So I'm guessing I shouldn't have made a conjuror for the Savage Tide


Savage Tide Adventure Path

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Sovereign Court

Brent wrote:
I really think that the lack of new spells for a Wizard in the STAP is something the DM needs to address. There have been a few places you already went through that I think would have been great for that. The most obvious example is the treasure room in the shrine of Zotzillaha earlier in Tides of Dread. Since you're in the battle of farshore, I assume you actually ran into that room. 20,000 gp is the value on each of the items the aspect will let you choose from, and the adventure explicitly states that the DM should taylor those treasures for his party because of the lack of civilization to purchase them from. I think a spellbook with several spells in it may be the best item for a Wizard character at that point because of the lack of opportunity or location to buy and scribe spells. If he gives you a spellbook, a single read magic later and you can memorize them without any additional scribing costs.

Without spoiling future diary entries I'll just say that Tristan did indeed get to enter that room, she also saved the day with her best superman impersonation . . . 20,000gp you say? Well that maybe the case (don't know, I'm not reading this adventure till after we complete it) but Tristan found a ring of invisibility in that cave and this has become one of her most used items. Churtle loves her luck stone as well! These items are at the value you listed.

I was actually talking to my DM the last night, I sent him the link for this site, and I think he was also quite pleased with all the useful ideas. I do think that maybe . . . perhaps . . . quite likely there may be more scrolls and spell books in upcoming adventures. I’ll just cross my fingers.

Brent wrote:

All of that said, I think you have done a great job with your spell choices. I don't see a weak choice in the bunch, and I also take all the Summon Monster spells when I play a summoner build. So I think your spell book is very solid given the choices you have had to work with. Also, let me say that I didn't mean to sound as though I was criticizing your character class choices. I think the Alienist thing sound awesome from a role-playing perspective, and I know first hand how formidable an alienest can be because one of the major NPC villains in my wifes campaign is an alienist that was in "conjuration school" with my character in her campaign, and the sheer scariness of facing creatures from the far realm has been amazing for me as a player in encounters with my old classmate and friend. Further, although I prefer the master specialist I know playing an alienist would be fun. So if anything I want to congratulate you on playing a great character concept. Again, I look forward to reading your journals and thanks again for sharing so much about your guys campaign. There are gags of ideas I can't wait to pilfer for my own campaign. I will be running the STAP for a new group fairly soon. I've already run it once through the 11th adventure, and eagerly await the last one. All my players have loved it so much they have told their friends about it, so now I have a second group begging me to run it.

Thanks again for the insights into your game.

Thanks Brent, and your (and any) suggestions are always welcome, I consider myself a bit of an old hack at the RPG stuff, but the day I don't learn something new, or see a great story idea, get a cool character concept, or get a new strategy, or find a new way to use an old spell . . . or combination of spells, the day I don't do that is the day RPGs stop being interesting. It's been over 20 years for me and that day hasn't come yet.

The wonderful thing about these journals is we get the chance to see the same story told by different authors.


From the sound of it, it sounds like you have a pretty formidable Conjurer at your disposal as things stand.

With the critter spells, you already have the right tack with it - they serve as speedbumps to the bad guys, eating up thier actions to get rid of your critters rather than whomping on your meat shields (melee combatants) who are in turn probably rather enthusiastically whomping on the bad guys.

And while perhaps the ring of invisibility might not seem so grand, it is in turn granting you the "bird of prey" effect that is quite formidable when combined with the kind of firepower wizards generally represent.

While Sudden Quicken does chew through a *lot* of prerequisite feats, as you pointed out, they do come in awful handy in tight spots. I would strongly encourage getting Greater Spell Penetration as fast as possible. Highly spell resistant foes start coming thick later on.

An alternative to that is the sheer damage-dealing power that the Arcane Strike feat represents for you once you hit 9th level. Bad guys ignoring your spells and have a Protection from (whatever) up, stopping your summoned critters from nibbling on thier toes ? No problem - charge that staff up and annihilate them, one true striked bad guy at a time.

Scary stuff, especially coming from an alienist ... who has True Strike and later gets Archmage with Spell-like ability (True Strike) followed by the Quickened Spell-like Ability feat ...


