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Topics - Endarire

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41
Board Business / SimilarWeb shows stats for MinMaxBoard
« on: June 11, 2017, 02:00:01 AM »
Greetings, all!

I found this site interesting.  It shows a bit about our site's traffic, where people come from and where they do go.  I somehow found it while Googling Shadowcraft Mage Handbook MinMaxBoards.

Enjoy!

42
Greetings, all!

Let's assume I'm a Human Cloistered Cleric1 who channels positive energy with the feats Heighten Spell, Divine Metamagic: Heighten Spell, and Summon Elemental.  I have 9 daily Turn Undead uses, or enough Turn Undead uses to Heighten a level 1 spell to level 9.  (This feat combo is to fuel the reserve feat Summon Elemental for 9 rounds per use.)

Let's also assume that, for some reason, I want to actually cast a level 1 Cleric spell I've Heightened to spell level 9 via Divine Metamagic: Heighten.  (Also remember that Heighten Spell actually increases the spell level unlike most other metamagics.)

1: What is the minimum amount of WIS I need to cast a level 1 spell Heightened this way?

2: Could I convert this spell to a level 8 cure spell (that is, mass cure critical wounds)?  If so, what is the requisite minimum caster level to cast this converted spell?  (This SRD section is unclear what the minimum caster level would be in this case.)

3: Since I can use DMM: Heighten to meet prereqs to cast divine Cleric spells from levels 0 to 9, does this mean I also get extra spell slots for spells above spell level 1?  If so, what spell slots do I get, and what are the RAW references for such?  What would be the minimum caster level to cast spells from these slots?

Thankee!

43
Intro
The 3.5 Incantatrix ['Ix'] (Player's Guide to Faerun - not the Magic of Faerun version found on Wizards.com) has this confusing line as part of its level 1 ability.  (See below for text.)

Part A
-What happens to spells a character knows from this opposed school?  For example, if a Wizard5/Incantatrix1 already has contingency in his spellbook at level 5 then opposes Evocation at Ix1, can he still cast contingency when he's able to cast level 6 Wizard spells?  The Red Wizard of Thay PrC from the 3.5 DMG has a stipulation of opposing an extra school on entry, but still keeping access to spells he knew from that opposed school before entry (including the ability to cast them).  The 3.0 Magic of Faerun version of the Ix had a similar clause under School Specialization.

Part B
-Does this opposition apply to characters who aren't Wizards?  For example, what happens to a Sorcerer6/Ix1 who opposes Enchantment at Ix1?  Can he still cast Enchantment spells he knows?

Part C
-What happens to multiclassed casters?  For example, if a Druid/Wizard enters Incantatrix then opposes Evocation, does this opposition apply to his Druid and Wizard spells?  Can a Druid/Wizard/Ix make the effect of Focused Studies apply only to his Druid spells?  If a Sorcerer/Wizard/Ultimate Magus/Incantatrix opposes a school at Ix1, then what?

Focused Studies (Ex):
At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.

44
Gaming Advice / Web and Sneak Attack
« on: November 12, 2016, 03:57:11 AM »
If a creature fails its save against a web spell, it's immobilized.  (It's officially Entangled.)  Does this allow it to be Sneak Attacked?

45
D&D 3.5 and Pathfinder / Another Reason Feats Seem Underpowered
« on: September 09, 2016, 04:56:26 PM »
Greetings, all!

Consider when people in 3.5 get feats:  Level 1, 3, 6, 9, and every 3 levels thereafter.  Some races, templates, spells, items, flaws, and classes also grant bonus feats, chosen or preset.

Also consider that, starting at level 6, each feat comes after the equivalent of 1.5 spell levels from a full caster.  At level 3, you as a full caster (sorry, Sors and delayed casters!) are casting level 2 spells.  Your previous feat was when you could cast level 1 spells.  Your next feat is when you can cast level 3 spells and are 1 character level away from casting level 4s.  Your fourth feat is when you can cast cast level 5 spells and the situation only accentuates from here!

In the 3.5 system, there are fewer general feats granted to a character over 20 character levels than there are spell levels.

Pathfinder gave everyone more general feats, but also changed the power level of many feats, resulting in about the same situation as 3.5, or sometimes worse, or, for casters, sometimes better.

I'm posting this to make an observation, not to say the very popular systems should change.  I'm not advocating house rules (though your group still can and should if it suits y'all).  I just found this interesting enough to share.

46
> > > > LOES: Spamming and Summoning Elementals From Level 1 < < < <

I ported this from the BrilliantGameologists board today and found formatting differences.  Presently, just read the BG version for prettier formatting if you can.  I'm backing the guide up here in its slightly less pretty state.

47
Handbooks / LOES: Spamming and Summoning Elementals From Level 1
« on: August 18, 2016, 03:01:55 AM »
LOES (Level One Elemental Spammer OR Lil' Ol' Elemental Summoner) - A Handbook to Elemental Summoning
BrilliantGameologists Version - Older Info, Prettier Formatting

> LOES Discussion Thread! <



"Don't get comfy on that plane.  I'll be resummoning you in 24 seconds."
Disclaimer
Not to be confused with Lowe's.  Ahem.
Intro
(click to show/hide)
Links
(click to show/hide)
Credits
(click to show/hide)
How This Works
(click to show/hide)
Ratings
(click to show/hide)
Races as Elemental Summoners
(click to show/hide)
Base Classes as Elemental Summoners
(click to show/hide)
Alternative Class Features
(click to show/hide)

48
Intro
Greetings, all!

This rule applies to metamagic feats for spells, not to metapsionics, metamagic for SLAs, etc.

The Rule
This rule applies to D&D 3.x and Pathfinder, as appropriate.

Metamagic no longer has a slot adjustment cost.  Instead, each +1 spell slot level the feat required (such as +1 for Extend Spell or +4 for Quicken Spell) now requires an extra spell slot of the modified spell's spell level or higher.  These extra spell slots are spontaneously converted to fuel this metamagic (like a Cleric who channels positive energy spontaneous converting spell slots into cure spells).  A specialist Wizard may use any combination of general and specialty spell slots to fuel this metamagic, though the spell to which he applies metamagic must be cast from a legal spell slot.  Likewise, a character with access to at least 1 domain spell slot may use any combination of general and domain spell slots to fuel this metamagic, though the spell to which he applies metamagic must be cast from a legal spell slot.

For example, under the old system, a Wizard could cast an Fmpowered fireball normally for the cost of a level 5 spell slot but was otherwise treated in all ways as a level 3 spell.  Now, it costs 3 Wizard spell slots of level 3 or higher to cast (1 for the spell and 2 for the metamagic).

For another example, a Cleric with the Strength Domain could cast an Extended enlarge person normally for the cost of a level 2 spell slot.  Now, it costs 2 Cleric spell slots (which may be any combination of general and domain slots of spell level 1 or above).

Abilities the GM allows to decrease spell slot cost under the old system (such as the feat Easy Metamagic) still apply, but instead reduce the number of additional spell slots the caster must pay to fuel this metamagic.  Thus, applying Easy Metamagic to fireball would reduce its metamagic cost cost to +1, and require only 1 additional spell slot instead of 2.

