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Messages - kelemvelor

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Gaming Advice / Re: [3.P] Spell to reduce size
« on: October 09, 2012, 11:59:16 PM »
Well if you do not mind changing to a new form. Alter Self works if you can find an outsider form of a size smaller that you like.

2
Dictum Mortuum did indicate it as such under his duskblade handbook (see spells --> vampiric touch) and no one had gain-said it.

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Gaming Advice / Re: Need Help Coming up with a Devil's Contract and Loophole
« on: September 28, 2012, 03:52:58 AM »
Hmm not sure if you need any more ideas but...

Have the contract state that the devil must serve in perpetuity and to serve in this particular order: (1) obey the highest ranking priest of that particular temple (2) protect the temple.

While the temple is currently not being used, nothing states that rites of ascension ordaining a new priest of the temple can't be done. It would be conveniently written in a tome somewhere for the party to find and acts as another hook to some side quest (what...you think ordain of an evil priest is easy?).

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Min/Max 3.x / Rules: Consecrate Spell, Flamestrike and Manifest Ethos
« on: September 08, 2012, 01:05:25 PM »
Greets all,

am wondering what happens if Flamestrike is modified by Consecrate Spell or Paragnostic Apostle's Manifest Ethos (Good).

Or Consecrate Spell and Manifest Ethos?

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Min/Max 3.x / Re: D&D 3.5: Review a Necromantic Cleric
« on: September 08, 2012, 09:54:53 AM »
Yup, had a good read on the guide and have an idea of the undead that i do want. Of course that is dependant on whether we encounter them in the campaign.

Sadly we are starting at level 6 and the gold obtained at that level. So it would be quite a long way before I can get some turning level equipments though DM promised a freebie Hat of Disguise or its effect to be combined to the same slot. For some reason he thinks my necropolitian would cause some stir in his campaign travelling around Greyhawk *shrug*.

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Min/Max 3.x / Re: Rules: Inspire Courage and Telekinesis
« on: September 08, 2012, 09:24:32 AM »
If you mean maximize or empower by means of metamagic, then the answer is no. The javelin damage is not a variable, numeric effect of the spell and the metamagic could not be applied to Telekinesis.

There are other ways to increase the damage (or so our bard says) that was not applied but in view that our DM is having kittens, it is better left unsaid :P

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Min/Max 3.x / Rules: Inspire Courage and Telekinesis
« on: September 07, 2012, 12:36:45 AM »
DM is blanching a little on a situation pulled by one of our party members against the BBG. He wants to check if this is legit;

A player running a Silverbrow Human bard/Virtuoso/Sublime Chord started the battle conventionally; Dragonfire Inspiration (Sonic damage with howling dragon heritage), inspire courage (with dragonfire under lingering song) and then...

Now here is the interesting part, the player claims that the weapons launched from Telekinesis: Violent Thrust are affected by both Inspire Courage and Dragonfire Inspiration as per weapon-like spell rules.

He then brandishes out his Gloves of Endless Javelins and launched 11 force javelins which does damage of: 1d6 + 1 (enhancement) + 6 (inspire courage) + (6d6). So... average of 31.5 per javelin and a total of 346.5 damage in total at level 11.

Needless to say, the poor BBG (a soup-ed up beholder) became a pin-cushion and died miserably. Anyway DM is basically asking if by RAW the damage boost from the songs works with the weapon projectiles from Telekinesis.

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Min/Max 3.x / Re: D&D 3.5: Review a Necromantic Cleric
« on: September 06, 2012, 11:49:22 PM »
linklord231

Yup, I plan to use my rebukes to command undead. However, I foresee that I would have free turn attempts left to power DMM especially since I am close to convincing DM in regards to nightsticks.

Anyway I have three pools of undead control:

The undead from "rebuke undead" and "animate dead" remain in control indefinitely but with HD limit. My crack undead would be controlled in this manner: Awakened Hydra Zombies, Awakened Planar-binded Outsiders/Elemental, Wight/Wraith Generals and their spawns, personal undead flying mount.

The Command Undead spell would be used for fodder, the non-intelligent undead. Misc wandering skeleton/zombies and fell-animated foes are fair game. I could control them for a fairly long time with no saves (1 day/caster level which can be extended). I could even renew the commanded undead fairly easily with DMM (Chain spell).

AugustusGloop:
That is cool. We are currently in Greyhawk but i run the list pass DM to see if we can include Eberron.

