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1 person marked this as FAQ candidate.

The simple question is - are Crag Linnorms immune to witch hexes or not.


Actually, after posting yesterday, I got home from work, and wouldn't you know it. There it was in the mail box. Thanks for the quick response.


Hey guys, I am not sure if this is the right place to post this, but I show that Issue #3 of Pathfinder (Hook Mountain) was shipped on November 5th in my order history. It has been 15 days now, and I have not seen it. What steps do I need to take to get it replaced, or I suppose more correctly, just get the issue? If I am just being impatient, that is fine, but let me know how long I should wait before I get excited. Typically I recieve the shipments from you guys in 3-5 days.

Thank you for your time.


Wow, there seems to be a lot of planning for when the book comes. My group hasn't given it much thought, yet. However, we do try to maintain a good balance. We shall see when it is in my hands.


My opinion is simple. WotC rented licensing rights to the various publishing companys to keep the brands (Ravenloft and Dragonlance) alive while it concentrated on revitalizing D&D. Both brands were very successful for Soveign Press and Sword and Sorcery. Once WotC/Hasbro had their feet firmly planted, they decided to pull the game systems back into themselves. I would be very surprised if any of the products that WotC has pulled ever become dead. I would almost gamble on the fact that we will see WotC producing products with the Ravenloft and the Dragonlance name within the next year. Heck, they did redo Castle Ravenloft already.

Just my 2 coppers.


It is true... I have nothing to do outside work and WoW, except my Friday night D&D game - I am just a player at the moment. So I don't have any grand adventures to plan. I am sure when the DM ball bounces in my court, I will have less time to concentrate on my WoW leveling. I still will have 3 other 60's to advance to 70 once I finish with my priest. I wish I could say I needed more D&D time, but I have nothing pressing down on me.


It is always interesting to hear arguements on the D&D vs WoW.

Hi, my name is Valenare, I am a WoW addict. There I said it.

Hi, my name is Valenare, I am a D&D addict. True, I am addicted to both.

I was once of the philosophy that I would never pay a monthly fee for a video game. However, I was a very big fan of Blizzard Entertainment. I own and have played all the games up to World of Warcraft. I refused to purchase the game for 4 months after its release. I finally crumbled as I read the reviews that were ALL over the internet. Since I purchased the game nearly 2 years ago, I have purchased one other video game - the expansion that was released just over a week ago. Why,you ask, is this significant? I tended to purchase 3 or 4 video games a year. At the cost of $50 approximately each, that is $150-200 per year in video game purchases. Over the last two years I have played, that is $300-400 in video games that I have not purchased. If you look at this, then the fact that $180 per year (that is if you pay on a monthly basis) in fees to Blizzard is right on par to my yearly spending on video games. When I look at it that way, I have no issue with paying the monthly subscription fee.

Now, I am also an avid D&D player/collector. What does this mean to you and I? Well, it means that I am spending a minimum of $30/month in D&D books. That doesn't include the money I spend in miniatures and other game aids (I have a dice fetish). With Wizard's drive to release a new book each and every month, as a collector, I am obligated to purchase said book. Truely speaking my D&D addiction way out costs my WoW addiction.

So, environment of the two games. There is social interaction in both games. One you sit across the table from someone the other you sit in front of a monitor. D&D is without question more personal than WoW, but there are chat programs out there that you can use to communicate with each other. You have the opportunity to speak to people around the world through WoW. D&D doesn't offer that freedom, for the most part. However, you want to call up one of your D&D buddies and go get a burger, it is much easier than getting together with your buddy from Australia to go have a burger. Both games have social interaction, one is personal and one is electronic. I am sure most of us would prefer the personal interaction, and that is why we play D&D.

I personally am the guildmaster of a high end raiding guild. Those of you who play WoW know what that means (and I am sitting at level 69 on my raiding priest). For you others, that means that I dedicate myself to 5 hours a night 4 days a week. During this time, I spend with a very close-nit group of 25-40 people tackling new content in the game (which they historically add to on a bi-monthly basis). We have been playing as a group for over a year now and we compliment each other in the game. I have been very selective about who is allowed and who isn't allowed into the guild. For the most part, it is adults with families so we have been very conscience of play times and we have worked out a "set" schedule. It is always the small accomplishments we celebrate. Is it any different celebrating the kill of the end boss in an "instance" or if you defeat the major villian at the end of an adventure? Both give you satisfaction.