Metamagic feats with a cost of +0 still have this +0 cost and may be applied to all legal spells at any time with no additional spell slot cost.

Under this system, the GM is recommended to remove the increased casting time for applying metamagic spontaneously.

Heighten Spell is a special case:  Either it no longer exists and thus no longer exists as a prereq (the author's preference), or it is limited by how many levels it can increase a spell (such as +1 or +2), or the GM handles this on a case-by-case basis.

The Reasoning
Metamagic as-is is mostly reserved for spontaneous casters and people with alternative payment systems (Divine Metamagic, Incantatrix, etc.)  This proposed rule is meant to make metamagic usable for everyone, and, at the GM's discretion, would replace the standard rule and these alternative payment plans for metamagic.  Under the current ruling, metamagic needs to spontaneous or free to be even considered in most cases.  Why should metamagic rods be the main way for casters to use feats they can learn but otherwise not feasibly use?

49
DISCLAIMER
I have read the Sorcerer/Sorceress guides for Pathfinder, including for spell selection.  The most helpful guide was A Quick Guide to Pathfinder Sorcerers by Dazaras.

PERSONAL HISTORY & BUILD SUMMARY
A Sorceress is defined by her spells, perhaps more so than any other aspect.  The theme of a generalist is expressed here:  HIgh save DCs and more spell slots due to high CHA, a variety of spells with a variety of functions, and all saves targeted (eventually).

I want to try a CHA-based spontaneous caster.  I understand the Sage bloodline would permit me to use INT instead of CHA for casting (and thus grant more

Having played much (but not yet all) of Baldur's Gate II, I have a strong idea of what it means to be self-sufficient in that game.  I have many years of D&D 3.5 experience with Wizards and brief mid-level Pathfinder Wizard experience.  To make this unmistakably clear:  This character is meant to be self-sufficient with the help of her items, but also able to work well in a party.  She can blast, she can buff, she can summon, etc.

Wise consumable use as a Sor doesn't make you a poser Wizard.  It makes you a more effective Sor.  Just bring the 'magical golf bag' (the caster's equivalent to a golf bag full of weapons to beat DR, except with wands, scrolls, potions, rods, and staves) and you'll be better.

CHARACTER CREATION RULES AND SOURCES
This character is for BladeAndBow, a group of organized play for Pathfinder participants.  It's not Pathfinder Society, but a similar organization.  Full rules are at the Required Reading Forum.

The most important ones are thus:
-20 point buy.
-Start at level 1.  The end level is undetermined.
-Start with maximum wealth by class at level 1.
-Paizo (first party) material only.
-Core races only.
-Most official classes are allowed.  No Summoner.
-2 traits are allowed per character, or 3 with a drawback.  No campaign-specific nor Pathfinder Society traits.
-Max HP at first HD, and half this amount rounded down for all subsequent levels.
-Player versus Player (PvP) is possible starting at level 4 via mutual opt-in.  PvP is open to all starting at level 6.  I'd prefer to avoid PvP.
-Magic items may be made via contracting with other players, or by crafting them yourself.  I suspect the best items will be found or player-made.
-This is a 'low magic' setting.  Many magic items can be bought.  No buying NPC spellcasting services.  No scrolls of spell level 7+, nor items that cast spells of spell level 7+.
-No rare cantrips.
-Nobility and kingdom-building rules are in place for those who want to spend the resources to be treated as royalty in-character.  (I may do this and am taking suggestions.)
-1 free character rebuild at character level 5 and below.  Unused rebuilds are wasted.

SAMPLE BUILD
TN Half-Elf Sorceress20 (Arcane Bloodline, False Priest of Nethys Archetype)

1 (Race): [Arcane Training], [Skill Focus: Use Magic Device]
1 (Traits): {Dangerously Curious (Magic)}, {Eyes and Ears of the City (Religion)}, {Pride (Drawback)}, {Reactionary (Combat)}
1: False Focus (swap out Eschew Material Components), Noble Scion (Scion of War)
3: Craft Wondrous Item
5: Persistent Spell
7: Emergency Attunement, [Impoved Initiative]
9: Dazing Spell, [FALSE CHANNELING!]
11: Quicken Spell
13: Greater Spell Focus: Illusion, [Spell Focus: Illusion]
15: Spell Perfection: ???
17: [Spell Focus: Transmutation], Spell Perfection: ???
19: Spell Perfection: TIME STOP!

Reasoning: False Priest is the archetype for generalist Sorcerers!  Being able to UMD a scroll of <insert divine spell here> and spend a spell slot of +1 spell level to cast the spell instead of expending the scroll rocketh!

-Craft Wondrous Item is to create most helpful items for this character.

-(Greater) Spell Focus: Illusion helps with the shadow evocation and shades spells.

-Emergency Attunement is to switch the Paragon Surge feat once per day.

-Other feats are generally useful (Improved Initiative, Noble Scion) or set up for (or are) Spell Perfection.

Initial Ability Scores (20 Point Buy)
7 STR
14 DEX
14 CON
11 INT
7 WIS
20 CHA (+1 more from levels 4, 8, 12, 16, and 20)

Reasoning: Put the stats where they matter most:  Immediate survival, going first, and spellcasting!  Half-Elf's +2 Will saves vs. Enchantments covers most Will saves.

Skills to Max
-Knowledge: Planes (via INT item)
-Perception (via INT item)
-Spellcraft
-Use Magic Device

Reasoning: Spellcraft is a prerequisite for Spell Perfection, amongst other things.  UMD helps with False Channel.  Perception is useful in general, but can presently be put safely on an item.  Knowlege: Planes is helpful for planar traversal as well as identifying planar creatures, like devils.

GEAR TO GET
Note: This is gear to acquire - eventually.  In general, I will refer to A Quick Guide to Pathfinder Sorcerers by Dazaras.  I'm looking for better suggestions, if any.

Also, adding effects onto a slot costs the combined total +50%.  Sometimes this is worth it.

Arms: Bracers of Armor [+8] (64K).  Any other item properties?

Belt: Belt of Physical Might [+6 DEX, +6 CON] (90K).  If I need the STR for the spell blood money, add +6 STR to up the price to 144K.

Body: Robe of Arcane Heritage (16K)

Chest: Quick Runner's Shirt (1K)

Cloak: Cloak of Resistance [+5] (25K) OR/AND Minor Cloak of Displacement (24K)

Eyes: Eyes of the Eagle (2.5K) OR/AND Fogcutting Lenses (8K)

Feet: Boots of Escape (8K) OR/AND Boots of Springing and Striding (5.5K)

Gloves: Taking suggestions!

Head: Circlet of Persuasion (4.5K)

Headband: Headband of Mental Prowess [+6 INT, +6 CHA] (90K).

Neck: Amulet of Natural Armor [+5] (50K) OR/AND Necklace of Adaptation (9K)

Neck, Alternate: Prayer Beads - including Karma (tell me how much this really costs) - UMD the Karma bead via emulating a 'class feature' - a character capable of casting divine spells

Neck, While Crafting: Armillary Amulet (2.5K)

Ring 1: Ring of Protection [+5] (50K)

Ring 2: Ring of Freedom of Movement (40K)

Shield: Mithral Buckler [+1 Heavy Fortification] (36K).  Any other item properties?

