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  1. M

    Is anyone else ticked off at "core" splash books?

    Having not too long ago played a mystic theurge which my DM allowed me to convert to a true necromancer when Libris Mortis came out (I had long ago made the old true necromancer from tome and blood my ultimate objective, with a detour through mystic theurge to meet the pre-reqs a bit earlier), I...
  2. M

    Natural Reach and Weapons?

    This is assuming of course that it is a normal reach weapon sized properly for the creature. A large creature with a large spiked chain, for example would let the monster hit anyone within 20 feet. The rules are at present rather murky as to what happens when you mix reach weapons whose size...
  3. M

    Duelwielding Rogue

    Items which provide bonuses to movement come to mind as offering the best ways to help get yourself into a sneak attack position. The two-weapon sneak attack style is rather tricky to pull off as it requires a full-round attack, which precludes you moving very much. So, for flanking to be truly...
  4. M

    Animate Dead, is it really worth it?

    My first thought upon reading the title of the post was, "are you serious?" The 3.0 vs 3.5 issue makes it more understandable. Having recently played a cleric (Wee Jas)/wizard/true necromancer I can say that its an incredibly great spell. I managed to get an athach skeleton at one point, and...
  5. M

    Some rule clarifications, please!

    As a DM, I typically allow Bluff vs Sense Motive checks to determine if another player making a statement is telling the truth. However, that's about the only place I allow it (and I often make the rolls in private as well for both players). From that standpoint, I think it is acceptable, as it...
  6. M

    Rogue/Fighter, Questions

    I would strongly advocate going for two-weapon fighting ASAP. The ability to tack another attack on can't be emphasized enough when you're working with sneak attack. Every extra attack you can manage adds another 1d6 damage right now. Flanking is going to be critical very fast to this ability...
  7. M

    Reach Weapons and AoO

    What you've noted is one of the best benefits of reach weapons. I'm of the opinion that its not horribly too powerful. It does come into play quite a bit if your opponents charge at you a lot. The longspear isn't the best of the reach weapons for the reason mentioned - you can't hit people...
  8. M

    Great cleave

    One factor I think which gets overlooked a lot when deciding on how effective this feat is, is reach. Reach is often the limiting factor when you cleave - you may have more opponents still around you could smash, but you can't reach them. To illustrate: Consider a a human fighter with a long...
  9. M

    Multiclass loss in power.

    The most effective multi-class characters I've seen are those which have made selections which complement one another or which have a specific goal in mind. Combining rogue levels with fighter or ranger and specializing in two-weapon fighting is a combination which is often very effective...
  10. M

    Anointed Knight Ability

    In the campaign I'm currently playing in, I'm running an Anointed Knight (from the Book of Exalted Deeds), and with my next level, I'm going to be capable of anointing my weapon with the Unicorn Blood ability. I'm curious if anyone has taken a hard look at the ability or dealt with it in their...
  11. M

    Libris Mortis Problem?

    Yes, this ocurred in the game I play in too. I was actually the player in question for our group :heh: I'd originally taken the Summon Undead 3 spell anticipating summoning a ghoul to paralyze things and I realized how nasty the skeletons were for that level of spell. Two Cloud Giant...
  12. M

    Rule expert help with monkey grip

    What monkey grip essentially does is let you do is wield a weapon one size category larger as if it were a weapon of your size for 'handage' purposes. So, a medium dwarven waraxe is a one-handed weapon for a dwarf (or any medium creature with the exotic weapon proficiency) and a two-handed...
  13. M

    Seeking spell that brings back the newly dead ...

    Last Breath. Its a 4th-level Druid spell and does indeed appear in the Complete Divine.
  14. M

    help with lv 1 builds

    I'll add another layout I've used before: Human fighter with exotic weapon proficiency (spiked chain), combat expertise, and improved trip. This is an excellent area controlling combination. 10' reach with the ability to strike adjacent foes as well. Trip anyone trying to approach you when they...
  15. M

    Making combat less deadly.

    Unearthed Arcana has a number of optional rules concerning death (one of which completely does away with hit points even if I recall). You might consider taking a look at some of those.
  16. M

    help with an outdoors character type

    Well, if you're a power gamer, you might consider multi-classing between rogue and ranger (and going with the two-weapon fighting route). If you are a non-human (such as an elf for example), you can also select humans (the most common enemy in my experience) as your favored enemy. some of the...
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