Be it a favorite prestige class that is always forgotten, an amazing feat you find in Dragon Magazine, or even just a fun and silly feat in Sandstorm Wink, we've all found these I think. You read it and your first thought is, "Oh man I have to tell somebody about this XXX..." well, this is where you tell somebody.
Why Champions of Ruin is one of my favorite books:
Best archery spells ever.
Arrowsplit turns an arrow into 1d4+1 arrows.
Shadow Arrow turns an arrow into 1d6 Str damage, no save.
Doublestrike Arrows lets every ranged attack count twice.
Thrall of Eltab PrC grants a Death Gaze as it's capstone. (20+Cha)DC Fortitude save or die, 30ft, never turns off, never become immune.
Hard to describe but Dendar the Night Serpent is one of the most intense monsters.
Kezef the Chaos Hound has perfect tracking. "...will never fail..." even across planes! He tracks by emotional scent!
Need to find somebody? Get one of these bitches.
Ever seen a (Ex) Destruction? Now you have. Ityak the Elf Eater. He even has DR 50/Epic and 40 tenaticle attacks with a 50ft range.
Dragon 357
Living Spell based PrC that gets one as a Familiar! Page 77
Feat to stack Wu Jen and Ninja levels for Ki! Page 86
Feat to stack Wildshape and Skirmish progression! Page 86
Plant Animal Companion? These issue has everything! Page 90
Dragon 316
Greater Knock? Yes! All locks within 20ft are open!
Dragon 320
Dwarves with an extra feat at level 1. Helll yesss.
Elves who lose a bunch to gain Weapon Focus for TWO of their racial proficiencies.
Gnomes who get Alertness in trade for a lot.
Halfling who get Dodge and ONE MORE FEAT for free at level 3. Must be Iron Will/Lightning Ref/Great Fort.
Humans who can trade skill points and feat for +2 to any ability score.Page 85.
Dragon 327
Option to spend more time crafting that Construct to remove Bezerk Mode.
And to add more arms.
And to add Int.
All page 72.
Dragon 329
Swarm Familiars. Nuff said. Page 98
Dragon 332
Stating out the process of turning dead dragons into boats. What can't WotC do? PAge 48
Eating Favored Enemies? There's a feat for that. Page 91 (Trophy Hunting)
Dragon 336
Variant Stunning Fists including the elusive (Ex) Dispel Magic
Dragon 342
Human Barbarian 2/Cleric 1/Fighter 2/Monk 2/Paladin 2/Ranger 2/Rogue 2/Sorceorer 4/Assasin 1/Shadow Dancer 2
This is an example NPC
EDIT MORE:
Dragon 345
Barbarian PrC that grants a Size category+ at the capstone. :-) @ base size Huge
Spend XP and Gold for really powerful Psicrystal abilities. Like Swift Action regaining focus or BFC.
Dragon 350
Soulmelds that grant the Swarm type and all day Levitate!
Dragon 355
Arcane Factories. Including reducing Divination XP costs by 25% or 10% faster Construct building.
http://i49.tinypic.com/ridmp3.jpg
http://i45.tinypic.com/220qyo.jpg
EDIT more again:
Stuff I'm stealing from the Free DnD Handbook
Aleithian Dwarf +2 Con/+2 Int/ -4 Cha Sounds like a great wizard to me.
Chosen of tem-et-nu: probably the best feat known to man. I mean, seriously. Turn/rebuke hippos.
Now, I know what you're thinking - this is totally awesome.
This guy:
Is a real life dragon. Dangerous, but not nearly as deadly as this guy:
(http://img.dailymail.co.uk/i/pix/2007/06_01/hippoSPL0706_468x297.jpg)
Mistling fey: tons of LA, but being able to create living spells is really fun.
The Calzone Golem.
It has uncapped "temporarily gain AC when hit with magical fire". Get a fiery burst reserve feat, and have fun with a 100 AC minion.
Forgot where I read about this one but Ferocity of the Sanguine Rage from Dragon Magic is a great Gish spell. Round/lvl for 1/2*CL moral bonus to all damage. And if you want, you can end the spell to gain the benefits of Truestrike. Simple and strong.
On of my favorite Monk feats I never see mentioned.
RING THE GOLDEN BELL
[GENERAL]
Prerequisites: Wis 13, Improved Unarmed Strike,
Stunning Fist, Weapon Focus (unarmed strike), base
attack bonus +5.
Benefit: A number of times per day equal to 1 + your
Wisdom bonus, you may deal unarmed strike damage with
a successful ranged attack. This attack has a range increment
equal to 5 feet + 5 feet per point of Wisdom bonus. Normal
cover modifiers apply. This attack can deliver any effect your
unarmed strike can normally deliver, such as a stunning
attack due to the Stunning Fist feat.
Dragon #343, pg. 90: "Pious Extensions" articles - a series of articles giving bonus "divine" feats for the shugenja, favored soul, cleric, druid, and spirit shaman. I like seeing feat support for the non-core options - shugenja can spend a feat to gain rebuke elementals, for example.
#327's Craft Construct options. It's a really overlooked option (due to massive XP expenditure in its creation, presumably) for PCs and one I've always loved - this just gives it a little more love that it doesn't really need, but is nice to have, especially the INT score option.
Another nice find is Rod of Animated Dead (Dragon #331, page 66). Five times/day 30-ft radius burst of "animate dead" with no material component cost - only up to 10HD per use and you don't get to control them. Just be flying or out of their reach and watch them wreak havoc - or just be fodder. Or combine with the feat that makes mindless undead ignore you and use it to assist in building an undead stronghold for cheap (24k gp for 50HD of undead/day).
Two level ninja dip can get you an (Ex) Obscuring Mist that doesn't affect you. And it's a swift action. 1+Wis times per day.
Only lasts one round though. You can spend 2 attempts to make it last 2 rounds though. Or spend a feat to make it last 2 rounds normally and adds one attempt per day.
Trick:
invisible spell obscuring mist on a character with mindsight, especially when persisted. especially considering how many high level outsiders PERMANENTLY have see invis or true seeing. pit fiend, cripple thyself!
True, but if that's the case, Mind Blank would in turn hide you from Mindsight, would it not?
Anklebite is correct. Contructs and Undead have Telepathy, therefore, Telepathy isn't Mind-Affecting.
Cerebral Blind works too.
The only things that's harder to hide from? Simultaneous Touchsight and Trans-dimensional Touchsight. Short of shutting down the caster, me and Kell tried to break it but couldn't for sure. Cerebral Blind might break it, and the flavor text supports Hellbreakers breaking it. But those are both weak cases.
There's a spell that stops it called Telepathy Block (BoED, Bard/Cleric/Sorcerer/Wizard 5). No Save, No SR, and can be targeted on the enemy troop itself.
So, now the ultimate sneaker is an incorporeal/ethereal God-blooded (Vecna) Beguiler (ShS) Unseelie Fey Chameleon Dark Shadow-walker Shadow Lolth-touched Mulhorandi Divine Minion "Warlock" base class/"Hellbreaker" PrC with the "Darkstalker" feat, "Wall of Gloom" invocation to evade the "Touchsight" power, and plenty of Dust of Disappearance. (Did I cover all my tracks/traces?) OneWingedAngel would argue that you can use "Silent Image" to produce the same effect, obsolescing the other spell.
In fact, the stealthiest is to not exist via Shadow Discorporation of the Telflammar Shadowlord, but that has immediate downsides...
CAr, p.136, WoG invocation - http://yfrog.com/5gcar136invocations5p
Spell Compendium > page 233 > the "Wall of Gloom" spell - http://yfrog.com/5gspc233wogp
Master of the silent sound (dragon 297).
Looks like a typical "trade four levels of spellcasting for some useless abilities" class.
The capstone ability is a 1/day spell-like ability.
It replicates any spell of 9th level or lower. As a full round action. With CL = character level.
For once, I actually can appreciate the whole "Dedicating my entire career to mastering this one abilitY" schtick of a PrC. Get a squire of legend or something, or - better idea- see if you can put this on a spellthief, steal a mistling's "conjure living spell", and make any living spell you want.
Dragon 321 has a barber prestige class.
So you can be a bard/barber/barbarian bearing bardiches
SCM don't care about casting time or expensive components, right? Check out Dragon 309. In the 'Spells of War' section there are some spells that all have 1 minute+ casting time and usually expensive components.
But they're awesome. 150ft Obscuring Mist, 25 target Magic Missle, 60ft Fireball, 100ft by 20ft lightning bolt, 100ft Orb of Fire, 500 creature Blur, Summon Monster II (25 TIMES CASTER LEVEL amount of creatures, Mount (25 TIMES CASTER LEVEL amount), summon a 'Cheap Keep' from Strongholder's Guide.
Here's another small fun find: Anima Mage 10 lets you cast a spell 1/day as an immediate action, stilled and silent. So the obvious thing to do is to find spells with long casting times and apply it to that. I like the idea of an instantaneous Control Weather, but another useful spell might be Distill Joy from the BoED, with a casting time of 24 hours. Every day, gain a tiny bit of free crafting experience for one split-second's action.
On the opposite end of the spectrum is Apocolypse from the Sky. Also a 24-hour casting time, but ending the world on somebody else's turn is just pure gold.
Power Crystals in Magic of Eberron. These incredible items are warforged components that can allow a psionic warforged to manifest a specific psionic power once per day, using their own power points. So they're like Rune Staffs, but only hold a single power each. They're also incredibly cheap (400 gp for a 1st level one).
Dragonlance: Holy Orders of the Stars!
The Bright Warden of Paladine is sweet! 3/5 divine casting, grants Divine Grace, and most importantly, FREE ACTION to spend a turn attempt to add Cha to saves and AC of all allies within 30ft. Lasts for Caster Level/rounds!
There is much more I will add later.
Untiring Form! You don't need to sleep for 1day/4 levels. But here is the big money...
Creatures who cast spells are able to prepare spells and
spell slots normally even though they do not sleep. Spells
cast within the previous 8 hours still count against the total
number of spells that they can prepare, as they usually do.
Of course, you could get the same effect with the positive energy channeling feat from Kingdoms of Kalamar, and it'd last for ten minutes.
Dragon #357 > page 88 > Class Acts > Transversed Arcana > Eidetic Spellcaster > Level: 1st, "do not gain a familiar or the Scribe Scroll bonus feat", "You do not need a spell-book, either to record spells you know or to prepare known spells. You can learn spells normally, either through gaining levels in wizard or learning from other spellbooks, and you must pay all the normal costs for learning new spells (used instead in special incenses rather than inks), but you do not need to put them into a spellbook."
Vicon English Dictionary > "eidetic [ei·det·ic || a?'det?k]
adj. pertaining to visual images (seen recently or long before) which can be recalled vividly and with great detail"
"olfactory [ol·fac·to·ry || ɑl'fæktərɪ /ɒl'fæktrɪ]
n. sense of smell; olfactory organ
adj. related to sense of smell" (Vicon English Dictionary)
Caveat: the GM might have you require special incenses to prepare from as a fluff-prerequisite.
Wild Monk from Dragon 324
Monk with wildshaping
Trick:
The arrow spells from CoR are kinda shitty as actual spells, but they make amazing traps. Put arrowsplit into an auto-reseting trap on your bow with the trigger "when an arrow is fired from this bow'. For hilarity, make it a splitting bow. Now, whenever you make an attack, you get 10 (2 from splitting x 5 from arrowsplit). Do it with hand crossbows instead and TWF + rapid shot with them. Assuming +16 BAB, rapid shot, and full TWFing with two splitting hand crossbows of speed, you're looking at 10 attacks, each of which becomes 10, for a total of 100 attacks per round. Throw on a doublestrike trap and you can hit two targets with each attack.
Interesting build:
Glimmmerskin Halfling Dragonfire Adept 5/Nosomatic Chirurgeon 1
Feats
1st Draconic Heitage
3rd Lesser Dragonmark (Mark of Healing)
6th Draconic Breath
Invocations
Enthralling Voice (6th level spell! for a lesser invocation!)
Can breath 12d6 breath weapons at will, at a 16+Cha DC. Best low level blasting I've seen in awhile.
I think I see what it is. Enthralling Voice is a SLA of 6th level, so you use Nosomatic Chirugeon to convert that into a Mass IMW, and then use Draconic Breath to turn that into a 12d6 breath weapon.
Dragon 315: Sha'ir
Charisma based super-prepared full caster. Casts off the sorcerer/wizard list as well as a bunch of cleric domains. Prepares spells as they are needed or wanted. Casts both arcane and divine spells RAW. Edit Ninja'd
Raptoran Sha'ir 10/ Skypledged 10
Cast all Sorcerer/Wizard, Cleric, and Druid spells whenever you feel like it.
Better yet is Sha'ir 8/Skypledged 7/Contemplative 1/Dweomerkeeper 4. All that and no-cost Wishes too!
Neat spell:
Has anyone mentioned Opalescent Glare (SpC 150) yet?
for a 6th level spell slot, permanently gain a gaze attack.
Something that I find fun, is using abilities that allow you to use knowledge skills "as if trained".
A few that come to mind are:
Draconic Knowledge (invocation, Dragon Magic)
Lore of the Gods (spell, Complete Champion)
Lunatic Insight (feat, Heroes of Horror)
Spelltouched - Breadth of Knowledge (feat, Unearthed Arcana)
(In honor of Bozwevial's avatar)... I kinda think of such a character as Dr. Who... He knows just about everything.
Don't have Knowledge (history - ancient blah, blah, empire)? No problem!
In a new area and need directions? Knowledge (local - region specific) to the rescue!
I like the line from the description of the knowlegde skill in the PHB: "With your DM's approval, you can invent new areas of knowlege."
Am I the only that finds this even remotely fun? Can anyone else think of funky situations where a rare knowlegde would come in handy?
According to Sage Advice in Dragon #33 (apparently), elves and half-orcs do not have souls and thus cannot be resurrected. I know it's not from 3.5, but I propose this rule be considered for addition to the game.
I just found something really nice: the Maiming weapon enchantment.
Basically, whenever you critical, you roll a dice to determine your critical; a 1d4 for x2, a 1d6 for x3, and a 1d8 for a x4. Best of all, it's only a +1
Consider for a moment that Artificers have that one infusion called "Personal Weapon Augmentation, Lesser" (iirc); which grants a weapon your carrying a single +1 enchantment for minutes/level.
You can apply metamagic to infusions.
Basically, get a weapon made of Kaorti Resin, and use a Maximized Empowered PWA (Maiming); End result is a critical multiplier of 8+.5(1d8)
And if you extrapolate the table, you can combine this with Dragonsdoom (if your critical multiplier is X, then your critical multiplier is 2X-1) to get a critical range somewhere between 16 and 23! Or, you could reverse it and roll the equivalent of a d14 for the critical multiplier, but that is less nasty.
And then of course there is Crystal Weapon's Master, who can increase their critical multiplier by 1 1/2 levels of the class...
20 to 30 critical multiplier, anyone?
Of course, you would need serious tech to get the critical range wide enough to use this enough, but I'll leave that as a challenge. Big Grin
By the way, a 20 critical multiplier is an extra 19d10 damage with a burst weapon, if you use the ones from the DMG.
Now, I'm pretty sure you can persist that 1st level infusion...
Maiming was updated in the Magic Item Compendium. It now deals (multiplier-1)*d6 extra damage on a critical hit.
Although, it reminded me of a funny little trick; namely, you can use a 3rd level spell to get a limited number of infusion types onto wands. Why? Because infusions count as spells, and that's all that Wand Modulation looks for. That and that it has no expensive components and is a level lower than the spell that is on the wand, but Metamagic Item to give the wand Heighten to 9th works quite well...
Who wants Personal Weapon Augmentation on a wand? I do!
Have to persist Wand Modulation to get good mileage, though...
Aumvar's Fragmented Phylactery Epic spell from Champions of Ruin
Lets you split your phylactery into a number of them equal to your casting modifier.
You can cast it multiple times, increasing your phylacteries by your casting modifier each time.
After a year of doing nothing but making phylacteries, you conquer your own small civilization, if you don't already have one, and make your phylacteries the local currency. Smirk
This means that anyone trying to kill you will have to barter for/steal them all, which is especially amusing when they are paladins.
Of course you want to keep a couple hidden in various locations just in case. Or you could make your phylactery be a rock and scatter them to the ocean.
Fighter Variants out of Dragon 310. They gain a limited list of feats, different skills, and a set of special abilities to choose in the place of bonus feats. Two notably stick out: the Fencer, who, with denigrating banter, can reduce an opponent's base attack bonus; and the Pugilist, which can take shake it off to only be able to take non-lethal damage.
Anyway, upon rereading the human heritage feat...
You keep the traits held by all members of your old type.
So a necropolitan with human heritage, for example, would keep undead traits (including the d12 HD, negative energy healing and immunity to mind-effecting), but be humanoid. I believe that would technically make you heal from both positive and negative energy, since negative energy healing is a trait, but positive energy damage is done on a spell-by-spell basis.
Pretty cool, actually, though you have to pick up the template at first level.
I just noticed you could technically use Insane Defiance by targeting yourself with a mind-affecting ability just to apply a -4 penalty to somebody's save, if you really have to. It's not great, particularly once immunity to mind-affecting effects becomes ubiquitous, since it deals a point of Wis damage and takes an immediate action, but it's a nice little (probably unintended) benefit to the feat.
There's a power in Dragon Magic called gemstone breath that grants you an honest-to-goodness breath weapon, usable once every two rounds.
Since it's an actual breath weapon AND a psionic power, both metapsionics and breath weapon feats work on it.
I'm making a build for this character based partly on this fact.
Note that psionic powers are all by defintion psilikes. Transparency makes psilikes into spell-likes.
So stick mortalbane onto that.
I'm surprised I haven't seen more about the Krinth (Champions of ruin)
LA+0, +2 con, -2 cha, immune to being shaken (tossing out most fear stacking), misc pointless benefits, and a single racial feat can make your familiar incorporeal (albeit with the hindrance that it has to stay within 30' of you).
More importantly, since the feat only gives you the ability to summon an incorporeal familiar (and explicitly doesn't change the state of your current familiar), a changeling with racial emulation could take the feat, summon something, and then switch to a different race while keeping their ghostly bird or whathaveyou
I know it's not a *new* find, but psianimate dead from Hyperconscious is an awesome power. The undead you make keep all of their Ex and natural abilities (though not class abilities), and they keep all of their ability scores except Con.
So if your party mates die, just psianimate them and have them walk themselves back to a cleric. If they die again, just psianimate 'em again.
Especially useful for thrallherds with a few stygian powers.
From Kingdom's of kalamar:
Child of the Earth - Con bonus to saves, 1st level only feat
loyalty's reward - gets or grants CUSTOM feat if leader or follower
I really like Loyalty's reward. Thinking about making a "leader" type.
David
EDIT: A Few more:
Reserves of Strength, Dragonlance Campaign Setting, p87 - Lets you add +1 to +3 to CL, exceeding spell caps. Does 1 - 5D6 damage or stuns for 1 - 3 rounds
Transfer Essense - 5th level spell - - dragonlance, tower of high sorcerery - steal someone's CLs - use for long-term buffs
Arcane Staff (Lesser/normal/greater) - 3rd/5th/7th level spell - dragonlance, tower of high sorcerery - store spells (from ability modifier to ability modifier + caster level) in levels of spells, up to 2nd level (or 4th/6th level)
A feat from Kingdoms of Kalamar:
Expert Tactician (that's the name, iirc): If your opponent is flatfooted at the end of your Full Attack, you get one free special combat action (trip, bull-rush, or the like). Kalamar has a special action, push: Strength vs. Balance check, if the opponent loses they are flatfooted.
Also, Vashars and Jerren can both get into Fiend of Possession with a single feat (Otherworldly). They are, I believe, the only humanoids with the Evil subtype.
(I'm posting the second out of memory, so...)
The Primary Contact feat (from Cityscape) grants you +1 skill rank above and beyond normal.
This is useful for entering PrCs early and qualifying for feats as well. Not much else, but still.\
Power surge and reserve feats. Not gamebreaking but it offers some variety.
Power surge and breath weapon. (But metabreath feats and spells already exist)
Any other suitable supernatural attacks that qualify?
Feat:
POWER SURGE [GENERAL]
You focus an additional burst of energy on one supernatural
special attack you possess, improving its potency at the cost
of decreased capacity.
Prerequisite: A supernatural special attack that you can
use at least three times per day.
Benefit: Choose one supernatural special attack that you
can use three or more times per day. You may apply any one
of the following improvements to that ability.
• Increase the save DC to resist the effect by +1.
• Increase the damage dealt by the effect by +1 per die.
• Increase the duration of the effect by 50% (not
applicable to any effect with an instantaneous
duration).
After using this feat, you must wait to use the
supernatural special attack for 1 round. If you must normally
wait to use the supernatural special attack, you must wait 1
round in addition to the normal period you would wait to use
the ability again.
Special: You may take this feat multiple times. Each time
you take this feat, it applies to a different supernatural special
attack.
Suggested Class/Race: Beholder
Dragon Magazine #: 313 (Eye Wares – Potent Powers of
the Beholders)
If in your game you can gain divine ranks by killing a deity or if you simple want to kill a god just for the hell of it,then Erbin is your choice....
He comes from the Deities and Demigods Web enchancment....
Ove version of him is a Rogue1/Fighter1 divine rank 1 demigod....
And he only has 30 hit points.......
He is even weaker than Imhotep....
I just found this in the link posted last page...
Feat:
CORRUPT SUMMONING [VILE]
Your summoned creatures become twisted and evil.
Prerequisite: Spell Focus (conjuration), Augment
Summoning, evil alignment.
Benefit: Each creature you conjure with any summon spell
gains the evil subtype, and creatures that are not already evil
in alignment become evil.
Dragon Magazine #: 347 (Princes of Elemental Evil – The
Archomentals)
How can we learn this as Malconvoker?
Dragonfire Strike, also known as "+1 damage per die of Sneak Attack thanks to that feat."
Also, Power Surge+Supernatural Spell=WIN!
Or, if you go epic, grab it for Cosmic Connection (Cosmic Descryer), and have some fun!
Another fun item is that contract from Complete (Arcane/Mage, can't remember): a reusable contract that causes anyone who backs out of their end of the arrangement to become blind, deaf, and mute.
It's cheap, and if you can't think of a way to abuse that, you need help...
One of the things I recently found in a dragon is the Dueling cloak.
Counts as light armor, wears like a shield, enchants like a cloak, can be wielding as weapon.
So for a bard its something that gives them no ASF as it counts as light armor.
I've got a book of feats as well, that give over a hundred different feats. Been trying to figure out how to actually use the infernal feats to make a comprehensive build.
Do you like buffs? Untyped bonuses to physical stats (+4)? Along with stuff like natural natural armor +6 (before enhancement), climb speed, and more? Duration day/level?
Say hello to Spider Curse (Spell Compendium).
Fun monster:
Everyone, I believe I found one of the strongest low HD undead to have join your undead army.
The Time Wight!
It's from the old Monster Mayhem articles on the Wizards site, and it has a couple of fun abilities...
-Haste and Slow 3/day each at CL 5
-1/week 35% chance to summon another Time Wight for 1 hour; summoned wight is allied to the summoner, and can't use his own summon ability.
-Constitution Drain and Spawn Making; Fort save 15 or lose 1d4 constitution.
Why are they so good for the low level Undead master?
They are a 5-HD undead that can haste themselves and slow your enemies, giving them advantage; they have a 7 out of 20 chance to summon another one, giving you even more of them for free, and the summoned ones still have the Constitution Drain, Spawn Making, and spell-likes!
Another fun creature is the Gravbeast, because who can say no to a creature that gets 6 claw attacks on a full attack, all of which have their damage doubled, free tripping as a Huge sized creature (they are large sized, by the way) whenever they hit with a claw attack on a pounce as a free action? Or how about the ability to cast a weaker version of Reverse Gravity every 2d4+2 rounds? Or the fact that it can give itself a 50% miss chance against all non-ray ranged attacks for 6 rounds? And all the other nifty abilities that make this creature an awesome special mount for a Paladin of Tyranny.
Then there are the Transmutation spells from the Pets of Any Stripe Random Encounters articles; the first, Mind of a Beast, is a 4th level spell that replaces the mind of the target with that of an animal. You can apply Permanency; even funnier is its 7th level version, Mind of Another, which allows you to replace the mind of a creature with the mind of any of the following: aberration, animal, beast, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. It can also be permanencied, and the prank potential is endless; I mean, is there anything funnier/more cruel than replacing the mind of the Paladin with that of the Tarrasque?
Monster Mayhem - Time Wight (3.0), Gravbeast (3.5)
Mind of a Beast/Another (3.0)
While we're at it, Alter Self/Polymorph into a Void subtype creature is like a poor man's souped up Superior Invisibility.
Another nice find is Rod of Animated Dead (Dragon #331, page 66). Five times/day 30-ft radius burst of "animate dead" with no material component cost - only up to 10HD per use and you don't get to control them. Just be flying or out of their reach and watch them wreak havoc - or just be fodder. Or combine with the feat that makes mindless undead ignore you and use it to assist in building an undead stronghold for cheap (24k gp for 50HD of undead/day).
There's also animating door (Shinning South 56). It's only for 1d6+4 rounds, but it's unlimited use. It doesn't even require an action, you just need to arrange for corpses to move through the door.
http://www.wizards.com/default.asp?x=dnd/wn/20020130a
Lingering Breath: If you decide to use it, your breath weapon 'lasts' another turn, so on your turn it does half its normal damage in the same area. SEEMS decent for a dragonfire adept. I wonder if Entangling Breath is pumped by it. It says "Each use of your breath weapon lingers until the creature's next turn, and those entering or staying within the area of effect on the second round may take damage (see below). Those using Lingering Breath must decide before breathing that they are using the feat, otherwise the breath weapon acts as normal. Damage done in the second round is reduced by half." I think that supports additional effects of the breath weapon going off again. Hello Gestalt Two-Headed Half-Dragon||DFA!
Note: It is 3.0, but I really doubt there's any errata for it, and it works fine in 3.5
http://www.wizards.com/default.asp?x=dnd/wn/20021218a
Binding Chain of Fate: The ultimate lockdown? (With Will Negates Big Eyes )
http://www.wizards.com/default.asp?x=dnd/wn/20031231a
Muritho's Randomscatter: If it weren't 1 round/level, it actually seems like a decent defensive buff at low level.
http://www.wizards.com/default.asp?x=dnd/wn/20040128a
Gaze Screen: Troll some Beholders, Basilisks, etc.
http://www.wizards.com/default.asp?x=dnd/mb/20041215a
Nybor's Joyful Voyage: Just a fun trolling spell. Even the name says "U mad?"
Theller's Argauneau is a third level spell that lets you recover a spell slot of any level every time you cast it. The only problem is that it requires you to sacrifice a red dragon egg. Now you just need some way to get red dragon eggs (summoning perhaps), a dimensional pocket to store them in, and an item of it at will.
Also, you should totally bind an efreeti to get a rod with that spell in it.
Wait, but that egg is a material component. So, if you make it a Spell Like Ability, you can cast it without worrying whatsoever about those eggs. Nice!
JaronK
Then we get into that silly area about how long the eggs last. Or if a Red DWK can use it's own eggs.
either way, Quintessence will make it last a long time.