Rod, Dazing: Metamagic Rod of Dazing (54K)

Rod, Extend: Lesser Metamagic Rod of Extend (3K) for most buffs.  Greater Metamagic Rod of Extend (24.5K) for Time Stop.

Rod, Persistent: Metamagic Rod of Persistent (32.5K)

Rod, Quicken: Lesser Metamagic Rod of Quicken (35K)

Rod, Selective: Greater Metamagic Rod of Selective (24.5K)

Rod, Silent: Greater Metamagic Rod of Silent (24.5K)

Unslotted: Orange Ioun Stone (30K)

Unslotted: Heward's Handy Haverack (2K)

Unslotted: Stat Tomes [+5 CHA, +4 DEX, and +4 CON most notably] (137.5K for a +5, 110K for a +4).

SPELL SELECTION BY LEVEL
Bloodline: Arcane (Bonded Object).  Pretty much everything a theoretical casting-focused Sor would want exists here.  The bloodline spells range from merely OK (identify) to downright wonderful (dimension door, greater teleport).  Power word stun may be a weak spell for its level (and this character will likely have many, many other spells she can cast by then), but it's a no-save stun!

Archetype: False Priest.  Losing invisibility @5 hurts, perhaps moreso than dispel magic @7, but @9 (or earlier with the Robe of Arcane Heritage), the ability to spend Sor spell slots to cast divine spells via successful UMD.  Scrolls are the true gem here, such as turning a raise dead scroll into a level 6 spell slot with a high UMD check, but seemingly no material component cost.

Assumptions: Pages of Spell Knowledge (the Pathfinder version of D&D 3.x's Knowstones) are allowed in this campaign, but the below list does not depend on them.  (The spells listed below also do not account for the Arcane Bloodline's Extra Arcana abilities at level 13 and 17.  Remember, the False Priest archetype swaps the first Extra Arcana spell @9.)  This character will get these pages for additional spells known as prudent, but we need a baseline build for evaluation.

Note: Spells below are categorized by spell level, then what character level this character (a single class Sorceress) expects to gain these spells.  [Bloodline Spells] appear in [Brackets].

(Level 0/Cantrips)
1: Daze: Can keep a weak foe locked down.
1: Detect Magic: Because it's useful.
1: Ghost Sound: "I am Oz, the great and powerful!"
1: Light: Discount Darkvision.

2: Acid Splash: It's like magically peeing in someone's eye.

4: Guidance: +1 Spellcraft when crafting (possibly).  +1 UMD when time is no obstacle.

6: Prestidigitation: Discount Diet Wish.

8: Resistance: Let's make some Cloaks of Resistance!

10: Mage Hand: Five pounds of unattended matter can be a lot, especially at will.

!Level 1!
1: Color Spray: Combine with a x4 crit weapon for a Color Spray Lobotomy (CSL)™!

1: Magic Missile: It always hits.  Even against the darkness.  Especially against ghosts.  Tastes better with Dazing Spell.

3: Grease: A small patch of instant slipperiness denies foes their DEX bonus to AC while balancing and sometimes makes them fall.  PF Grease seems flammable too since it's actual grease and not magical grease substitute.

3: [Identify]: Bloodline.

4: Protection from Evil: Preventing mind control is the star here.  The bonuses to saves and AC are icing on the cake.  Also good to have on a wand.

4: Shield: It negates Magic Missiles and gives +4 AC until mithral bucklers come around.

5: Ray of Enfeeblement: Recharges a Staff of the Master (Necromancy) and blunts damage done by STR-focused attackers.  It's also a no-save ray.

7: Silent Image OR ?: Taking suggestions here!

RUNNER-UP: Blood Money: "Money for blood?  I like that exchange!" -Jon Bovi

WAND: Comprehend Languages: Your gibberish makes sense to me for 10 minutes per charge.

WAND: Enlarge Person: Faster activation than learning it and still lasts a minute per charge!

WAND: Expeditious Retreat: 1 minute of running really fast (+30' land speed) for 750G is kinda useful.

WAND: Feather Step: Hard terrain becomes moderate terrain for 10 minutes per charge @25'.

WAND: Infernal Healing: Cure For Evil replaces 3.5's Lesser Vigor wands.

WAND: Mage Armor: +4 armor AC (touch range) for cheap!

WAND: Mount: Summon a Large horse for 2 hours per charge.

WAND: Protection from Evil: Preventing mind control is the star here.  The +2 saves and AC are just gravy.  Still good to have in a pinch, even if a character has this spell at the ready.

WAND: Touch of the Sea: Now we're prepared for aquatic adventure!

WAND: Silent Image: This spell is GM-dependent and we need to experience it in-game before dedicating any spell slots to this.

@Level 2@
4: Web: The best crowd control for the level.

5: [Aid]: It's a touch-range False Life with a Bless component attached.  Probably better than False Life.  Probably worse than Invisibility.  Still worth the trade for False Priest.

5: Mirror Image: An arcane caster's best defensive buff through much of the game.

6: Glitterdust: A Will save each round (boo!) to negate blindness, but also reveals everything in its initial burst (yay!).  About as difficult to remove as club glitter.

7: Levitate: Let's move in 3D!

7: Stone Call: No-save blunt damage and a 40' radius of rubble afterward make it good on its own and wonderful with Dazing Spell!

9: Communal Mount: Summon 6 horses for 20 minutes each per caster level.  Spiffy transportation and area control in the form of 'Wall of Horse.'

11: Flaming Sphere: Or as I like to call it, Dazing Sphere!

RUNNER-UP: Burning Arc: It's Chain Fire at spell level 2.  It hurts trolls and it's party-friendly.  I'm also low on useful level 2 spells at this character level.

CONSUMABLE: Resist Energy: Useful on occasion for 10-20 energy resistance.  The level 3 communal version is probably -much- better in a party setting!

WAND: Invisibility: Whatever Invisibility the party needs can probably be solved through a 50-charge wand, up to 3 minutes at a time.

WAND: Knock: Not worth a spell known, but 50 items unlocked will likely be more than needed in this campaign.

#Level 3#
6: PARAGON SURGE!: The entire reason to play a Half-Elf instead of a Human or an Elf!  Combine this with the feat Emergency Attunement for extra joy!  Use Paragon Surge to borrow metamagic feats, Expanded Arcana, and Spell Perfection.

7: Haste: "Haste makes waste of mine enemies."

7: [Remove Disease]: Why do mummies spread the Clap?  I miss [Dispel Magic], but we're holding on for False Channel, the Sor9 False Priest bloodline ability and this came in the package!

8: Stinking Cloud: Atomic Farts of Justice!  Goes well with Undead summons and pets.

9: Aqueous Orb: Move foes back into crowd controlled areas, like Web and Stinking Cloud areas!

9: Major Image: Make the enemies feel the heat, hear the voices chattering madly, and defecate in terror!

