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(discussion thread (http://www.minmaxboards.com/index.php?topic=14869.msg261354#msg261354)) | - | Fun Finds v5.0 (http://www.minmaxboards.com/index.php?topic=11474.0) | - | Fun Finds for 5th Edition (http://www.minmaxboards.com/index.php?topic=15153.0) |
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- | Fun Finds v2.0 (http://brilliantgameologists.com/boards/index.php?topic=11926.40) | - | ||
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An oldie but goodie - Mounted Fury (http://archive.wizards.com/default.asp?x=dnd/re/20031125a) is hilarious, since your mount gets all of the benefits and drawbacks you get from Rage.
All of them.
A fun combo is Strength of the Charger (http://www.minmaxboards.com/index.php?topic=13562.msg285914#msg285914) + Mounted Fury = you essentially apply your Con bonus from Rage to your Fortitude saves twice.
Heeeyyyyy that pic ain't D&D now is it ?!
i found this handy page
http://www.minmaxboards.com/index.php?topic=16695.0
seems legit :D
Nice first post!ty.
Heeeyyyyy that pic ain't D&D now is it ?!It looks like a half-elf opening a kobold's chest in a 10x10 room to me. :whistle
It's an obscure rule, tucked into a footnote in a sidebar on pg 123 of the Player's Handbook, but Tiny and smaller creatures only get half the normal armor bonus for wearing armor.
Even I didn't actually read all the KoK sources, I only browsed for spells.
It's an obscure rule, tucked into a footnote in a sidebar on pg 123 of the Player's Handbook, but Tiny and smaller creatures only get half the normal armor bonus for wearing armor.
Crazy
How to exceed your spells known list for sorcerors...
Collect artifact spells (SoX) then exchange them for normal spells with dragonblood spellpact (DoF). Repeat with new dragons until you've acquired all 1-3+5th level spells. Experience all dragons ganging up on you for a sadistic game of RELEASE!
Introducing a monster that makes a better Monk than the Monk:And LA +2. A Tashalatora PsyWar or Ardent is better...
The Brood Monkey (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a)!
+4 Dex, Con, and Wis, +2 Cha, -2 Str, and -6 Int... oh, and they get Flurry of Blows with any simple melee weapon based off their HD. Oh, and a little something called immunity to the entire school of Enchantment and anything that duplicates the effects of an Enchantment spell.
Also @Amechra
It does a huge disservice to allow a falsity to bear the same validity as a truth; its a matter of integrity, not dick-measuring.
Silverwood Arcanist (http://Silverwood Arcanist)
Silverwood Arcanist (http://Silverwood Arcanist)
You accidentally broke the url. http://archive.wizards.com/default.asp?x=dnd/re/20031209a
Any mod that sees this post, please remove it if link is fixed.
I'd rather just take this (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard), and then that feat that "catches you up" on your AC progression by +4 (like Practiced Spellcaster. I forget the name. If you really want to have an AC and a familiar, you can always take Obtain Familiar.Silverwood Arcanist (http://Silverwood Arcanist)
You accidentally broke the url. http://archive.wizards.com/default.asp?x=dnd/re/20031209a
Any mod that sees this post, please remove it if link is fixed.
Thanks.
Once the total of a character’s class levels (not including any Hit Dice from his creature type or his level adjustment) reaches three times his level adjustment, his level adjustment is eligible to be decreased by 1.
The character must pay an amount of XP equal to (his current ECL – 1) × 1,000. This amount is immediately deducted from the character’s XP total. The deduction should reduce the character’s effective character level (ECL) by 1. (If this deduction would not reduce the character’s ECL by 1, the character’s XP total is set at the maximum of the level below his current ECL instead.) This XP cost can’t be reversed in any way, and the payment must be voluntary on the part of the character. The payment must be made immediately upon becoming eligible to reduce the character’s level adjustment.
Hmmm, surely this has been mentioned before:*sigh*
If the level adjustment is greater than +1, this process repeats until the creature’s level adjustment reaches +0. Each time, use the creature’s current level adjustment to determine the point at which the level adjustment can go down by 1. For example, a drow (level adjustment +2) may drop to level adjustment +1 after gaining her sixth class level, and then to +0 after gaining an additional three class levels.Now at this point I'm sure you want to try one of two things.
Table 1–1: Reducing Level Adjustments gives the levels at which level adjustments are eligible to be reduced for starting level adjustments of +1 to +6.And the text entry outside of examples does in fact make a clear distinction of simply "LA" vs starting LA.
thank you, soro_lost.You took that better than expected.
thank you, soro_lost.You took that better than expected.
I think you've learned how to ignore some of my text and pull what's useful out. gj.
From Forge of War p120 is the intercepting weapon property (+1 equivalent, melee only). Once per round when someone attempts to charge, bull rush, overrun or grapple you, you can attack them first as a free action which doesn't count as an AoO. If you hit then you deal double damage, and a charging opponent loses their normal +2 bonus to attack rolls.
Combine with steadfast boots to attack charging enemies twice.
Question: If you know what's generally going to be useful in your posts, why do you bother putting the other stuff in?If you're going to note your sentence is a question by using a the question mark, why did you start off like that? Also, I'm picking up a sort of harsh tone from that post. Almost a little condescending, but I consider that to be pretty worthless so I've ignored it and picked up what I consider to be relevant out of your message: "you're sassy today". :)
Would it change any if you took only acquired templates? Start off with LA +1, buy it off, acquire new template, buy it off.
When a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.Otherwise that'd be a pretty entertaining thought.
Quote from: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htmWhen a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.Otherwise that'd be a pretty entertaining thought.
You never know what's going to stick when you start throwing words out, sometimes the extra words help plaint a clearer picture in the mind of the reader and sometimes they have the opposite effect. But one thing is known for sure, no one likes the grammer nazi and I suspect the editor nazi isn't too far off from that position.
Quote from: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htmWhen a character with a level adjustment advances in experience, the level adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of race. Under this variant system, the character can pay an XP cost at certain intervals to decrease the burden of his level adjustment.Otherwise that'd be a pretty entertaining thought.
So you're saying that it's impossible to buy off a Level Adjustment that you didn't start the game with? Interesting. I'd honestly never considered that, since it's such a straightforward extrapolation.
without flushing the powerstoneNo. You're not the first one to be mislead about this. I've traced through this with rules quotes before and no one ever says thank you when I do.
Well done amechra.
Heeeyyyyy that pic ain't D&D now is it ?!
That's obviously an Valenar Elf Eternal Blade with an abberant dragonmark shaped like a triangle.
As for my fun find...Dungeon 145 has a table for things you can find while picking pockets. Combine with luck manipulation of some sort to get some really weird and useful:
- The Private Journal of a well-known countess. It's explicitly incriminating too.
- A doll with a note sticking out. It details the imprisonment of a small child, and has a map on the back.
- A star chart that doesn't match normal cosmology, with DECIPHERABLE COORDINATES.
- Some gloves made from polar bear fur that have spring loaded claws.
- A white dragon scale with the TRUENAME OF A MINOR DEMON on it.
- A lady's hankerchief soaked in fresh, warm blood.
- A relic of a merfolk god.
without flushing the powerstoneNo. You're not the first one to be mislead about this. I've traced through this with rules quotes before and no one ever says thank you when I do.
I don't see this in the compiliation, and maybe it would better belong in Bunko's, but the Shadow Cloak (https://mission-from-sigil.obsidianportal.com/items/shadow-cloak) is an absolutely amazing item for the price. Ever wanted Abrupt Jaunt on a non-Conjurer? Now you can have it!
Yes, Drow of the Underdark.I don't see this in the compiliation, and maybe it would better belong in Bunko's, but the Shadow Cloak (https://mission-from-sigil.obsidianportal.com/items/shadow-cloak) is an absolutely amazing item for the price. Ever wanted Abrupt Jaunt on a non-Conjurer? Now you can have it!
Is that from an official 3.5 source?
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.Reach + Chain this before using Wishes to boost your party's stats? :lmao
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)
Can't you voluntarily fail a saving throw?
Blade Brothers (PHB2) is a 2nd-level spell with a hidden use. It's supposed to link two people and essentially give them two saves against some nasty effect (both subjects roll the save, and the victim succeeds if either one does). The downside is that if both fail, both are affected. However, if you combine it with an effect that you want to fail your save against (healing, buffing, etc.), and it instead becomes a way to duplicate single-target spell.Since you both have to roll to gain the effect, this means you have to cast spells neither of you can't resist (ie you both have to have low saves, or you have REALLY high DCs)
Can't you voluntarily fail a saving throw?
...
As for my fun find...Dungeon 145 has a table for things you can find while picking pockets. Combine with luck manipulation of some sort to get some really weird and useful:
- The Private Journal of a well-known countess. It's explicitly incriminating too.
- A doll with a note sticking out. It details the imprisonment of a small child, and has a map on the back.
- A star chart that doesn't match normal cosmology, with DECIPHERABLE COORDINATES.
- Some gloves made from polar bear fur that have spring loaded claws.
- A white dragon scale with the TRUENAME OF A MINOR DEMON on it.
- A lady's hankerchief soaked in fresh, warm blood.
- A relic of a merfolk god.
Interesting. I may create such a chart on the D&D wiki (and steal a few of those, because why not) because this is a really cool idea.
You might have to walk me through the logic on that one. I know you said you've done it before, but I can't find the post.From the erudite handbook discussion:
To me, it sure looks like "using a power stone" and "manifesting an unknown power from another's power's known" are two totally different things. They require totally different actions, use totally different Manifester Levels, and failure results in two totally different penalties.
You say "So if you have a bunch of power stones with psionic powers in them, you can take a round of physical contact, make your psicraft check, then manifest it next round. You can do this all day long, as long as you are willing to take one round to "understand" the power before you use it" but you forgot to add the some important words to the end of that last sentence: "from the stone, flushing it." Otherwise any old wilder could just run around with 1 powerstone of each power and "manifest them normally," ignoring the entire intent of spells known (which Erudite doesn't have to worry about much anyways). This also clears up your later confusion. See CP105 if you need proof.
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).
Don't even go down that rabbit hole. The Factotum is a mess, and requires liberal application of house rules to even function because the printed version is so poorly edited.
But I'm curious, what all is wrong with the class that makes it a mess?It forgot to say that the inspiration points that aren't used during an encounter are lost (as implied)
But I'm curious, what all is wrong with the class that makes it a mess?It forgot to say that the inspiration points that aren't used during an encounter are lost (as implied)
I also don't endorse epic in any way.Actually Epic is, if anything, more balanced than pre-Epic if you observe the fact that DM's must approve of any Epic Spell.
Arcane Dilettante. And Opportunistic Piety. And the +1d6 Sneak Attack one. There's a bunch of class features that require a lot of interpretation on how exactly they're supposed to work.What's wrong with those three? Besides that they make rogues feel sad. You didn't mention that Cunning surge is of course broken with THE factutom feat. Cunning strike is weak because it must be spent before "the attack roll" so it doesn't easily stack for TWF/etc
Some of the designers are aware that certain traits are more powerful than others in the long run and it's why creatures/Templates like the Vampire have a higher LA than CR adjustment.This is like the most accurate and sensible quote for why pathfinder's "just use the CR value!" is totally misguided. Someone please sig this.
I went looking for hilarious and dumb things to use with Exemplar, and I found Undead Empathy (http://dndtools.pw/feats/eberron-campaign-setting--12/undead-empathy--3013/). "My underwater basket weaving will mollify the dead!"
Also, check out Wanderer's Diplomacy (http://dndtools.pw/feats/players-handbook-ii--80/wanderers-diplomacy--3087/). More specifically, the wording on Social Agility.
Arcane Dilettante. And Opportunistic Piety. And the +1d6 Sneak Attack one. There's a bunch of class features that require a lot of interpretation on how exactly they're supposed to work.What's wrong with those three? Besides that they make rogues feel sad. You didn't mention that Cunning surge is of course broken with THE factutom feat. Cunning strike is weak because it must be spent before "the attack roll" so it doesn't easily stack for TWF/etc
I also don't endorse epic in any way.Actually Epic is, if anything, more balanced than pre-Epic if you observe the fact that DM's must approve of any Epic Spell.
Monster of Legacy straight out tells you it's not for PCs and any LA the creature has when the Template is applied is removed. Not reduced to 0, actually removed as in a dash entry. Some of the designers are aware that certain traits are more powerful than others in the long run and it's why creatures/Templates like the Vampire have a higher LA than CR adjustment.
"Dragonborn Racial Traits"
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1–1, page 10), she enters middle age.
Not sure if this is a repost or not, but I discovered these "Dead Levels" Articles on WotC
http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a
http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x
Am I the only person who didn't know that you can have multiple spells on one scroll?
(http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Am I the only person who didn't know that you can have multiple spells on one scroll?
(http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Am I the only person who didn't know that you can have multiple spells on one scroll?
(http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?
Am I the only person who didn't know that you can have multiple spells on one scroll?
(http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?
Am I the only person who didn't know that you can have multiple spells on one scroll?
(http://dndsrd.net/magicItemsSSW.html)
Looks like it caps out at 6, at least for random scrolls.
Isn't that a TERRIBLE idea considering scrolls are consumed on use? As random loot that's fine, because a single scroll could be a source of multiple spells added to the wizard's spellbook, but seriously, who would intentionally put all their spells on a one use device?
Actually, just the spell you used is consumed. The others are just fine.
Ooooooooh...I like this. Unfortunately Schemas don't get the same treatment because they explicitly say a single spell :-(Yeah but it doesn't really matter. You're not going to want to load a single item with a bunch of Spells anyway, it just makes it a bigger target to be stolen/sundered/etc.
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.
The Atavist (https://tools.rem.uz/classes/atavist/) is... interesting. If it worked with a proper Psionic class or advanced Psionics, it would be pretty great.
Maybe I'm biased - Mindlink is such great utility that it isn't even funny.
The Atavist (https://tools.rem.uz/classes/atavist/) is... interesting. If it worked with a proper Psionic class or advanced Psionics, it would be pretty great.
Maybe I'm biased - Mindlink is such great utility that it isn't even funny.
(one of these things seems less useful than the others).
Maybe something to cap off a gishy Artificer build? 16 levels is enough for 6th level infusions and the second-to-last bonus feat (say, Extra Rings for a total of 5 rings at once, although I'm not sure the wording lets them stack). Rune of the Archmage even lets your Spellcarved Soldier levels count for caster level.
Theoretically 15 is the level that matters for Artificers, because they can craft as 17th level spell casters, meaning 9th level spells.Well, it's Arty+2 (and that's Arty+2 not Arty's cl+2, PrCs are worthless) for meeting Item Prerequisites. Example text implies this should apply to the minimum caster level needed to actually cast a spell which isn't quite the same thing and example text has a history of being wrong. It's kind of this side of needing a houserule patch to work.
Could you avoid that forced CL = to Artificer level by having some one else cast the spells for you during item creation? (Like, say, a cohort?)You'd think it would, but the text is literally "Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher)." which reads off like it'd trump that. Like I said, it's in need of some minor fixes.
Actually, Artificers have a caster level just fine.Most of your post just boils down to how little you understand the differences in CL and spellcaster level and how "caster level" gets used to reference either of those and I find my self not really caring to explain it to you, mostly because WotC already admitted there was a problem and published an update that doesn't ambiguously use the term and gives the Artificer an effective spellcaster level. So I don't know why you are trying to commit a huge affirming the consequent fallacy by saying if every spellcaster has a CL then having an Infusion-CL must mean they are a spellcaster.
Fairly sure that this would have been covered before, but the Poison Ring (Dragon Compendium p.115) is simple light weapon.I always loved the Collar of Venom.
Collar of Venom: A creature wearing this heavy iron collar gives all of its natural attacks an additional poison attack (Fort DC 14) that deals 1d10 points of Constitution damage as its initial and secondary damage.It allows a Monk's Unarmed Strike to deliver Venomfire's damage, Druids need love too.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, poison; Market Price: 50,000 gp; Weight: 3 lb.
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).
That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds. You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).
That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds. You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.This tidbit is extremely useful once a DM's PC's start combining Mindblank with Superior Invisibility...
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.This tidbit is extremely useful once a DM's PC's start combining Mindblank with Superior Invisibility...
Must have been an earlier point in the campaign that I'm remembering, then. Even if it was just versus greater invis, it caught my PC's by surprise.
Everyone forgets about the limitations of invisibility.
Listen won't work against Superior Invisibility (http://dndtools.pw/spells/spell-compendium--86/superior-invisibility--3920/), though. That one masks sound (and scent), too.
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.
The Primal line (Hunter (http://dndtools.pw/spells/dragon-magic--62/primal-hunter--1084/), Instinct (http://dndtools.pw/spells/dragon-magic--62/primal-instinct--1085/), Senses (http://dndtools.pw/spells/dragon-magic--62/primal-senses--1086/), and Speed (http://dndtools.pw/spells/dragon-magic--62/primal-speed--1087/)) are really nice if you can get them all on, say, a hat.Except you know... they all suck except for Primal Instinct, which is ridiculously awesome. So use that, and forget the rest (or use one more for Uncanny Dodge).