I'm a little bit late to the party, but I highly recommend you supplement your Summon Monster spells with the Planar Binding series. Those spells are really the representative summoner spells even above and beyond Summon Nature's Ally/Summon Monster/Astral Construct.

In your particular situation, they have significant durations, so they can be cast well in advance and then buffed. They cannot be dispelled. There are risks associated with using Planar Binding to call creatures, but most of these (and quite a bit of DM annoyance) can be alleviated by carefully selecting the more controllable low-charisma outsiders and elementals within the hit dice limit.

In the case of the souped-up summons-destroyer Yuan-ti, a trio of large Air Elementals would seriously halt its progress. Even if the snake gets a Dismissal at range, 100ft perfect fly speed means they can harry the caster without trouble. Water or Earth Elementals would not be able to directly affect it, but they could attack other targets from cover to avoid the Dismissals.


As for Spell-Penetration.... well I wouldn't take it if I planned on using conjuration spells for direct damage, cause it is superfluous for them. For other "single-Shot take-down" spells, I would rather rely on a wand of True Casting//scrolls of the same then on wasting a rare Feat. because +10 from a 1st level spell sure beats +2 from a feat

A nice alternative to it may be taking a few levels in Paragnostic Acolyte (Compl. Champion, which should be rather accessible for a well rounded wizard, offers full spell progression, improved skill points (4+ Int) and.. some nifty powers, such as increased spell-penetration, bonus to ranged touch ray attacks and spell DCs' boots as choices of "applied knowledge".

Our wizard deviated into this recently and keeps whistling a happy tune ever since. Yes, it _does_look like a cleric PrC, but can easily be taken by a knowledgable arcane caster.
And the "Fast Healing" ability for any summoned creature would probably be straight up your neck of the woods, right ?

ohhh, and of course, if your GM allows it, take a close look at theArcane Demonwrecker PrC from Expedition to the Spiderwebs.... 5 levels and automatic SR-penetration vs. demons ? Maybe not the optimum choice in other campaigns, but in the STAP..... *wicked grin*


uzagi wrote:

As for Spell-Penetration.... well I wouldn't take it if I planned on using conjuration spells for direct damage, cause it is superfluous for them. For other "single-Shot take-down" spells, I would rather rely on a wand of True Casting//scrolls of the same then on wasting a rare Feat. because +10 from a 1st level spell sure beats +2 from a feat

How long does it take to cast True Casting? I'm not familiar with teh spell as its in a book not considered cannon in my game but I assume it takes at least a standard action. If it does then this idea is really not much of a solution as it essentially slows the wizard down to casting a spell every second round. Thats a huge penalty.

Spell penetration might not seem like such a huge deal but consider that, in D&D, as one gains levels, you eventually get to a point where almost every single enemy has Spell Resistance. There are very few ways of getting past SR. Now a wizard can be designed so that they don't need to concern themselves with SR - but if your planning on trying to cast spells on bad guys as opposed to just on your buds then Spell Penetration is a very solid feat choice. I'd even go for the greater Spell-Penetration after word. Combined and ones mage a descent chance of having more then a 50% chance for their spell to work against high level undead, aberrations and outsiders.

Sovereign Court

Jeremy Mac Donald wrote:

How long does it take to cast True Casting? I'm not familiar with teh spell as its in a book not considered cannon in my game but I assume it takes at least a standard action. If it does then this idea is really not much of a solution as it essentially slows the wizard down to casting a spell every second round. Thats a huge penalty.

Spell penetration might not seem like such a huge deal but consider that, in D&D, as one gains levels, you eventually get to a point where almost every single enemy has Spell Resistance. There are very few ways of getting past SR. Now a wizard can be designed so that they don't need to concern themselves with SR - but if your planning on trying to cast spells on bad guys as opposed to just on your buds then Spell Penetration is a very solid feat choice. I'd even go for the greater Spell-Penetration after word. Combined and ones mage a descent chance of having more then a 50% chance for their spell to work against high level undead, aberrations and outsiders.

I think that for an invoker spell penetration makes great sense, but for a conjuror, who primarily uses summons, the penetration feats seem a bit like a waste.

