attack on the Sunder, with Power Attack, which isn't a bad deal.

The 3.5 version of Sunder is nerfed even worse: no Sunder feat anymore, but Improved Sunder just gives you a +4 on the opposed check. Power Attack still helps out with damage, but I think there's a stronger case for Greater Sunder as a separate feat under 3.0 than under 3.5.

Greater Disarm really is a one-feat prerequisite, since Combat Expertise is a prereq for Improved Disarm anyway. If anything it's Combat Expertise that's the feat tax. Disarm comes up second to Power Attack because it's not really applicable to all opponents (can't disarm natural weapons) and because it's a delaying/debuff tactic: if successful, all it does is cost the opponent a standard action to pick up their weapon, drawing an AoO from you when they try that, and makes them take AoOs if they try further attacks on you unarmed. The issue being that you've only got so many AoOs yourself, which needs Combat Reflexes to maximise. At least Greater Disarm cuts through some of that nonsense and doesn't destroy your loot. A fair number of weapons get decent bonuses to disarm checks, and note the feat doesn't restrict you to the weapon with which you disarmed the enemy, i.e. carry a sai in the off hand and disarm with it, then hit the guy with the katana in your other hand.


WEAPONS

Crossbow, Triple: A triple crossbow is a light crossbow that has been modified to hold three bolts in firing position at once, with three strings that can be released either all at once or one at a time. In the simplest method of use, which any character proficient with a light crossbow can do with no penalty, the crossbow can simply be fired normally three times before reloading, which requires a full- round action. The crossbow cannot be reloaded until all three bolts have been fired.

A character who has Exotic Weapon Proficiency with this weapon can fire three bolts at once as a standard action. The character makes a single attack roll with a -6 penalty, and the target must be within 30 feet. If the attack roll indicates a hit, the character rolls damage for all three bolts. Damage reduction or other resistances apply separately against each bolt fired. Regardless of the number of bolts fired, precision-based damage (such as sneak attack damage) applies only once. On a critical hit, only one bolt inflicts critical damage; all others inflict normal damage.

Initially and superficially good, but doesn't make crossbow archery much more viable than it already was, and that's because not much is done about crossbows' pain-in-the-@$$ reloading times. The second form of attack in particular is a trap for a feat given it explicitly puts paid to the volley argument and stops sneak attack and critical hits from applying to all three bolts. Take a -6 to your roll and if you hit you get x3 damage. Can't be combined with a full attack because doing this is a standard action.

However, it looks to be average-to-good for crossbow specialisation from levels 1-12, because the weapon gives more attacks than BAB would supply for zero extra feats. It says you take a full round action (not a full attack action) and says three shots are fired. (EDIT: And note - those three attacks seem to take place without any penalty for iteratives like TWF, making this even better.) Past that level, though, you're better off just full attacking if you have a spell like Ghostly Reload or some other way of free-reloading your crossbow, which it isn't very clear about.

Flame of Anor
2021-12-27, 03:46 AM
Improved Combat Reflexes and Greater Combat Reflexes were both reprinted in Dragon #340, along with a bunch of other fun AoO-related feats. The textual error you note was fixed there.

Elves
2021-12-27, 03:42 PM
Improved Combat Reflexes and Greater Combat Reflexes were both reprinted in Dragon #340, along with a bunch of other fun AoO-related feats. The textual error you note was fixed there.
That's fun, so you can wraithstrike up and get 8 OAs per provocation with Combat Reflexes, Two-Weapon Attack of Opportunity, Double Hit, Improved Combat Reflexes, and Greater Combat Reflexes, which becomes either 9, 10 or 16 with Snap Kick depending on how you read it. Add decisive strike, a meteor hammer, thicket of blades and enlarge/expansion/a Huge+ polymorph form and it's chef's kiss territory, albeit very feat intensive

MaxiDuRaritry
2021-12-27, 05:48 PM
- Haste (Ex): Companions of flame and hate always act as if they were affected by the baste spell.Best used on a turkey companion?

I'd make a master baster comment, but that's beneath me.

SpyOne
2021-12-30, 03:53 AM
apparently Dungeon magazine used to come with an insert called Polyhedron. It was discontinued soon into the 3e era but there's still a little bit of game content in it.
Polyhedron, which had previously been a separate magazine, was combined with Dungeon when both were printed by Paizo.
Wikipedia says 2002-2004, starting with Polyhedron 149.

All of the ones that I have seen weren't an insert, but were attached back-to-back so that neither had a back cover and as you reached the end of one suddenly the pages were upside down.
(Unlike, for example, Ares which had been a separate magazine but became the Sci-Fi section of Dragon after TSR bought SPI. Rightside up, just at the back.)

IIRC they alternated issues on which mag got more pages.
Similarly they usually included an insert, alternating for which magazine each month. (A big map for an adventure in Dungeon or a minigame for Polyhedron for example.)

As Wikipedia notes, the problem with the 2 magazine format was that a lot of the audience for either were not interested in the other and resented having to buy both.

But yeah, there was a lot of good stuff in there. Including the Genetech setting that got mostly cut from d20 Modern.

Feldar
2021-12-31, 02:47 PM
The Dragon 340 PDF includes this material in a sidebar (on page 66) that does NOT show up when searched.

Thanks!

Jervis
2021-12-31, 03:11 PM
Best used on a turkey companion?

I'd make a master baster comment, but that's beneath me.

baste? Basted on what?