Experience II OOC Thread

HP: 52 (12d4=37 + 12 (Con) +3 (familiar))

1st level maxed (4), then (3) for the next 11 levels each. Total 37 plus modifiers.

At 2nd level, 5. spell is wrong, I guess it should read Invisibility (unless you decided to get the ring, then it's obviously pointless to have the spell). ;)

I'd still drop Ice Storm, especially now with the Cone of Cold, which is also cold damage. Get some other 4th level spell instead (Evard's Black Tentacles is another very good one, here) and then drop Halt Undead and put Lightning Bolt (or Fireball) back in to have another element covered.

Equipment: If you want to make use of Point Blank Shot and Precise Shot you might want to buy a decent bow, also you absolutely need an item to boost Charisma (i.e. brooch of charisma +4 (as cloak of charisma +4 but amulet slot)), and probably one to boost Dexterity as well. Lesser bracers of archery would also work well.

Bye
Thanee
 
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Well i can just see two thing missing.

1. I updated the MW shotbow composit to a MW longbow or Longbow, composite (+4 Str bonus) +800 gp, but that might not be a god enough weapon, do you have some suggestion on this mater?

2.I have chosen a toad as familiar. At this level is there important thing my familiar gains? Or does he just give me +3 hit Points?
I will appreciate too a page number in the PHB or other book where I can find all the information. I have never before used a familiar, so I will read a little about it.

:) this is going well I think :cool:
 
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Familiars (also in the sorcerer class description in the PHB).

About the bow... if you plan to use it (and you spent 2 feats on that, so I suppose you do), I would rather get a magical bow, like +2 shock mighty composite longbow or something along those lines (roughly 18,500 gp, or +1 shock for about 8,500 gp).

You could easily drop those bracers of armor, they don't stack with your Mage Armor spell, anyways.

Oh, and you still have the Ray of Enfeeblement falsely listed under 2nd level (should be Invisibility).

One more... Hit Points is 52 not 37 (37 is the sum of the "dice rolls" alone)!

Bye
Thanee
 
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1. I’m taking away bracer of armour. And buy the +2 shock mighty composite longbow. Can you please give me the source? I cant find it in the
System Reference Document (SRD), which are the documents I use most.

2.
Lvl 2 (5 spells known):
1. Locate Object:
2. Invisibility:
3. See Invisibility
4. False Life
5. Ray of Enfeeblement

3. I’m dropping the MW studded leather +1, arcane failure isn’t a option. But then i get worried for my AC isn’t 15 a little to low? Maybe a +3 CON item would help. Or does it exist better ways to get round this problem?
 

You find it in the SRD under magic weapons (it's not listed as a specific weapons, since only the seperate enchantments are listed there, if you do not know how to figure out those magic weapon enchantments, I can try to explain it to you).

Ray of Enfeeblement is a 1st level spell (and you have it listed there, too).

Oh, didn't notice the Invisibility, then put Hideous Laughter back in, maybe (instead of the obsolete 2nd Ray of Enfeeblement).

About the armor... you have Mage Armor, so it's pointless to have a studded leather, anyways, since both provide the same (armor) bonus. Your AC will normally be higher, thanks to Mage Armor, but, of course, you will be best advised to stay out of trouble. At this level, an AC of around 20 isn't going to protect you against much (you'd need AC > 30 to be somewhat effective). It's better to cast Blink then as defensive, since it will avoid some attacks (usually 50%, but depends on opponent), which is much better than a few points of AC.

Bye
Thanee
 
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1. I’m going to take a look at the magic weapons.
2. spells fixed
3. armour issue. I agree. And the studded leather is dropt. The ring of protection is in my can be dropt list. With ring ac= 15 half of the “may be useful amount”. There is no magic item that raisen hitpoints?
4. and a question: how did your familiar get so powerful? I’m thinking in the detect magic skill/feat you little cute dragon has. I cant se that my familiar is getting more abilities than some spell resistance at level 12. ---> I saw it now. Improved Familiar
 
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Items that add to Con also add to hit points. And now you have False Life, which easily adds +20 or more hit points with one (empowered) casting.

If with "detect magic skill/feat" you talk about the game thread, where Skreg was able to read magical auras, then you will find your answer in the familiar rules (specifically Share Spell); every familiar can do this.

But yeah, you can get more powerful familiars (like the Pseudodragon, or Imp) only with the Improved Familiar feat.

Bye
Thanee
 
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I think I'm quite done.

The character got some thing in red, Thanee can you explain me where I can read more about the feats in red, and how to use them correctly?
Should I get some others feats that are better en the red ones?

Chosen magic school Conj. Any suggestions?

What language do they speak in those lands? Azcan?

And a last thing. Ferrix are you with us?
 

Spell Focus: Conjuration

*cough* You did check your spell list before choosing that, right?

You do not have a single spell, which would benefit from that feat, as the only Conjuration spells you have, got no save and thus a +1 to save DC doesn't help them at all! ;)

Most reasonable choice, given your spell selection, is Spell Focus: Evocation.

I'm not sure what you mean with "can read more about the feats in red". What kind of information (besides what you have included there from the SRD) are you looking for!?

This maybe?

METAMAGIC FEATS
As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

Bye
Thanee
 

Thanee said:
Spell Focus: Conjuration
*cough* You did check your spell list before choosing that, right?

First of all :o

Thanks for the metamagic info.

I think I should be right now. I have marked some of the spell whit a [best with empowered (xxx) spell feat]

Are there others that are obvious more powerful spells, if I use them with metamagic feats?

With some of the spells it wouldn’t be s smart thing to use a higher spell slot… but with witch of them, is it a good idea?
I suppose these are examples of good use of metamagic, since you pointed it out.

Ray of Enfeeblement [best with empowered spell feat]
False Life [best with empowered spell feat]
Slow: [best with Heighten spell feat]
 

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