Also, for Tristan, who has a ring of invisibility, boots of levitation, and very few damage dealing spells (that need to beat SR) normally memorised spell penetration dosen't make a lot of sense. Magic missiles and fireball are the only two spells that she usually has to worry about. Until Tristan comes across creatures that can see through/ignore the invisibility, Tristan should have time to cast buff spells like this. Also, seeing as it's a first level spell, it's far less of a sacrifice then a feats.


Jeremy Mac Donald wrote:
uzagi wrote:

As for Spell-Penetration.... well I wouldn't take it if I planned on using conjuration spells for direct damage, cause it is superfluous for them. For other "single-Shot take-down" spells, I would rather rely on a wand of True Casting//scrolls of the same then on wasting a rare Feat. because +10 from a 1st level spell sure beats +2 from a feat

How long does it take to cast True Casting? I'm not familiar with teh spell as its in a book not considered cannon in my game but I assume it takes at least a standard action. If it does then this idea is really not much of a solution as it essentially slows the wizard down to casting a spell every second round. Thats a huge penalty.

Spell penetration might not seem like such a huge deal but consider that, in D&D, as one gains levels, you eventually get to a point where almost every single enemy has Spell Resistance. There are very few ways of getting past SR. Now a wizard can be designed so that they don't need to concern themselves with SR - but if your planning on trying to cast spells on bad guys as opposed to just on your buds then Spell Penetration is a very solid feat choice. I'd even go for the greater Spell-Penetration after word. Combined and ones mage a descent chance of having more then a 50% chance for their spell to work against high level undead, aberrations and outsiders.


Guy Humual wrote:


I think that for an invoker spell penetration makes great sense, but for a conjuror, who primarily uses summons, the penetration feats seem a bit like a waste.

Also, for Tristan, who has a ring of invisibility, boots of levitation, and very few damage dealing spells (that need to beat SR) normally memorised spell penetration dosen't make a lot of sense. Magic missiles and fireball are the only two spells that she usually has to worry about. Until Tristan comes across creatures that can see through/ignore the invisibility, Tristan should have time to cast buff spells like this. Also, seeing as it's a first level spell, it's far less of a sacrifice then a feats.

Certainly one can design a wizard that does not need to get past SR but I'd say its not a frat chain particularly keyed to invokers. More like a feat chain that should be given at least strong consideration for any wizard that plans on trying to cast spells on the opposition. Essentially it helps keep ones options open. Most spells that effect the opposition allow SR - if you can't beat SR at least 50% of the time then your closing off a lot of spell options for one self and one of the great things about wizards are that they are versatile. Closing the door on a huge number of spells seems counter intuitive.


I simply prefer minmizing the chance of the SR beyond 50% to something like 10% or 20% at least, especially since the BBEG usually need SR rolls like 16 (to beat their humungous SR 36in the first place (given a level 20 caster ). +2 or even +4 from investing to feats won't really do much here.... but having to roll 6+ only on a D20 ?
I rather prefer to go into "slow Mode" (and perhaps have soem quickened "turecasts" available as 5th levels standbies.

Probably a matter of taste and tactical choices.


uzagi wrote:

I simply prefer minmizing the chance of the SR beyond 50% to something like 10% or 20% at least, especially since the BBEG usually need SR rolls like 16 (to beat their humungous SR 36in the first place (given a level 20 caster ). +2 or even +4 from investing to feats won't really do much here.... but having to roll 6+ only on a D20 ?

I rather prefer to go into "slow Mode" (and perhaps have soem quickened "turecasts" available as 5th levels standbies.

Probably a matter of taste and tactical choices.

I like the quickened true casts for those spells that just have to work but not the idea of having to cast a 1st level spell just so you can effectively cast another spell a round later. That is just way to big a price to pay. If something has SR that good do something that does not involve SR.

Also SRs of 36 is usually an exaggeration. SR is all over the place but a good rule of thumb is CR+10 = SR. You'll be in the right ball park 80% of the time at least.


Just a note off my head. In the OP's post, it seems like your character gets visible when ordering her summoned creatures to attack. Isn't that one of the examples in the PH of things you can specifically do while invisible and not break the spell?


