Author Topic: Fun Finds v5.0  (Read 344709 times)

Offline vaz

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Re: Fun Finds v5.0
« Reply #920 on: April 22, 2014, 09:27:11 AM »
*cough* epic spells *cough*

oh, I'll just develop this spell that reduces the DC by 220, forcing you to cast over the course of an extra 100 days, 10 min... Oops, I just cast that spell as a standard action  :plotting
Epic spells don't take spell slots though do they?
[/quote]

Offline FlaminCows

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Re: Fun Finds v5.0
« Reply #921 on: April 22, 2014, 11:16:09 AM »
Yes they do. EDIT: But not really, see later in this thread. Epic spell slots are not like normal spell slots.

Quote from: Epic Level Handbook, page 72
EPIC SPELLCASTING
Once an epic spell is developed, the caster knows the spell. A developed epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. A spellcaster can prepare or cast any epic spell she knows as many times per day as she has available epic spell slots.
« Last Edit: April 24, 2014, 06:27:50 PM by FlaminCows »

Offline Lo77o

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Re: Fun Finds v5.0
« Reply #922 on: April 22, 2014, 11:20:44 AM »
Ohh dear.. looks like its been updated in complete arcana, and the wording is different now.

Offline vaz

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Re: Fun Finds v5.0
« Reply #923 on: April 22, 2014, 11:24:02 AM »
Shame.

But yh, Epic Spell slot =/= spell slot. Same as Epic Fighter Bonus feat =/= fighter bonus feat.

Offline FlaminCows

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Re: Fun Finds v5.0
« Reply #924 on: April 22, 2014, 11:29:40 AM »
While the original wording is hilarious, it is clearly not what the writer meant to say, and that they corrected it is a good thing, rather than a shame. It is a shame that they didn't see the mistake the first time.
« Last Edit: April 22, 2014, 11:31:34 AM by FlaminCows »

Offline awaken_D_M_golem

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Re: Fun Finds v5.0
« Reply #925 on: April 23, 2014, 03:36:23 PM »
Players Guide to Faerun; Arcane Preparation

Quote
Benefi t: Each day, you can use one or more of your spell slots to
prepare spells you know. (Usually, you do this in order to apply a
metamagic feat to the spell.) Thereafter, you can cast that spell as
a standard action
even if you apply a metamagic feat to the spell
as you cast it. Preparing a spell uses a slot of the appropriate level.
Once the spell is prepared, you can’t use that spell slot for anything
else until you cast the prepared spell.

Standard Action Planar Binding, Augury, etc.

(p) - sigh  :-\

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Offline Prime32

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Re: Fun Finds v5.0
« Reply #926 on: April 23, 2014, 07:58:02 PM »
You can still do some of that through Arcane Archer, which also has the "standard action" wording.

Offline snakeman830

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Re: Fun Finds v5.0
« Reply #927 on: April 23, 2014, 08:03:32 PM »
You can still do some of that through Arcane Archer, which also has the "standard action" wording.
Or Anima Mage, which gets any spell at all as an Immediate action 1/day.
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #928 on: April 24, 2014, 01:18:30 AM »
Dragons of Faerûn mentions epic spell slots under the section 'Epic Spellcasting' on pgs 120-121. Also, in the sidebar on pg 120, the have a term description for epic spell slots.

what part of the epic section in Complete Arcane says epic spell slots are different? I can't find it.
« Last Edit: April 24, 2014, 01:23:50 AM by zook1shoe »
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Offline Ithamar

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Re: Fun Finds v5.0
« Reply #929 on: April 24, 2014, 11:20:57 AM »
The Arcane Preparation feat was edited / amended, not the bit about epic spell slots.

Offline vaz

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Re: Fun Finds v5.0
« Reply #930 on: April 24, 2014, 12:03:28 PM »
Dragons of Faerûn mentions epic spell slots under the section 'Epic Spellcasting' on pgs 120-121. Also, in the sidebar on pg 120, the have a term description for epic spell slots.

what part of the epic section in Complete Arcane says epic spell slots are different? I can't find it.

An Epic Spell slot is not a spell slot. Arcane Prep. specifies spell slots.

