Baval's page

Organized Play Member. 790 posts. 3 reviews. 2 lists. 1 wishlist. 1 Organized Play character.




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If my main character concept is a mounted warrior, I can best achieve that by being a Druid rather than being any other class and picking up the cavalier archetype, and by quite a lot. Why? Because Animal Order Druids get the ability to let their horse move without them spending an action to make it move at level 4, while Cavaliers dont get it till level 10.

That is a remarkable dissonance between concept and rules, as I think most people who want to ride a horse dont want to be a druid and vice versa (i imagine most druids want a wolf or hawk or something)

Im not suggesting nerfing animal order druids, because that ability makes sense for them, but how about letting cavaliers get the ability to have a beneficial horse at the same level, seeing as horses bring a ton of inconveniences with them.


The description says it changes harm to a duration of 24 hours, but the critical failure effect is you control the undead for 1 hour. Which if any of the following is true:

1: The 24 hour duration is a mistake and you control the undead 1 minute or 1 hour, after which it goes free

2: The 24 hours is how long the spell lasts and when the undead becomes uncontrolled it has to save again until 24 hours are up or it makes the save.

3: The 24 hours is a restraint on the spell, it lasts 1 minute or 1 hour and then cant be used on that undead again because technically he already has Harm on him for 24 hours.

Edit: since improved command undead makes it last up to 24 hours, I assume the 24 hour duration is just a precaution and the answer is: you control the undead as long as the result indicates and the remaining time does nothing at all, positive or negative.

So my other question is why are you only allowed to have 4 undead minions at a time? That is really terrible for anyone who wants to be a necromancer. (not that you can control more than realistically 1-2 at a time anyway thanks to the terrible minion system trying to prevent "undesirable" gamestates)


There was, I believe, a Dragon magazine issue that included rules for Drow to melt down living creatures and make their still living bodies into magic items that essentially acted like mithral. I want to use this on my necromancer, but cant remember where it was. Anyone know where I can find it?


Im playing in a very high power campaign, and I am using spheres of power. One of the curses I can use with the ghost touch power is to give an enemy vulnerability to an element, therefore to maximize my damage output I want to craft the party weapons made from fire. (I know, fire is a bad choice, but I want to use the Fear and Flame feat so I have to use fire)

I remember reading of an enhancement or material or item somewhere that let you replace a weapons base damage with an element, but I cant remember where or what. If anyone knows, please let me know.


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So obviously I know there are various ways to do so, but what Im looking at specifically is using Armor Spikes. Since I can use them as a light weapon, they allow me to threaten out to 5 feet. My question is, do I have to take that AoO with the spikes, or can I use the whip? Intended it would seem the spikes of course, but the rules don't seem to spell it out as such.

Im not usually a power gamer looking for loopholes like this, but I like using whips and the amount of hoops you have to jump through to make them worth using is annoying.

So is there any rule Im missing, and does it seem like doing this would be going too far?