Jeremy Mac Donald wrote:
uzagi wrote:

I simply prefer minmizing the chance of the SR beyond 50% to something like 10% or 20% at least, especially since the BBEG usually need SR rolls like 16 (to beat their humungous SR 36in the first place (given a level 20 caster ). +2 or even +4 from investing to feats won't really do much here.... but having to roll 6+ only on a D20 ?

I rather prefer to go into "slow Mode" (and perhaps have soem quickened "turecasts" available as 5th levels standbies.

Probably a matter of taste and tactical choices.

I like the quickened true casts for those spells that just have to work but not the idea of having to cast a 1st level spell just so you can effectively cast another spell a round later. That is just way to big a price to pay. If something has SR that good do something that does not involve SR.

Also SRs of 36 is usually an exaggeration. SR is all over the place but a good rule of thumb is CR+10 = SR. You'll be in the right ball park 80% of the time at least.

Well, in "Into the Maw" (current party level 16-17thish ), there is a bunch of BBEGs with SR 30 ( the fallen deva, the advanced Belshamoth) - affetcively a roll of 13-14 for the current levels - even should they advance a level during this installment, still rolls of 12-13 as the default. Shami Amourae, only another installment later has SR 32- and I Guess a bunch of groups are going to fight her, after all she is a) considered to be weakened, which makes her a good target of opportunity to take an ex-demon duchess/princess/whatever out of the business.. can't check on some of EoEs major players but folks like the general (SR 36), Gorgonar (SR 30), the stupid undead crawling haed of orcus (SR 31) and, most nubile but not least .... Malcanteth at a whopping (SR 41) - at CR 28...... Well she isn't meant to be attacked at that precise moment of the campaign, but her statblock will be just as relevant an installment onwards.... *sigh*

As far as I judge some comments from other threads, ther are groups who will actually pick a fight with Orcus etc. if they get a reasonable chance...

Sovereign Court

Carl Cramér wrote:
Just a note off my head. In the OP's post, it seems like your character gets visible when ordering her summoned creatures to attack. Isn't that one of the examples in the PH of things you can specifically do while invisible and not break the spell?

Tristan can summon and command my creatures without becoming visible. When she targets enemies with spells or attacks she looses her invisibility. It takes a standard action to regain it.

In the fight I described earlier Tristan lost her invisibility when she targeted the enemy spell caster with a dispel magic. She lost it again when she targeted the Yaun-ti with magic missiles (even though it failed to penetrate SR).


by the way, A "ring of mighty summons" might just be up Tristam's alley - Maxes out the HP of a summoned monster (10k gp app.) , although halving its time on site.... then again, at level 10 and above, that might not really be all that much of a problem.

Oh, and perhaps check out the Planar summoning options presented in the "Planar Handbook" - the Energons available with a Summon Monster V might be really dangerous (and flexible - damage wise) with a pseudonatural template and augmented summoning. if summoned right on top of a victim, 4 melee touch attacks in the first round for app 3D6 damage each..... ouch !


Guy Humual wrote:
Carl Cramér wrote:
Just a note off my head. In the OP's post, it seems like your character gets visible when ordering her summoned creatures to attack. Isn't that one of the examples in the PH of things you can specifically do while invisible and not break the spell?

Tristan can summon and command my creatures without becoming visible. When she targets enemies with spells or attacks she looses her invisibility. It takes a standard action to regain it.

In the fight I described earlier Tristan lost her invisibility when she targeted the enemy spell caster with a dispel magic. She lost it again when she targeted the Yaun-ti with magic missiles (even though it failed to penetrate SR).

Ok, I don't think I would have let Dispel Magic break invisibility (it targets spells, not creatures), but that is a DM call. As a DM, I run a very lenient game.


uzagi wrote:


Well, in "Into the Maw" (current party level 16-17thish )

CR+10 = SR, not party level +10 = SR. While I don't want to discuss details of the AP I'll note that Into the Maw presents players with challenges that are not meant to be routinely overcome through the simple expedient of yanking out ones sword.

