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<blockquote data-quote="LostSoul" data-source="post: 4290763" data-attributes="member: 386"><p>This is kinda fun!</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">The elements are pretty obvious - Wizards and Warlocks do that already.</li> <li data-xf-list-type="ul">Animals - you can use the Stunts to have them make attacks for you. That maintains the action economy.</li> <li data-xf-list-type="ul">Plants - you can describe your spells as creating plants or using ones that currently exist to do stuff. (I'd give +2 if you were outdoors, because I'm a nice guy.) Look at Sleep - say that the plants entangle the creatures, causing a Slow effect (even if they move, the plants still wrap around them); and if they fail that first save, they are wrapped up so tight as to be Unconcious.</li> <li data-xf-list-type="ul">Calling a gust of wind - any power that increases AC. Nice DMs (and those who take the "Yes" advice seriously) will let you Stunt using Nature to give someone else a +2 bonus to AC. I'd make that a Ready action, though.</li> <li data-xf-list-type="ul">Speaking with animals - that's a Nature check. Yes, you can do it all the time. No, you can't always get the information you want. That's what we roll for.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">You can raise the dead using a Skill challenge.</li> <li data-xf-list-type="ul">You can use the stunts to get them to do your bidding.</li> <li data-xf-list-type="ul">Pick necromantic damaging spells, or just describe your spells working that way.</li> <li data-xf-list-type="ul">You can become undead by altering the fluff of an Epic Destiny.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">You are a wandering minstrel. You are awesome. No need to roll for that! If you do want something important, or there's a conflict, then you need to roll to resolve that.</li> <li data-xf-list-type="ul">Play a Warlord.</li> <li data-xf-list-type="ul">Train Theivery by taking Pact Initiate.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Use Arcana to do stunts that make other monsters attack each other! Yeah! Use the "Normal Damage Expressions" for these attacks.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Describe your armour as martial kick-assitude. You have an armour check penalty; I don't know how to get around that.</li> <li data-xf-list-type="ul">Describe your weapon as fists and feet.</li> <li data-xf-list-type="ul">Have the DM "upgrade" your hands & feet as part of the treasure.</li> <li data-xf-list-type="ul">Shrug off magical attacks using your Defenses, like normal.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Train Stealth and Perception.</li> <li data-xf-list-type="ul">Take Rogue. Boost Sneak Attack damage.</li> <li data-xf-list-type="ul">Buy poison.</li> <li data-xf-list-type="ul">Take Pact Initiate and deal psychic damage.</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Train History? I don't know what you mean with the other stuff. Skill challenges?</li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Take Fighter. Multiclass with Wizard.</li> </ul></blockquote><p></p>
[QUOTE="LostSoul, post: 4290763, member: 386"] This is kinda fun! [list] [*]The elements are pretty obvious - Wizards and Warlocks do that already. [*]Animals - you can use the Stunts to have them make attacks for you. That maintains the action economy. [*]Plants - you can describe your spells as creating plants or using ones that currently exist to do stuff. (I'd give +2 if you were outdoors, because I'm a nice guy.) Look at Sleep - say that the plants entangle the creatures, causing a Slow effect (even if they move, the plants still wrap around them); and if they fail that first save, they are wrapped up so tight as to be Unconcious. [*]Calling a gust of wind - any power that increases AC. Nice DMs (and those who take the "Yes" advice seriously) will let you Stunt using Nature to give someone else a +2 bonus to AC. I'd make that a Ready action, though. [*]Speaking with animals - that's a Nature check. Yes, you can do it all the time. No, you can't always get the information you want. That's what we roll for.[/list] [list][*]You can raise the dead using a Skill challenge. [*]You can use the stunts to get them to do your bidding. [*]Pick necromantic damaging spells, or just describe your spells working that way. [*]You can become undead by altering the fluff of an Epic Destiny.[/list] [list][*]You are a wandering minstrel. You are awesome. No need to roll for that! If you do want something important, or there's a conflict, then you need to roll to resolve that. [*]Play a Warlord. [*]Train Theivery by taking Pact Initiate.[/list] [list][*]Use Arcana to do stunts that make other monsters attack each other! Yeah! Use the "Normal Damage Expressions" for these attacks.[/list] [list][*]Describe your armour as martial kick-assitude. You have an armour check penalty; I don't know how to get around that. [*]Describe your weapon as fists and feet. [*]Have the DM "upgrade" your hands & feet as part of the treasure. [*]Shrug off magical attacks using your Defenses, like normal.[/list] [list][*]Train Stealth and Perception. [*]Take Rogue. Boost Sneak Attack damage. [*]Buy poison. [*]Take Pact Initiate and deal psychic damage.[/list] [list][*]Train History? I don't know what you mean with the other stuff. Skill challenges?[/list] [list][*]Take Fighter. Multiclass with Wizard.[/list] [/QUOTE]
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