11: Communal Resist Energy: Works best @CL11 due to 30 energy resistance.  Spread the love.  Spread the protection!

RUNNER-UP: Greater Magic Weapon: Its use is self-evident for martials.

RUNNER-UP: Fireball: "Only you can make enemies die in a fire."

RUNNER-UP: Fly: Let's not chance failing to miss the ground.

RUNNER-UP: Phantom Steed: "Make us go faster!  Make us go faster!"

CONSUMABLE: Magic Circle vs. Evil: Long-term Paladin-friendly party huddle & cuddle space!  Also works well if cast with the Planar Binding series!

CONSUMABLE: Wind Wall: Prevent archers from arching and throwers from throwing. 

WAND: PARAGON SURGE!: About as useful as a spell slot as on a 5-minute-at-a-time CL5 wand.

WAND: Shrink Item: "Dear meanies.  We owe you one dungeon.  Signed, the Good Guys."

$Level 4$
8: SumMon IV: For combat summons that don't require feats to make worthwhile, SumMon IV hits the spot with SumMon III's (in d3 quantity) lantern archons, dire bats, apes, crocodiles, and cheetahs, and upgraded versions (in d1 quantity) of the cheetah (lion) and ape (dire ape).

9: [Dimenion Door]: Well worth having to wait an extra level to get this from bloodline!

9: Evard's Black Tentacles: Someone's food stamps grew tentacles and are trying to capture, crush, and eat you!  False Focus (replacing a 50G tanglefoot bag material component) forces foes to reroll their grapple and take the worse result.  We may swap this spell out later, but it's useful now!

10: Enervation: Inflicts negative levels, which buff Undead and debuff anything else not immune.  (-5 HP, -1 on all d20 rolls per negative level)  Since negative levels deal 5 HP damage each, Dazing Spell is a candidate.

11: Boneshatter: No-save damage against anything with a skeletal structure and inflict either Fatigue or Exhaustion on the victim.

13: Stone Shape: Let's make sand castles!  Do those count for this spell?  Ahem.  Let's make Wall of Stone castles and reshape our battlefield like it's putty!

RUNNER-UP: Improved Invisibility: Goes together with direct damage and flight like peanut butter jelly time!

RUNNER-UP: Fire Shield: A personal Icy Hot is a useful self-buff.

RUNNER-UP: Scrying: Because Teleport exists and enemies need to die unawares!

CONSUMABLE: Arcane Eye: See around "ALL THE CORNERS."  In this campaign, I expect Arcane Eye to be an Arcane Nay.

CONSUMABLE: Dimensional Anchor: Useful for Planar Binding and the occasional caster.

CONSUMABLE: RIde the Waves: Make someone aqueous for 1hr/CL.  No snark, my shark.

CONSUMABLE: Stoneskin: Sometimes expensive, but expected worth it for boss fights.  Also: Dear party.  Please pay me preemptively to keep you alive from beatsticks.  Love Sharrel.

%Level 5%
10: Shadow Evocation: With a high enough Illusion DC, the 20% quasireality won't be a hindrance.  This lets us cast Fire Shield, Fireball, Wall of Ice, Wall of Fire, Cone of Cold, and many more spells with a single spell known!

11: Teleport!: The thought of warping hundreds of miles at a time as a standard action inspires tears of joy!

11: [Overland Flight]: "I simply know I can fly."

12: Telekinesis: Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  Trip.  At higher caster levels, trip.  Or just throw everyone up in the air in the in-universe version of flipping the table.

13: Magic Jar; "I am you.  You aren't me.  We're a happy family..."

13: Wall of Force: Creatures quickly learn the difference between line of sight and line of effect.  Summoning, Telekinesis, and certain other abilities are LoE-based.

15: Wall of Stone: Block those passages!  Build those structures!

RUNNER-UP: Phantasmal Web: Selective silky sickening & snaring.

CONSUMABLE: Lesser Planar Binding: Permanent minions, yo!

^Level 6^
12: SumMon VI: Because I <3 versatility.  And minions!

13: Contingency: "When I want to" is a legal trigger action.

13: [True Seeing]: See the invisible.  Do the impossible.

14: Greater Dispel Magic: Punish your foes and un-suck your friends!

15: Chain Lightning: "Go Chain Lightnin' you're burnin' up the minions of he-eeelllll!  Chain Lightnin'!  Go Chain Lightnin'!"

15: Sirocco: "Ashes!  Ashes!  You all fall down!"

RUNNER-UP: Cold Ice Strike: Freeze!  As a swift action!  I mean, Dark Souls Dragon's Breath Spell style!  Just with DPS!

CONSUMABLE: Getaway: Return to same-plane base as a swift action.

CONSUMABLE: Planar Binding: See Planar Binding, Lesser.

&Level 7&
14: Project Image: Casting hologram of doooooom!

15: SumMon VII: Suddenly, dinosaurs.

15: [Greater Teleport]: Warp infinity distance on the same plane as a standard action.

16: Caustic Blast: Corrode!  Corrode!  Corrode!

17: Spell Turning: "Shall we play a game?  How about a nice game of MAGICAL TENNIS?"

RUNNER-UP: Greater Polymorph: "Aw, but you're so cute when you're a Plant!"

RUNNER-UP: Plane Shift: Change planes for adventure time!  Snakes optional.

RUNNER-UP: Reverse Gravity: Fly or die.

RUNNER-UP: Walk Through Space: Blinking like Sans of Undertale is debatably useful.

CONSUMABLE: Limited Wish: Super expensive for the super rare occasion when what this spell does is super!

CONSUMABLE: Simulacum: My Sim Solar army shall conquer the world with free Wishes!  Mwahahahaha!

*Level 8*
16: Polymorph Any Object: "I wanna be all I can be.  Semi-permanently."

17: Greater Shadow Evocation: Standard action Contingency, or any other Sor/Wiz Evocation spell I want of level 7 or below!

17: [Power Word Stun]: No-save, yes-SR, HP-limited d4 or longer round stun.  OK...

18: Moment of Prescience: Pre-succeed on 1 roll per casting.

19: Maze: No-save-just-warp-that-threat-out!  The Lady of Pain would be proud!

19: Prismatic Wall: As likely to allow safe passage through as Alpha Complex.

20: Call Me If You Find Something Good To Put Here

CONSUMABLE: Clone: "I shall call her... Minnie Me!"

CONSUMABLE: Greater Planar Binding: Assuming Sim Solars haven't scratched that itch already!

-=Level 9=-
18: TIME STOP!: Get extra turns.  PS: It works with Spell Perfection!

19: Shades: Cast -any- Conjuration spell of level 8 or below - even off-list!  (Compare the text of Shades to Greater Shadow Conjuration.)  Alleluiah!

19: [Wish]: It's there.

20: Mass Icy Prison: Hecatomb.

RUNNER-UP: Foresight: Avoid surprisal just like those surprise birthday parties you never received.

RUNNER-UP: Mordenkainen's Disjunction: Neuter enemies!  Suppress their treasure!

CONSUMABLE: Create Greater Demiplane: 23K with Permanency for a safe place to recharge all my spells as a standard action or less!

