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I am playing a factotum and will soon reach 3rd level when the get the Brains over Brawn ability.

Definition:
Brains Over Brawn (Ex): At 3rd level, add your Intelligence bonus as a modifier to Strength and Dexterity checks and all skill checks that are Strength and Dexterity related.

So the Skill checks are pretty straight forward. What isn't (at least to me) is what constitutes a Dex and Str Check.

I assume it would apply to the following:

Str. Check for breaking down doors/barriers
Opposed Grapple checks (But not the touch attack)
Bull Rush
Overrun
Trip (But not the touch attack)

These are the two that I am not sure of:

Initiative Check
Reflex Save

What are your thoughts on these two? Are there any glaring omissions that would be useful? My PC is basically going to be an Int based fighter. He has the Improved Disarm and Trip. I am thinking of including the Improved Unarm and Improved Grapple as well. I am assuming that if I find a Magic Item that increases Str or Dex and one the increases Int, this ability would effectively stack them. (i.e. A Headband of Intellect +4 and Gloves of Dexterity +4 would effectively give me a +4 (+2 and +2) to my initiative, all my dex skills amd my reflex save?)

Thanks,


We are starting up a new campaign and I wanted to play a Factotum (New core class featured in Dungeonscape) They have some pretty cool abilities that focus on skills, their intelligence scores and inspiration points. (A pool of points that they get for each encounter that they can use to enhance their abilities...add Int bonus to save or damage for instance, adding Int bonus to AC, etc.)

One of their abilities allows them to cast spells from the Wizard/Sorceror list as spell-like abilities. They have access to all spells, but they have the following limitiations:
1. Must choose them at teh beginning of the day
2. Cannot memorize more than one instance of a particular spell
3. Can only have 1 spell memorized of their highest available level, the rest can be made up of any combination of lower level spells.
4. They have to spend an inspiration point to cast them, so they effectively can only be cast within an encounter.

Inspiration Points: 2 points to spend at 1st level, 3 to spend at 2nd level, 4 to spend at 5th level, 5 to spend at 8th, 6 at 11th, 7 at 14th, 8 at 17th, and 10 at 20th

Casting Spells:
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizzare words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorceror/wizard list based on your factotum level (1 spell at 2nd level, 2 at 4th, 3 at 7th, 4 at 9th, 5 at 12th level, 6 at 14th, 7 at 17th, and 8 at 20th level). The maximum spell level you can use, according to your class level, is also shown on the table (0 level spells at 2nd, 1st level spells at 3rd, 2nd level at 5th, 3rd level at 8th, 4th level at 10th, 5th level at 13th, 6th level at15th, and 7th level at 18th). You can select any sor/wiz spell up to that level, but you can preapre only one spell of your maximum level. Your caster level equals your factotum level. The DC is 10 + spell level + Intelligence modifier.

Once you have used a spell, you cannot prepare again until rested for 8 hours. After this time, you can choose new spells and lose unused spells from previous day. Cannot prepare same spell multiple times to use it more than once in the same day. Cannot use spells that have an XP cost and must provide for material components of the spell. You can enhance spells with metamagic feats but you must be capable of using a spell of the modified spell's level.

So finally, after all that, here is my issue. The DM is ok with the class, with the exception of the casting ability. The fact that the Factotum would have access to all Wizard/Sorceror spells rubs him the wrong way (as no other class really has that...A Wizard could achieve it if he found all the necessary scrolls and scribed them I guess.)

So I need to come up with an alternative to present him. One that he doesn't find as over-powering.

Suggestions???


I am planning on taking the Master of Masks prestige class (Complete Scoundrel) and I have a question about one of the abilities.

To summarize:

Mask Specialist (Su): Starting at 3rd level, you innately enhance the abilities of any magic mask you wear (such as the mask of the skull, DMG 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask's caster level is treated as two higher.

This ability has no effect on the persona masks you create and use.

So, my question is this...are there even any other magical masks out there. The mask they mention ("Mask of the Skull") seems to be the only mask it the DMG.

Am I missing something, or do they seem to be relying on DMs to create new magical items to fit this?

Is there another Source book out there with additional masks?

Thanks!


I was hoping on having my charcater tkae the Wand creation feat and need some clarification.
I will explain my character concept first, as this lends itself to my questions.

