Author Topic: Fun finds thread V3.0  (Read 342651 times)

Offline Aliek

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Re: Fun finds thread V3.0
« Reply #320 on: November 15, 2012, 09:56:33 AM »
Dragon #346 has the named spell and greater named spell metamagic feats. While it needs truespeaking, it shouldn't be too hard for a full caster to bump it with a couple spells, and it works only on single-target spells too.But then, the fun begins.
+2 to the DCs and SP for the regular, another +2 for the greater. And it isn't restricted to a single school. Might work nicely with an enchanter or something, +4 to your DCs is nothing to scoff at.
Tough not so practical nor overpowering, it is meaningful, and can be a way to play a character who uses a bit of truenaming without really being a truenamer.

Offline ksbsnowowl

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Re: Fun finds thread V3.0
« Reply #321 on: November 15, 2012, 06:39:36 PM »
I've mentioned this a few times in the last month or two, so someone may have already mentioned it in this thread, but here goes:

Circle Magic-Fueled [Reserve] feats
Requires: Circle Magic (Red Wizard, Hathran, or Halruaan Elder); a Reserve feat
Reserve feats are fueled by the spell level of the type of spell in question.  Circle Magic allows you to "freely" heighten a spell up to 20th level.
Acidic Splatter: Heighten any acid spell up to 20th level.  You now have a 20d6 ranged acid attack with a 100 ft range, usable at will.
There are several other Reserve feats that also increase in damage, but most of them allow saves for half.  Of course, the DC would be 30 + Spellcasting Stat Mod.

Charnel Miasma from Complete Champion would be an interesting one: DC 30+ Will save to become shaken, or if already shaken, panicked for 1 minute.

Holy Warrior would be a good one for Hathran Clerics if any of them had access to the War Domain, though I don't think any of them do.

It's possible to interpret the circle magic duration of "24 hours or until expended" as referring to two different aspects: increased caster level (24 hours) and metamagiced spells (until expended).  If your DM interprets it that way, you can just prep Acid Splash as a 20th level spell ("losing" one 0-level spell), just never cast that spell, and he's set for life.
« Last Edit: November 15, 2012, 07:10:49 PM by ksbsnowowl »

Offline PlzBreakMyCampaign

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Re: Fun finds thread V3.0
« Reply #322 on: November 15, 2012, 08:01:13 PM »
win. btw you have to go to warlock8 since they are both least lesser invocations
Least>Lesser>Greater>Dark.

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...
Lets play who can spot the typo! Both of us fail.

I'll resubmit this: http://www.wizards.com/default.asp?x=dnd/dnd/20060401b permanent potions as SLAs. Not worth the optimization for 1-3 level spells, but way worth it with 9th level ones.

Offline zook1shoe

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Re: Fun finds thread V3.0
« Reply #323 on: November 16, 2012, 12:22:34 PM »
nice find (again).... thats really cool!
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Offline phaedrusxy

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Re: Fun finds thread V3.0
« Reply #324 on: November 16, 2012, 12:31:20 PM »
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

Edit: My probability was way off. If you mixed 160 potions, you'd have about an 80% chance of one of the mixtures giving a result of "permanent" on the chart. To have a 50% chance, you need to mix aout 70. So let's just say we'll spend 160x the cost of a single potion to get our permanence effect.

Haste seems like a decent one, as does Fly. Using the 160x multiplier, a permanent Haste potion would cost about 124,000 gp, if we don't have any abilities to reroll, etc. Since Boots of Speed only cost 12,000 gp, and nothing prevents us from buying multiple pairs, it seems that our permanent haste potion is terribly overpriced.  Fly isn't worth it either, especially when you factor in the cost of a wand of Overland Flight or something.

Even if you could make potions of 9th level spells, you're better off just buying a staff with that spell and sticking ranks in UMD, because the price is going to be prohibitive.
« Last Edit: November 16, 2012, 02:20:36 PM by phaedrusxy »
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Offline Rebel7284

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Re: Fun finds thread V3.0
« Reply #325 on: November 16, 2012, 01:08:36 PM »
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

Seems safer to mix them outside and from a distance, then drink it.

Offline Mithril Leaf

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Re: Fun finds thread V3.0
« Reply #326 on: November 16, 2012, 04:25:57 PM »
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.

Offline ariasderros

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Re: Fun finds thread V3.0
« Reply #327 on: November 16, 2012, 07:13:15 PM »
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.
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Offline Mithril Leaf

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Re: Fun finds thread V3.0
« Reply #328 on: November 16, 2012, 07:51:00 PM »
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.

Except the saving throw roll and table roll are separate, with only the saving throw roll being secret. The table roll is also not a roll with a given success or failure, simply a table of symptoms, so you there's no success or failure to stop you from viewing it before deciding to reroll.
EDIT: For warp touch that is, you're correct for the potions.

Offline Keldar

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Re: Fun finds thread V3.0
« Reply #329 on: November 16, 2012, 10:15:11 PM »
And since this was posted on April Fool's Day... are we really supposed to take it seriously? :P
It is a direct reprint from the 2e DMG...

