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  1. kjenks

    Sorcerer/Wizard familiars

    SRD - Sorcerer === A character with more than one class that grants a familiar may have only one familiar at a time. === SRD - Familiars === Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level. ===
  2. kjenks

    Disarm Question

    True Strike + whip (wielded two-handed for an extra +4) Even non-proficient (-4), this will be lots of disarming fun at low levels.
  3. kjenks

    Charm Person

    Races of Stone has a rule for an alternative skill use: Sleight of Hand to disguise spellcasting. This really helps when casting charm or illusion spells. Against an opponent with no Spellcraft ranks, the spellcaster could also use Bluff: "Excuse me just a second while I cast a Divination spell...
  4. kjenks

    Ray of Enfeeblement stack?

    The Str penalty from RoE stacks with Str penalties from other spells. My current favorite: Langour.
  5. kjenks

    Running Mounted Combat - Tactics?

    Next time, Haste the horses. And don't forget that you can't overrun on a charge (PH errata).
  6. kjenks

    what can't an antimagic field protect me from?

    Beware of large summoned monsters. A summoned creature can't enter the area, but the rules do not prevent it from reaching into the area to smack you around.
  7. kjenks

    Running Mounted Combat - Tactics?

    How'd it go, wedgeski? Another tactic for you: the mounted dudes should avoid charging a character who has a readiedi action (because the readied action could be "take a 5 ft. step and kill that horse" or "move out of the charge path"). Instead, the mounted dudes should concentrate on one...
  8. kjenks

    Extend with Vigor

    Main 3.5e FAQ === The vigor series of spells (found in Complete Divine) raise an interesting question. Does the built-in maximum duration of each spell limitation override the effect of the Extend Spell feat? Yes. Extend Spell still increases the spell's duration, but only up to the spell's...
  9. kjenks

    Grapple Checks and Natural 1

    That was correct in 3e, but not in 3.5e, as I mentioned earlier.
  10. kjenks

    Grapple Checks and Natural 1

    In 3e, the old FAQ made it clear that a grapple check is REALLY like an attack roll, including auto-failure on a natural 1 and auto-success on a natural 20 (for the attacker only; nothing special for the defender). But the 3.5e FAQ makes it clear that a grapple check only has a passing...
  11. kjenks

    Spell Storing weapons

    It is madness. If it's the scroll that casts the spell, what is the effect of a scroll of False Life? If it's the wand that casts the spell, do you have to touch someone with a wand of Shocking Grasp? If you use a wand of Charm Person, does the subject really, really like you or your wand?
  12. kjenks

    Stacking metamagic...help!

    You may think that's "obvious" and "of course," but consider a few other combinations: Heighten Spell + Maximize + Fireball. What's the save DC? What's the damage? Silent Spell + Widen Spell + Fireball. Is the whole spell silent? Quicken Spell + Empower Spell + Magic Missile. Is only part...
  13. kjenks

    Spell Storing weapons

    But it's not called "casting a spell" -- it's called activating. The difference in nomenclature might make a difference here. As you say, the Spell Storing ability says "a spellcaster can cast any other targeted spell of up to 3rd level into it. " But is it the spellcaster or the scroll/wand...
  14. kjenks

    Spell Storing weapons

    It might get out of hand, but there are definite drawbacks. You can only use low-level targeted spells and you must inflict damage in order to cast each spell. The damage can be reduced -- silver weapon, self-inflicted Ray of Enfeeblement -- and even cured up after the "noogie" casts the...
  15. kjenks

    Spell Storing weapons

    There aren't that many offensive spells of level 3 or lower that are really useful here: Inflict Serious Wounds = (3d8+12) = 25.5 HP average, Will save DC 14 for half Dispel Magic (targeted version) Vampiric Touch (but since the weapon is the caster, it gains HP, not you) Avoid spells that...
  16. kjenks

    Spell Storing weapons

    frankthedm gave the general rules for all magic items, but there's a more specific rule for the caster level of a weapon with a special ability: SRD === Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an...
  17. kjenks

    Grapple a mounted opponent

    There's nothing special about attacking a creature in the same square (like a human attacking a housefly or some such). There are no modifiers, cover or miss chances. Edit: I found the SRD rule. SRD === BIG AND LITTLE CREATURES IN COMBAT Creatures smaller than Small or larger than Medium have...
  18. kjenks

    Grapple a mounted opponent

    A Jump check gets you OVER the horse. You don't normally need to make a Ride check to mount a horse, but you can make an optional Ride check DC 20 to mount as a free action. The Ride skill description also requires a Ride check DC 5 to stay in the saddle if you're injured while riding. This...
  19. kjenks

    Grapple a mounted opponent

    But in order to move into a horse's square, your opponent would have to grapple the horse. Or he'd have to be at least two size categories smaller than a horse, in which case he's not a serious grappler. And the grapple attack, like most other attack forms, only applies to one opponent at a...
  20. kjenks

    Help me make a combat teleporter without psionics

    Take one level of sorcerer. Get a raven familiar (because ravens can talk and activate command-word items). Buy a Cape of the Montebank (or two, they're not THAT expensive). Cast Familiar Pocket (with Lesser Metamagic Rod of Extend) so your familiar can't be targeted and is relatively safe...
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