I am currently a Bard 1/Cleric 1.
By 5th level I will be Bard 2 and Cleric 3.
I am then taking 4 levels of Master of Masks (From Complete Scoundrel)
- this gives me an increase of 2 levels in a current spell casting class and I am going to use it for Bard levels).
This will open up Mystic Theurge for me and I will take that for 6 levels and then finish off with 6 more levels of Master of Masks (Increasing my Cleric level by 2).

Add into this the Practised Caster Feat (Once for CLeric and Once for Bard) at at 20th level I end up as

Cleric 3/ Bard 2/Master of Masks 9/ Mystic Theurge 6

My Ceric level for spell casting would be 11 and for Bard 10

My Caster Level for Cleric would be 15 and for Bard 14 (+2 to this with the proper Mask from Master of Masks).

So now the question. The prerequisite for Wand Creation is Caster Level 5th.

Does this mean I need to be able to cast 5th level spells, or does it refere strictly to caster level? If it is refereing to Caster level, then would the Practised Caster (+4 to caster level, but not higher than total HD) count for this? If so, am I correct in this meaning that I qualify for this feat at 5th level if I take Practised Spell Caster before then? I would be a Cleric 3/Bard 2 with a Caster Level of 5 in one of the 2 classes.

To delve further, 2 of the Masks from Master of Masks (Archmage and High Priest) offer the following benefit:

Your caster level is treated as two higher for the purpose of casting divine(/arcane) spells (up to a maximum of your character level). If you have no divine(/arcane) spellcasting ability, this effect grants you no benefit.

Does this mean that if I am wearing said mask when crafting a wand, I can use it to increase the caster level of the wand?

Let's end this here for now. After I get some clarification on this, I will post another asking for some clarification of actual use of the feat.

Thanks!


So all of the suggestions really helped and the party was forced to beat a hasty retreat via teleport and dimension door. One of the power gamers (maybe a mis-use of the term, but he has been playing for 20+ years and he is the one that always comes up with tricky tactics) actually described the encounter as horrifying :).

So now the party is back up on the main level and I am debating on whether I should let them rest and regroup fully or not (I have no doubt that the aforementioned player has been devising a new strategy over the past week). If I decide to shake things up, I can see 2 options. (Well 3, but the third is a mixture of 1 and 2)

1. Have Flycatcher attack them for returning without the Seal of Law or Moreto's head. He deson't seem to be the sanest creature and he could read this as the PC's having double crossed him.

2. Have Moreto and the 3 Mogrhs pursue them. Question: If he cast levitate on himself and the 3 Morghs, how long would it take them to navigate teh caverns to get to the top? Other than levitiate, I see nothing explaining how Moreto got to the upper levels besides good old fashioned climbing.

3. A mix of 1 and 2. Basically this could play as a free for all, taking some of the onus off the party ot defeat everyone.


Need some clarification around this ability...

Pierce Illusion (Su): You have the ability to penetrate illusions and disguises at will. When ever you see an illusion or disguise spell of any sort, you immediately make a Will save to see through it.

So does this effect all Illusion spells? I am looking at the list and some things stand out like Blur, Displacement, Invisibility, Mirror Image...even Silence is of the Illusion school.

Or would it be limited by those spells whose Savings throws are Will disbelief and theclass ability is beneficial in that they don't need to actually interact with the illusion?

I am divided on this as I can see some different side to this:

1. unless the spell says that there is a way to disbelieve the illusion, then this ability doesn't kick in. (So for example, they don't have a chance to penetrate invisibility).
2. But if I use this, then it means that the ability would not work against blur, mirror image, etc. and it seems like it should.

Help! :)


Well I finally feel like I gave the PCs a run for their money.

As predicted, the party made it down the grotto (can't remember the exact name for it) using Wind Walk. The first waterfall made them turn back into solid form to pass through and it was there that the group was attacked by the Wind Warriors. The battle was pretty much a minor annoyance for the party, but it did cause them to expend a bit of their magic to end it. (Most important is the cleric using his sudden maximize ability).

They then proceeded down the rest of the way and had to turn solid one more before they could enter the Star Chamber. Here their impatience got the best of them as they saw lights ahead and decided to sneak up instead of turning back to mist.