As far as D&D goes, I have played for 25+ years, do I forsee giving that up any time soon? Heck no. My wife and I both play, we play one day a week. We have a great bunch of people we play with, and wouldn't give it up for the world. There is nothing in WoW that would pull me from the D&D group, but I feel it is good to have both in my life. They both focus on different things, take up different parts of my life. When I am not playing WoW, I am either reading a book (usually D&D based or rulebook). So between the two, my nights are taken up. After all, I do have a 9-5, 40 hour a week job that I must work to support my two addictions.

Thank you all for listening (reading) my ramblings. It is almost as if I have had this arguement a time or two. Ok, so it is my conversion speil. It is my goal to have the world happily playing both D&D and World of Warcraft so that I am not alone. (BTW, my 12 year old daughter is now playing both.)


Now you have opened a whole other issue. If we are speaking historically, the "greatsword" had a very dull edge. In such, it was known to do more bludgeoning type damage, i.e. breaking bones. It was not technically a slashing weapon as it is stated in the PHB.

The real question I would have, why would you want to make a weapon out of mithral? Mithral gives no effective bonus to a weapon. I would understand a weapon made of mithral as a ceremonial piece, not really as an item carried into battle. As such, it would be considered an object of art. In this case, the 500gp/pound makes sense, you can then increase the cost as you see fit to accomodate any jewels that may be imbedded. You can also play a little with the price if for instance a great mithral worker made the weapon.

Mithral is made to be used in armor. The effective weight reduction in all armor types is the purpose, thus making the armor drop in type from med to light or from heavy to med, of course, a light set can not be reduce below light.

On the question of doubling the quantity of material used, I would still rule that it is a different weapon. A long sword increased slightly in size is realistically a bastard sword (which becomes exotic weapon if you want to weild in one hand). Weapons are classified by construction, not weight. You thicken the steal, broaden the blade, lengthen the blade, it changes the use of it slightly. Compare a rapier with a long sword. The two are very similar in length. Weight is completely different as the rapier has a very slim blade, a long sword has a thicker blade (an arguement above) the use of the two weapons are completely different. How would taking a long sword and widening its blade maintain the use of the weapon?

Wow, that might be a bit wordy, but I think I got in all I had to say. Mithral is for armor, not weapons. Mithral weapons should be treated as art objects. If you change the dimensions of weapons, they become new weapons.

My 2 cents.


Hmmm, ranger turned vampire.. Ranger turns companion into vampire. Can we say Vampire Dire Wolf anyone? Granted the template says humanoids or monstoruous humanoids, but why could it not be added to an animal companion... I think it would be fun to say the least..


Fate, I laughed when I read your post. I to thought 'MT' was main tank the first time I read through it. Then I quickly reread it correctly. (Proud GM of Azeroths Elite on the Draka server)

Hmmmm. LN - I think it would be great for a Dwarven Defender. But it is outside the scope of a bard, which would make a great addition to the party. You really have everthing you need covered with the party, so I would say another damage dealer would be good. Fighter type or rogue type, even another mage to lend to the damage pool. The more DPS you put up the faster the mobs go down... There I am with WoW terms again... :)


To play Devil's Advocate -

The Special Requirement: The character must kill someone for no other reason than to join the assassins.

The act of killing someone for no other reason than joining the class is inherently evil, as is the basis for the class, kill for money. However, as was mentioned, the Slayer of Domiel makes a fantastic non-evil assasin. There are other ways around the special requirement. It could be changed, after all, that is the premise of the D&D system - HOUSE RULES.


Fate,

What you should do is kind of put a limit on how much time they have to "select" their gear. If time constraints are shortened, they will not be able to sort through everything there is. Also, this will cause the classes to migrate toward things they would use. For instance, lets say you have a fighter that us a weapon and shield guy. He would be pushed to grab up a good shield and weapon fast versus searching for a devistating Great Sword. I rogue won't go an pocket a suit of plate for sale later if his time is spent getting what he needs to fight with. Also, I would imagine (at least it is like this IRL) that the gear would be sorted by the person imprisoned. Especially somewhere like what you describe. They would have some sort of catalogue system to track what they have on hand, in case someone was later released for whatever reason.


