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  1. Z

    Updated classes from Complete Warrior/Psionic Kensai Archer Build

    Pretty much the only optimization reason to go beyond Arcane Archer 2 is if you're going to take Arcane Archer 11. Also, this build suffers from the multiclassing penalty. Fighter 1/Sorcerer 6/Eldritch Knight 2/Arcane Archer 2/Eldritch Knight +8/Some Other Gish Class 3 is better, although...
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    D&D 4E How would 4E improve my game?

    WHA??!?! From everything I've read, 4E's magic is much more balanced than 3.5's. There's a reason fighters are really awful after about level 7, and that's because magic starts making them obsolete. Who needs a meatshield with a sword when you can cast Shapechange and otherwise command...
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    Gestalting

    Wow, no kidding. And with Control Body, you get Int to attack and damage instead of Str or Dex, and 2x Int to AC (instead of 1x Int and 1x Dex). So basically you only need Con and Int and some Wis for feats. o.O
  4. Z

    Damaging in a grapple + constrict

    Yea, I'm guessing the interpretation of this passage means you can't do constrict damage and bite damage on the same attack.
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    Cast a Personal Spell on another Creature?

    If you're using Psionics and you're open to well-written third-party material, the Society Mind is probably what you're looking for after level 8 (see the Mystic Echo ability). It's probably the best support class in 3.5, and it's free :).
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    D&D 4E 4E: What 3.x problem did it fix for you?

    I wrote this on another forum about the same question: 1. Magic is brokenly powerful. At level 20, characters based around hitting things are suddenly much much weaker than their reality-altering friends. 2. Polymorph effects are brokenly powerful. Shapechange and Polymorph Any Object are the...
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    Updated classes from Complete Warrior/Psionic Kensai Archer Build

    Skirmish got errata'd to not work with mounts :(. Sorry for the double post; my previous post was getting too long.
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    Updated classes from Complete Warrior/Psionic Kensai Archer Build

    Man, if you're going to make a Kensai archer, you really need to abuse the great bow weapon mods. The first enchantment you put on your bow (other than the +1) should be Force (+2) from MIC or Splitting (+3) from Champions of Ruin. The second one you put on your bow should be whichever of the...
  9. Z

    Appeal of the defender?

    My favorite defender in 3.5 is the Stand Still - Thicket of Blades reach fighter. Once you get in his reach, You. Can. Not. Move. :D It's like a mobile Solid Fog + Web combination that can dish out some pain. Oh, and have fun trying to cast spells with Mage Slayer :).
  10. Z

    Gestalting

    Yea, but the Wild Shape + cleric buffs are good, especially in core only. And at high levels, having access to both Cleric and Druid spells is better than high Sneak Attack or Sudden Strike.
  11. Z

    Gestalting

    Well, that was kind of what I was getting at with Rogue//Druid, although I suppose Ninja works too. Unfortunately, the OP wanted PHB and XPH only, so no Ninja :(. I'm still not sure it's more broken than Cleric//Druid combos, because Cleric spells are pretty fantastic. The best form for these...
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    Gestalting

    Well, the two more broken combinations are Cleric 20//Druid 20, and Monk 1/Cleric 19//Druid 20. Wizard 20//Psion 20 is also extremely strong. If you want to make a gish, Kineticist 20 on one side is extremely strong because of 2 powers: Control Body (Kineticist 4) + Solicit Psicrystal (Psion...
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    Updated classes from Complete Warrior/Psionic Kensai Archer Build

    I'm a huge fan of the Chameleon Archer. Leading in with Cleric of Trickery 5 (DMM, crafting feats with Practiced Spellcaster) or Cloistered Cleric of Trickery 1/Fighter 4 (DMM, RWM) are both good choices. You get insane Wisdom bonuses for Zen Archery, every single good divine spell for archery...
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    Beguilers - too powerful?

    Beguilers are not that inflexible. I suppose this isn't definitely a bonus in the Beguiler's favor, but one reasonable interpretation of UMD allows them to use Runestaves to increase their spell diversity. Even without Runestaves, here's a list of stuff they can do to contribute in combat vs...
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    Beguilers - too powerful?

    Beguilers are pretty good with a great deal of save-or-suck and battlefield control effects like Glitterdust and Solid Fog as well as buff and debuffs like Haste and Slow. It's a solid base class, obviously not amongst the top 5 but very good. Having UMD as a class skill allows it to fill in...
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    Balancing Vow of Poverty at 18th level

    You want at least two things with the feat that items would otherwise grant you: the ability to fly and the ability to deal with different types of DR. There's also other nifty things magic items can provide you that VoP cannot. I'd actually consider allowing the feat to provide you with one...
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    COUNTERSPELLING: Dispel Magic Qustion

    As an aside, usually the best way to counter a spell usually is to hit them with something and force a horrendously high Concentration DC (best use for direct damage spells, actually). Or remove LOS/LOE with a fog or wall effect. You usually end up with a much better chance of "countering" the...
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    Good feats for Illusionists

    Yes, if you want to play a campaign smasher, Shadowcraft Mage is the way to go. Of course, if you aren't a gnome, it's too late for that.
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    House rules for a "ninja" game

    The armor as DR option really messes the combat math up and you should be very careful about using it. I'd stick to default rules of AC, because this is an area of math where changes can have really unintended consequences.
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    Good feats for Illusionists

    Go for the standard stuff. Quicken Spell is always useful at higher levels, and Extend Spell might be good to have. I think many of the useful illusions require SR checks, and Arcane Mastery (Complete Arcane) + Spell Penetration and maybe Greater Spell Penetration means you will almost always...
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