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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Jan 2010

    Default unusual bonuses 3.5

    so i am building a gestalt druid/barb for an upcoming game and I am now at the point where i am trying to set up her best gear/buff combos. i have covered enhancement, morale, luck,size, rage, animal stats(wildshaped) bonuses pretty well. i am looking for ways to add insight, profane,sacred(not sure i can get away with both but might as well try) and alchemical bonuses to hit and damage. I seem to be coming up empty. where should i be looking?

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Aug 2007
    Gender
    Male

    Default Re: unusual bonuses 3.5

    Pale green prism ioun stone adds a +1 competence bonus to attack rolls and many other things. Pricey, but worth it after you've finished getting everything else. Cheaper than upping your weapon from +9 to +10 equivalent.
    Last edited by ericgrau; 2010-01-28 at 03:45 PM.
    So you never have to interrupt a game to look up a rule again:
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  3. - Top - End - #3

    Default Re: unusual bonuses 3.5

    Chaos/Law Devotion (CC) provide a Sacred/Profane bonuses to Hit or AC (can't really control it with Chaos, but the bonus is fairly big).

  4. - Top - End - #4
    Troll in the Playground
     
    jiriku's Avatar

    Join Date
    Aug 2009

    Default Re: unusual bonuses 3.5

    Complete Adventurer's equipment section is a good source for alchemical bonuses, although they're generally very small.

    Spell Compendium has a number of cleric spells that offer sacred/profane bonuses.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
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    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  5. - Top - End - #5
    Barbarian in the Playground
     
    HalflingRangerGuy

    Join Date
    Mar 2009
    Location
    Sin City
    Gender
    Male

    Default Re: unusual bonuses 3.5

    for the record it is a generally accepted way to write gestalt characters as Class//class for example your build would look like this: Bard//Druid. As far as other things to hit I think the luck blade and the dagger of wishes, forgot actual name but its in the DMG, with no wishes grants you a +1 luck bonus to most things accept damage. I hope that helps.
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    DM: "And now you descend into the mazelike tunnels, where no light save for what magic you bring will illuminate your path, as you search for-"
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    I Am A: Lawful Good Human Ranger (3rd Level)
    Ability Scores
    Strength: 15
    Dexterity: 18
    Constitution: 16
    Intelligence: 16
    Wisdom: 16
    Charisma: 14

  6. - Top - End - #6
    Firbolg in the Playground
     
    Person_Man's Avatar

    Join Date
    Feb 2006
    Location
    Washington, DC
    Gender
    Male

    Default Re: unusual bonuses 3.5

    Evil Blessing: As a Standard Action you gain a Profane bonus to your Saves equal to your Cha score for 5 rounds. If you damage to an enemy with a Good subtype or aura, the bonus is doubled. Elder Evils pg 13.

  7. - Top - End - #7
    Banned
     
    Optimystik's Avatar

    Join Date
    Apr 2007
    Location
    Tampa, FL
    Gender
    Male

    Default Re: unusual bonuses 3.5

    Luck bonuses tend to be rare in core - use Recitation (SpC) to get some.

    Circumstance bonuses are more common - but since they stack, go nuts.

  8. - Top - End - #8
    Firbolg in the Playground
     
    Person_Man's Avatar

    Join Date
    Feb 2006
    Location
    Washington, DC
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    Male

    Default Re: unusual bonuses 3.5

    There's also a Bard 1 spell in the Spell Compendium called Improvisation. It gives you a scaled floating Luck bonus pool that can be used for pretty much anything. The duration is pretty limited, but it can be ridiculously useful.

  9. - Top - End - #9
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Aug 2005
    Location

    Default Re: unusual bonuses 3.5

    Some weapons have bonuses to precise kinds of attacks. For example the Spiked Chain and several other weapons give a +2 attack bonus just when attempting disarms.

    Have you given your natural attacks an enhancement bonus or just your weapon? An Amulet of Mighty Fists would be helpful when fighting in wild shape.
    I assume you have an item that boosts your strength too like Gauntlets of Ogre Power?

    Haste also provides a +1 attack bonus. Boots of Speed will let you act hasted for 10 rounds a day if there isn't a caster who can buff you with it.

    There's also the racial bonus to attack, like gnomes have against goblins and kobolds. It's limited to whatever your chosen species has as its sworn enemy though.

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