QUESTIONS
-Arcane Bloodline or Shadow (Umbral) Bloodine?  Arcane has slightly better feats, 2 extra spells known (after False Priest) and decreased casting time on some metamagicked spells.  Umbral has all the shadow conjuration and shadow evocation spells, and +1 caster level on spells cast in dim light and comboes well with Tenebrous Spell.  Were the penumbra cantrip allowed, the Umbral Bloodline would be far more appealing.

-I have read the guides to Shadow Evocation and Shadow Conjuration.  What Evocation and Conjuration spells (especially ones not rated in the guides or otherwise poorly rated) are especially worth mimicking via Shadow Evocation/Conjuration?

-What do you recommend change on this build (and to what) and why?

50
Rumal, the Displaced Dwarven Prince - "Human" (really a Dwarf) Cleric20
My Player Background
Greetings, all!  I'm Endarire.  I've played D&D 3.5 extensively, but mostly Wizards.  I played 1E (possibly), 2E (definitely), Baldur's Gate I & II, Icewind Dale I & II, Temple of Elemental Evil, Dungeons & Dragons Online (DDO), and other D&D games.  I have a general idea of what it means to be an effective 3.5 Wizard at levels 1-6.  My longest-lasting campaign was about 16 months when I was main GM, and the group played from level 1 to level 21.  (They could have leveled after that, but the game was over.)

I have briefly played other classes in 3.5 - Clerics and Sorcerers among them - but Wizards got the majority of my time.  I'm playing Pathfinder because that's what's being offered and that's what I'm curious about.

I know Pathfinder and 3.5 are similar, but notably and sometimes subtly different.  However, I'm stepping into Pathfinder generally fresh.  I've barely played it, and what I have played was a mid-level Wizard/Swordsage in a 3.P campaign and a variety of Psions in an arena campaign.

Character Vision
RP-wise, this is a Dwarf Cleric (who believes he's a Human).  He was rushed to safety as a lad after his "father's" kingdom was about to fall.  His nurse maid accidentally killed the real prince, but swore to herself to protect this child, who, to her dim eyes, looks (or at least looked) remarkably like the young prince!  This is primarily inspired by Mephibosheth from the Bible (2 Samuel chapters 4 and 9), Pirates of Penzance's Ruth and Frederic, and Temple of Elemental Evil's Prince Thrommel.

Mechanically, I want this character to be good at generally everything.  I'm a Cleric in Pathfinder.  I have options.  These are my approximate present priorities, from highest to lowest:

1: Poking things with sticks. I prefer Longspears due to not needing any feats or multiclassing.  I chose this weapon type due to being effective (especially with Combat Reflexes) without taking actions.  Enlarge person and righteous might (oh, how I miss the 3.5 full BAB version!) and similar size increasers go a long way toward increasing my off-turn and on-turn viability.

2: Casting spells.  I am a full caster.  I lump 'casting' in here as a general thing, because sometimes buffs are the best.  Sometimes summoning is the best.  Sometimes preparing heal is the best.

3: Healing.  I'm getting spontaneous curing via positive energy channeling, but my CHA is a dump stat.  While I may heal outside of combat, or in combat during emergency situations, I'm primarily avoiding or deterring the need for us to heal.

4: A smidge of everything else.  Being good at all skills is not this character's immediate forte.

In short, I like having a d8 HD, 2 domains, 3/4 BAB, 2 good saves, and access to the entire Cleric spell list at full casting progression at the same time.  Thus, the archetypes and PrCs I've read about for Clerics haven't tremendously appealed to me.  If you can find me something better, then please list it here!

Character Creation Rules and Sources
This character is for BladeAndBow, a group of organized play for Pathfinder participants.  It's not Pathfinder Society, but a similar organization.  Full rules are at the Required Reading Forum.

The most important ones are thus:
-20 point buy.
-Start at level 1.  The end level is undetermined.
-Start with maximum wealth by class at level 1.
-Paizo (first party) material only.
-Core races only.
-Most official classes are allowed.  No Summoner.
-2 traits are allowed per character, or 3 with a drawback.  No campaign-specific nor Pathfinder Society traits.
-Max HP at first HD, and half this amount rounded down for all subsequent levels.
-Player versus Player (PvP) is possible starting at level 4 via mutual opt-in.  PvP is open to all starting at level 6.  I'd prefer to avoid PvP.
-Magic items are generally made by contracting with other players.  Those with the means (the feats, coin, etc.) may make them personally.
-This is a 'low magic' setting.  This implies that magic items I'm especially interested in will need to be player-crafted.
-Nobility and kingdom-building rules are in place for those who want to spend the resources to be treated as royalty in-character.  (I may do this and am taking suggestions.)
-1 free character rebuild at character level 5 and below.  Unused rebuilds are wasted.

Starting Build and Justifications
Race
Dwarf.

Justification: Normally I'd go Human, but Dwarf gets me +2 CON/WIS, a penalty to a dump stat, 60' Darkvision, the ability to Tumble (or use Acrobatics) in any armor or with any encumbrance, +2 to saves vs. poison and most magic, and a stone-restricted version of Elf Sense.  Since I expect to adventure underground a notable amount of the time, and because I like self-sufficiency, these features add to me more than Humanity.

Ability Scores
Ability scores are after Dwarf racial adjustments of +2 CON/WIS, -2 CHA.

-=20 POINT BUY=-
14 STR
14 DEX
16 CON
12 INT
16 WIS
6 CHA

Justification: As a generalist Cleric who doesn't much need CHA, but can benefit from the right bit of everything else, this array seems best.

Domains and Subdomains
-Travel Domain

-Trickery Domain (Deception Subdomain)

Justification: Travel gets me fly, teleport, and dimension door.  Its domain powers let me ignore difficult terrain and short-range teleport as a move action a certain number of times per day.

Trickery gets me mislead and time stop.  Both are good.

Decpetion gets me mirror image (which got me through Baldur's Gate and tabletop 3.5) and project image (which I've wanted to try outside of Infinity Engine games for a long time).

If I can get these from a deity while being Good or Neutral, then I may go that route.  Otherwise, I'm an ethos Cleric!

Feat Plan
1: Improved Initiative

3: Combat Reflexes

5+: I'm taking suggestions!

Considerations: Craft Wondrous Item gets me access to the most important non-weapon gear.  Craft Magic Arms & Armor

Justification: Improved Initiative improves all that I do.  Combat Reflexes gets me more off-turn pokes.  I'm taking suggestions otherwise.

Skills to Max
-Acrobatics
-Knowledge (Planes)
-Knowledge (Religion)
-Perception

Assumption: All favored class bonuses go to skill points.

Justification: Acrobatics lets me tumble to avoid AoOs.  K(P) lets me know where I'm going with plane shift and helps me identify Outsiders.  K(R) lets me know religious stuff, like who I'm worshipping and how to slay the Undead I'm facing.  Perception is just useful overall.

Traits
Most likely, it will be 2 of the following, though I am taking suggestions!

-Hedge Magician (Magic): -5% crafting costs for magic items.

