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Messages - MirddinEmris

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Handbook Discussion / Re: Beguiler's Handbook Discussion Thread
« on: October 31, 2013, 12:54:10 AM »
Beguiler 8/Shadowcraft mage 5  build isn't valid - Shadowcraft mage has a prereq of having shadow spell of 4th or higher level and Beguiler list doesn't have one until 6th spell level. So either you should take PrC after 12 (11 if you use Advanced Learning for learning shadow spell) levels of Beguiler or use other PrCs to delay Advanced Learning on 7th class level.

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Gaming Advice / Re: Player Thinks Too Outside of the Box
« on: August 01, 2013, 05:36:15 AM »
No to sound judjemental, but i don't think his problem is in "thinking too outside the box". The word "spoiled" comes to mind, actually.

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Most of them really don't know when they should back off

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Have you still got a place for another player?

Selection will be done next monday. Any interested are free to deliver character sheets until then, then I select the three that would best fit in the current party (four if there's enough high quality ones).

Great, then i'll probably go as Torgrim Azark, dwarf transmuter/runesmith/geometer

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Have you still got a place for another player?

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Gaming Advice / Re: Keeping the wizard alive
« on: May 31, 2013, 11:26:32 AM »
spell compendium

Quote
Also the good one is AMF combined with Sculpt Spell metamagic or Mastery Of Shaping class feature of Archmage.

Since entering spells are supressed and not dispelled, wouldn't that be self-defeating? Logically, a spell cast from the outside should affect nothing around the wizard, but affect the wizard himself... :huh

I believe that AMF breaks line of effect, so you wouldn't be affected, at least by this spell. Though there  are ways, for example something like Ord Of Acid will go through AMF))

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Gaming Advice / Re: Keeping the wizard alive
« on: May 30, 2013, 10:22:43 PM »
Quote
As for Reciprocal Gyre, this spell targets your Will save, which should be very strong, you shouldn't fail it often

It may be will/half, but it hits with d12s.

I'm looking for tips regarding spell choice more than builds - as I had stated, I am both a player and a GM, so I may need to apply those to whatever wizard I have just ended with.

(Most importantly I am GMing a campaign based on Baldur's Gate 2, and I really don't want the battle with Irenicus to last 6 seconds.)

I'm looking at Complete Arcane version and it's d6s, not d12s, where your version from? And i already mentioned other methods of negating such spells. First one is good old spell turning (or ring of spell turning if you feel like this) also there is a Ring of Counterspeling and it's cheap, like REALLY cheap - you cast one spell into it and the next time someone cast on you, the spell is counterspelled. Also the good one is AMF combined with Sculpt Spell metamagic or Mastery Of Shaping class feature of Archmage.

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Gaming Advice / Re: Keeping the wizard alive
« on: May 30, 2013, 08:50:11 AM »
Not so much the actual spell Blur ... but magical gear (there are many) that provide concealment & cover benefits.

Also look into your Wizard acquiring a Rat Familiar with +2 CON bonus (+4 CON if an Elf Generalist with the ACF).
It's not a Con bonus, it's a bonus to Fort saves.

As for Reciprocal Gyre, this spell targets your Will save, which should be very strong, you shouldn't fail it often. Make the Con stat second after your Int and you should be fine (or cast spell turning/buy ring of spell turning/cast spell immunity/buy ring of counterspelling, the possibilities are endless).

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Gaming Advice / Re: How do you get AoO while using a ranged weapon?
« on: May 29, 2013, 08:55:31 AM »
How about Arrow Mind?

AoEs with your bow (and you don't provoke). 4 levels of ranger in your build probably won't hurt too much. Limited choice of weapons, but you can't have everything.

Oh, yeah, this is what that spell was called. But Spell Compendium version is better, it work with any kind of weapon, that fires projectiles.

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Gaming Advice / Re: Grease (Still Don't Get It)
« on: May 29, 2013, 05:53:54 AM »
There's also the fact that it shuts down a large portion of charging type enemies, making the terrain very difficult to charge through.

You can cast it on yourself/party member if it's a creature with improved grab/grapple.

You can cast it on an item to disarm a foe or to stop someone stealing the quest macguffin.

Hell... you can put it on squeaky hinges and wagon cartwheels in your downtime.... or coat your enemy's wagon brakes so they don't work, or his wheels so he crashes when he gets to a corner.