Offline zook1shoe

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Re: Fun finds thread V3.0
« Reply #330 on: November 17, 2012, 03:24:18 AM »
Amulet of Second Chances could save you lots of money in the long run, especially if you can mix and drink multiple high-level potions in the same round (like with extra actions or that Tail Hand feat)
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Offline ksbsnowowl

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Re: Fun finds thread V3.0
« Reply #331 on: November 19, 2012, 01:18:18 AM »
This is only applicable to a high-level dragon that gets "good" spellcasting advancement, but fun nonetheless.

According to the Draconomicon, dragons that have reached the Old age category are allowed to take Epic feats that they qualify for.

Red Dragon + Antimagic Field + Widen Spell + Arcane Thesis (Antimagic Field) + Permanent Emanation epic feat.

Pesky wizards trying to one-shot you with nasty spells?  Now you can turn on an antimagic field at the end of your turn.  When your turn comes up again, turn it off as a free action, act, then bring the AMF back on-line as a free action at the end of your turn.  Lather, rise, repeat, dominate the world.

Note: Widen spell is required due to the fact that creatures larger that Large size are basically screwed when they try to use AMF.  Sculpt Spell doesn't help, because that would stop it from being centered on you, and merely be a stationary effect with a range of 5 feet.

Versatile Spellcaster could probably help bring this on-line a bit faster, too.
Edit: Actually, I don't think Versatile Spellcaster will help, since it has to be a spell that you know that is one level higher (technically a 5th level spell with a +2 metamagic applied to it is still a 5th level spell; thus you can't use Versatile Spellcaster to cast it with two 6th level slots?)
Edit 2: Google has proved me wrong.

Practical Metamagic (also from Races of the Dragon) would help you pull this off, however.

So, Versatile Spellcaster, plus either Arcane Thesis (AMF) or Practical Metamagic (Widen Spell) would get this down to a 7th level spell slot, which you can cast with two 6th level spell slots.  Thus CL 12th.

This makes it obtainable for all the Chromatic dragons, even the lowly Great White Wyrm.

Edit 3:  Found one flaw.  Spellcraft (25 ranks required for permanent emanation) isn't an automatic skill for all true dragons.  It is only an additional class skill for Blue Dragons.  Unless there is a way to get Spellcraft as a class skill, this is generally unobtainable.

Edit 4:  Loredrake to the rescue...  Loredrake would allow you to qualify for Permanent Emanation earlier anyway, so you might as well just go that route.  It would save you one of the above feats, and then you just take Improved Toughness to make up for the lessened hit die size.

Edit 5:  The Keeper of Forbidden Lore abyssal heritor feat also adds Spellcraft (and Know: Planes) as a class skill.  Sort of an odd feat, thematically, for a Dragon, however.
« Last Edit: November 19, 2012, 02:39:00 AM by ksbsnowowl »

Offline zook1shoe

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Re: Fun finds thread V3.0
« Reply #332 on: November 19, 2012, 01:43:24 AM »
That's mean  :twitch
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Offline Maat Mons

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Re: Fun finds thread V3.0
« Reply #333 on: November 19, 2012, 07:14:28 PM »
The unerring strike feat (Kingdoms of Kalamar) lets you subtract a number from your damage and add it to your attack roll.  It's limited by your base attack bonus and only works with light and one-handed weapons. 

Power attack gives 2 to 1 returns not just with two-handed weapons, but also with one-handed weapons wielded in two hands.  There's also leap attack and improved/supreme power attack.  Maybe even favored power attack if you have something broad like arcanist or evil as a favored enemy. 

You wind up with less damage than if you'd used shock trooper to mitigate the attack penalty, but you're not reliant on charging. 

Offline McPoyo

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Re: Fun finds thread V3.0
« Reply #334 on: November 19, 2012, 07:59:59 PM »
Or combine with Shock Trooper for increased attack AND damage...

Offline zook1shoe

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Re: Fun finds thread V3.0
« Reply #335 on: November 19, 2012, 08:40:18 PM »
Could you add some type of Combat Expertise to do all three?
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Offline SorO_Lost

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Re: Fun finds thread V3.0
« Reply #336 on: November 19, 2012, 09:27:45 PM »
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.
« Last Edit: November 19, 2012, 09:31:17 PM by SorO_Lost »

Offline Maat Mons

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Re: Fun finds thread V3.0
« Reply #337 on: November 19, 2012, 10:44:45 PM »
Do I have the right version?

I'm looking at Kingdoms of Kalamar: Player's Guide to the Sovereign Lands, published in 2006.  The company website indicates it's the 3.5 update of Kingdoms of Kalamar: Player's Guide. 

Offline Rebel7284

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Re: Fun finds thread V3.0
« Reply #338 on: November 20, 2012, 05:29:33 PM »
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.

If you're a wizard, you can hire a few low level human fighters with those feats and just mirror-move all of them and persist it.  Great use of leadership.

Offline SorO_Lost

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Re: Fun finds thread V3.0
« Reply #339 on: November 20, 2012, 09:22:58 PM »
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.