That's +5 to Climb, Jump, Listen, Survival, Spot, and Swim, a +5 Resistance bonus to Reflex saves, and a +10 enhancement bonus to all of your speeds.
You also get Uncanny Dodge and Improved Uncanny Dodge at effective Barbarian level = the CL. That sounds like a deal to me!
Well, just making sure in case there's something awesome that requires Improved Uncanny Dodge.
Well, just making sure in case there's something awesome that requires Improved Uncanny Dodge.Which I think is "nothing".
The sentence right before that notes that the DC is at least equal to the creature's Move Silently check, so it's not always a static DC. Also, you get a penalty to Listen checks based on the ambient noise around you, so if other people nearby are in combat the DC goes up by 10.Well that and no matter how successful your Listen Check is they still have Total-Concealment. You can't target them, they have a 50% chance to ignore each attack, you're treated as Flat-Footed against them, you cannot make any Attack of Opportunity they provoke, etc.
The Warforged Juggernaut gets Superior Bull Rush at 3rd level. It adds bonus damage to any Bull Rush you make equal to your armor spike damage + your Strength; more importantly, it also adds your bonus damage from Powerful Charge a second time if you were charging.Umm no.
For a standard, medium sized Warforged Juggernaut 5, that's +1d8+2d6+Str damage when you Bull Rush on a Charge. It scales up with size increases really well; we're talking +12d6+Str bonus damage for a Colossal Warforged Juggernaut.
Yes, it stacks with Dungeoncrash Fighter. Explicitly.
When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when you make a charge. It does not work when you are mounted. If you have the ability to make multiple attacks after a charge, you may only apply this extra damage to one of those attacks.The damage is simply 6d6 for Colossal, not 1d8 for medium and 12d6 for, well hell I have no idea.
Superior Bull Rush (Ex): Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well.SBR does not attack, it Bull Rushes and applies damage. PC or GPC are expressly added, once, to the effect.
I hope that clears everything up.Probably, to be honest I rarely check math because I hate to. I've just toyed with too many Monk builds to know that a d4+d8 doesn't change into 12d6 and things just snowballed.
Colossal armor spikes are 4d6 (+4 sizes from 1d6 @ Medium), not 6d6, unless I'm missing some extra +1 size effect from Warforged Juggernaut. That's only 10d6, not 12d6.
Also, I'm not sure if Brutal Surge on a charge would count as the bull rush being part of the charge or a separate thing. It's less clear than I would like, although the wording of the version I read makes me lean towards it working together as you said (the bull rush being part of the charge). I figured I'd bring it up just in case someone sees something I'm missing, though.
Hang a vial (clearly labeled, of course) of it around the neck of Billy the Torchbearer and you even get a free turn on the suckers with no risk to the party as they busy themselves ripping his skull open. It'll run you 1000gp, sure, but in a mindflayer heavy campaign it will easily save your life, and its not even consumedLol. Specific, but nice.
does the Paragnostic Apostle's Knowledge is Power class feature seem ripe for Bloodline funIt's not just you. It's been in my build compendium for years :D
Well if you disclude Colossal and Colossal+ anyways, but the latter is kind of a pseudo size if I remember correctlyPretty much.
You can pinpoint an invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) creature by beating the Listen DC by 20. The DC is 0 for an invisible creature talking or in combat, so hitting a mere 20 on your Listen check can be really helpful against Improved Invisibility.
I did find this reference at giantitp :Everything from GitP needs to be scrutinized and you can argue about it all day if you like. But the basic fact is D&D just really doesn't cover the idea of a creature being over 100ft tall (or w/e colossal caps at) much like D&D's rules don't cover space exploration and life on other planets or various other concepts. There are loopholes that force questions on such an area but no answers.
Special Spell Effects
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.
Attacks
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.
This came up in a thread on 3rd party pathfinder products but the wording is the same in 3.5.Seeing how some Spells are literally tagged harmless in D&D, I'm going to need a citation on your claim that it's in D&D before being convinced that Haste is a harmful attack.
This came up in a thread on 3rd party pathfinder products but the wording is the same in 3.5.Seeing how some Spells are literally tagged harmless in D&D, I'm going to need a citation on your claim that it's in D&D before being convinced that Haste is a harmful attack.
Some spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies / Summon monster I and similar spells are not attacks because the spells themselves don’t harm anyone.And the PHB's tone pushes it's specifically talking about spell descriptions rather than a general rule of what is or isn't an attack.
When people tend to bring up wording errors I hit the RC (which doesn't say that) and the PHB.Quote from: SRD/PHBSome spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies / Summon monster I and similar spells are not attacks because the spells themselves don’t harm anyone.And the PHB's tone pushes it's specifically talking about spell descriptions rather than a general rule of what is or isn't an attack.
The SRD does this too since they both start off with the same sentence but it's not as readily apparent and easily missed on a quick skim.
Oh, damn it, I see where the problem is: I done fucked up.
The fixed version:
0. Have 3 levels of Warforged Juggernaut.
1. Take a Brutal Surge weapon. (It's a +1 equivalent - you've got room.)
2. Charge; you apply your bonus damage from Powerful Charge.
3. Activate Brutal Surge to get a Bull Rush as part of the attack.
4. You get your bonus damage from Superior Bull Rush. Because the Bull Rush is part of a charge, you get to apply Powerful Charge's bonus damage to the bonus damage from Superior Bull Rush.
5. ???
6. Profit.
As for the damage:
1d8 + 2d6 + Str: [Armor Spikes 1d8] + [Powerful Charge 2d6] + Str.
12d6 + Str: [Armor Spikes 6d6] + [Powerful Charge 6d6] + Str.
I hope that clears everything up.
Drive Back also has a 5' limit regardless of your Bull Rush results, so you couldn't sent him flying back. Still, it's funny.
And Inhibit's only a first level - find a good way to boost the DC and you could have a pair of minions cast it.
Fugue is some really impressive BFC. I can't find anything in Complete Mage or Arcane that applies to evocations and seems useful here, but I bet there's some way to take advantage of the fact that it's not an enchantment.
The wall is Opaque and by RAW has no special exception for teleportation to pass through it (so you'd still need to make a will save and take Wisdom damage).It doesn't need a special exception. It would need a special exception if it actually blocked teleporation. The default is for Teleportation to bypass walls. Otherwise you couldn't even teleport into a building.
Like if stopping time is just superspeed, how are you not a living hadron collider causing nuclear explosions by running into air molecules and how do you throw or interact with anything to begin with? *sighs*.
Ah, I didn't know it jumped planes, that's interesting. Ah well.
TeleportationFor more information.
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
ASTRAL PLANETechnically speaking, your Bag of Holding is really just an interplanar portal too. It connects to a temporary extra dimensional space that floats fourth dimensionally in the Astral Plane and every time an object passes in or out of your bag they briefly appear & vanish on the plane.
It is the space between everything. It is the road that goes everywhere. It is where you are when you aren't anywhere else. The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, then she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane, such as dimension door, briefly touch the Astral Plane.
I'm sure this has been previously noted, but since this thread has more re-posts.... getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.
I'm sure this has been previously noted, but since this thread has more re-posts.... getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.
Naughty naughty Niji ... :devil ... and you complain about r.a.w. Ardent trickery.
:D
Something terribly roundabout and very, very useless, but...
Sword of the Arcane Order (http://dndtools.pw/feats/champions-of-valor--28/sword-of-the-arcane-order--2875/): You can prep Wizard spells in your Paladin or Ranger spell slots.
Silver Pyromancer (http://alcyius.com/dndtools/classes/silver-pyromancer/index.html): "In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list."
1. Get into Silver Pyromancer with 3rd level Wizard casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.
Something terribly roundabout and very, very useless, but...
Sword of the Arcane Order (http://dndtools.pw/feats/champions-of-valor--28/sword-of-the-arcane-order--2875/): You can prep Wizard spells in your Paladin or Ranger spell slots.
Silver Pyromancer (http://alcyius.com/dndtools/classes/silver-pyromancer/index.html): "In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list."
1. Get into Silver Pyromancer with 3rd level Wizard casting.
2. You now consider Paladin spells to be Wizard spells.
3. You can now access the entire Paladin spell list through Sword of the Arcane Order.
I don't get it. Isn't that all what Silver Pyromancer does? What's the Sword of the Arcane Order do for you there, unless you're separately planning on investing in Paladin levels on top of your Wizard and Silver Pyromancer levels?
I believe he is saying that if you have three levels of wizard while being a mystic ranger/ Silver Pyromancer, that Paladin spells would then be considered viable to take with Sword of the Arcane Order, cause they are considered to be on your wizard spell list.Sort of.
getting a yuan-ti graft from a Toril native source qualifies one to be a target of manipulate form per serpent kingdoms.Are you sure?
Of course you can't raise more undead than twice your caster level, but that's what ludicrous caster levels via Circle Magic are for.Now I finally know what all those crappy "you control more undead HD" effects are for. How high can we get it? There are tons of those! Assuming a CL40 cap, just a few doublings could get you a vast portion of a kingdom. Do HD control for undead follow D&D maths?
IOf course you can't raise more undead than twice your caster level, but that's what ludicrous caster levels via Circle Magic are for.Now I finally know what all those crappy "you control more undead HD" effects are for. How high can we get it? There are tons of those! Assuming a CL40 cap, just a few doublings could get you a vast portion of a kingdom. Do HD control for undead follow D&D maths?
Do HD control for undead follow D&D maths?Probably.
Arcane Consumption (http://dndtools.pw/feats/players-handbook-ii--80/arcane-consumption--89/) is an interesting feat. I'm reasonably certain that there's a use for it outside of Undead creatures.
Which is a roundabout way of justifying the use of d20 Modern, Past, Apocalypse, Future, and more options and items.fyi,
... justifying the use of d20 Modern ...
At one point, the Ruby Knight Vindicator (TOB 122) was called Devoted Enforcer. This is evidenced by it erroneously referring to itself as such in the spellcasting advancement ("If you had more than one spellcasting class before becoming a divine enforcer, ..."). Nothing major, but kinda neat.
Hengeyokai(Crab) + Multiweapon Fighting + 4 Knee Blades = Might just be the best ECL 1 diminiuitive sneak attacker with 6 attacks. Could even go samurai if you add the sun blade quality. High level options like hivemind and giant vermin keep it interesting. Cancer the Crab!
Then it should definitely have some levels in Cancer Mage...Hengeyokai(Crab) + Multiweapon Fighting + 4 Knee Blades = Might just be the best ECL 1 diminiuitive sneak attacker with 6 attacks. Could even go samurai if you add the sun blade quality. High level options like hivemind and giant vermin keep it interesting. Cancer the Crab!
DM: Your character is cancer. Literally cancer.
You: Yes, yes it is. ;)
Warforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.
Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128aWarforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.
Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128aWarforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.
Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!
Thats a cool one! Thanks a bunch for finding it, the fun finds has been a bkt of a desert as of late and I have been thirsty.Well in that case, have another one.
Fhildul's Home BrewsTechnically on average it costs more but with a reroll ability you can take advantage on the 15% discount.
Fhildul is a human barbarian whose family served as the shamans and healers for his tribe. However, when he was very young, a plague wiped out all but a few members of the tribe, including all the other members of his family. Left to his own devices, Fhildul traveled the world, and eventually the planes, looking for a place to fit in. He finally found it with the Itinerant Bazaar. He maintains a very simple stall from which he sells potions, poultices, alchemical mixtures, and barbarian charms. Sadly, because his parents died before they could teach him the family trade completely, Fhildul's products are not always as potent or effective as they ought to be, so he sells them for 15% below the usual market price. Whenever someone uses one of his products there is a 20% chance that it will fail to have any effect, and a 5% chance that it will do 1 point of temporary Constitution damage to the person using it instead of doing what Fhildul stated it would do.
Outfitter's ParadiseIt seems like you can pick up anything you'd call an adventuring tool, magical or not, from here and Mending is only a Cantrip...
Another stall that is present everywhere the Itinerant Bazaar stops is known as Outfitter's Paradise, which consists of an impossible jumble of hanging rods laden with animal pelts, display racks overflowing with all manner for strange devices, and shelves of air-tight storage bottles filled with an incredible array of powders, dried meats, poultices, and several unidentifiable substances. Outfitter's Paradise is run by the bazaar's other proprietor, a gnome named Nana Júichi. Nana is very outgoing, and she seems to enjoy talking with her customers even more than making sales. She claims to have "everything you'll ever need when you visit the wilder places of the world." This includes odd devices such as a collapsible canteen, a vial of "instant campfire," and a map of the constellations that folds down small enough to fit in one's pocket. Perhaps the most unusual, and popular, is a folding knife that, when the proper activation word is spoken, can turn into a fork, toothpick, hand mirror, quill, or lockpicking tool. Everything in the stall is priced 10-30% lower than the usual market price. However, the greater the discount, the more likely the item is to break or malfunction in some way. (This is a fantastic place for the DM to introduce unusual or unique items he or she wishes to add to the campaign.)
Inside the bundle were five weapons: two longswords, a trident, a dwarven waraxe, and a light flail. ... He priced them at 1,500 gp each ... The weapons animate and attack anyone who touches them who is not also their owner.Fire a bunch of weapons with Telekinesis and they all start attacking your target for you...
Killer Weapons* (5): CR 2; Medium-size construct; HD 2d10; hp 11; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Atk +2 melee (1d6+1, slam); SQ construct traits, hardness 10; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
On a more serious note, are they just CR 2 animated objects that happen to be weapons?Probably, the stat block does claim 11hp but 2d10 & Construct forces 31 hp and with that it matches.
Quote from: http://archive.wizards.com/default.asp?x=dnd/ebee/20051128aWarforged as Legacy Items
Eberron allows one intriguing option not found in other settings: the warforged. The body of a warforged can be enhanced just as if it were a suit of magic armor. A warforged character who becomes a legacy item may have been created for some secret purpose he knows nothing about. Infused with power by Onatar and the Dragon Above, he must bide his time until his true destiny is revealed.
Allowing warforged to become legacy items is an option that a DM must carefully consider before allowing it in her campaign. After all, a legacy cannot easily be taken away or destroyed, but it could certainly make encounters with the Lord of Blades more interesting!
I'm trying and failing to figure out how that works mechanically.
Like, would you use Monster of Legend? Or are we talking Legacy Composite Plating here?
(I wish I'd known about that when GitP was doing the Legacy Champion Iron Chef. That would've been priceless.)
An "old" find, but I did promise more reposts :p
ww2.wizards.com has been gone for months apparently. Need to back some stuff up, some of it all I can find is the original Fun Find posts :(
<snip>
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -1). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Quote from: Power Attack...subtract a number from all melee attack rolls and add the same number to all melee damage rolls...
1. Power Attack doesn't actually require you to be using a melee weapon...
some of it all I can find is the original Fun Find posts :((click to show/hide)
Would you like the full text of this?Yes please plz.
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
How about instead of trying to butcher the rules you just use Hank's Bow (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) which allows you to Power Attack with fired arrows?Or 3 levels of Peerless Archer from Silver Marches. And you can make your own dang arrows.
Arrows that mind you deal 2d6 force damage which can nail Incorporeal/Ethereal creatures, and you don't actually have to buy arrows to use it...
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
To answer your question (at least for me): It's going to take not having to download it.
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
To answer your question (at least for me): It's going to take not having to download it.
Pretty much this
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
To answer your question (at least for me): It's going to take not having to download it.
Pretty much this
Yup.
Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.I'm confused. So, following this post, I clicked on the sig and it took me to the Meta-Compendium thread. It's not entirely clear what's in it. Is it D&D Tools plus handbooks?
I'm confused. So, following this post, I clicked on the sig and it took me to the Meta-Compendium thread. It's not entirely clear what's in it. Is it D&D Tools plus handbooks?Based on the name I'd say it's a collection of metadata, but WotC already provides consolidation lists and Crystalkeep's pdfs already provide basic information so I've never bothered because I don't need either of those.
Seriously though, today I considered adding nerfs onto the Truenamer class after taking into account the MetaCompendium's 3.5 fixes.It's also apparently a homebrew 3.5 fix. :huh
Also, RAW bracers of murder from the same book, same page, grants you reroll 1s on any dice if you have sneak attack or sudden strike, not just sneak attack dice as is clearly the intent.Actually "RAW" doesn't say any dice, it says the dice.
I think I fail to see your point due to english not being my first language.And I'd make a terrible English teacher so I'm not sure I could explain it. Luckily through, google can help.
You [...] dropped the thing previously mentioned in favor of partially reading the sentenceIn fact I actually did read it as if the two were separate sentences, as in "if A then B". Lack of fluency led me to excess of strict logic, a generally flawed practice in spoken language.