It doesn't have a duration so you can fill a 20 foot pit traps with 10 foot of grease... good luck making that climb check, or having a friend pull you out.

So much utility in combat and out... and "scales" with level better than some piddly magic missile or lesser orb damage. It's well worth a spell known / prepared slot.

Actually, it has a duration 1 round/level.

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Gaming Advice / Re: How do you get AoO while using a ranged weapon?
« on: May 29, 2013, 05:48:46 AM »
I remember a certain ranger spell that allowed you to make AoO in a large area with your bow. It was 1st or 2nd level, i think

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Gaming Advice / Re: Grease (Still Don't Get It)
« on: May 29, 2013, 05:46:44 AM »
It's also one of the better spells for Chain Spell.  Chain that grease, and put it on the BBEG cleric's holy symbol, and his right boot, and his left boot, and his weapon, and the feet of his minions, and, and, and...

"EVERYONE, GREASE!!!"

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Gaming Advice / Re: Keeping the wizard alive
« on: May 29, 2013, 05:42:16 AM »
As i recall, Polymorph doesn't grant you additional HP due bigger Con score.

Be a Dwarf and Max out Con (after Int, of course). I remember playing one and having more HP than party fighter (26 Con vs 15 really matters).

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General D&D Discussion / Re: Building a "True-Shifter"
« on: May 29, 2013, 05:38:01 AM »
What about Wildshape Ranger or Druidic Avenger (for Rage) combined with Master of Many Forms and Warshaper/Nature Warrior? It lacks maneuvers, certainly, butpretty capable melee combatant (not to mention insane versatility of wildshape in and out of combat)

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Gaming Advice / Re: Swiftblade 9's
« on: May 23, 2013, 02:43:34 AM »
Also, kobolds

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I think that Master Specialist redeems a little "Undead Horde Master" concept for a wizard: +10 to saves and turn resistance to all undead allies in 60 feet when you cast necromancy spell and 3/day fast healing 10 for 5 rounds to them makes up good for not having rebuke undead (and at least it's a  more controllable ability than hoping that "DM will make an encounter with this cool undead i want to rebuke"). Combined with an Uttercold necromancer, you will boost survivability of your undead troops really high, and if your party consists of undead, they would totally love you

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Gaming Advice / Re: Range Increments
« on: March 29, 2013, 03:17:10 AM »
You are right except it will be -18 because you don't get penalty in the first range increment (0-100ft is 0, 101-200 is -2 etc)

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Handbook Discussion / Re: Grappling Handbook Discussion Thread
« on: March 11, 2013, 10:35:53 PM »
If you added Wildshaping ranger, you could also mention Master of Many Forms - get Huge forms as soon as 12 level and eventually get Colossal shape. Good for grapple and many other things (scouting in cat form for example).

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You should mention in races that Dwarves get access to Runesmith and, of course, mention Runesmith in PrC chapter.

Runesmith is good (not "Incantatrix" good, but still very solid choice). First, it make your spell auto-still, on first level, which is really good, but it gets even better. On 3rd level it allows you to prepare runes (Con mod per day) instead of spells - spell level increases by two (note that this is not metamagic), but it allows other cast this spell as effective as you, without UMD or anything. Just imaging applications for that. Party rogue needs an invisibility spell? Give him a rune so he could cast it when he want's and don't bother you. Give all team members rune of dimension door for quick escape or just completely ruin all this magic shop in town, 'cause you don't need gold or XP to create this mega-scrolls (better then them in any possible way). And on 5 level you get an ability to inscribe some spell on your body. Once and permanent decision, so use it wisely - sacrifice slot of one level higher and get this spell as a spell-like ability twice per day (limited wish is a very good choice i think). You pay full price but only once (though, clarify that moment with GM). And on the top of this, runesmiths have d6 HD and high Fort and Will saves to ensure you survivability.
There is only one downside to all of this goodies - somehow you need to get proficiency with heavy armor (more reasons to dip into cleric, i think, or even fighter), so you lose 1 caster level (or 3 feats, which is much worse).

With all this, Dwarves makes very powerful wizards (and with better chances of survival on low levels)

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Gaming Advice / Re: What Class has all/any class skills?
« on: March 06, 2013, 09:16:42 PM »
Factotum is one of the best choices

P.S. sorry, didn't see that you already mention it

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