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General Tabletop Discussion
D&D Older Editions
[3.5] What's a good wizard feat for level 6?
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<blockquote data-quote="aboyd" data-source="post: 5567280" data-attributes="member: 44797"><p>As promised, attached is the fiendish ape. There are actually <em>three</em> apes listed in these files. The first file is simply a fiendish ape suited for Summon Monster III, but with Augment Summoning stats. I did my best to calculate all the little details, including increasing its climb score and so on.</p><p></p><p>The second file is for Summon Monster III, but using a level 4 slot because of the Imbued Summoning metamagic. In this file, I worked up the ape two ways. First, imbuing the ape with Girallon's Blessing, giving it 4 arms and a rend attack. Second, imbuing the ape with Heroics (Combat Reflexes). This gives the ape a total of 3 attacks of opportunity per round. Since the ape has 10' reach, any enemy with a normal 5' reach will provoke AOO from the ape when they close in for a melee strike. Lots of free attacks. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As an interesting side note, I discovered the pain of Girallon's Blessing while creating this. The spell text as written is <em>awful</em> and was never errata'd. It does weird things such as omit size modifiers to hit rolls, and forces existing claw attacks to be 1d4 of damage. In this regard, if a DM does not house rule it, the spell can conceivably be an attack spell. For example, following RAW, casting it on a Pit Fiend will give it 2 extra claw attacks, but it will also reduce the Pit Fiend's existing claw damage from 2d8 to 1d4.</p><p></p><p>A much saner interpretation is to note that the author likely assumed normal humans or medium-size humanoids would be the beneficiaries of the spell, as the claw rules on page 296 of the Monster Manual indicate 1d4 damage for a medium creature. Medium creatures also have no size modifier to hit, which would explain the lack of mention in the spell text. Thus, the damage and to-hit should be logically applied using the size rules, as well as the primary/secondary damage rules (which also get screwed up by the spell). I put both the RAW and RAI attack listings in my attached PDF. Your DM will have to decide which to use. Either way confers an advantage, but RAI actually makes sense.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5567280, member: 44797"] As promised, attached is the fiendish ape. There are actually [i]three[/i] apes listed in these files. The first file is simply a fiendish ape suited for Summon Monster III, but with Augment Summoning stats. I did my best to calculate all the little details, including increasing its climb score and so on. The second file is for Summon Monster III, but using a level 4 slot because of the Imbued Summoning metamagic. In this file, I worked up the ape two ways. First, imbuing the ape with Girallon's Blessing, giving it 4 arms and a rend attack. Second, imbuing the ape with Heroics (Combat Reflexes). This gives the ape a total of 3 attacks of opportunity per round. Since the ape has 10' reach, any enemy with a normal 5' reach will provoke AOO from the ape when they close in for a melee strike. Lots of free attacks. :) As an interesting side note, I discovered the pain of Girallon's Blessing while creating this. The spell text as written is [i]awful[/i] and was never errata'd. It does weird things such as omit size modifiers to hit rolls, and forces existing claw attacks to be 1d4 of damage. In this regard, if a DM does not house rule it, the spell can conceivably be an attack spell. For example, following RAW, casting it on a Pit Fiend will give it 2 extra claw attacks, but it will also reduce the Pit Fiend's existing claw damage from 2d8 to 1d4. A much saner interpretation is to note that the author likely assumed normal humans or medium-size humanoids would be the beneficiaries of the spell, as the claw rules on page 296 of the Monster Manual indicate 1d4 damage for a medium creature. Medium creatures also have no size modifier to hit, which would explain the lack of mention in the spell text. Thus, the damage and to-hit should be logically applied using the size rules, as well as the primary/secondary damage rules (which also get screwed up by the spell). I put both the RAW and RAI attack listings in my attached PDF. Your DM will have to decide which to use. Either way confers an advantage, but RAI actually makes sense. [/QUOTE]
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[3.5] What's a good wizard feat for level 6?
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