Kuru

Velos Lithe's page

10 posts. Alias of TheWhiteWingFamily.


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I'm looking through the meta-magic feats to try to find one that can help with my groups current situation, and I thought I could use the meta-magic feat "Solar Spell" with the spell "Wall of Light" but do to the wording I'm not sure. Can Anyone help me out with this?


UnArcaneElection wrote:
Velos Lithe wrote:
UnArcaneElection wrote:
pad300 wrote:
You realize that your proposed build, Wiz 9 / Witch 6, is crippled. A straight wiz 15 or witch 15 can cast 8th level spells; yours tops at 5th...

If you want somebody who has that many levels but doesn't cast 8th level spells, but doesn't lose caster levels or Hex levels, try single-classed Hexcrafter Magus -- natively part Wizard, part Witch, and part Fighter.

I'm having him go Wizard-Witch and not Hexcrafter Magus because Magus doesn't get the spells I would use, and I would have to go out of my way to get a Familiar for him since I've been planning on giving him a Poppet Familiar.

Which spells? Remember that a Hexcrafter Magus gets everything with the [Curse] descriptor up to 6th level.

Just had an idea: If Hexcrafter Magus doesn't cut it for spell list (or at least come close enough to let you use Spell Blending to get the rest), how about Mystic Theurge using entry classes Witch + Shaman (Shaman 3/Witch 3/Mystic Theurge 9)? For the Shaman levels, use the Lore Spirit (NOT Wandering Spirit) with Arcane Enlightenment to snag Sorcerer/Wizard spells you would otherwise be missing. If I understand correctly, the non-Mystic-Theurge levels even stack for Hex effect and DC, and they also stack for Familiar advancement (the Shaman class description specifically says that other Familiar classes stack with effective Shaman level for Spirit Animal advancement). Mystic Theurge isn't great (especially if you can't use any of the early entry cheese that has been found since the SLA FAQ nerf) until you get to super-high levels, but it would be less suboptimal than Wizard 9/Witch 6. Refraining from using early entry cheese actually provides some benefit in this case by providing Hex advancement and Familiar advancement (3 levels of Shaman + 3 levels of Witch = 6 levels, same as with Wizard 9/Witch 6), and then the Boon Companion feat can cover 4 more levels of the latter (gets it to 10 levels). Use the Magical...

I really like this Shaman/Witch/Mystic Idea I'll look at the concept of this to see if it fits my campaighn


pad300 wrote:

All I'll say further is that a wiz9/Witch6 is about a CR 11, not a CR 14, like a non-crippled 15th level character normally is. Further, he has 35000 or so in gear (45000 or so if heroic), while a normal CR 11 encounter gives about 7000 gp in wealth. You need to think hard about how much of a Christmas present you want to give your PC's...

He won't be a direct combat encounter he will be a rival slowing them down while he tries to get the maguffins.


UnArcaneElection wrote:
pad300 wrote:
You realize that your proposed build, Wiz 9 / Witch 6, is crippled. A straight wiz 15 or witch 15 can cast 8th level spells; yours tops at 5th...

If you want somebody who has that many levels but doesn't cast 8th level spells, but doesn't lose caster levels or Hex levels, try single-classed Hexcrafter Magus -- natively part Wizard, part Witch, and part Fighter.

I'm having him go Wizard-Witch and not Hexcrafter Magus because Magus doesn't get the spells I would use, and I would have to go out of my way to get a Familiar for him since I've been planning on giving him a Poppet Familiar.


pad300 wrote:
You realize that your proposed build, Wiz 9 / Witch 6, is crippled. A straight wiz 15 or witch 15 can cast 8th level spells; yours tops at 5th...

The only spell-casters in the party are a Paladin and a Rogue. I don't want to make overpowered spell-casting enemies.


My IRL Friend just mentioned a Metamagic feat called "Conditional Spell" and it will work amazing well with this character. Any got some good ideas with that feat.


Scrapper wrote:

*messenger* "Sir, I have a sealed letter for you, *pops seal* it reads..." {EXPLOSIVE RUNES!}

*old lady* "Why thank you for helping this old granny across the road, you take this basket of fresh apple wraps for your kindness..." *old lady opens basket, shows a apple wrap, eats one, closes lid and hands basket off, then walks away* "What a nice granny" *hungry party member opens basket* {FIRE TRAP!}

I do love the Disguise Hex...

That is an amazing idea. I will definitely do that.


I want to make a sub-boss who will be a re-accruing bad guy who will be a LvL 9 Wizard/Lvl 6 Witch who is constantly booby-trapping basically everything with Saturday-morning Cartoon villain style traps. Such as casting "Pocketful of Vipers" on the Party's main thing of storage and then casting "Permanency" on it.

I've sadly can't find much I can do with idea but I'm determined to do so. I've come here looking for ideas and help on making this enemy and his childish traps.


1 person marked this as FAQ candidate.

my character is a Flesheater barbarian with the beast totem, he is of the Kuru race and he will be using both the amulet of mighty fists and robes of mighty strikes. I already have a +1 the robes and the amulet has Furious on it.


Right now i have 3 natural attacks (Bite and 2 claws) and was planning to get 2 more (2 tenicle from wondrous item) and i wanted to know who enchantments such as Ominous, Courageous, and Seaborn* would work with natural attacks. They add the Enchantment bonus (+1/+5) to certain checks. Ominous=Intimidate Courageous=Fear Seaborn*=Swim (*adds double the enchantment*)

Would i get the bonus from wielding one weapon or all of them?