Rez,

Every character I make, I plan out for the minimum of 10 levels. There is a couple of reason. First, so I can take a look at feat selection. Feats really make a big difference on how you play your character. Take something as basic as Weapon Finesse. If you take this feat, you aren't going to go and purchase a Great Sword. Second, it gives you more of an idea how you will be role playing your character. I am big into role playing. I am not a dice roller. By planning your character out, you will have a better grasp on your characters attitude. The way your character acts and what your characters goals are. Lets say you are a wizard. If you have your spells planned in advance, you can start collecting them from day one.

The important thing to remember though. Even if you have him planned out, doesn't mean you have to stick with the template. Characters should develop by the forces around them. What will happen to the Wizard/Warrior/Eldritch Knight? Perhaps his party looses their cleric, no one will take up the role, perhaps he decides that life as a healer might be better. Nothing says he can't switch. As I am sure we all know planning doesn't always mean doing. It is just setting a goal to obtain.


Being a fighter/mage, I hope that you do have the Combat Casting Feat... A must have.

Ok, my thoughts on spells. These will be based on the idea that you are going to be do alot of melee combat.

1st - You already have Shield and Burning Hands (good choices)
Mage Armor (must have - that way with combining that with Shield, that gives you +6 AC)
True Strike (it is good, but sacrifice your attacks one round for one guaranteed hit next round - better if you have a feat like Sudden Quicken)
Sleep (should not be overlooked, especially at low levels, minimize the threat then deal with it more or less at your leisure)
Shocking Grasp (chances are you will be in melee, this spell dishes out decent damage for low level and it is range touch)
Enlarge Person (great for yourself or undead - augmented humanoids after all - gives you bonus strength = bonus attack bonus and damage bonus)

2nd
See Invisibility (nothing sucks worse than not being able to see an opponent)
Scorching Ray (must for all pyromaniacs)
Shatter (render your opponent with out a weapon perhaps, could give additional AoO)
Invisibility (just as it sucks against you, sucks against them too)
Mirror Image
Blur (both of these two make great defensive spells)
Bear's Endurance
Bull's Strength
Cat's Grace (all 3 of these physical buff spells go good with any melee fighter)
Command Undead (if you like them might as well be able to control them at low levels)

3rd
Protection from Energy (one of the best defensive spells out there)
Rage (if you want to up your damage, but the -2 AC sucks)
Fireball (see Scorching Ray)
Displacement (IMO, the best defensive close combat spell)
Vampiric Touch (similar in reason to Shocking Grasp, better damage and adds hp to you)
Haste (+1 attack and AC, not as good as 3.0 but still useful)
Keen Edge (double crit range - ok spell not usually my top priority)
Magic Weapon, Greater (+ to hit and damage, improves with level)

4th - Might be down the road but here is a few anyways
Globe of Invulnerability, Lesser (what better than to ignore spells thrown at you?)
Stoneskin (enough said)
Fireshield (damages those who attack you)
Invisibilty, Greater (all bonuses of Invisibility but stays with you when you attack)
Animate Dead (name says it all)
Enlarge Person, Mass (not just one of your undead, but you and others)

Beyond 4th level spells, there are only a few that are must haves for a melee wizard. Don't get me wrong, there are tons of great spells 5th level and beyond, but if you are building a character that is a fighter/wizard you will most likely be in melee combat more than taking up the rear. That is what I was thinking with the list above. Good luck and happy gaming.

Your friend the grey elf Fighter 4/Wizard 5/Bladesinger 3.


Not that I would ever great a nasty dragon god, but here it is... :) (So, ok, maybe I have)

Take a powerful dragon, for this purpose, lets say a Great Wyrm Red Dragon. Slap on the old 1/2 fiend template. (I really am a big fan of 1/2 fiend/celestial dragons). Now you have a dragon that is an outsider. Wait, an outsider, that can mean only one thing... He qualifies for the Fiend of Blasphemy Prestige Class from the Fiend Folio... One of the powers that this PrC gives is the ability to grant spells. Voila, a dragon god. Now granted, he doesn't have near the range true gods have, but it still makes for an evil villian cult that can be fun.


