Zorek

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Hi folks.
Looking for your best single divine spell or single divine spell per level. I have been away from the divine sceen since 3.5 and gunning for Battle Oracle. Basicly looking for the must have feeling Haste gives the arcane caster...


I have read a few thread that tiptoed around the topic such as ''Feeblemind versus Rogues... can they still sneak?''.

My question is: What happends to the fighter's attack (or attacks) once feebleminded ?

The spell specificly states as few things a fighter can do:
The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them.

Attacking is clearly not a Int or Cha skill. Such is without contest. I would think that ''Protect them'' would include attaching back when attacked.

What I find lacking in the text description is the degree of effectiveness of the attacks of a Int 1 character.

Some points have been made that since a animal has the possibility to have multiple attacks then the fighter should too.My take on it is that the animal had his whole life to to develop its attack with the little inteligence it has. Not the fighter in question.

I would think the fighter would simply ''Hulk out'' grab the biggest thing around and to one big attack with it. If sword in hand prier to the spell, fine. If only shield then shield it is. Big rock? Go nuts.

Would somebody realy permit a feebleminded fighter to quick-draw his sword and go full attack?


1- Can a air elemental whirlwind fly off with its victim ? The rules are fuzzy.
2- Can multiple (lets say 6 with sum feats)whirlwind air elementals occupy the same space. Creating some sort of unofficial gestalt ?


Assuming the caster can communicate his stategy to his newly summoned friend, what combat tactic better utilise a certain amount of low level monsters?
EX: fighting defensively wile aiding another = giving a +4 to the nearby rogue's attacks with a niffty +4 AC for the friendly beast.


Correct me if im wrong, there is no limitation in the rules to where a second or third summoned monster might appear as long as it is within the spell range.
My initial reaction was that there must be a ''between two summoned monster'' range written somewhere just so that a lvl 5 sorcerer with the right summon feats could not provide flanking to the rogue for all 4 bad guys.


Riddle me this:
A caster has a ring of invisibility.
He casts magic missile and becomes visible.
as part as his move action he then takes off and puts back his ring.
Becomes invisible again.
Screw greater invisibility.

Problem?


I hereby pledge my allegiance to the Very High Cleoptra !
She which charisma modifier cannot be quantified.

By virtue of this act, I open this venue to receive supplications and vows of servitude in the name of the ever so high Mistress Cleoptra.

(anybody has a link of a picture? that would be super.)
Praise Cleoptra!


Am I alone thinking this?

Im a sorcerer that quickly gains obscene amount of low level spell that are progressively obsolete.

Shouldn’t there be a Feat (metamagic or not)to make this seem less pointless ?

Like: burn 3 lvl 1 spellslots to maximise another lvl 1 spell.

Does this exists anywhere?


In CMB we read:

‘’ When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.’’

With those ''Other effects'' Am I to understand that +3 sword used in a disarm atempt will give a +3 to CMB ?