Search results

  1. Jack Simth

    Invincible Lich

    The Cleric-3 Deeper Darkness spell has a duration of Days/Level, can be attached to a mobile object, and will fix that little problem.
  2. Jack Simth

    D&D 3.x D&D 3.5 Rule Oddities

    Well... the Drowning bit, you're basically at full activity until you lose. Then you have one round to be saved (while the rules don't actually say you stop drowing once you're somewhere you can breath, if the writers had to cover that level of inanity for everything, the player's handbook...
  3. Jack Simth

    Invincible Lich

    Thanks. Doable, but as you noted, this means you need to not actually use Liches yourself, as a DM... and they make such flavorful monsters.... There's at least two reasons why this is impractical. For one, it takes a lich 1d10 days to respawn, and a Lich is pretty much minimum CR 13 (11th...
  4. Jack Simth

    Invincible Lich

    Per Discern Location "To find an object, you must have touched it at least once." That solves that problem (for the lich, anyway). per Find the Path: "The location must be on the same plane as you are at the time of casting." That solves that problem (for the lich, anyway). Lucky for the Lich...
  5. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    Yes and no. Yes, it's something that could reasonably occur. No, it's not something that's supported by the rules. Yes, you could, but it's much too slow to be of much use.
  6. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    That'd be Because: (Emphasis added) The default is 'no tunnel', so *only* beasties that specify they leave a tunnel do.
  7. Jack Simth

    Invincible Lich

    What happens to the contents of a tiny pocket universe that only exists because of a magic item when the magic item gets destroyed? That's a really good way for a lich to get permanently deaded, depending on the DM.
  8. Jack Simth

    Spells and Cubic Feet

    Ah... no. He can affect 10 cubic feet + 1 Cubic Foot per level. 20 Cubic feet total. Not, unfortunately, a 20-foot cube. That's much, much smaller than what you thought (although a lot of spells do specify things as "ten foot cubes", "20 foot cubes" or similar, so it's really easy to get...
  9. Jack Simth

    Castles are worthless against armies with mages?

    No, no it's not. But it does force your opponent to have certain minimum resources to be able to take your fortress through the walls. And the primary point of fortifications is that you can build them up very slowly over time, while the person trying to take them down has to do so pretty much...
  10. Jack Simth

    Castles are worthless against armies with mages?

    Actually "Force" is on the unit construction table, at 40,000 gp/unit (per space) - page 35. There's a different entry in freestanding walls at 4,000 gp/unit (page 37). Page 34 lets you know what percentage of the walls are interior, and what percentage are exterior (in general, at least...).
  11. Jack Simth

    Castles are worthless against armies with mages?

    There is actually a Core way around that - it's just really annoying. Here's how it goes: 1) Get two rings of Spell Storing (each needs to be able to hold 6th level spells, at a minimum - they're reusable, though) 2) Load one up with a casting of See Invisibility, metamagic'd up so it requires...
  12. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    Unfortunately, the answer to most your questions here is "Reply hazy, check with your DM". The reason being that they're not spelled out in the spell itself, and when dealing with RAW, that's essentially all anyone has to go on. Most people will consider it to be "The same unless otherwise...
  13. Jack Simth

    Castles are worthless against armies with mages?

    The problem being that you have to want to return for Raise Dead (or any variation thereof) to work, and you'd be asking someone to return in a weakened state when they'd already been killed at least once for being who they were....
  14. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    Yes, but as a Factotum, what RUMBLETiGER has is Arcane access. RUMBLETiGER can UMD Divine scrolls they do a hefty amount of the work. However, if RUMBLETiGER is planning anything big, the scroll had better do a LOT, because if it doesn't do much on a per-use basis, then it's very, very...
  15. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    You mean like another few castings of Stone Shape to turn them into stairs? Just make sure that the stairs run perpendicular to the door. And ideally, zig-zag a bit. You just need a small piece of one, and a scroll of Simulacrum to UMD. Technically, you can do it with just a scroll of...
  16. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    If not errata'd, Text Trumps Table, so you'd be correct. However, there is Errata, and it's Sor/Wiz 4 with the errata.
  17. Jack Simth

    Help a Factotum build a cliff-dwelling fortress

    Sadly, you'll need to wait until you can get a Dire Badger, as the regular badger doesn't leave a usable tunnel (it's in the description of the Burrow movement speed - Dire Badgers have a specific exception in their description). However, you can get a scroll of Speak with Animals (Druid-1) and...
  18. Jack Simth

    Castles are worthless against armies with mages?

    It's a combination of spells doable by a Wizard-5. If you check the city generation tables in the DMG, there's quite a few of these in a generic D&D setting. Fly and Invisibility on the Wizard, to get 200 feet up above the castle in question unseen. Shrink Item on the boulder. Rock is pretty...
  19. Jack Simth

    Castles are worthless against armies with mages?

    Are mundane fortifications completely useless? No. They let you do some tricks with line-of-effect that let your soldiers shoot arrows or whatever at the oncoming army while denying your opponents access to most direct magical attacks against your soldiers (arrow slits; if that four-foot tall...
  20. Jack Simth

    Blood Wind, touch range spells, and summons.

    Let's see.... Blood Wind (Spell Compendium, page 33-34) explicitly allows Unarmed Strikes to work, so that's not a problem. And you can make touch attacks with unarmed strikes - but you're targetting full AC to do so. Relevant portion of the SRD (and Link, for context): (Emphasis added) So...
Top