I believe it would be a caster level check. For instance. You have a 9th level Mage summon an earth elemental with Summon Monster V (grants him a medium elemental). The Cleric with the earth domain decides he wants to wrestle control from the wizard. He would have to make a caster level check, DC 10 + the level of the summoner (in this case it would be DC 19). The cleric rolls a d20 and adds his level, if it exceeds 19, bam the cleric now controls the elemental. However, seems how Summon Monster spells are dismissable (noted with the (D) in the duration), the mage simplely has to dismiss the elemental and the cleric no longer has it at his command.

Again, I am not 100% as to this is how it works, but it is how I would rule it. Much like a Dispel Magic attempt, you are technically dispelling the control and reestablishing it.


Someone mentioned the duration. The duration of 1/round per level is for the undead that are not destroyed. As for the Permanent aspect, that is for the undead that are destoryed.

It was also mentioned that the spell should not affect those who wanted to be undead. Well, the title, Redeeming the Dead, would go to say "Hey, you are wrong in your doings, you must make the sacrifice and leave this world behind." Thus the "redeeming" of the the dead. If you look up the spell Undeath to Death, it automatically destroys all undead up to I beleive 1d4 HD/level to max of 25d4, and I could be wrong here but it is either a 7th or 8th level spell (don't have my books with me). Even if it is a 9th level spell, we are not increase the power of the spell, just adding an additional effect for undead other than free willed.


Thank you much Fate...

R-Type, your request has been completed. Submit this beauty to your DM and see what he has to say. I can see this coming into play in one of my future games. Good luck and good gaming.


Redeeming the Dead or Undeath to Life

Level: Sacred 9
Components: V, S, M, Sacrifice
Casting Time: 1 Round
Range: Personal
Effect: 40’ Radius Burst Centered on Caster
Duration: 1 round/level (Permanent)
Saving Throw: Will
Spell Resistance: Yes

(Body Text)

Sacrifice: 1d6 Con
Material Component: A feather from an Angel (Astral Deva, Planetar, or Solar)

Fate, want to do the body text?


I think we should stick with the feather, it is the one that sounds the best. Think of the conversation.

Adventurer:
"Mighty Solar I need to ask a small favor."
Solar:
"If it is for the greater good, I will gladly help you."
Adventurer:
"Well, there is this evil necromancer who is terrorizing the people."
Solar:
"Point me in the direction and I shall smite him."
Adventurer:
"Actually, can I just have a feather."

:) I can actually see that happening for some reason.. LOL

The tear is a good idea, but I think the feather would be more than sufficient. I am going to work on writing up the spell now...


Fate, I think we have the makings of a great spell. Now for the costly material component. I am thinking of a couple things that might be pretty good.

1. A feather from an Angel - Astral Deva, Planetar or Solar (my favorite).
2. 10,000gp of Diamond Dust (tossed into the air) - all the resurrection spells use diamond dust, it fits I think.
3. Blood of an innocent freely given (But more or less, you are doing this one with the sacrifice of the Con and yes, 1d6 would be appropriate I think).

Those are a couple of ideas, but I really am thinking the feather from an Angel would fit the best. Give the spell a component that must be quested for, and the angels represent very powerful forces of good. The diamond is used in all resurrection spells, so I see it as a "life" giving material component. The blood of an innocent is just for fun, to kinda get the ball rolling on ideas for a material component.


True, you could make it a Sacred Spell with a Con cost, that would tone down the spell from epic porportions. But I would still have to say that it needs to be a min of 9th level. We are talking a pretty powerfull thing. Even at a 1 round/level duration, that is going to be a min of 17 rounds.. Imagine what a horde of undead can do to an individual in 17 rounds...


