mvincent said:
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.
None of these strike me as broken at all. In fact they all strike me as to be expected.
Note that _true strike_ is a Range: Personal spell, so you're hypothesizing a character with both Power Attack and either arcane spellcasting progression or UMD. Which isn't far out at all -- being able to do this is the definition of a gish build -- but it is going to weaken you compared to a simple fighter character. Remember that actions are *everything* in a D&D encounter, and that having to spend two rounds on this more than makes up for a guaranteed hit on a Power Attack.
You don't even need the wand of _speak with animals_ if you're a gnome. And you don't need the bag of tricks if you have a familiar or animal companion. I mean, all this "trick" does is replace a gnomish wizard if you don't have one. (And why wouldn't anyone want one?)
As for the ranged attack thing, sure. You're trading in attack bonus for all that. It's balanced.
- 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
This can appear broken, and people who spend a D&D session tripping (in whatever sense of the word) are really annoying, but a DM can smack this down by focusing on spellcasters and ranged attackers. Being Large isn't so great anymore when you're dodging ranged and ranged touch attacks.
- 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).
Yeah, see above. The mighty spiked chain is annoying but can be countered.
- 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.
See my earlier take on _explosive runes_. Note that, again, I prefer resolving things like this sequentially to resolving them "simultaneously", since the latter can lead to all kinds of troublesome rules difficulties besides this one. Just roll for random order.
Also, your PC had better be really really careful if he's storing hundreds of explosive runes just sitting around during downtime.
As for empowering the runes, sure. That's what metamagic is for, and the runes are harder to use than _fireball_. Metamagic *rods* I frequently worry about and don't really like having around in games. But they are, nonetheless, expensive (though Empower is not as expensive as I would like). Your low-level PCs shouldn't be able to buy Maximize unless they're really saving up for it and giving up some fairly major other purchases.
- Identify + Cleric w/ magic domain = Bypasses 100 gp Arcane Material Component cost to identify magic items.
Er, yeah. This isn't a "trick". This is how the Magic domain is supposed to work.
- 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).
...And where are they getting powerful dead creatures, if they weren't powerful enough to kill them in the first place? It's insanely unrealistic to have the corpses of powerful monsters lying around in a "graveyard". At best they'd be in a laboratory or museum somewhere and cost a very great deal of effort to steal.
Note that bullettes live underground so their corpses are unlikely to be where even a very skilled Ranger could find them, and both nightmares and titans come from *another plane*.
The difficulty of *finding* a creature to reanimate is an essential balancing factor in _animate dead_, especially balancing it against spells like the _summon monster_ tree and so forth. If you ignore that factor and assume you can get any corpse you want out of thin air, of *course* you'll get unbalanced effects -- just like the unbalanced effect of assuming _polymorph_ works on any random monster from the MM regardless of whether your character has ever studied one, seen one or even heard of one.
The _desecrate_ effect is obviously meant more to give you 4 5-HD skeletons than 1 20-HD one. Not that 4 5-HD skeletons aren't powerful, but, well, they're not *that* powerful.
- 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.
Enh. Leadership is powerful, yes, but it puts a lot of its power in the hands of the DM, who's allowed to manipulate what you get for the sake of balance in his campaign. If you want a lot of followers your mobility will be restricted in the long term, which can also be an issue.
- 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.
Keep in mind followers can die, and dead followers decrease your Leadership modifier and make them harder to replace.
As for summons, yeah. This is half of what summons -- and summoners -- are good for at all.
- Caltrops + pursuing enemy = slows them down, maybe even splitting their forces.
- Tanglefoot bag + fleeing enemy = Slows or stops them, preventing them from warning others.
These aren't tricks. These are the only point of caltrops and tanglefoot bags.
- Readied ranged attack + opposing spell caster = A well-timed attack can disrupt a spellcaster even if he was casting defensively.
And this is less of a "trick" and more "one of the few ways non-spellcasters can stand a chance against spellcasters at range".
- 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.
They are nice. I don't think they're unbalanced for their cost, though.
- Barbarian + 1st level = the barbarian class is front loaded and especially good for fighting characters to take as their initial level.
Just enforce multiclass XP penalties or some other means of controlling multiclassing if the barbarian dip gets out of hand.
