Author Topic: [E6] Heighten Hi-jinx  (Read 5569 times)

Offline ClayQ

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[E6] Heighten Hi-jinx
« on: August 09, 2012, 02:02:39 AM »
So, got a group playing E6 with a dm thats allowing me to use dmm heighten got higher level spells. And its a no holds barred (no looping allowed) game, all wotc allowed, looking for ideas on what exactly to do.

So my premise idea is simple, get 9th level spells to do this, we will be using illumian (naenhoon) heighten spell and dragon disciple to provide the slot. Means I ned at least 7 turn attepts and spontanious arcane casting (sorc is out, slots useless without a known spell,) Dread Necro is perfect,  its cha based, and a know it all.

Once weve got our 9th level slot we can use extra slot to get 8th as we lease.

The build thus far is;
1) Dread Necro 1 Heighten Spell
...
6) Dragon Disciple 1

With 18 charisma, ill need 2nd level casting or an extra turning to reach  9th. Should we go Dn 4/5 for this or utilize the 4 free levels? And whats the best way to add spells to my list

Thoughts?




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Offline Maat Mons

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Re: [E6] Heighten Hi-jinx
« Reply #1 on: August 09, 2012, 02:34:05 AM »
Another option would be cleric 3 / church inquisitor 1 / wonderworker 2.  Wonderworker (Book of Exalted Deeds) gives 2 bonus spells at 1st level and 3 at 2nd level.  I'm assuming you can use heighten trickery to meet the “able to cast 3rd-level spells” requirement. 

Offline SorO_Lost

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Re: [E6] Heighten Hi-jinx
« Reply #2 on: August 09, 2012, 02:59:29 AM »
DMM doesn't work with Arcane Spells per Errata.
Southern Magician isn't Arcane <-> Divine changer as you think it is per FAQ.
Either go Dragon (alternative spell source) and/or ask your DM for allowance of your current tactic.

Also, we just had a E6 based Dread Necro thread running around somewhere and he mentioned his DM already approved things, consult that and post your changes in mind (if any).

Offline ClayQ

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Re: [E6] Heighten Hi-jinx
« Reply #3 on: August 09, 2012, 03:40:33 AM »
My build works Soro, im using the illumian power sigil instead of dmm.

Dn is just because it fills 3 of the reqs needed I could dip cleric and use any spontaneous know it all.

For instance, paladin 4/warmage 1/Dragon Disciple 1 Nets divine grace and warmage casting ( although I think I lack enough for level 9 this way (only hit 8).
« Last Edit: August 09, 2012, 04:23:03 AM by ClayQ »
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Offline Cyclone Joker

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Re: [E6] Heighten Hi-jinx
« Reply #4 on: August 09, 2012, 05:01:43 AM »
If you start at level 3:
Illumian Cleric 3/Church Inquisitor 2/Divine Oracle 1
1)Heighten F)Earth Sense F)Earth Spell 3)Extra Slot 6)Extra Slot

If you start at level 6:
Illumian Cleric 1/Wizard 2/Mystic Theurge 3
1)Heighten F)Earth Sense F)Earth Spell 3)Extra Slot(Cleric) 6)Extra Slot(Wizard)

If you start at level 1
Human Cloistered Cleric 1
1)Heighten H)DMM(Heighten) F)Sanctum Spell F)Extra Slot
NOTE:You have to wiggle into Extra Slot with CL-boosting domains(Like Knowledge and Oracle), and some Charisma boosts(Glory Domain, I believe, could work)

If you start at level 3, no flaws:
Illumian Cleric 3
1)Heighten Metamagic Storm)Sanctum Spell 3)Extra Slot
NOTE:Strictly speaking, you aren't using Sanctum Spell to qualify for anything, Extra Slot just cares your highest level spell. If this doesn't fly, just settle for 8th level spells.

I hope these help.

Offline ClayQ

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Re: [E6] Heighten Hi-jinx
« Reply #5 on: August 09, 2012, 05:30:02 AM »
Heighten spell cant go above 9, extra slot wont give 9s under any circumstance.

Earth spell maxes out at 3 if im not mistaken, (afb, dndtools.eu supports this conclusion raw)

So even if you allow for heightening to 10+, sigil+sanctum+earth spell under the most favorable stacking requires the base spell to begin at levell 5.
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Offline sirpercival

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Re: [E6] Heighten Hi-jinx
« Reply #6 on: August 09, 2012, 07:30:52 AM »
Heighten spell cant go above 9, extra slot wont give 9s under any circumstance.

Earth spell maxes out at 3 if im not mistaken, (afb, dndtools.eu supports this conclusion raw)

So even if you allow for heightening to 10+, sigil+sanctum+earth spell under the most favorable stacking requires the base spell to begin at levell 5.

Earth Spell does not stop at 3 -- you missed "and so on".  Since it's E6, you'll have lots of feats, so here's a little math.  I worked it out for my shadowcraft mage, and it requires 6 feats to work...

Shadowcraft Math!
To emulate a spell of level X requires a silent image of level X+1.
Sanctum Spell adds +1 level for -1 level (due to Arcane Thesis) --> Level X–1.
Earth Spell + Heighten Spell + Easy Metamagic (Heighten Spell) --> Level X–3.
Invisible Spell + Arcane Thesis (if used) --> Level X-4.
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Offline Rebel7284

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Re: [E6] Heighten Hi-jinx
« Reply #7 on: August 09, 2012, 09:45:43 AM »
afaik arcane thesis specifically does not work with heighten spell.  Useful for applying other metamagics though.

