When you get a chance, I'm interested in hearing more about the swashbuckler/rogue combo as well as hearing about a few more of the luck feats. The luck feats sound like a fun set to build a character around.
Guess what?
I've lost another! This one was Fisk the ogre who died at the hands of red horns and a rakshasa in F. I'm now responsible for 43% of al party deaths! Wow. The gods of the odds must certainly be with me now. May the Reign of Roja last forever!
Number five bites the dust!
Right after going into section F, my archer/occult slayer was slapped around like a schoolgirl by a couple of shadows. Once his strength hit zero he started doing some slapping himself! My attrition average leaves a lot to be desired. We have five players in our...
Another one gone. I lost my 7th level Goblin cleric of Zagyg named, cleverly, Goblin! He died at the hands of some undead critter in region C that brought him to negative levels and hit points in the same blow. That's really dead! Goblin was my fourth character in three regions. I can only hope...
I had a dwarf paladin that used the tree token to take out a flying/invisible sorcerer of death. It took us a couple of rounds to collectively identify his location and then acivate the tree token. It was fun because neither the other players nor the DM knew what we were going to do once we were...
The only problem with throw anything is that most of your stuff never comes back to you. I kinda like the idea of having at least a portion of the arsenal to be reusable. In my case it's a backup for a WLD campaign who is being constructed at 8th. I plan on using a pair of +1 returning throwing...
Except the club, shortspear, spear, and javelin are all at least as good as the throwing axe. Most are better. It isn't a big deal, except it doesn't seem right for a dwarf to have a spear or a javelin when there are throwing axes in the armory.
Is the throwing axe really supposed to be 1d6/x2? I've never really looked at it before, but am building a dwarf master thrower and this doesn't seem seem right. Usually the martial weapons are a step up from the simples in some way, but it doesn't seem to be the case here. I would guess is...
I think I'm changing my mind on this one because of the spell Blades of Fire in CA. It specifically states in the description that it affects up to two melee weapons you are wielding. The reason that becomes important is that we can compare it to Sonic Weapon in CV.
Sonic Wepon adds 1d6 sonic...
I'm a bit surprised there isn't an FAQ addressing this subject. It seems like something that would have popped up in the past. Since it hasn't, I'm going to rule that one of these spells affects the entire double weapon, but I'll keep my eyes open for evidence pointing to a more concrete answer.
Ah, I just re-read touch spells in combat and it looks like that works out OK. I didn't realize it was possible before this thread to do a touch "spring attack" with mobile spellcasting. Although a concentration check is needed it's amazing this is possible with one feat.
I like 'em both and don't think either is overpowered and, as many have said, they fill different roles. Just to throw a wrench (spanner) into the works, are you allowing bladesingers or enlightened fists?
Besides MW and GMW there are spells like sonic weapon (CA) and Keen Edge that enchant a weapon without giving it an enhancement bonus as such. Both of these are enhancement equivalent for the purposes of magic item creation of course, but don't necessarily meet the definition above.
I'm...
I'm not sure I fully appreciate the impact of the mobile spellcasting feat in CA. It says you can move and cast a spell as part of a standard action. That means, I think, that you can essentially do a double move on a turn you cast a spell. I suppose it also means you can cast a spell and direct...
A double weapon is certainly priced as two for magic item purposes, but I don't know if the same is true for buffing spells like magic weapon. Perhaps that is one of the inherent benefits of a double weapon.