Boy, if this wasn't Core Feat combos, you would have to list the Corspecrafter tree. Those add some great abilities to undead. And for you tripping fighter, I like the idea of fight fire with fire, but imagine if you put a large fighter with reach... You could out reach him, then add Large and in Charge for a feat and then he wouldn't be able to get close to him... I am EVIL... Now I need to go make my Corpsecrafted army to harass the party of adventurers... :)


Ok, so you want a spell that will:

1. Bring the soul(or at least the conscienceness) back to the undead creature.

2. Free the creature from the control of it's Creator.

and

3. Cause said undead to seek vengence.

To me, I believe this has the makings of a great epic spell. I think anything that would create all of these effects would have to have an epic spell seed. I am going to take some time playing with the idea. To help out with it, how long do you personally want the spell to be active? Do you want it to be round based? Up to how many creatures will you want affected? What kind of radius or area of effect? This could turn out to be an awesome spell if we put our mind to it guys. Lets all get our brainstorming on the table...


I wish I could pull the d20 Star Wars book out, but if I recall, there really isn't anything unbalanced about using a lightsabre straight out of the d20 Star Wars book. Granted, it has been a long time since I read it. I believe most of the "special abilities" that came with the lightsabre was granted by the Jedi classes. These would be things like the deflect missile feat. To be honest with you, I personally can see where a Jedi Knight can be basically adapted straight across into a D&D game, with very little tweaking. They tried, when they made the d20 system, to keep the game balanced straight across. There are a few differences, but basically anything in one system works in another. Dang, I wish I had picked up that Star Wars book now.


My inspiration for the bad guys.... I would have to say it comes from the dark inner core of my being.. LOL. I like to think of what I would like to play if I was to play an evil character. Sometimes, I will sit down with a character sheet, a PHB, DMG, and MM and browse until I have the perfect BBEG to throw into the fray. I have even taken past characters and found a good template to throw on them and see what I get. The Great Paladin, with a 1/2 fiend template, turn Blackguard type of thing, or maybe even a monk that surrends his will to a succubus. That sort of thing makes for a good villian in my mind.


Hmmmm... My favorite is Two-Weapon Fighting tree and Improved Shield Bash. That's right, extra attacks per round and still get the AC from the shied. I had a cleric that fought that way from level 3 all the way to level 21. Loved that character. One of my most remembered.


There are alot of ways to discourage players from camping for the night, without having to TPK. One way, send little nuissance monsters at them all night, at about 1 or 2 hour intervals. This method makes it so they can't get a good night sleep and get the penalties for lack of sleep. After a night or 2 of them not sleeping, maybe they will get the idea that it isn't a safe place to sleep. Remember, you can't get your spells back until you have a full 8 hours of rest. You don't get to reap the healing with out a full nights rest either. So, just send one or 2 monsters at a time and something one character can't handle, yet the party can. Keep it up over the course of their camping and they won't be staying there after all.

My 2 coppers


A halfling rogue... Is it me or should Stanley just stick with the rogues. He does them so well, and he enjoys them.. You should hear him carry on... :)


CR's and EL's are a bit messed up in my opinion. But here is something I have found works well, not great. If you are really trying to provide a decent challenge for you players, look at what their EL would be. In this post, it was posted that the EL of 4 - CR6 creaturs is 10. Ok with that in mind, a 6th level character is a CR6. So, if your party was attacked by 4 - 6th level characters, it would be an EL 10 encounter, correct? You might see where this is going. A group of four characters that are 6th level is an EL 10 group, to provide them with an adequate encounter that is challenging, I would personally recommend pitting them against an EL 10 encounter. Now, before you start thumbing through the Monster Manual to find a CR10 creature, remember that just because they can do an EL 10 encounter, doesn't mean they can take a CR10 creature, for instance, a CR10 dragon should, fairly easily, take down a group of 4 - 6th level characters. This is the real reason that I feel the boys at Wizards have a problem with their CR/EL system. My suggestion is just to play around with them a bit. There may be some need for ad hoc xp or assigning an ad hoc CR/EL to the encounter. But when I am designing an adventure, I try to keep the parties EL in mind to provide them with a sufficient challange so not to bore them with the "Ohh look, we killed him in one round" feeling.

There is my 2 cents.


All I have to say is I feel bad for that poor monk. If only his meditation and insight could have shown what future was waiting for him, perhaps he would not have been wrapped up with the companions that fate pushed him into.

BTW, this is Kent, Stanley's brother. I have to say Steve is a great storyteller, I had the pleasure of gaming with him one night, and it was a great experience. Keep the story coming and I can't wait to see what my bro dreams up for his next character.