If you want to give your DM an Aneurysm, there's nothing preventing you from re-applying the Raggamoffyn to the target, turning them BACK into a construct, then casting Incarnate Construct on them again, to give them another -2 LA and letting you basically apply all the templates ever.Does negative LA from the same source stack?
If you want to give your DM an Aneurysm, there's nothing preventing you from re-applying the Raggamoffyn to the target, turning them BACK into a construct, then casting Incarnate Construct on them again, to give them another -2 LA and letting you basically apply all the templates ever.Does negative LA from the same source stack?
Does negative LA from the same source stack?Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.
Does negative LA from the same source stack?Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.
More technically, Raggamoffyn's Control Host ability works like Dominate Monster & Constructs are immune to Mind-Affecting effects. Without some heavy RAI the creature doesn't even work. The MMII is quite possibly the worst written books in all of D&D, and yes I am familiar with Complete Psionic.
Does negative LA from the same source stack?Pretty much nothing form the same source stacks unless it's an unnamed bonus in the game's terms. +X or even -X may be mathematical but unless it can be proven to be an unnamed bonus in a game that says treated as having an four extra levels is an effect it's not an unnamed bonus.
This is not strictly true. The stacking rules apply to bonuses. It says so right in the header - "Bonuses" if you're looking in the RC, or "Bonus Types" if you're looking in the DMG (in an amusing coincidence, both sections happen to fall on page 21 in their respective books). If something isn't a bonus, then the stacking rules never come in to play. So what's a bonus? Conveniently, the PHB gives us a definition: A positive modifier to a die roll. Level Adjustment is not a positive modifier to a die roll, so it's not a bonus, and so the stacking rules do not apply.Going to stop you right there before you go full retard on me Link.
Linklord, you would appear to have a point, in general. Recall, however, that some subscribe to the paradigm 'If the rules don't say that I can, then I cannot.' Also, in this particular instance, please note geniussavant and Kethrian's mentions of parenthetical rules in Libris Mortis regarding the inability to re-apply most templates. SorO also refers to this, but then apparently dismisses it in favor of the effects rules, and making feat's fit templates (which look fine as house-rules).
stack: Combine for a cumulative effect. In most cases, modifiers to a given check or roll stack if they come from different sources and have different descriptors (or no descriptors at all), but do not stack if they have the same descriptors or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus or worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified. Spell effects that do not stack may overlap, coexist independently, or render one another irrelevant, depending on their exact effects.
Linklord, you did not look up "Stack" in the glossary of the PHB, did you? That covers much more than just bonuses.
Notice that while it does cover bonuses, it also covers penalties and other roll modifiers, as well as spell effects or the like, which do not have to modify rolls at all. While it does not expressly state templates, it would appear that the stacking rules would apply to them as well.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
To answer your question (at least for me): It's going to take not having to download it.
It's not entirely clear what's in it. Is it D&D Tools plus handbooks?And indexes, and lists, and errata and FAQ and unofficial author entries and builds to show people how to list/build good D&D characters and ...
It's also 3.5 fix[ed]. :huhYup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium. :cool
Therefore I first asked the mods for a subforum. They refused. Spamming the handbooks area with mmmm 1,178 sorted, searchable files/entries was not really an option.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!
You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!
You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.
Yeah, I don't care about having an offline copy. The only things that I have offline copies of are official stuff Wizards put on their boards. I've lived this long without the MetaCompendium so I'm not going to do any work to see if I can use it now. Also, I have no need of your homebrew fixes which is a lot of what you reference.
You'd rather, what, post it on a boards and hope the internet archive gets to it? If you download it, you'll have it personally forever even when you don't have an internet connection!Random Question: What is it going to take to have people go to the MetaCompendium (in my sig) first before trying any other D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.
To answer your question (at least for me): It's going to take not having to download it.
Also I don't want to have important information (spell indexes, for instance) interrupted by nonimportant information (homebrew pathfinder PrCs) and neither would anyone else who actually used the metacompendium. Therefore I first asked the mods for a subforum. They refused. Spamming the handbooks area with mmmm 1,178 sorted, searchable files/entries was not really an option.
You are welcome to do the above for me, though.It's not entirely clear what's in it. Is it D&D Tools plus handbooks?And indexes, and lists, and errata and FAQ and unofficial author entries and builds to show people how to list/build good D&D characters and ...
Yeah it's everything my sig says and more. If you find something you actually use while building 3.5 characters that isn't in the MetaCompendium, I want to know what it is. I'll add it.It's also 3.5 fix[ed]. :huhYup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium. :cool
But fine I'll add an outline people who are too timid to download a flat-file D&D resource or don't read sigs...
It's also 3.5 fix[ed]. :huh
Yup. Every DM who ever said "I wish someone would just balance all of 3.5 without making something else" is secretly searching for the MetaCompendium. :cool
Combust (https://dnd.arkalseif.info/dndtools/spells/spell-compendium--86/combust--4039/) seems pretty solid for a familiar to deliver.
Also, I have no need of your homebrew fixes which is a lot of what you reference.Ah the irony. Either you A) have a nebulous 'don't break shit' rule 0 (which doesn't work over the boards for many reasons), or you have B) a strict set of banned things, even outside TO. So unless you allow pp-recharging psions into your campaigns, you are using some of my balance fixes even if you don't know you are. Ideas aren't mutually exclusive after all.
You could always put it on a wiki. I'm really surprised there hasn't been a concerted effort to put everything on a wiki, tbh.Aside from internet connection dependency, which wiki?
given what I've seen of your homebrew, I'm... unsure... as to whether or not your fixes are what I'd be looking for.Your sample size is, what, 1 base class (with a near impossible goal), and the 10 commandments of homebrewing? I suppose the dirty handbook trick fixes qualifies, since its all about fixing RAW. Is there a numbered entry in there that you don't want fixed, and do want to see played at your table?
I just don't play with asshats to try to break the game. That's worked out pretty well for me. So I'm closer to your option A than anything which has ALWAYS worked in every PbP game that I've been involved with on the boards.
Whoever your target audience is for your homebrewed fixes, I'm not it.
(christ, why am I the one doing this? I feel like I'm yelling at my parents)
Edit: Multiple Head Casting feat (http://archive.wizards.com/default.asp?x=dnd/fc/20010223a) lets you turn partial actions (the 3.0 equivalent of move actions) into spellcasting.That's not even close to right, Partial Actions are equivalent to a Standard Action and you can already cast off them anyway.
Partial Action: As a general rule, a character can do as much with a partial action as a character could with a standard action minus a move. Typically, a character may take a 5-foot step as part of a partial action.They were all so fully removed from the 3.5 Update. Like 3.0's Haste granted a Partial Action allowing you to double cast and looks what's become of it now.
MULTIVOICE [MONSTROUS]
If you have two or more heads, you can cast more spells than usual in a round.
Prerequisite: Dex 15, Int 15, two or more heads, Improved Two-Weapon Fighting, Multiattack, Quicken Spell, Two-Weapon Fighting.
Benefit: As a full-round action, you can cast one additional spell (or use a spell-like ability in combination with a spell or another spell-like ability) each round. Each spell used in this way must have a casting time of 1 action; a spell-like ability must also take no more than a standard action to use. Using this feat provokes an attack of opportunity.
If your concentration is interrupted during this simultaneous casting or spell-like ability use, whether by taking damage or by some other means, a Concentration check is required for each spell or spell-like ability. Failing either Concentration check negates both spells or spelllike abilities.
You can also use one head to cast a spell or use a spell-like ability while another head activates a head-based special attack, such as a breath weapon or an eye ray.
Normal: Without this feat, you can cast only one spell per round and cannot combine spellcasting with other actions.
Special: You still cannot exceed the limit of one quickened spell per round (assuming you also have the Quicken Spell feat) when using this feat.
My bad. Thanks for the correction.np, most people really don't know too much about 3rd and even if they started in it they were too young or too inattentive to pay attention to the details. Hell the only reason I know them is to better handle updating to 3.5.
Too bad this takes so many feats...So what you're saying is you found a use for Psychic Fighter?
Too bad this takes so many feats...
So what you're saying is you found a use for Psychic Fighter?
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.
Prerequisite: Cleric or paladin 4th, Heretic of the Faith (Risen Sun), Heretic of the Faith (Three-Faced Sun), or Servant of the Fallen (Amaunator).
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.
Initiate of Amaunator (https://dndtools.net/feats/power-of-faerun--31/initiate-of-amaunator--1620/) is interesting, especially if you have ways of adding new Fire spells to your spell list. Divine Magician comes to mind.
I don't remember how or if it worked, but I seem to recall a trick that involved that feat + some way to get the Fire descriptor on every spell to spontaneously cast your whole list.
If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.But you're still using the Spell, IE retrieving a Maximized Cone of Cold is still choosing Cone of Cold, except the Slot is 8th and it's Maximized which is pretty much how a Wizard already does things anyway.
Would Initiate of Amaunator + Elemental Savant (Fire) let you spontaneously cast any damaging spell with an energy descriptor?It's exactly the same deal, the Elemental Savant replaces the Energy Descriptor when the Spell is Cast.
Further, would a cleric/wizard/geomancer with Initiate of Amaunator be able to spontaneously cast [Fire] spells from both the cleric and wizard lists via Spell Versatility?Not really.
Familiar Spell
Prerequisite: Familiar, Spell Mastery
Benefit:You are able to prepare one spell of any level that you have mastered with the Spell Mastery feat in your familiar's mind instead of your own, treating the extra preparation as if you had one extra spell slot per day, which can only be used for a mastered spell. You can cast this spell normally as long as your familiar is within 5ft of you. Once cast, the spell is used up as normal. Your familiar cannot cast this spell itself even if it has the ability to cast spells otherwise.
Special: You may gain this feat multiple times. Each time you take it, your familiar can hold one additional spell per day.
Further, would a cleric/wizard/geomancer with Initiate of Amaunator be able to spontaneously cast [Fire] spells from both the cleric and wizard lists via Spell Versatility?Not really.
A Cleric and/or Wizard does not meet the requirements for Spell Versatility to begin with. The short gist is there is a huge mechanical differences between the two (such as one casts prepared spells and spontaneously substitutes them and the other doesn't prepare and expends slots) and even the RC flat out says a Cleric's Spontaneous Casting obeys the spontaneous rules, such as in the case of Metamagics, but otherwise still functions as Prepared Spellcasting on page 139.
It also probably doesn't work on the Wizard's Spells either. It's one of those grey areas I've never fully done into, but there is quite a bit of context that keys stuff like Feats to tie into how you're meeting the Requirements. But there is one known exception, the FAQ's ruling that the Duskblade's Arcane Channeling works with any Spell. It seems cut and dry, Feat means Cleric only cus Duskblade is Class without Requirements, but I'm still procrastinating on looking into it.
Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.
I think you're thinking of Versatile Spellcaster (http://alcyius.com/dndtools/feats/races-of-the-dragon--83/versatile-spellcaster--3057/) here.Yeah I was.
I'm talking about the Geomancer (http://alcyius.com/dndtools/classes/geomancer/index.html)'s Spell Versatility class feature.It's entry pretty much answers it now don't it? If Geo allows you to spontaneously convert your Wizard Spells to Cure using the Cleric's conversion, contextually it'd work even if Initiate of Amaunator were originally intended Cleric.
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...You make both those Classes sound better than they actually are.
Contender for longest duration non-permanent effect: A Spider Eater's poison (http://www.d20srd.org/srd/monsters/spiderEater.htm) can paralyze for 1d8+5 WEEKS!
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...You make both those Classes sound better than they actually are.
Geomancer without an accelerated casting PrC is pretty much a kick to the crotch, trading four levels of spell progression so you can ignore ASF and use your less-than-useful Wisdom in place of either superior Charisma or Intelligence. But be mindful of the Geo's limitation that if the Initiate of Amaunator is tried to Cleric, and it certainly should, your Cleric level must also be higher enough to pull it off. IE Wizard 3 / Cleric 3 / Geo(wizard) 3 cannot replace a Wizard Spell with Orb of Fire because his Cleric side has no access to 4th level Spells.
Well, that just made my Geomancer gish that much better...wonder how all this would work with a Shai'ir (or however the hell it's spelled) Raptoran All-The-Spell-Lists build...You make both those Classes sound better than they actually are.
Geomancer without an accelerated casting PrC is pretty much a kick to the crotch, trading four levels of spell progression so you can ignore ASF and use your less-than-useful Wisdom in place of either superior Charisma or Intelligence. But be mindful of the Geo's limitation that if the Initiate of Amaunator is tried to Cleric, and it certainly should, your Cleric level must also be higher enough to pull it off. IE Wizard 3 / Cleric 3 / Geo(wizard) 3 cannot replace a Wizard Spell with Orb of Fire because his Cleric side has no access to 4th level Spells.
Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?
Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?If DK stands for Dragonwrought Kobold you should stab your self in the face.
Wasn't Geomancer 10/10 but needed a hack like DK to have casting from both arcane and divine?If DK stands for Dragonwrought Kobold you should stab your self in the face.
On the other hand if you meant MT as in Mystic Theurge yes in theory you could, probably.
I forgot about it because MT is a trap without accelerated casting classes (sensing a theme yet?).
... As a side note, is there a list anywhere of all the modules that added new prestige classes? I know about Expeditition to the Demonweb Pit and The Shattered Gates of Slaughterguarde, but I'm curious if there are more.
The Twisted Lord (https://dndtools.net/classes/twisted-lord/) prestige gate from Shattered Gates of Slaughtergarde is pretty neat. At lower levels, you get some Intimidate boosters and some quick, temporary invisibility.The items are not to bad either.
Finally a way to make Fighters useful! They can be the party healer, freeing the Cleric to go god-mode. :lol
Luminary Tabard heals when you Save against a Fear Effect equal to the CL/HD of the source as an Immediate Action. While it notes a Fear effect that forces a Save every round only works once, it has no cap of Fear from a single target allowing you to simple draw off Intimidate Checks. It's effectively a source of infinite party healing for 3,000gp and flavor wise it's pretty much the party sitting around the camp fire telling ghost stories to feel better about them selves.
viciously:lmao :lmao
AllI'll give you the benefit of the doubt. You meant to negate that universal quanitfier: ie. "no one". That happens to me sometimes (when thinking in pure logical symbols but forgetting a negation somewhere).
The investiture descriptor indicates a category of spells that invest the essence of an outsider into a mortal. Unlike other spells, effects gained from different (though not the same) investiture spells stack. So, two different investiture spells that grant resistance to fire 5 to the same target would actually grant a total resistance of 10. However, investiture spells are intense and draining. Targets of these spells are fatigued for 1 minute once the duration expires (or the spell is dispelled or ended through some other means). If an investiture spell expires on a target fatigued from a previous investiture spell, the duration of the fatigue increases by 1 minute.
Snakeblooded Human is a +0 LA human variant that counts as yaun-ti, gets Wild Talent or Magical Heritage, counts as having all martial weapons, gains a +2 racial bonus to saving throws versus poison, a +1 racial bonus to Reflex saving throws and a -1 racial penalty to Will saving throws. They also manage a +2 to Disguise and Hide and the ability to read, write and speak yaun-ti.
Hmm...
Hand of the Winged Masters (https://dndtools.net/classes/hand-of-the-winged-masters/) is an interesting PrC. Mainly for Improved Dragonfire Strike and Master's Gift.
Master's Gift doubles the duration of any "harmless" spell cast on you. That stacks with Extend and all that other fun stuff.
Improved Dragonfire Strike gives you +1 damage per die whenever you use Dragonfire Strike (which already gives you an extra +1d6).
Oh, and this one is solid fucking gold.
Dragonkith (https://dndtools.net/classes/dragonkith/) requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.
Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.
Oh, and this one is solid fucking gold.
Dragonkith (https://dndtools.net/classes/dragonkith/) requires that you pair off with a Dragon. Not a True Dragon, just a dragon. It's not a bad class for the party Fighter or whatever - it adds some defensive whatevers. But the real draw is 9th level.
Yes, that is Share Spells. Between you and your dragon pal. Who could be the party Dragonwrought Kobold Sorcerer.
Neat. Thats a good one.
Although I do find it funny that "Mighty Attack" is a measly +3d6 AT 12th LEVEL!!! :banghead
Pact-Bound Adept (https://dndtools.net/classes/pact-bound-adept/) could be totally worth it. Depends on whether or not you think the Pacts are worth it, I guess.
Also, Draconic Surge (https://dndtools.net/classes/swift-wing/) might be the most disappointing capstone ever.
=---=
Speaking of Dragon-based PrCs... Dispassionate Watcher of Chronepsis (https://dndtools.net/classes/dispassionate-watcher-of-chronepsis/) is a really solid way to end an Apostle of Peace build, especially if you had Frightful Presence from elsewhere.
