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    Mithral and Adamantine

    Mithril is the perfect material for armor (lesser arcane spell failure, armor check penalties and higher speed). Adamant is perfect for weapons (natural enhancement bonus, very high hardness and hit points).
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    Prestige Classes

    No.
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    Incantatrix (MoF)

    No. You could lower the cost of any metamigic feat costing more than one level by one level, for example Quicken Spell or Empower Spell.
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    Min/max me a cleric

    If you want to min/max, remember Rule 1: You are a team. Optimize your team first, then optimize yourself for your team. Persuade the player of the Fighter or the Player of the Paladin to play a Wizard or Sorcerer instead.
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    Creation time for Dwarven Mithral Full Plate Armor

    Looking in the books is good. Looking in the right topic is better. Feat: Craft Magic Arms and Armor (PHB, pg. 81) Creating Magic Items (DMG, pg. 241) Creating Armor (DMG, pg. 243) Special Materials (DMG, pg. 242) Basically, the creation of a (non-magical) Dwarven Plate follows the Craft skill...
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    Creating a Bard, Need help

    Very good suggestions so far. Race Be a Human, really. The extra skill point is like having a +2 Int for free. If not, choose Elf. Weapon proficiencies, skill bonuses are not bad, too. Don't multiclass, except for Sorcerer/Virtuoso. Stats Human/Halfelf (ranged): Str 11, Dex 17, Con 14, Int 16...
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    On the importance of Counterspelling

    To summarize: the actual value of counterspelling depends on your enemy. If your party can harm the spellcaster in some way, you are better off with readied actions to attack him and disrupt his spells. If his protections are quite strong, counterspelling is sometimes better.
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    Modified Cleric

    How many spells can a 10th level sorcerer cast? 15 (1st through 5th level). That's not much.
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    Modified Cleric

    Huh? You want to tone down the cleric by giving him more power? - Spontaneous Casting Standard: 5 Spells (Cure/Inflict Minor/Light/Moderate/Serious/Critical Wounds) New: 9 Spells x 5 Domains - about 45 Spells! - Domain Powers Standard: Choose two an level 1 New: Choose one on levels 1, 5, 10...
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    building a 13th level mage

    I'd either go pure Wizard13 or Wizard8/Arcane Devotee5, depending on your character. One key feature of a Wizard is his flexibility. I'd avoid a Specialist Wizard, unless your party is strong on Enchantment Spells (Bard or Sorcerer). Then you could go for Abjurer5/Incantatrix8 and choose...
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    What are good spells or feats to complement Summoning spells?

    Consider taking the Leadership feat and get a Bard cohort :) Bards are great "Mass-supporter".
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    What are good spells or feats to complement Summoning spells?

    Buffing your summoned monsters is not very effective if - your party fellows are not buffed - your enemies are able to dispel your critters Very often, summoned creatures stay only a few rounds and it would be better to cast other (pseudo-quickened) spells. Anyway, Simbul's Spell...
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    Rogue starting weapon

    If you open this can of worms, the next time your player will want to throw the kukri and of course his Weapon Focus (Dagger) also applies to Kukris. Don't confuse descriptive text with rules. A shortsword is only a little bit larger than a dagger, though no wizard/sorcerer is proficient with it.
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    On the importance of Counterspelling

    You could use a potion/boots of Haste. No counterspell possible. Enemy: Haste, Ready You: Potion, Ready instead of You: Haste (Enemy: Counterspell), No Haste, no Ready IMO, Improved Counterspell is more important than Improved Initiative, especially for Sorcerers. You could even counter...
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    Stunned condition

    Wouldn't Dispel Magic also get rid of the sunning effect of Mindblast (Sp)?
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    Save-or-die spells with reflex saves?

    Another possibility is Grease. On the cleric's weapon or his holy symbol.
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    Save-or-die spells with reflex saves?

    ...or hit them with multiple Empowered Enervation spells.
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    What's wrong with... Divine Power?

    I really have no problem with an Empowered Empowered Empowered Bull's Strength, lasting 15 hours (8th spell level, same as Persistent Divine Power), though I have a big problem with the very poor rules handling on Divine Power, regardless of its duration or it's "dispelability". I'd rather add...
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    Two Weapon Wackiness.

    Replied wrong.
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    Playing a Bard...

    Cure Light Wounds Cure Light Wounds is always good to know, on all levels of play. You'll have every day a few 1st level spell slots left. If you happen to know Cure Light Wounds, you can use these slots. If you have a fellow cleric, you don't need to know cure spells above 2nd level. For...
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