Just found an AMAZING feat in Fiendish Codex 2: Divine Defiance. If you have Dispel Magic memorized (or the spell being cast), you can spend a Turn/Rebuke attempt as an immediate action to counter any spell or spell like ability being cast. You have to make a Spellcraft check to identify the spell successfully when you do this.
Is it just me, or is this a genuine caster killer feat? Combo it with Tenebrous as a Binder and now you can shut down casters rather decisively (since generally taking out their first spell really screws them).
This makes the old Binder 1/Archivist 3/Anima Mage 10/Tenebrous Apostate 5/Tainted Sorcerer 1 build that much more crazy. The Cleric version ain't half bad either.
JaronK
A Ring of Spellbattle (MiC) is already an amazing item, and combos great with this feat. It lets you counter (or redirect!) one more spell per day, automatically informs you of all casting within 60 feet, and gives you a free Spellcraft check to ID the spell being cast (meaning you effectively get two chances when using Dispel Magic). As long as you can win at the spellcraft check, this will really shut down casters cold.
Plus, lots of higher level enemies like to start a fight by running up and using a single really nasty Sp ability. Shutting down that one opening shot means a virtually guaranteed victory.
JaronK
Ring of Force Armor (MiC).
+5 armor bonus to ac (works vs incorporeal), deals 1d4 force each time you are hit by melee, and augments your own natural attacks (well unarmed attacks) with +1d4 force damage as well as basically Ghost Touch. Circumstantially useful, but it is a nice way to buff your Animal Companion (or pet monk) if you are questing against some shady undead.
Speaking of monk-like stuff. Flaming Fists is a 300gp potion printed somewhere that gives you flaming fists (+1d6 fire) for thirty rounds. If I recall right theres capsules to drin potions as a swift action printed somewhere. Heck of a lot better than buying a +1 Flaming Necklage Of Natural Weapons. Plus you never know when setting part of your body on fire could be handy. I give this one my full recommendation, if nothing else it can be a great practical joke to light the king's hands on fire at the end-of-adventure banquet in your honor and watch him burn the place down trying to put them out.
The Sibiex from FC1 is an outsider that can be summoned with Greater Planar Binding. It has the ability to, 3/day, provide any fiendish grafts you want... explicitly free of charge. It even specifically wants to do this for you. You pretty much have to be evil to want these grafts, but some are quite nice, and all are permanent. Consider such gems as the Charming Eye (you can see without penalty in all darkness, even magical darkness, no range limit... and you get a low DC charming gaze that'll be hilarious if someone rolls a 1 when trying to hit you), Membranous Wings that give cold and fire resistance 10 along with a flight speed, and a Frightening Eye that gives permanent See Invisibility along with a low DC fear gaze.
If you can Planar Bind one and you're evil, this is a complete no brainer.
JaronK
Fengut
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Fengut causes the victim's stomach to suddenly feel full and burbling with foul swamp mud. The rancid taste of rotting vegetation rises into the victim's throat and mouth, and his breath reeks of damp, rotting matter that is deep in the throes of putrefaction. The combined smell and taste is horribly nauseating to the victim, who becomes nauseated for the duration of the spell's effect. A nauseated creature cannot attack, cast spells, concentrate on spells, or do anything else that requires attention. The only action a nauseated creature can take is a single move action each round.
Déjà Vu
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.
QuoteDéjà Vu
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.
Very handy to have, if situational.
Aquatic race
So in Monsters of Faerun there is an aquatic humanoid race called the Shalarin (pg. 76). The PGtF web enhancement / monster update booklet says these guys are +0 LA. It also gives them racial stat mods of +4 STR & DEX, +0 to everything else. Wow, not too shabby for a +0 LA race.
But too bad they're aquatic and can't breath on dry land. Oh wait, why not use the Amphibious template. -2 DEX for air breathing is a pretty good deal. So now you have +4 STR & +2 DEX on a +0 LA humanoid.
Throw on Dragonborn and now you've got +4 STR & +2 CON, can breath air or underwater just fine.
I'll take this guy over a Dragonborn Water Orc any day. And chances are, if you have a DM that would actually let you use a Dragonborn Water Orc, he'll probably let you use a Dragonborn Shalarin.
Metaconcert
Also going to post this later in the Psionic Tricks section, showing once and for all that metaconcert is up there with greater metamorphosis. I call it the Arcane Crescendo.
First we need a set of psionic powers to use our pp on. The Shards of Leadership trick supplies this nicely, letting any character capable of acquiring a psicrystal ultimately snag every power in existence. That said, we have no pp as of yet, save the 1-20 from either race or feat(s). Enter mental pinnacle. We now have an assload, particularly with a high CL, and at ML equal to our CL. Now remember how we have all those powers? Manifest metaconcert, and if you don't wish to conduct it, pawn it off on your shiny pet rock. Congrats, you now have a massive reserve of powers known and power points disassociated with you, but no spells so long as mental pinnacle persists. Well, dismiss it. Remember, your power points are now in the metaconcert, so you have none to lose from ditching the spell (0pp-0pp=0pp). End result? All the goodness of psionic buffing and action rape on the chassis of a Wizard, without having the dicey mechanics and arguments involved with a Spell to Power Erudite, and better capability to optimize both sides, especially given that your only limitation to manifesting absurdly powerful powers is your CL, and there are a million and one ways to augment that.
Thoughts?
EDIT : Oh, and ensure the metaconcert is capable of using bestow power, as even unaugmented, once you have those 2 pp back from it after dismissing mental pinnacle, you regain ability to achieve psionic focus, allowing the full breadth of action abuse.
Free Sp abilities
One fun find is Extract Gift from Fiendish Codex 1. Mostly it's worthless... it lets you gain enhancement bonuses to stats or competence bonuses to skills permanently, but the material costs are equivalent to just purchasing an item that gives those bonuses anyway and yet you have to pay exp as though you're crafting them while having to deal with Planar Bound demons at the same time... and the bonuses are capped by caster level. But where it gets amazing is that you can use it with a Spell Stitched creature as an Sp ability, which makes it free. Now Planar Bind some demons and get permanent bonuses... much better. Note that you'll need a high HD undead to do this on, to get sufficient caster level.
JaronK
Exotic weapon
Fukimi-Bari, from Oriental Adventures and Arms and Equipment guide. They only have a range increment of 10 feet, deal 1 damage, and are exotic, but their description says they can be fired up to 3 at a time. There's no written limit to the amount of needles you can have in your mouth.
If 'up to three at once' applies to any attack action, and they are enchanted as ammunition, then sign me up for some +1 spell storing fukimi-bari. Rapid-Shotting and a high BaB means a lot of attacks, to the point that it may be profitable for an Artificer to pick up proficiency. Spell-storing!!!
Greater Teleport at will
Holy Transformation (SpC, pg. 116) gives you the [Archon] subtype. The subtype indicates you can use Greater Teleport at will as a (Su) ability. The spell is personal range, thus easily persistable.
extra dmg and bonus to hit
Speaking of undeath, I just noticed that Greater Divine Surge from ToB allows you to take up to your initiator level in con damage to do 6d8+2d8 per point and get +1 to hit per point. Nothing stops you from being immune to this damage, so a 15th level Necropolitan Crusader can use this maneuver for +15 to hit and +36d8 damage. Sadly it's a full round action that leaves you flat footed afterwords, but that's still impressive and a great way to finish off an enemy. Add in Bloodline abuse for even more damage.
JaronK
Extra spell slot
The Extra Spell/Slot feats only specify that the spell/slot be below the highest level you can CAST. It never adds the note, "to the spells known/spells per day of the class that has the highest level of spell castable."
So, what does this mean? It means that you can essentially add one spell/slot to any one of your classes.
I want you to say hello to Ur-Priest as a source for early high-level spells on any list.
And there is always the fact that it says the highest LEVEL spell you can cast, so a Chameleon with some form of crazy Heightening could get a really high level spell/slot added to their focus.
I noticed this while trying to figure out a way to get the Arcane Recharge trick pre-11th level.
Interesting domain spell list
The Darkness Domain from Spell Compendium has some unique spell choices:
Blacklight (lvl 3): while wizard's get this, it's an Evocation spell, which is commonly banned. The ability to produce an area of darkness that only you can see through is super fun. Combined with Ebon Eyes, your allies can see through the dark too. Proceed to stomp the enemy, as they flounder blindly.
Armor of Darkness (lvl 4): Nice deflection bonus to AC among other benefits. +4 at first, and up to +8. Too bad it isn't easily persisted (range touch)
Darkbolt (lvl 5): Launch up to 7 bolts (CL/2 max 7) at living targets within a 60' radius (with a ranged touch atk). The damage is somewhat pitiful, but it causes daze for 1 round, if a Will save is failed. The spell implies that the save is forced upon every successful hit on a target, so you can focus fire. Iterative probability takes care of the rest.
Gestalt trick
Okay. Here's a little trick that's easy to use if you're in gestalt, though it requires a level dip in a manifesting class if you're not (or a 3 level dip, if you want to do it that way).
There's a feat in Hyperconscious called Skill Finesse that allows you to substitute your manifesting score for the normal ability score on a skill of your choice. Go illumian and use the sigil that allows you to use Strength as your casting/manifesting stat, and take Skill Finesse for a skill you'd like to be fairly high. Then take factotum 3 so you have Brains Over Brawn available. Now you have +Str and +Int to whatever skill you like. Very nice if you make use of PAO or Metamorphosis for a nice high Str mod.
Best if used with Concentration, especially given some of those Concentration-substitution maneuvers in ToB.
Interesting templates
Unseelie Fey, original printing Dragon Magazine #304 page 65.
The template lacks LA. Also so does the example creature it uses - the unicorn, which we know for a fact has a +4 (cohort) rating.
Page 64 contains a sidebar noting what is for players (literally named "for your character") which does nothing to talk about a PC obtaining anything personally, just as summons and cohorts. It is here than the 4HD Unseelie Fey Unicorn example is noted as being a 9th level cohort.
Fast forward a bit. Dragon Compendium Volume 1, page 222.
The template lacks LA. Noted example (gnome) maintains a +0 LA rating.
Useful items
Energy Trap: A rather weak DD power for a manifester, but the secondary effects tied to each version of it are rather interesting since they last 1 round/level.
Amulet of Peace: You guys know that Setting Sun counter that lets you use Sense Motive instead of AC? This is that effect in magic item form, except for Diplomacy, and it applies against Full Attacks! For 5000gp! Twice per day!
Dragonmarks
Spell Haven: From Dragonmarked, it requires a Dragonmark of any grade (Aberrant or True), but it's a lower-level Contingency. Even better, it doesn't override existing Contingencies. The downside is the spells you can use with it are limited by your Dragonmark's grade, to a maximum of 5th level for a Greater dragonmark. Oh, and it's open to Clerics and Bards, not just Sor/Wiz. I'll post the spell itself if asked, since it's a tad useful.
Prestige classes
I was just taking a peek through the Shattered Gates of Slaughtergard when I stumbled across the PrCs.
Serene Guardian: A Full BAB class that advances Monk abilites. Nothing really special because the class features are really weak (since they require you to hit a creature multiple times without killing it), but the Capstone is a monumental improvement over Quivering Palm (as in, actually useful if your DM doesn't let your Monk use Greater Mighty Wallop). But then there's the 9th level ability: You get a permanent Moment of Perfect Mind that triggers whenever you would fail a Will save. Yeah, effectively an EX Mindblank that still allows buffs!
Solar Channeler: Exactly as it appears in EtCR, this class is garbage.
Dark Scholar: 9/10ths Arcane advancement with UMD as a class skill, and really easy entry (10 ranks in one of three Knowledge skills, must have 4th level arcane spells, and must be Rank 9 in the Ebon Cabal (an alignment-neutral organization). While it isn't exactly good for all 10 levels, and the first level is the 1/10 I mentioned earlier, it's possible to get a permanent Silent Spell benefit on any spell you cast up to two levels below your highest (a Wizard 19/Dark Scholar 1 with this would be able to cast every 7th level or lower spell without verbal components, at no increased casting time or spell slot adjustment).
Twisted Lord: About as bad as the Solar Channeler above.
But wait, there's more: Qualifying for these prestige classes gives you two free magic items (joining the Ebon Cabal also gives you a free 500gp diamond, which is a nice perk).
Luminous Order, Rank 5+: You receive a Luminary Tabard, and can copy spells from any lower-ranked member of the order for FREE
That Tabard BTW? 3,000gp for a +2 Resistance bonus on Reflex saves, and whenever you save against a Fear effect you heal equal to either the CL or HD of the source of the fear effect. While this doesn't sound like much, keep in mind that it triggers off of the Intimidate skill, and can be used infinitely!
Luminous Order, Rank 9: Nothing much, just a Weapon of the Celestial Host.
Any weapon with this ability ceases functioning and becomes temporarily nonmagical in the hands of an Evil wielder, meaning it's perfect if you hate having your weapon stolen. In anyone else's hands, it acts as a +1 weapon with two additional abilities: a +1 Shield bonus to AC, and it can shed light as a Bullseye Lantern, at will. This costs 4,000gp, and can be applied to any Two-Handed Weapon. What's more, it doesn't follow the normal Enhancement Bonus rules, so that 4,000gp doesn't screw up the +10 you want.
Ebon Cabal, Rank 5+: You get a Robe of the Ebon Cabal, worth 3,000gp.
Said Robe provides 5 Temporary Hit Points every 24 hours (lame) and a +1 Resistance bonus to saves against spells and spell-like abilities (decent).
Ebon Cabal, Rank 9: You get one of the Rods of the Tower, valued at 7,000gp. You also get a 500gp Diamond.
There are 4 of these little rods, each with three buttons. The first button on each rod can be used at will. The next two can be used 1/day each, and are fairly minor. Each rod turns into a +1 piece of equipment (Dagger, Short Sword, Buckler, or Spear, in order) when the first button is pressed.
Button 2 casts a spell (Scorching Ray, Spider Climb, Invisibility, Scare, in order again). Again, this button only works 1/day.
Button 3 casts another spell (Burning Hands, Expeditious Retreat, Obscuring Mist, or Ray of Enfeeblement, in order).
So you effectively get a free 4,000gp. Considering it takes next-to-nothing to get to Rank 9 (no fees, no need to do any quests), this is just +4,000gp to your WBL at 2nd level.
There are a few other magic items in this book, but none of them are "freebies" like those four.
Knowledge related
Along the lines of stupid tricks, check out the Draconic Knowledge feat in Draconomicon. Now, a Venerable Dragonwrought Kobold who put a 16 in Int qualifies for that feat at level 1. This means you only need to roll a 3 to know "something with worldwide or planetwide significance" such as "world wide cataclysms" and you need to roll an 8 to know about "Something with regional significance, but long-lasting or with long-term impact" such as "Information about empires, wars, regional disasters..."
The relevance? If you're playing in Eberron, you can make a character that's pretty much guaranteed to know exactly what caused the Day of Mourning (whether you need a 3 or an 8 depends on what you consider to be the scope of that event). You can get a +5 to this if you put down your homeland as "Cyre" so that you have a lair in the Mournland. You can also get a +1 to this check for every five ranks in Knowledge History. Congrats, your first level character just broke the entire setting (second level if you wanted that extra +1). Feel free to sell this information or do what you will with it. More to the point, feel free to annoy the heck out of your DM by demanding he give a full explanation for what happened.
JaronK
Great utility item
Found a really good magic item in Eyes of the Lich Queen (an Eberron Module):
Quote
TELEPORT STONE
Price (Item Level): 2,250 gp (6th)
Body Slot: —
Caster Level: 6th
Aura: Moderate; (DC 18) conjuration
Activation: Standard
Weight: 1 lb.
Light shifts and bends through this fist-sized prism, which seems to hold an
image of a location within it.
A teleport stone transports its user and up to 50 pounds of additional weight to a location to which it is attuned, as long as that distance is within 900 miles. Attuning a teleport stone to a particular location requires 10 minutes, during which time the item must be at that location. The attuned location can be changed as often as needed, but once the item is used to teleport, it is consumed.
Prerequisites: Craft Wondrous Item, teleport. Cost to Create: 1,125 gp, 90 XP, 3 days.
Flexible casting
Saw some of the neat finds regarding the Villain Design Handbook and found one of my own:
KoK:VDH page 76, "Spell Swap [Metamagic Feat]": this feat lets a wizard, for an easily beaten spellcraft DC, spontaneously cast at-will. Further, though RAI is clear enough (i.e. clear enough that it can, in fact, be considered intended), the RAW leaves open a few critical issues: must the spell swapped in be from your spell list? must you know the spell to be swapped in? The text explicitly states it must be of the same level. It says nothing of spell source (arcane or divine), of spell list, of class, of being known. If you squint a little bit, wizards can now cast any spell of any level to which they have access (and have prepared spells).
To anticipate people citing the parenthetical remark about clerics, "much like clerics" is not grounds for claiming RAW as simile is not a useful logical determinant, nor should the parenthetical remark be considered at all as an assertion of rules since such remarks are semantically unnecessary, used for clarification, not for crucial elements, which rules certainly are in a game, as games are rules-based.
ive had a nasty fever the last few days i believe i left off a post 23 or or page 23 ? of the 2nd thread?
Im still a bit out of it but ill let you know as soon as im feeling a little bit better
Mastery of Day and Night
You have learned to calculate the precise locations of Irian and Mabar at any given time, and to use that knowledge to enhance your manipulation of positive and negative energy.
Prerequisite: Knowledge (the planes) 2 ranks, Spellcraft 6 ranks, Maximize Spell.
Benefit: You can spontaneously apply the effect of the Maximize Spell metamagic feat to any cure or inflict spell you cast. Doing this has no effect on the spell's level or casting time.
Mastery of the Silver Void
You have gained a deeper understanding of the Astral Plane and its relationship to the other planes of the cosmos. You can use that knowledge to more quickly access that plane.
Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Quicken Spell.
Benefit: Three times per day, you can spontaneously apply the Quicken Spell metamagic feat to any conjuration (teleportation) spell you cast. Doing this has no effect on the spell's level and can be done even by spontaneous Spellcasters; however, it reduces your caster level for the spell by 9 (which likely reduces the number of other creatures you can affect with the spell).
Mastery of Twisted Shadow
You gain the ability to reach into the Plane of Shadow when casting an illusion, concealing yourself in the raw shadow- stuff drawn forth.
Prerequisite: Knowledge (the planes) 2 ranks, Spell- craft 4 ranks.
Benefit: Whenever you cast an illusion spell, you can choose as a free action to grant yourself concealment for 1 round per level of the spell. Multiple uses of this feat don't stack; only the longest duration applies.
Interesting build:
Glimmmerskin Halfling Dragonfire Adept 5/Nosomatic Chirurgeon 1
Feats
1st Draconic Heitage
3rd Lesser Dragonmark (Mark of Healing)
6th Draconic Breath
Invocations
Enthralling Voice (6th level spell! for a lesser invocation!)
Can breath 12d6 breath weapons at will, at a 16+Cha DC. Best low level blasting I've seen in awhile.
I think I see what it is. Enthralling Voice is a SLA of 6th level, so you use Nosomatic Chirugeon to convert that into a Mass IMW, and then use Draconic Breath to turn that into a 12d6 breath weapon.
Player's Guide to Faerun: weirdstone. Shut down all teleportation, extradimensional travel, etherealness, scrying, and anything that mimics them in a 6 mile radius. Can be activated and deactivated as you wish.Warning: It (http://imageshack.us/photo/my-images/825/pg2f125n4weirdstonewndr.png/)'s 250K GP. I wonder if it counters Mindsight (http://imageshack.us/photo/my-images/696/lom126mndsghtfeat.png/).
If there isn't a way for us to abuse these, I will cry.Only for a 'no metamagic reducers' game ... which should be them all but hey
Ring of Fire (Exemplars of Evil), a spell that creates a sphere of lava the expands every round, does NOT require being cast on the floor, just has medium range.As much as I would love to make a mini-moonlet, the spell text is pretty clear it's only ever a ring, not a sphere.
Think of a blob of lava glowing white-hot about the ground, slowly growing and trapping flying creatures. Then when the spell ends, creates a micro-moon that you could build a wizards towers on
Ring of Fire (Exemplars of Evil), a spell that creates a sphere of lava the expands every round, does NOT require being cast on the floor, just has medium range.
Think of a blob of lava glowing white-hot about the ground, slowly growing and trapping flying creatures. Then when the spell ends, creates a micro-moon that you could build a wizards towers on
I knew it had to be too good to be true. I still like the spellcombine it with a chainspelled Blockade to make interesting shapes.
But Sculpt Spell at least change the area type
I knew it had to be too good to be true. I still like the spellChange it to Personal and use Ocular Spell for a creative way to kill.
But Sculpt Spell at least change the area type
I knew it had to be too good to be true. I still like the spellcombine it with a chainspelled Blockade to make interesting shapes.
But Sculpt Spell at least change the area type
it specifies a single 5' squareI knew it had to be too good to be true. I still like the spellcombine it with a chainspelled Blockade to make interesting shapes.
But Sculpt Spell at least change the area type
I don't see how Chain Spell works on blockade.
it specifies a single 5' squareI knew it had to be too good to be true. I still like the spellcombine it with a chainspelled Blockade to make interesting shapes.
But Sculpt Spell at least change the area type
I don't see how Chain Spell works on blockade.
Monster Manual 1; Deep halflings. Get stone sense like a dwarf, darkvision, and lose your athletics racial bonus. Seems like a nice trade up to me.Hmm... yeah, that's pretty nice. Don't know why I haven't seen that before. I guess because everyone always chooses whisper gnome or strongheart halfling over it... (or kobold...)
In Dragonlance's Legend of the Twins...Not quite - they change the stat that determines bonus spells and the stat that determines the maximum level of spell you can cast, while leaving the stat that determines DC alone. So it's awesome for an Archivist, but a Favored Soul is still out of luck.
Academic Priest grants your divine spells from a single class to be Int-based
Dynamic Priest grants the same, but Cha-based
Casting Absorb Weapon on a foe's unarmed strike
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.
Rangers do have one major claim to fame: They're the only class that allows taking an Epic feat at level 12 (or earlier if you manage to get a new feat at 11).
The Uncanny Accuracy Epic feat allows you to ignore miss chances from all concealment, even total. It also statesQuote from: SRD, Uncanny AccuracySpecial
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.
Making it the only Epic feat I know of that is available before level 21 (without Old Dragon cheese).
Out of curiosity...(click to show/hide)
So basically, you need to be an anthropomorphic baleen whale. :p
For people who like breaking the game by controlling unusual undead ( you have to have access to Krynn unfortunately)So... it's a Tomogara (http://tvtropes.org/pmwiki/pmwiki.php/Main/ShakuganNoShana)?
Shadow Wight (Bestiary of Krynn) is a 6 HD incorporeal undead. Its strike does normal damage and d8 Charisma damage to living creatures.
A victim taken to 0 charisma loses her feeling of self so completely, she is wiped out of existence, not only killed beyond ressurection but forgotten by all who ever met her.
For people who like breaking the game by controlling unusual undead ( you have to have access to Krynn unfortunately)
Shadow Wight (Bestiary of Krynn) is a 6 HD incorporeal undead. Its strike does normal damage and d8 Charisma damage to living creatures.
A victim taken to 0 charisma loses her feeling of self so completely, she is wiped out of existence, not only killed beyond ressurection but forgotten by all who ever met her.
Yea, they got that "Sentient Essence of Primordial Chaos Seeking to Undo All Creation" thing going on. This results in some pretty freaky monsters.
Once per day as a full round action, you can improve the sturdiness and durability of one building, piece of sculpture, piece of furniture, or other constructed object. To do this, you must spend the full round touching the object in question. At the end of that period, the object gains a number of hit points equal to your character level, which may make the object better than new, even more sturdy than when it was first constructed.Repeat ad nauseam.
Stop the equation, then restart its progress by carving the next three symbols yourself. This requires a DC 15 Intelligence check or a DC 25 Knowledge (the planes) check.
Rangers do have one major claim to fame: They're the only class that allows taking an Epic feat at level 12 (or earlier if you manage to get a new feat at 11).There's always the debate about the Rogue's Special ability's Feat option. Also, the Lightning Warrior gets Perfect two-weapon fighting!
The Uncanny Accuracy Epic feat allows you to ignore miss chances from all concealment, even total. It also statesQuote from: SRD, Uncanny AccuracySpecial
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.
Making it the only Epic feat I know of that is available before level 21 (without Old Dragon cheese).
Lightning Warrior?
I noticed Unseelie Fey could be applied to a half-ogre or half-giant. If it's ruled that the creature could be both primordial and unseelie fey, that's +4 int and +6 cha for 0 LA, although -6 str and -4 con is a bit annoying. Magic-blooded would add another +2 cha for 0 LA.Actually, reread the Racial Variants article(Dr306, P60-61). It says Magic-Blooded can be applied to PHB races, and nothing else. So, sadly, it doesn't work.
All told, using the combo on a half-giant would yield -4 str, +0 dex, -2 con, +4 int, -4 wis, +8 cha and a bunch of other potentially fun abilities for LA +1.
I noticed Unseelie Fey could be applied to a half-ogre or half-giant. If it's ruled that the creature could be both primordial and unseelie fey, that's +4 int and +6 cha for 0 LA, although -6 str and -4 con is a bit annoying. Magic-blooded would add another +2 cha for 0 LA.Actually, reread the Racial Variants article(Dr306, P60-61). It says Magic-Blooded can be applied to PHB races, and nothing else. So, sadly, it doesn't work.
All told, using the combo on a half-giant would yield -4 str, +0 dex, -2 con, +4 int, -4 wis, +8 cha and a bunch of other potentially fun abilities for LA +1.
There is no reason that a Primordial Half-Giant can't have Unseelie Fey applied to it as well.
I noticed Unseelie Fey could be applied to a half-ogre or half-giant. If it's ruled that the creature could be both primordial and unseelie fey, that's +4 int and +6 cha for 0 LA, although -6 str and -4 con is a bit annoying. Magic-blooded would add another +2 cha for 0 LA.Actually, reread the Racial Variants article(Dr306, P60-61). It says Magic-Blooded can be applied to PHB races, and nothing else. So, sadly, it doesn't work.
All told, using the combo on a half-giant would yield -4 str, +0 dex, -2 con, +4 int, -4 wis, +8 cha and a bunch of other potentially fun abilities for LA +1.
There is no reason that a Primordial Half-Giant can't have Unseelie Fey applied to it as well.
I concede on the racial variants since it does say PHB races, but boy does that spoil creative variants for other races.
As for primordial and unseelie fey, it depends on how the DM interprets things. They are both inherited templates and thus supposedly applied at the same time, but a problem might come up because applying unseelie "first" means the creature turns into fey which means primordial can't apply, but chances are a DM who allows them would allow both to work on the same creature.
Actually, reread the Racial Variants article(Dr306, P60-61). It says Magic-Blooded can be applied to PHB races, and nothing else. So, sadly, it doesn't work.If you're going to climb into what is or isn't intent by reading into the section of how to apply the template to a PHB race means PHB race only, don't 180 things and spit on Unseelie's entry because you feel like it. Unseelie is explicitly noted as being either a summon or cohort (@+1 to lvl) to PCs and lacks LA entry even in it's 3.5 update.
There is no reason that a Primordial Half-Giant can't have Unseelie Fey applied to it as well.
Hm? I don't see where it says summon or cohort only in the DrC, which is, last I checked, the most recent printing, and it does confirm the LA 0. Care to give a page number?