-Militant Merchant (Racial): +1 Perception to determine surprise and Perception becomes a class skill.

-Reactionary (Combat): +2 trait bonus to initiative.  What more need I say?

Starting Spells Prepared
0: Create Water, Light, Stabilize

1: Bless, [Longstrider], Shield of Faith

Justification: The level 0 spells seem like low-level Cleric staples.

The level 1 spells are for self or/and party buffing.

Starting Gear (240G Starting Wealth)
-Longspear
-Studded Leather
-Light Crossbow
-30 Bolts

-Taking suggestions!

Further Questions
-How important is Spellcraft aside from making magic items?

-What abilities exist to reduce the cost of crafting items?

-Do any first party deities have both the Travel and Trickery domains?  If so, which?

-What spells and feats should I consider for later?

-How do I get more skill points per level aside from favored class bonuses, changing my race, and a higher base INT?

-How do I get more spells known/per day as a Cleric?

-What methods exist to reduce the cost of metamagic feats besides the trait Magical Lineage?  Metamagic rods replace the cost.  I'm looking for cost reduction.

-Did I miss anything important in this post?  If so, what?

51
Min/Max 3.x / Spell Focus vs Weapon Focus: Which is better?
« on: February 15, 2016, 04:02:43 AM »
Greetings, all!

In 3.5 and Pathfinder - prerequisites aside - which feat is better, Weapon Focus or Spell Focus?  Both give a 5% boost to your primary means of offsense for the character.  (I assume that for whichever character takes this feat, they do so for a weapon or spell school they plan to use often.)

I vote Spell Focus for the better.  There are plenty of ways to boost accuracy.  Spell Focus boosts all DCs of one spell school by one, but that +1 DC is often for area effects, DoT effects, crowd control effects, and 'if you fail your save I win' effects.  Not all spells have saves, and not all spell schools are made equal for this feat (just like with Weapon Focus), but Spell Focus just makes me feel slightly better (compared to Weapon Focus) for having taken it.

52
Min/Max 3.x / Best Sorcerer Damage over Time Spells?
« on: January 19, 2016, 12:14:19 AM »
Greetings, all!

I'm a big fan of the feat Fell Drain (Libris Mortis).  This feat works well with damage over time (DoT/DOT) effects.  Power word pain (Races of the Dragon) is an excellent first level Sorcerer spell to apply this to.  PWP eventually stops working due to [Mind-Affecting] immunity or/and subjects having too many HP.

The best spells are ones with no save, or that deal damage even on a successful save.  No SR is also a plus.

Single-target, multi-target, and area effects are all legal here!

53
Intro
Greetings, all!

I'm currently in a campaign where the Fun, Powerful Sorcerer homebrew class is allowed.  The short answer is that, once I reach a high enough level (as I'm presently only level 1), I'll be able to use the spells celerity (Player's Handbook II) and arcane fusion/greater arcane fusion (Complete Mage) and the feat Quicken Spell - all with the goal of getting more spells per round.  Action economy advantage, in short.

(Yes, this homebrew Sorcerer fix can use Quickened spells.  Metamagic specifically does not increase casting time.  This is contrary to the normal 3.5 PHB and SRD rules.  I know that.)

My Current Campaign
My character is an Aasimar Sorcerer (starting at ECL1) on a mission from the Upper Planes to observe this Material Plane and determine which parts of it are worthy of saving and judgment.

The campaign is done in a "Living Greyhawk" style with a variety of characters and GMs.  Party members are subtly encouraged to stay together, but not required.  GMs adhere to a common set of rules, and discuss things among themselves if there are any questions.  (This is not actually Living Greyhawk or RPGA material.)

The allowed sources are all first party 3.5 material, as well as "Dragon" magazine.  Homebrew is scrutinized more heavily, but is considered.  The GM can veto or permit anything, though.

The characters and players determine what sort of campaign they're most interested in.  My party (a heavily templated Goliath Fighter of Lolth and my Aasimar Sorcerer) left the slums of a major city due to being solicited for assassination, went to the guards, and told them what happened.  They're hunting animals and such in a nearby forest for food, parts, and pets.  And EXP.  We each have goals of exploring the world and enjoying life along the way - for different ends.

Action Economy Enhancers
Celerity is most famous for being the "I act out of turn and I win if I can survive the Daze effect afterward" spell.  It's also a way to burn through level 4 spell slots quickly to get these extra actions.  Celerity was super powerful when I ran it strictly as a swift action - so much so that I banned it from the campaign because I was GMing.  The rest of the players were OK with this.  Since I'm not GMing right now, I ask for y'all's advice.

Arcane fusion and its greater version are kinda like WotC saying, "Sorry Sorcerers!  You can sorta Quicken after all!  Let's just make it specific to these circumstances."  Assuming I'm not using Sanctum Spell for arcane fusion loops (because that's just abusive right now), how does this compare to the other options?

Quicken Spell is more general.  It doesn't let me act out of turn, but it doesn't have the nasty Dazing side effect either.  It also lets me cast spells of different levels - like a level 2 web followed by a Quickened level 3 haboob.  My GM has allowed Practical Metamagic (Races of the Dragon) and Easy Metamagic ("Dragon" Magazine).  Rods of Quicken Spell are also options, but those are 3/day.

Arcane spellsurge (Dragon Magic) is a handy way to cast a standard action and full-round action spell per turn, but its effects can't be suppressed.  Sorcerers commonly used Sanctum Spell or Invisible Spell on certain spells to just cast 2 spells per round for arcane spellsurge's duration.  I can take the Common Arcana Slow Sorcery, but I'm hesitant to do so for just this spell.  Besides, arcane spellsurge is a level 7 spell!

I'm open to other options.  Remember, I have all of first party and "Dragon" magazine tentatively available to me!

Closing Thoughts
This is a discussion for me, but also in general.  Which of these options (or another) do you believe is best overall if you can only focus on one?  What's your second favorite?  Third favorite?  Why?

54
Board Business / BrilliantGameologists: Board's down. Now what?
« on: December 28, 2015, 10:12:02 PM »
Greetings, all!

As of this week or last, the BrilliantGameologist.com boards show an error screen when trying to access their content.  What's happening?

55
Min/Max 3.x / Spellcraft: How is it useful besides Incantatrix fuel?
« on: December 28, 2015, 05:46:12 PM »
Greetings, all!

For my Solo Savage Aasimar Fun, Powerful Sorcerer I was considering taking Spellcraft beyond a token rank or few.  Still, how is that useful?  I'm not going Incantatrix (and likely just staying single classed) for personal reasons and I don't plan on counterspelling with dispel magic and such.

Are there any notable feats or thingies I should have a large Spellcraft around for?

Spellcraft's Usefulness
-INCANTATRIX!
-Counterspelling (especially via dispel magic et al)
-Magic circle casting for planar binding et al
-Detect magic
-Prerequisites
-Scribing spells into spellbooks (Wizards) and prayerbooks (Archivists)

56
Min/Max 3.x / So, I'm playing a Solo Savage Aasimar Sorcerer...
« on: December 27, 2015, 12:39:47 AM »
...and I don't strictly mean one optimized nor built using Solo's Sorcerer guide.  (I have read guide 1 and guide 2 and guide 3 and guide 4.)