I believe SorO and I looked at Dragon Pacts and deemed most of them decent options for Sorcerers.Yeah, custom pacts are amazing and some of the defaults are pretty nice too. Basically you trade X level Spell for an SLA of the level below it plus a bunch of complimentary ones.
Protective Interposition
Conjuration (Teleportation)
Level: Cleric 1, Paladin 1
Components: V, S, DF
Casting Time: 1 Swift action
Range: Touch
Target: 1 Willing Ally
Duration: Instantaneous
Save/SR: None/No
When you cast this spell, you and one willing ally trade positions. If you occupy different spaces, you must occupy at least one square previously occupied by the larger; the larger creature's new space must completely cover the space previously occupied by the smaller, and you must start and end adjacent to each other.
Your ally gains a +2 Sacred bonus to AC and Saves for 1 round, and you gain a +2 sacred bonus on melee attack rolls you make in the same round when you cast this spell.
Celestial Scion feat from DMag #315 has some interesting bits ---> http://www.realmshelps.net/charbuild/feat/Celestial_Scion
All options of it, have either a Diplomancy or a He Hate Me attitude thingie.
Cranden is perfect for my Money Bags idea, and any Aristocrat build.
Darmen is Rerolls for Bluff lies.
Garasteth adds Wizard as a favored class ... legitimating some multiclass cheeses.
... and wtf , Naelax is True Seeing vs Devils + Demons cloaking abilities.
Raging Inferno: Once per day, any weapon you wield (melee or ranged) deals an extra 1d6 points of fire damage for 1 round/character level (duration need not be consecutive).:??? :banghead
There's a spell in Shadows of the Last War that lets you form a telepathic bond with a mindless undead under the effect of a casting of Control Undead. This spell lasts 1 day/level, but Control Undead only lasts 1 minute/level. And yes, it requires you to affect the undead with Control Undead, not just rebuke it. And to top it all off, Control Undead isn't a Cleric spell (it's on the Undeath Domain in the SC though), but this spell IS a Cleric spell.
Just more bad editing.
... As to the OP's question, if you're okay with playing as a dire animal, there is this web enhancement (http://paizo.com/dungeonissues/100/Dungeon100Enhancement.pdf), featuring Dire Reincarnation. "I died of cholera in childhood, and my dad used a scroll he found in the woods as a desperate attempt to bring me back. I came back as a bear. A really, really big one. With spikes!"
uh, i thought it said the crystal blows up?
Because slapping people upside the head with a demiplane is too awesome to be buried in T.O.!Meh.
Versatile Spellcaster
( Races of the Dragon, p. 101)
[General]
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite
Ability to spontaneously cast spells,
Benefit
You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.
Exploit Vestige (Su): At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige's granted abilities in order to gain one additional arcane spell slot per day of any level up to the highest you can cast. Thus, if you bind the vestige Dantalion (see page 28), you could give up the read thoughts ability he grants you in exchange for a bonus spell slot that day.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a —5 penalty on your binding check. If you make a good pact despite this penalty, you gain a bonus spell slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell slot, and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige's awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.
So I don't really know if this has been discussed beforeAs of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.
So I don't really know if this has been discussed beforeAs of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.
The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.
However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.
Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)
I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before.Yeah and a couple variants exist too, like Elven Generalist is typically used to grant the second new Slot to reestablish VA's chain. And sometimes people like to go the whole nine yards and tries to trade away School Specialization (which includes specializing in generalist) to combine Spontaneous Divination and Elven Generalist just so you can do it at the 1st level. ;)
Sorry for the off topic, but this has been bugging me since the thread on infinite spells per day by chemus: why is it that you (Soro) refer to versatile spellcaster as "VA"?Probably because I suffer from an undiagnosed mental condition called poor judgement on time allocation. But to be fair my professional life is one of those things I'm at the whim of morons trying to unsuccessfully kill someone so I'm not even sure what it's like to ever go uninterrupted in anything.
Because slapping people upside the head with a demiplane is too awesome to be buried in T.O.!Meh.
You don't need to butcher the flying crap out of how a crystal stops being a crystal to blow up to claim you can wield something as an improvised weapon. I mean you could honestly try using a shape altering effect to claim just about anything is a "bolt" to an imaginary creature size for the purposes of Launch Bolt or w/e. Likewise given the prevalent of extrademsional spaces in D&D you could always ask your DM about casting Magic Weapon on your Handy Haversack before waylaying them solo-Banjo style with something that houses thousands of lives (just stuff swarms into it).
Everyone misses that. Every single time.So I don't really know if this has been discussed beforeAs of April 2006 it had already been discussed enough to be considered old and tiresome but I suppose it's new to you.
The tl;dr gist is kind of like you think. By twisting the words to mean what you want instead of the message they are designed to say a 6th level Beguiler can use VA to cast 4th level Spells and gains a 4th level Slot and the "trick" stops there. No Bonus Slots for a second 4th to and the moment you reassign it to a 5th you lose your access to 4ths, but that hasn't stopped the same people from asserting instant 9ths because generally if you find someone willing to argue this they also really don't care what's right or not.
However as touched upon in other threads, prerequisites are not subjective. They refer to mechanical abilities and an end result. For example, if they were subjective enough for VA to exceed them then inarguable using a Staff to cast a 9th level Spell does as well. But thankfully you can gleam examples of otherwise, intent from CAr's updated clarifications, and even when in doubt the PHB's observance of a minimum CL required to cast a Spell which is reinforced every time a new item creation section is made or updated.
Debate aside, you can sell your soul for the same effect so you don't even need the PrC. :)
Oh, I was aware of Versatile Spellcaster+ Beguiler. Shenaningans being a common thing and rather old.
I just posted the above cause it looked like you could combine it with Exploit vestige to gain access to an actual spell slot of the level that you are using Versatile Spellcaster to temporarily gain acess to, and I was not aware if that had been noticed before.
And as for miminimum caster level thing, I can see your point on that.
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.
If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.
If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?
No, it requires divine casting (and only progresses divine casting).
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.
If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?
No, it requires divine casting (and only progresses divine casting).
Also, an odd question: am I wrong in thinking that an Arcane spellcaster with the Arcane Disciple feat can qualify for Sovereign Speaker? I don't have Faiths of Eberron, but it looks like being able to cast Divine spells is a requirement of neither Worldly Focus nor Sovereign Speaker.
If so... how many Domains would you be willing to add to your spell list in exchange for caster levels?
No, it requires divine casting (and only progresses divine casting).
You're exactly correct that it only advances divine spellcasting, but it only requires Kn(Rel) 8, access to any one domain, and the Worldly Focus feat. That only requires that you worship the Sovereign host.
If you're saying that Arcane Disciple doesn't actually provide 'access' to the domain the spells are granted from, then I see your point. Though it's not completely out of bounds to read it either way, IMO.
Now, only a caster of cleric spells gets any utility out of the benefit of the WF feat, namely that you can cast cleric spells without a divine focus, but the Wiz could take it and perhaps Arc. Disc. or Divine Oracle, and get into S.Spkr. He'd just get the domain access and no effective caster class levels granted.
Able to cast divine spells, must worship the Sovereign Host without favoring one god over the others, access to at least one cleric domain (Eberron adepts meet this requirement).
If you're referencing D&D Tools, be aware that the text is incomplete in multiple articles. This is the text copied straight from a PDF.
Interesting. My pdf doesn't have that line -- but it does have a blank line exactly where that line would be. I added a sticky note to mark the correction (not that that helps anyone else here)Actually, that line is uncolored in my PDF; when I select the text there, an copy it, it does indeed say "Special: Ability to cast divine spells, must worship the..." (that's copypasta)
I despise PDF errors like that. :shakefist
A lot of mine have additional spaces, tabs, or oddly placed line breaks :(
I can think of plenty of magic items where only having it for 30 seconds is enough to abuse it majorly.
Actually, that line is uncolored in my PDF; when I select the text there, an copy it, it does indeed say "Special: Ability to cast divine spells, must worship the..." (that's copypasta)
The Shaper of Form (DraComp) is a rather mediocre class to take to 10th level, but a 1 level dip gives a stupidly abusive class feature: Like Begets Like.I believe they have mistakenly misnamed this class. It was supposed to be called the "Breaker of Wealth".
It doesn't do much; it lets you turn one object into another with some fairly strict regulations on what can be done (think FMA's alchemy). I makes one stupid little caveat that utterly breaks the class: it can be used to double the value of any item permanently. That 100gp cost for Identify? Halved if you use the ability once. Quartered for twice. Balking at the cost of True Res? Just give a SoF a couple of days. Goodbye WBL problems! These are permanent changes.
Also the 6th level class feature lets you create magic items at no cost, up to 1,000gp per SoF level. But that costs 3 levels of spellcasting if you want it (although non-full casters can qualify for this class fairly easily). The item lasts for 1 round/level, but whatever. And getting that 6th level gives you either 1 or 2 additional daily uses of the Like Begets Like ability.
Edit: Just saw the capstone: No save, no SR single-target Disjunction (item only). That's outright broken if you can tank the CL loss (an Ur-Priest can qualify for it).
reading on Shaper of form;
can reproduce magical effect with spellcraft check for a thing they see. sounds very restrictive.
checking bunkos, lots of fun if your dm is liberal w/ the spellcraft thing.
then it dawned on me, scrolls... very few (the really good ones) are over the 6k price floor. very handy... for a cohort :D
It also has Modify Self, you can change your Race (no level adjustment, no type change, no ability bonuses) four times during the Class allowing you to combine multiple Racial PrC/Feats. So for example a Gnome Wizard 5 / Shadowcraft Mage 5 / Shaper of Form 1 / Changling Recaster 3 is possible.Wouldn't that disqualify you from prior racial requirements when you change Race?
It also has Modify Self, you can change your Race (no level adjustment, no type change, no ability bonuses) four times during the Class allowing you to combine multiple Racial PrC/Feats. So for example a Gnome Wizard 5 / Shadowcraft Mage 5 / Shaper of Form 1 / Changling Recaster 3 is possible.
There also appears to be a very tiny nerf in "As Above As Below" you all missed too. It keeps bringing up seeing an item and don't forget the Spellcraft Check to ID it. So it's not an ominious ability, rather a duplicating one. Which is a good thing because it means it's on scale with other duplicating effects like Lucid Dreaming or w/e.
Wouldn't that disqualify you from prior racial requirements when you change Race?Not really.
Needing to see the item is trivial (Scry the item you want to duplicate, then make the utterly irrelevant Spellcraft check to ID it).Scry works on creatures, not items, and most other forms of remote sensing require what amounts to an already stocked up safe house.
Renaissance: The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. Thus, if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.
Beholder Mage without Polymorph Any Object shenanigans? Beholder has no LA, after all.
By the way, Dragon Compendium is 2nd party, so this whole conversation should probably be moved to that thread (http://www.minmaxboards.com/index.php?topic=12131.0).
...This Paizo publishing game product...
Wouldn't that disqualify you from prior racial requirements when you change Race?Not really.
As discussed in the FAQ thread, creating a false dilemma from a totalitarian ruling drawn from misunderstanding creates complications in the rule base. In other words, hard ruling an over emphasis on the wrong parts of CW's entry invalidates entire PrCs like the Dragon Discipline and Ur-Priest as well as a specific ruling of the FAQ. A more accurate interpretation, that doesn't ignore rules, would at least concede that a PrC cannot invalidate it's self and if it would void another many benefits are not lost.Needing to see the item is trivial (Scry the item you want to duplicate, then make the utterly irrelevant Spellcraft check to ID it).Scry works on creatures, not items, and most other forms of remote sensing require what amounts to an already stocked up safe house.
A safe house that someone paid for. So why not just stack your scrolls on a shelf in a portable hole to shove your head in as needed?
can reproduce magical effect with spellcraft check for a thing they see. sounds very restrictive.
There also appears to be a very tiny nerf in "As Above As Below" you all missed too. It keeps bringing up seeing an item and don't forget the Spellcraft Check to ID it. So it's not an ominious ability, rather a duplicating one. Which is a good thing because it means it's on scale with other duplicating effects like Lucid Dreaming or w/e.
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?Homebrew wise? Probably Bhu. Official rules through, no LA value means it's not for a Player.
While it's perfectly reasonable to assume, for example, Dragon Disciple doesn't create an infinite qualification/disqualification loop, it would be a different story to combine, say, Halfling Outrider and Eye of Gruumsh via this ability.Wouldn't that disqualify you from prior racial requirements when you change Race?Not really.
As discussed in the FAQ thread, creating a false dilemma from a totalitarian ruling drawn from misunderstanding creates complications in the rule base. In other words, hard ruling an over emphasis on the wrong parts of CW's entry invalidates entire PrCs like the Dragon Discipline and Ur-Priest as well as a specific ruling of the FAQ. A more accurate interpretation, that doesn't ignore rules, would at least concede that a PrC cannot invalidate it's self and if it would void another many benefits are not lost.
Simply put; once you changed race to qualify for the second PrC, you would no longer meet the prerequisites for the first. This isn't from the PrC's themselves, but rather an outside factor.Actually it's a PrC making the change so I'm not sure how you're calling it an outside factor. Dragon Disciple is "externally" outsourcing to the Half-Dragon Template too you know, and you should probably check the FAQ's expansion on CW's second paragraph in that depending on how you no longer meet requirements you may only lose what is directly required.
Renaissance: The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. So if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.It looks like this should be enough to qualify for different race stuff in most cases. It says nothing about subtypes one way or another, but it does say the race does change. Now, it wouldn't work for, say, turning from a Human into an Elan and trying to take Rapidstrike, as your type would still be Humanoid, but it could work for qualifying for Elan Resilience, Enhanced.
It looks like this should be enough to qualify for different race stuff in most cases.Maybe but you can't have it both ways Snake.
Modify Self (Ex): At 1st level and every three levels thereafter (at 4th, 7th, and 10th level), the shaper of form can gain one effect from the following list, achieved through applying shaping magic to her own body. The effect is permanent. The shaper of form can choose the same ability more than once—the effects of each ability stack with themselves.Human->Elf stacks with Elf->Human so you would look funny but more importantly you'd count as a member of of the Human & Elf Races because no one proof read the entry before cranking it out.
...We're essentially walking down a road that Changlings have already been down with their Racial Emulation Feat except that Feat was kind enough to further explain counting as a member of a race only goes so far as for Magic Items & Spells rather than the mechanical traits requirements check...
...Though you do not gain any of the humanoid’s traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example)...
Chaotic Spell Recall: 1/day/2 Abyssal Heritor feats you possess you can use a Swift action to regain an expended spell that has the Chaotic descriptor. Due to prereqs it's usable 2/day at the start, and you can use Embrace the Dark Chaos (don't need Shun at all) to get more uses without sacrificing your build's feat selection. At half the cost of the normal DCFS effects.
I don't understand how Embrace the Dark Chaos gets you more uses. You can change your feats but you still have the same number of feats, thus the same number of chaotic spell recall uses. What am I missing?You trade away Scribe Scroll, same number of Feats but now you have one less Item Creation and one more Heritor.
We all remember the Abyssal Specialist (DotU)+Planar Wizard 10 (PLH)+Chaotic Spell Recall (FC1) trick right?Yeah, I just updated and posted it but I used Dragon Magazine to snag the Chaotic Descriptor (and +1cl vs lawful targets) at the first level of Wizard giving you plenty of room to pick up Shadowcraft Mage & Mage of the Arcane Order as well. And don't forget Nightmare Spinner's bonus Illusion Slots. :)
Chaotic Spell Recall: 1/day/2 Abyssal Heritor feats you possess you can use a Swift action to regain an expended spell that has the Chaotic descriptor. Due to prereqs it's usable 2/day at the start, and you can use Embrace the Dark Chaos (don't need Shun at all) to get more uses without sacrificing your build's feat selection. At half the cost of the normal DCFS effects.
I don't understand how Embrace the Dark Chaos gets you more uses. You can change your feats but you still have the same number of feats, thus the same number of chaotic spell recall uses. What am I missing?
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
And SorO:That doesn't say Minotaur's Proficiency with a Great Axe is a Feat or refute that it's Feat entry says it only gains three for it's HD which excludes it's separate Proficiency entry. Likewise it doesn't change the entry on RHD/Type or assert Class-granted are multiple Feats either. :P
Speaking of Truenaming, the Disciple of the Word (http://alcyius.com/dndtools/classes/disciple-of-the-word/index.html) is an interesting class that can be entered pretty easily with a two-level Monk dip.
Since they aren't Utterances, the different Words don't have to deal with the Laws of Resistance/Sequence. There are also some neat effects, like replacing a bunch of skill checks with Truespeak checks, using a Truespeak check in place of a Reflex save, etc, etc.
"Hey, you know that class that is a silly hodgepodge of ki abilities? Let's add more and gate it behind a skill nobody uses."Pretty much.