Hm? I don't see where it says summon or cohort only in the DrC, which is, last I checked, the most recent printing, and it does confirm the LA 0. Care to give a page number?"Two pages up" work? No? Damn, give me a minute you won't notice here....
Also, through a "typo", which I don't think has been fixed... According to UE, you can play a Wolf at 2 HD and +2 LA. Which would be kinda funny.
So... I just noticed that Sepia Snake Sigil is very nasty if you can actually get someone to read the text, and you can bypass the material component cost. It puts them in a days/level "stasis"... but you can actually kill the crap out of them while they're in it. Any damage you do to them is "delayed' until they leave stasis, but it is then all delivered to them at once... which is kind of crazy, IMO.
One of the nice things about it is that it is a Conjuration (Creation) [Force] spell (hello SCM! ignore that 10 minute casting time AND the material components), and the saving throw is Reflex, which many people tend to consider not as important as Fort and Will. Also, no undead immunities to it, or anything, and it even affects incorporeals! :D
Also, there is no range limit! If they can read it, and there is Line of Effect to them, they get imprisoned in a force-stasis thingee!
And the Sigils are permanent until discharged. So you could totally load up on giant billboards covered in these, visible from outer space, just in case of an alien invasion, if you wanted to. :p
The text containing the symbol must be at least twenty-five words long."I prepared Sepia Snake Sigil (http://www.d20srd.org/srd/spells/sepiaSnakeSigil.htm) this morning. Twenty-five words long, twenty-five words long, and twenty-five words long, makes twenty-five words long."
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it."SEX! BOOBS! NAKED! In Chain-Mail UNDERTHINGs! HOT, FOUR-way, NYMPH (http://www.d20srd.org/srd/monsters/nymph.htm) on 'WILD' ELF on DRYAD (http://www.d20srd.org/srd/monsters/dryad.htm) on SUCCUBUS (http://www.d20srd.org/srd/monsters/demon.htm#succubus) action! [etc.]"
Kerrus: this is old news.Old news, but still incredibly awesome news. Since it's a pretty minor book, it wouldn't surprise me if a lot of people didn't know about this one. It's always been a favorite class of mine.
Original Twice Betrayer of Shar used bone knight.
It is also one of the few ways for a good character to have rebuke undead. The only other I can think of is death delver from heroes of horror.And Death Delver precludes being actually good.
And Death Delver precludes being actually good.
No, it's dead right. Like Blood Magus, you can be Good, but, like Blood Magus, you cannot, in any possible universe, be anything resembling good.And Death Delver precludes being actually good.I'd love to argue, but on this case, it's just wrong. You don't have any alignment restrictions for death delver, and the only fluff is you need a near-death experience. That makes it as evil as blood magus, I guess.
Lol, you never know with him... He's got some strange ideas ;)Nope. All of my assertions are backed up with fact. You, my friend, are the one with absurd at best ideas. Like thinking Death Delvers and Blood Magi are, in any way, good. Rebuke and crap casting, or loss of, what, five levels, are good in your book? Yeah, my point exactly. They are, in no way possible, anything resembling good. What, next are you going to talk about qualifying for whatchamacallit-theurge-thingy Lyrist with a Ring of Evasion?
Dragon 324 has a druid item- Skin of Kaletor. 12,000 gp. Slightly rotting, it confers a -6 on all cha based checks, and on wild empathy checks, but you're a druid so it's not like you give a crap. It also gives you +4 wildshaping levels, or lets a non-wildshaping character wildshape as a 4th level druid 1/day.
So you can't actually wildshape? I mean Druids only get Wildshape at level 5 (I am pretty sure it means that you can only select shapes with up to 4 HD)
Lol, you never know with him... He's got some strange ideas ;)Nope. All of my assertions are backed up with fact. You, my friend, are the one with absurd at best ideas. Like thinking Death Delvers and Blood Magi are, in any way, good. Rebuke and crap casting, or loss of, what, five levels, are good in your book? Yeah, my point exactly. They are, in no way possible, anything resembling good. What, next are you going to talk about qualifying for whatchamacallit-theurge-thingy Lyrist with a Ring of Evasion?
Meeting Class Requirements: It’s possible for a character to take levels in a prestige class and later be in a position where the character no longer qualifi es to be a member of the class. An alignment change, levels lost because of character death, or the loss of a magic item that granted an important ability are examples of events that can make a character ineligible to advance farther in a prestige class.
So you can't actually wildshape? I mean Druids only get Wildshape at level 5 (I am pretty sure it means that you can only select shapes with up to 4 HD)
That is the common interpretation.
Lol, you never know with him... He's got some strange ideas ;)Nope. All of my assertions are backed up with fact. You, my friend, are the one with absurd at best ideas. Like thinking Death Delvers and Blood Magi are, in any way, good. Rebuke and crap casting, or loss of, what, five levels, are good in your book? Yeah, my point exactly. They are, in no way possible, anything resembling good. What, next are you going to talk about qualifying for whatchamacallit-theurge-thingy Lyrist with a Ring of Evasion?
Ring of Evasion doesn't work because it doesn't give you evasion. It grants an ability which is functionally identical, but doesn't actually give you the Evasion ability.
This ring continually grants the wearer the ability to avoid damage as if she had evasion.
Ring of Evasion doesn't work because it doesn't give you evasion. It grants an ability which is functionally identical, but doesn't actually give you the Evasion ability.
http://www.d20srd.org/srd/magicItems/rings.htm#evasionQuoteThis ring continually grants the wearer the ability to avoid damage as if she had evasion.
Don't you just hate it how they dance around explicitly saying "While wearing this ring, you have Evasion."
Dragon 324 has a druid item- Skin of Kaletor. 12,000 gp. Slightly rotting, it confers a -6 on all cha based checks, and on wild empathy checks, but you're a druid so it's not like you give a crap. It also gives you +4 wildshaping levels, or lets a non-wildshaping character wildshape as a 4th level druid 1/day.
So you can't actually wildshape? I mean Druids only get Wildshape at level 5 (I am pretty sure it means that you can only select shapes with up to 4 HD)
Alright, back to the intent of the thread...Dip a level of Commoner for Chicken Infested, and then just chain-spell pucnh cuckoo swarms for your fights...
I just found Train Animal; it takes 10 minutes to cast, and teaches an animal that you touch up to 5 tricks of your choice.
The animal knows those tricks for an hour.
Now, here's the thing; while the normal DC for a Handle Animal check "pushing" an animal is 25, telling it to do a trick it knows is only a DC 10.
So if you can quicken this to a really short casting time, and dip 3 levels of Duskblade...
You can punch animals into obedience; not powerful, but boy is it fun.
Though you could, if you really felt like it, cast an Earthbound Train Animal to train basic animals how to attack things. Or whatever.
Sword of Celestia (No pony jokes please)
Level: 5th
Replaces: Paladin Special Mount ability.
Benefit: Choose a specific kind of weapon (ie: longsword, longbow, rapier- that sort of thing) a Powerful Good Outsider crafts a weapon of this kind for you.
Whoa! Chill out, bro.Lol, you never know with him... He's got some strange ideas ;)Nope. All of my assertions are backed up with fact. You, my friend, are the one with absurd at best ideas. Like thinking Death Delvers and Blood Magi are, in any way, good. Rebuke and crap casting, or loss of, what, five levels, are good in your book? Yeah, my point exactly. They are, in no way possible, anything resembling good. What, next are you going to talk about qualifying for whatchamacallit-theurge-thingy Lyrist with a Ring of Evasion?
First of all, I'm not your friend or 'bro', so don't ever call me that. You use them improperly with people here.
As for the rest of it... Obviously, we both were mistaken as to what the other was talking about in post #101. I thought you were talking about alignment, while it seems you're talking about power level.Pro tip: Good is Good, good is good.
My ideas are just fine and work, except for my thoughts on the type pyramid crap. Which i admit to being wrong about now. At least I have the balls to do so, when I know I wrong. Not just argue with nearly no rules until you're hated just because you don't want to be wrong.Again, chill out, bro. No, sorry to break it to you, but you really, really aren't. I argue based on pure fact. Not my fault you like to dismiss game rules. It doesn't matter if I have "Nearly no" rules behind it, as you claim totally incorrectly, if my rules are correct. Something you should learn from. Not my fault you're just not very good at this.
*noise*
Oh, and the Soulknife's Knife to the Soul ability doesn't work. At all. As in, it does nothing.
It doesn't give a target. You deal ability damage to nothing. It's just awfully worded.*noise*I'm curious, explain.
Oh, and the Soulknife's Knife to the Soul ability doesn't work. At all. As in, it does nothing.
It doesn't give a target. You deal ability damage to nothing. It's just awfully worded.*noise*I'm curious, explain.
Oh, and the Soulknife's Knife to the Soul ability doesn't work. At all. As in, it does nothing.
when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage
You missed part:Ambush feats don't specify a target either, because they augment Sneak Attack.It doesn't give a target. You deal ability damage to nothing. It's just awfully worded.*noise*I'm curious, explain.
Oh, and the Soulknife's Knife to the Soul ability doesn't work. At all. As in, it does nothing.
Knife to the soul states:Quotewhen a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage
Thus the target is the person affected is the one hit by your Psychic Strike.
For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses.Once again, he gives up dice to deal damage to an ability score of an unspecified target. Since there's no target, it can't work. It does not say the Psychic Strike target. By strict RAW, it doesn't work, but, by strict RAW, Improved Precise Shot lets you ignore ALL AC bonuses period, and lets you stack Psionic Lion's Charge, so meh.
You missed part:QuoteFor each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses.Once again, he gives up dice to deal damage to an ability score of an unspecified target. Since there's no target, it can't work. It does not say the Psychic Strike target. By strict RAW, it doesn't work,
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy
but, by strict RAW, Improved Precise Shot lets you ignore ALL AC bonuses period, and lets you stack Psionic Lion's Charge, so meh.:lmao! Never noticed that before.
Incorrect. You sacrifice extra damage dice to deal ability damage. It does not specify that it is riding on the Psychic Strike, therefore it isn't, therefore it is doing ability damage to no target. So, you deal ability damage to nothing. So, you deal no ability damage, so Knife to the Soul does nothing.You missed part:QuoteFor each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses.Once again, he gives up dice to deal damage to an ability score of an unspecified target. Since there's no target, it can't work. It does not say the Psychic Strike target. By strict RAW, it doesn't work,
Umm..QuoteThe soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy
Thus, according to RAW, when you do the imbuing, you choose to do 2 dice of damage, and one Charisma damage with the charge you're imbuing, then you hit something. That something is the target of the hit that Psychic Strike is "riding on".
Which one?Quotebut, by strict RAW, Improved Precise Shot lets you ignore ALL AC bonuses period, and lets you stack Psionic Lion's Charge, so meh.:lmao! Never noticed that before.
I disagree, but I've said all I intend to, so I'm dropping it.Quotebut, by strict RAW, Improved Precise Shot lets you ignore ALL AC bonuses period, and lets you stack Psionic Lion's Charge, so meh.
Neither, honestly, but the Imp. Precise Shot is the funnier of the two.Quote:lmao! Never noticed that before.Which one?
Whoa! Chill out, bro.Lol, you never know with him... He's got some strange ideas ;)Nope. All of my assertions are backed up with fact. You, my friend, are the one with absurd at best ideas. Like thinking Death Delvers and Blood Magi are, in any way, good. Rebuke and crap casting, or loss of, what, five levels, are good in your book? Yeah, my point exactly. They are, in no way possible, anything resembling good. What, next are you going to talk about qualifying for whatchamacallit-theurge-thingy Lyrist with a Ring of Evasion?
First of all, I'm not your friend or 'bro', so don't ever call me that. You use them improperly with people here.QuoteAs for the rest of it... Obviously, we both were mistaken as to what the other was talking about in post #101. I thought you were talking about alignment, while it seems you're talking about power level.Pro tip: Good is Good, good is good.QuoteMy ideas are just fine and work, except for my thoughts on the type pyramid crap. Which i admit to being wrong about now. At least I have the balls to do so, when I know I wrong. Not just argue with nearly no rules until you're hated just because you don't want to be wrong.Again, chill out, bro. No, sorry to break it to you, but you really, really aren't. I argue based on pure fact. Not my fault you like to dismiss game rules. It doesn't matter if I have "Nearly no" rules behind it, as you claim totally incorrectly, if my rules are correct. Something you should learn from. Not my fault you're just not very good at this.
also i agree that Improved Precise Shot implies cover AC bonuses in the text, since there are varying degees of cover.
Benefit
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
i'm going to tell you one more time, please do not call me "bro" or "friend" or anything similar to that.Dude, chill out. Seriously.
also i agree that Improved Precise Shot implies cover AC bonuses in the text, since there are varying degees of cover.Actually, it ignores all AC bonuses, since they are, by definition, less than Total Cover, given that you aren't allowed to make an attack against something with Total Cover.
as for Knife to the Soul, it affects who or whatever is getting hit by the psychic strike... it says so right in the being as ariasderros quoted, please go back a reread that AND the actual ability.Again, incorrect. It gives a condition to activate the ability, when you make a Psychic Strike. It never states that it affects the target of the Psychic Strike. Try again.
also i am not going to argue with you on either since you seem to get off on this and i'm starting to feel like you are a troll. goodbye.So then what was this post. Responding to a post, and then claiming the poster is a troll and declaring your intent to stop after the post is pretty much the perfect example of passive-aggressive trolling.
I disagree, but I've said all I intend to, so I'm dropping it.
Again, incorrect. It gives a condition to activate the ability, when you make a Psychic Strike. It never states that it affects the target of the Psychic Strike. Try again.
Which issue? What's the tradeoff?
While that is obviously the intent, that's not what the effect says. It says, when he executes a psychic strike(Condition), he he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses(Effect). A soulknife can combine extra dice of damage and ability damage in any combination.I disagree, but I've said all I intend to, so I'm dropping it.Again, incorrect. It gives a condition to activate the ability, when you make a Psychic Strike. It never states that it affects the target of the Psychic Strike. Try again.
/sigh.
Here is the point: Go read Psychic Strike.
The target is your own mind blade. < You see that punctuation mark, that's a freaking period.
You coat the blade with extra energy, then, when you hit someone, that energy discharges. Psychic Strike normally just deals extra damage.
Knife to the Soul allows you to change how you charge it so that you can deal a different type of damage. It affects the Psychic Strike ability, which has no target, it is a "charging mah lazorz" ability, and KttS changes what you are charging it to do.
It's also entirely irrelevant since no one takes 13 levels of soulknife. Not even carnivore, he caps at 12.
Taking the more convoluted and less obvious interpretation is not a "valid point" any more than it is good optimization. In fact, it's more or less the very definition of munchkin behavior.
Okay, funnest find of all time, I think. I call it Pun-Pun in a can (http://www.wizards.com/default.asp?x=dnd/mm/20030727a). Single worst designed thing I've seen since Illithid Savant.That...is beautiful. And begging for some Alter Self Elan abuse.
Okay, funnest find of all time, I think. I call it Pun-Pun in a can (http://www.wizards.com/default.asp?x=dnd/mm/20030727a). Single worst designed thing I've seen since Illithid Savant.That...is beautiful. And begging for some Alter Self Elan abuse.
Skillful moment: DR350 p.78idk. Dragon is full of badly written material by authors who have never played D&D. 'Taking 20' as a single standard action is probably as broke as it sounds.
1st level bard, sorc/wiz spell.
Lets you take 20 on a chosen skill the next round. However the important part is that it lets you do this as a single standard action. Am I right that this allows you to do things like disguise yourself in one round?
Swift Ready: second level spell in The Forge of War that lets youA Ring of Arming only costs 5000 gp. A wand of a 2nd level spell costs 4000, and has 50 charges. So I'm not so sure the ring is "horribly overpriced" compared to this.enact a Sailor Moon transformation sequencesummon your combat equipment from nearby. A wand of this fills much the same niche as a Ring of Arming or the Called armor enchantment, but is much less horribly overpriced.
Skillful moment: DR350 p.78idk. Dragon is full of badly written material by authors who have never played D&D. 'Taking 20' as a single standard action is probably as broke as it sounds.
1st level bard, sorc/wiz spell.
Lets you take 20 on a chosen skill the next round. However the important part is that it lets you do this as a single standard action. Am I right that this allows you to do things like disguise yourself in one round?
fify.Skillful moment: DR350 p.78idk. Dragon is full of badly written material by authors who have never played D&D. 'Taking 20' as a single standard action is probably as broke as it sounds.
1st level bard, sorc/wiz spell.
Lets you take 20 on a chosen skill the next round. However the important part is that it lets you do this as a single standard action. Am I right that this allows you to do things like disguise yourself in one round?
Or take 20 crafting an item as a standard action to make a castle?
Reminds me of one anime character with carpenter skill, who charged up to a giant and managed to punch him in the face by building a staircase as he went... :P
Shadow Guardians (http://dndtools.eu/spells/races-of-destiny--81/shadow-guardians--3046/) + Chain Spell (http://dndtools.eu/feats/complete-arcane--55/chain-spell--314/) Greater Humanoid Essence (http://www.imarvintpa.com/dndlive/spells.php?ID=6373) + Bardic Music (http://brilliantgameologists.com/boards/index.php?topic=8334.0)So a 5th level spell, plus a Chained 7th level spell, to make a number of mooks (4 HD constructs) equal to your CL which last for 1 hr/lvl, and then buff them with bardic music? Seems like a lot of investment for a mediocre return. :P
Dragonfire Inspiration.
Not a whole lot of effort for an instant army with lots of crazy damage that doesn't require any investment of money on your part.
Do it as an Artificer 2 levels earlier and it's better.Dragonfire Inspiration.
Not a whole lot of effort for an instant army with lots of crazy damage that doesn't require any investment of money on your part.
*Makes rapid notes
Very good one there SorO
Shadow Guardians (http://dndtools.eu/spells/races-of-destiny--81/shadow-guardians--3046/) + Chain Spell (http://dndtools.eu/feats/complete-arcane--55/chain-spell--314/) Greater Humanoid Essence (http://www.imarvintpa.com/dndlive/spells.php?ID=6373) + Bardic Music (http://brilliantgameologists.com/boards/index.php?topic=8334.0)Alternatively, Greater Humanoid Essence allows you to Necrotic Tumor elementals. Among other things, this grants the ability to perfectly control any elemental vessel (Eberron) or control other obscene things like Elemental Weirds and the like.
Alternatively, Greater Humanoid Essence allows you to Necrotic Tumor elementals.The spell target entry specifically states "Construct touched" and the spell description specifically mentions several times what happens to a construct when affected by this spell. How are you applying it to elementals? Or am I missing a step along the way?
Yeah Construct Essence, same book, almost same page.Damn, forgot that. Oh well :(
Both contain text they counter each other, so no way to combine them.
Also, were octopusses are fantastic. Check out their entry in the best lycanthrope animals and build thread (note:with a ring of feather fall they can fly).
Ink jetpack?Also, were octopusses are fantastic. Check out their entry in the best lycanthrope animals and build thread (note:with a ring of feather fall they can fly).
How can they fly?
That's not flying... That's gliding ;)
Continuously missing the ground also works.
Ground still has an AC of 5, which is low enough that even the Monk would hit it reliably.Continuously missing the ground also works.
Aha! We've figured out how to give flight to a monk. Simply use Flurry of Blows against the ground!
Ground still has an AC of 5, which is low enough that even the Monk would hit it reliably.Continuously missing the ground also works.
Aha! We've figured out how to give flight to a monk. Simply use Flurry of Blows against the ground!
Assume a build optimized for missing: BAB 0, strength 1 (through template shenanigans), flurry of blows and two-weapon fighting (without the feat, of course), for a total attack mod of -11Ground still has an AC of 5, which is low enough that even the Monk would hit it reliably.Continuously missing the ground also works.
Aha! We've figured out how to give flight to a monk. Simply use Flurry of Blows against the ground!
Assume a build optimized for missing: BAB 0, strength 1 (through template shenanigans), flurry of blows and two-weapon fighting (without the feat, of course), for a total attack mod of -11Ground still has an AC of 5, which is low enough that even the Monk would hit it reliably.Continuously missing the ground also works.
Aha! We've figured out how to give flight to a monk. Simply use Flurry of Blows against the ground!
And you can take Noncombatant for another -2.Assume a build optimized for missing: BAB 0, strength 1 (through template shenanigans), flurry of blows and two-weapon fighting (without the feat, of course), for a total attack mod of -11Ground still has an AC of 5, which is low enough that even the Monk would hit it reliably.Continuously missing the ground also works.
Aha! We've figured out how to give flight to a monk. Simply use Flurry of Blows against the ground!
Fighting Defensively gives another -4.
Continuously missing the ground also works.It's "throwing yourself at the ground and missing".
Continuously missing the ground also works.It's "throwing yourself at the ground and missing".
Life, the Universe, and Everything, Chapter 2, p. 11Continuously missing the ground also works.It's "throwing yourself at the ground and missing".
A monk can use any part of his body for an unarmed strike. Including the whole thing. But if necessary, make him large size and give him Fling Ally, since you're your own ally. And battle jump & pounce.
"The Guide says that there is an art to flying," said Ford, "or rather a knack. The knack likes in learning how to throw yourself at the ground and miss." He smiled weakly. He pointed at the knees of his trousers and held his arms up to show the elbows. They were all torn and worn through.I was just correcting the quote/reference. :P
"I haven't done very well so far," he said. He stuck out his hand. "I'm very glad to see you again, Arthur," he added.
19-20/x4 crittingIt was errata'd to 19-20/x2. Also IIRC the pic is mislabeled.
19-20/x4 crittingIt was errata'd to 19-20/x2. Also IIRC the pic is mislabeled.
Unless it got errata'd, the feat Versatile Spellcaster (Races of the Dragon) is a great way to enter many PRCs early, just Arcane Disciple for even easier access.
Also I noticed it says "any spell you know one level higher", that means if you know spells from another class, you can blow spell slots in one cast a different class's spells :o
Edit: it looks like its really tough to KNOW spells of a higher level than you can normally cast. I found some feats in Races of Faërun that'd help with that. But most ways, like dread necro, you actually had to reach the right level first.
But still... 2 feats and an early entry into some PrCs, as long as they have low skill requirements
P.S. Oh I almost forgot. To cast a 4th level spell you still need a CL of 8 or higher, Versatile Spellcaster does not overwrite the base rules on minimum caster level.
P.S. Oh I almost forgot. To cast a 4th level spell you still need a CL of 8 or higher, Versatile Spellcaster does not overwrite the base rules on minimum caster level.
Are you making up rules now? There is multiple classes and prestige classes that has low CL combine with higher level spells. There is multiple feats that reduces caster level. And as far as i am aware, there is no mention in any book about you not being able to cast a spell with if you have a low caster level. The only exception iv seen is if you have a CL of 0.
For what it's worth, custserv ruled that versatile spellcaaster worked for early qualification. There should be a couple references over on the old 339 boards.Did they? FAQ ruled it is possible to cast spells normally you can't, but the question is solely based on metamagic usage which neither is requirements or has anything to do with Spells Known or a required Caster Level (since an empowered spell is still treated as being it's original level).
To: Me.I won the argument I had six months ago with this! Reposting on a new thread!
From: Custservice@WOTC.com
Subject: Is SorO_Lost an official rules interpreter?
Yes, obey everything SorO_Lost says, all glory to him and his hypnotoad!
If you ever want a 2 level dip for Evasion (say, Fochlucan Lyrist), Totemist is a surprisingly good choice. Great Raptor Mask bound to your Totem grants Evasion, and like the Giant Eagle but unlike the more common Monk and Rogue versions, doesn't have any armor or encumbrance limitations.you can get Evasion with two feats with Incarnate, Impulse Boots and Open Least Chakra (feet), nice option to maximize spellcasting and enter Fochlucan Lyrist with minimum CL lost.
If you ever want a 2 level dip for Evasion (say, Fochlucan Lyrist), Totemist is a surprisingly good choice. Great Raptor Mask bound to your Totem grants Evasion, and like the Giant Eagle but unlike the more common Monk and Rogue versions, doesn't have any armor or encumbrance limitations.you can get Evasion with two feats with Incarnate, Impulse Boots and Open Least Chakra (feet), nice option to maximize spellcasting and enter Fochlucan Lyrist with minimum CL lost.
P.S. Oh I almost forgot. To cast a 4th level spell you still need a CL of 8 or higher, Versatile Spellcaster does not overwrite the base rules on minimum caster level.
Are you making up rules now? There is multiple classes and prestige classes that has low CL combine with higher level spells. There is multiple feats that reduces caster level. And as far as i am aware, there is no mention in any book about you not being able to cast a spell with if you have a low caster level. The only exception iv seen is if you have a CL of 0.
PHB page 171 has info on CL requirements for spells, BUT we haven't said which particular spell we're talking about. so WHAT the requirement is depends on the spell. each spell has different classes (and feats, etc) for casting the spell, which in turn, has a different spell level, and therefore different CL.
so you're both kind of right :-p
Well, the lowest caster level for any Domain spell is equal to the spell level, thanks to Divine Crusader. Archivists and Artificiers get the most use out of this fact.If you're going down that road, Ur-Priest says hi.
True. I suppose that means scrolls for any Cleric spell can be nabbed at caster level=spell level.Well, the lowest caster level for any Domain spell is equal to the spell level, thanks to Divine Crusader. Archivists and Artificiers get the most use out of this fact.If you're going down that road, Ur-Priest says hi.
Wouldn't the implied general rule of "you must have a caster level this big to cast this spell" be trumped by the specifics of Versatile Spellcaster? Otherwise things like Precocious Apprentice wouldn't work at all.No, the Feat's rules are totally ambiguous to start with, but do make a tiny assumption which I'll cover in a second. The first obvious question you would have after reading it is do you need the ability to cast 4th level spells to do this?
Oh I know what you're trying to say and I think Lo77o got it as well.
What he is saying is that there is no minimum CL to spell levels, because: but the caster level you choose must be high enough for you to cast the spell in question. and all references to a minimum caster level can have only one possible meaning. ~Ignore this. Currently his reason is because it's based on choice, but I'm sure his second line of defense is there is no text says I can't cast 2nd level spells as a 1st Sorcerer since their are both up the same alley. IE please give me flashing neon signs about what I can or cannot do or I will argue that I can.
I've always read that section as choose a valid number. I mean, Magical Items as an entire chapter in every single book printed certainly suggests the minimum caster level of Wish isn't -79,746, but instead you need 17 or higher (if wizard). Maybe is isn't exactly spelled out in the exact English you think it should be, but that doesn't mean the rule doesn't exist.
Wouldn't the implied general rule of "you must have a caster level this big to cast this spell" be trumped by the specifics of Versatile Spellcaster? Otherwise things like Precocious Apprentice wouldn't work at all.No, the Feat's rules are totally ambiguous to start with, but do make a tiny assumption which I'll cover in a second. The first obvious question you would have after reading it is do you need the ability to cast 4th level spells to do this?
The FAQ comes in and to a Metamagic based question (think an extended spell) says it's possible to cast higher than normal. However, this is a Metamagic based question. To understand what I mean, take for example an 8th level Sorcerer & Empowered Fireball. That's a 3rd level spell using a5th level slottwo 4th level slots, that deals 8d6+50% damage. Do you see the number dynamics there and where Versatile Spellcaster plays in? You can obtain CL boosts readily enough, but it's just as important as knowing a spell which tends to be the primary element discussed.