(Note: The encounter was modified using suggestions on another thread, so the party was going to be facing an improved Moreto, 3 Shadow Morghs and and low level NPCTrue Ghoul adept)

They came upon a camp site with a ornate tent and a dining table set up. At the dining table sat a Ghoulish figure (the Ghould adept) who invited them to sit and talk, but he party remained aloof. The ghoul intorduced himself as Moreto and stated that he was happy to see them as it had been a long time since he had had an intelligent conversation. The cleric/church inquisitor in the group noticed that the Ghoul seemed somewhat nervous.

Meanwhile, inside the tent the true Moreto was buffing himself up as much as possible under the assumption that things would probably turn bad. And that it did...

The Scout of the party was uneasy about the whole situation and noticed movement across the hall (the 3 Shadow Morghs) and screamed out a warning. The party reacted and the Ghoul tried to confuse them by attempting to accuse them of treachery. Moreto then walked out of the tent uner the cover of Greater Invisibility. To his surprise, the Church Inquisitor pointed right at hima nd yelled "There's another one" (Confusing to the rest of the party who saw nothing.

The Morghs moved into the fray and quickly attempted to start grappling some of the PCs and Moreto opened up with a Sudden Maximized fireball. (The Shadow Morghs high reflex and Evasion made this a perfect tactic.)

The party rallied and the Wizard attempted to use an area dispell magic having the Inquisitor guide him to where Moreto was. Unfortunately all he managed to dispel was his Minor Globe of Invulnerability and one of the buffs on a PC.

Moreto followed with a Sudden Empowered Fireball which dealt quite a bit of damage as well. The next dispel attempt only got rid of Moreto's casting of Indominability, so he was still doing fine. The Morghs continued to wreak havoc and even managed to paralyze a couple of the PCs (one of them saved by a casting of Resurgence (I think this was the spell...it allowed for another savings throw on the PCs next turn).

Moreto then used his wand of enervation and criticalled the Paladin, taking 4 negative levels and pretty much ensuring that Turn Undead was not going to be a factor.

The party quickly realized that they were in deep trouble. Their holy warrior was no longer as effective, they still could not see Moreto and the Morghs were doing some serious damage with their paralysis and the fact thet they kept healing a bit each round.

The wizard cast teleport and managed to get himself and two others out of their and back to where they had camped last. The Church Inquistor managed to cast a Planar exchange with an Avoral who managed to then Dimension Door the other two people out (2 trips of dimension door)

So all in all, I believe that 2 of the party were paralyzed, 1 got taken to negative hit points and another lost 4 negative levels and for the first time they had to actually run away.

Now they are back upstairs and I assume they are either going to attempt to rest or simply gather their wits and try to attack Moreto again.

So 3 possible scenarios (suggest more if you think of them!):
1. Let them rest up and try again, with Moreto doing the same.
2. Let them attempt to rest and have Flycatcher attack them for not coming back with Moreto's head (he is somewhat crazy)
3. Let them attempt to rest, have Moreto attack them, then have Flycatcher and his Phase spiders jump into the fray as well. (Maybe throwing in the Dread Wraiths if one side seems to be winning too easily)

Thanks,

Larry


I need some more advice. :)

I have been advancing the CR of most of the encounters of AoW so far (we are currently in the middle of A Gathering of Winds) due to the fact that we started with 6 PCs and at one point had a cohort as well). I admit I goofed on a quite a few of the CR advancements, but I feel I am getting better at it.

The one thing I know I failed to do was increase the treasure levels as well. It really hasn't hurt the party when it comes to their ability to deal damage, but I know a couple of them have mentioned in passing that they haven't really got any cool magic items/treasure.

I know there is a chart in the DMG detailing the approximate wealth of a PC by level. How do I audit the characters to see where they are in comparison? they may have spent money on potions, scrolls, etc so I am unsure if I should not worry about that and simply total up the worth of any magic items, treasure they have at this moment and use that as a comparison?

Then, assuming that there is a discrepancy, should I simply start adding in random items, etc to exisitng creatures/chests?

And going forward, if the Scaling the adventure states that I should increase the treasure accordingly, where do I find guidelines/help in doing that?

Thanks


Gathering of Winds module:

I have a question about how to make Moreto last more than 1 round :)

The party has their tactics down when it comes to exploring and fighting the bad guys, so I know what is going to happen, I am just trying to come out with a way in which it could be a bit more interesting.