Furthermore my contention is that this is a rule of thumb. There are exceptions but most exceptions are with creatures that don't have SR at all as opposed to ones with extremely high SR compared to their CR. This is one of the reasons why one might consider going for a spell penetration route. It means ones spells meant to incapacitate the enemy still have a good chance of working in most encounters and in some of those encounters they will work for sure. Only in a small minority of encounters is the spell slinger going to come up against something with a near unbeatable SR and in those cases its questionable whether one should even bother with casting a spell to raise ones effective caster level on the next spell simply because your still dealing with a descent chance of spell failure. Its just not really viable to have the mage cast 4 spells over 4 rounds in the hope that 1 gets through.

The Exchange RPG Superstar 2011 Top 32

Guys, OP hasn't gotten that far. Please put that kind of stuff in spoiler quotes, please.


Sect wrote:
Guys, OP hasn't gotten that far. Please put that kind of stuff in spoiler quotes, please.

I realized that an hour after posting it, but due to the board's structure, could not edit anymore or but a "Spoiler" mark around it. Sorry.

Although I guess the names of random NPCs should not have too much of a disruptive effect.

At least I hope - would be nice if the board-admins could either mark the relevant entries or allow editing after more than a few hours.


@jeremy
In my experience it is with the "non-routine" encounters (aka, the memorable personalities and villains ) that the importance of getting "through" that one decisive spell does come into effect. With the hired help, a well played group should usually be able to compensate for one or two major shots going awry.

Maybe its just that I value Feats pretty highly and usually reserve them for stuff I cannot easily duplicate with more common means.

Sovereign Court

Sect wrote:
Guys, OP hasn't gotten that far. Please put that kind of stuff in spoiler quotes, please.

Thanks Sect,

and don't worry uzagi, I didn't read that particular entry, thankfully I responded to Carl Cramér's post around the same time as you were making your post. For a moment I was wondering what was so spoilor-ie about a ring of mighty summons (because that was the last post I saw of yours) when I realised that there was a post between Carl's question and my reply. I really hate the fact that we can't edit our own posts (after a certain amount of time) as well.

Also, it looks like I'll have to wait a while longer to see the end of ToD. We normally play every weekend, STAP one week, AoWs the next, and we were supposed to be playing STAP this week but vacations and visiting relatives has pushed back the conclusion of the ToD for another two weeks. I promise to tell everyone how it goes when I'm done.


Guy Humual wrote:
Also, it looks like I'll have to wait a while longer to see the end of ToD. We normally play every weekend, STAP one week, AoWs the next, and we were supposed to be playing STAP this week but vacations and visiting relatives has pushed back the conclusion of the ToD for another two weeks. I promise to tell everyone how it goes when I'm done.

Actually, looks like we can play sooner than we thought. I'm not working Sunday anymore, so, if you haven't any plans, it'll be a go (I'll send an email too, just to ensure you get the message :P)

Sovereign Court

Ok, we defended Farshore, most of the fights were pretty frustrating, except the last one. You can read how that turned out HERE

That was a tough fight, but I understand we got the best victory possible, and it ended very much to my satisfaction.

Sovereign Court

uzagi wrote:

As for Spell-Penetration.... well I wouldn't take it if I planned on using conjuration spells for direct damage, cause it is superfluous for them. For other "single-Shot take-down" spells, I would rather rely on a wand of True Casting//scrolls of the same then on wasting a rare Feat. because +10 from a 1st level spell sure beats +2 from a feat

ohhh, and of course, if your GM allows it, take a close look at theArcane Demonwrecker PrC from Expedition to the Spiderwebs.... 5 levels and automatic SR-penetration vs. demons ? Maybe not the optimum choice in other campaigns, but in the STAP..... *wicked grin*

I finally got my mitts on "Expedition to the Demonweb Pits" and all I have to say is wow! I wasn't planning on giving Tristan spell-penetration but now I know what she's getting as soon as she gets her sudden quicken! She'll get a bonus feat at level 15, the same level she finishes her Alienist class, and then she'll meet all the requirements for the Demonwrecker! By level 20 she'll be able to auto beat the SR of CE outsiders . . . and I'm guessing that's the level she'll be facing Demigorgon.

Perfect breach + Otto's irresistible dance = Demigorgon: "Can't stop doing the monkey!"

That would be the greatest, most anti-climactic, final fight ever!