You're observation on PA is a good call out, but mindful actually doesn't support VA and opposes the FAQ ruling. See, PA calls out: Until your level is high enough to allow you to cast 2nd-level spells, you must succeed on a DC 8 caster level check to successfully cast this spell;. So in it, PA creates an exception to cast a 2nd level spell as say a 1st level character by using the provided rules.
VS on the other hand only creates an exception toward using the spell slots. And it does so in the operation that kind of assumes that you already have the higher spell level: unknown-level-sorcerer combines two 2nd level slots for a 3rd level spell they know, specific builds/combos are almost never used to this would mean the assumption is the sorcerer is of at least 6th level.
When comparing the two, you'd actually see that VS shouldn't break any sort of level cap to begin with. However, the FAQ that everyone hates for nerfing their favorite trick did broke it for power, sort of ironic I guess.
Also, helpful link here (http://community.wizards.com/go/thread/view/75882/19872558/Lowest_level_versions_of_spells) (got a newer link?). Mindful, you still need some sort of access. So we can move on to talking about how you'd need a Runestaff to merge two 2nd level spells to cast Animate Dead (a typically 4th level sorcerer spell). :D
Also to keep in mind, Ur-Priest has no clause for bypassing the default caster level requirements of spells, so theoretically you could have access to spell levels that can't be cast with the caster level possessed by default.
when I said "default", I meant the "1/2 other non-divine casting classes + ur-priest level" that sets your ur-priest level.Also to keep in mind, Ur-Priest has no clause for bypassing the default caster level requirements of spells, so theoretically you could have access to spell levels that can't be cast with the caster level possessed by default.
What is the default CL for a spell without knowing the spell?
Who are you, and what have you done with SorO? That post had no biting sarcasm, no profanity, and not once did you insult anyone's intelligence. Totally not your style.Last one sort of did and I'll call you an idiot now. Does that count?
:lmao
Anthro-Badger + Instantaneous Rage + Intimidating Rage = infinite intimidates until they fail
all you have to do is say to the god after you cast the spell... "i sacrifice you!" and they die :-p
here's a fun one (don't remember if it was brought up or not)
Transference (http://www.wizards.com/default.asp?x=dnd/we/20060526a)
just use the Dominate spells to control someone to transfer all their XP into all your items, or your familiar. oh my familiar is down to level 1.... I'll trade it off for a full-powered new one.
Anthro-Badger + Instantaneous Rage + Intimidating Rage = infinite intimidates until they fail
Anthro-Badger + Instantaneous Rage + Intimidating Rage = infinite intimidates until they fail
Can't you already do this without anthro-badger and instantaneous rage? The feat in my copy says that you can do while in a rage and that you can do it as a free action.
Illusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat.
An illusionist using this variant does not gain additional spells per day for being a specialist wizard.
When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
This may be common knowledge, but Shalarin have no land movement rate...so that Dragonborn Shalarin can swim and if she chooses wings, glide, then fly by 6th, but that's it. Neither the dragonborn nor the aquatic templates grant land speeds.QuoteAquatic race
So in Monsters of Faerun there is an aquatic humanoid race called the Shalarin (pg. 76). The PGtF web enhancement / monster update booklet says these guys are +0 LA. It also gives them racial stat mods of +4 STR & DEX, +0 to everything else. Wow, not too shabby for a +0 LA race.
But too bad they're aquatic and can't breath on dry land. Oh wait, why not use the Amphibious template. -2 DEX for air breathing is a pretty good deal. So now you have +4 STR & +2 DEX on a +0 LA humanoid.
Throw on Dragonborn and now you've got +4 STR & +2 CON, can breath air or underwater just fine.
I'll take this guy over a Dragonborn Water Orc any day. And chances are, if you have a DM that would actually let you use a Dragonborn Water Orc, he'll probably let you use a Dragonborn Shalarin.
The Bone Knight PrC in Five Nations (Eberron)...you gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage...All you need to get is immunity to charm/compulsion (be an elf or a paladin of freedom), and immunity to polymorph effects and you're like totally wizard proof. ...
The Illusion Mastery (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) ACFQuoteIllusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat.
An illusionist using this variant does not gain additional spells per day for being a specialist wizard.
Might seem like a bad trade... until you remember a certain feat in Exemplars of Evil.Quote from: Uncanny ForethoughtWhen preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
The Illusion Mastery (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) ACFQuoteIllusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat.
An illusionist using this variant does not gain additional spells per day for being a specialist wizard.
Might seem like a bad trade... until you remember a certain feat in Exemplars of Evil.Quote from: Uncanny ForethoughtWhen preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
If I'm reading this correctly, Every 2 levels you get 2 mastered spells, which can be cast as standard actions from any unprepared spell slot?Nope; all your illusion spells become valid targets for Uncanny Forethought.
In Dragon 324 when I was browsing for that druid skin, I came across the actual recommendation of using Polymorph Any Object to turn a squirrel corpse into a templated dragon turtle. Domo Arigato Mr Roboto has been confirmed as RAI.
Also goes nicely with Magelord (Lost Empires of Faerûn; use the errata'd version!).Silly question, where can I get the LEoF errata? I tried googling, but had no luck.
Also goes nicely with Magelord (Lost Empires of Faerûn; use the errata'd version!).
<snip>
the magelord prestige class can be made half salvageble with the illusion mastery variant for specialist wizards and both the class and the variant can be found online by googling (Make the spell level requirement for the magelord 4th instead of 5th level and it could actually be okay).
Also goes nicely with Magelord (Lost Empires of Faerûn; use the errata'd version!).
Different thing: MM2 has a creature called the Dunestalker. It's an Outsider of 5 HD iirc (bindable with LPB). It has the Kiss of Death ability, which kills the target on a failed save - and stuns it for one round on a successful save! Needs a touch attack unfortunately, but I imagine getting it off even once means your Wizard and his pet Dunestalker just killed the (non-Undead, non-Construct) BBEG.
Also goes nicely with Magelord (Lost Empires of Faerûn; use the errata'd version!).Holy crap that's broken. WTF is wrong with the authors!
Different thing: MM2 has a creature called the Dunestalker. It's an Outsider of 5 HD iirc (bindable with LPB). It has the Kiss of Death ability, which kills the target on a failed save - and stuns it for one round on a successful save! Needs a touch attack unfortunately, but I imagine getting it off even once means your Wizard and his pet Dunestalker just killed the (non-Undead, non-Construct) BBEG.
Ditto...In Dragon 324 when I was browsing for that druid skin, I came across the actual recommendation of using Polymorph Any Object to turn a squirrel corpse into a templated dragon turtle. Domo Arigato Mr Roboto has been confirmed as RAI.
Wow ... and awesome.
Remembered the baleful polymorph (http://www.dndsrd.net/spellsAtoB.html#baleful-polymorph) + awaken (http://www.dndsrd.net/spellsAtoB.html#awaken) (dirty?) trick to get you the magical beast type (even on a humanoid body) and a solid reroll for your Int. As broken-gravy, you get +1d3 Cha points (not bonus, points) and 2 Magical beast HD each time you're awakened. Awaken does cost 250XP per casting though.
A druid casts b-p on a target; target's type becomes animal. Druid casts awaken on that animal; int reroll, ++d3 cha ++2HD, type becomes magical beast(augmented animal). Awaken is instantaneous; non-dispellable. Repeat. Instant Warrior 20 on any creature, plus good ref save. For 2500 XP.
This is TO, isn't it?
Well the HD from Awakening yourself would probably count against your ECL, so that's no bueno.Agreed that it's probably better for someone not you, except that can't two druids trade castings and use the gained HD for the XP to craft, then chose to lose the HD to level drain? Hmm...see the bottom of the post!
And the caster has to make an ever-increasing Will save. But assuming you're willing to wait long enough for him to nat 20 the save for the spell to stick (and remember, there's a 24 hour casting time), it should work. I recommend using the trick on a cohort or follower rather than on yourself so that you can continue advancing levels afterwards.
The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
If the target has the shapechanger subtype, it retains that subtype.
The target retains its own hit points.
The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
Supremely Confident
With a sneer, a scornful laugh, and a raised eyebrow you send the message that you are merely toying with your opponents.
Prerequisite: Perform (act) 7 ranks.
Benefit: You may, as a standard action, make a Perform (act) check in place of an Intimidate check made to demoralize an opponent in combat. In addition, whenever you make a successful critical hit you can immediately attempt to demoralize your target as a free action.
Special: A fighter may select Supremely Confident as one of his fighter bonus feats
Well the HD from Awakening yourself would probably count against your ECL, so that's no bueno.Agreed that it's probably better for someone not you, except that can't two druids trade castings and use the gained HD for the XP to craft, then chose to lose the HD to level drain? Hmm...see the bottom of the post!
And the caster has to make an ever-increasing Will save. But assuming you're willing to wait long enough for him to nat 20 the save for the spell to stick (and remember, there's a 24 hour casting time), it should work. I recommend using the trick on a cohort or follower rather than on yourself so that you can continue advancing levels afterwards.
Actually, you gain all stats of a small or smaller animal w <= 1HD at the initial casting, except these:
Quote from: Baleful Polymorph, SRDThe target retains its own alignment (and personality, within the limits of the new form’s ability scores).
If the target has the shapechanger subtype, it retains that subtype.
The target retains its own hit points.
The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
Note the calling out of shapechanger subtype retention; type immediately changes to animal. Actually changelings would be great for this since they wouldn't need to dispel... oh oh... I just figured a way into the Soul Eater PrC (BoVD p66) as a changeling without resorting to templates. And with that you get to apply negative levels to yourself! Drop those Magical Beast levels like they're HOT! Caelic's Boogeyman (http://brilliantgameologists.com/boards/index.php?topic=363.msg7510#msg7510) rides again! And as a bonus, it can look like a bunny before it uses its tentacles in ways you're horrified that you can imagine and then eats your soul.
I should probably move this to TO now; this is now plainly repeatable to an arbitrarily high Cha, and the XP from the HD gained would be usable in crafting/casting.
Kingdoms of Kalamar Player's Guide page 89 has the feat called Movement Check. If a foe provokes an AoO from moving through your melee threat range and you hit, you deal normal damage and the foe immediately stops moving. Take that, Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill)!
Though it's been mentioned elsewhere, Kingdoms of Kalamar 88 has the +0 Metamagic feat Miser with Magic. (Its only prereq is "Spellcaster level 7th," which probably means the ability to cast spells at caster level 7+.) Before* casting a Miser with Magic spell, make a Spellcraft check of 10 + twice the spell's level. If you succeed, you don't lose the spell prep/spell slot. If you fail by 5 or more (highly unlikely, considering who I'm talking to here) you can't cast the spell and instead lose the spell slot. Miser with Magic only works with spell levels of no more than your primary casting modifier (CHA for Bards, INT for Wizards), but again, this should not be a problem!
*The book says you make this check after casting, but the penalty only makes sense if you make the check before casting! And if you aren't in combat, you can take 10! Ta da! (It's reasons like this that the Incantatrix's Metamagic Effect has a Spellcraft DC of 18 + 3x the modified spell slot's level.)
Great, you've made 1000 feet of grope. :lol
Gloves of Man + 1000ft rope + drunken master + graft weapon power = lots of fun
I think you got confused over the difference of wearing a magical item and throwing it at people.
Gloves of Man: These magic gloves provide humanoid fingers and thumbs for the wearer. Any creature may wear them, provided the creature has tentacles or paws over which to slip them. While wearing the gloves, the creature may manipulate items as if it had fully functional hands. The wearer can use her full Strength and Dexterity with her new “hands.” Creatures with hands gain no benefit from the gloves, but creatures missing a thumb, a finger, or even an entire hand can use the gloves as a way to replace the loss.I see what I was thinking of, but Rope as a Natural Weapon is pretty slimier to Tenticles & their Slam attacks. Probably works fine on the end of dangly bits.
aster Level: 7th; Prerequisites: Craft Wondrous Item, polymorph other; Market Price: 42,000 gp. Weight: —.
DISEMBODIED HANDInfinite range, no required tether, infinite duration, no gold cost, less of a penalty for being destroyed, costs one level like drunken master but you [probably] get to shoot lasers out of it (eldritch blast). In every way it's superior to your suggestion without ever having to dig around in books to find DM subjective rules to support it. Dip Warlock twice and you can even net Crawling Eye and have it ride on the Hand as the creepiest proxy ever.
Lesser; 4th
One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can't use this invocation again until your hand regrows.
Dip Warlock twice and you can even net Crawling Eye and have it ride on the Hand as the creepiest proxy ever.And you can have great fun duping adventuring parties into thinking they're the Hand and Eye of Vecna.
Or that your name is Dan.Dip Warlock twice and you can even net Crawling Eye and have it ride on the Hand as the creepiest proxy ever.And you can have great fun duping adventuring parties into thinking they're the Hand and Eye of Vecna.
Atoms don't exist by D&D physics, and there's no size category smaller than Fine.
Atoms don't exist by D&D physics, and there's no size category smaller than Fine.
Atoms don't exist? Are you kidding me? Are you seriously saying D&D matter is composed of building blocks as big as a mouse (fine size), or something minecraptastic as that? I doubt it. Matter is made of atoms, what else should it be made of?
Note that the Fine size category is only defined as "6 inches or less". Note also that it only pertains to creatures.
Atoms don't exist by D&D physics, and there's no size category smaller than Fine.
Atoms don't exist? Are you kidding me? Are you seriously saying D&D matter is composed of building blocks as big as a mouse (fine size), or something minecraptastic as that? I doubt it. Matter is made of atoms, what else should it be made of?
Note that the Fine size category is only defined as "6 inches or less". Note also that it only pertains to creatures.
Despite the fact that weird shit happens, physics operate normally
Within the D&D cosmology, four basic elements and two types of energy together make up everything. The elements are earth, air, fire, and water. The types of energy are positive and negative.
The Material Plane reflects a balancing of those elements and energies; all are found there.
You know what? I'll just give it to you, and return to the actual point besides the nitpicking: demons can possess an arbitrarily small amount of matter, whatever it's made up of. They can possess "a bit of air so small that it's virtually indistinguishable from a real-world atom in size" if that's more to your liking. Now is that a fun find or what?Yes, and if they want they can possess only a part of that atom-sized air particle. :lol
I'll take the Bottom. :smirkI'll be on Top, then. :flutter
Yes it mentions Rope, and suggests applying the Entangling Effect. Never said it can't be a weapon, only that you can't wield 1,000 feet of it as a One-Hander.win. btw you have to go to warlock8 since they are both least invocations
Now that I'm home;Quote from: Savage Species, pg57Gloves of Man: These magic gloves provide humanoid fingers and thumbs for the wearer. Any creature may wear them, provided the creature has tentacles or paws over which to slip them. While wearing the gloves, the creature may manipulate items as if it had fully functional hands. The wearer can use her full Strength and Dexterity with her new “hands.” Creatures with hands gain no benefit from the gloves, but creatures missing a thumb, a finger, or even an entire hand can use the gloves as a way to replace the loss.I see what I was thinking of, but Rope as a Natural Weapon is pretty slimier to Tenticles & their Slam attacks. Probably works fine on the end of dangly bits.
aster Level: 7th; Prerequisites: Craft Wondrous Item, polymorph other; Market Price: 42,000 gp. Weight: —.
And the Warlock comment;Quote from: Complete Mage, page unknownDISEMBODIED HANDInfinite range, no required tether, infinite duration, no gold cost, less of a penalty for being destroyed, costs one level like drunken master but you [probably] get to shoot lasers out of it (eldritch blast). In every way it's superior to your suggestion without ever having to dig around in books to find DM subjective rules to support it. Dip Warlock twice and you can even net Crawling Eye and have it ride on the Hand as the creepiest proxy ever.
Lesser; 4th
One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can't use this invocation again until your hand regrows.
Neat to see this thread still going.Why not just use a necklace of fireballs, then? Type 3 has a total of 29d6 damage for 4350 gold.
Ring of Vengence from BoED does 15d6 damage for 4.5k gold. It's only usable once and the person wearing the ring has to die.
But put it on a rabbit or something and throw it at the Orc.
As mentioned in this (http://www.minmaxboards.com/index.php?topic=7958.0) Ask A Question thread, Enlarge Weapon (http://dndtools.eu/spells/complete-scoundrel--60/enlarge-weapon--912/) can be used to remove size penalties from inappropriately sized weapons.
win. btw you have to go to warlock8 since they are both least invocationsLeast>Lesser>Greater>Dark.
As mentioned in this (http://www.minmaxboards.com/index.php?topic=7958.0) Ask A Question thread, Enlarge Weapon (http://dndtools.eu/spells/complete-scoundrel--60/enlarge-weapon--912/) can be used to remove size penalties from inappropriately sized weapons.
That's so great -- get it in a wand chamber and tote around a colossal greatsword.
Neat to see this thread still going.Why not just use a necklace of fireballs, then? Type 3 has a total of 29d6 damage for 4350 gold.
Ring of Vengence from BoED does 15d6 damage for 4.5k gold. It's only usable once and the person wearing the ring has to die.
But put it on a rabbit or something and throw it at the Orc.
Neat to see this thread still going.Why not just use a necklace of fireballs, then? Type 3 has a total of 29d6 damage for 4350 gold.
Ring of Vengence from BoED does 15d6 damage for 4.5k gold. It's only usable once and the person wearing the ring has to die.
But put it on a rabbit or something and throw it at the Orc.
No action, no save.
Combine with the Phoenix Fire spell (BoED)?It damages the creature that dealt the killing blow. Phoenix Fire has you kill yourself.
Neat to see this thread still going.Why not just use a necklace of fireballs, then? Type 3 has a total of 29d6 damage for 4350 gold.
Ring of Vengence from BoED does 15d6 damage for 4.5k gold. It's only usable once and the person wearing the ring has to die.
But put it on a rabbit or something and throw it at the Orc.
No action, no save.
Gaahhh !Who, Panda Bear?
It's a Bears R Brown sighting ... or is that his evul twin?
:)
BearsAren'tBrown.Gaahhh !Who, Panda Bear?
It's a Bears R Brown sighting ... or is that his evul twin?
:)
And you missed the point that if the pally wants to put it on someone, that person will likely already have to be in a position where he won't need to smite after, because the person is already helpless...
Depends on the campaign, actually. If the paladin is investigating things he would use Zone of Truth and this little thing called evidence.fify.
Lets play who can spot the typo! Both of us fail.win. btw you have to go to warlock8 since they are bothLeast>Lesser>Greater>Dark.leastlesser invocations
If you ever get confused on which one is lower, you can always look up the definition of least.
Anyway, I see what you meant. They are Lessers not Least. So how to steal these Invocations without Warlock levels... Hmm...
Interesting... so it isn't actually that difficult to be able to survive all those other things. So you could just keep chugging potions until you get a 00 on the roll. On average, that would require drinking 200 potions (100 of each type), so this could be priced at 100x the cost of a single potion to get a permanent ability. Since personal range spells can't be made into potions at all, and typically only 3rd level or lower spells can be put into them, what does that leave us with for the best effects?
And since this was posted on April Fool's Day... are we really supposed to take it seriously? :P
Instead of potions for level 3 spells, it's cheaper to use luck stones from Ghostwalk which let you reroll an anything once for 1000 gp. Also handy for warp touch.
Instead of potions for level 3 spells, it's cheaper to use luck stones from Ghostwalk which let you reroll an anything once for 1000 gp. Also handy for warp touch.
The article states that the DM secretly rolls. Phaant's Luckstone is as the Luck Domain power, wherein you must choose to use it before the DM declares success or failure. So no dice on either Potion Mixing or Warp Touch with those.
I assure you, I've been looking into means to control Warp Touch for a while. Phaant's Luckstone doesn't work for it.
And since this was posted on April Fool's Day... are we really supposed to take it seriously? :PIt is a direct reprint from the 2e DMG...
Do I have the right version?
Do I have the right version? My Kingdoms of Kalamar has Unerring Strike on page 92 and says nothing about One-Handed or Light weapons. Publish date 2002m aking it 3.0 material and "Kingdoms of Kalamar 3.5" gets hits mostly about forum users updating it rather than the original publishers.
Anyway, Exotic Weapon Master comes to mind. You flat out treat a One-Hander as a Two-Hander for Power Attack so problem solved.
1. Shock Trooper Power Attack, -20 AC, +40 Damage.
2. Unerring Strike, -20 Damage, +20 Attack. Puts you at +20 Attack, +20 Damage, -20 AC.
3. Improved Combat Expertise, -20 Attack, +20 AC. Puts you at a grand total +0 Attack, +20 Damage, & +0 AC.
Not bad, till you consider the real penalty. You probably have more than one level in Fighter...
One thing to note through.
Bite of the WearBear gives Power Attack.
Battle Ax Of The Bull gives Improved Bullrush.
Heroics gives Shock Trooper.
Unerring Strike only requires Dex 13. So as a spellcaster wanting to murder people with a sword, taking the combo to #2 solves any hit problems making you a melee glass cannon.
Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
Nope. Barbarian reads "who becomes lawful loses", and monk is "becomes nonlawful".Agreed. Ordered Chaos makes you count as both. This will help you meet requirements of "must be X." It actually has the likelihood to hindes your ability to take advantage of "must not be X."
So, unfortunately, no dice there.
you can play a hydra with no crazy tricks!!!Awesome. :love If you don't do this for the Arena, I sure will.
http://www.d20srd.org/srd/epic/feats.htm#epicLeadership
under the Table: Example Special Cohorts, the 12-headed hydra was effectively given a +7 (cohort) LA
you can play a hydra with no crazy tricks!!!Awesome. :love If you don't do this for the Arena, I sure will.
http://www.d20srd.org/srd/epic/feats.htm#epicLeadership
under the Table: Example Special Cohorts, the 12-headed hydra was effectively given a +7 (cohort) LA
SONG OF THE DEAD [METAMAGIC]
You can add such a powerful dose of necromantic energy
to your mind-affecting spells that they function against
undead creatures but are useless against all others.
Benefit: A mind-affecting spell modified by this feat
works normally against intelligent undead creatures.
Mindless undead (those without Intelligence scores)
are still immune to its effect, and the altered spell
has no effect against living creatures or constructs. A
song of the dead spell takes up a spell slot one level
higher than the spell's actual level. Note that the use
of this feat does not make mind-affecting spells affect
undead if the spell's description specifies that the
target must be living or of a particular creature type
(other than undead).
Any spells prepared with Song of the Dead become
necromancy spells.
I cast my vote with SorO.+1. The phrase "works normally against intelligent undead creatures" obviously means that it bypasses undead immunities to fear, not that it works on an individual undead, regardless of every other rule in the game which says otherwise. It is specifically countering one immunity, not all of them.
That is how I read the wording as well.
Working normally might also include the fact that normally, mind blank stops mind affecting stuffs.Sure, but what does that have anything to do with the price of underwear in Japan?
You add a dose of raw necromantic energy to your beneficial spell, making it especially effective for undead creatures.
Benefit: Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit. A fell energy spell takes up a spell slot one level higher than the spell's actual level.
Dragon #296 has the Dragonscribe PrC which, besides being a 5/5 casting class with easy prereqs (you can meet them at level 10, due to needing 13 ranks in Knowledge (Arcana))
Most of the class features kinda suck... until you hit 4th level.
What do you say to adding Celestial/Fiendish dragons to every level of the Summon Monster spell, including a Fiendish Adult Red Dragon at Summon Monster IX.
Alienists and Malconvokers are grinning so hard right now.
EDIT: Also in Dragon #296 is the Dragon Mystic, which any Dragonwrought Kobold could enter as soon as they have 3rd level spells. Make sure they grab a breath weapon from somewhere. Why?
1st class level adds class level d6 damage of the same type as your breath weapon to all damaging spells you cast.
3rd level adds +(1/2 age category) to the DCs of all Enchantment spells and spells that share a descriptor with your breath weapon's damage type.
5th level really sucks. Don't take it.
Even levels give you +1 Charisma! Wooh!
Still, it's a 5/5 caster level class.
This is why I'm going to see if I can play an old as fuck Dragonwrought Kobold Sorcerer 6/Dragon Mystic 4/Legacy Champion 10; bring on the 1d4+12d6+1 (avg 45.5) damage Magic Missiles!
Dragon #296 has the Dragonscribe PrC which, besides being a 5/5 casting class with easy prereqs (you can meet them at level 10, due to needing 13 ranks in Knowledge (Arcana))
Most of the class features kinda suck... until you hit 4th level.
What do you say to adding Celestial/Fiendish dragons to every level of the Summon Monster spell, including a Fiendish Adult Red Dragon at Summon Monster IX.
Alienists and Malconvokers are grinning so hard right now.
EDIT: Also in Dragon #296 is the Dragon Mystic, which any Dragonwrought Kobold could enter as soon as they have 3rd level spells. Make sure they grab a breath weapon from somewhere. Why?
1st class level adds class level d6 damage of the same type as your breath weapon to all damaging spells you cast.
3rd level adds +(1/2 age category) to the DCs of all Enchantment spells and spells that share a descriptor with your breath weapon's damage type.
5th level really sucks. Don't take it.
Even levels give you +1 Charisma! Wooh!
Still, it's a 5/5 caster level class.
This is why I'm going to see if I can play an old as fuck Dragonwrought Kobold Sorcerer 6/Dragon Mystic 4/Legacy Champion 10; bring on the 1d4+12d6+1 (avg 45.5) damage Magic Missiles!
It's nice that the dragon mystic doesn't require you to be a true dragon (is there a list of playable races with the dragon type anywhere?).
Versatile Spellcaster (a) only lets you cast a spell 1 level higher, and (b) requires actual spell slots, which I don't think the PrRs give (and no, it can't chain off itself because it doesn't give spell slots either).
That's still pretty damned useful. :p Presumably it should work for "Must cast spell X", as well (Mage Hand for Arcane Trickster, etc).Versatile Spellcaster (a) only lets you cast a spell 1 level higher, and (b) requires actual spell slots, which I don't think the PrRs give (and no, it can't chain off itself because it doesn't give spell slots either).
I don't think you can burn it to power things like Arcane Strike either.
Is it useful for anything besides "ability to cast spells of X level" prereqs?
Since it's cast as a spell, don't you *have* to have a slot to cast it in ?
(edited for obnoxious repetitiveness-too much caffeine-apologies)
If I'm mistaken and spells *don't* require slots to be cast, please, by all means do let me know.
Dragon 304 pg 47-51 has Prestige Race alterations. By taking a feat and then spending xp, you can make alterations to your body. Most of them are crap.
However, there are a few of the more expensive ones that give you the ability to cast spells as a druid or sorcerer. Not SLAs, not Sus, but the actual ability to cast the spells.
There has to be a way to use this for prereqs.
They are on page 28-29 for the first PrC, and at about page 40 for the 2nd (I'm doing this off of memory, OK?)Yeah something is better than nothing. It was late last night and I am Mr Meanpants. Dragon stuff really does need a page number if possible, it's a pain to find stuff at times :(
Dragon 304 pg 47-51 has Prestige Race alterations. By taking a feat and then spending xp, you can make alterations to your body. Most of them are crap.
However, there are a few of the more expensive ones that give you the ability to cast spells as a druid or sorcerer. Not SLAs, not Sus, but the actual ability to cast the spells.
There has to be a way to use this for prereqs.
um, it says right on page 47 that any spellcasting gained via this method is considered (SU).