Speaking of Truenaming, the Disciple of the Word (http://alcyius.com/dndtools/classes/disciple-of-the-word/index.html) is an interesting class that can be entered pretty easily with a two-level Monk dip.
Since they aren't Utterances, the different Words don't have to deal with the Laws of Resistance/Sequence. There are also some neat effects, like replacing a bunch of skill checks with Truespeak checks, using a Truespeak check in place of a Reflex save, etc, etc.
"Hey, you know that class that is a silly hodgepodge of ki abilities? Let's add more and gate it behind a skill nobody uses."
It also both advances and doesn't advance Flurry of Blows. Now that's fancy.I'm pretty sure the third paragraph is an extension of the second, or a continuance of if you are not a Monk. I agree it could have been written better though.
It can also serve to increase the hype of a BBEG, instead of a generic "oh he was banished by such and such" you could be like "He who we cannot name is not a silly pun as he is in fact an unnamed creature. The gods them selves banished him from the world for his deeds in such a way that the reality rejects the very presence of his true name. It cannot be said for it cannot be known."
We all remember the Abyssal Specialist (DotU)+Planar Wizard 10 (PLH)+Chaotic Spell Recall (FC1) trick right?Yeah, I just updated and posted it but I used Dragon Magazine to snag the Chaotic Descriptor (and +1cl vs lawful targets) at the first level of Wizard giving you plenty of room to pick up Shadowcraft Mage & Mage of the Arcane Order as well. And don't forget Nightmare Spinner's bonus Illusion Slots. :)
Dungeon Mag #100 has a level 8 spell Dire Reincarnation.Um. It's in the Dungeon Mag find thread that I made years ago...
I googled and found only this 1 mention of it
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).
I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).
I maintain that the designers were just too scared to assign reasonable LA to many of the LA: -- templates. It haunts their dreams along with casters in heavy armor and other over powered munchkinry.Here's a critique, I don't think after bitching about how the designers decided the list of monsters were not suitable for PCs you provided homebrew that apparently no one was interested in should offered as some kind of unchallenged rule breakdown over how missing a number is different than missing a number and one of those is totally a number is the kind of plug you should be selling for that thread.
I'd like to remedy this.
If you want to critique an LA, please do!
Shockwave and Force Hammer (both from Sharn, City of Towers) are low-level Save or Daze. Shockwave is a 3rd level 20ft radius out to close range (ideal for Sculpting), and Force Hammer is a 2nd level ray (metamagic the hell out of it). Unfortunately neither affects Constructs or Undead, but getting a little (nonlethal) damage in and dazing multiple targets is good for a pair of Evocation spells.
Dungeon Mag #100 has a level 8 spell Dire Reincarnation.Um. It's in the Dungeon Mag find thread that I made years ago...
I googled and found only this 1 mention of it
I even used it in my ultimate Beary Bear bear build.
I also think Holy Warrior (http://alcyius.com/dndtools/feats/complete-champion--57/holy-warrior--1405/index.html) is a pretty nice feat for spontaneous casters with access to the War Domain. Then it's essentially "your weapon attacks deal bonus damage equal to the highest unexpended spell slot you have."
I also think Holy Warrior (http://alcyius.com/dndtools/feats/complete-champion--57/holy-warrior--1405/index.html) is a pretty nice feat for spontaneous casters with access to the War Domain. Then it's essentially "your weapon attacks deal bonus damage equal to the highest unexpended spell slot you have."
I don't think after bitching about how the designers decided the list of monsters were not suitable for PCs you providedI understand your opinion. But I still find the designers not adventurous enough there and still I do find it a challenge :)
... apparently no one was interested in should offered as some kind of unchallenged rule breakdown...
I got something that (according to a quick site search) appears to be genuinely novel/fun/useful.
DMG2 has Bonding Rituals, which let a character ignore the normal prerequisites for creating an item (such as the ability to cast a certain spell), the exception being non-item-creation feats and caster level, which must either be met otherwise or be equal or less to current character level. The character must still expend the GP and EXP, meet the prequesites of the ritual (can be met by 3rd level), and they can only have one Bonded Item at a time.
The fun part: the Ritual of Faith (pre: Knowledge Religion (3 ranks), 2nd level divine spells) specifically mentions that it can be applied to phylacteries. This means that any character capable of casting 2nd level divine spells that has the means to boost his CL to at least 11 (e.g. Ghostwalk Circle Magic) can construct themselves a Lich's Phylactery, if he has enouch exp/cash to burn.
tl;dr: Ritual of Faith theoretically allows 3rd level Clerics to acquire the Lich template without wasting permanent resources.
Well, Wilder into Anarchic Initiate is a standard way to reduce Psychic Enervation chances.
Didn't both Bhu and PLZ take on something to do with " LA: -- " templates?I gave a serious inquiry to a difference between those without an LA line and those with an LA:-- line by trying to actually give fair integer numbers. No one else was up to the challenge (http://www.minmaxboards.com/index.php?topic=10815).
"--" has specific rules meaning, it equals non-ability. the monsters without an LA line could be assumed to be the same, but that is not stated anywhere i'm aware of.Basically per MM1 the line is included if it's meant to be playable Race, reverse cast would be any entries that omits it is not. An no value entry (the dash) is a second way to say it's not a playable Race. The second is a technically better filing system because you have to confirm 'no' rather than imply it and relaying on if the entry was missing or not can cause all sorts of problems.
In other news, Page 32 of RotD gives specific rules on lost prereqs. Its in a sidebar, so one could try to look at it from a limited perspective by RAI, but the RAW plainly says "In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place." It goes on to repeat the familiar chassis benefits from CW.Funny thing about RAW is Feats and many Class Features are not Special Abilities and
The technical details of giving up your previous race and taking on the aspects of the spellscale race are different from those for a character who assumes a creature template.One can also argue that those rules "in general" expressly apply to Races and Templates do not use those rules.
No Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.
Here's one that's... unique, as far as I can tell.
The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:QuoteNo Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.
If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."
Here's one that's... unique, as far as I can tell.
The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:QuoteNo Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.
If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."
My guess is that it's the second one, someone didn't like standardized language when they wrote that...
I think the ability says "this will break your mind and if you're a grammar nazi it will physically hurt to read the following entry".
A) Each time the harpoon damages a creature, they have to make a Reflex save vs. 10 + [Damage Dealt], or else they get harpooned.
C) Pulling out the harpoon takes a full-round action and two free hands - it deals 1d10 damage unless you make a DC 15 Heal check.
No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.In 3.0 it deal as much going out as in I think, but yeah they nerfed it to 1d10.
No good way to make C harder other than to prevent them from even attempting it...If only we could negate that heal check and pump the damage.In 3.0 it deal as much going out as in I think, but yeah they nerfed it to 1d10.
Since there is no Attack Roll precision damage doesn't apply and it doesn't note it "hits" again which cuts out virtually all WSAs. However, Quick Draw says throw multiple Harpoons into someone instead of a sticky shield just tie it to an Unmovable Rod using a heavy duty Adamantine chain so they can't really even Break/Sunder the line either.
Here's one that's... unique, as far as I can tell.
The Knight Protector of the Great Kingdom (https://dndtools.net/classes/knight-protector-of-the-great-kingdom/) has a feature called No Mercy:QuoteNo Mercy: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight's full attack bonus.
If I'm reading that right, does that mean that a Knight Protector of 6th level could make two attacks of opportunity against anyone who provokes one from them? Or is it just a really clumsy way of saying "Yeah, you can make another attack of opportunity each round. Woo."
Targeted Dispel
...
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel
...
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htmTargeted Dispel
...
You automatically succeed on your dispel check against any spell that you cast yourself.Quote from: http://www.d20srd.org/srd/spells/dispelMagic.htmArea Dispel
...
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Anyone ever notice that dispel magic automatically dispels your own spells when used in targeted form, but lets you choose whether or not you automatically dispel your spells as an area dispel?
Ice Weird + Snow Weird have the best looking Divination spam :
http://www.realmshelps.net/monsters/block/Weird,_Ice
http://www.realmshelps.net/monsters/block/Weird,_Snow
Prescience (Sp): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: clairaudience/clairvoyance, contact other plane, detect thoughts (DC 18), discern location, find the path, foresight, greater scrying (DC 23), legend lore, locate creature, locate object, tongues, vision. Caster level 18th.
1st thought, is COP is too dangerous to bother with, given how good the rest of it is.
2nd thought, Free Action as an epic spell metamagic-y thing is about +10 spell levels (+20 DC).
Some of these had much longer casting times than 1 round, so the real number is bigger.
3rd thought, how many Free Actions like this can you do per round?
Deities have a clause about that, but idk anything else.
http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#automaticActions
wow :love
Ice Weird + Snow Weird have the best looking Divination spam :Man... WTF is wrong with the morons who wrote these things up? :witsend How in the F is that a CR 15? It casts like a level 18 sorcerer, and has a ton of other crap it can do...
http://www.realmshelps.net/monsters/block/Weird,_Ice
http://www.realmshelps.net/monsters/block/Weird,_Snow
Horn of Gorgon allows a better ratio of inherent Str on the 3rd casting. You'll still get +5, but not spend so much XP. The 400 some gp is still a material component, so you can't use crafting cheese with it like you could a tome.
Horn of Gorgon allows a better ratio of inherent Str on the 3rd casting.You should cite your source, specially when it comes to optional Material Components which no one has ever indexed before.
Horn of Gorgon + a Fell Energy Wish lets you do it on the first casting if you're Undead at the time.Not really.
Horn of Gorgon: Gorgon horns soften when soaked in a particular kind of rare vinegar. If this horn of gorgon is then used as a component in the casting of any spell that enhances Strength—whether by an enhancement bonus, a size increase, or any other means—it adds 2 to the subject's Strength, on top of the spell's normal effects. Price: 575 gp.The horn actually adds it's own bonus to Strength that's applied on top of the Spell's effect rather than directly increasing the bonus the Spell provides.
I thought the elemental wierd abuse was well known. The free action limitation helps RAI reign in some of the RAW free action silliness (but not the commoner railgun) ...
TransmutationInterestingly this is a straight trade across that doesn't check your List or even casting ability, and no the chapter header doesn't even imply it's dragon only (since it says the spells are employed by dragon slayers). A Sorcerer could trade with a Bard whom could trade with a Rainbow Servant Warmage whom traded with a Wu Gen whom traded with a Child of Eberron Gold, etc.
Level: Sorcerer 5,
Components: V, S, M, XP,
Casting Time: 10 min.
Range: Touch
Target: You and one willing creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.
This spell allows two willing dragonblood creatures to trade known spells. The two creatures agree upon a spell to swap. These spells must be of the same level, though not of the same school. This effect does not grant the creatures the ability to learn more spells. When a spell is traded, it is no longer in the repertoire of the trader. Each participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell.
For instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer). They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration. When the trade is decided and the spell cast, each expends 800 XP (100 × 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells). The old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen.
Material Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade.
XP Cost: 100 x the minimum caster level necessary to cast the traded spells. Both participants expend this amount.
Special: Only dragons and dragonblood creatures can cast this spell.
That looks like you could, for example, have a Favored Soul and a Dragonblood Sorcerer swap some spells.Yep, it also can cause an inflation of all the good spells.
Here's a bizzare question: how does it work with Spirit Shamans?Short answer? Thank Mystra it has an XP cost to prevent constant spam.
Here's a bizzare question: how does it work with Spirit Shamans?
Even with my cold dead heart, I cracked a smile.(click to show/hide)
Mostly for getting LE right. ;)
I actually ate Peanut Butter this morning :tongueI don't really think the D&D fun finds thread is where your supposed to talk about what things you've stuck into peanut butter.
My kitty avatar's Tail hates peanut butter, gotten stuck once too often.
aDMg, all those links are coming up 404 for me. Is there something I'm doing wrong?
aDMg, all those links are coming up 404 for me. Is there something I'm doing wrong?
Well done Kethrian.
AdmG you pointed out an elegant recharge setup there (and earned a fix I had overlooked).
If an AoE is centred inside the hole, you would not be protected, though it would only fill that space ...That means it would be RAW possible to Evade a blast that filled only the exact same area as your body.
Antimagic field says it suppresses "any spell or magical effect used within, brought into, or cast into the area," which doesn't include spells cast through the area, and Rules Compendium p11 clarifies that antimagic areas don't block line of effect. So offensive spells can be cast into the hole in the AMF just fine.
But Selective Spell doesn't exclude an area, like Sculpt Spell or whatnot does. It excludes one creature. So basically you are wearing a skin tight AMF. So all of your own items and spells should still work fine. You can walk up to the polymorphed fighter or wild shaped druid and suddenly all of their buffs disappear with no loss to your own. :cool
You're not covered by the protection if you're not affected by the spell.That's not entirely true.
2) One such exotic shield, the Shield Gauntlet, leaves your off-hand empty. By RAW, you can use a Shield Gauntlet and stuff like Einhander at the same time.
2) One such exotic shield, the Shield Gauntlet, leaves your off-hand empty. By RAW, you can use a Shield Gauntlet and stuff like Einhander at the same time.
hmm , I bet CapQ's got some stuff for that.
Could use it with the PsyWar soulknifey thing ... somaybethat opens shield mods into that.
Could use it with Monk + Tash.
Could use 2 of them (or more).
There is technically nothing stopping you from using a Shield Gauntlet and wielding a shield in that hand as well (it specifically says you can't wield weapons).
It's like you've been reading my builds, Sam... (the one's I haven't made public)
A bit of a crazy thought:Add on to that that the Tooth of Leraje gives a spell-like ability. Free CL20 Greater Magic Weapons all day.
5th level spellthief gets steal spell-like ability. For whatever reason, doing so doesn't use up a use of said spell-like ability; all it does is keep the owner from using it for 1 minute or until the spellthief uses it once. Said theft can be done by sneak attack . . . or by touch from a willing target.
So . . . infinite uses of party spell-like abilities.
A pair of Gnome spellthieves would be . . . irritating.
Drow with some feats would get thoroughly ridiculous.
And of course, subvert a Halfling with a Mark of Healing for unlimited out of combat cure light wounds.
So . . . infinite uses of party spell-like abilities.
So . . . infinite uses of party spell-like abilities.
Timeless Pool has one time stop per year as an SLA....
to the '73 The Hues Corporation tune Rock The Boat :
Nerf the Nerf
don't nerf the nerf baby
Nerf the Nerf
don't nerf the nerf over
Nerf the Nerf
Rules Compendium p134 on area effects of spells; the wording seems to retroactively include as an "area effect spell" any spell that has an area in any part of the targeting or effect, regardless of whether it has the "area: x" entry or not.
This allows Arcane Archers in particular a much wider array of spells than was previously commonly defined. Lines, spreads, bursts, emanations, even the haste spell.
probably previously posted and/or known, but I just noticed this for the first time today. I'm slow like that.
Rules Compendium p134 on area effects of spells; the wording seems to retroactively include as an "area effect spell" any spell that has an area in any part of the targeting or effect, regardless of whether it has the "area: x" entry or not.
This allows Arcane Archers in particular a much wider array of spells than was previously commonly defined. Lines, spreads, bursts, emanations, even the haste spell.
probably previously posted and/or known, but I just noticed this for the first time today. I'm slow like that.
googles, BG 0 , MMX 1 but different topic , giantitp 3 but different topics
Might be completely new ... :clap
It even counts spells that target multiple creatures and/or objects as an area effect spell.Form how it's worded it seems like Chain Lightning would count (but not haste).
Hunter's Mercy (Spell Compendium, p. 117)It's pretty much always beneficial.
Transmutation
Level: Ranger 1,
Components: S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Your eyes glow red, but you see the world as normal except when you look at your target. A small glowing dot reveals the creature's weakest point.
This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit. If you don't hit in the round following the casting of this spell, the effect is wasted.
Unusual AreasThe first chosen target of haste sets the 30ft limit for all other targets which seems like an area (I'd call it more of a range limit through), but more importantly is you can pick and choose which people you play tag with.
A few unusual area spells have special rules for how the area works
Creatures: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.
Spells target "enemies within 60 feet" should be ok.Yeah that should work just fine since "some kind" is included. But Chain Lightning uses primary/secondary targets and "You choose secondary targets as you like" so the Spell's rules exclude it even if you verbally announce your intended to target all possible enemies you can so it was a bad example on my end.
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.
It has this unbelievable line : " ... wizards can copy from their mentor's spellbook at no charge ... "
Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.
It's like you've been reading my builds, Sam... (the one's I haven't made public)
@vaz, ardent isn't necessary for that. Learning any power via chirurgery you want is in the SRD. This is why DMs ban StP
Psychic Chirurgery requires someone else to be there and to willingly give it to you,Actually like all StP Erudite things, it's all about who you can capture. For example, Third Eye(power thieve) lets an Erudite directly steal Psychic Chirurgery from a Telepath using a DC 16 Will Save, he can then Manifest Fission and use the burrowed Psychic Chirurgery to permanently learn it.