I saw at the start of this thread, you were asking for the info Gary (as his friends call him... LOL) wrote about true neutral, still want this? If you do, do you have any idea what issue it is in, off top my head, I would have no idea where to begin, but I do have (in either electronic or paper) every issue of Dragon ever printed. I won't be able to post it until I get home from work, but it would be a pleasure to help you out.


My 2 cents,

The Knowledge (and maybe a choice between that and a Craft skill) idea that was passed around is good, +2 for races that start between 50-100 years and +4 for those over 100. However, back in the medival era (time frame that D&D is set) many people speciallized in a craft. I would make the players specify a specific Knowledge or Craft that they could apply the bonus to. But here is a question I pose for those fools that over analyze and are fantastic min/max'ers (I had on in my group not long ago). What would you do if say an elf made his character to begin play at middle age? Why middle age you ask? Well, his thought was for the int and wis bonus from it. I had to give him kodos for the line of thinking, as he was playing a Cleric/Wizard.

Secondly, as everyone pointed out about the scimitar, it really should never be considered a light weapon (I think the dervish - a middle eastern flavored fighter - class ability fits). Then, my question would be why give elves scimitars at all? Elves are from forests, at least in the traditional D&D settings. The real world scimitar originated from the deserts of the middle east. I like to add a little real world mechanics to my games, so with the elves being from the forest, I ask myself why do they get swords even? Heck, I would think axes would make more sense (lol). Bows make perfect sense, and due to their love of swordplay (if you own the 2ed Complete Book of Elves, it is great source for culture and art for them), I really don't have a huge problem with the swords, but I personally think adding the axe to their list doesn't hurt.


Another idea, you can take the Corpsecrafter Feat Line, that way your undead can be stronger than traditional undead. Heck, I have played a necromancer (not clerical) that did, and his undead definetly were not pansies. I think Leadership would be great, but isn't there an Undead Leadership feat? Even if there isn't, perhaps you could adapt the Leadership feat to expess it in terms of undead.

However, if he is looking for a good old fashion whoop tail cleric. First, Wisdom and Charisma are very important, you will need at least a 19 Wisdom, and the higher the Charisma is the better of you will be. Now for the rest of the abilities. Dex is unimportant, you are a cleric, WEAR GOOD ARMOR! Con can be looked at either way, it could be a boon or not, but realistically, as Fatespinner pointed out, you can heal yourself so don't short change yourself in another ability. Int isn't going to be important at all. Yes it will grant you more skill points, but there is only 3 an undead commanding cleric needs (Knowledge (religion), Diplomacy (all leaders should have), and Concentration). That leaves strength. I feel as a kicker of butts, you should have a decent Str, but it can be third on the list of importance.

Spells. WOW, clerics have some GREAT enhancing spells to make them virtually tanks. Starting at 1st Level, you get spells like [bold]Shield of Faith[/bold] which gives bonus to AC and also [bold]Bless[/bold] that gives bonus to attack. Second level you have your ability modifiers [bold]Bulls Strength, Bear's Endurance, etc.[/bold]. They just keep coming. There is a combination, and without a book in front of me I can't remember them all, but you can stack bonus on top of bonus on you, making you as good as a fight, if not better. Some of these spells include [bold]Divine Favor and Divine Might[/bold]. I will try to get you more of the spells later.


Perhaps I am getting my editions mixed up, was it the 3ed one that had that as a requirement? Heck, I could just be crazy and not know what I am talking about. LOL


Few things here..

1. The various subraces of humanoids exist for the purpose of defining their culture and way of life. Grey elves are big into magic and intellectualism (may not be a word but sounds good). While Wood elves are hardier and more warrioristic (probably another made up word).

2. Why in the world wouldn't you create "sub-races" for humans? You can't tell me that the standard run of the mill city dwelling human should have the same stats as the artic tundra dwelling human. However, the bonus feat human get can do alot to "define" the subrace. As a DM you can do one of two things. 1 - Make it so that the bonus feat must be used in one of the feats that give bonuses to different skills. 2- have set areas of your game world that the different "sub-races" come from, and assign ability +/-. For instance, the City race would have no bonuses, but the artic race would get like a +2 to Con and a -2 to Cha or Int.

These are things I have done in my own campaigns. Again, just thoughts and ideas.