Here is what will probably happen:

They will cast Wind Walk on themselves to get down to the bottom of the grotto where they are to fight Moreto. One of the party is a CLeric 4 / Church Inquisitor 9. Once he sees the ghoul, he will cast Assay Spell resistance (Swift action) and then cast a Sudden Maximized, Sudden Empowered Bolt of Glory (2 feats from Complete Arcane and his 6th level Domain Spell). If I am doing my math right, this will do 13d12 (Due to being an Evil Undead) maximized and empowered (full damage x 1.5) for a total of 234 points of damage. No Save. Zilch.

The only thing I can come up with is that he has a dispel magic ready, or a ring of counter spell with it in it. Any other suggestions? I know that this would still leave the party fighting 2 Mohrgs and the Spectral SPirit of Moreto, I jsut hope to make it a bit more interesting.

Thanks,

Larry


I am hoping to get some assitance from more experienced DMs. I am running the Age of Worms adventure and I have found that I need to scale all of the modules now for 2 reasons:

1. The party is made up of 5 PCs (and 1 cohort)
2. The average party level is 2 levels above the recommended level for the modules they are on.

(an aside question...if the module says it is designed for 4 level 10 PCs, and our party is made up of 5 PCs with an average party level of 12 + a level 10 Cohort, do I attempt to increase the encounter by 2 (for the party being 2 levels higher) or 3 (for the party being 2 levels higher + 1 more PC then recommended))

When it comes to adding class levels or Templates, I find it reasonably easy to understand. It is the adding Hit Dice that I find confusing at times (even working through the example in the Monster Manual)

What I am looking for is an experienced DM who would be willing to enter into an Off-line discussion where I could send him/her examples of what I have done to increase the encounter and they could offer criticism/assistance on what I have done.

Any takers?

Thanks,

Larry


Can a player apply both Sudden Maximize and Sudden Empower feats to the same spell? This has become the favourite trick of one of my PCs...casting a Sudden Maximized, Sudden Empowered Awaken Sin spell that does a great amount of damage. I admit I am none to familiar with Metemagic feats, and that these can only be used 1/day, but I would think that the casting time or something would be affected.

Thoughts?

Thanks!


I am not sure if it is simply my inexperience, or whether it is the fact that 2 of the players in my game have been playing for over 20 years (as opposed to my 2+ years), but these guys are breezing through the games so far (fought in the 4 team free-for-all and against Pitch Blade).

They are a mized group (5 plus cohort, lowest 2 are level 7, highest are level 11). I even tried upgrading the way the 'scaling the adventure' sidebar stated...I raised all NPCs up a level and added a 4th Archer, an Extra Gnoll and an extra Barbarian).

The free-for-all was a gimme in that I followed the tactics as presented and the PC's team oly became a real focus once they started attacking the NPC's.

The Barbarians were another story. The only thing they really accomlished was dropping the wizard. He had approached to cast a spell and realized he couldn't get within range of it (our house rule is once you count out your movement, you can't take it back) and put himself in charge range.

After that it was pretty much over. The combinations of spells and potions that the party had cast had pretty much put their AC around 30 for their main fighters and the cleric was dishing out a huge amount of damage and basically mowed through them.

The party has only experienced 1 death (an Advanced Octipin tore through the Paladin) and the closest they came to real disaster was because they pushed through the mind flayer's lair when they should have really retreated. They ended up running from that fight and coming back later.

So I guess I am asking for advice...I am not sure if the veteran players are abusing their knowledge (for the flow of the game, I tend to take them on their word as to their bonuses stacking), is the adventure too easy (i.e. should I go beyond what the Magazine says for scaling?), or am I just a crappy DM? :)

I advanced the Froghemoth at the same time as the other NPCs...I added 8 HD and had a mage cast the maximum Stonesking on him. On paper he looks positively scary. I worry that if I advance him even more based on how the party did in the first two fights that I am going to turn it into a TPK. I just don't want the players to feel bored.

Advice appreciated.


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Does anyone have access to the Player's Handbook 2 to clear up something for me. We have it in our group, but we are having a hard time tracking down who took it home ;)

What I am looking for is if it has (a) a savings throw or (b) is subject to Spell Resistance.

The player casting it swears it does not, but I just need to confirm. It just seems very powerful. The player is a thief/magic user and he used to to basically chop up the Dorw cleric in the HoHR. He was invisible, so he got sneak attack, took the 5 points damage to get the extra 3D6 damage. It was very effective, just disappointing in that he made what should have at least been a tense encounter a bit of a wash.

