Antilife Shell

Numion

First Post
I'm playing a cleric archer in my friends campaign. My character is quite powerful, with attacks at +23/+23/+18 and damage of 1d8+11, at 9th level. That's with all spells active, which is quite common since I use quickened divine favors etc.

Now while I was reading through the PHB I came across the Antilife Shell spell. This spell will make my cleric even more deadlier, when I reach 11th level. I can punish everyone with impunity from within the shell (undead and such excepted, of course). The spell seems pretty powerful with my archer cleric. I'm free from AoO's and grappling.

Thus I'm asking you for possible weaknesses in this strategy. I can still be shot with ranged weapons, thats one, but not too common. I might also inadvertantly (sp?) block the passage of my companions in cramped dungeons, but I could also dispel it with a 5ft step by forcing it unto someone.

It just seems pretty damn good for me, and you know, when something seems too good to be true, it probably is. So tell me if you know any weaknesses.
 

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I"m glad to see someone who is going in reverse munchkin; you're seeing if there are weaknesses in your ploy so you are not superpowerful.
 

Xarlen said:
I"m glad to see someone who is going in reverse munchkin; you're seeing if there are weaknesses in your ploy so you are not superpowerful.

I got to watch out, since I DM a second campaign with the same group (20+ level), and they're bound to launch all the tactics I've used as a player in my own campaign in turn. ;)
 


Hypersmurf said:
Beware longspears.

-Hyp.

Ok, those have a 10 ft. reach. I just find it hard to believe that no part of the wielder goes nearer than 10 ft when normally using a longspear. How long are those things anyway? This isn't addressed in the rules, however, so it might be okay for reach weapons to hit me. Good point.
 


AuraSeer said:
Heh. If you have this spell up, and a spell or arrow knocks you down to -1 hp, you're in BIG trouble.

Thats a good one. Better be prepared for this one.. but how? I need meself a construct / undead assistant, it seems ;)
 

Most constructs or undead aren't very smart, and they also don't know your hit point total. Even if you had an assistant carry a healing potion, it wouldn't necessarily know when to use it.

If you have 15k gp to spare, get yourself a periapt of wound closing. It makes you automatically stabilize if you go into negative hp.

[Edited to add the following]

This assumes that your DM allows custom items, because that slot is the same one taken up by the periapt of wisdom that every cleric should have. If he doesn't let you change one to another item type, you may be out of luck.

Another solution is to have someone use the Reach Spell feat with a cure. You could always put the metamagicked spell into a vibrant purple ioun stone, and let it be carried by the PC with the best ranged touch attack.
 
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AuraSeer said:
Most constructs or undead aren't very smart, and they also don't know your hit point total. Even if you had an assistant carry a healing potion, it wouldn't necessarily know when to use it.

..actually ***SPOILERS FOR BANEWARRENS***








This will sound a bit cheesy, but I do have a construct servitor. It was found in the Banewarrens, and is now helping us. It's got int 18, a bit wierd for construct. We got it before I noticed anti-life shell. :o
 

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