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    Party of Almost Purely Tanks

    shouldnt be a problem or last campaign had five wizards current group is two paladins, 1 cleric, 1 scout 1 favoured soul and 1 ranger works fine
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    Tell me the composition of your campaign groups

    Serpent Saga Part 1 Brilliant Spellbinder. LN Grey elf Wizard (necromancer) 9 Roman Bellagio. NE Grey elf wizard (transmuter) 7 Anaiassis Tortuga. LN Human wizard (evoker) 8 Pheonix Stormount. NE half Elf wizard (illusionist) 8 Glathorn Montarr . LN High Elf Wizard (conjuror) 7 meanwhile...
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    Appropriate Mount for Paladin

    two paladins in the party i am GMing so we have been looking into this from info from the DMG. According to the DMG..... A paladin of 6th level or higher can use a celestial heavy warhorse, dire wolf, hippogriff, large monstrous spider, Large shark, unicorn, celestial warpony, dire bat, dire...
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    What's the best solo build?

    This is gonna be my next charcater. Leading up to WM4/FS4/Barb1/MysThe x even as a 1st level WM he is fairly sociable, has +5 search and +5 disarm traps, and a few knowledge skills at +4/+5. Doing d4+4 with an always hitting magic missile at that level sorts out combat and if it gets tricky...
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    Magical Academies?

    In my homebrew world the magicians are everything. The magicians academy is the place to study. Theocrats and their silly idol worshipping ways where done away with 400 years ago. The wizards are the elite and hold all others in their sway and power. Split into 4 different schools (healers...
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    Alternate paladin mounts

    after perusing through the DMG im allowing the paldins in our party to have alternate mounts 1 has decided to go celestial war-horse, the other is sticking to normal warhorse, with the caveats from the DMG about paldin level versus mount the stats are CELESTIAL Animal, Horse, War, Heavy: CR...
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    OotS #352 is up!

    simply corking stuff
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    High Seas Paladin Mount Replacement

    The DMG has a list of alternative mounts I guess something that flies would be useful, but they tend to only be available at higher level. i like the idea of the figurehead being a sot of animate (non mobile) altar/avatar. Maybe it allows the paladin to cast more spells / opens up more skills...
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    Pimp my 6th level Warmage

    id stick an 8 in wisdom. You aint gonna have good saves or spells to buff them so dont worry about it, and you will have more skill points than you know waht to spend on anyway with 8 str you can just about plod about in chainshirt if u grey elf they get +2 INT and +2 Dex so that helps You...
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    Pimp my 6th level Warmage

    they have awful BAB bonus so dont rely on touch/ranged touched attacks. with 8 cha you cant cast any spells!! its also a good job u r starting at 6th cos the two spell focus feats are much use until then i also looking at being a warmage in a LG campaign, so im interested in others thoughts...
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    skirmish bonus + attack spells

    eeck. never realised BAB was so bad warmage looks wonderful on paper, but having never played one (and no one in our group has)beginning to think they may be a bit sucky. Cant even see has having spell focus evoke+ greaterspell focus evoke really helps?
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    "Spooks" in the UK

    from the trailers ive seen for more of the series all looks very glum and bleak we are all doomed JohnD It is compelling and 'so close to the truth is scarey' stuff tho!
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    IS the party ready to meet a mind flayer

    The knowledge may not to be too bad as the scout has lots ranks in knowledge: dungeoneering. hmm...well give it some thoughts ta John
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    IS the party ready to meet a mind flayer

    dont they levitate at will? thats my concern at party being lacking in missiles. the cleric has summoning as one domain and the ranger has an eagle chum, so thats some aerial support really does come to down to then scout whether he saves or not (he has the partys best weapon a +1 (+3STR) comp...
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    IS the party ready to meet a mind flayer

    its wot i thought, put the party arent great with missiles, and if the scout fails, as is likely they may be abit stuck. Does remove paralysis help the stunned? even the C+P will saves will be in the +7 to +9 so no where near garaunteed. i think if the cleric and scout both fail it may be...
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    IS the party ready to meet a mind flayer

    2 paladins lvl 6 ( one with 6HD horse, the other a 4HD celestial horse) (1/2e and a human) 1 cleric5/wizard1 with pretensions to be a mystic theurge (human) 1 ranger 5 (TWF) (half orc) 1 scout 6 (archer) (high str and dex wood elf) They are all 'knights'. They will be attacked without any hint...
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    skirmish bonus + attack spells

    ta. I figured it woudl be ok, as sneak certainly gets the benefits wonder if a warmage/scout would work as a class combo? JohnD
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    skirmish bonus + attack spells

    In complete arcana it ouline nicely all about weapon like spells and such. Can you get a scout skirmish bonus with a ranged/touched attack spell (shocking graps, melfs et al), as long as you follow all the normal skirmish guidleines JohnD
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    Foiling the Silence spell

    Ventriloquism Illusion (Figment) Level: Brd 1, Sor/Wiz 1 Components: V, F It has a verbal component, how would it work?
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    Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.

    Agree on the climb topic. Party is 6th level and though the ranger and scout can climb well, the two paladins and cleric dont have a hope! Does seem silly for an adventurer. Plus the 3 divines are hopeless at spotting and listening for enemies even after all they have been through. They do all...
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