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  1. K

    Foiling the Silence spell

    I was thinking about this a little more, and it reminded me of a thread on a solar that had been hit with dominate monster (after his protective aura was taken down). I can't find it now... maybe it was lost with the crash? Anyway, the main debate in that thread was whether the solar would get...
  2. K

    Foiling the Silence spell

    Actually, that's a pretty good comparison. What if silence were changed from Area: 20-ft.-radius emanation to, like invisibility, Target: You or a creature or object weighing no more than 100 lb./level. An affected creature couldn't be heard, couldn't cast with verbal components, and would be...
  3. K

    Change Weapon focus or Specialization

    If you generally allow non-core sources, but in this case you're going to house-rule away a good mechanism for retraining, that's changing the rules to make sure the character is SOL. If that's what you want, that's your prerogative as DM. However, if you're neutral on the issue (which it...
  4. K

    New FAQ: What's different/added?

    Actually, I think that defining "your environment" as a frame of reference is exactly what we have to do. Consider the case where teleport doesn't maintain momentum. You're falling and you teleport safely onto the ground. In order to *not* maintain momentum, the teleport spell had to decide...
  5. K

    Max melee damage at 1st level - core vs. non-core

    I don't think the special training required is necessarily a weapon proficiency -- just being a dwarf is sufficient. The description says that "A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon." It also says that dwarves treat the...
  6. K

    Max melee damage at 1st level - core vs. non-core

    The idea is that he wields the waraxes as nonproficient martial weapons (since we don't care about attack penalties). "A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand." Is there any reason that wouldn't work?
  7. K

    Max melee damage at 1st level - core vs. non-core

    I mentioned a few, and non-core can clearly get at least somewhat higher damage for this test. In general, though, 1st level isn't where you'll see the big difference between core and non-core.
  8. K

    Max melee damage at 1st level - core vs. non-core

    Oops, didn't check that one. You could always just go with a dwarf cleric, though, and use the waraxes that way. Dwarven cleric with two waraxes, strength and destruction domains, buffed with enlarge person, divine favor, and 2x magic weapon (2nd one via scribe scroll). Main hand is 16 + 5 +...
  9. K

    Max melee damage at 1st level - core vs. non-core

    Not only is the build viable, but it can be improved. Take EWP for the waraxe, go with orc instead of half-orc, and add the destruction domain for smite. Also use divine favor + magic weapon instead of 2x magic weapon. For the main hand, that gives 16 (waraxe) + 7 (strength) + 1 (divine...
  10. K

    Two Weapon Rend: weak?

    Two-Weapon Rend would work well with Dual Strike -- you could move and make a single attack roll at -4. If you hit, you'd deal damage for both weapons plus a rend, which is probably one of the better options available for melee damage during a standard action.
  11. K

    Healer equivelent to Warlocks and Warblades?

    Hmm. You could actually combine those two classes for even better healing. Use the incarnate ability to heal other party members to full (by spending your own hp), and then let the dragon shaman aura continually bring you back up to 1/2 hp. That lets you get the whole party up to full hp...
  12. K

    D&D 3.x Good Melee Builds For Low-Wealth 3.5 Campaigns?

    I'd agree with the others on the general idea of relying on other party members for buffs to make up for the lack of magic items. Greater magic weapon, magic vestment, and such are good. Far better, if you can get it, would be polymorph. One build I like (but haven't tried yet) is to start...
  13. K

    Max melee damage at 1st level - core vs. non-core

    Going non-core, one option would be: Human cleric with power attack, divine might, and the Arborea domain, wielding 2 heavy picks. Self-buff with divine favor and magic weapon on the main-hand pick. Damage is 6 (pick) + 4 (str) + 4 (Arborea granted power) + 4 (divine might) + 1 (divine favor)...
  14. K

    Druid/Monk combo

    The chain of reasoning is: The MM lumps the entire BAB-based set of iterative attacks (and modifications to them such as TWF) together into a "manufactured attack" that's separate from secondary natural attacks. A flurry of blows is a modification to the BAB attacks, as shown in the monk table...
  15. K

    Help with making a combo work (flame whips and unarmed strikes)

    Yeah, that's an interesting point. Perhaps the flame whips replace the monk's unarmed strike completely. I'm thinking not, though. While the monk's unarmed strike counts as a natural weapon, that doesn't actually grant the monk any natural attacks, and the spell explicitly replaces natural...
  16. K

    Help with making a combo work (flame whips and unarmed strikes)

    Hmm... warforged have a single slam attack, but they make really bad sorcerers. I couldn't find any of the humanoid(reptilian) races that both had claw attacks and LA +0 -- are there any?
  17. K

    Druid/Monk combo

    What makes that one special is that it's the lumping the MM uses. A creature's "manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks." So...
  18. K

    Druid/Monk combo

    According to the MM, all the attacks you get from a BAB progression, including any modifications from haste, TWF, etc., get lumped into a single "manufactured weapon attack" that's treated as a primary attack, and then secondary natural attacks are in addition to (and separate from) that. Why...
  19. K

    Druid/Monk combo

    As I said earlier, "Of course, the -2 penalty applies to all attacks during the round, not just flurry attacks, so natural attacks would still get the penalty." The perspective of the PHB helped form my initial impression, and then I looked for rules text to back it up -- it's not a rules...
  20. K

    Druid/Monk combo

    Clearly the "Flurry of Blows Attack Bonus" column has the same type of scope as the "Base Attack Bonus" column in the same table. It can be modified by a whole bunch of things. It was a poor choice on my part to describe it as "only the attacks that would be gained from BAB plus flurry", which...
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