Don't Blackguards require at least +1d6 Sneak Attack? Your rules lawyer DM's would expect that, it would also be a nasty way to start of the combat, hidden and sneak attack them from hiding... If he knows they are coming, you can easily take 20 on a hide check before they get there and even in your armor, you more than likely won't be seen. Just a thought.


Seems how you are talking about the Forgotten Realms, I would look at their rules for creating the Gates that are located all over the FR. They might give you an idea of what spell to choose. But I do agree that you could use the Mass Teleport to represent what you are looking for.


Hmmm.. That is a tricky one, I think the bonus should be spread over the duration of the spell. Basically, give it just +1 point of healing each round. I don't have my books handy, and not sure exactly how the vigor spell works or the duration, so I can not say if this would be the proper fix, but it does seem that +1hp/round would not be way to over balancing. Just my 2 cents.


That is a failry good build. There are alot of good bonuses there. I am leaning toward the Wizard 6/Fighter 4/Bladesinger 10 for these reasons however.

1. Wiz 6 gives BAB of +3, Fighter 4 - BAB +4, and Bladesinger 10 - BAB +10, so total of +17 BAB. That will net me the 4 attacks per round starting at 19th level.

2. With the Wiz 6 and Bladesinger 10, that is a total of 11 caster levels which gives up to 6th level spells. There are some great spells for Sorc/Wiz that are 6th level and below. If chosen right, I can be a defensive monster with a few big offensive punches.

3. The fighter levels give me several things besides BAB.
a. Good Fort saves
b. 3 bonus feats (Weapon Finess, Weapon Focus, and Weapon Specialization).
c. 4d10 HD (good if you want to be an in your face combat type.

4. The Bladesinger gives out some awesome special abilities.
a. + Int Bonus up to BS level to AC
b. Take 10 on Concentration checks
c. 1 free action spell
d. Able to wear light armor (a bit of a down grade from the Duskblade, but still good for a spellcasting, dexterous, fighter)
e. +5 levels of arcane casting

Weighing the two, it is hard not to pick the bladesinger. If the Duskblade had a wider spell selection, they would be much more attractive. Their spells are made for damage output, and that I understand. They are an arcane version (more or less) of the Pyshic Warrior.

I would still like to hear others opinions.


I don't know if this was already talked about, but I would like to hear some pluses/minuses of one over the other. For the purpose of this, lets make the character a 20th level character (Really trying to plan it out). My thoughts are for the characters would be as follows.

Bladesinger - Fighter 4/Wizard 6/Bladesinger 10
Duskblade - Duskblade 20

Ok, as of so far, I have leveled a Grey Elf Wizard to 5th and took 1 level of figher. I intend on taking 3 more level of fighter, then taking the 10 levels of Bladesinger, then one more wizard. I figure this route will give me 6th level spells - 6 caster levels of wizard plus the 5 caster levels from the bladesinger. But is the Duskblade a better route? What would I gain from playing a duskblade? What do the rest of you guys think?


As far as a feat goes, I don't recall one, but I believe there might be a prestige class that gives this bonus. I don't have all my books in front of me to look it up. However, if you want to make a feat for it, you have a good basis in what you have there, but I would also add Greater Weapon Focus and Greater Weapon Specialization to the the list of prerequisites. It will only put more of an emphasis on the need to be HIGHLY skilled with the weapon to put out that much extra damage. Granted going from 2d4 to 2d6 damage only takes your potential damage/attack up by 4 points, but when you are talking level 16+, that is a potential of 16 points a round extra damage, and when you look at it that way, assuming average creature hit dice are d8's, that is 2 HD extra damage potential a round. Just to even make it sicker, you can also figure the one handed weapon can be dual weilded, that would be a potential of an extra 32 points per round which would mean 4 HD of additional damage a round.

Bottom-line is this, be careful of what you allow your characters to do as far as weapons go. Remember, those characters that typically can wield the bigger, higher damage weapons have accompanying ECL, and there is a reason, game balance.


I just moved to Reno and I am looking for a mature D&D gaming group. I am willing to play any edition, but would prefer 3.5... You can either post here, or feel free to email me at pharaun@cableone.net

I look forward to finding a good group.

Thank,
Valenare