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Min/Max 3.x / Re: D&D 3.5: Review a Necromantic Cleric
« on: September 04, 2012, 10:40:16 PM »
Well it is true that the straight up cleric has no class features. However it is not of the issue that I am in it for the skill pts but rather I couldn't find an alternative prestige class that fits other that Paragnostic Apostle.

Perhaps if I were to list out my expected goals, we could find a better prestige than a straight up cleric?

  • To advance spellcasting level
  • To advance rebuking level

And... that is about it. I am basically looking for a prestige that can retain caster levels and still advance rebuking. Had a look at the splat books and the only thing similar (aside from Paragnostic Apostle) is Sacred Exorcist (but that reqs that character to be good so no rebuking....boo!).

I guess I would have to make sacrifices on either one to obtain class features. Hmm back to the books!

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Min/Max 3.x / D&D 3.5: Review a Necromantic Cleric
« on: September 04, 2012, 06:33:31 AM »
Hey all,

am planning for a scholarly cleric with roots in knowledge and undeath. Please have a look through and give a review:

Character is a true neutral cleric with no deity (I really do not like Affluent) but is dedicated to the acquisition of knowledge. He researches into undeath in order to achieve immortality as life is a mere stumble block into his path of knowledge.

True-Neutral Human (Necropolitian Template)
15 Cloistered Cleric / 5 Paragnostic Apostle
ACF: Cloistered Cleric & Divine Magician
Domains: Deathbound
Devotion: Knowledge Devotion (Knowledge: Nature as class skill)
Rebukes Undead / Spontaneous Inflict Wounds

LVL   CLASS                        FEAT OR CLASS FEATURE
01   Cloistered Cleric            Extend & Protection Devotion
02   Cloistered Cleric
03   Cloistered Cleric            Corpsecrafter
04   Cloistered Cleric
05   Cloistered Cleric
06   Paragnostic Apostle      KIP()*, Fell Animate
07   Paragnostic Apostle      KIP(Penetrating Insight),
08   Paragnostic Apostle      KIP()*,
09   Paragnostic Apostle      KIP(See through the Veil), DMM (Fell Animate)
10   Paragnostic Apostle      KIP()*,
11   Cloistered Cleric
12   Cloistered Cleric            Craft Contingent Spell   
13   Cloistered Cleric
14   Cloistered Cleric
15   Cloistered Cleric            Chain Spell
16   Cloistered Cleric
17   Cloistered Cleric
18   Cloistered Cleric            DMM (Chain Spell)
19   Cloistered Cleric
20   Cloistered Cleric

This build retains full spellcasting level as well as rebuking levels (with +2 turning level bonus from See through the Veil).

With Cloistered Cleric generous skill points, we can cover knowledge of arcana, religion, the planes and nature. This covers a very wide spread of nearly all types of enemies. It also has Lore (bardic knowledge) roll of: 1d20 + CC Level + 2 x PA lvl + Int Mod.

DMM Chain Spell is nice for a couple of spells; Greater Magic Weapon (skeleton/zombie horde!), Undetectable Alignment, Mindblank, Shatter, Command Undead (non-intelligent mass control!)

DivMag **
1   Lesser, Shivering Touch
2   Command Undead
3   Anticipate Teleportation
4   Orb of Negative Energy
5   Spiritwall
6   Fleshshiver
7   Waves of Exhaustion
8   Mind Blank

* Need suggestions on what to take for Knowledge is Power. Divine Understanding seems nice but I don't see which domains have spells which would benefit it really (unless I go Blasphemy but i prefer to remain good).
** If there are better spells I am open to suggestion

11
Min/Max 3.x / Re: Draconic feats on a warmage
« on: March 19, 2012, 11:08:53 AM »
You might want to consider Draconic Vigor (DrM 17) as it is a strong contestant when comparing Draconic feats.

Draconic Power is good too if you plan to cast force spells (Amethyst heritage).


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Introduce Yourself / Greetings All from Kelemvelor
« on: February 25, 2012, 03:02:38 PM »
Greetings everyone from Kelemvelor

My favorite game thus far is D&D 3.5. I rather like the versatility it gives and the options that it grants to players in terms of roleplaying, character building and basically...expressing a character.

When I am not drafting yet another new character, I occasionally play various board games or be cycling around.

Used to ghost around brillantgameologist and wizard community so I am just starting off here. Be seeing you guys around.

Regards,
Kelemvelor

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