They are on page 28-29 for the first PrC, and at about page 40 for the 2nd (I'm doing this off of memory, OK?)Yeah something is better than nothing. It was late last night and I am Mr Meanpants. Dragon stuff really does need a page number if possible, it's a pain to find stuff at times :(
If, of course, random CL and DC count as a variable, numeric effect. I would argue that they do, but eh, your call.I highly doubt you could make a good argument for Maximize applying to the CL and DC on a Wild Mage. For starters, that effect isn't a property of the spell, but rather you. Secondly, read Maximize spell (from the PHB, not the SRD):
... Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected...
So, in essence, that note has nothing to do with anything.That bears repeating.
I highly doubt you could make a good argument for Maximize applying to the CL and DC on a Wild Mage. For starters, that effect isn't a property of the spell, but rather you.
Is there a hard rule on that anywhere?
Not that that isn't a convincing argument, but goddamnit, there should be a definite answer that doesn't involve splitting hairs with metamagic.
Do metamagic effects apply to creatures summoned by summoning spell? For example, does a monster summoned by a maximized summon monster spell have maximum hit points?
No. The metamagic effect applies only to the specific rules of the spell itself -- the spell’s range, its casting time, the variable number of creatures summoned, and so forth -- not to the monsters it brings.
For example, an extended summon monster I would double the duration that the monsters remain, but wouldn’t have any effect on the durations of the monsters’ special powers.
Mastery of Order and Chaos is a feat, but yes, it seems that you are right.TML is short for a forum poster, The_Mad_L-something, he is the one that it didn't matter what you wanted to build or what you were doing he went out of his way to tell you to play a Savage Ghost and apply Chain Spell to Unseen Hand's Class Feature to Full-Attack using Colossal++ weapons via Telekinesis because who cares after DR it sucks worse than most forms of Fireball. I think he wrote a handbook after losing an argument with me just to tweak public opinion or a least that's the story I'm going to stick to.
Jolly good.
(What does TML stand for? I don't speak acronyms/abbreviations very well.)
TML = The Mad Linguist. He was big on ghosts with telekinesis. His avatar was a Myconid with a guitar.
He hasn't been active since May.TML = The Mad Linguist. He was big on ghosts with telekinesis. His avatar was a Myconid with a guitar.
Isn't he still around?
Guys, I just found a pretty sweet feat for summoners.Considering how awesome Planar Touchstone is as a feat anyway, this is pretty nice...
Stalwart Planar Ally gives a creature that you summon from any plane that has a Planar Touchstone that you've attuned to a +4 to AC, +4 to all saves, and it doubles the effect's duration. If a creature just specifies a range of planes (like any good aligned plane), the effects apply to any creature that you summon that doesn't have any opposing alignment components.
This... is kinda rad, especially since the non-Planar Touchstone requirements are Cha 13 and Spellcraft 5.
It's in the Planar Handbook, for those of you who are curious.
No kidding. How would you like a Cleric Domain power, and36 times per vist cast spells from said Domain regardless of what class you are? Heck, pick a Domain with Planeshift and you can recharge it by your self. Instantly any Fighter has a set of extremely limited, but still frigging awesome, Cleric Spells to cast.
Or maybe you are a Cleric. Think you can make a DC 25 Balance check (hint, use spider walk)? If so, free121/day Resurrection if you die assuming you keep recharging it. Bonus uber DR 1 too.
No kidding. How would you like a Cleric Domain power, and36 times per vist cast spells from said Domain regardless of what class you are? Heck, pick a Domain with Planeshift and you can recharge it by your self. Instantly any Fighter has a set of extremely limited, but still frigging awesome, Cleric Spells to cast.
Or maybe you are a Cleric. Think you can make a DC 25 Balance check (hint, use spider walk)? If so, free121/day Resurrection if you die assuming you keep recharging it. Bonus uber DR 1 too.
I fixed that for you; you did take this feat, right? (http://dndtools.eu/feats/planar-handbook--79/personal-touchstone--2146/)
Planar Touchstone (Catalogues of Enlightenment), its higher order ability. WARNING: it is only vaguely mentioned; the rules governing its use are non-existent, it simply states you get to cast like a Cleric. Use only if you have a GM willing to work with you for it.
Another random Dragon find:
Dragon 320 has dragons as playable classes (Perfect saves, Full BAB, d12 HD, and a bunch of special abilities.
If you're a DN planning on becoming a Necropolitan, you should look into the Bloodtouched Rite (PGtE, pg 23). It doesn't say whether you can benefit from it more than once, but even if you can't then it's still a great find: bonus hp = cha bonus, and +1 CL with necromancy spells. (other, less interesting effects as well.)
The Hashalaq Ancestor feat (PGtE, pg 83) gives psion manifesting to an otherwise non-manifester [1 1st-level power only], not as a psi-like ability but actual manifesting. Could be nice for getting into psionic prcs with crappy manifesting progressions.
Dragon 304 has some nice feats on pages 83-85. I especially like the throwing feats.
There are four:
Heft:1.5 Str to damage
Windup:Effectively power attack with thrown weapons
Rout:Free bull rush on any attack with thrown weapons(5ft max), great with an AOO build in the party
Bowl Over:Free Trip on any attack with thrown weapons
The article also has Dead Eye which is Dex to Damage with ranged weapons within 30'
The voice of the mage feat (Dragon 359, p125) allows you to speak and be heard by all creatures within a mile. The possibilities for screaming obscenities are truly staggering, but it could also be used with diplomancy or bardic music. Unfortunately, it requires an arcane caster level of 16.
What would happen if you enhance a Warbringer's Rod with Aptitude? :twitch
What would happen if you enhance a Warbringer's Rod with Aptitude? :twitch
CAN you enhance a rod with Aptitude? Or anything, for that matter?
Would it get double benefits from things, since it would affect it twice? Or even three times with the War Domain organization?
Stolen from here (http://www.minmaxboards.com/index.php?topic=6793.msg131351#msg131351):
In Underdark, there's a section on Magimorphic rock, and then the spell Stone Metamorphosis (clr/dru 4, instantaneous).
My favorite magimorphic rock is Sickstone, which illuminates out to 40 feet; any creature within the illumination must make a Fort save DC 15 every round or suffer 1d6 Con damage, and 1 Con damage on a successful save.
So, for 292gp, you can buy a bullseye lantern and pay a cleric to metamorphose your chunk of granite into sickstone. Now you have a 40-foot cone of Con damage to carry around.
Another random Dragon find:
Dragon 320 has dragons as playable classes (Perfect saves, Full BAB, d12 HD, and a bunch of special abilities.
That same issue has a section called "Racial Transformations" detailing several sub races, most of which gain bonus feats (dwarfs get a bonus feat as a human, Elves get 2 Weapon Focuses (one melee, one ranged), Gnomes get Alertness (ooh :rolleyes), and Halflings get Dodge and one of Iron Will, Great Fortitute, or Lightning Reflexes. Humans trade their bonus feat for +2 to one ability score.
Dragon 304 has some nice feats on pages 83-85. I especially like the throwing feats.
There are four:
Heft:1.5 Str to damage
Windup:Effectively power attack with thrown weapons
Rout:Free bull rush on any attack with thrown weapons(5ft max), great with an AOO build in the party
Bowl Over:Free Trip on any attack with thrown weapons
The article also has Dead Eye which is Dex to Damage with ranged weapons within 30'
Dragon Mag #340 (article Eye of the Night) has:
~The Moon-warded Ranger sub levels, which gives Wis to AC as a monk at 2nd level in place of Combat Style;
~Lunar Rogue sub levels, which give Rage 1/day as a barbarian in place of uncanny dodge, polymorph or greater invisibility 1/day in place of improved uncanny dodge, and dominate person or true seeing 1/day in place of the first special ability.
~A few feats which grant SLAs
~Moon's Change spell, gives +2-+6 enhancement bonuses to Str, Dex, and Con for 1 round/level.
mother of god... look at divine conduit! Now you can get DMM:Persists from your cohort! :lmao
http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/
Dragon Compendium, Volume I & errata > pg. 95 > Feats > Dead Eye feat (http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/)
Cohort?! You can have your first level followers get that! Damn it, Skip!mother of god... look at divine conduit! Now you can get DMM:Persists from your cohort! :lmao
http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/
Dragon Compendium, Volume I & errata > pg. 95 > Feats > Dead Eye feat (http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/)
Unfortunately, enchanting the bolts doesn't do anything. It's not an attack, you just deal bonus damage equal to the weapon's base damage. That's still pretty nice though.
LOL, yeah... ALL of them! :lol :lmaoCohort?! You can have your first level followers get that! Damn it, Skip!mother of god... look at divine conduit! Now you can get DMM:Persists from your cohort! :lmao
http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/
Dragon Compendium, Volume I & errata > pg. 95 > Feats > Dead Eye feat (http://imageshack.us/photo/my-images/600/dcvi95feats8deeysherrat.png/)
You never actually attack with the bolt, and its own damage isn't used. The bolt is just consumed.Unfortunately, enchanting the bolts doesn't do anything. It's not an attack, you just deal bonus damage equal to the weapon's base damage. That's still pretty nice though.
What about the Arrowsplit spell (or the other arrow/bolt spells in Champions of Ruin) ?
Faiths and Pantheons fun finds (some good, some not).
Auspician has an interesting TO element. At the 8th level you obtain Permanent Effusion, a Ex ability that permanently grants a +1 luck bonus. Now go back and read that. Yes, the ability isn't giving the +1 bonus which means it would be lost if removed It gives a permanent bonus each time it's obtained. Hello retraining abuse.
Techsmith's Explosive Obsession (pg 208) lets you create renaissance level bombs.
Move action to light, 15ft range, 2d8 damage (dc 15 relf halves), 150gp per.
Obtainable in a truly open market, little expensive but wrapping a bunch together sounds awesome.
Waveservant gains tentacles. ...Yeah.
The Wearer of Purple is as terrible as it sounds. It's another dragon rider PrC except it's possibly one of the worst things ever written till Complete Psionic came out. It appears meant for Cleric only as it gives you the capstone ability to use your Rebuke Undead on Dragons, but a Sorcerer can enter it and this ten level long PrC never advances your Rebuking. In other words, your HD limit is so limited you can't Command most Tiny True Dragons, good luck finding an appropriate mount. :rolleyes
And lastly.
Chosen of Bane.
I don't get any forum hits for ENWorld, GitP, BG, or here on page 1 in google search. Like zip, nadda, NONE. Can you believe it?
What is it? A 3.0 acquired template, fluffed to be only one in the world at a time. +4 CR, no LA (it's 3.0, no such thing as LA).
What does it give? Couple of SLAs (notably Dominate Monster & Geas), +10 to Charisma, ChaMod/day Summon Monster IX like effect that summons a CR 13 Undead mother-fracking Beholder.
Give it to a 1HD commoner, CR 5 my ass.
My new favorite exotic weapon: the war spikard (MoE 138) is a warhammer with a spring-loaded mechanism built in. You load an xbow bolt into it as a move action (which does indeed speed up if you have the Rapid Reload feat), and then the next time you attack with it, the xbow bolt discharges into the enemy.
Why is this awesome? Well, I'll tell you.
- You can do fun shenanigans by enchanting your xbow bolts. Spell storing? Check. Splitting? Check. Exit wound? Check.
- The amount of damage that the bolt deals is equal to the base damage of the war spikard, not on some equivalently-sized light xbow. Since the war spikard deals bludgeoning damage, it's a wonderful target for Greater Mighty Wallop -- doubling it's effectiveness, actually.
Greatspear << greater mighty wallop + warhammerMy new favorite exotic weapon: the war spikard (MoE 138) is a warhammer with a spring-loaded mechanism built in. You load an xbow bolt into it as a move action (which does indeed speed up if you have the Rapid Reload feat), and then the next time you attack with it, the xbow bolt discharges into the enemy.
Why is this awesome? Well, I'll tell you.
- You can do fun shenanigans by enchanting your xbow bolts. Spell storing? Check. Splitting? Check. Exit wound? Check.
- The amount of damage that the bolt deals is equal to the base damage of the war spikard, not on some equivalently-sized light xbow. Since the war spikard deals bludgeoning damage, it's a wonderful target for Greater Mighty Wallop -- doubling it's effectiveness, actually.
Also the quick loading property or any of the specific arrow/bolt(s) can be used to deliver specifically painful shots. Though personally more of a fan of the spear spikard. Why? Changeling. Now its a greatspear spikard.
The Drug, Rhul ("Battlewine")
From Lords of Darkness, Battlewine is a low addiction liquid drug that gives a +4 Alchemical bonus to Strength and Constitution for one minute before fatiguing you. Taking it a second time in one hour deals 1d4+1 Temp Int/Wis Damage.
In theory you could probably toss this into an Alchemical Capsule and drink it at each encounter as a Swift action. And given that it only costs 50gp per does, it is extremely affordable.Because, who needs a Barbarian?Barbarians like Rage-like stuff too.
Note, however, that it would take one UMD check with a Wand of Lesser Restoration (1st level spell per Paladin) to un-fatigue youfify.
one hour of rest (unless the language is like that of the Barbarian's rage, which I doubt). Jhuild (UE) does something similar, but the effect lasts for an hour, and is only ....+2 Str?
Lords of Darkness also has a version of Jhuild that is different from the Rashemi drink, and does something similar, but different.
I wonder if you can put Battlewine into an Alchemical Tooth.I think it falls to a DM's call more than proof in rules.
Or Goodale (Dragon Magazine 334) which removes normal (non-magical) fatigue. another 50gp.Why are they incapable of coming up with good names?
Or Goodale (Dragon Magazine 334) which removes normal (non-magical) fatigue. another 50gp.Why are they incapable of coming up with good names?
I never noticed this before. Binding an item to a chakra gives you a bonus of some sort, and it always stacks with the bonus from the Open Chakra feats, even if it's of the same type! (MoI, p. 108)
Now, all the bonuses from the open chakra feats are piddling little +1 insight bonuses to a save or skill check, but Arms (lesser) is +2 insight to grapple checks. You can also get a +2 insight bonus to grapple checks from binding Gloves of Ogre Power to your hands. So, if you're going to be a Totemist grapple monster, this is a way to eke out a little extra bonus.
This one is less something strong, and something that sounds like a whole lot of fun:
The Scorpion Wraith is a kinda eh class at the best of times; however, it has one feature that makes it amazing amounts of fun.
Namely, the fourth level of the PrC has an ability called Sculpt Shadow.
It lets you, instead of using Darkness on a touched object, instead form 8 5ft squares of darkness with each use, which must start with one adjacent to you, and which must be adjacent to at least one other square of darkness.
This synergizes amazingly with a level dip in Warlock (Darkness at-will) and the feats Darkstalker, Instinctive Darkness (you can use your Darkness SLA as an Immediate action), and Blend into Shadows (Hide in Plain Sight, except you're limited to doing it within 10ft of specifically magical darkness/shadows.)
In other words, you can be running/flying around in "tunnels" of shadowy illumination. That last at least 10 minutes. Remember that hiding is a free action.
Deflect Attack (General)
Prereq: Str 13+, Int 13+, Improved Sunder, Combat Expertise
Benefit: When you are fighting defensively, your opponent provokes an attack of opportunity just before attacking you. Since you are fighting defensively, your attack of opportunity has a -4 penalty to attack.
If the opponent attacks you with a weapon, your attack of opportunity can only be used as a Sunder attack against the weapon used to attack you. If the opponent attacks you with an unarmed attack or natural weapon, you attack the unarmed attack or natural weapon, effectively making an attack of opportunity against your opponent.
If your attack actually deals damage to the opponent's weapon (or opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: If you are attacking unarmed and you wish to use Deflect Attack, its prerequisites increase to Str 13+, Dex 15+, Int 13+, Power Attack, Improved Sunder, Combat Expertise, Improved Unarmed Strike, Eagle Claw Attack, base attack bonus 2+. This simply adds Eagle Claw Attack, necessary for unarmed Sunder attacks, and its prerequisites to this feat.
As if Ruby Knight "Win"-dicator wasn't powerful enough, picture it (or any character with Combat Reflexes) with this little number out of a book called Ultimate Feats (page 39):Aha! Been looking for a way to do this (http://rustyandco.com/comic/level-6-40/).QuoteDeflect Attack (General)
Prereq: Str 13+, Int 13+, Improved Sunder, Combat Expertise
Benefit: When you are fighting defensively, your opponent provokes an attack of opportunity just before attacking you. Since you are fighting defensively, your attack of opportunity has a -4 penalty to attack.
If the opponent attacks you with a weapon, your attack of opportunity can only be used as a Sunder attack against the weapon used to attack you. If the opponent attacks you with an unarmed attack or natural weapon, you attack the unarmed attack or natural weapon, effectively making an attack of opportunity against your opponent.
If your attack actually deals damage to the opponent's weapon (or opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: If you are attacking unarmed and you wish to use Deflect Attack, its prerequisites increase to Str 13+, Dex 15+, Int 13+, Power Attack, Improved Sunder, Combat Expertise, Improved Unarmed Strike, Eagle Claw Attack, base attack bonus 2+. This simply adds Eagle Claw Attack, necessary for unarmed Sunder attacks, and its prerequisites to this feat.
Full attack = lose weapon. Ouch.
Just make sure you clear it with your DM. Ultimate Feats contains a variety of both very powerful and very pathetic feats, a lot of DM's might not allow it simply because balancing against that book is rather difficult.As if Ruby Knight "Win"-dicator wasn't powerful enough, picture it (or any character with Combat Reflexes) with this little number out of a book called Ultimate Feats (page 39):Aha! Been looking for a way to do this (http://rustyandco.com/comic/level-6-40/).QuoteDeflect Attack (General)
Prereq: Str 13+, Int 13+, Improved Sunder, Combat Expertise
Benefit: When you are fighting defensively, your opponent provokes an attack of opportunity just before attacking you. Since you are fighting defensively, your attack of opportunity has a -4 penalty to attack.
If the opponent attacks you with a weapon, your attack of opportunity can only be used as a Sunder attack against the weapon used to attack you. If the opponent attacks you with an unarmed attack or natural weapon, you attack the unarmed attack or natural weapon, effectively making an attack of opportunity against your opponent.
If your attack actually deals damage to the opponent's weapon (or opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: If you are attacking unarmed and you wish to use Deflect Attack, its prerequisites increase to Str 13+, Dex 15+, Int 13+, Power Attack, Improved Sunder, Combat Expertise, Improved Unarmed Strike, Eagle Claw Attack, base attack bonus 2+. This simply adds Eagle Claw Attack, necessary for unarmed Sunder attacks, and its prerequisites to this feat.
Full attack = lose weapon. Ouch.
Yeah one of the few good things in the book, though I like the info in the book
That's exactly my argument against "3.5 only" games. There is no new material coming out, and really, the "broken" things from 3.0 were completely eclipsed by the 3.5 material, that there really isn't a reason to exclude the use of 3.0 material.
I've been looking through some of my books lately and it occurs to me that there are a lot of really cool and powerfull Prc's out there that I rarely see used. Shouldn't we be using obscure stuff more now that there's no more material coming out for 3.5?
That's exactly my argument against "3.5 only" games. There is no new material coming out, and really, the "broken" things from 3.0 were completely eclipsed by the 3.5 material, that there really isn't a reason to exclude the use of 3.0 material.
I've been looking through some of my books lately and it occurs to me that there are a lot of really cool and powerfull Prc's out there that I rarely see used. Shouldn't we be using obscure stuff more now that there's no more material coming out for 3.5?
I use a mix of 3.0 and 3.5 in my game anyway (DR/magic is tiered like 3.0 DR, improved crit and keen stack, etc.), and actually use the 3.0 versions of PrC's in some instances because they are (primarily) a better fit thematically, and (secondarily) less powerful than the 3.5 versions of the classes. I'm pretty wide-open to any 3rd edition stuff.
Mastery of Madness
( Player's Guide to Eberron, p. 126)
[General]
You have learned to reach magically to the ever-distant plane of Xoriat and draw some element of its madness into the world--but these techniques come with some risk.
Prerequisite
Iron Will (PH) , Knowledge (the planes) 2 ranks, Spellcraft 9 ranks,
Benefit
Whenever you summon a celestial or fiendish creature with a spell, spell-like ability, or magic item, you can choose instead to summon a pseudonatural version of that creature (see the pseudonatural template in Complete Arcane, reproduced in abbreviated form below). When you use this ability, you must succeed on a caster level check (DC 15 + spell level) to avoid opening a small temporary rift to Xoriat, which affects the spell as if it were cast on a plane with the wild magic trait (roll d% on the table on page 150 in the Dungeon Master's Guide to determine the effect). Pseudonatural Creature: Change type to outsider. SA true strike 1/day, S Q alternate form, damage reduction, resistance to acid and electricity, spell resistance; Int minimum 3. Alternate Form (Su): Take form of grotesque tentacled mass as standard action; statistics remain as normal but attacks take --1 morale penalty. Damage Reduction (Su): DR 5/magic (HD 4-11) or DR 10/magic(HD 12+). Resistance to Acid and Electricity (Ex): Resistance 5 (HD 1--7), 10 (HD 8-11), or 15 (HD 12+). Spell Resistance (Ex): SR 10 + HD (maximum 25).
Divine Denial
( Exemplars of Evil, p. 24)
[General]
You harden your will against the power of the deities.
Prerequisite
Iron Will (PH) , Knowledge (religion) 9 ranks,
Benefit
Whenever you are the target of a divine spell, you gain a +2 bonus on saving throws to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell.
Yeah, it's a pretty good feat. I've considered taking it on multiple characters, but always wound up going with something else instead. :pQuoteDivine Denial
( Exemplars of Evil, p. 24)
[General]
You harden your will against the power of the deities.
Prerequisite
Iron Will (PH) , Knowledge (religion) 9 ranks,
Benefit
Whenever you are the target of a divine spell, you gain a +2 bonus on saving throws to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell.
Allows you to do something I don't think you can do anywhere else in DnD. Since it only applies to divine spells it's probably not worth a feat but I think it's still worth bringing up.
The primal rager prestige class (Dragon 395, p70) gives a nifty ability at 1st level called strength of the beast. It allows you to subtract a number from the duration of your rage and add the same number to the str and con bonuses granted. The number is capped at the sum of your levels in barbarian and primal rager. As an odd quirk, you don't get to count the con bonus from this ability for determining the duration of your rage.
So, a barbarian 8 / primal rager 1 / barbarian +11 could gain +26 to str and con while raging. Dealing with the -20 rounds of duration would seem to require multiple instances the extend rage feat. On the plus side, there's finally a use for extend rage. On the down side, this eats up feats (improved unarmed strike and iron will as prerequisites, and however many instances of extend rage) and forces you to stick with two specific classes, neither of which has much to offer after 1st level.
The mighty contender of Kord prestige class (Dragon 283, p46) has two cool abilities. Feat of strength, given at 1st level, lets you use the granted power of the strength domain a number of times per day equal to your “unmodified” str modifier and lets levels in the prestige class stack with cleric levels for the granted power of the strength domain. Surge of strength, given at 3rd level, makes the granted power of the strength domain last for 1+1d4 rounds. The domain focus ACF (Dragon 347, p91) for cleric doubles the benefit of a domain but costs you the other one and your spontaneous casting ability.
So, a cleric (domain focus: strength) 8 / mighty contender of Kord 3 / cleric +9 could gain a +40 enhancement bonus to strength for 1+1d4 rounds as a free action some number of times per day. On the down side, mighty contender of Kord only advances casting at even-numbered levels, so you're behind by two on casting. Another downside is that you need to stick with cleric or those few prestige classes that stack for domain granted powers. I can only think of ordained champion (which isn't compatible with Kord) and paragnostic apostle.
But it looks like you need to be an 8th level Barbarian from what you posted. Darn.Don't forget about that capstone feat that lets you qualify for stuff that requires up to a +8 BAB ... :cool
But it looks like you need to be an 8th level Barbarian from what you posted. Darn.Don't forget about that capstone feat that lets you qualify for stuff that requires up to a +8 BAB ... :cool
(it's in the core e6 material)
:facepalm
I often forget that most don't play e6 the way my group does -- we use Generic Classes from UA, and have adapted pretty-much any/every level-appropriate class feature in to a feat (meaning that PrC abilities are still available).
Ugh... Hope your group has sensible optimizers...My current group prefers the likes of "Tim" (http://neeser.files.wordpress.com/2012/07/tim-the-enchanter.jpg?w=487), sneaky pick-pockets, and "Thog smash" ... sometimes the try some silly parlor tricks, but mainly need their items to do the heavy lifting.
But how do you work out the prereqs for class features?You mean for PrCs? That's simple -- whatever the prereqs for the PrC are, that's the minimum prereqs for getting any of the class features; and not necessarily all of the features are available -- that's more of a case-by-case basis(for example, you can have any/all of the options from Exotic Wpn Master; but Greater Frenzy is probably not even a consideration).
Freedom allows to to take an extra move or standard action per round, a number of times per day based on level (between 1 and 4/day)The Heroic Surge feat from <some Dragonlance book> does the same thing, as well.
Something we're doing in my game atm, I'm playing an evil character with binder levels and I usually have Naberius bound (evil social campaign) using Insane Defiance [Take 1 Wisdom damage to deflect mind-affecting spell or ability to new target with a -4 to the new target's save] to throw out mind effecting spells with essentially +4 to their DC by;Yeah, I was in a game where we had a couple of PCs that did that exact same thing.
Have an ally cast a spell on me, take 1 wis damage and redirect to target enemy. Enemy now has to make the save at a -4. On my turn allow Naberius to heal the 1 wis damage.
That feat is also in the Wheel of Time d20 RPG, FYI.Freedom allows to to take an extra move or standard action per round, a number of times per day based on level (between 1 and 4/day)The Heroic Surge feat from <some Dragonlance book> does the same thing, as well.
One thing about Insane Defiance...You can't, specifically because it's at a penalty. The first person you bounce it to takes a -4 penalty and bounces it on, imposing a -4 save penalty to the next person... who doesn't care one whit what the first one's save bonus looked like.
Can you bounce it? So you get 20 commoners with the feat to stand nearby, cast charm person on them, and the penalty on the guy's save against it stack (so the DC is effective +80)?
Or am I being entirely, utterly silly?
The Proteus feat from Exemplars of Evil requires Caster level 10th and Spell Focus (illusion) but allows you to sacrifice a prepared spell to cast any lower-level illusion (glamer) spell. In addition, you can cast a prepared illusion (glamer) spell as an immediate action by sacrificing another spell of the same level.
This strikes me as a potentially usefull feat in an unspecific way. Just throwing it out here in case it triggers any ideas.
**
Also, the feat Evil Blessing allows you to (as a standard action) gain a Profane bonus to your Saves equal to your Cha score for 5 rounds. If you damage an enemy with a Good subtype or aura, the bonus is doubled. :drool
From athas.org the Fearsome, Freedom, and Intimidating Presence feats are amazing!
Fearsome gives a +2 untyped bonus to Intimidate and replaces Cya with Str on Intimate checks. Add Dread Tyranny to get double your Str on Intimidate checks!
Intimidating Presence allows you to demoralize a number of foes equal to your Cha modifier.
Freedom allows to to take an extra move or standard action per round, a number of times per day based on level (between 1 and 4/day)
Where are those found on the athas.org site?well, the downloadable material (http://athas.org/products/ds3) is.
Where's that at?
