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    Zeigeist E6, Adventures 1-5 Suggestions wanted.

    Hello, As the title suggests I am about to start up a Zeitgeist campaign. Going for E6 DnD 3.5 running modules 1-5. I expect that since the E6 power level reachs above 6 with the extra feats that of level 7 we should be ok on that. I just have a few questions and am after thoughts of...
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    magic-psionic transparency

    Hello, just a series of questions seeing how people run psionics/magic interactions. Or think they should be run. :) Playing by the default rules of magic-psionic transpancy should the psionic skills and feats be actually seperate to the magic versions? Divine Magic and Arcane Magic share...
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    Necromancer Artificer - DCs and Power level.

    An artificer at 5th level acquires the armor infusion that allows a +5 or 100,000 gp enhancement onto an armor or shield. This includes Control Undead which lets them use the armor or shield to cast the 7th level wizard spell Control Undead. Would the DC the undead have to make be: 1) 20 -...
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    Runesmith - Wizards in Fullplate

    The Runesmith prestige class, from Races of Stone, can be entered into easily at 6th level with only one hard requirement for a dwarven wizard. Heavy armor proficiency. The first level grants the ability to cast all wizard spells without a somatic component. But requires an extra material...
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    Reach weapons that dont reach?

    Continuing a tangent that accurred to me in the Powerful build thread. Does a reach weapon ever cease being a reach weapon in a creatures hands? Every reach weapon in the core rules is a twohanded weapon signifying its large size to extend the area threated around a character. But a weapon...
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