Call Weaponry (http://www.d20srd.org/srd/psionic/powers/callWeaponry.htm)(blaster rifle (http://archive.wizards.com/default.asp?x=dnd/d20m/20060505a)).
Bonus points, there is an Antimatter Launcher (8d12 damage, 5d12 splash) in FutureTech too.
Does the power armor count as a weapon too? ;DProbably not since it's armor and it's integrated "weapon" is specifically just a laser pistol. It's probably the same case with mechs too, but maybe mech weapons would work? The V-14 Antimatter Cannon deals 10d12 per shot (and splashes for 6d12) and any mech can equip it as a two-handed weapon so we know a Large-Sized creature can operate it.
Does the power armor count as a weapon too? ;DProbably not since it's armor and it's integrated "weapon" is specifically just a laser pistol. It's probably the same case with mechs too, but maybe mech weapons would work? The V-14 Antimatter Cannon deals 10d12 per shot (and splashes for 6d12) and any mech can equip it as a two-handed weapon so we know a Large-Sized creature can operate it.
A first level Savage Progression Duergar (http://archive.wizards.com/default.asp?x=dnd/sp/20040213a) Monk approaches a burger food-truck and says "make me one with everything." The Monk pays with a $20 bill, which the vendor takes, puts in his cash box, and closes the lid. "Where’s my change?" the Monk asks. The vendor replies, "change comes from within." So the Monk uses his hidden talents (http://dnd.arkalseif.info/dndtools/feats/expanded-psionics-handbook--65/hidden-talent--1387/) to pull out a gun and points it at the vendor. The vendor says, "Hey calm down. Here is your change. Man, I thought you guys were all about that inner peace." To which the monk replies, "This is my inner piece."
It is funny... but why a savage progression duergar? What am I missing there?At the moment it was (and still is) the only way I could think of for a 1st level creature to wield a Two-Handed Large-Sized weapon. Monkey Grip applies to Melee only, all Powerful Build Races have +1 LA, Large Creatures have RHD, etc.
Or even just say "Hey DM its core to just pay someone (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices). Here's the money." Yes it's expensive, but it's explicitly cheese-free. It most it will require you learning chirugery yourself, which is a great idea for a dedicated manifester anyway to reduce how much you spend on NPC castings/manifestings.Psychic Chirurgery requires someone else to be there and to willingly give it to you,Actually like all StP Erudite things, it's all about who you can capture. For example, Third Eye(power thieve) lets an Erudite directly steal Psychic Chirurgery from a Telepath using a DC 16 Will Save, he can then Manifest Fission and use the burrowed Psychic Chirurgery to permanently learn it.
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.I suppose the Apprentice feat could be abused, but honestly wizards don't pay to have access to other spells anyway.
It has this unbelievable line : " ... wizards can copy from their mentor's spellbook at no charge ... "
Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.
Planar Familiar feat http://www.realmshelps.net/charbuild/feat/Planar_FamiliarI was about to say you found a fixed 3e loophole in the summons-can't-use-their-SLAs to still get the SLAs of a creature by making it your familiar. But then I realized that this only gets you powerful, unbanned SLAs rather than broken ones. Almost!
... can get a Mirror Mephit at level 7.
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.
It has this unbelievable line : " ... wizards can copy from their mentor's spellbook at no charge ... "
Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.
Now we just need a mentor-of-the-month....
Archivist and Erudite wanna take a closer look at the Apprentice Spellcaster feat.
It has this unbelievable line : " ... wizards can copy from their mentor's spellbook at no charge ... "
Obviously a wizard likes this too, but this is MAJOR for Archivist, and an even bigger boon for Erudite.
Now we just need a mentor-of-the-month....
iirc it was Lycanthromancer that spotted / pimped the Wiz 1 sells his spellbook with >>>+++ level 0 spells, for a big pile of money.
Now a Wiz 1 can do the same thing, but with as many level 1s as a level 10+ Mentor has come across.
T.O. at level 1 for sure.
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own (see Adding Spells to a Wizard’s Spellbook, page 178).
ADDING SPELLS TO A SPELLBOOK
Spellcasters who use spellbooks can add new spells to their spellbooks through several methods.
Gained Spells
Spellcasters who use spellbooks perform spell research between adventures. Each time such a caster attains a new level in the appropriate arcane spellcasting class, that spellcaster gains spells to add to the spellbook according to the class’s description and any restrictions from specialization. Spells so gained must be of spell levels the caster can cast. Spells gained in this way don’t have the time and money costs for spell’s copied or researched (see Writing a New Spell into a Spellbook and Researched Spells).
Copied Spells
Spellcasters who use spellbooks can add a spell to their book whenever they find one on a scroll or in another caster’s spellbook. The spell to be copied must be on the copier’s class spell list. No matter what the spell’s source, it must first be deciphered. Next, the decipherer must spend a day studying the spell. At the end of the day, if the decipherer can learn the spell, he makes a Spellcraft check (DC 15 + spell’s level). If the check succeeds, the spellcaster understands the spell and can copy it into a spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook unharmed, but a spell successfully copied from a scroll disappears from that scroll. If the check fails, the spellcaster can’t understand or copy the spell. After such a failure, the decipherer can’t learn or copy that spell again until he gains another rank in Spellcraft. A spell that was being copied from a scroll doesn’t vanish from the scroll in this case. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.
Is there even a restriction anywhere that you have to be abke to cast the spell in order to scribe it into your spellbook?Quote from: PHB57At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own (see Adding Spells to a Wizard’s Spellbook, page 178).Quote from: RC160, the updated entry of PHB178ADDING SPELLS TO A SPELLBOOK
Spellcasters who use spellbooks can add new spells to their spellbooks through several methods.
Gained Spells
Spellcasters who use spellbooks perform spell research between adventures. Each time such a caster attains a new level in the appropriate arcane spellcasting class, that spellcaster gains spells to add to the spellbook according to the class’s description and any restrictions from specialization. Spells so gained must be of spell levels the caster can cast. Spells gained in this way don’t have the time and money costs for spell’s copied or researched (see Writing a New Spell into a Spellbook and Researched Spells).
Copied Spells
Spellcasters who use spellbooks can add a spell to their book whenever they find one on a scroll or in another caster’s spellbook. The spell to be copied must be on the copier’s class spell list. No matter what the spell’s source, it must first be deciphered. Next, the decipherer must spend a day studying the spell. At the end of the day, if the decipherer can learn the spell, he makes a Spellcraft check (DC 15 + spell’s level). If the check succeeds, the spellcaster understands the spell and can copy it into a spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook unharmed, but a spell successfully copied from a scroll disappears from that scroll. If the check fails, the spellcaster can’t understand or copy the spell. After such a failure, the decipherer can’t learn or copy that spell again until he gains another rank in Spellcraft. A spell that was being copied from a scroll doesn’t vanish from the scroll in this case. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.
Gotcha, so as long as the copied spell is on your spell list you can add it through that method regardless of you being able to cast it. That is what I thought.Yep, pretty much.
Instantaneous Effects
Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.
Do any other 2nd party groups do any of these things?Dragon Compendium is basically a reprint and the people in charge of Dragonlance published updates to previous books in their newer books which isn't a full reprint but it's at least a revisit. I really don't know much about Kok through other than I love the acronym.
Found another possible one:
The wording of the Free Manifesting ability of the Metamind could be technically interpreted as to override the Unique Powers per Day limit of the Erudite.
I could be wrong, but I always thought it was the other way around. Things would appear in Dungeon or Dragon Magazine, and then be published in an official book if it got a positive reception.But besides the reality of the situation, the question is if the material ever does said reprinting for KoK or ravenloft or whatever. I don't think they do (which tells you something), but I can't check.
Of course, there's a lot of cross pollination between the magazines and WotC. Big name authors did side projects with the magazines, and some of the contributors went on to write for WotC.
Found another possible one:
The wording of the Free Manifesting ability of the Metamind could be technically interpreted as to override the Unique Powers per Day limit of the Erudite.
+1
I was sitting on this one, so yeah I agree. BUT only after you've doled out your normal allotment of uniques. Otherwise the "free" is only referring to cost (probable r.a.i.) , with the wording loose enough to allow this.
Especially good with Linked Power.
I was sitting on this one, so yeah I agree.If you're on the bench ADM then an unreasoned opinion on the matter shouldn't push you.
one of my dm's insists that anything linked with that feat also counts against unique powers per day.Seeing how that's how it works in the first place, good.
A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action.
Fake internet points to the person who can come up with a way to full-attack with one, or to increase the range beyond a 10' cone.You mean besides just buying more than one of them with Quick Draw right? :P
Quote from: MM3 pg 58A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action.
Moreover, it uses sand as ammunition, which seems to imply the existence of enchanted sand which I find amusing.
Gee. THANKS. Now I gotta figure out how to price SAND.Just check out your lawn and garden store; they'll get ya a price. ;)
That definition of sprinkling on the heart sounds very wrong. If I were to sprinkle salt on the top of a filing cabinet, have I sprinkled the salt on a steak in the 2nd drawer? No. In order to sprinkle something on something else, it must make contact. Otherwise, you're just sprinkling it on whatever is in the way, such as a creature's hide. In fact, under the effects, it further clarifies that you "season" the heart.
The powder must be mixed with a recently killed enemy’s blood and sprinkled on its heart. Preparing and consuming the heart in this way takes 3 rounds.
Now... I know that sounds evil and stuff, butQuestion, does it say sprinkle on his chest? Maybe it says to sprinkle on his face? His neighbor's pet dog? Hey while we're at it, do you really think if a women in porn gets hit in the face that she will get pregnant? I feel like I was just on yesterday making pretty much the same point... :(
the sprinkled "on" it's heart does not exactly indicate to me it must be direct.
A camellia can be used only once.after the fort save (mentioning Selûne) and before the CL
Now... I know that sounds evil and stuff, but
the sprinkled "on" it's heart does not exactly indicate to me it must be direct.
So it's not nearly as good of a deal; it too is just a 'scroll+'.Ahh bummer. Totally missed that since it's right next to the part I tend to skip.
I wonder if Gentle Repose, or Quintessence could extend that 1 minute timer.Quintessence is broadly worded enough that it should work fine, Gentle Repose on the other hand only prevents decay and reanimation.
It seems like it could have some seriously fun situational uses.So it's not nearly as good of a deal; it too is just a 'scroll+'.Ahh bummer. Totally missed that since it's right next to the part I tend to skip.
Still pretty handy through.
So we need quintessence to make the "Our halfling just ate a Whale heart in 18 seconds flat. What happens when we put tasty stew in our catapults and coat your castle walls with them?" intimidation tactic.I wonder if Gentle Repose, or Quintessence could extend that 1 minute timer.Quintessence is broadly worded enough that it should work fine, Gentle Repose on the other hand only prevents decay and reanimation.
Got an obscure and rather useful spell:
Womb of the Earth is a 1st level cleric spell from Dragon 279 p. 35. It's Transmutation, casting time of 15 minutes, Range of Close, an Area of 15 ft burst +10 ft/level, with an Instantaneous (D) duration. In turns an area of natural light vegetation into a miracle-grow field that causes "food plants" (of a type specified of at the type of casting) to grow to harvest maturity in 24 hours. After harvesting the ground returns to its prior condition.
Damn. And thus another broken food generator appears...
and even one ear of corn has to be more than e-7 servings.fyi
Barbarian: There are not many barbarians among the undead, but gangs of barbarian ghouls and ghasts are used as shock troops by the more powerful lords of Xaphan. A raging undead barbarian does not gain an increase in Constitution (or anything dependent upon Constitution such as hit points or Fortitude saves) but uses its normal Charisma modifier instead of its Constitution modifier to determine how long a rage lasts. Because undead are immune to fatigue, an undead barbarian is not penalized when a rage ends.
Charisma: A creature’s Charisma modifier affects the save DC for any spell-like abilities it has. Use Charisma for anything pitting the creature’s will against an opponent, such as gaze attacks, charms, compulsions, and energy drain effects. Also use Charisma for any DC that normally would be based on an ability score the creature does not have. For example, undead have no Constitution score, so any poison attack an undead creature has would use Charisma to determine the save DC.
And it states it must happen within 1 minute of the corpse having died, so you have almost a full minute to haphazardly tear a heart out of a chest; a fairly easy thing when you think of it as almost 10 entire rounds worth of actions.
I don't know how I missed this for the 15 years I have been playing 3.0/3.5, but if you look in Deities & Demigods and the Dragon magazine article on Olidammara you can notice that he has an affinity for creatures with shell and carapace.
Well....(click to show/hide)
These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
QuoteThese new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
From Sorcerer's Spells class feature....Does this technically mean Sorcerers can learn spells outside the Sorcerer/Wizard spell lists?
Game Rule Information: As described in the Player ’s Handbook. Sorcerers can use either the wizard/sorcerer spell list from the Player’s Handbook or the wu jen spell list in Chapter 7.
Whoa you can learn Wu Jen spells? Cause, much like Paladin spells, theres some real nice gems in all that rough.
Leadership as always offers a solution. Take a Sorcerer Cohort that choose the Wu Jen Spell List and use Dragonblood Spellpact to trade Spells around. Trading 700xp to gain Body Outside Body is worth it, and by level 16 you can swap a Spell Known to relearn what you traded away anyway.I don't see a line in that spell which requires both participants to be Sorcerers (nor to cast like Sorcerers, though in the example they both do).
If you can use Dragonblood Spell-Pact to get off-list spells, then surely you could use a Dragonblood Wizard / Wu-Jen / Druid / Bard / Chameleon or whatever to get lower-level versions of on-list spells.Probably simultaneously yes and no.
EDIT: Oh, yeah, and I just noticed something about the Beauty's Bounty feat from the old Fey web enhancement. It gives you +1 HP for each point of Permanent Charisma you gain. It's still pretty crappy, but it's a bit interesting.It's example includes Ability Damage which really isn't what I'd consider "permanent" so like an Amulet of Health, a Cloak of Charisma should affect your HP as well.
If you fail your save, you are unaware that you have been affected by a power.
Ergo, fail your save and you don't know you just took damage.... :lmaoI think you're be aware of losing HP, you'd just have no idea why.
Expanded Psionic Handbook, p62 - reading the power descriptions, saving throws section.:lolQuote from: Failing a Saving Throw against Mind-Affecting Powers:If you fail your save, you are unaware that you have been affected by a power.
Mind Thrust (among others) is a damaging power that happens to be both Mind-Affecting and allows a save.
Ergo, fail your save and you don't know you just took damage.... :lmao
Expanded Psionic Handbook, p62 - reading the power descriptions, saving throws section.:lolQuote from: Failing a Saving Throw against Mind-Affecting Powers:If you fail your save, you are unaware that you have been affected by a power.
Mind Thrust (among others) is a damaging power that happens to be both Mind-Affecting and allows a save.
Ergo, fail your save and you don't know you just took damage.... :lmao
That's +4 or 5 CLs for totes cheap.That's not how it works1, I know it's some kind of bad habit a lot of people have but you should try to stop over emphasizing one word and then making up the rest2 instead of reading the entire thing.
Primitive Caster feat is supposed to be casual ... but instead it's bonkers.Not really, pretty much every Spell has a Verbal and Somatic Component barring the ones designed not to have them (like ddoor has no somatic so you can escape a grapple). So all you really get is a +1CL benefit that requires a successful Wisdom-based Skill Check in something no one will ever have any Ranks in with the catch that you can only make this Check in a very specific environment, and by standards a Feat is worth +1CL or more to begin with. Sure you could waste of Psionic Minor Creation's to access it but that Power can already provide you with optional Material Components without paying some sort of Feat tax.
I'm not sure what the problem is.My guess? You saw you could create a Psionic Item called a Potion of Mind Thrust and assumed that meant it turned your ability to Manifest Powers into Casting Spells and then you built off that and claimed that you could apply a Spellcasting Feat that affects Spells & CLs to a Manifested Power for an ML increase.
Augmented Subtype: A creature receives this subtype when-
ever something happens to change its original type. Some crea-
tures (those with an inherited template) are born with this subtype;
others acquire it when they take on an acquired template. The aug-
mented subtype is always paired with the creature’s original type.
For example, a wizard’s raven familiar is a magical beast (aug-
mented animal). A creature with the augmented subtype usually
has the traits of its current type, but the features of its original type.
For example, a wizard’s raven familiar has an animal’s features and
the traits of a magical beast.
Traits: A magical beast possesses the following traits (unless oth-
erwise noted in a creature’s entry).
— Darkvision out to 60 feet and low-light vision.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
A Core find in the Helm of Brilliance.
Among all the fire spells and explodey bits everyone knows about, there's one line that's a bit of a gem:Quote from: DMGThe wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
That's it. Notice that there is no cost and, more importantly, no duration listed. Sure, 1d6 fire damage on a weapon doesn't mean much at the point you have a 125k gp item, but being able to apply that to the weapons of an entire army is a pretty good deal.