Edit: found it in the 'nonabilities'
What happens if they're both nonabilities? :P
What happens if they're both nonabilities? :P
...incorporeal living wall...Sounds like the most pointless creature in existence at that point. :lol
The ability modifier for a nonability is always +0.
...incorporeal living wall...Sounds like the most pointless creature in existence at that point. :lol
Other than being an awesome containment grid for the Ghostbusters!...incorporeal living wall...Sounds like the most pointless creature in existence at that point. :lol
:clap :lolOther than being an awesome containment grid for the Ghostbusters!...incorporeal living wall...Sounds like the most pointless creature in existence at that point. :lol
Creatures without Dex scores use Int for initiative checks. Never knew that before.Wow... that's actually an amazing find... for a psion who uses Metamorphosis to turn into an object. :P
A transmute mud to rock heals you of all your lost hit points.Granted it takes two spells of 6th and 5th levels, but it is basically an arcane self-heal, except it heals ALL your hit point damage, plus nonlethal, and is not limited to 10 hp's per caster level.
Which version of Stone Body is that from? It's been printed in a few sources.SpC.
In Dragon 357 there is the Aligned Spellcaster ACF (Credit to Jackingthegreen for his list) which lets you trade your familiar for making all your spells possess an alignment descriptor. Now, I know there are other benefits that slip my mind at the moment, but the big one is the soul tick symbiote from Fiend Folio, which gives free unlimited empower to all spells with the evil descriptor. Always being empowered is using a good trade for a familiar and eternal wand of lesser restoration (plus whatever the symbiote is worth).Would also be good with the Chaotic Spell Recall abyssal heritor feat. Once per day recall any chaotic spell you've cast as a swift action...
In Dragon 357 there is the Aligned Spellcaster ACF (Credit to Jackingthegreen for his list) which lets you trade your familiar for making all your spells possess an alignment descriptor. Now, I know there are other benefits that slip my mind at the moment, but the big one is the soul tick symbiote from Fiend Folio, which gives free unlimited empower to all spells with the evil descriptor. Always being empowered is using a good trade for a familiar and eternal wand of lesser restoration (plus whatever the symbiote is worth).Would also be good with the Chaotic Spell Recall abyssal heritor feat. Once per day recall any chaotic spell you've cast as a swift action...
Sorry, you're reading that wrong. Let me rephrase. As a swift action, once per day, you can recall any chaotic spell that you have cast.In Dragon 357 there is the Aligned Spellcaster ACF (Credit to Jackingthegreen for his list) which lets you trade your familiar for making all your spells possess an alignment descriptor. Now, I know there are other benefits that slip my mind at the moment, but the big one is the soul tick symbiote from Fiend Folio, which gives free unlimited empower to all spells with the evil descriptor. Always being empowered is using a good trade for a familiar and eternal wand of lesser restoration (plus whatever the symbiote is worth).Would also be good with the Chaotic Spell Recall abyssal heritor feat. Once per day recall any chaotic spell you've cast as a swift action...
Infinite spells when Epic, with Automatic Quicken Spell, but by that time, everything is broken already.
Abyssal Specialist DotU: This ability enables you to specialize not in a particular school of magic, but on spells that have the chaotic, compulsion, darkness, evil or fear; since this group of spells is now considered a school of spells for you, you can also gain Focused Specialist with Abyssal Specialist, since the latter only requires you to drop just one school of magic (like a specialist diviner). Abyssal Specialist has great synergy with the 10th Planar Wizard substitution level, which gives an additional alignment descriptor (good, evil, chaotic, lawful) to your spells; you can choose [chaotic] or [evil] and essentially transform your specialist spell slots to generalist spell slots (since the descriptor is applied to all your spells). In addition you can use mechanics like Spell Focus[Evil] and Chaotic Spell Recall to great effect.
Plus one additional time for every two Inheritor feats, so with near-infinite feat cheese...Sorry, you're reading that wrong. Let me rephrase. As a swift action, once per day, you can recall any chaotic spell that you have cast.In Dragon 357 there is the Aligned Spellcaster ACF (Credit to Jackingthegreen for his list) which lets you trade your familiar for making all your spells possess an alignment descriptor. Now, I know there are other benefits that slip my mind at the moment, but the big one is the soul tick symbiote from Fiend Folio, which gives free unlimited empower to all spells with the evil descriptor. Always being empowered is using a good trade for a familiar and eternal wand of lesser restoration (plus whatever the symbiote is worth).Would also be good with the Chaotic Spell Recall abyssal heritor feat. Once per day recall any chaotic spell you've cast as a swift action...
Infinite spells when Epic, with Automatic Quicken Spell, but by that time, everything is broken already.
And unless you've extra swift actions, you'll only need to cover 14400 rounds :DPlus one additional time for every two Inheritor feats, so with near-infinite feat cheese...Sorry, you're reading that wrong. Let me rephrase. As a swift action, once per day, you can recall any chaotic spell that you have cast.In Dragon 357 there is the Aligned Spellcaster ACF (Credit to Jackingthegreen for his list) which lets you trade your familiar for making all your spells possess an alignment descriptor. Now, I know there are other benefits that slip my mind at the moment, but the big one is the soul tick symbiote from Fiend Folio, which gives free unlimited empower to all spells with the evil descriptor. Always being empowered is using a good trade for a familiar and eternal wand of lesser restoration (plus whatever the symbiote is worth).Would also be good with the Chaotic Spell Recall abyssal heritor feat. Once per day recall any chaotic spell you've cast as a swift action...
Infinite spells when Epic, with Automatic Quicken Spell, but by that time, everything is broken already.
Plus one additional time for every two Inheritor feats, so with near-infinite feat cheese...right, but there's only what? Ten abyssal heritor feats?
Shield of the MageInfinite spells, as long as you don't mind them being randomly selected from your known ones.
Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
Alignment neutral; Senses 30 ft.
Intelligence 16; Wisdom 10; Charisma 10; Ego 6
Language: telepathy (Common and six other languages)
This caster's shield (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_caster-s-shield) always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
Something interesting from Pathfinder, an intelligent item found in Ultimate Equipment.What the hell is wrong with those people? Who thought this was balanced, or a good idea?
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/artifactsAndOthers/intelligentItems.htmlQuoteShield of the MageInfinite spells, as long as you don't mind them being randomly selected from your known ones.
Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
Alignment neutral; Senses 30 ft.
Intelligence 16; Wisdom 10; Charisma 10; Ego 6
Language: telepathy (Common and six other languages)
This caster's shield (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_caster-s-shield) always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
Smart money says Reynolds. :ehSomething interesting from Pathfinder, an intelligent item found in Ultimate Equipment.What the hell is wrong with those people? Who thought this was balanced, or a good idea?
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/artifactsAndOthers/intelligentItems.htmlQuoteShield of the MageInfinite spells, as long as you don't mind them being randomly selected from your known ones.
Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
Alignment neutral; Senses 30 ft.
Intelligence 16; Wisdom 10; Charisma 10; Ego 6
Language: telepathy (Common and six other languages)
This caster's shield (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_caster-s-shield) always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
Smart money says Reynolds. :ehSomething interesting from Pathfinder, an intelligent item found in Ultimate Equipment.What the hell is wrong with those people? Who thought this was balanced, or a good idea?
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/artifactsAndOthers/intelligentItems.htmlQuoteShield of the MageInfinite spells, as long as you don't mind them being randomly selected from your known ones.
Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
Alignment neutral; Senses 30 ft.
Intelligence 16; Wisdom 10; Charisma 10; Ego 6
Language: telepathy (Common and six other languages)
This caster's shield (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_caster-s-shield) always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
Hmmm... I think I ought to have an extra disintegrate ready for the mission today. Well, I'll fire off this here fireball... (boom)
Nope, mirror image isn't it... (4 casters now casting from their shields)
Nope, I'll just dimension door to the other side of the room (bamph)
Err... hey familiar kitty, I need to turn you into a doggie for a while... (Roll out! (http://soundfxnow.com/sound-fx/transformers-transform/))
...
...a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it's unsheathed in at least a light breeze. The scream is a sonic, mind-affecting compulsion (fear effect). Other than the wielder, those within 30 feet who hear it must succeed on a Will save or cower for 1d4 rounds.
It's also a nice way to let the sorcerer or UMD user have an extra spell for the battle. Wizard cycles through the shield until something nice comes up, hands the shield to the party member.Learn Wish, scribe it into your spellbook.
It's also a nice way to let the sorcerer or UMD user have an extra spell for the battle. Wizard cycles through the shield until something nice comes up, hands the shield to the party member.Learn Wish, scribe it into your spellbook.
Cast all the shield scrolls until you come up with Wish. A scroll already has all XP factored into it; the user of the scroll spends no XP...
Wish for a candle of invocation... :P
Pathfinder doesn't have XP costs anyway. :POk, well, it still saves you a 25,000 gp diamond.
Pandemonic Silver (CW):Quote...a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it's unsheathed in at least a light breeze. The scream is a sonic, mind-affecting compulsion (fear effect). Other than the wielder, those within 30 feet who hear it must succeed on a Will save or cower for 1d4 rounds.
The DC is dependent on ambient wind strength.
For 9k gp, put it on a gnomish quickrazor, which you can draw & stow as a free action. For bonus points, use the Summon Elemental reserve feat for an air elemental to up your wind strength.
It's also a nice way to let the sorcerer or UMD user have an extra spell for the battle. Wizard cycles through the shield until something nice comes up, hands the shield to the party member.Learn Wish, scribe it into your spellbook.
Better yet sell them to pay for the shield! :D :D :DIt's also a nice way to let the sorcerer or UMD user have an extra spell for the battle. Wizard cycles through the shield until something nice comes up, hands the shield to the party member.Learn Wish, scribe it into your spellbook.
You forgot the last step: Tear out all other spells from your spellbook.
:lmao Yeah, the first thing I thought when I first saw this was "It's the idiot crusader, with spells!" :lolBetter yet sell them to pay for the shield! :D :D :DIt's also a nice way to let the sorcerer or UMD user have an extra spell for the battle. Wizard cycles through the shield until something nice comes up, hands the shield to the party member.Learn Wish, scribe it into your spellbook.
You forgot the last step: Tear out all other spells from your spellbook.
Pandemonic Silver (CW):Quote...a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it's unsheathed in at least a light breeze. The scream is a sonic, mind-affecting compulsion (fear effect). Other than the wielder, those within 30 feet who hear it must succeed on a Will save or cower for 1d4 rounds.
The DC is dependent on ambient wind strength.
For 9k gp, put it on a gnomish quickrazor, which you can draw & stow as a free action. For bonus points, use the Summon Elemental reserve feat for an air elemental to up your wind strength.
Probably common knowledge, but Warforged Composite Plating doesn't have a maximum Dexterity bonus. Neither does Ironwood Body, but the ones that actually provide a decent armor bonus do. Still, this could conceivably serve a niche, since it'll save about 40000 gp compared to +8 Bracers of Armor on a high-dex build at the cost of being a Warforged and thus setting back your Dexterity by 2, and spending a feat. Generally it's a losing trade, but there may be more advanced stuff I haven't thought of.I think the Gnome Twist Cloth (RoS) is usually used by characters looking for an armor bonus without hindering their dex. It's the only armor (at least that I know of) with a max dex of --.
Light mithral shields have 0% ASF, as does a mithral shirt or heavy mithral shield enchanted with Twilight. And they have no ACP, too, so no non-proficiency penalties.
Jungle's Rapture (http://www.wizards.com/default.asp?x=dnd/fw/20030420a) is nasty. Not just because it's a bitch to dispel, and it deals 1d6 Dexterity Drain each day that it is in effect, and that it turns you into a plant (which is generally less curable than death.)
Nope, it isn't nasty because of any of those; it's nasty because it renders you unable to digest food. Hope you've grabbed some means of surviving without food!
Nope, it isn't nasty because of any of those; it's nasty because it renders you unable to digest food. Hope you've grabbed some means of surviving without food!Note that once you reach the levels that this spell would be seen in game, it takes a LOOOOONG time to starve to death (and you can only die from starvation if you use Rules Compendium; you can't die from it in Core).
Jungle's Rapture (http://www.wizards.com/default.asp?x=dnd/fw/20030420a) is nasty. Not just because it's a bitch to dispel, and it deals 1d6 Dexterity Drain each day that it is in effect, and that it turns you into a plant (which is generally less curable than death.)
Nope, it isn't nasty because of any of those; it's nasty because it renders you unable to digest food. Hope you've grabbed some means of surviving without food!
Didn't you hear? D&D characters never die of starvation, they just fall asleep forever and ever.
But seriously, though, you've got 3 days before anything happens (http://www.d20srd.org/srd/environment.htm#starvationAndThirst), then it's a ~50% chance of 1d6 nonlethal (unhealable) per day. The Dex drain will get you before you notice the lack of food.
Don't forget thirst though. That's significantly more nasty (http://www.d20srd.org/srd/environment.htm#starvationAndThirst), forcing checks 1/hour.Nope, it isn't nasty because of any of those; it's nasty because it renders you unable to digest food. Hope you've grabbed some means of surviving without food!Note that once you reach the levels that this spell would be seen in game, it takes a LOOOOONG time to starve to death (and you can only die from starvation if you use Rules Compendium; you can't die from it in Core).
I have a 10th level barbarian NPC that will be getting rescued from the Faerie Realm. When he is rescued and returned to the Material Plane, he will instantly age 2 months, and effectively will not have eaten for two months. Just yesterday I ran the Con checks and the nonlethal damage (and eventual lethal damage) for this 118 hp barbarian, and after two months of not eating, he had taken 118 points of nonlethal, then taken about 40 points of lethal damage. He's still got a good 20 days before he would likely die (with average rolls).
Ouch, must drink 720 gallons of water or die! That's about 5,760# of water. Actually about a full grid square full of water. Total water bloat.Don't forget thirst though. That's significantly more nasty (http://www.d20srd.org/srd/environment.htm#starvationAndThirst), forcing checks 1/hour.Nope, it isn't nasty because of any of those; it's nasty because it renders you unable to digest food. Hope you've grabbed some means of surviving without food!Note that once you reach the levels that this spell would be seen in game, it takes a LOOOOONG time to starve to death (and you can only die from starvation if you use Rules Compendium; you can't die from it in Core).
I have a 10th level barbarian NPC that will be getting rescued from the Faerie Realm. When he is rescued and returned to the Material Plane, he will instantly age 2 months, and effectively will not have eaten for two months. Just yesterday I ran the Con checks and the nonlethal damage (and eventual lethal damage) for this 118 hp barbarian, and after two months of not eating, he had taken 118 points of nonlethal, then taken about 40 points of lethal damage. He's still got a good 20 days before he would likely die (with average rolls).
Don't forget thirst though. That's significantly more nasty (http://www.d20srd.org/srd/environment.htm#starvationAndThirst), forcing checks 1/hour.That would be a little too sadistic. The flowing time trait for the Faerie Realm only mentions food, and dying of old age, not dying of thirst.
Flowing Time: For every day spent on the Plane of Faerie, a week passes on the Material Plane*. But unlike most planes with the flowing time trait, time lost on the Plane of Faerie catches up with the traveler. Non-natives who spend time on the Plane of Faerie and then return to a plane with the normal time trait instantly "catch up." Those affected may be ravenous if they have not eaten in weeks as measured by Material Plane time. A visitor who stays a long time on the Plane of Faerie may die if "catching up" with Material Plane time takes her beyond her normal life span. The natives of Faerie are unaffected by this phenomenon, and only the most astute natives mention it to visitors from the Material Plane.
Good as a true dragon though:???
...[given water and under care for 24 or 48 hours with a Heal check, blah, blah]...Once a Heal check of this sort has succeeded, the damage taken by the creature can be restored through the normal means.
A heal spell can be used to rehydrate a creature in place of the recovery time, water, and a Heal check.
Mithral Feycraft Chain Shirt with Thistledown Padding. Cheaper, for better benefit.Light mithral shields have 0% ASF, as does a mithral shirt or heavy mithral shield enchanted with Twilight. And they have no ACP, too, so no non-proficiency penalties.
Twilight mithral feycraft Chain Shirt
Twilight mithral feycraft Chain Shirt
Mithral Feycraft Chain Shirt with Thistledown Padding. Cheaper, for better benefit.
Base -2 ACP, mithral removes 3, thistledown suit adds 1. Total 0.Mithral Feycraft Chain Shirt with Thistledown Padding. Cheaper, for better benefit.
The thistledown suit increases the ACP to -1, which is not good for anyone not proficient. Granted, it is a different alternative, for those who don't mind the penalty and want the extra bit of coin.
Also for consideration: Feycraft or mithral dastana and chahar-aina. Both work well in combination with the chain shirt for even more AC, and if you wanted, you could enchant one of them up to the the +5 enhancement to save on the Twilight cost for the mithral shirt.
Base -2 ACP, mithral removes 3, thistledown suit adds 1. Total 0.
Base -2 ACP, mithral removes 3, thistledown suit adds 1. Total 0.
Not quite. -2 ACP, lowered by 3 from mithral to a minimum of 0, thistledown increases by 1. Total -1 ACP.
Perhaps, but mithral has to be added when the armour is made, while the thistledown suit is an add-on that comes after. Its modifier isn't present when mithral's modifier is added to the armour, so logically, one must resolve mithral's effects upon the base armour first, then further modify it by the under padding, added after.We're talking D&D, right? When did logic enter the equation? Anyways, even if it does have 1 ACP (I remain of the opinion that beneficial ordering applies, though), it's great for arcane casters (alongside mithral charar-aina and mithral dastana, of course)
Perhaps, but mithral has to be added when the armour is made, while the thistledown suit is an add-on that comes after. Its modifier isn't present when mithral's modifier is added to the armour, so logically, one must resolve mithral's effects upon the base armour first, then further modify it by the under padding, added after.
Judging by the fluff of RotW and the fact that you can't buy just a Thistledown Suit (you can buy Thistledown Padded Armor, but that's different), it seems like you make a Mithral Thistledown Chain Shirt all at once. If that's the case, it seems like the ACP would also all be applied at once, in the most beneficial order.
Sure it is. You must first pick the target(s) of such spells, and if the number of targets is an effect that can be modified (which must occur before any attack rolls can take place), then any subsequent rolls to see exactly what happens to said target(s) must therefore be effects of that choice. The feats even call out saving throws and opposed rolls as not being allowed to be modified, with no indication that they are not effects, and instead merely exemptions to the benefits of the feats. Take Ray of Enfeeblement, for instance. The attack roll is stated right in the "effects" portion of the spell. It is the first numeric, variable effect of the spell. The penalty to any hit target's strength is the second. Yes, one effect is reliant on the other to first succeed, but that does not change the fact that the first is still an effect of the spell.
Your argument is correct with regards to things like spell failure and concentration checks, because they are not governed by the spell itself, but rather the act of casting a spell, regardless of what its effects might be, including choosing targets or the location of the area or such.
More than that - there's finally a way to make combining mecha. :love
From Knightly Orders of Ansalon (Dragonlance) :
Mighty Steed [General]
The creature’s exceptionally large stature allows it to carry
more than it normally could.
Prerequisites: Any mount.
Benefit: For the purposes of determining carrying
capacity as well as the size of riders it can bear, the creature
is considered to be one size category larger than it actually
is.
Could be fun for mounted characters to have more interesting steeds. Medium druid riding a fleshraker, anyone?
From Knightly Orders of Ansalon (Dragonlance) :
Mighty Steed [General]
The creature’s exceptionally large stature allows it to carry
more than it normally could.
Prerequisites: Any mount.
Benefit: For the purposes of determining carrying
capacity as well as the size of riders it can bear, the creature
is considered to be one size category larger than it actually
is.
Could be fun for mounted characters to have more interesting steeds. Medium druid riding a fleshraker, anyone?
Kobold with slight build can also ride critter of his size.
Sure it is. You must first pick the target(s) of such spells, and if the number of targets is an effect that can be modified (which must occur before any attack rolls can take place), then any subsequent rolls to see exactly what happens to said target(s) must therefore be effects of that choice. The feats even call out saving throws and opposed rolls as not being allowed to be modified, with no indication that they are not effects, and instead merely exemptions to the benefits of the feats. Take Ray of Enfeeblement, for instance. The attack roll is stated right in the "effects" portion of the spell. It is the first numeric, variable effect of the spell. The penalty to any hit target's strength is the second. Yes, one effect is reliant on the other to first succeed, but that does not change the fact that the first is still an effect of the spell.
Your argument is correct with regards to things like spell failure and concentration checks, because they are not governed by the spell itself, but rather the act of casting a spell, regardless of what its effects might be, including choosing targets or the location of the area or such.
This isn't even RAWyering, it's strictly bad parsing of what the words "effects of a spell" mean.
"Really, this seems like it's based on willfully forgetting how the chart works; I don't see how it can be justified. There's RAI, and then there's RAW, and then there's "Hey, if I deliberately misread this look how powerful it is!"
I'm afb, does it stack with leadership?I don't see anything that suggests it wouldn't.
*chimes in too*
Empower doesn't work like that. Also, it notes Empower doesn't apply to opposed rolls but it's not talking about a Bullrush Check kthx. It uses Dispel Magic as it's example, and rolling a 1d20 vs a semi-static number is literately what Dispel Magic is meant for and does without including any other rules (such as rules on attacking). Also per RAW, the FAQ is absolutely is a part of the game's rules and we know it doesn't agree with you.
And Kethrian thinking 1d20+50% means "All spells with attack rolls are auto crits!" is right beside it in the same level of assinnine claims. Even with Improved Critical[touch attacks] and "omfg Empower Applies to that non-variable number as well!" the Critical Range is only 18~20. There again applying Empower to the Attack Roll then in total it comes out to a 45% chance of success to threaten. Because you still need an 11 or higher on the die for it to work.
I'm just saying, someone before posting their wild claims they didn't think things through. At. All.
So the entire post rings with an false sense of purpose.
Yeah the FAQ clearly says it doesn't work like that. d20 rolls required to adjudicate a spell's success or failure are not considered to be a "variable numeric effect"
Which kind of begs the question, what IS considered a "variable numeric effect?" It can't be things found in the "effect" line of the spell, cuz then it wouldn't work with Fireball and the like.
I thought the consensus was that the FAQ should be ignored since it sometimes contradicts itself?
I thought the consensus was that the FAQ should be ignored since it sometimes contradicts itself?Errata & Books contradicts them selves so that's not a very good counter point.
But there are quite a few things that call one out over the other, the way the FAQ puts it, they're the sameOh thank Pelor for Zook.
People just pick and choose what they like. And since more often that not, people half read stuff and tend to be ignorant little pricks about how their interpretation is the only and only true one. When theNow look at those Focus rules. It's a Component (like somatic/verbal/xp/etc), but not a Material Component rule wise and Focus alone even says as much.FAQSRD disagrees with their little trick they say and do whatever they can to insult it.
I thought the consensus was that the FAQ should be ignored since it sometimes contradicts itself?
The consensus is that there is no consensus.
Some view it as RAW, others don't. Some only use it for clarification of RAW, picking and choosing.
But there are quite a few things that call one out over the other, the way the FAQ puts it, they're the sameOh thank Pelor for Zook.
Please reread this section everyone.People just pick and choose what they like. And since more often that not, people half read stuff and tend to be ignorant little pricks about how their interpretation is the only and only true one. When theNow look at those Focus rules. It's a Component (like somatic/verbal/xp/etc), but not a Material Component rule wise and Focus alone even says as much.FAQSRD disagrees with their little trick they say and do whatever they can to insult it.
Finally, look at Zook's behavior. He is wrong on the FAQ entry (which btw is a ruling on the contradiction between Corrupt having no material components and AftS having one, or base rules suck) and when pointed out that he has no idea what a Focus is. Guess what he throws under the bus.
I believe my point is proven.
Secondly, BoVD says Corrupt spells have no Material Components. It also goes on to print AftS, which does have a Material Component entry. This is a contradiction in rules. So while best handling of it is specific entry trumps (AtfS), it doesn't change the fact the rules are in need of a correction.
this says EXACTLY that a focus IS a material component. not just a generic 'spell component'Please return to elementary school.
A mod needs to split this crap.I don't even know where to start. Suggestions are welcome.
Ninja'ed you.A mod needs to split this crap.I don't even know where to start. Suggestions are welcome.
Or maybe SorO just needs to stop barking at pet peeves and accept that nobody else cares as much as he does.
Here is an interesting clause from Stone Body:TBH that deserves a dirty trick entry. Care to submit?QuoteA transmute mud to rock heals you of all your lost hit points.Granted it takes two spells of 6th and 5th levels, but it is basically an arcane self-heal, except it heals ALL your hit point damage, plus nonlethal, and is not limited to 10 hp's per caster level.
Where is that? In the handbooks section?Here is an interesting clause from Stone Body:TBH that deserves a dirty trick entry. Care to submit?QuoteA transmute mud to rock heals you of all your lost hit points.Granted it takes two spells of 6th and 5th levels, but it is basically an arcane self-heal, except it heals ALL your hit point damage, plus nonlethal, and is not limited to 10 hp's per caster level.
Living Spell can be applied to Blockade (Complete Mage) :twitchThat's pretty awesome.
Whatever :P
but an ooze block of wood? O_O
I hardcore read it, and ...though you would have to dip Barbarian to grab actual rage to meet prerequisites.
(http://www.realmshelps.org/cgi-bin/featbox.pl?feat=White_Dragon_Lineage)
http://www.minmaxboards.com/index.php?topic=8909 Oddly it took a sec for me to find too. :)Where is that? In the handbooks section?Here is an interesting clause from Stone Body:TBH that deserves a dirty trick entry. Care to submit?QuoteA transmute mud to rock heals you of all your lost hit points.Granted it takes two spells of 6th and 5th levels, but it is basically an arcane self-heal, except it heals ALL your hit point damage, plus nonlethal, and is not limited to 10 hp's per caster level.
Power Attack: You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add 6 to your damage roll.
You know what? Barbarians want that even more.There for a minute I was like, oh sweet.
Take a look at Raging Luck (http://dndtools.eu/feats/eberron-campaign-setting--12/raging-luck--2351/). It gives you a temporary Action Point whenever you rage.
I'm thinking that a Rage Mage with Raging Luck, Power Attack, and White Dragon Heritage would be a sight to behold, thanks to (if you, you know, played an Int based caster and dumped Cha) 1 round "at-Will" rages.
If you look at the wording, it strongly implies that it is Rage-like enough to trigger stuff that works off Rage. It wouldn't even have mentioned it if that wasn't the case.
If he can't be bothered to read back to when you said that the first time, going so far as to whine about having to look up what you're talking about when you linked to it, then maybe it would be better to ignore him. Since he obviously ignored half the conversation about this when he typed up his little quip.Funny story.
If you look at the wording, it strongly implies that it is Rage-like enough to trigger stuff that works off Rage. It wouldn't even have mentioned it if that wasn't the case.Did you catch the shrunken text? If not, in detail;
1. Introduction over-empathized over actual rules.
2. Over-Empathized section doesn't support the claim.
If you successfully feint in combat and attack your opponent while he is denied his Dexterity bonus to armor class, that attack is automatically a critical threat.
...
http://www.wizards.com/default.asp?x=dnd/psm/20070314a
Notice one of the ACFs for Psion (Eogist):
Change Shape
You gain the minor change shape ability, like that of a changeling.
Level: 1st.
Replaces: The bonus feat at 1st level.
Benefit: You gain the minor change shape ability that is possessed by changelings.
