YawarFiesta wrote:
what googles? =D
The dragon may grow much quicker in this demi-plane but not actually mature! In this way you might apply the colossal aspects of the dragon while still making it beatable. Spell immunity can counter save-or-die spells. If I was to give you 1 piece of advice i'd say this.... make it way easier than you think it should be because as is this thing is going to completely devastate the entire party the moment combat starts. I would say that the max you would want to go (CRwise) is CR 14 or 15.... max... I'd love to hear back about the result of this though =) i'd be a really fun event! You might also give it 3 initiatives in which it could separate it's action... for example... 1st initiative it bites and wings.... second initiative it claws and tail slaps... third initiative it moves... Or it could consolidate all of it's initiatives to cast a powerful spell that the wizards might identify before it actually casts it on it's 3rd initiative (1 it starts casting, 2 wizards may identify, 3 spell blows up).... just an idea BTW, aren't white dragons notoriously the idiots of dragon world.... are you sure you want it to be white if it's supposed to be an ultimate evil type guy. anyways =) good luck this get's me excited to hear back
Many of you most likely won't like how I do it but my players love it... Essentially they all have a special item (legacy item, if you will) with this item they can bounce ideas for interesting properties it might gain and i'll upgrade the item over time according to their interests Besides that.... I just give them gold pieces (we just skip the list of treasure, haul to vendor, sell to vendor)... they buy every other item they need.
Jiraiya22 wrote: A lot of these suggestions for feats have been assuming that I will be in melee combat with creatures on the ground. I have levitate as an at will power and vanish as a 1st-level spell. When I have enough head room, my 1st turn plan of action is to disappear and then get 40 or so feet above my enemies heads before I start the spell-slinging. For most melee opponents, this largely negates their effectiveness. For everything else, ranged attackers, other spell-slingers, and other flyers, I need help on defense. I am a blaster caster, I focus on evocation spells and spells that make my enemies cry for mercy like a reached ghoul touch, so I'm not planning on going the Augment Summoning route. Spell focus certainly seems worth it, but how about elemental focus? Is it worth it to get both elemental focus and the elemental spell metamagic to give my elemental evocations an extra +1 DR? What defensive feats are really necessary assuming I'll be above most of the enemies that would warrant their use? I'm a DM and after maybe a single session or two I would begin always having enemies that can affect targets that were in the air.... so you should consider things that increase resistance to spells and ranged attacks... like iron will, lightning reflex, great fortitude. you might also be wary of flying opponents. They can be really nasty.
Questions like these are highly dependent on the DM and the campaign also As stated before.. If your DM tends to target the player who is the most trouble for him (you, as a wizard) despite the fact that you've put yourself in as safe a place as possible.... It'd be worth taking feats like combat casting, Defensive combat training, and maybe (only if your sold on the idea that more hit points is worth it... which I'm not) toughness. If he plays the monsters in a way where you will be able to use your positioning skills to remain out of combat and allow you to really focus on damage, control, debuff, or buffing then you should probably (this is what I normally do) go straight for spell focus, maybe even greater spell focus, spell penetration, maybe even greater spell penetration, or things like elemental focus, maybe even greater elemental focus, preferred spell, or if you prefer metamagic feats. If you wanna specialize some feats that are good are spell focus, greater spell focus, elemental focus, greater elemental focus, tenacious transmutation, diviner's delving, augment summoning, improved counter spell, crafting feats. in other words... it depends I would get elemental focus for your wizard and possibly some metamagic feats a little later in the game.
rkraus2 wrote:
O i never thought of divining a mark you placed on an item someone important could want! lol i always just thought it was exclusively used for that one return or summoning spell, nice!
Hexcaliber wrote:
That's partly the reason I'm asking. I love the idea of divination and how useful it is... (I understand that there should be some other mechanic your working with, like evocation or conjuration, or your wizard will suck, but) I'm just trying to boil up some ideas to inspire myself The idea just has to use divination not be entirely divination!
Lyrax wrote: The spell that would help you read a spell book is called "Read Magic". It's a 0-level spell, and every wizard can prepare it from memory. Haha. Sorry, that's not the intended interpretation of my question. I'm just thinking of how many things a wizard does that would just not be "ok" for a normal book. I carry my books to school most days and they look very used by the end. Imagine if you were trudging along in a swamp... Also i've been pondering how a lot of different spells would interact with the spell book.
To be very simple in my question; is a wizards spell book a magical item? Also some supplementary questions. Would detect magic reveal it to be so? If analyze dweomer was used and the spell book was the focus of it... would it reveal the spells inside and how to activate them? Any input is appreciated but keep the posts simple if you can. (I've got a small brain)
Kalrik wrote:
In my opinion as a DM it's your job to build encounters that the PCs can win... just because the PCs aren't interested in or can't optimize or aren't "as good" at the game as you doesn't mean they should be TPKd.... Just accept it and make it easier. Throw em a bone!
LoreKeeper wrote:
so invoking does count as casting a spell? I'm just not sure what the term "invoke" details. It says it's an immediate action. that's about it.
The Holy Vindicators (HV) Divine Wrath, Divine Judgement, and Divine Retribution class abilities allow the HV to invoke doom, death knell, and bestow curse respectively. My question is may you invoke these spells if all of the conditions are met but you are raging. Essentially does invoking a spell require concentration?
well thanks for the input.... Always hearing the same thing about barbarian tanks/anything other than beater... I'm still going to do it and I'm sure it will work perfectly well. I think people underestimate how good a decent DR is I'll just spend my money that I didn't spend on the DR armor on something else to boost my ballerness. Thanks for the help again.
Spell called Shrink Item... level 3 sorc/wiz spell... only problem I see is the 2 cu. ft./level but that doesn't even seem to be a problem.... get a wand of this... gunna cost you 11,250 gold and I believe you get 50 charges. If you had a wizard make it for you then it would be even cheaper. School transmutation; Level sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range touch Target one touched object of up to 2 cu. ft./level Duration 1 day/level; see text Saving Throw Will negates (object); Spell Resistance yes (object) You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.
Another thing I thought of is that the barbarian is debatably more predictable as far as damage taking goes. His damaged will be reduced no matter how many times the enemy were to hit him or the fighter in a full attack. Yes the Cleric may complain about having to heal him all too often but the cleric also doesn't have to worry about the hi dex warrior getting 1 shotted with a crit full attack.
YuenglingDragon wrote: The Barbarian is definitely going to be an inefficient tank compared to Fighter. Arguably worse than a Cleric or Paladin, too. What I think the Invulnerable variant does well, though, is a Come and Get Me build. By 12th level (when you can get Come and Get Me), your high DR more than offsets the increased damage enemies get against you. Paired with the elemental rage and fiend totems (or spirit totems if you prefer) to increase DPR and a nice two handed weapon, you may even kill attacking enemies before their swing. This build, in some ways, makes you a de facto tank since enemies will be eager to strike at you instead of the party but adds substantial extra damage to the equation. Ending fights sooner saves as many HP as a high armor class, IMO. I'm curious weather the spirit totem is even almost worth taking... it only adds a 1d4 and it's charisma based... I don't want a third stat to max
"Resist Life & Raging Healer:
Does it specify the cure spell? "Spirit Totem & Resist Life:
Pretty sure that's a NO, but your DM could decide otherwise. |
