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![]() @Deadmanwalking
@XMorsX
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![]() XMorsX wrote:
So I guess my question is, what am I getting here that I'm not doing better as a Druid? Heavens Oracle is interesting, and a lot more focused for sure. We'll see. ![]()
![]() Hey guys! I stumbled upon the Dark Tapestry Oracle and have some great back story and role playing ideas in my head. The problem is I don't really know how to build an effective divine spontaneous caster, especially with this mystery. I know the Oracle is supposed to be a specialist, but I don't see the Dark Tapestry leading in a real defined direction. I want to be a caster focused character, and am leaning towards the Haunted Curse (ie I don't want to use many forms and buffs to become a melee machine). I like the Dark Tentacles spell, and am wondering how effective Divine battlefield control is. Really I'm looking for a party role to fill, and spells and feats that will help me fill it well! Thank you so much. Yours,
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![]() Oh my...intelligent spells...this is going to be a lot of fun! Thank you guy's, that's perfect. Does an intelligent spell die at the end of it's duration? Does anyone know where the rules for them are? As for the play like a Wizard thing, I should clarify: I don't need him to fight like a Wizard, I need him to be able to use utility spells like Permanence and Genesis, Prying Eyes, Clairvoyance, and Abjurations of all kinds - and the spell list is seriously limited for something like that. Are there any rules for getting wands for spell levels higher than third? Custom Staffs? There was something on these boards about being able to make magic items without knowing the spell first...what is this limited to? I imagine scrolls are out. ![]()
![]() OK so going along with the Sorcerer debate in the other thread I have a practical problem. Our group just finished a campaign. I played a Human Celestial Sorcerer 7/Malconvoker 2 who focused on summons, and creative use of the Benign/Baleful Transposition spells. Stats were rolled Str 10 Con 12 Dex 12 Wis 16 Int 14 Cha 20 Enter the problem. I'm going to be bringing this character back as an 19th level...problem...he needs to be able to create demi-planes, and seal them from outside influence. He'll be building himself a dungeon, and a plane to trap his summons on. Really, he's become a lot more conniving, long ranged, and Wizard-like than any Sorcerer build should be. The biggest challenge is my spell list - what do I take, and how do I mitigate the giant holes that are going to pop up by trying to do a job fit for Batman? ps. Please don't let this degenerate into another Wizard vs. Sorcerer thread. I understand that I'm starting from a flawed premise, no need to rub it in. ![]()
![]() Um no...renaming it to knowledge (culture) sure fine, but removing the skill completely? Or making it an automatic or region specific skill?
It certainly crosses over with History and Geography, in the same way that History crosses Religion, and Nature crosses Geography, and Engineering crosses Arcana. All do some of the same things, or can be construed in certain situations to give insights to the same thing. For instance in our last gaming session it took my Wizard 6 knowledge tests to relize it was a swimming fang dragon who trashed the ship in the bay.
Knowledge Local provided me with the information that the locals did indeed have legends of a sea creature which matched a fang dragon in all particulars but the obvious one. Without it I never would have checked. ![]()
![]() Doskious Steele wrote:
I agree completely. It makes total sence that a druid has a handful of shapes they like and can use all the time. I mean that's what I'd do as a Druid character anyways! ![]()
![]() Why not combine the dice roll? I mean think about it, if you grab the little guy it's an extention of the same movement to pull him in. (or knock him down whatever)
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![]() William Fisher wrote: This is why, more and more, I like going to an existing mechanic. If CMB were an "attack," it would be clear which bonuses applied. If it were opposed by a Maneuver AC, it would be clear which bonuses applied. No new mechanics, no opposed rolls that people seem to hate, all the detail some crave. Yes please. Just 10 + Str/Dex + any and all bonuses that apply to AC. Hit this and succeed, fail and fail. Simple.![]()
![]() Sneaksy's right. It was never the damage that was the problem, just the inability to hit. Not that giving them wis to damage would be bad or game breaking by any means, in fact I like the idea.
See if to be competent every Monk with average stats needs weapon finese and wisdom is strength then EVERY monk will have those two feats. When that becomes the case they should be class features. Perhaps on an excalating scale, for instance
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