Makes an awesome dip for a Warshaper build. Or most anyone who likes their Disguise checks.
Well, the thing is... Does the "Minor" portion of Minor Change Shape disqualify it from Warshaper? YMMV.
Regardless, Minor change shape is a cool ability especially for a one level dip.
It's what you use your Monk for. I mean, what were they going to use their Standard for, anyway?
Really quick, could I get a book title and page number for the Deadly Feint / its Rokugan original?
It's what you use your Monk for. I mean, what were they going to use their Standard for, anyway?
That sounds like a Challenge to me.It's what you use your Monk for. I mean, what were they going to use their Standard for, anyway?
dealing 40+ dice of damage in a single strike?
" ... Suffers from Anatidaephobia ... "
From the Eyes of the Lich Queen adventure (Eberron setting) comes the Altar of the Dragon's Eye location.I pointed this out in the handbook. I also pointed out it isn't rated for cost, but that 4k is more than fair.
It grants additional uses to Dragonmark bearers.
PC's that are of the dragonmarked races that do not currently have a dragonmark gain either an Aberrant Dragonmark or Least Dragonmark (player's choice) as a bonus feat.
PC's that are of the non-dragonmarked races gain the Aberrant Dragonmark (resist energy ability only) as a bonus feat!
Notable since this allows non-dragonmarked races legitimate access to some feats/classes.
I got to watching some perpetual machines on Youtube today and it got me thinking. So I checked and sure enough, This Thread (http://www.minmaxboards.com/index.php?topic=972.0) doesn't mention the perpetual combo.
So tossing it out in case no one is aware of it. If you use Arcane Thesis (and others) to mitigate Repeat Spell's cost to +0, then by using a Rod of Absorption you can create a perpetual spell engine. It's simple, cast a Repeated Spell on your self while holding the Rod. Say 6th level, by next round the Rod gained 12 Spell levels allowing you to recast from the Rod, expending six to gain twelve. Repeat NI times through out the day as needed for a couple freebie Spells at each Encounter and infinite Spells out of combat.
Rods of Absorption can only ever gain 50 spell levels, and can't be recharged. The combo you're thinking of is sanctum spell with repeat spell on mage's lucubration. And of course, rary's arcane conversion.Not really, nice combo, but I was thinking of an absorption based trick.
If you use Arcane Thesis (and others) to mitigate Repeat Spell's cost to +0, then by using a Rod of Absorption you can create a perpetual spell engine. It's simple, cast a Repeated Spell on your self while holding the Rod. Say 6th level, by next round the Rod gained 12 Spell levels allowing you to recast from the Rod, expending six to gain twelve. Repeat NI times through out the day as needed for a couple freebie Spells at each Encounter and infinite Spells out of combat.might as well tack on Spellfire Wielder while you're at it. :joystick
From the Eyes of the Lich Queen adventure (Eberron setting) comes the Altar of the Dragon's Eye location.
It grants additional uses to Dragonmark bearers.
PC's that are of the dragonmarked races that do not currently have a dragonmark gain either an Aberrant Dragonmark or Least Dragonmark (player's choice) as a bonus feat.
PC's that are of the non-dragonmarked races gain the Aberrant Dragonmark (resist energy ability only) as a bonus feat!
Notable since this allows non-dragonmarked races legitimate access to some feats/classes.
Yeah, the part where the world's most powerful dragons actively want you dead suggests that no character finishes that prestige class and lives for more than a day.From the Eyes of the Lich Queen adventure (Eberron setting) comes the Altar of the Dragon's Eye location.
It grants additional uses to Dragonmark bearers.
PC's that are of the dragonmarked races that do not currently have a dragonmark gain either an Aberrant Dragonmark or Least Dragonmark (player's choice) as a bonus feat.
PC's that are of the non-dragonmarked races gain the Aberrant Dragonmark (resist energy ability only) as a bonus feat!
Notable since this allows non-dragonmarked races legitimate access to some feats/classes.
cataclysm mage allows any qualifying character of any race to have any dragonmark you want, and switch it out every so often, too.
... assuming that you can survive the fluff text.
Yeah, the part where the world's most powerful dragons actively want you dead suggests that no character finishes that prestige class and lives for more than a day.From the Eyes of the Lich Queen adventure (Eberron setting) comes the Altar of the Dragon's Eye location.
It grants additional uses to Dragonmark bearers.
PC's that are of the dragonmarked races that do not currently have a dragonmark gain either an Aberrant Dragonmark or Least Dragonmark (player's choice) as a bonus feat.
PC's that are of the non-dragonmarked races gain the Aberrant Dragonmark (resist energy ability only) as a bonus feat!
Notable since this allows non-dragonmarked races legitimate access to some feats/classes.
cataclysm mage allows any qualifying character of any race to have any dragonmark you want, and switch it out every so often, too.
... assuming that you can survive the fluff text.
You just want to gain the Vecna Blooded template sometime before then, immunity to divination and knowing exactly who and where someone is trying to gain info on you from goes a long way to keeping you prepared for any assassination attempts.
Far realms link both dimensions together. :)
What? Far fetched, but still possible! :P
Tangent: Xoriat is the Far Realms of Eberron. I'm thoroughly convinced that the Daelkyr are just epic-level adventurers from other realms, and that the travel through the Far Realms has turned them into what Eberron-natives perceive as the Daelkyr.That would be an awesome campaign to play in!
concurrent infusions (MoE) seems to bypass the casting time and material cost of the three subsequent infusions.
concurrent infusions (MoE) seems to bypass the casting time and material cost of the three subsequent infusions.
Nope, reread that. Has same material and xp costs. Casting this is the mark of the poorly prepared, since there are many better infusions at that level.
That means the kobold could ride a swarm, which would be... strange
That means the kobold could ride a swarm, which would be... strange
Hopefully I haven't killed the awesomeness of riding a swarm with that.
Hopefully I haven't killed the awesomeness of riding a swarm with that.I have a crazy idea to look into. One moment please.
Hopefully I haven't killed the awesomeness of riding a swarm with that.I have a crazy idea to look into. One moment please.
EDIT: Slight build survives Alter self/Polymorph, and wildshape. so does powerful build. Might be fun find worthy.
It's a bit iffy actually. Keep in mind the feat Powerful Wild Shape (http://dndtools.eu/feats/races-of-stone--82/powerful-wild-shape--2226/) exists, so chances are the designers certainly didn't intend for it to carry over into alternate forms even if the rules might technically allow.Alternate form (and thus wildshape), Polymorph, and alter self all let you keep the special qualities of your old form. All of them. You can polymorph away your nose and still have the scent special quality. Polymorph away your eyes and keep your low light vision.
Heck, not even wildshaping into a shark will let you breath underwater.
So you get infinite healing on your turn for +1 LA.
Might I ask where? MM and RC mention none of it.Heck, not even wildshaping into a shark will let you breath underwater.That one they actually did cover by allowing alternate form to grant the aquatic subtype.
Also, bonus fun find.
Strand of Prayer Beads, 25800 gp.
Strand of Prayer Beads without Bead of Smiting, 9000.
Strand of Prayer Beads without Bead of Healing, 16,800 gp.
Strand of Prayer Beads missing all but the Bead of Karma (the good one), 0 gp.
Seriously. it Costs 25800-16800(no smiting)-9000(no healing).
Remove the Bead of Karma instead of the bead of healing and get 1/day cure serious at the cost of -11000 gp.
My DMG says 25800 gp... So does a friends...Also, bonus fun find.
Strand of Prayer Beads, 25800 gp.
Strand of Prayer Beads without Bead of Smiting, 9000.
Strand of Prayer Beads without Bead of Healing, 16,800 gp.
Strand of Prayer Beads missing all but the Bead of Karma (the good one), 0 gp.
Seriously. it Costs 25800-16800(no smiting)-9000(no healing).
Remove the Bead of Karma instead of the bead of healing and get 1/day cure serious at the cost of -11000 gp.
Standard Prayer Beads (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#strandofPrayerBeads) are 45800, not 25800.
I don't think so its misprint per say. More like a clerical error.
It's supposed to add up to 45,800gp, whom ever added it up was an idiot. MiC updates the total value correctly.
Might I ask where? MM and RC mention none of it.Heck, not even wildshaping into a shark will let you breath underwater.That one they actually did cover by allowing alternate form to grant the aquatic subtype.
It's in the errata for Monster Manual. I hadn't noticed it was left out of Rules Compendium.And then RC was published after the MM errata. How does the rules priority work if errata is one of the sources, but the other could be seen as primary (Rules Compendium says it includes errata and updates the rules, so in theory it trumps any errata printed before it.)
Monster Manual was reprinted with errata (?) very recently. It gets priority over any non-reprinted book, like the RC.It's in the errata for Monster Manual. I hadn't noticed it was left out of Rules Compendium.And then RC was published after the MM errata. How does the rules priority work if errata is one of the sources, but the other could be seen as primary (Rules Compendium says it includes errata and updates the rules, so in theory it trumps any errata printed before it.)
:twitch Damn it Wizards.
That means the kobold could ride a swarm, which would be... strange
Zook, you say strange, I saw awesome. Kobold druid, gliding up to the party, held aloft by his bee swarm. That's all sorts of panache.
Reading up on this caused me to notice something. Mulhorandi divine minions (http://www.wizards.com/default.asp?x=dnd/mb/20050209a) can wild shape unlimited times per day as a free action. Wild shape heals a few hit points each time you use it. There is no limit to the number of free actions you can take each round. So you get infinite healing on your turn for +1 LA.:evillaugh
Edit: Oh, hey, this is my 666th post.
Wild shape heals a few hit points each time you use it.No. Polymorph restores hp on use. Wildshape is based on alternate form, which doesn't restore hp. MM specifically points out alternate form not restoring hp as being main point of difference between it and polymorph.
Wildshape is based on alternate form, which doesn't restore hp.
I need to just spend some time reading through the errata like I spend reading the books...Wildshape is based on alternate form, which doesn't restore hp.
Yes, but wild shape overrides that with the line “Each time you use wild shape, you regain lost hit points as if you had rested for a night.” (It's in the errata.)
Let me guess, you have never actually read the Pun-Pun post have you?(click to show/hide)
What?
Also. Per Realmshelp A&E has a +3 Huge Longspear named Piercing Tongue of Kath Kadan that deals +1d8 Fire damage. It costs 18,810gp.
That's 18,000 for +3 and 300 for Masterwork. Not sure on a Huge Longspear's cost, but it's 5gp for Medium and calling it 10gp.
It means for around 500gp you can augment +1d8 damage on to your weapon. It's cheaper and better than adding Flaming.
Go for broke and ask your DM for elemental variance, then buy them all. Acid, Cold, Electricity, Fire and 2,000gp means +4d8 damage.
What?
Also. Per Realmshelp A&E has a +3 Huge Longspear named Piercing Tongue of Kath Kadan that deals +1d8 Fire damage. It costs 18,810gp.
That's 18,000 for +3 and 300 for Masterwork. Not sure on a Huge Longspear's cost, but it's 5gp for Medium and calling it 10gp.
It means for around 500gp you can augment +1d8 damage on to your weapon. It's cheaper and better than adding Flaming.
Go for broke and ask your DM for elemental variance, then buy them all. Acid, Cold, Electricity, Fire and 2,000gp means +4d8 damage.
A really fun find would be the actually location it says you can steal abilities like that. I've looked high and low without avail.
To my knowledge, such a thing does not exist. However, it's generally assumed that your DM will allow you to do this, because ordinarily it doesn't break the game and allows you to fit many mechanics into character archetypes other than the one specific one that wields that kind of weapon or wears that kind of armor. It's a reasonable assumption that you can reverse engineer what it ought to cost from the item's price (although there's occasionally a bit of ambiguity as to whether something's a flat bonus or an effective enhancement if the numbers line up right). In almost all cases, if there's a problem, it's that the ability exists at all, not that you can port it onto other things.What?
Also. Per Realmshelp A&E has a +3 Huge Longspear named Piercing Tongue of Kath Kadan that deals +1d8 Fire damage. It costs 18,810gp.
That's 18,000 for +3 and 300 for Masterwork. Not sure on a Huge Longspear's cost, but it's 5gp for Medium and calling it 10gp.
It means for around 500gp you can augment +1d8 damage on to your weapon. It's cheaper and better than adding Flaming.
Go for broke and ask your DM for elemental variance, then buy them all. Acid, Cold, Electricity, Fire and 2,000gp means +4d8 damage.
A really fun find would be the actually location it says you can steal abilities like that. I've looked high and low without avail.
Ghostly Tail (http://dndtools.eu/spells/races-of-the-dragon--83/ghostly-tail--3095/) is a pretty nice 1st level spell for Sorcerers; it lasts an hour at 1st level, after all, and allows you take AoOs without actually carrying any weapons.Since it's not actually an AoO (and doesn't eat into them), you could stack it, too.
It feels like it is begging for Karmic Strike.
rapid shot feat and the arrow swarm special ability feat of the targetteer (alternate fighter class from a dragon mag: p.38-9, august 2003 issue) stack with each other, if i'm reading it right.
rapid shot grants +1 ranged attack at highest bonus for a -2, arrow swarm grants +2 attacks at highest bonus for a -5; totaling +3 attacks for a -7.
take improved rapid shot to remove the -2 from rapid shot, and you have +3 attacks at highest bonus for the -5 to hit.
taking the sniper special ability feat of the targetteer allows you to sacrifice up to all but one of your attacks on a full attack action for a +1 threat range increase per attack sacrificed.
if one has a +16 base attack bonus, that's a total of 7 attacks per round (at a -5) or one attack (at a -5) with a +6 threat range. which stacks with keen or improved critical for a +7 to the threat range. and it should also stack with the various weapon master and similar prestige for further increases to threat range.
(see also here (http://www.minmaxboards.com/index.php?topic=9495.msg153513#msg153513).)
That sounds more like it! One would have to do the actual math, though.
There's a bunch of weapon enchantments that only function on a successful crit, btw. Enfeebling weapons deal a bunch of Str damage. Coup de Grace weapons force a save vs. paralysis (even on crit-immune creatures!). Etc.
That sounds more like it! One would have to do the actual math, though.
There's a bunch of weapon enchantments that only function on a successful crit, btw. Enfeebling weapons deal a bunch of Str damage. Coup de Grace weapons force a save vs. paralysis (even on crit-immune creatures!). Etc.
The math could be done via spreadsheet stuff as long as the formulas were correct and all.
I have a spreadsheet set up to output average weapon damage including crit chances and such, but I don't yet think I have a way to model on-crit effects beyond the normal extra weapon damage. I'll be starting a python programming class soon though, so I might be able to pull up something out of that.
If I really wanted I suppose I could even pull out my dad's C++ books and dive right in to figure out stuff, but I'm iffy on that. I tend to get monstrous headaches with those kinds of books, but that likely just means I need to get used to reading them. Come to think of it I used to get headaches while reading D&D material, but now I don't... So I just convinced myself to dive right into C++.
rapid shot feat and the arrow swarm special ability feat of the targetteer (alternate fighter class from a dragon mag: p.38-9, august 2003 issue) stack with each other, if i'm reading it right.
rapid shot grants +1 ranged attack at highest bonus for a -2, arrow swarm grants +2 attacks at highest bonus for a -5; totaling +3 attacks for a -7.
take improved rapid shot to remove the -2 from rapid shot, and you have +3 attacks at highest bonus for the -5 to hit.
taking the sniper special ability feat of the targetteer allows you to sacrifice up to all but one of your attacks on a full attack action for a +1 threat range increase per attack sacrificed.
if one has a +16 base attack bonus, that's a total of 7 attacks per round (at a -5) or one attack (at a -5) with a +6 threat range. which stacks with keen or improved critical for a +7 to the threat range. and it should also stack with the various weapon master and similar prestige for further increases to threat range.
(see also here (http://www.minmaxboards.com/index.php?topic=9495.msg153513#msg153513).)
Isn't that a trap? Unless you have a weapon/ability/etc. that does something massive on a successful crit, all you get out of a crit with a bow is the equivalent of another two hits. I haven't done the math, but unless you sacrifice attacks with a really low chance of hitting (those with the lowest BAB), you wouldn't come out ahead, would you?
Also, Hunter's Mercy (http://dndtools.eu/spells/ghostwalk--94/hunters-mercy--1389/).
Dragondoom is great with a large threat range. Kaorti Resin means that your bows have a x7 multiplier. Which isn't that bad.I'm fairly sure that was in an earlier version of this thread. It was based on the fact that Dragondoom doesn't give you bonus crit multiplier while attacking Dragons, but rather attacking a Dragon causes your weapons crit range to increase (permanently). Even funnier because the Special rules note implies that it stacks with itself (because it doesn't stack with any other ability or effect that effects crit multiplier). (you could argue it doesn't stack with itself because nothing does, but then you have one side arguing the special doesn't matter in case of itself, and the other side arguing the special is specific and trumps general)
And, I seem to remember someone noting that, by RAW, the wording of Dragondoom means that the multiplier increase is permanent. Which is silly, but that's RAW for you.
Oh no, that's not the worst RAI reading I've ever seen. Stick around, I'm sure we'll get one worse in a month or two.
Dragon #325, page 61 has an interesting feat.fyi, don't expect any DM with access to Lost Emipres of Faerun to allow that feat, as the bolded part alone is the equivalent of taking the Spell Reprieve feat three times.
Diversified Casting [General]
You can cast spells from one of your prohibited schools.
Prerequisites: A prohibited school.
Benefit: Choose a prohibited school. You may add up to three spells from that school to your spell list. Note that this also allows you to use spell-completion and spell-trigger items using the spells you add to your spell list.
Special: You can gain this feat a number of times equal to the number of prohibited schools you possess. Each time you take this feat, it applies to a different prohibited school.
There is the obvious benefit of accessing 3 spells from a prohibited school, but it seems that it would also allow you to access spells from any spell list provided it is from that school.
Seems that my conjurer can pick up Wings of Cover and Wings of Flurry now quite easily. :)
I wouldn't allow this spell in any of my games. Specializing is meant to be a trade-off, and there's no trade-off if you can ban a school that only has 3 really useful spells and then get em all back with a single feat.
I would agree about not expecting a DM to grant access with LEoF available, but I disagree about taking Spell Reprieve 3 times as being equal. Between the two feats, the wording is different. Diversified Casting specifically says to add prohibited spells to your spell list. Spell Reprieve does not mention adding spells to your list. Also, if one wanted access to an entire school again they would get Spell Reprieve, Item Reprieve, and Arcane Transfiguration, which is better than Spell Reprieve x 3.Dragon #325, page 61 has an interesting feat.fyi, don't expect any DM with access to Lost Emipres of Faerun to allow that feat, as the bolded part alone is the equivalent of taking the Spell Reprieve feat three times.
Diversified Casting [General]
You can cast spells from one of your prohibited schools.
Prerequisites: A prohibited school.
Benefit: Choose a prohibited school. You may add up to three spells from that school to your spell list. Note that this also allows you to use spell-completion and spell-trigger items using the spells you add to your spell list.
Special: You can gain this feat a number of times equal to the number of prohibited schools you possess. Each time you take this feat, it applies to a different prohibited school.
There is the obvious benefit of accessing 3 spells from a prohibited school, but it seems that it would also allow you to access spells from any spell list provided it is from that school.
Seems that my conjurer can pick up Wings of Cover and Wings of Flurry now quite easily. :)
I wouldn't allow this spell in any of my games. Specializing is meant to be a trade-off, and there's no trade-off if you can ban a school that only has 3 really useful spells and then get em all back with a single feat.The trade-off is your feat slot. With all the spells that are available via the SC and supplements, there are definitely more than 3 useful spells in any school. It's just a matter of what you value the most to pick.
I wouldn't allow this spell in any of my games. Specializing is meant to be a trade-off, and there's no trade-off if you can ban a school that only has 3 really useful spells and then get em all back with a single feat.
Spell? Did you mean feat?
The trade off is the loss of a precious feat slot. Up to you if it's "worth it" or "too good".
<snip>
Unfortunately, there isn't one for Aberrant marks.[/spoiler]
<snip>
So, found a few nifty magic items while I was perusing my books yesterday.
And then there's this:(click to show/hide)
So, found a few nifty magic items while I was perusing my books yesterday.
And then there's this:(click to show/hide)
I've got to be missing something. Wouldn't Uncanny Forethought be better?
Alright, here's one:
Taunt Dragon, from Dragonmarked, is a 4th level spell that's on the Paladin and Bard lists.
Its effect? If the dragon you're targeting performs any action that isn't attacking you/moving towards you to attack you, they take a penalty to their attack rolls, skill checks, and saves according to what level of Dragonmark you have.
Least is a -5 penalty.
Lesser is a -10 penalty.
Greater/Siberys? -20.
Too bad giving other people the Dragonblooded type is so damn hard...
Alright, here's one:
Taunt Dragon, from Dragonmarked, is a 4th level spell that's on the Paladin and Bard lists.
Its effect? If the dragon you're targeting performs any action that isn't attacking you/moving towards you to attack you, they take a penalty to their attack rolls, skill checks, and saves according to what level of Dragonmark you have.
Least is a -5 penalty.
Lesser is a -10 penalty.
Greater/Siberys? -20.
Too bad giving other people the Dragonblooded type is so damn hard...
So does that stack if different people are using it? The thought of giving a dragon -80 to all rolls when the whole party uses it... opens up new humiliation potential.
This spell has probably been mentioned before Planar Familiar (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20011020a)
it says you need a 'companion', but not that spell has to target said companion. You can cast it on yourself :D
If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you).You really are supposed to cast it on all kinds of creatures.
(or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic.Those are not else if statements.
Yeah, *grins* and doesn't the Hellbred count towards spells (AFB)
Mossy Transformation (Su): A nonplant, living creature grappled by a mosslord must make a successful DC 29 Fortitude saving throw each round or suffer 1d6 points of Dexterity drain; the victim must make a separate saving throw for each tentacle currently grappling it. A victim drained to 0 Dexterity collapses inward on itself, turning into an inert heap of dark green moss. Over the course of the next 1d4 rounds, the victim's mossy carcass swells and transforms into a shambling mound. The shambling mound is free-willed, yet regards the mosslord that created it as an ally and does what it can to serve its creator. A victim transformed in this manner is not dead, but it retains no memories, abilities, or skills from its past life. A wish or miracle can restore the victim to its prior form (restoring all drained Dexterity in the process). A break enchantment against DC 30 can also revert the victim to its true form (but its Dexterity score remains at 0 until other magic restores it). The saving throw DC is Constitution-based.
Mental Reflection (Su): A mosslord is a plant, and therefore it is immune to mind-affecting attacks. Worse, its powerful mind can usurp control over mind-affecting attacks that are initiated within the range of its telepathy (a 100-foot radius), no matter where they are aimed. Any creature that uses a mind-affecting attack while in this area has a 50% chance that the attack is reflected back upon him, as if the mosslord itself used the attack against him. If an attack is reflected, the original target of the attack is not affected by the attack. A mosslord always reflects mind-affecting attacks that target it specifically. This power has no effect on the brainlance power of other mosslords. This power also doesn't work against mind-affecting attacks delivered by touch or against effect and area mind-affecting attacks.
Sort of yes. Planar Bubble (http://dndtools.eu/spells/planar-handbook--79/planar-bubble--2140/) calls forth the Planar effects of target creature's home. The effect is centered on the creature making it mobile but it's effect has a duration (10mins/cl). It also comes into play two levels sooner.
Animate a Spork build on Mechanis. Anywhere the Spork goes (material, fire, the bathroom) has a Fast Time trait.
Single handled replaces the entire Planar Shepherd Class and honestly I'd prefer it over Anchor Plane. Because the zone moves with your pocketed silverware rather than staying in one spot. So DDoor'ing out of a Grapple won't grant someone else ten turns to your one, but ensure that you have it and they don't.
Once a round, a mosslord can emit a powerful lance of focused psionic energy as a free action. It can target any creature with an Intelligence within 60 feet with this brainlance. The creature targeted must make a successful DC 24 Will saving throw or be stunned for 1d4 rounds and take 1d6 points of Intelligence damage. A successful Will save indicates that the target is dazed for 1 round, after which it can act normally; it is also immune to that particular mosslord's brainlance power for 24 hours. The save DC is Charisma-based.That's pretty damn good, I must say.
Acorn of Far Travel has always been and always will be the superior cross-plane trait method. It means only you get the benefits, so no-one can try and steal your amazing power.
Also from that mosslord:QuoteOnce a round, a mosslord can emit a powerful lance of focused psionic energy as a free action. It can target any creature with an Intelligence within 60 feet with this brainlance. The creature targeted must make a successful DC 24 Will saving throw or be stunned for 1d4 rounds and take 1d6 points of Intelligence damage. A successful Will save indicates that the target is dazed for 1 round, after which it can act normally; it is also immune to that particular mosslord's brainlance power for 24 hours. The save DC is Charisma-based.That's pretty damn good, I must say.
1. plant a tree in that space, acorn of far travel it, the usual sanctum tricks, and you can benefit personally and still craft at a accelerated rate. so long as the stronghold remains somewhere on the prime.... then... profit.1. So you used a 7th level Power to create a 5ft area, a 5th to enlarge it to 4th, retrained Psion out for Wizard, plant a tree, take some Feats, and god knows what else to mimic the effect of a 7th level Spell cast on some robot you stole. I get you're trying to validate it, and it is useful, I just think you're trying a little too hard now.
2. hmmmm, come to think of it, if the area of affect of the anchor plane is greater than the volume of the boat... what would the end result travel rate be? if the entire boat is enclosed in a mobile fast time trait, then would it travel that much the faster?
For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants.(DMG page 76)
The poster Phelix-Mu on Gitp pointed out something very interesting in the DnD rules that I hadn't noticed before:QuoteFor purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants.(DMG page 76)
Can we abuse this?
For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants.(DMG page 76)
Rebuke plants would let you get a small army of them. And they'd be all but impossible to wrest from your control, being mindless.Hmmm.... could you use that on Green Slime? It doesn't have HD... It would be nasty!
Plant DomainI think that right there would disallow it...
Granted Powers
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. ...
... While some plants and fungi are monsters and other slime, mold, and fungus is just normal, innocuous stuff, a few varieties are dangerous dungeon encounters. For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants. ...So, they are just treated like normal plants, not plant creatures. You could, for example, exclude them from damage with a Firestorm spell. Since you can't use Rebuke Plants to control a normal tree, it appears you can't Rebuke green slime either, because it is just treated as a plant, not a plant creature.
Awaken anyone?
Mushrooms are fungal trees :PI thought that was Broccoli :P
Overgrowth
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) ... to become thick and overgrown.
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.
Animate Plants
(Player's Handbook v.3.5, p. 199)
Transmutation
Level: Druid 7, Plant 7,
Components: V,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don't have hardness unless the DM rules otherwise for a given case.
Animate plants cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Seems like it's work... It mentions 'plants' vs 'plant creatures'. So animate away
get the one that rapidly expands with energy damage
Sure they do. A patch of green slime is listed as 5', so therefore it's medium size.
Sure they do. A patch of green slime is listed as 5', so therefore it's medium size.
This is certainly a reasonable assumption but is it mentioned in the rules anywhere?
Sure they do. A patch of green slime is listed as 5', so therefore it's medium size.
This is certainly a reasonable assumption but is it mentioned in the rules anywhere?
DMG pg 76, first sentence of the second paragraph under Green Slime.