On the 'up' side, the party has gotten somewhat cocky and have been pushing on through the Mind Flayer's lair without resting or retreating. They keep it up and I have a feeling that the MF will make short work of them.


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The group I am DMing are currently in the lair of the Mind Flayer and I need some assistance on the upcoming battle.

I am relatively new to D&D (last couple years) and I am playing with a group that have been playing for 20+ years, so things tend to not go my way when it comes to tactics. It always seems that what ever tactic I (or Dungeon) introduces to them, they come up with a way around it. (I can't tell you how many times they capture the bad guys to question them and catch me unprepared :) ).

Well I am starting to pick up on their tactics, so I forsee a situation that will probably come up and want some input. In the Mind Flayers final lair, it states that the room is 60 feet tall, with basically 2 ways in...the main door (ground level) and a balcony (45 feet from the floor, no obvious way down).

When the party enters, the Mind Flayer is supposed to be levitating 40 feet over the pool. My question, can the party not simply dispel the levitate spell and watch the MF fall 40 feet? Does his Spell Resistance apply to dispelling his Levitate ability? His levitate ability is at will, does this mean as long as he can concentrate on it, it can take effect, hence no dispelling?

Also, if he is levitating at 40 feet, he can really only go up and down, correct? So for his Mind Blast (60 foot cone), wouldn't the party have to be almost directly below him to be in range?

Any input would be appreciated...

thanks!


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I have a question about the Sodden Hold and the room with the Giant Octopus. I am doing this from memory, so bear with me. :)

The room above hase a well with a barrel floating in it. Usually a person would sit in said barrel and someone in the room below would lower the water until they are in the room below. I am assuming that if this happens, the octopus is gone out a drain (mighty big drain for a Giant OCtopus, but that's besides the point.

As the PCs can't do that, they are going to have to go down the hard way. The description says that the PCs would emerge at teh bottom of 40 feet of water. I guess I am confused on how to describe it. The column that the ladder and vavle are on cannot be the well that the PCs come down, as there is a top to this column within the room. Do you think they are coming in from the side of the room?

Am I correct in assuming that no matter where they are coming from, the main thin is that someone has to get to the ladder, climb out and drain the water (or kill the Octopus and proceed at their leisure?)

This leads me to the next question. On paper I am having a hard time imagining how the encounter with the Giant Octopus is not going to be devastating. The PCs (6 of them) will be under water, the Octopus can make 8 grapples and then wait for the drowning to begin. It seems likely that a lot of PC deaths will occur. If you've had a group play through, can you explain some of the tactics they used to survice this?

Thanks!


I've never made a PC that has had the need to use this skill and I am still a bit sketchy on how it works. Could someone give me a good primer on Use Magic Device?

Background:
Gnome Beguiler
Int: 17
Level: 1

Not sure if there is anything else needed to know. I basically want to have my beguiler to be able to provide a bit wider magical support via scrolls and magic wands.

Thanks!


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The party in my campaign is just starting the HoHR module. They have made it to the Free City, met up with Eligos and are now staying at the Crooked House.

I have conspired with one of the party members to have their PC replaced by the doppleganger.

The part I may have an issue with is this. One of the PC's has just achieved the 3rd level of Church Inquisitor and, as such, has received the Pierce Illusion class ability. The ability is descrbied as:

Whenever the character sees an illision or disguise spell of any sort, he immediately makes a Will save to see through it. He need not interact, or touch, the illusion, visual contact is enough to grant the Will Save.

So...my question is: Does the Doppleganager's ability to assume my PCs form count as either a Illusion or Disguise Spell?

If No...problem averted.

If Yes, possible solutions? I know the module states we shouldn't punish PC's for discerning the ruse early, but I don't want the whole thing to go to waste :)

Thanks


I am running my party through the Encounter at Blackwall Keep and they are close to finishing up in the Lizard folk Lair.
My question is around the Slow Worms within the different potions. My party has snapped up the potions, so I need some help on how to handle it.

The side bar states that when drinking the potion, the PC's can make a Spot check (DC dependant on whether the liquid, or container is clear or not) to see if they notice they've swallowed something. How do I know what the potions look like to determine the DC?

Also, if infected the worms do some CON damage every day (If they fail their Fortitude save). How do I explain this to the PC affected? WOuld they have to make a check to notice they aren't as healthy (as their HP and Con decline, or would they know something was up the first time they fail their saves?

Thanks!