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Little Powergaming Rules That Slip By

Jack Simth said:
As written, Dispell Magic does not require you to auto-succeed against your own spells...

Well, that's half true ;)

If you're using an area dispel, you're correct. You may choose to automatically succeed on dispel checks against any spell that you have cast.

If you're using a targeted dispel: You automatically succeed on your dispel check against any spell that you cast yourself.

No choice is mentioned in the targeted instance.

-Hyp.
 

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Hypersmurf said:
If you're using an area dispel, you're correct. You may choose to automatically succeed on dispel checks against any spell that you have cast.

If you're using a targeted dispel: You automatically succeed on your dispel check against any spell that you cast yourself.
Correct. The "bundle o' explosive runes" trick only works with an area dispel (preferably from a low level scroll). Consequently, the trick would also not work with a "book o' explosive runes" as that would be considered single object (and only one rune would go off with an area dispel)
 

mvincent said:
Correct. The "bundle o' explosive runes" trick only works with an area dispel (preferably from a low level scroll). Consequently, the trick would also not work with a "book o' explosive runes" as that would be considered single object (and only one rune would go off with an area dispel)
No need for the scroll; officially, you always have the option of using the minimum caster level for the scroll - so you can cast that area dispel magic (which is the one you want, and affects all unattended objects in it's area - which includes all that loose-leaf to avoid the issue that spells don't stack) and don't auto-succeed. Your Dispel Magic has a caster level of... what, 5 as a minimum? And your Explosive Runes are done at your full caster level - 15, say - so that Dispel Magic gets basically none of them.
 


Huw said:
I'd never call a barbarian "inconsequential" to his face.

Why not? Barbarians are usually intellectually challenged, so they won't know what you just said (note that I didn't say "stupid", either, because they would know that one).
 

dog at level 1 for 25gp

at level one buying a guard dog for 25gp can be useful if you have the handle animal skill, it doesn't really say anything about them but where it talks about the handle animal skill it says what a guard dogs trick are. so it can alert you if people are sneaking around and even help in combat a little. then if you dm allows you to have a hunting dog or you take the time somehow you could teach it or just have it come with the track or seek tricks both pretty useful totaly worth 25gp
 

seting spears for a charge all the time can be really nice. havn't got the chance to run a high powered guy doing it but i do i with a weak lil druid all the time. hard to imagine someing raging while they set for a charge but you can do like 4d6+14 with a set greatspear at first level.. then at higher levels just power attack against their penilty for charging and bam, i scribbled some stuff down once and i got like +10 to hit 4d6+40 damage with a level 6 and that was two feats and a raging strengh score of like +5 i think not even masterwork weapon. i think all fighters should carry around something to set against a charge cause to me it seems like something people don't use very often..
 

This is how you want to make yourself known, is it? By grave-digging a thread and posting poor information?

Dandu, apparently you missed the memo on "don't be rude and unwelcoming." Talking about his posts is fine, and ignoring the thread is fine. Heck, ignoring the poster is fine. Being a jerk about it isn't.

Please PM me if this is in any way unclear. ~ Piratecat
 
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oh another idea i had.. a magic item to make thats a vacume jar. i bet this exists somewhere but i'd say its a really good idea and really would annoy the dm eventualy
its alot like a bag of holding but its a cold iron bottle with a screw on top. you can pour things into it normal or dump its contents out normaly and it holds a ton of whatever you can fit inside the bottle nose/hole. also twice a day you can activate a effect with it that either acts as a gust of wind spell spraying the contents out, or a gust of wind spell sucking things in. things inside it mix so you'd have to be a little careful. the jar is magicaly enhanced so its very very tough. definatly immune to acid but i'm not sure what other resistences it has but it should be almost unbreakable and its only a small jar. something like a vampire or a gas form spell who floats inside it then turns back into physical form is still stuck inside the jar and would need to turn back into gas and float out when the bottle is opened, or get forced out when its opened and activated to spray contents.

use it to suck up a vampire then suck up a bunch of holy water for a easy kill.

or suck up that pool of acid laying around the dungeon and use it for something clever.

i doubt you'r dm would let you suck up a ooze but that would be nice..

poison gas starts filling the chamber and your party holds their breath and activates the jar.
 

If you just keep getting your character swallowed, get yourself a Necklace of Adaptation and a Decanter of Endless Water. Work out with the GM what preparations your character has made to unstopper and activate the Decanter in Geyser mode while in a creature's gullet.

This is fairly likely to get you regurgitated in short order. If you actually want to stay inside and continue the battle from within, consider an Immovable Rod to mount the Decanter on. Then hang on.
 

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