MM pg 314, the table's Dimension column shows what category a creature falls in, based on its longest measurement. 4'-8' is medium.
If you ever find yourself trapped in the body of a Shrieker, get yourself some Solid Fog, as it will allow you to move at a speed of 5 feet.
What if you were a horse? A psionic horse who also knew fission?
EDIT: So that turns out to be pretty boring since only things you divide with fission are added, and everything else is higher-of or not combined at all. If you could finagle a permanent duration and some retraining, though...
You may also need to know compression to ride yourself, what with the size rules for mounts.
Sorcerers can cast from the Wu Jen spell list!
check out pg30 of the Oriental Adventures
yeah yeah double post, whatever :P
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.
Look at fusion (http://www.d20srd.org/srd/psionic/powers/fusion.htm). Now back to me. Now look at when two become one (http://dndtools.eu/spells/oriental-adventures--96/when-two-become-one--2096/). Now back to me.
I'm on a horse.
What if you were a horse? A psionic horse who also knew fission?
EDIT: So that turns out to be pretty boring since only things you divide with fission are added, and everything else is higher-of or not combined at all. If you could finagle a permanent duration and some retraining, though...
You may also need to know compression to ride yourself, what with the size rules for mounts.
with a maximized empowered awaken on the horse before it took psion levels. ^^
I just read the variant curses from Dragon 348.
You can cast greater bestow curse to remove one of the target's class features.
... you could cast it on a friendly wilder to remove his psychic enervation class feature.
You can still deliver Anchoring Blow through martial strikes at least."An attack made with this feat cannot also be enhanced with any other special unarmed attack feat or class feature"
Not so useful, but a really "fun" find nonetheless:
The Shadow Asp from Fiend Folio has an interesting Create Spawn ability. The text says any creature slain by the Shadow Asp's poison rises as an uncontrolled Shadow bound to the location some time later. The Shadow Asp's poison though? Does Str damage... which can't kill anything.
Not so useful, but a really "fun" find nonetheless:
The Shadow Asp from Fiend Folio has an interesting Create Spawn ability. The text says any creature slain by the Shadow Asp's poison rises as an uncontrolled Shadow bound to the location some time later. The Shadow Asp's poison though? Does Str damage... which can't kill anything.
Any ability damage to a score already at 0 goes to Con.
Corrupt Summoning [Vile] (Dragon 347)
Any ability damage to a score already at 0 goes to Con.Now that would be a fun find.
Corrupt Summoning [Vile] (Dragon 347)
:huh :devil
You sir, have made my day. Less than three weeks for an even less RAI reading than dragondoom stacking.
Any ability damage to a score already at 0 goes to Con.Now that would be a fun find.
Any additional ability score damage reduces one's constitution score. If the constitution drops to 0 or lower, she immediately dies.Source: http://books.google.co.uk/books?id=hnI9f1u3gqcC&printsec=frontcover#v=onepage&q&f=false - page 20
Source: http://books.google.co.uk/books?id=hnI9f1u3gqcC&printsec=frontcover#v=onepage&q&f=false - page 20from a simple cursory skim through, it seem to be a solid product. Besides the fact that I really like the artwork, the technical writing seems quite a bit better than WotC (a lot of the rules retread that I read was much more clear and concise than the original). Also, I like the layout and design.
Holy Shit. I've played with that guy (John Lopez). He was cool. The game nights were just too conflicting with my schedule (and went 'til midnight or 1 on work nights...), and they basically run a completely homebrewed version of d20 D&D.
Source: http://books.google.co.uk/books?id=hnI9f1u3gqcC&printsec=frontcover#v=onepage&q&f=false - page 20
Holy Shit. I've played with that guy (John Lopez). He was cool. The game nights were just too conflicting with my schedule (and went 'til midnight or 1 on work nights...), and they basically run a completely homebrewed version of d20 D&D.
Source: http://books.google.co.uk/books?id=hnI9f1u3gqcC&printsec=frontcover#v=onepage&q&f=false - page 20
You're a druid? Okay, prepare all your spells, filling all your slots. Don't double up on a spell. Your prepared spells are effectively your spells known for today, and you can cast the same number of spell slots as you would normally have. Your first level spells are Entangle, Cure Light Wounds, and Shillelagh. You can cast each once, or Entangle three times, or CLW twice and Shillelagh once.
Basically everyone casts like a Spirit Shaman, but your number of spells retrieved and your number of spell slots per day were the same.
Sorcerers were just like 3.5 D&D sorcerers, but they also got an Eldritch Blast ability, and over the levels some ability to alter it (deal acid damage, etc). They might have also been a d6 HD.
All the druid class abilities (wildshape and everything else) was ala carte, and I was like a 5th level druid who already had the ability to wildshape into a huge elemental. It was all confusing, because they'd also worked up that all monsters were built like classed characters, but I didn't have a copy of those to build my wildshapes off of. That was the only real failing I saw in the way they played. It just wasn't complete enough on that one front.
It was different, but the same. Nothing against it aside from not being able to use the 3.5 PrC's to try something else I've wanted to play for a long time (thus why I defaulted to druid).
Yak Folk
MMII
p200
5/+2
possess humanoid or giant creature and gain all abilities but spell and supernatural, Use staff at will
Yak folk make good cohorts as they can summon a genie and command him to spam wishes for the rest of the party. Everyone basically gets +3 inherent bonus to all of their stats, if they're humanoid.
Yak folk make good cohorts as they can summon a genie and command him to spam wishes for the rest of the party. Everyone basically gets +3 inherent bonus to all of their stats, if they're humanoid.The ability only allows them to summon an evil Janni.
Spell-Like Abilities
3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Edit: Niji'd :p
That's what I get for posting from memory without double checking the book. I would've sworn I've seen that trick used elsewhere though... :shakefistYak folk make good cohorts as they can summon a genie and command him to spam wishes for the rest of the party. Everyone basically gets +3 inherent bonus to all of their stats, if they're humanoid.
you seem to be under a misapprehension. they cannot summon a genie that can grant wishes.
if you look under the summon genie entry, you will find that they are limited to summoning janni specifically, which cannot grant wishes.
That's what I get for posting from memory without double checking the book. I would've sworn I've seen that trick used elsewhere though... :shakefistYak folk make good cohorts as they can summon a genie and command him to spam wishes for the rest of the party. Everyone basically gets +3 inherent bonus to all of their stats, if they're humanoid.
you seem to be under a misapprehension. they cannot summon a genie that can grant wishes.
if you look under the summon genie entry, you will find that they are limited to summoning janni specifically, which cannot grant wishes.
From Planewalker.org
Lord of the dead... Use undead creatures' CR instead of ECL!
Static Spell... Non-chaotic spells gain lawful subtype automatically have average rolls (1d20 =10.5) for +0 lvl
Descend the Chain... Unlimited duration Shapechange at 12+ lvl
Imbue Equipment... Nonspellcasters can craft magic items with just a wand
Grab Magic... Steal spell effect w a Will save only
Intrinsic Value... Replace 'expensive' material components with similar items worth 25% (diamond with a crap-ton of dirt)
Natural Alpha... Str added to all intimidate checks, Str added to Diplomacy vs. Same faction
Ehh, I thought they were cool ;)
check out Metafeats in the Homebrew, that's an easy way to get those prereqs
there's actually quite a few CR ~1 undead that are cool (one example - ghoul)
From Planewalker.org
Lord of the dead... Use undead creatures' CR instead of ECL!
Static Spell... Non-chaotic spells gain lawful subtype automatically have average rolls (1d20 =10.5) for +0 lvl
Descend the Chain... Unlimited duration Shapechange at 12+ lvl
Imbue Equipment... Nonspellcasters can craft magic items with just a wand
Grab Magic... Steal spell effect w a Will save only
Intrinsic Value... Replace 'expensive' material components with similar items worth 25% (diamond with a crap-ton of dirt)
Natural Alpha... Str added to all intimidate checks, Str added to Diplomacy vs. Same faction
Your link is off, it's www.planewalker.com (http://www.planewalker.com), not .org.
Lord of the dead takes two qualification feats and basically means that with your leadership you can replace your level one commoners with zombie troglodytes. And you get to have some rather useful undead take up you cohort slot. It's pretty great in E6 though.
Descend the chain is actually not that great (which makes me a bit sick to say considering it's shapechange). It takes 15 ranks in a skill that's not super useful, membership in a faction, 19 wisdom, 3 other feats, and either being a binder or a fourth feat to use indefinitely. And your cap is still only half your level.
Imbue Equipment uses scroll, takes a useless feat and only works for arms and armor.
Grab Magic is indeed great.
Intrinsic value is crazy brokenly good. Awesome find.
The rest are rather middle of the road.
From Planewalker.org
Lord of the dead... Use undead creatures' CR instead of ECL!
Static Spell... Non-chaotic spells gain lawful subtype automatically have average rolls (1d20 =10.5) for +0 lvl
Descend the Chain... Unlimited duration Shapechange at 12+ lvl
Imbue Equipment... Nonspellcasters can craft magic items with just a wand
Grab Magic... Steal spell effect w a Will save only
Intrinsic Value... Replace 'expensive' material components with similar items worth 25% (diamond with a crap-ton of dirt)
Natural Alpha... Str added to all intimidate checks, Str added to Diplomacy vs. Same faction
Your link is off, it's www.planewalker.com (http://www.planewalker.com), not .org.
Lord of the dead takes two qualification feats and basically means that with your leadership you can replace your level one commoners with zombie troglodytes. And you get to have some rather useful undead take up you cohort slot. It's pretty great in E6 though.
Descend the chain is actually not that great (which makes me a bit sick to say considering it's shapechange). It takes 15 ranks in a skill that's not super useful, membership in a faction, 19 wisdom, 3 other feats, and either being a binder or a fourth feat to use indefinitely. And your cap is still only half your level.
Imbue Equipment uses scroll, takes a useless feat and only works for arms and armor.
Grab Magic is indeed great.
Intrinsic value is crazy brokenly good. Awesome find.
The rest are rather middle of the road.
Iv been looking at the website. Is this homebrew or official like wotc's own website stuff?
Illusion Perception [General, Faction-Dependent]
Your belief that reality is merely a backdrop for life‟s tests allows you to easily look beyond what your
senses perceive.
Prerequisite: Membership in the Mind‟s Eye.
Benefit: You automatically get a Will save against illusions, whether you interact with them or not,
even if there is not normally a save granted. Also receive a +4 bonus against illusions.
Normal: Many illusionary effects require you to interact with the illusion or purposely attempt to
disbelieve the effect before receiving a save.
Oh my. Illusion Perception, a general feat with no prerequisites besides membership in the Mind's Eye.Where's that from?QuoteIllusion Perception [General, Faction-Dependent]
Your belief that reality is merely a backdrop for life‟s tests allows you to easily look beyond what your
senses perceive.
Prerequisite: Membership in the Mind‟s Eye.
Benefit: You automatically get a Will save against illusions, whether you interact with them or not,
even if there is not normally a save granted. Also receive a +4 bonus against illusions.
Normal: Many illusionary effects require you to interact with the illusion or purposely attempt to
disbelieve the effect before receiving a save.
Any illusion. Just a single will save to ignore it. Even if it doesn't allow a save normally. You know what's an illusion like that?
Displacement. And Mirror Image.
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.Not so - take 1 level in 4 different base classes with good Will saves.
Holy black on a popo, I thought DandDwiki was full of crap. :banghead
Powers of the Imagination
Prerequisite: Membership, lol.
Make a 1d20 + Wis Mod + 1/2 lvl check vs DC 20 + 5 per usage in the last 24 hours. Success means you can cast any 4th level Spell. If you roll a Natural 1 you become a 2/5s scale shadow of your self, a successful check or Remove Curse cures.
Greater Powers of the Imagination
Prerequisite: Above feat & +8 Base Will Save.
As above, but up to 9th level Spells and Natural 1s when casting something greater than 5th level it'll kill you and delete your body.
Who wants 9th level Spells by level 4? Bonus points if you take the Luck Domain to prevent a Natural 1.
....delete... your body? Wat?He means when you die you don't leave a corpse, so no cheap Raise Dead.
My brain.... :???
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.Not so - take 1 level in 4 different base classes with good Will saves.
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.Not so - take 1 level in 4 different base classes with good Will saves.
Well yes if we're not using fractional saves. :eh
Touché.
Actually you need to be at least at least 12th level because of the Will Save. It's Base Will, so not modified by your stats or anything.Not so - take 1 level in 4 different base classes with good Will saves.
Well yes if we're not using fractional saves. :eh
Touché.
Ah, is it Embarrass TravelLog Day again? Man, the year really does roll around fast. :plotLol. You'll be happy to know that that is indeed another variant from UA, in a sidebar nearby (don't have that book at the moment, so I can't quote page numbers).
Also, you conveniently failed to mention you're capped at what a character of your level can cast. It's still crazy good, but not quite that broken.Is that what it's supposed to mean? God, it's worded so shitty when I first read it I thought it meant a 9th level Spell & 9th level Wizard, because it never once references your level or makes it clear that after using the word "level" for Spell Level twice it's now using "level" to refer to your Character Level.
Also, you conveniently failed to mention you're capped at what a character of your level can cast. It's still crazy good, but not quite that broken.Is that what it's supposed to mean? God, it's worded so shitty when I first read it I thought it meant a 9th level Spell & 9th level Wizard, because it never once references your level or makes it clear that after using the word "level" for Spell Level twice it's now using "level" to refer to your Character Level.
All well, I can have those lame reading moments too ya know :p
Awesome Amechra, I posted about this on the Pun-pun thread.
I like the 1st level spell SUMMON MARKED HOMUNCULUS, which lasts LVL/Hours! (dragonmarked)Is this by any chance a Conjuration (summoning) spell? My Shadowcraft Mage would really like to know. :P
This spell allows a caster with the Mark of Making to summon a special homunculus. If you possess a least Mark of Making, you can summon a dedicated wright, expeditious messenger, or furtive filcher homunculus (ECS 284–286), or an arbalester homunculus (Magic of Eberron 152). If you possess a more powerful Mark of Making, you can instead summon a true homunculus (MM154), an iron defender (ECS 287), a packmate (MoE 153), or a persistent harrier (MoE 153). A small glyph resembling your dragonmark appears somewhere on the homunculus’s body. If the homunculus is reduced to 0 hit points, it explodes in a burst of blue, green, and purple light that deals 1d6 points of damage to all adjacent creatures except you.
Material Component: A pinch of dragonshard dust. Dragonmark: Any Mark of Making.
I like the 1st level spell SUMMON MARKED HOMUNCULUS, which lasts LVL/Hours! (dragonmarked)Nice, crafting on the run for only investing in an otherwise useful feat and a first level spell. The low hit die on the rest of the homonculi makes them less useful, especially the ones you need more mark feats for. But the arbalester could be quite nifty at extremely low levels.
This spell allows a caster with the Mark of Making to summon a special homunculus. If you possess a least Mark of Making, you can summon a dedicated wright... <snip>
Yes it is, but you still need the Dragonmark.
Also ninja'ed by 35 seconds.
I remember that spell from working on the SCM handbook. The dragonmark component is ignored by SCM if I remember correctly.A. There is no rule precedence to claim SCM ignores Components, just forum theory.
I remember that spell from working on the SCM handbook. The dragonmark component is ignored by SCM if I remember correctly.A. There is no rule precedence to claim SCM ignores Components, just forum theory.
B. Snippet of text: "If you possess a Least Mark of Making, you can summon a dedicated wight..." No mark, no choice(s).
Shadow ConjurationThe components of the spell are the components. If it transferred components, it would say "see text" just like it does for Range, Effect, Duration, Save, and Spell Resistance. It doesn't actually cast the other spell, it only mimics the effects of casting it.
Illusion (Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Isn't there a way to gain a temporary non-aberrant mark? Or gain an aberrant mark temporarily and convert it to a true mark?
Isn't there a way to gain a temporary non-aberrant mark? Or gain an aberrant mark temporarily and convert it to a true mark?
apocalypse mage 10 can gain any true mark they want, and change it once per day. the fluff text might kill you though, especially if the dm takes it seriously. (the class name recalled from memory, i might be off on the exact title....)
FYI, I think the name is Cataclysm Mage (Explorer's Handbook?)Isn't there a way to gain a temporary non-aberrant mark? Or gain an aberrant mark temporarily and convert it to a true mark?
apocalypse mage 10 can gain any true mark they want, and change it once per day. the fluff text might kill you though, especially if the dm takes it seriously. (the class name recalled from memory, i might be off on the exact title....)
Do you have an argument for keeping the components of the mimicked spell, SorO?Not really, rules are silent on the issue. The best for comment is the Spell that triggers the mimic it's self has certain components and not others. *shrugs*
Basically the way it works is that you're free to mimic Summon Marked Homunculus without a dragonmark, as you can bypass the component. However, if you don't have any sort of Mark of Making, then it has no effect and you've wasted a spell slot.Do you have an argument for keeping the components of the mimicked spell, SorO?Not really, rules are silent on the issue. The best for comment is the Spell that triggers the mimic it's self has certain components and not others. *shrugs*
It is undeniable that specially brought up and referenced Components can not bypassed, nor does Shadow Illusion invoke any special choice in causality. In the case of Summon Marked Homunculus, the Spell Effect's it's self is a if (true) add [] to choices, if (true) add [] to choices. So irregardless if SMH was turned into an SLA (which do directly state no components) it cannot get around the fact it still requires the noted Component. There are a few other such Spells that directly state costs, requirements, or criterias as part of their effect.
I guess the moral of the story is don't count your chickens before they hatch. Case by case instances always have oddities.
Awesome Amechra, I posted about this on the Pun-pun thread.
I don't read that thread, so I wouldn't have known.
Still, the more people who know about it, the better.
EDIT: I thought you were telling me you already knew about it. Whoops.
Second statement holds true, though.
Isn't there a way to gain a temporary non-aberrant mark? Or gain an aberrant mark temporarily and convert it to a true mark?
It's in the Eyes of the Lich Queen Adventure. Page unknown.
More details in this thread: http://www.minmaxboards.com/index.php?topic=2642.0
It seems to be missing from the magical locations and affiliations handbook http://brilliantgameologists.com/boards/index.php?topic=6624
It is undeniable that specially brought up and referenced Components can not bypassed, nor does Shadow Illusion invoke any special choice in causality. In the case of Summon Marked Homunculus, the Spell Effect's it's self is a if (true) add [] to choices, if (true) add [] to choices. So irregardless if SMH was turned into an SLA (which do directly state no components) it cannot get around the fact it still requires the noted Component. There are a few other such Spells that directly state costs, requirements, or criterias as part of their effect.
FYI, I think the name is Cataclysm Mage (Explorer's Handbook?)Isn't there a way to gain a temporary non-aberrant mark? Or gain an aberrant mark temporarily and convert it to a true mark?
apocalypse mage 10 can gain any true mark they want, and change it once per day. the fluff text might kill you though, especially if the dm takes it seriously. (the class name recalled from memory, i might be off on the exact title....)
Rockburst
(Shining South)
Evocation
Level: Druid 2, Cleric 3, Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude negates; see text
Spell Resistance: No
You cause a stone object, with volume of at least 8 cubic feet, to explode.
Rock shards fly outward from the detonation, and all creatures within the area of the spell take 1d4 points of damage plus 1 point per caster level (maximum +15).
A successful Reflex save halves this damage.
A magic stone object, or a nonmagic stone object in the possession of another creature, gets a Fortitude save to negate the effect.
Creatures cannot be affected by rockburst.
Why not earth? :smirk
It took me a moment before I saw the "at least"...Er... save up all your money, take the Mercantile feat, and hire a spellcaster / buy a 1-charge wand / buy a scroll of X Teleport?
Dear LORD, who wrote that? We need to shake their hand.
And figure out how to get to the moon at 2nd level.
How about if you used it on the mountain the BBEG's fortess is in/on?
Too bad it only detonates a 20-foot radius piece of the object...
Why not earth? :smirkIt gets a save. Probably with a huge bonus. "You can't destroy Earth! That's where I keep all my stuff!"
Too bad it only detonates a 20-foot radius piece of the object...
QuoteRockburst
(Shining South)
Evocation
Level: Druid 2, Cleric 3, Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude negates; see text
Spell Resistance: No
You cause a stone object, with volume of at least 8 cubic feet, to explode.
Rock shards fly outward from the detonation, and all creatures within the area of the spell take 1d4 points of damage plus 1 point per caster level (maximum +15).
A successful Reflex save halves this damage.
A magic stone object, or a nonmagic stone object in the possession of another creature, gets a Fortitude save to negate the effect.
Creatures cannot be affected by rockburst.
Goodbye moon :evillaugh
Holy f-bomb Monk, batman !! Monk 1 / Druid X ... just got better.Actually, per Dragon 324 (page unknown) Monk can obtain Wild Shape anyway...
Page 97.Holy f-bomb Monk, batman !! Monk 1 / Druid X ... just got better.Actually, per Dragon 324 (page unknown) Monk can obtain Wild Shape anyway...
Incarnate (N paladin from Dragon 310) can use any Medium or smaller Animal with the celestial template as their special mount (and it doesn't have to be a creature that can serve as a mount). This includes stuff like fleshrakers or even legendary apes.
I don't think a Holy Monk gets Turn Undead at level 1, since it's "as paladin." You'd have to be a Monk 4.
Just want to remind people about Minor Servitor from Savage Species. It's animate objects, awaken construct, and permanency all rolled into one 5th level (for wizards, 7th for clerics.) spell. The only issue is it's somewhat annoying 250 XP per cubic foot price tag, but any method of ignoring costs gives you a very useful spell. Dweomerkeeper comes to mind, and it's another thing shadowcraft miracles can do.Oooo... Nice! An automatic draw-bridge! A self-closing secret door.
You still pick up Smite Evil at level one, and you reasonably can take From Smite to Song (http://dndtools.eu/feats/champions-of-valor--28/from-smite-to-song--1195/) using your Monk-to-Paladin Smite Evil level.
I don't think a Holy Monk gets Turn Undead at level 1, since it's "as paladin." You'd have to be a Monk 4.
Aww ... well that still makes Monk 4 rather useful.
Just want to remind people about Minor Servitor from Savage Species. It's animate objects, awaken construct, and permanency all rolled into one 5th level (for wizards, 7th for clerics.) spell. The only issue is it's somewhat annoying 250 XP per cubic foot price tag, but any method of ignoring costs gives you a very useful spell. Dweomerkeeper comes to mind, and it's another thing shadowcraft miracles can do.Oooo... Nice! An automatic draw-bridge! A self-closing secret door.
They would detect as magical, however...
Make a bridge that attacks anyone who crosses it without first answering a riddle, etc.
So many uses for this.
As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
...how exactly does the Ex version of their Scare work anyway?I would assume it is a Bluff vs. Sense Motive.QuoteAs a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
But what does "scaring them away" do? Panic them? Is there a maximum range or number of targets?
Just want to remind people about Minor Servitor from Savage Species. It's animate objects, awaken construct, and permanency all rolled into one 5th level (for wizards, 7th for clerics.) spell. The only issue is it's somewhat annoying 250 XP per cubic foot price tag, but any method of ignoring costs gives you a very useful spell. Dweomerkeeper comes to mind, and it's another thing shadowcraft miracles can do.Oooo... Nice! An automatic draw-bridge! A self-closing secret door.
They would detect as magical, however...
Make a bridge that attacks anyone who crosses it without first answering a riddle, etc.
So many uses for this.
You could make the doors and elevators from Hitchhiker's Guide with those ...
edit2: Ignoring the FAQ that Precocious Spellcaster can't be used for early qualification, Illumians can do this with just one flaw..Except Precocious Apprentice contains it's own Spellcasting requirement, should you obtain the ability to Cast 2nd level Spells you lose the exception that allows you to cast the Spell.
I fail to see why not, since if you have 2nd level spells from the PrC, you lose them from the feat, which means you don't qualify anymore, which means you no longer have second level spells from the class, and therefore your feat kicks back in, which means you no longer etc.Relevant part from the feat, italics mine.
It's either an infinite loop of quantum qualification, like Dragon Disciple 10, or it works. Which one makes your game not grind to a halt? You don't lose the feat, you lose the benefit of acting like you have a second level spell from the feat.
"When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot,
Random fun find: Rain of Terror, from Dragon 348, is a Cleric 3 spell that causes frogs or snakes (or other things, your choice) to rain from the sky in a 100 foot emanation range around you for 1 minute per level. It also gives bonuses to intimidate and such, but that's not what's important right now.
Half the creatures dropped by the spell survive. That gives you huge numbers of small critters. Combine with Persistent Consumptive Field and you can easily get your strength into the thousands... in addition to maxing out your caster level. Yehaw! Feel the froggy power!
JaronK
Huh?
It costs 6k and is treated as Light Armor. MiC pg170.
Huh?
It costs 6k and is treated as Light Armor. MiC pg170.
Good for low-level Swordsages. Better if you can enchant it like actual armor. Best when refluffed as an Iron Man suit.
I don't think anything in the description says that it only works for Medium creatures, does it?Good for low-level Swordsages. Better if you can enchant it like actual armor. Best when refluffed as an Iron Man suit.
and for non-arcane caster types as well as any manifester.
as an added bonus, if it is not absorbed in wild shape or polymorph, then it can be used in the new form, presumably if that form is medium, as the armor shapes itself to the form of whomever uses it.
... note the rules in Complete Warrior:
Meeting Class Requirements: It’s possible for a character
to take levels in a prestige class and later be in a position
where the character no longer qualifi es to be a member of the
class. An alignment change, levels lost because of character
death, or the loss of a magic item that granted an important
ability are examples of events that can make a character ineligible
to advance farther in a prestige class.
If a character no longer meets the requirements for a
prestige class, he or she loses the benefit of any class features
or other special abilities granted by the class.
!! The character retains Hit Dice gained from advancing in the class as well as
any improvements to base attack bonus and base save bonuses
that the class provided.
Huh?
It costs 6k and is treated as Light Armor. MiC pg170.
Good for low-level Swordsages. Better if you can enchant it like actual armor. Best when refluffed as an Iron Man suit.
and for non-arcane caster types as well as any manifester.
as an added bonus, if it is not absorbed in wild shape or polymorph, then it can be used in the new form, presumably if that form is medium, as the armor shapes itself to the form of whomever uses it.
Ectoplasmic Armour, 6,000gp. +8 Armour. Max Dex +2. -6ACP. 25% Arcane failure. Light armour for purposes of Class Features & Movement. MiC pg170Yeah, I'll definitely be getting this the next time I play a druid. Realistically you won't be able to afford it until 7th or 8th level (you pretty typically see DM's restrict PC wealth to no one item more than 1/3 or 1/4 their total wealth), but still, that's when the Druid really starts to become the melee powerhouse anyway.
Pretty good to be honest, that's easily +10 AC, it doesn't say it can be enchanted like armour though... so that comes down to DM fiat, probably no as it has other advantages... such as not having a set size so it basically has free Sizing... although sizing is weapons isn't it? Well you get a weapon enchant on your armour...that's pretty unique. So the "sizing" basically covers "Wild" or "wild clasps" which cost around 4000-5000 or a +3 bonus.
To get those stats on light armour you're looking at medium armour made from mithril, so that's like twice the price after you put on a wild clasp or Wild. Although these armours can then be further enchanted...
It's very good for early game druids. Later on they'll probably want Wild Dragonhide Mountainplate... or something.