*Stops short of doing a spit-take.*

That presumes, dear Watson, Mr Two-Brains is (a) susceptible to magical compulsions, and (b) Miss Squid-face survives trespassing his superior reach to deliver a touch spell. Not to mention whatever critterbeasties he pulls in to fill the floorspace...

Asides from game mechanics, your story of the character has been a blast to watch unfold. KUTGW !

Sovereign Court

Turin the Mad wrote:

*Stops short of doing a spit-take.*

That presumes, dear Watson, Mr Two-Brains is (a) susceptible to magical compulsions, and (b) Miss Squid-face survives trespassing his superior reach to deliver a touch spell. Not to mention whatever critterbeasties he pulls in to fill the floorspace...

Asides from game mechanics, your story of the character has been a blast to watch unfold. KUTGW !

You see this is why I wanted sudden quicken: Sudden d-door in, defensive cast Otto’s dance, Hop-Toy Dan (pseudonatural familiar with true strike) delivers the touch attack, and barring any immunities (just the usual poison, electricity, and petrifaction according to dragon 357 but Tristan should have a knowledge planes high enough to know if there are any additional immunities added for dungeon 150) the two headed ape will be reduced to cutting a rug and gaze attacks for 2 to 5 rounds.


Guy Humual wrote:
Turin the Mad wrote:

*Stops short of doing a spit-take.*

That presumes, dear Watson, Mr Two-Brains is (a) susceptible to magical compulsions, and (b) Miss Squid-face survives trespassing his superior reach to deliver a touch spell. Not to mention whatever critterbeasties he pulls in to fill the floorspace...

Asides from game mechanics, your story of the character has been a blast to watch unfold. KUTGW !

You see this is why I wanted sudden quicken: Sudden d-door in, defensive cast Otto’s dance, Hop-Toy Dan (pseudonatural familiar with true strike) delivers the touch attack, and barring any immunities (just the usual poison, electricity, and petrifaction according to dragon 357 but Tristan should have a knowledge planes high enough to know if there are any additional immunities added for dungeon 150) the two headed ape will be reduced to cutting a rug and gaze attacks for 2 to 5 rounds.

You do realize that you will need to Sudden Teleport ? D-Door leaves you room to do nothing but look funny after you use it IIRC.

But yes, presuming you are correct, you otherwise have a horrifically valid tactic in the wings. Here's hoping it works! ^_^ (Although the Dance may only affect one of his halves, the other may well remain free to do as it wishes, depending upon how the GM rules this facet of ol' monkey-faces. That and what the GM elects to do with monkey-faces' magic item crafting capabilities ... ol' monkey-faces may well put a wrench in the works with certain other capabilities of his as well ...)

Sovereign Court

Turin the Mad wrote:


You do realize that you will need to Sudden Teleport ? D-Door leaves you room to do nothing but look funny after you use it IIRC.

But yes, presuming you are correct, you otherwise have a horrifically valid tactic in the wings. Here's hoping it works! ^_^ (Although the Dance may only affect one of his halves, the other may well remain free to do as it wishes, depending upon how the GM rules this facet of ol' monkey-faces. That and what the GM elects to do with monkey-faces' magic item crafting capabilities ... ol' monkey-faces may well put a wrench in the works with certain other capabilities of his as well ...)

You are correct, D-door is useless quickened unless it's my last action that round. I'm also unsure how the dual personalities would affect this spell; but seeing as Demigorgon is to my knowledge just one creature, and the spell effects one creature, I think it might hit both personalities.

I guess we'll have to cross that bridge when we come to it. At this point all Tristan knows is Demigorgon has his eyes on us for some reason (this isn't quite true I know, I've glanced over HtbM, so I'm aware of the back story at this point). Presumably once Tristan realises that she's facing the big man himself she'll have some time to consult sages and books (maybe she'll find a copy of Demonomicon of Iggwilv floating around somewhere).

Personally I think o'Demigorgon flailing his tentacles to the beat of 'sugar, sugar' by the Archies hilarious. I'd love for this to work. :D


One of my favorite characters of all-time (25+ years) was a gnomish conjurer I built to summon evil extraplanar denizens (the character took great delight in forcing evil creatures to do his bidding, usually good works, but the twisted pleasure of using evil against itself ensured a lot of moral ambiguity.