I'll be crossposting this to Pathfinder fun finds because not only did they not change this bit, but they made a far cheaper version of the helm that still has this ability! 18k for applying the Flaming weapon quality to as many weapons as you want on top of the items other abilities is nuts.
(https://target.scene7.com/is/image/Target/13799840?wid=520&hei=520&fmt=pjpeg) | The STFU Caster Class: Eclectic Learning Warmage 4 / Warlock 3 / Eldritch Theurge 6 / Warmage 2 / Eldritch Theurge +4 / Any 1 Skills: K-Arcana 8, K-Planes 8. Feats: Snowcasting, Energy Substitution(fire), Energy Admixture, Searing Spell. Spells: Streamers, (Deeper) Darkness. Innovations: Vitriolic Blast. Items: Anything that helps result in a CL of 19 or higher. |
The effect produces four Streamers at once and each time your target takes an Action, any Action, each one of them attacks the target potentially dealing an average of 138 damage. This can literately force a creature with the Fire Subtype to take 69 damage for talking.
Also, since it's not an Instantaneous effect, Antimagic Field still suppresses it like most spells.Rechecked and yeah it should probably be handled like a Summon or something causing it to wink out in Antimagic.
Yeah, but you do only hit them once for the entire monologue. Still kind of nice, and you can pile on other Metamagic Effects into this too.Only one streamer can trigger per target per action, so subsequent streamers trigger on subsequent actions.
NEVERMIND I was going from memory. They seem to be able to pile on.
Activate Class AbilityUnlike Eberron, UA's Action Points works on anything and only costs one point.
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
The only question of legality comes down to technicalities if a character casting a spell out of the ring makes them a spellcaster at that specific point or not.Better question to ask your self is would you allow that Barbarian to enter the Incantatrix PrC because they have two of those rings?
Anyone can buy access to Infusions. ;)Artificerreally is the person who says "screw the rules, I have money" when you start mixing all these ingredients already mentioned.
Then there's Primordial Scholar as well, practically giving you infinite 1st-5th spells.I never understood why people bring that Class up. It takes 2ap to recover a Spell Slot, not 1, so you are limited unless you tap into a real loop like a Mongoose with Raging Luck (assuming it works). Also if your DM allows the UA's version of Action Points.
Spell RecallCheck out Emulate Feat while you're there too for your Blade of Orien, Martial Study is pretty awesome.
Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.
I wonder if there's any substance to a Decisive Strike Monk using UH and Dragonmarked Fist.Probably, there is an inherent problem with a Monk's Unarmed damage is it's probably even more broken than the existence of charge multipliers but at least there are more ways to play with it. Like you could spam attacks, or hit hard on AoOs while taunting your foe as an expression of awesomeness, or you could just ramp the damage up so high you never need more than a Standard Action to kill your opponent One-Punch Man style.
Then there's Primordial Scholar as well, practically giving you infinite 1st-5th spells.I never understood why people bring that Class up. It takes 2ap to recover a Spell Slot, not 1, so you are limited unless you tap into a real loop like a Mongoose with Raging Luck (assuming it works).
Mystery of Xen'drik
Choose one of your known spells, of a level equal to your class level or lower, (only characters with a spellbook or a spells known list can choose this option:) You can spend 2 action points to cast that spell without counting it against your daily limit. If you normally prepare spells, you need not have prepared a spell to cast it in this way.
Secret of Power
Spend 1 action point to regain a number of spells (or spell slots, if you cast spontaneously) that you have already cast today. The total levels of the spells or spell slots regained can't exceed your class level.
I think the only thing about Mystery of Xen'drik that is worth considering is that for a prepared caster,*Ahem* Echoing Spell.
Mystery of Xen'drik is the name of the more expensive class ability. It is not the name of the book. :PPretty close through. :P
Those magic item effects are amazing. "The item appears much larger than normal but functions as a normal sized version" is straight up "here's your anime bullshit stop asking"Combine it with the last one, your eyes become twice as large as normal with modified irises.
The Buffeting Fists graft (MoE) is just about the best anti-archer defense.Nice for mundanes I suppose, but a Wandhilt & UMD can do better.
Abjuration
Level: Drd 4, Sor/Wiz 4, Stf 4; Components: V; Casting Time: 1 immediate action or 1 full round (see text); Range: Personal; Target: You; Duration: Instantaneous or 1 round/level (see text).
With an arcane word, you create a shimmering field of golden light around your body that pulses and wavers before vanishing.
Whenever you are the target of a ranged attack or a ranged touch attack, you can cast this spell to deflect the attack toward another target within 30 feet. Use the same attack roll. If the redirected attack hits the new target, resolve it as normal. Otherwise, the attack fails. If you extend the casting time to 1 full round, the duration changes from instantaneous to 1 round per caster level.
So basically, you have infinite free movement while walking on snow. Damn.
I think the only thing about Mystery of Xen'drik that is worth considering is that for a prepared caster,*Ahem* Echoing Spell.
I also love the extra Magic Item Effects, heck those count as a Fun Find on their own. Page 157, some of the effects are simply flavorful like your footsteps are on fire briefly. But there are some useful minor things like for +50gp your Cloak of Charisma also makes your eyes glow and you gain a +1 circumstantial bonus to Intimidate or adding a +2 bonus to Concentration Check when trying to use the Magical Item for +100gp. +50gp for +1 Cold damage with Unarmed Strike isn't bad either and adds the ability to cool your drink down by punching it. There is also a strange everyone within 10ft tastes honey and you gain a +1 moral bonus to Diplomacy one too, but hey it only costs 50gp and it can be added to any Magic Item so why not.
What book again, please?
A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.
Another case of was the guy writing this paying attention.They don't have frightful presence, but the formula for frightful presence DC (10 + half HD + Cha) can be applied to them. Still a mistake, but a fairly-minor one.
Blue Dragons have Sound ImitationQuoteA juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.
Juvenile Blue Dragons don't have frightful presence yet, so what is the DC supposed to be?
In the SRD it turns out they just changed it to a Bluff Vs. Sense Motive check.No, they didn't.
QuoteIn the SRD it turns out they just changed it to a Bluff Vs. Sense Motive check.No, they didn't.
As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.
Found a neat trick with the old gish standby of Whirling Blade.Quote from: Whirling BladeAs you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
+Quote from: Iaijutsu FocusIf you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.
That bumps Whirling Blade up from "might clear a few mooks" to "Skillmonkey is FIRIN HIS LAZOR"
You project an instantaneous surge of mental energy that overwhelms a weak-minded foe.
The target stops and stares blankly, fascinated for 3 rounds.
In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.
I just noticed the duration of "Trance of the Verdant Domain" is "instantaneous". I don't know if they intended the secondary effect to only be active as long as the fascinate effect is up, or if you leave a lingering mindfuck FOREVER.QuoteYou project an instantaneous surge of mental energy that overwhelms a weak-minded foe.
The target stops and stares blankly, fascinated for 3 rounds.
In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create.
Found a neat trick with the old gish standby of Whirling Blade.Quote from: Whirling BladeAs you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
+Quote from: Iaijutsu FocusIf you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check.
That bumps Whirling Blade up from "might clear a few mooks" to "Skillmonkey is FIRIN HIS LAZOR"
Do remember that "flat-footed" =/= "denied Dex to AC". Iaijutsu Focus really is situational.
(Actually, now that I look at it, there's nothing actually saying you have to attack in melee, or with the weapon you drew. So you could just draw a dagger and then shoot someone with a crossbow, or throw the dagger - with Quick Draw you could actually full-attack by drawing and throwing a bunch of daggers. Flat-footed is still a major limiter, though.)
Requires a slashing weapon, so crossbow bolts are out unless they do that. I seem to recall a netcutter variant or something along those lines.I was mentioning it for Iaijutsu Focus in general, not specifically Whirling Blade.
Considered official material due to being licensed, the Legacy of the Blood sourcebook for Ravenloft produced by the now defunct imprint Sword and Sorcery Studios owned by White Wolf has some fun finds; I'll share one that struck me as interesting:
Create Device, a crafting feat that allows one to duplicate magic (and presumably psionic) effects via an explicitly non-magical "device". Despite being described as a "family feat" specific to a certain bloodline (Chapter Seven for those who can find the book), the feat itself is tagged as [General] allowing anybody to take it. Accompanied by a Scientist prestige class loaded with various Weird Science™ effects, as well as new alchemical items.
It costs the same as crafting the equivalent magic/psionic item, however "power sources" must also be crafted which is an additional cost. Devices also burn out (run out of charges) at the same rate as the equivalent magic items, requiring replacement.
More interesting stuff to be found, but I'll let others excavate.
couple of DMag #305 feats
Good Neighbor [General]
You have developed positive relations within your community, and its members are willing to offer you assistance when you need it.
Prerequisites: Cha 12+.
Benefits: When in your chosen city, the initial attitudes of regular members of the community toward you never begin worse than indifferent. You also gain a +4 circumstance bonus to Charisma checks for the purpose of influencing the attitudes of members of the community.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town.
:) Dust off your diplomancer stuff, go run a city. Even better go to Sigil.
Line of Credit [General]
Your reputation for trustworthiness is such that members of your community are willing to sell you goods and services on credit.
Prerequisites: Cha 12+, Good Neighbor.
Benefits: When purchasing an item or service in your chosen city, you can have a line of credit for a number of gold pieces equal to your Charisma score x 100. (This value can not be higher than one-half the town’s GP Limit based on table 4-40: Random Town Generation in the Dungeon Master’s Guide.)
Once you use this ability, you have one month in which to repay the money owed. If you fail to repay the money owed in one month, while within your chosen city you suffer a –5 penalty to all Charisma-based skill checks. This penalty increases by –5 every month (-10 after two months, -15 after three months, and so on).
After you use a line of credit for any amount, you may not use it again until you repay the outstanding balance.
Note: You must specify one city or town in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new city or town, but you must also have taken the Good Neighbor feat for the appropriate community first.
:twitch Easy enough to crank your Charisma up. But the real oomph is borrowing money for Spellcasting Services, go adventure, get loot, pay back the money. It's Finance. Like the modern kind. Does someone with a legit (real life) MBA who knows that level of Finance, wanna chime in on simplified basics ?! Even without any of that, it's quite delicious.
Transmutation
Level: Mage 1; Components: V, S; Casting Time; Attack action Range: Touch; Effect: Powers one electrical or mechanical device; Duration: 10 minutes/level; Saving Throw: None; Spell Resistance: No
This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power.
This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, M; Casting Time: Full-round action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, object of up to 1,000 lb./level, or room of up to 100 square feet/level; Duration: Instantaneous; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The clean spell completely eliminates grime, dirt, and bacterial contaminants from the target. Smooth surfaces gain a faint shine, as if they had been polished.
If cast on a room or object, the clean spell destroys dirt, dust, and anything else that would ordinarily be wiped away with a thorough mundane cleaning. The room or object retains no fingerprints, and even the smallest hairs, skin cells, and garment fibers are cleaned away—rendering most evidence collection impossible, for example.
If cast on a creature, the clean spell disinfects wounds (doubling the natural healing rate for that day) and renders the creature scentless for 1 minute. This means that creatures with the scent extraordinary ability won’t be able to detect the subject by scent alone.
Material Component: Bar of soap.
Conjuration (Summoning)
Level: Arcane 4; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: Extradimensional space within an enclosed vehicle capable of holding one creature per caster level; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No
You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold a number of additional passengers equal to the caster’s level. A passenger may be up to Large size and can bring up to a medium load into the extradimensional space; creatures with more than a medium load cannot enter the extradimensional space.
Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same 5-footsquare and are incapable of making attacks while so contained.
Exiting the extradimensional space requires the passengers to physically exit the vehicle as well. If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone in squares adjacent to the vehicle.
Focus: A klaxon, which must be honked when the spell is cast.
Evocation [Electricity]
Level: Mage 2; Components: V, S; Casting Time: Attack action;
Range: Medium (100 ft. + 10 ft./level); Target: One creature or
object; Duration: Instantaneous; Saving Throw: Reflex half
(see text); Spell Resistance: Yes
A lightning bolt from above strikes the target for 1d6 points of electricity damage per caster level (maximum 5d6). If the target is a creature, it is knocked prone if it fails its Reflex save. If the target succeeds on its Reflex save, it takes half damage and is not knocked prone. You must cast this spell in an area with at least 20 feet of vertical space above the target. If you don’t have 20 feet of space above the target, the spell fails.
what the heck does this mean?
Could you advance it with other Prestige Classes as normal?
Maybe : just Uncanny Trickster and Legacy Champion, and a hypothetical Epic Ollam prog ?The epic Ollam prog is "N/A". Only PrCs that are at least ten levels long can have epic progressions.
Spells per Day: At every even-numbered level gained in the nature's warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature's warrior, she must decide to which class she adds the new level for purposes of determining spells per day.
Am I reading this right?
https://dndtools.net/feats/secrets-of-sarlona--14/quori-dread--2347/
with
http://therafimrpg.wikidot.com/imperious-command
By RAW a Kalastar can auto-1v1 anything not immune to fear if they spend a move action each round?
Am I reading this right?
https://dndtools.net/feats/secrets-of-sarlona--14/quori-dread--2347/
with
http://therafimrpg.wikidot.com/imperious-command
By RAW a Kalastar can auto-1v1 anything not immune to fear if they spend a move action each round?
Orien's Grasp (Sp): At 4th level, you learn to teleport small objects into your waiting hand. By expending one use of your dimension leap ability, you can target an object that weighs no more than 5 pounds and is within 25 feet. The object must either be carried on your person or in line of sight. An object on your person can be teleported as a swift action that does not provoke attacks of opportunity; teleporting any other object is a standard action that provokes attacks of opportunity. An object held or in use by another creature receives a Will save against this effect (DC 12 + your Cha modifier).
Damaging Magic Items
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
This mithral +2 chainmail armor was built by the elves for rangers on long-range patrols. In addition to its protective qualities, it provides the wearer with immunity to fatigue and exhaustion. Moderate Abjuration; CL 8th; Craft Magic Arms and Armor, restoration; Price 21,500 gp; Cost 10,900 gp + 848 XP; Weight 20 lbNot easy to get immunity to both. You don't need to sleep unless you're a non-cleric caster, plus the obvious uses for Barbarians. I'm sure in Eberron this item is instead meant for meatbags keeping up with Warforged since "Elf Rangers on patrol" isn't really an Eberron thing.
the tome of ancient lore (and copies made since the original left Boccob’s library) is cursed with a deliberately confusing, everchanging system of cross-referencing. The pages within the tome rearrange themselves, apparently at random. Finding anything useful by browsing is impossible,
You call a cube of solid wood, 5 feet on a side, into being . The cube must be created upon solid ground in an empty square . If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails . The cube weighs 2,000 pounds . It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square . Multiple cubes can be stacked . If it is pushed into water, the cube floats . Material Component: A block of wood, less than 3 inches on a side.
You don't need to worry about nuking the holder's saving throws, because the ability specifically targets the itemQuote from: http://www.d20srd.org/srd/magicItems/magicItemBasics.htmDamaging Magic Items
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
The Caster Level for items is notoriously low.
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always affected by (for instance) a disintegrate spell. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus). Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will saving throw bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better. (Caster levels of magic items are covered in the Dungeon Master's Guide.)
...
Tome of Ancient Lore from Complete Divine has a 90% chance each day to hold any arcane spell. It's a relic so you have to take True Believer (or be a theurge to use it). Even if you can't copy spells from it (though RAW only the location changes so you can still work to understand it one day then copy it the next), using a normal spellbook for your staples and this to have a good chance of getting any situational spell you want is solid. This is especially so if you leave slots open and prepare them as you meet problems since preparing spells from it takes half the time.Quotethe tome of ancient lore (and copies made since the original left Boccob’s library) is cursed with a deliberately confusing, everchanging system of cross-referencing. The pages within the tome rearrange themselves, apparently at random. Finding anything useful by browsing is impossible,...
Demographics in Eberron (http://archive.wizards.com/default.asp?x=dnd/ebds/20040712a)
There's slightly more magic available at the low end,
slightly less at the high end.
A fun find for answering an annoying question RAW more than any mechanical value, but Sharn: City of Towers actually has a section on page 192 about how PCs pay their taxes. It says caster PCs can pay their taxes by casting spells for the government, with the given example being Wall of Stone for construction.
Stronghold Builders Guide page 70 says "bulky but technically removable" magic items cost half and totally immobile ones cost a fourth the normal price. The Bier of Ressurrect the following page allows unlimited Resurrection with only a 500 gp diamond each. Chamber of Speed for 15,000 halves the completion time of "most tasks" (though is dependent upon 3.0's cheesy, super broken haste).
