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![]() I played a dragon disciple in a fairly long campaign and got up to about lvl 16. I went sorc1/two handed fighter5/dd10
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![]() I think I'm about to enter a party without anybody playing a support class so I was thinking about taking a 1 level dip into sorcerer. 1:Can I cast a spell from a wand if my charisma is below 11? 2:Can I go into dragon disciple if my charisma is below 11?
3: Is there an easy low level way to get use magic device up to about 16-20 to just use a wand? ![]()
![]() Say I have a level 15 caster who is using the words of power magic rules. If i use the target word "selected" and boost it while using an energy damage spell can I hit the same target 15 times like some kind of magic minigun or do I need 15 different targets? It seems odd but i guess this is how one creates a scorching ray type effect?
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I don't see why each missile couldn't target the same creature. Magic Missile School evocation [force]; Level sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets up to five creatures, no two of which can be more than 15 ft. apart Duration instantaneous Saving Throw none; Spell Resistance yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. ![]()
![]() Surprise Spells At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. Normally one would think to apply this too higher level AOE spells but if you apply it to a quickened intensified magic missile things get pretty crazy. In a past thread I created everyone agreed that an intensified magic missile probably allows the caster to create two more magic missiles than the regular version. So since surprise spells gets around the restriction that only spells that require attack rolls can get sneak attack damage we can get in about 14 attacks per round that cannot miss. So assuming our target has no spell resistance or that we pass every spell penetration check a 1oth level arcane trickster can very easily deal 14d4 + 98d6 force damage. I'm not aware of anything that can top that. ![]()
![]() How does intensify spell effect spells with multiple rays or missiles? I think in the case of magic missile it would simple shoot 5 more missiles but what about searing ray?
Intensified Spell (Metamagic) Your spells can go beyond several normal limitations. Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.) ![]()
![]() I know that people can pay to have their items upgraded in town for the difference of the price of the two items such that a player with a +1 amulet of natural armor can have it upgraded to +2 for 6000 gold but what if that same character takes the item creation feat? After buying the +1 version? does he use the price of the item or the cost of the item to determine how he upgrades it? If they use price it costs 2000 gold to bring an item from the price of a +1 to the cost of a +2
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![]() Jason Nelson wrote:
Thanks for pointing out the either or bit, I totally missed that. ![]()
![]() Austin Morgan wrote:
But I think disarm already did that, you just need a hand open to take it or it falls to the floor right? ![]()
![]() Maldollen wrote:
ah, thanks for clearing that up, it seems much more reasonable now. ![]()
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Well Two weapon fighters have the ability to add twice their strength bonus with double slice? Why is it a problem to add this to a 2handed fighter? I honestly would have prefered it come back as a feat and not as a replacement for armor training. As it is a 2handed fighter has very few feats that add to that after power attack. Where as 2weapon fighters and sword and board fighters have lots of feats to take.
Double Slice (Combat) Your off-hand weapon while dual-wielding strikes with greater power. Prerequisite: Dex 15, Two-Weapon Fighting. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. I don't think that feat does what you think it does.
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![]() Also does a two weapon fighter using a one handed weapon in his off hand get no benefit from perfect balance? Improved Balance (Ex): At 11th level, the attack penalties
Perfect Balance (Ex): At 15th level, the penalties for
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![]() I"m in a low level campaign right now and the two handed weapon fighter variant just seems obscenely powerful. 1.5 str to damage was already the main allure of fighting with a big weapon, should he really be allowed to have double that? Overhand Chop (Ex): At 3rd level, when a two-handed
Lets say our fighter has a str mod of +6 so he is normally dealing 2d6+9 on a hit. that average to 15 damage a swing. using overhand chop he gets +18 damage just from his str mod.
then there is Backswing (Ex): At 7th level, when a two-handed
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