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The thing about the game is that it is a roleplaying game, and really the biggest concern is with playing a character you like. I like to roll my stats, in fact I usually roll 3 different sets and then pick whichever I like best (rarely the one with the best stats). I like to have varied stats and I enjoy picking unusual dump stats (i.e. a warlock with a 5 Dex [he was hellishly clumsy] or a Wizard with an 8 Wis [he had smarts, but no common sense, and had particular difficulty considering action-consequence relationships]).

My father, who I don't see him except on holidays anymore likes a different approach. He says just write down whatever stats you want. This idea requires a great deal of trust in the players. I don't know anyone I would willing play with who would give himself uber stats because he can. I like rolling, but I do see the merit in point-buy.

I will stick to rolling and in some cases simply choosing "fun stat" allocations. It is up to you, but as a DM, feel free to be as flexible or inflexible as you like, but be warned that unhappy players are the worst people to play with. There is nothing to ruin a good session like an angry/spiteful player.


The real problem with the VoP doesn't come up until you add the Vow of Peace and Vow of Nonviolence. With all 3 of these feats together (easily achieved as a result of VoP bonus exalted feats) is that rather than a so-so +6 additional AC, it adds a total of +12 beyond your normal bonuses from VoP, also the calm emotions aura and the fact that even if someone manages to strike through your crazed AC, they must make a Fort save or have their weapon shatter.

VoP is not overpowered for most classes, although the Incarnum classes can make it so. Sure, the guy will have decent stat bonuses and an alright AC, but he is giving up all of the utility of other magic items. There is no chance for him to have wands, potions, cool tools (immovable rod or portable hole for example), and no buffs which other players will get (i.e. concealment bonuses, skill bonus items, save bonus items, and the all important movement enhancing items).

If you are feeling skeptical, take one of your characters from a campaign you have run. Somewhere in the 5-7 level range. Compare the stats and powers of that same character if you threw away all of his stuff and gave him VoP. You won't see much of a difference....And if you do, usually the equipment turns out better. BTW, I say take a character from a campaign you played in (preferably from level 1 to level 5-7) because the estimated treasure values/character level are almost never followed in any D&D game I have played. And if you still don't believe me, try with a 10-12th leveller or a 15-17th leveller. You'll see that the VoP gets weaker the further the game progresses.

At 10th level the VoP has a +9 AC (7 armor + 1 nat + 1 def); a +2 to one singular stat; a +2 weapon; + 1 resist bonus to saves; and DR 5/magic. These are not even remotely overpowered, the worst part about the VoP is the diminishing returns of high levels, don't worry about the balance under normal circumstance, but avoid letting your player combine this feat with the Incarnate (as the class is based around giving you what amount to free items).

Hope this helps.

PS I'm not going to argue with any of you on this, you can do the math and I hate arguing online.


I would also like to add for clarification that while you can get multiple uses of sneak attack in a round like the others said, you cannot have more than one instance of sneak attack damage in a "volley". A "volley" like scorching ray or the multishot feat only allows for sneak attack damage on one of the hits, not for each instance.


Long-term feasibility is easy with a non-damage wizard. I suggest either illusionists or conjurers. With an illusionist you have access to a wide variety of spells which control a combat situation (or many other roleplaying/non-combat encounter situations). Make sure, however, that you talk to your DM before making an illusionist. Many DM's have difficulty avoiding having monsters/enemy NPC's metagame around your illusion. If you can convince your DM to be reasonable about the illusions and you can agree not to abuse the ambiguous constraints of illusions then you have a fun character.
If you build a conjurer, I strongly suggest against the summon monster spells. In their entry they have a casting time of 1 round, meaning that you make concentration checks whenever you get hit before it finishes casting, and it doesn't stop casting until the start of your next turn. It makes you a walking bullseye. If you have the Spell Compendium, take a good look at the new Conjuration(teleportation) spells, they are fun, useful and very effective if used correctly. But the use of Wall spells, Fog spells, obnoxious teleportations and control spells like web or glitterdust can easily thin out the opponents or simply make them harmless.

Good luck, you are stepping into the true realm of wizardry, you'll have a great deal of difficulty going back to any other class now.


The real thing to think about is not how to min/max your druid. Just play to his strengths, he doesn't have to be the solo adventurer and he does serve a greater role as a support caster.
I strongly suggest any and all buff spells, and I also strongly suggest conjuration spells that create barriers or concealment to aid your party. You should consider using him to spread your enemies thin and to make your party more powerful.
Also, I strongly suggest (if you have the Spell Compendium) that you consider making a Conjurer for an alternate idea as a support mage. If you focus his spell selection on the fog spells, walls, and teleportation, I think you will be very pleased at the great effect you can have on the fight without ever dealing a single point of damage.

If you want to deliver the damage, get the kills, and bask in the glory of your power, I strongly suggest against druids in general. If you want damage, nothing beats an evoker.


The spell states that

"Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself."

So, the targetted version would remove all spells from a creature, or remove all spells from an item. It would not do both. Also, for area dispelling: "For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel." So the area could remove a magic weapon spell but could not suppress the weapon's innate enchantment. Hope this clears things up.

These are from the SRD (www.d20srd.org)


Vendle wrote:
This is a semi-related question, but isn't there a feat for "tagging"? If you're unfamiliar with the term, tagging your opponent in combat means showing off your superior talent by slicing holes in clothes, feathers off of hats, buttons from shirts, etc. I found this sort of idea to be the flavor of the swashbuckler.

The Combat Panache feat has you covered on this one. The sneering glower feature of this feat allows you to make an Intimidate check against an opponent you have dealt damage to that round. If successful they take a some serious penalties while fighting you, and if you have a DM who can narrate combat flavor text on the fly, he/she can easily turn it into some condescending show of swordskill.

If you don't want this feat though, you could sunder your opponent's clothing and work it out with your DM to allow a circumstance modifier to Intimidate. That is just my 2-cents.


With the new change to the presentation of Dragon magazine, will you still be looking for paid writers? Also, I would like to know what you plan to do about article queries which have already been submitted to Dragon. As Dragon magazine is essentially the best way to break into the D&D industry, I would really appreciate it if you could keep us informed about how the change from a published magazine to an online one will affect hopeful writers like myself.

I understand that with this fundamental change to your magazine, you will undoubtedly be swamped, but any response would be much appreciated, by me, and any other Wizards R&D hopeful. Thank you for your time.

~David VanEvery