It's the same wording that prevents a Martial Monk from gaining Epic Fighter Bonus Feats. But this is a moot point, anyway.

Offline SorO_Lost

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Re: Fun Finds v5.0
« Reply #931 on: April 24, 2014, 12:30:01 PM »
Indeed.

An Epic Spell Slot is not synonymous with Spell Slot. It's a same-name fallacy and easily proved at that.
Quote from: SRD
EPIC SPELL TERMS
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.

Offline linklord231

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Re: Fun Finds v5.0
« Reply #932 on: April 24, 2014, 04:03:21 PM »
Quote from: PHB pg 313
spell slot: The “space” in a spellcaster’s mind dedicated to holding a spell of a particular spell level. A spellcaster has enough spell slots to accommodate an entire day’s allotment of spells. Spellcasters who must prepare their spells in advance generally fill their spell slots during the preparation period, though a few slots can be left open for spells prepared later in the day. A spellcaster can always opt to fill a higher-level spell slot with a lower-level spell, if desired.

Quote from: ELH pg 72
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.

Epic Spell Slots:  You must have an available epic spell slot to prepare or cast an epic spell, just as you need a normal spell slot for a nonepic spell.  You don't gain epic spell slots by virtue of your level and class, however.  You get one epic spell slot for every 10 ranks you have in the relevant Knowledge skill (see below). 

Looks to me like even though not every spell slot is an epic spell slot, every epic spell slot is still a spell slot.  A square is a rectangle but a rectangle is not always a square and all that. 
I'm not arguing, I'm explaining why I'm right.

Offline vaz

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Re: Fun Finds v5.0
« Reply #933 on: April 24, 2014, 06:06:54 PM »
Quote from: Arcane Preparation
Each day, you can use one or more of your spell slots to prepare spells you know

No, lets just check your quote from the ELH.

Quote
Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.

Epic Spell Slots:  You must have an available epic spell slot to prepare or cast an epic spell, just as you need a normal spell slot for a nonepic spell.  You don't gain epic spell slots by virtue of your level and class, however.  You get one epic spell slot for every 10 ranks you have in the relevant Knowledge skill (see below). 

Case closed in all senses.

Because

a) The feat has been rewritten to ignore the original abuse from PGtF.
b) Epic Spells are different from normal spells, and need epic spell slots, not spell slots, and neither Epic Spells nor Epic Spell slots were mentioned in the feat.

Offline vaz

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Re: Fun Finds v5.0
« Reply #934 on: April 24, 2014, 07:20:40 PM »
Moving on from that;

Wind Kin arrows from The Complete Exotic Arms guide ignore the effect of wind, both magical and mundane, including effects designed to stop them. The one thing that always gets thrown around on how to stop archery is Wind Wall, and this near enough explicitly defeats it.

It still requires optimizing to deal damage to defeat enemy DR, and obivously can't deal equivalent uber charger damage, but for a +1 enhancement bonus to arrows, it's not half bad. In fact, must have, when any 5th level character can just shut you down.

Offline Kasz

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Re: Fun Finds v5.0
« Reply #935 on: April 25, 2014, 04:24:32 AM »
Moving on from that;

Wind Kin arrows from The Complete Exotic Arms guide ignore the effect of wind, both magical and mundane, including effects designed to stop them. The one thing that always gets thrown around on how to stop archery is Wind Wall, and this near enough explicitly defeats it.

It still requires optimizing to deal damage to defeat enemy DR, and obivously can't deal equivalent uber charger damage, but for a +1 enhancement bonus to arrows, it's not half bad. In fact, must have, when any 5th level character can just shut you down.

Also handy to have when facing air elementals or similar creatures... or druids/DMs that decide today should be a tornado day.

Offline deadkitten

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Re: Fun Finds v5.0
« Reply #936 on: April 25, 2014, 12:17:35 PM »
Moving on from that;

Wind Kin arrows from The Complete Exotic Arms guide ignore the effect of wind, both magical and mundane, including effects designed to stop them. The one thing that always gets thrown around on how to stop archery is Wind Wall, and this near enough explicitly defeats it.

