Miniatures Handbook: Feats, Spells & Monsters

MerricB said:
The two feats do different things. You can also combine them. :)

Also note that the Sudden feats may only be taken ONCE each, and used only ONCE per day, so having Sudden Maximize and Sudden Empower isn't that bad.

IMC, I've merged "both" feats. (Actually, that was before the MH was released.) Metamagic feats have a level (0 for subdual substitution, 1 for silent and still, 2 for empower, 3 for maximize...), they can be used 4 - level times "suddenly", and otherwise the "traditional" way.

So, Silent Spell lets you cast silenced spells "suddenly" thrice a day, and you can also prepare silenced spells in advance, who will take a slot 1 level higher than normal.

MerricB said:
To expand that a little: a 10d6 fireball with Maximize Spell does 60 damage. a 10d6 fireball with Empower Spell does 15d6 damage (avg 52.5 dmg).

Actually, it's 10d6×1.5. There's a slight statistical difference between 15d6 and 10d6×1.5, you can't get the results that are a multiple of 3 +17 (like 17, 20, 23, 26, etc., up to 89).
 

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I've used many feats, several spells, and a couple of monsters, and everything has been rock-solid as far as mechanics and balance.

Maybe it's because the focus is on lower-level action, or because the book was heavily play-tested?
 

Gez said:
Actually, it's 10d6×1.5. There's a slight statistical difference between 15d6 and 10d6×1.5, you can't get the results that are a multiple of 3 +17 (like 17, 20, 23, 26, etc., up to 89).

Ah, of course. Thanks for the clarification, Gez!

Cheers!
 

On a related note, has anyone seen the marshal in play? Is it an effective PC class? NPC class?

I'm considering making Zhentilar and other military officers in my next campaign marshals rather than fighters so was wondering whether anyone had any experience with them in play.
 

Love the stuff in the Mini's handbook, particularly the Sudden metamagic feats and the spells. The only thing that I saw that I had to cut out was Mage-Killer (or whatever the name of that feat is that makes casting on the defensive fail automatically), as someone else mentioned. Otherwise, it seems to be pretty useful and, IMHO, not too overpowering at all.
 

I find most of the book to be pretty well-balanced and it is quickly becoming one of my favorites.

Revivify is probably the single best spell introduced in this edition of the game. Finally, a way for players to avoid the horrible XP loss for frequent deaths, as long as the cleric reacts quickly enough. This has become a staple spell in all the campaigns I am a part of.

I agree with Nightchilde-2: the Mageslayer feat is too good. It is better than the epic feat, Spellcasting Harrier. I find that Spellcasting Harrier is more balanced in my campaign.

The shirts that offer various damage reduction 5/something are quite nice, and are priced reasonably. The belt of magnificence is a bit much, though.

The monsters are interesting, but are too low-level for my tastes. I think the highest one is CR 10. The Shadow Beasts are a nice addition to the game.
 


Derulbaskul said:
On a related note, has anyone seen the marshal in play? Is it an effective PC class? NPC class?

I'm considering making Zhentilar and other military officers in my next campaign marshals rather than fighters so was wondering whether anyone had any experience with them in play.
I used the Marshal class in a game recently. Great stuff.

The main foes for an adventure were squads of lawful fiendish orcs who were searching for a portal to Hell in a decimated dwarven city. 7th level marshals were the captains of these squads, and they really helped lend an in-game effect (and nasty power boost) for all their command barking. It gave the game's PC (it was solo game) a cool "primary target" for these encounters...

Our hero, Svaine: "If I take down the captain, they're not as organized!"

It's really cool to have a class that helps simulate combat charisma and which doesn't have to play the mandolin while doing so. ;)
 

Thanks for the feedback, Chronosome. I wanted to emphasise the L part of the Zhentilar's LE alignment so I wanted their soldiers to fight in a visibly well-coordinated fashion. Placing a few marshals in command positions seemed to be an ideal way to do that... and to create primary targets!

Hmmm, perhaps I'll have some Zhentarim acolytes cast sanctuary on them as well....
 

I love most of the Mini-HB. I am thinking about getting rid of the cleric as a core class and just using the Healer, as some of their spells are so neat.

I also love the monsters, especially the Avatars! So neat, and I can't wait until the players are high enough level to face one in combat!!!

Shade said:
Revivify is probably the single best spell introduced in this edition of the game.

I wholeheartedly agree.
 

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