D&D 3.x known-abusable 3.5 combos/techniques/etc.

Sejs said:
At 14th? 12, plus whatever bonus slots he's got for having a high int (generally 2 more, possibly 4 more depending on how you handle int items and spell slots).
It's been previously established that the headband of intellect increases spell slots. My own character had 18 starting int, +3 from levels, +6 from headband, +1 from Tome of Clear Thought, +2 from being a Gray Elf and +2 from age (32 total) for a total of +8 spells. Contingency can also increase this by one (not recommended though), as can each applicable pearl of power. Add another 4 if you are a transmuter, and add as many as you want if you are willing to use a wand of mnenomic enhancer.

at that point you're not looking at one day to prepare, you're looking at two.
How so?
1) morning of the day before adventure prepare all mnenomic enhancer.
2) That evening cast them all to prep 3rd level spells that last 24 hours.
3) Next morning prepare all your regular spells and go on adventure with about 15 hours of bonus spells.

I do recall calculating this before and deciding I needed an extra day, but now I don't know what that might've been for.
 

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Emirikol said:
Figure 75% of games don't go over about 12th level, what's broken beneath that so the rest of us can get some fixes?
The majority of the combos I listed above were intended for below 12th level, but here are some tricks and combinations I’ve run across, mostly for low level (10 and under) characters utilizing only the core rules (PHB, MM & DMG):
- Power attack + True Strike = Full Power Attack without missing.
- Lance + Spirited charge + smite = Triple damage smite attack. Great for Paladins. Combine this with Power attack & True Strike for ungodly damage.
- Wand of Speak w/ animals + Bag of tricks (grey) = A small furry scout to check out areas before you go in (giving you surprise, or at least forewarning).
- Thrown weapons + Quick draw + Rapid shot + Two weapon fighting = Three ranged attacks. Especially good because it's easy to get a full attack action with ranged attacks.
- Improved trip + Enlarge = High bonuses, and you can trip others w/ AoO's before they reach you (stopping their attack). Good for High Str characters
- Reach weapon + Enlarge + combat reflexes = Covering a 50'x 50' area means a lot of AoO's. Combine with a tripping weapon for obscene battlefield control.
- Improved disarm + spiked chain = Good for high Dex characters with Finesse. Not only does a Spiked chain give you +2 to disarms, it's a two-handed weapon (that can still be finessed), giving another +4. Its reach also allows you to AoO disarm someone before they reach you (stopping their attack).
- Explosive runes + Dispel magic = A PC could potentially make hundreds of Explosive runes between adventures (at no cost), and a well timed dispel magic could set most of them off at once.
- Explosive runes + Metamagic = If casting explosive runes between adventures, one might as well Empower and/or Maximize them. Lesser metamagic rods make this especially easy.
- Identify + Cleric w/ magic domain = Bypasses 100 gp Arcane Material Component cost to identify magic items.
- Animate dead + high HD (dead) creatures = Powerful skeletons to bolster your party's fighting strength (possibly to an overpowering degree).
- Desecrate + animate dead = 20 HD servant (titan skeleton?) at 5th level
- Animate dead + Bullete skeleton = Retains its burrowing ability. Inventive characters might find a way to ride inside it.
- Animate dead + nightmare skeleton = Retains its flying ability (a Pegasus zombie would work also, but not as well).
- Leadership + Cohort = A lot of extra power for just one feat.
- Leadership + spell casting followers = Low level buffing spells can be cast by followers, saving your actions for better things.
- Scrub + Flank + Aid = low level followers or summoned creatures can be good for both flanking and ‘Aiding’ your heavy hitters. This often gives better results than anything else they might do.
- Caltrops + pursuing enemy = slows them down, maybe even splitting their forces.
- Tanglefoot bag + fleeing enemy = Slows or stops them, preventing them from warning others.
- Readied ranged attack + opposing spell caster = A well-timed attack can disrupt a spellcaster even if he was casting defensively.
- Wand + 1st level spells = Cheap (about 15 gp each shot) and easy to use spells. Wands of cure light wounds are a must. Wands of Enlarge, Protection-Evil etc. are also handy.
- Barbarian + 1st level = the barbarian class is front loaded and especially good for fighting characters to take as their initial level.
- Rope trick + ambush = besides making a handy spot to hide and rest, the Rope trick spell can also have more inventive uses.
- Sneak attack + spells = The SA bonus applies to attack spells… which are often touch attacks that ignore DR, Also good with acid flasks or alchemist’s fire.
- Craft magic items + 1 lvl. behind other PC’s = Being a lower level than the rest of your party will give you more XP during adventures, which can be used to create more magic items… which increases your party’s strength (but not their level)… which should in turn result in an easier accumulation of XP overall.
- High AC + provoking AoO’s = Since most monsters only get one AoO, your highest AC character can (deliberately) provoke it rather than a fellow PC that plans to move through the threatened area.
- Levitation + Decanter of Endless Water = Rocket pack.
- Outdoor adventure + Warhorse = great mobility and it can cause decent damage all by itself.
- The shrink spell allows you to take a 3’ to 4’ wide boulder and shrink it to about the size/weight of a cue ball. On average, a good boulder will likely weight about 200 lbs. per cubic foot, and you can shrink 2 cubic feet per caster level. Dropping something from 10’ feet will do 1d per 200 lbs. (so about 2d6 per caster level). Meanwhile, a (custom made) big lead ball would weight about 600 lbs per cubic foot, so it would do about 6d6 per caster level if dropped from 10’.
- Explosive runes cost nothing to cast and lasts indefinitely. A spellcaster with a lot of free time could fill a book with explosive runes. If he later casts dispel magic on the book, about half of these could go off all at once (causing potentially hundreds of d6 damage).
- Black Tentacles + Acid Fog
- Cloudkill + Forcecage
- Alter self and Troglodyte form (+6 Natural armor) or Locathah form (+3 natural armor, swim 60’)
- Ring gates and portable hole to transfer characters or large items
- Using wands of cure light wounds like disposable batteries. In my group, each person carries their own wand (even if they can’t use it) and after battles we just mark off 1 charge per 5 hp we need to recover (assuming there is anyone still conscious that can use it).
- Put a portable hole into a bag of holding while inside the Tarrasque.
- Dimension door’ing the whole party: have all the characters delay until just after the spellcaster, and then do a full attack at whatever enemy they are now nearby.
- Dust of choking and sneezing: use on BBEG. No saving throw fight ender
- Boots of Levitation + overland flight: long duration flight while still being able to hover.
 