It still requires optimizing to deal damage to defeat enemy DR, and obivously can't deal equivalent uber charger damage, but for a +1 enhancement bonus to arrows, it's not half bad. In fact, must have, when any 5th level character can just shut you down.

Also handy to have when facing air elementals or similar creatures... or druids/DMs that decide today should be a tornado day.

The Book doesn't have the Wizards of the Coast seal in it, but it does say that AEG was licensed by Wizards of the Coast to produce it, so I guess this should actually go in the 2nd party fun finds. Its been a  bit since anyone has posted there so I think it needs the attention, it is quite lonely.  :p

Also, if your DM allows you to take the Brand of the Nine Hell's feat, you can qualify for the Mark  of Nessus feat, Which is quite sexy.

Brand of the Nine Hellshttp://dndtools.eu/feats/fiendish-codex-ii-tyrants-of-the-nine-hells--67/brand-of-the-nine-hells--265/
(click to show/hide)

Mark of Nessushttp://dndtools.eu/feats/fiendish-codex-ii-tyrants-of-the-nine-hells--67/mark-of-nessus--1857/
(click to show/hide)

Granted the way it is worded, allies have to make a save to affect you as well, but still fun to have.

Offline Amechra

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Re: Fun Finds v5.0
« Reply #937 on: April 25, 2014, 01:24:33 PM »
All of the Mark of _____ feats are pretty nice, I have to say:

Mark of Avernus: Holy Shit, 1/Encounter make an attack or use an SLA as an Immediate action, with no restriction of the casting time of the SLA? This is sex on legs for Warlocks; also, any attacks made as part of a readied action get +4 attack and damage, and auto-confirm crits. Synchronicity makes this amazing.

Mark of Cania: This one's well known; stacking +1 to all d20 rolls and -1 to AC each time you miss with an attack or someone succeeds on a save against one of your SLAs... Yep.

Mark of Dis: ... is kinda a disappointment after the awesome of Mark of Avernus; still, +4 to AC or a single save, changed as an immediate action, isn't a bad thing, and the square you start each round in doesn't count as threatened for the purposes of AoOs... If this was not one of these feats, this would be in this thread so hard.

Mark of Maladomini: You stink. Your effluvia is so bad people walking near you have to make a balance check or then make a choice of either stopping their movement or going prone. People have to make a Fort save against being Sickened for 10 rounds for being near you. Sadly, unless your party is comprised mostly of the Undead, they have to make the save as well.

Mark of Malbolge: You have 3 + Con mod tumours growing on your body! As a swift action, you can spend a tumour to do one of the following:
     (A) Get a +10' enhancement bonus to your base land speed.
     (B) Heal 2d6 + HD hp, no cap on the bonus.
     (C) +5' reach with natural weapons for a round.
     (D) Force an adjacent creature to make a save against being Sickened for a round.
The best part? Each tumour regrows 10 rounds after it is used. In other words, infinite out of combat healing!

Mark of Minauros: Whoa Nellie! On a charge, your bonus to attack rolls is +2... with an additional +2 for every 10' you moved as part of the charge. Who needs the ability to apply Power Attack to AC? Less importantly, you get the same "starting square isn't threatened" dealie that Mark of Dis gets you.

Mark of Nessus: Has been covered.

Mark of Phlegethos: Hey! You ever want to be a sadomasochist? Then this feat is for you! Each time you deal or take damage, you gain a pleasure point; you may spend one as a Swift action to get a +4 bonus on your next attack roll, save, ability check, or skill check. All pleasure points go away at the end of the encounter.

Mark of Stygia: The big benefit is immunity to Grease and equivalent spells; beyond that, +4 to attack and damage on icy surfaces and the ability to add up to 2d6 damage to all your attacks for 1 round as a Swift action? Heck, I'd accept any of those (except for the last benefit) as individual feats.

Consensus: Man, Mark of Avernus is so goddamn good. Especially since psionic powers are SLAs. For the less "silly strong" ones, Mark of Nessus, Mark of Phlegethos, and Mark of Malbolge are all pretty damn sexy, and of the rest, the only ones I couldn't see taking are Mark of Dis and Mark of Minauros.

