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although this isn't completely geared toward a crazy wizard, it could be used by one.

create a demiplane and then use permanent magics that prevent planar travel everywhere within the plane execpt for a 10ft square. place a the 30ft wide, 30ft long, 20ft tall room.

Next, place an Adamantine Golem in the center of the room with a 5th lvl or higher Symbol spell on the ground(your choice how it gets set off).

Then place an 'Energy Transformation Field'(3.5 spell) within the room, set to use SM9 or whatever tickles your fancy, along with the golem, whom you make immune to the SM9 when you set the spell's parameters.

And then insert some poor fool(s) who stumbled in via planar magic. Enjoy their terror when they realize that they cannot escape because their magic fuels the field, along with the triggered symbol, and they have to fight a never ending wave of SM9, along with the golem.


create a higher lvl version of pit that combines hungry pit with acid pit. Cast the custom pit + grease + antimagic ray + field of icy razors + acid fog( or something similiar), and to top it off, wall of force to seal it. it is a lot of spells, but you have now ruined someone's day.


Going off of the G. Bestow Curse(despite being a 3.5 spell)

Thy curse is thy love.. and love is blind..

The target of this curse actively resist attempts to have his curse, or curses, removed. The target cannot willing remove the curse himself and must make a will save, with a -4, to allow another to remove any curse effecting the target. Failure means the target reacts in a manner befitting the target's personality, such as running or attacking. The target of this curse also takes a -4 on saves to resist any new curses, including Lesser Geas/Quest, being placed on him.


This may be deemed too powerful, but I like the idea.

16. "Become the Beast you fear"

At the mere sight or smell of blood, the target becomes consumed by the blood induced frenzy (DM may apply Rage spell if desired) that forces the target to hunt down the source without mercy, killing and devouring it in a cannibalistic fury if possible. With the reckless abandon of an Owl Bear, the target *must* fight to the death in order to achieve this goal.


Rynjin wrote:
My level 12 Barbarian can hit 317 damage if he crits on one of his swings

Now is that with one swing or all of your swings? I ask because if a lvl 12 is capable of downing a CR 20+ with exactly one swing then you have a broken character, and possibly a DM that is allowing feats or something else that make breaking said character very easy.

Aelryinth wrote:
And it's odd that the fighter killing the wyrm in 2 blows is bad, when the mage can do it with one spell. Ah, well, double standard, alive and well.

And, yes, depending on the spell, and the feats applied to it, you can easily kill a great wyrm, or anything for that matter. However, magic is simply easier to break and by definition is meant to be extremely powerful. Though I never said that it was "bad" for a fighter to 2 shot a dragon, simply silly and a bit amusing.

Aelryinth is also right about the 2hd fighter archtype, which is broken in all respects. Personally, it never should've been created, or atleast that particular ability. The ability to auto crit, so long as you hit is just broken.


I probably should've mentioned that the fighter was lvl 20, however, it is rather silly for a fighter at that lvl to kill a standard great wyrm in two hits.


Give the pc's a "sentient item" that is actually the main villian in disguise, who acts against his/her manner, and uses spells and items to hide the villian's alignment and thoughts. That way when the villian finally reveals him/her self, the villian knows all of the Pc's abilities and weaknesses. As a result, the Pc's get smeared into the pavement.


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Power gaming is when the fighter pulls over 200 points of damage before he bloody rolls any dice, on a standard attack which is then followed by a trip attempt that allows him to make another attack against the tripped foe, and is actually within the rules of the system and the house rules of the DM.