Character Sheet & Assumptions
Antavius Fin

-All first party and "Dragon" magazine material is allowed.  Homebrew and second/third party requires approval before use.
-Stats are from an array of 16/14/13/12/10/9 before adjustments.
-Starting gold is average for a level 1 Sorcerer (75G).
-Discounted items @character creation are from swapping in the magecraft spell and taking 10 on Craft checks.
-We get maximum HP on each hit die.
-I'm not using the Battle Sorcerer variant.

Intro
I'm playing a Homebrew Sorcerer (called the Fun, Powerful Sorcerer) for the Infinite Improvised World campaign on Roll20.  This Sorcerer fix gives Sorcerers more spells known, spells per day, class features, a Battle Sorcerer option, and spell swapping!  (It's just 1 spell swapped per long rest, but that's infinitely better than 0!)

My race is Savage Aasimar for the Outsider (Native) type and CHA bonus.

For story purposes, I'd like to keep my class and race.

I'm no stranger to optimizing Wizards.  (I've been playing 3.x Wizards since 2002.)  I have played Sorcerers before and have regretted so both times - once for a Return to the Temple of Elemental Evil campaign last decade (putting me around level 6) and once for DDO where I played levels 1-28.  (Aspenor's DDO Sorcerer Handbook was just so convincing!)  I'm new at playing Sorcerers in a likely 1 player character with 1 GM situation.  I purposely chose this Sorcerer version because I like spontaneous arcane casting, but the original Sorcerer was too behind the times and too lacking in spells known.

Campaign Premise
Open world campaign.  The GM encourages us to build cities and try a variety of things.

Other players are running other characters independently.  We may team up eventually.  Not depending on it now.

Character Concept
Antavius Fin is an angel come to the material plane to investigate what parts of it should be spared, destroyed, or reconfigured.  Mechanically, I want to try a variety of arcane spells and concepts that are generally bad for party play because they'd hog the spotlight or likely hurt my party, such as locate city nukes, a legion of animate dead minions, an army of planar binding helpers, etc.

Mechanically, Antavius is one who relies initially on Power Word Fell Drain, Fell Drain sonic snaps, and launch bolt (4d6 damage version due to Eschew Materials).  The mount spell is quite useful (much to the disagreement of Solo's advice) due to it providing a Large or Medium meat shield/distraction/trap tripper for 2 hours per caster level as a level 1 spell!  That's in addition to its intended purpose of getting me very far very fast.

Antavius can be diplomatic, but whether that's through skills or spells remains to be seen.

Where do I want help?
Goals, skills, feats, spells, strategies, and stuff.

I plan to be single-classed all the way to test this Sorcerer homebrew and because it offers spiffy things without spending skills and feats on misc. unwanted stuff.

Goals
This is an open world campaign.  I'm looking for more goals than these for interesting adventures:

-Reclaim an ancestor's gear from this ancestor's stronghold.
-Cast a locate city nuke.  (Minimum level 11 due to contingency to get away from the blast radius.)
-Establish/reclaim a kingdom.
-Start a metaphysical revolution (like an industrial revolution in this world, but with magic becoming common) to feed, clothe, and comfort everyone.
-Explore the planes.  Make a planar empire.
-Go on aquatic adventures.
-What do you say?

Skills
Skill-wise, I'm feeling short, even with 4+INT modifier.  I'm building toward Arcane Thesis @6 (see below), and since I can't have any Dragonmark feats, I can't take Mark of the Dauntless for stun/daze immunity for celerity.  (I can, however, take favor of the martyr @8 and boost its duration via Day of Sorcery.)

I'm prioritizing Knowledge (Religion) because my GM mentioned the likelihood of Undead foes, and because it fits thematically with my character being an angel.

What skills are best for solo survival in a world where I'm otherwise uncertain what to expect?

Feats
-I'm planning on taking Arcane Thesis for Evard's Black Tentacles at character level 6, using Expanded Sorcery @5 and spell swapping to learn EBT due to the Blackwater domain.

-Improved Initiative, Ancestral Relic, and Item Familiar all seem worth taking.

-I'm looking for suggestions here.

Spells
-Having played Baldur's Gate II and Icewind Dale Enhanced Edition as solo Sorcerers, I have an idea on how to pick spells.  In short, make an army and buff 'em so I'm safe and foes die.  I remember animate dead + stinking cloud to be a tremendously effective combo in Icewind Dale, and a combo I'd likely use in this campaign.

-Remember, metamagic!  I purposely started this campaign with Fell Drain, Easy Metamagic (Fell Drain), and Sanctum Spell so I can easily one-shot foes @level 1 due to Fell Drain, and DoT foes to death in early levels due to Fell Drain power word pain (AKA Power Word Fell Drain).  Due to the homebrew Sorcerer's explicit rules, I can use metamagic without increasing casting time. 

Strategies
-My character is a 'sniper,' hitting foes with spells and fleeing or hiding - at least at first.  Before mirror image is up constantly, and before I can layer defenses like cake frosting, I'm expecting my survivability to be due mostly to avoiding damage.and avoiding detection.

-At early levels, Power Word Fell Drain.  It's basically the Final Fantasy condemned condition, but with faster results.

-Minions work wonders.  Having played Infinity Engine games, even intelligent foes were dead meat against a swarm of my minions.

-Once I reach level 2 spells, Web/Command Undead and Wings of Cover/Invisibility/Alter Self seem my first picks.

-On a similar note, there are many good things I want for feats, spells, and items, but what are my priorities?  I'm looking for suggestions here!

-Remember, due to Fell Drain, I expect to be making Wights.  Some I can control via command undead.  These may be bothersome.  How best to deal with Wights as a low-level Sorcerer besides gaining levels rapidly?

Stuff (Items)
I've read the guides (Bunko's, Shax, essential items) and I'm curious what you believe is most important for me considering this unusual circumstance.

57
Min/Max 3.x / What's the minimum level needed to break 3.5 without loops?
« on: December 19, 2015, 12:51:47 AM »
Greetings, all!

Assuming I'm not using loops (like Pun-Pun), what's the minimum ECL needed to break the game?

I'm purposely leaving 'break the game' as an open definition.

58
Min/Max 3.x / Link to the D&D 3.5 Complete Shopping List (Dictum Mortuum)
« on: December 11, 2015, 12:41:31 AM »
Complete Shopping List Post for 3.5

I figured I'd put it here for posterity.

59
Intro
Greetings, all!

I'm part of a campaign starting soon with these parameters:

-A psionic campaign set in desert and Underdark regions.  (The GM really likes psionics and wanted to run this campaign because I wanted to play a Psion.)

-2 main characters (a Druid/Planar Shepherd of Lamannia and a Telepath/Thrallherd).  These characters are 'set in stone.'  I quite want to play these characters as main characters, not others.