Offline sirpercival

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Re: [E6] Heighten Hi-jinx
« Reply #8 on: August 09, 2012, 09:50:26 AM »
afaik arcane thesis specifically does not work with heighten spell.  Useful for applying other metamagics though.

Luckily I didn't apply AT to Heighten ;)
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Offline Rebel7284

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Re: [E6] Heighten Hi-jinx
« Reply #9 on: August 09, 2012, 10:00:08 AM »
afaik arcane thesis specifically does not work with heighten spell.  Useful for applying other metamagics though.

Luckily I didn't apply AT to Heighten ;)

That's what I get for commenting on forums before getting my tea in the morning. Sorry :)

Offline Cagemarrow

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Re: [E6] Heighten Hi-jinx
« Reply #10 on: August 09, 2012, 11:58:58 AM »
You could use it to fuel Reserve Feats. Summoning Conjuration spells are especially fun one since 1 spell can power two effects, Elemental Reserve and Dimensional Reach.

Offline ClayQ

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Re: [E6] Heighten Hi-jinx
« Reply #11 on: August 10, 2012, 01:57:21 AM »
You could use it to fuel Reserve Feats. Summoning Conjuration spells are especially fun one since 1 spell can power two effects, Elemental Reserve and Dimensional Reach.

 This is what I expect ill be doing, was just poking around.
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Offline SorO_Lost

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Re: [E6] Heighten Hi-jinx
« Reply #12 on: August 10, 2012, 05:11:11 AM »
You could use it to fuel Reserve Feats. Summoning Conjuration spells are especially fun one since 1 spell can power two effects, Elemental Reserve and Dimensional Reach.

 This is what I expect ill be doing, was just poking around.
If you're using Heighten tricks, Summon Elemental can give you CR 5ish Large Elementals all day.

Every notice how ever E6 thread we get is asking or talking about Heighten & Reserver Feats? Its like no one plays mundanes in a campaign setting that is suppose to rebalance things by nerfing casters' access to higher level spells, and then everyone asks how to be a caster with higher level spells anyway.

Offline ClayQ

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Re: [E6] Heighten Hi-jinx
« Reply #13 on: August 10, 2012, 05:34:03 AM »
Yeah its amusing, I'm doing this to teach someone why they need to pay more attention to things. After slaughtering a bit I'll end up either breaking [ending the campaign] or remaking myself, not sure what into will depend on the party.
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Offline Cagemarrow

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Re: [E6] Heighten Hi-jinx
« Reply #14 on: August 10, 2012, 06:49:02 AM »
For my part most of my E6 builds are theoretical. At least until my current character bites it. Our party is mostly made up of Martial characters and except for the lack of out of combat healing has been doing really well in our Greek themed game. Think the Adventures of Hercules turned into a campaign. Surprisingly our Solitary Hunter Ranger has been the best at all around usefulness both in and out of combat so far.

With builds I've found that it doesn't take much optimization for martial characters to compete, whereas casters, because of their early level physical frailness, need some help.


I'm currently playing Harphus a Crossbow sniper that has been kicking all kinds of ass even without using the Aptitude enchantment that was the initial inspiration for the build. I want to eventually be adding Lightning Mace, Boomerang Daze, close combat shot from Versatile Combatant, and size increases from the unarmed strike boosts to his crossbow attacks. He designed and built a repeating Great Crossbow for use in this and has been using his unarmed strikes to fight in melee as needed. He's been a lot of fun.

Exoticist Hit & Run Fighter 1 / Martial Monk 2 (DM house rule gives Monks full BAB and 6 skill points a level, reduced to 5 for Martial Monk) / Warblade 2 / Crusader 1

Feats: Combat Reflexes, WF: Light Mace, Two Weapon Fighting, Strange Strike (ExF), Versatile Unarmed Fighting, Improved Critical Great Crossbow (MM), Superior Unarmed Strike, Stone Power, EWP: Hand Crossbow, EWP: Great Crossbow, EWP: Spiked Chain, EWP: Xendrik Boomerang

He can fight ranged and melee with equal skill and can sacrifice accuracy for toughness using Stone Power to tank when it becomes necessary.

Offline Nytemare3701

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Re: [E6] Heighten Hi-jinx
« Reply #15 on: August 10, 2012, 02:15:22 PM »
Every notice how ever E6 thread we get is asking or talking about Heighten & Reserver Feats? Its like no one plays mundanes in a campaign setting that is suppose to rebalance things by nerfing casters' access to higher level spells, and then everyone asks how to be a caster with higher level spells anyway.

To be fair, a lot of good melee builds (like Hood) come online by 6, and the free feats are hilariously good on them. The power of a caster lies in versatility, and that versatility takes a big hit when you don't have the spells per day, spells known, and high level spells to back it up. That's why people play E6 after all.

Offline SorO_Lost

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Re: [E6] Heighten Hi-jinx
« Reply #16 on: August 10, 2012, 06:33:18 PM »
To be fair, a lot of good melee builds (like Hood) come online by 6, and the free feats are hilariously good on them. The power of a caster lies in versatility, and that versatility takes a big hit when you don't have the spells per day, spells known, and high level spells to back it up. That's why people play E6 after all. ask how to ignore that concept with spellcasting tricks.
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Offline Nytemare3701

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Re: [E6] Heighten Hi-jinx
« Reply #17 on: August 10, 2012, 10:12:54 PM »
To be fair, a lot of good melee builds (like Hood) come online by 6, and the free feats are hilariously good on them. The power of a caster lies in versatility, and that versatility takes a big hit when you don't have the spells per day, spells known, and high level spells to back it up. That's why people play E6 after all. ask how to ignore that concept with spellcasting tricks.
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