I think bulky is, by definition, not easily carryable. Any working of "bulky" that goes, "and, well, I can carry it trivially" is probably wrong
Removes Statue of Liberty from belt pouch as a move action, activates flame ray as a standard action.
QuoteRemoves Statue of Liberty from belt pouch as a move action, activates flame ray as a standard action.
2 ways to double your money = June 2019.
That brings a 1*1*1800 item down to 450 gp, which is
within the range of Mercantile feat at level 1 starting.
The average commoner 1 in any particular town
still can't carry it = limited to the "treasure" 300 gp,
but they've got it stashed safely at home < 900 gp.
A small place, quite unassuming really.
How many 1st level spells are there (+ there) ?
Any way to get True Mind Switch as a spell and afford enough metamagic reduction to apply Chain Spell?Is it bad that the really interesting part of this idea is what happens with the caster's body?
Staff Mastery (Ex): Upon reaching 5th level, you have mastered the use of magic staffs in emulation of your demonic master's skill with these potent magic items. You can now wield any magic staff, as if it were a +1 greatclub, at no risk of causing the staff itself damage. In addition, the staff is treated as an evil weapon for the purposes of overcoming damage reduction. You are considered to be proficient with the staff for this purpose.
You can use any magic staff as if its spells were on your spell list. Additionally, you may opt to activate a staff using your own lifeforce rather than expending charges. For each charge that the staff activation would normally consume, you instead take 1 point of Constitution damage. If you don't have a Constitution score, or are for some reason immune to ability score damage, you cannot power a staff with this ability and must use the staffs charges to manifest its spells.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.Works in PF too.
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).Closest is Wild Mages, since they get to roll twice and pick which result they want.
... Animated Series Handbook is primarily known for the energy bow, but there's a second useful artifact in it: The Hat of Many Spells.
The 25,000 GP hat provides material components for any spell up to 1000 GP. That alone is pretty nifty, but it can also Empower an unlimited number of spells per day* and lets you covert any wizard spell to any spell of that level or lower.
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).Wild Mage 3 lets you roll twice for Rod of Wonder effects (and similar magic items using random tables) and pick the result you like better.
... Animated Series Handbook is primarily known for the energy bow, but there's a second useful artifact in it: The Hat of Many Spells.
The 25,000 GP hat provides material components for any spell up to 1000 GP. That alone is pretty nifty, but it can also Empower an unlimited number of spells per day* and lets you covert any wizard spell to any spell of that level or lower.
*With a chance 1/3rd chance of eating the spell and casting rod of wonder effect and 1/3rd chance of working but causing a rod of wonder effect (Isn't there some Rod of Wonder support that would boost this?).
1000 gp covers just about everything with an expensive component yes?
Is the random/bad effect on both Empower and "converting" ; or is it just the Empower part?
variant rod of wonders (despite the "greater" title)
http://archive.wizards.com/default.asp?x=dnd/dnd/20060807a
... no access to the generator.
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.
It does, it's a construct and is immune to all mind-affecting abilities.
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
Well it is an epic spell that stacks with itself to destroy a 100 mile radius area on a CR9 monster. While I'm not aware of any way to Call it due to inevitable being constructs, it needs something to stop Dominate Monster from turning a campaign setting into Dark Sun II.
It does, it's a construct and is immune to all mind-affecting abilities.
variant rod of wonders (despite the "greater" title)
http://archive.wizards.com/default.asp?x=dnd/dnd/20060807a
... no access to the generator.
Works for me. Clicked on (Launch Generator). Using Internet Edge in case the browser makes a difference.
Waste Crawler (Sandstorm p191) - has a SLA usable 1/century. That's a looooooong wait between castings!
I forgot how to calculate epic spell levels. Anyone? Sounds like a good one to spellthieve.
mahogany cabinet that continually maintains a cool and dry interior that is suitable for storing perishable items (minor evocation, 2,500 gp).
edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.Dragon 360 has Demonomicon: Graz'zt.
I noticed something when looking at the Leadership table.
While the "cohort level" in the table is ECL, the "two levels lower" restriction appears to be character level. So, if your Leadership score is bigger than you need, grab a cohort with an LA.
edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.Dragon 360 has Demonomicon: Graz'zt.
Dragon 362 has Shothragot, who's probably the most useful Elder Evil to Implore if you're crazy enough to bind Elder Evils.
Dragon 363 has the 3.5 Epic Destinies and Epic Binder.
A lot of their stuff is either previews of 4th or fluff for 4th, so there's not as much 3.5 crunch as usual for Dragon.
The cohort = ECL in table thing is explained under "Special Cohorts" in the DMG, which apparently didn't make it into the SRD.I noticed something when looking at the Leadership table.
While the "cohort level" in the table is ECL, the "two levels lower" restriction appears to be character level. So, if your Leadership score is bigger than you need, grab a cohort with an LA.
Huh you're right, no reference to ECL at all.
https://www.d20srd.org/srd/feats.htm#leadership
edit: Checking one for a lore article, I've only just now realized there's actually a few issues of the online only Dungeon/Dragon before 4E launched with 3.5 content. Note that this is actual first party stuff. Not sure what's in here (there's lot of high level monsters that seem original at least) or if these issues have ever been properly been excavated.Dragon 360 has Demonomicon: Graz'zt.
Dragon 362 has Shothragot, who's probably the most useful Elder Evil to Implore if you're crazy enough to bind Elder Evils.
Dragon 363 has the 3.5 Epic Destinies and Epic Binder.
A lot of their stuff is either previews of 4th or fluff for 4th, so there's not as much 3.5 crunch as usual for Dragon.
They did the Epic Destinies as a separate 3.5e/4e article too, which surprisingly managed to be saved.
We've had it here (use the whole thread for links) :
http://minmaxforum.com/index.php?topic=4570.0
They also had a conversion document for all of the Elder Evils for 3.5e/4e. idk what happened to it (sad).
FETID BREATH
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Area: Cone
Duration: 1 round (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
This spell functions like stinking cloud, except as noted above and as follows.
You exhale a 10-foot cone of stinking gas. Though the cone persists for only 1 round, creatures who succumb to its effects are still nauseated for 1d4+1 rounds after leaving the area of the cone. A creature that has a special saving throw bonus against poison may apply that to its saving throw against this spell. Creatures immune to poison are unaffected by fetid breath.
Legends maintain that this spell was created either by the yuan-ti or by an arcane worshipper of Khostren.
Material Component: A clove of garlic or an onion, which you must eat
Mind of a Beast
Transmutation [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Mind of a beast transforms the mentality of the subject into that of an animal or beast. The spell suppresses the target's own personality, mental awareness, and memories, and it puts in their place the average mental abilities and knowledge of a creature of type animal or beast whose Intelligence is 2 or lower. The caster selects the animal or beast type (bird, bear, owlbear, and so on) when the spell is cast. The target then acts as a normal creature of that type for the duration of the spell. For example, a target succumbing to "mind of a wolf" might fight to defend young wolves, but might run if a threat presented itself.
Unless another spell is already affecting the subject that changes these traits, it retains its type (for example, "humanoid"), physical traits (Strength, Dexterity, Constitution), body shape, natural attacks and damage, base saves, and speed, and gains the average Intelligence, Wisdom, and Charisma of the creature type. It gains the skills of an average creature of its type (modified by the target's physical abilities rather than the animal's), and it cannot use the skills of the original mentality. The spell does not grant any supernatural, spell-like, or extraordinary abilities of the creature type, and though the target retains its extraordinary abilities, it does not know how to use them if the animal or beast type does not also possess them. The target can use any feats of the original mentality that the creature mentality also possesses. The supernatural and spell-like abilities of the target's original mentality are not available to the animal consciousness, nor are any of the target's memories.
The animal mentality is not surprised or disoriented by its sudden existence, and it does not question that its body does not match the usual for its type. The animal mentality assumes that it belongs in the body it occupies and does the best it can. Thus, a target suffering from mind of a deer would run on two legs instead of trying to run on all fours, and a target suffering from mind of a snake would not try to slither. The animal mentality also does not question how it got into the situation it is in when the spell effect begins. It does have all the racial knowledge of an adult of its type, so it knows how to attack, run, what constitute threats, what it should be eating, and so forth. During the spell duration, others can speak to the mentality using the speak with animals spell if the new mentality is an animal type.
This spell can be made permanent by use of the permanency spell, but the caster must be at least 13th level and spend 2,000 XP in the endeavor. The spell cannot be used on targets that have no Intelligence.
Material Component: A small bit of brain matter from an animal or beast that has been dead no more than one hour. The brain matter may be carefully preserved for later use. The brain matter need not be from the creature type chosen in casting the spell, but it must be from a creature of the animal or beast type.
Mind of Another
Transmutation [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
An improved version of the mind of a beast spell, mind of another transforms the subject's mentality into that of an aberration, animal, beast, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin, and there is no maximum Intelligence limit. The caster chooses a creature (for example, "stone giant" or "nymph") upon casting the spell. Making this spell permanent requires a 16th-level caster and the expenditure of 3,500 XP. Otherwise, the spell works exactly the same as the mind of a beast spell.
Material Component: A small bit of brain matter is required, but it can be from any creature of the types listed for this spell.
Easter Egg for oriental characters, efficient defender + chahar aina + dastana + chain shirt = +9armor for 200gp. This is mostly better than adamantine body @1stlvl. Plus a samurai aka psw could just call armor and save gold. Even better he can grab invest armor for +18 arrmor of indeterminate duration. Sweet light armor for low levels. Full speed ahead.
Scampering maw is a psionic aberration monster introduced in the manual hyperconscious p82, it has as an extraordinary special attack SCHISM, now metemorphosis let you transform into aberration and use extraordinary special attacks, so basically at lv7 your egoist psion (or at lv9 any other non egoist or telepath psion) will have free schism. Enjoy.
Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.
Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.
Must be nice. I can rarely find anyone who will allow psionics other than me around here.
Might have been a better way to entice players into arcane spellcasting, instead I've got a pile of psionics users among my core players, and an arcane heirophant preserver who shows up every once and awhile.
Must be nice. I can rarely find anyone who will allow psionics other than me around here.
I'm pretty liberal in terms of what I'll allow, as long as they're not trying to derail the campaign (they don't), and their tactics don't take up (or cause) too much time (sometimes this is a problem). I think they're executing their turns a little quicker than previous experience with classic spellcasters, PP is easier book keeping, and there's less decision paralysis on Ardent/Wilder with their limited powers known.
That said, I try to stick to the peculiarities of the campaign setting, so in this case they're also dealing with pretty thin WBL and lack of metropolis level of magic mart. Items are often also more fragile, so they get blown up easier :P. In addition, as the modules are written, the encounter level ranges are very wide, so running and surviving is sometimes really the best option. Their meta knowledge of the campaign and monster material is also thinner, so it's also been easier to keep them on their toes without bending rules.
A strong, healthy slave costs between 50 and 100 gold pieces in lands where slavery is common.
While it's likely difficult to ever be able to use the class...
There are two aspects of Maho-Tsukai that I've long overlooked and originally misinterpreted in my mind, a recent revisit had me realize...
1. It actually has the Wizard and not the Sorcerer progression for spell level known. This might be interesting for Ultimate Magus on the spontaneous side.
2. Conversion allows one to dip into about as many spellcasting classes as one desires, and then upon Conversion the spellcasting list remains available for spells known. Similar usefulness of Generic Spellcaster for particular PrCs such as War Weaver.
3. Conversion converts the level of spellcasting, and is not a replacement of the spellcasting class. By doubling up on spellcasting levels with Mystic Theurge, early entry, nets 9th level spells at 11th level.
Here's the stat out for the Maho-Tsukai*Big bow of respect*
Here's the stat out for the Maho-Tsukai
https://docs.google.com/spreadsheets/d/1cDrc1rbZSr-3aNhiU1f1Jiy96kPRMcu3G042lHHrhog/edit?usp=sharing
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As for Dark Sun...
I've got one player who makes horribly complicated builds like that, but has the forethought to make sure to hit certain capabilities at the right times.
Secret Component Compartment/Pocket: This is a secret compartment or hidden pocket large enough to hold the components for one spell. A pocket is added to a garment, while a compartment is built into a tool, weapon, or other item. The compartment or pocket must be added when the item is first made. Finding a secret pocket or compartment (if you don’t already know where it is) requires a successful Search check (DC 20).
From Tome and BloodQuoteSecret Component Compartment/Pocket: This is a secret compartment or hidden pocket large enough to hold the components for one spell. A pocket is added to a garment, while a compartment is built into a tool, weapon, or other item. The compartment or pocket must be added when the item is first made. Finding a secret pocket or compartment (if you don’t already know where it is) requires a successful Search check (DC 20).
What's the physically largest thing (instead of variable things like any piece of equipment that was used by a xth level fighter) that's explicitly listed as a spell component?
Resources
Stormtalons traditionally wield spears in combat, and the
organization has accumulated quite an arsenal of magic spears
over the years. PCs who want a magic spear can get one for
80% of its normal cost if they contact the stormtalons and
request one. Acquiring a spear this way takes one week per
point of enhancement bonus (or equivalent if the spear has
a special ability).
Benefit: You are considered specialized, but not in a specific school. Rather, you gain all the benefits of specialization with a group of spells that includes all those of the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. You gain all the standard benefits of specialization as applied to this group of spells, as though it were a school unto itself.
[...] Tereppekian Paper: The people of Tereppek have developed a method of making paper from vegetable pulp, which is cheaper and faster than the cloth-fiber paper created elsewhere. A single piece of paper is about four times the size of a single page from a spellbook
Tereppekian paper (sheet) 1 sp *
Tereppekian blank book 3 gp 3 lb.
Tereppekian spellbook 10 gp 3 lb.
1. If it exists in D&D, then it has a place in Eberron
I hadn't seen anyone specifically note this
For an Abyssal Specialist Wizard, who then goes on to adopt a method to add [evil] to their spellsQuoteBenefit: You are considered specialized, but not in a specific school. Rather, you gain all the benefits of specialization with a group of spells that includes all those of the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. You gain all the standard benefits of specialization as applied to this group of spells, as though it were a school unto itself.
Abyssal is now a school for them, they can presumably then stack up DC/CL as such
Feat
Spell Focus (Abyssal)
Greater Spell Focus (Abyssal)
Tattoo Focus (Abyssal)
Spell Focus (Evil)
Malign Spell Focus
Fiendish Heritage + Fiendish Power
Nocturnal Caster (Abyssal)
Trait
Spellgifted (Abyssal)
As well as the school for Metamagic School Focus
A wicker horse has the statistics of a light horse or a pony, except it gains construct traits and counts as both an animal and a construct for the purposes of spells and effects. It gains a number of extra hit points equal to your caster level. It has no skills or feats except as noted below.
A horse made of grasses gains the Run feat and a number of Acrobatics ranks equal to your caster level
Oh, and as a bonus, just to get books thrown at you and you thrown out a window, I checked dread necromancer. They do not have an "ex-dread necromancer" section. So with some extreme chicanery, one could "give up their evil ways", become an exalted arcanist, get all the extra spells, and consecrate and purify his vampiric touch spells all day long. Just to be warped and twisted!An exalted character with Rebuke/Command Undead. That does have some interesting implications.
Uncanny Accuracy [Epic]
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.
It's a decent investment to get there, but a character with 6 levels in the Elocutor prestige class gets Teleport and Plane Shift as 3rd level powers. Normally these are 5th level powers. Definitely some ways to abuse this between cheaper items and methods of sharing powers.Yes. Monk (variant that gets the prereqs as bonus feats... was that Cobra Strike?)/Ardent multiclass with a liberal interpretation of Practiced Spellcaster interaction with Ardent is a great way to build towards this.
This spell was missing from my Spell list, and reminded me of the Time Reaver spell.... Teleport Through Time (https://web.archive.org/web/20030803131356/http://www.wizards.com/default.asp?x=dnd/pg/20030409b)
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component
A lodestone and a pinch of dust.
creature type: One of several broad categories of creatures. The
creature types are aberration, animal, construct, dragon, elemental,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze,
outsider, plant, undead, and vermin. (See the Monster Manual for full
descriptions.)
Sounds interesting, but plants are a type of creature.
PHB, p306Quotecreature type: One of several broad categories of creatures. The
creature types are aberration, animal, construct, dragon, elemental,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze,
outsider, plant, undead, and vermin. (See the Monster Manual for full
descriptions.)
Plant Type
This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.
Intercepting
Price: +1 bonus
Property: Melee weapon
Caster level: 8th
Aura: Moderate (DC 19) transmutation
Activation: Free (command)
Weight: --
This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action. This attack is not an attack of opportunity, which means it functions against foes who do not provoke attacks of opportunity when they attempt these maneuvers.
If you make a successful attack against a charging, bull rushing, or overrunning opponent, the weapon deals double damage. In addition, if the attack lands against a charging opponent, that foe loses the normal +2 bonus to hit due to the charge, but retains the associated armor class penalty.