On the two days vs one day issue - I think we're approaching it from different angles.

I was assuming the first day you've got something memorized other than a full compliment of RMEs. Just whatever you totter around with as your standard spell loadout. From there, it's

1) Start with standard spells, decide to max out on RME. Make all your 4+ slots available. Rest.
2) Memorize a full compliment of RME in all available slots. Cast them all. Cook yourself a nice meal, take in a show, finish out the day, then rest again.
3) Memorize your spells for whatever it is you've been prepping for, then go about your business.
 


mvincent said:
Its description doesn't seem to imply this. Do you have any support for this?

A fine dust that's cast into the air and causes a 20 foot spread?

How far do you think you're going to be able to cast fine dust before it's 'into the air'?

-Hyp.
 

Emirikol said:
Here's another thing you need to get rid of : Vow of Poverty feat. Just say no.
Well, duh. Books of Vile Darkness and Exalted Deeds do not make an appearance, since I have drilled into my players that having any feats, spells, etc from those books gives me the right to yoink control of the character at will, when confronted with moral dilemmas. If you're going to exalted or vile, then you're going to be really exalted or vile.
 

Hypersmurf said:
A fine dust that's cast into the air and causes a 20 foot spread?

How far do you think you're going to be able to cast fine dust before it's 'into the air'?
Ah. I had envisioned this being used on the end of an arrow or in a break-apart satchel, grenade-like device, glass vial, Tanglefoot Bag, Thunderstone, etc.

Yeah, throwing raw sneezing dust into the air with your hands is asking for trouble.
 

mvincent said:
Ah. I had envisioned this being used on the end of an arrow or in a break-apart satchel, grenade-like device, glass vial, Tanglefoot Bag, Thunderstone, etc.

Smashing it on the ground would likely not serve to activate the item; this is not 'casting it into the air'. It's a use-activated item, and that use is defined specifically in the text.

-Hyp.
 

Hypersmurf said:
Smashing it on the ground would likely not serve to activate the item; this is not 'casting it into the air'. It's a use-activated item, and that use is defined specifically in the text.
It seems like smashing the container on the ceiling would qualify. Also, it seems like explosive type items (i.e. thunderstone or specially made grenade-like item) should be able to disperse it from the ground. Tangle-foot bags do burst apart, but I don't see them qualifying for this purpose as easily.
 

mvincent said:
It seems like smashing the container on the ceiling would qualify.

I don't agree.

You cannot activate a Figurine of Wondrous Power that is sitting on a shelf by speaking the command word; it must be tossed down first.

You cannot activate Iron Bands of Bilarro by dropping them on someone; they must be hurled.

You cannot activate a Bag of Tricks by turning it upside down and shaking it; you must reach inside, remove the fuzzy ball, and toss it.

You cannot activate Dust of Sneezing and Choking by having it fall from a container; you must cast it into the air.

-Hyp.
 

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