-We begin at ECL7 with standard wealth (19,000G) and EXP (21,000).  We can spend EXP on crafting, power research, etc, but will start at a lower level as appropriate.  (I don't want to start at a level lower than 6 after crafting, research, etc..)  Our thrall (from Thrallherd) starts at 1 ECL lower than its master with 13,000G and 1 EXP less than is needed to reach the next level.

-28 point buy with all official and homebrew potentially allowed, subject to GM approval.  This is a 3.5 campaign.

-The GM is currently totally OK with very powerful material (since that's the campaign's premise), but I want to avoid loops.  Yes, I could get wish loops from Planar Shepherd by going with Fernia, but that defeats the game's point, and I'd rather play.

-The GM encouraged me to go Thrallherd out of curiosity to see how things will go.

-Thralls are treated as permanent party members and will stay until dismissed.  I can have 1 Thrall at a time initially, and 2 Thralls at a time eventually.  No keeping Thralls on deck (mind controlled/persuaded favorably toward me but 'inactive') like Pokemon.

-While I can have an arbitrarily large party (animals, mind controlled minions, etc.), I still have to manage all these units.  Keep that in mind if you encourage me to play a zoo.

-I can pay EXP to research new psionic powers at a rate of 200 EXP per power level.  (Power research takes about 1 day per power level instead of 1 definite week per power level.)  I can learn powers from other class and discipline lists this way.  These powers do not count against my limit of powers known.

-Custom spells and powers are possible, but subject to GM approval.

-Custom items may be allowed, but also subject to GM approval.

-Crafting takes 1 day per 10,000G instead of 1000G.

-No Magebred Animal Companions, but Warbeast is OK.  (Even if this isn't RAW legal - and let's not debate that here - it's OK for now for us.)

Character Backstory
The campaign's 2 main characters are angels from the Upper Planes sent to evaluate the Prime Material plane (and perhaps connecting worlds) to determine whether they should be purged or allowed to remain.  These angels are given new corporeal bodies for their duty.

Thematically, this means no evil stuff, and probably also no Undead for any characters I control, and no Dragonborn or Warforged for the 2 main characters.

Current Party
Gray Elf Psion5 (Telepath)/Thrallherd1 going more Thrallherd, Mindbender1, and perhaps Ghostbreaker (Hyperconscious)
This character focuses on social skills, utility powers (like teleport and plane shift), and mind control.  He will start the game with astral construct researched among other powers, just because it's so very useful!

Strongheart Halfling Druid5/Planar Shepherd of Lamannia1 or 2 going more Planar Shepherd and Druid, and perhaps dipping Contemplative
This character focuses on being a Druid.  This means Greenbound/Ashbound summons, Greensinger Initiate (for Planar Shepherd), Natural Bond (for uber Fleshraker companionship ASAP), and Natural Spell (because it's so standard @6 it should be a class feature).  Future planned feats include Summon Elemental (for Earth Elemental scouting), Dragon Wild Shape (because it's useful), Versatile Spellcaster (I can effectively cast all my spells spontaneously by paying 2 lower level slots) and anything else that seems especially spiffy.

And, yes, this Druid will have a Fleshraker Animal Companion.  Is it Large due to HD advancement?  I'm not sure.  I look to you forumers to research that and post a definitive answer!

Where I Seek Optimization: Thrall
I get a thrall from Thrallherd.  This character is 1 ECL below its master.  (It will likely start at ECL5 due to its master spending EXP on psionic power research.)  I was considering these:

-Silverbrow Human Bard4/War Weaver5/Incantatrix1/Sublime Chord2/Incantatrix+8 party buffer and utility caster.  (I may give him a level or 2 of Marshal for the auras.)  Has the advantage of being CHA-focused when the main characters are INT- and WIS-focused.  He's also potentially quite useful by his mere presence.

-<Race TBD> Bard4/Crusader1/Marshal1/Jade Phoenix Mage4/Sublime Chord2/Jade Phoenix Mage+6/X2.  Arcane gish and party healer.  Can be useful at fighting even in an antimagic field, etc.

-Strongheart Halfling OR Warforged Scout Artificer20.  Has the advantages of Trapfinding and being able to make us stuff super cheap.  Has the disadvantages of being not very useful on his own otherwise.  (He's basically a magic item factory that can sometimes be useful in combat.)

-A Wizard (Transmuter?) of some kind, perhaps going War Weaver and Incantatrix.

-A crowd control-focused character.  Druids and Telepaths don't have that much in terms of AoE crowd control that I know of off-hand.

-I'm taking suggestions.

Where I Seek Optimization: Items
I don't normally start a campaign having to itemize a small army.  To recap:

-1 Psion (Telepath) focused on mind control, utility powers, and social skills, but minoring in other things (like blasting).

-1 Druid/Planar Shepherd of Lamannia focused on summoning and wild shaping, but minoring in everything else.

-1 Hi Welcome Fleshraker Animal Companion

-1 Thrall with stats to be determined.

-19,000G per main character and 13,000G for the thrall, or 51,000G total.  Mercantile Background, crafting feats, etc. are useful here!

60
Min/Max 3.x / How To: Full Wizard Casting and 16.5 BAB!
« on: November 11, 2015, 08:58:47 PM »
Greetings, all!

I was pondering Wizard gishes lately and discovered a way to get full Wizard casting and 16+ BAB in 20 levels!  This requires early entry tricks, flaws, and writing a background where you're probably more of a hero than you already are mechanically at level 1.  Still, it's at least theoretically possible!

I assume for this build that Heighten Spell + Metamagic School Focus works more than once per spell, thereby allowing me to cast level 4 spells at character level 1.

Any Good LA0 Aasimar Transmuter1 (0.5 BAB)/Ruathar3 (2.75 BAB)/Raumathari Battlemage3 (5 BAB)/Dragonslayer1 (6 BAB)/Spellsword1 (7 BAB)/Abjurant Champion 5 (12 BAB)/Sacred Exorcist6 (16.5 BAB)

1: Combat Casting, Heighten Spell, Metamagic School Focus, [Scribe Scroll OR Fighter Bonus Feat]
3: EWP: You Bastard! Sword
6: Dodge, [Iron Will from O Hole]

(Take what you want from here feat-wise.)

Build Requirements
-13 STR: Exotic Weapon Proficiency: Bastard Sword
-13 DEX: Dodge
-Fractional BAB stacking
-A willing GM
-Good Alignment: Sacred Exorcist
-Some LA0 source of martial weapon proficiency (I went with LA0 Aasimar, AKA 'Savage Aasimar')

Build Negatives
-Your martial abilities bloom late.  You're basically a Wizard who minors in martial prowess.  Even a single level of Crusader or Warblade would help you tremendously at level 1 or 2 just to get you some noteworthy martial abilities.

-Despite taking a feat for Exotic Weapon Proficiency, you're probably better off as an archer and caster until polymorph et al.

-You're more MAD than most Wizards.  You, for some odd reason, absolutely require 13 STR for EWP: BS.

Build Positives
+You're a frickin' Wizard with a base caster level = to your character level!  You could light all your feats on fire and still be awesome!

+You have more skill points and a broader skill list than most Wizards.  You also have more HP (larger hit dice on most levels) and higher base saves

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