To make him more fun, evocation was one of the prohibited schools (I forget the other at the moment and am away from my notes). Augment Summoning and Spell Focus, Conjuration were musts, but knowing evil extra-planars would be involved, Spell Penetration and Greater Spell Penetration were musts. To deal with grapples, I chose to forgo a familiar and take the Immediate Magic option from Complete Mage that allowed essentially a 10' dimension door several times a day.

I know there were two prestige classes involved, four of five levels of Fatespinner, for the forcing extra rolls (the build was prior to the luck feats of Complete Scoundrel) and the full progression of Mystic Thaumaturge (rewritten for arcane casters, but very similar) that essentially gave some of those conjuration feats as bonuses.

Perhaps one of the most important facets was a feat (or perhaps an ability of a prestige class) that allowed one to take ten on spell penetration rolls - that in itself was so incredibly useful, after trying once to see if I could overcome SR to know nearly every spell would work after that was priceless (except to the DM). The spells that lower resistance are nice, but they allow SR to start.

Initially, the unfortunately-named Yob was purely a support character, but slowly grew into a character that nearly broke the game. Between Yob and a half-fiend/saint dread witch imbued with demonic traits adn favors, those two characters could handle nearly any foe alone. The other player and I often held back our pure power for the enjoymnet of the group. Conjuration can be immensely powerful, especially once you start getting 6th-level and higher spells. Prior to that, you may have to settle for a supporting role, adn a control the battlefield through superior tactics role. If you like tactics (and I love them) conjurors cannot be beaten.

With planar binding spells and extra-planar chorts, one easily doubles the party size. With acid fog adn various walls, one controls the battlefields, and at the least soaks up a round or two of movement. For those pesky "teleport at will" foes, dimensional lock and its ilk rule, especially with the amped spell penetration. And the first conjuration spell I took at 9th level was perhaps the most underutilized in the game - Imprisonment. Our DM ended his campaign with us facing the tarrasque, and while that was an impressive battle, a few rounds to figure out the SR and saves, and the tarrasque was handily defeated not by death, but by imprisonment. I have seen very few uses of that spell in the game, but the few have made a very powerful impact (and can easily seed side quests to learn of, find and free previously-imprisioned beings). And just wait until you can cast SPhere of destruction - essentially it is disentegrate that you cast once, with a duration of a few minutes (by the time you can cast it). Think flaming sphere, but with distenegrate. Just evil for damage output, even if you do not load up d3 demons and devils from SMVII and up.

Yob ended up being so rediculously powerful and controlling of the battlefield, that I next played a series of three characters purposely designed to be pure support so as to relinquish the title of power gamer. I heartily recommend sticking with the conjurer, especially if you have as much fun role-playing him as in battle.


@guyhumual

As for "Sudden Dim-Door"

Quickened "Dimension Hop" or "Dimension leap" (level 2 both). Neither has the disorientation effect of "Dimension Door". Range of 100+' (at level 20) should be sufficient , and you get to use a lesser spell slot.

Otto's dance ? Have ABBA's "Dancing Queen" at the ready on your I-pod, speakers attached.......... that alone should humiliate Demogorgon into eternal disintegration *wicked*


uzagi wrote:

@guyhumual

As for "Sudden Dim-Door"

Quickened "Dimension Hop" or "Dimension leap" (level 2 both). Neither has the disorientation effect of "Dimension Door". Range of 100+' (at level 20) should be sufficient , and you get to use a lesser spell slot.

Otto's dance ? Have ABBA's "Dancing Queen" at the ready on your I-pod, speakers attached.......... that alone should humiliate Demogorgon into eternal disintegration *wicked*

Dancing Queen ... ROFLMAO, quite humiliating for an aeons-old demon lord to be vanquished by ... ABBA ... :)

The Exchange RPG Superstar 2010 Top 32

And without elbows, "YMCA" is just NOT an option!


carborundum wrote:
And without elbows, "YMCA" is just NOT an option!

So long as it is not 'that' track from Pulp Fiction being played .. or Duelling Banjos .. which would be the only 2 I can think of that would top getting pwn3d by YMCA or ABBA ...

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