Then again, Dispater's power for Brand of the Nine Hells is AMAZING; immunity to being caught flat-footed and flanking makes up for the weak Mark of Dis feat. Mark of Phlegethos is also pretty amazing if you consider the version of Brand of the Nine Hells you need to take lets you Daze people for 1 round every 1d4 rounds.

Man, why couldn't the Demonic counterpart (Abyss-Bound Soul) be this good? The best option there is summoning a Demon with a CR of half your level for an hour 1/day. The other option are kinda pants...
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Offline Amechra

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Re: Fun Finds v5.0
« Reply #938 on: April 25, 2014, 02:07:12 PM »
Chosen of Evil is also pretty nice if you are playing a character with a lot of Vile feats; as an immediate action, gain +[# of Vile feats] as a bonus to an attack roll, AC, or a save.

Of the feats that require it, Enemy of Good is kinda nice (+2 to the save DC of any spell or SLA you use against a creature with the Good subtype or who radiates an aura of Good.).

Slave to Evil minimizes damage from Evil spells, and you gain a bonus based off the intensity of the current Elder Evil sign (which come to +2 to saves, +1 to attack and damage, SR 11 + Half Level, and the Impeded Magic trait in an aura 30' around you... all of the above only function against Divine spells or Spellcasters.)

Finally, Master's Will is just silly; as an immediate action, beseech your Elder Evil master for aid. Then roll a d20; if you get an odd result, you get a +8 untyped bonus on one attack, save, or skill check you make in the next round. If you roll even, you take damage equal to your HD.

All of the above are from Elder Evils, which had some pretty good feats.

I mean, who could say no to Evil's Blessing? As a Standard action, get a profane bonus to all saves equal to your Charisma modifier for 5 rounds; if you deal damage to a creature with the Good subtype or who radiates an aura of good, the bonus is doubled for that round. If I was going Paladin hunting, I'd take this feat in a heart-beat.

Apostate gives you a +[1/2 ECL] profane bonus to all saves against Divine spells; however, you can't voluntarily fail a save against Divine spells, and taking the feat breaks the Code of Conduct of any Divine Spellcaster who has one, regardless of alignment.

Abominable Form: Yes, I want the feat that makes everyone with less HD than me have to roll a DC 15 + 2 * The number of Deformity feats I have or be Shaken for Con mod rounds. That doesn't have any limits on how often they have to make the save. Or any limits against stacking. In Elder Evils, there are 7 Deformity feats (strangely enough, the Willing Deformity feats in HoH don't count, because they lack the descriptor; I'd personally allow them to count, but that's just me), for a total possible save DC of 29. Yowch.

Not that the other Deformity feats are necessarily bad either:
Deformity (Eyes): Lets you see Invisible for 1 minute each day.
Deformity (Face): +2 to two skills. This one isn't too good, except for the implicit +2 to save DCs for Abominable form.
Deformity (Gaunt): Makes you into an Elf! More seriously, it gives you +2 Dex and -2 Con. This can be pretty good if you want the extra Dex.
Deformity (Madness): Awesome! It gives you a permanent -4 to your Wisdom score in exchange for immunity to all Mind-Affecting effects. As an immediate action 1/minutes, add half your character level to a single Will save.
    Reflexive Psychosis: Immediate action to get DR 5/- for 1 round, you are Confused for that round.
Deformity (Parasite): As an immediate action, negate a disease or poison affecting you; the next round you only get a Standard action or a Move action, not both.

Hellsworn is pretty niche; however, the Brimstone Caress option is pretty much worth it (constant +1 to the CL of Evil spells and SLAs? 1/Encounter +1 save DC and Corrupt Spell? I'd take it.)
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Offline zook1shoe

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Re: Fun Finds v5.0
« Reply #939 on: April 25, 2014, 03:32:04 PM »
Mark of Minauros is the key to circular charging.

Deformity (gaunt) is soo powerful on an undead creature!
Deformity (obese) is perfect for a Deep Warden.
Deformity (madness) is one of my favorites from worshipping an Elder Evil.
Deformity (teeth) is great, since it stacks with your normal bite attack, if you have one. I've used it with a were-sewerm's Attach + Multigrab craziness
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