- Rope trick + ambush = besides making a handy spot to hide and rest, the Rope trick spell can also have more inventive uses.
Yeah, it's nice. Remember to use the potential danger of bringing bags of holding into one as a balancing factor if you have to.
- 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.
Err, where does it say this? It's extremely counterintuitive, if true.
- 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.
If you consistently do this to a ridiculous degree you'll end up more than just one level behind. It's the DM's job to make sure this doesn't get out of hand.
Magic items aren't an endless cascade anyway, remember: They cost GP and time as well as XP to make.
- 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.
Yeah. And this makes sense. Although a smart monster that recognizes what's going on can save its AoO for the important PC. (You never *have* to use an AoO if you have one. If you did, you could do cheese with things like _fire shield_.)
- Levitation + Decanter of Endless Water = Rocket pack.
Like many attempts to apply real-world physics to D&D, there's no actual reason to think that this should work based on the RAW. Even if it did, it's really only notable for its "cool factor", not because it's at all useful. Realistically, the water couldn't move you all that fast -- 20 ft/rd for an average, unarmored character, based on the mass of the water being ejected. 9,000 gp to have to make a DC 12 Str check each round to poorly duplicate the effect of the _fly_ spell -- with *far less* maneuverability or speed -- isn't that great.
I would almost certainly rule that using the decanter causes instability the exact same way making attacks does for the levitating creature.
- Outdoor adventure + Warhorse = great mobility and it can cause decent damage all by itself.
...And using a horse outdoors is a "trick"... how?
- 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’.
And the whole deal with dropping things on people while flying over their heads isn't that easy. (In case you've never played a bomber flight sim, aiming while trying to drop things on people isn't that much easier than aiming while trying to throw things at people.) Following the wizards I'd make it an ordinary ranged attack using your BAB, which isn't going to be good if you're a caster.
- 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).
This especially wouldn't work with the book, which counts as one object and is going to be completely destroyed as soon as the first _explosive runes_ goes off (the object on which the runes are written always takes full damage from it).
- Black Tentacles + Acid Fog
_Acid fog_ is level 6, so no one can cast it before CL 11. Not a 10-or-lower trick.
And _forcecage_ is level 7. Lvl 6 and lvl 7 spells are *supposed* to be super-powerful -- this is the point at which you're entering mid-levels and becoming a legendary fighting force, and where enemies are going to have to use cleverness as well as brute strength to hurt you.
- Alter self and Troglodyte form (+6 Natural armor) or Locathah form (+3 natural armor, swim 60’)
See the _polymorph_ errata. The troglodyte is abusive, but the locathah is, I think, okay. Sensible thing to turn into if you're going to be going aquatic.
- Ring gates and portable hole to transfer characters or large items
If you have 60,000 gp to blow on this -- which low-level characters really shouldn't -- then go right ahead. The _bag of holding_ is cheaper than the _portable hole_ but can't hold as much.
It's not really unbalancing in any way, since you have to have the ring gates, and get one gate where you need to go in the first place, in order to use it.
- 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).
Also not unbalanced.
- Put a portable hole into a bag of holding while inside the Tarrasque.
Cute. If you're somehow conscious and capable of taking actions while inside the Tarrasque, of course. Which a low-level character won't be.
Note that you have to make a successful grapple check against the Tarrasque to do this (swallowed creatures are grappled).
Also, by RAW, this won't let you escape from the Tarrasque -- it'll just take the Tarrasque to the Astral Plane, with you inside it. A nice, self-sacrificial way to save the day, but you'll still die.
- 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.
Sure. Also not that unbalancing. Not all that different from everyone using their move action to close with the same guy and do a full attack.
- Dust of choking and sneezing: use on BBEG. No saving throw fight ender
Right, this is very annoying. If it were me I'd say that the dust *remains in the air* for the duration of the sneezing effect, forcing anyone who wants to take advantage of this to rely on ranged attacks and effects. Or just give the sneezing and choking a Fort save, which it really ought to have. (A 5d4 stun with no save is *way* too good for something at the dust's price.)
- Boots of Levitation + overland flight: long duration flight while still being able to hover.
Nice effect. Still doesn't give you the maneuverability of _fly_, though, and if you can cast _overland flight_ you can cast _fly_.