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<blockquote data-quote="Eldritch_Lord" data-source="post: 4408732" data-attributes="member: 52073"><p>No; grappling isn't all that bad, all things considered. The shambler trick I remember off the top of my head is as follows:</p><p></p><p>1) <em>Shapechange</em> gives you the extraordinary abilities of forms you assume.</p><p></p><p>2) Shamblers have the extraordinary ability to take no damage from electricity, and instead gain 1d4 Con whenever they would normally take electricity damage.</p><p></p><p>3) <em>Shapechange</em> lasts 10 min/level (3 hours when the Verdant Lord would get it).</p><p></p><p>4) Have a psion buddy use <em>wall of energy: electricity</em>, or take Energy Substitution: Electricity and cast an <em>electricity-substituted wall of fire</em> yourself.</p><p></p><p>5) Stand in the wall for a minute. You'll gain between +10 and +40 to your Con score, and since they go away at 1 point per hour you now have 2 hours and 59 minutes to play around with between +8 and +38 Con. Stay in the wall for 2 minutes and it's between +20 and +80 or +18 to +78 by the end of the 3 hours, etc.</p><p></p><p>6) Since every 2-point Con boost for the Verdant Lord is worth 18 HP, stay in the wall for, say, 3 minutes and you'll have between 270 and 1080 extra (not temporary, extra) HP. Walk around with nigh-invulnerability to HP damage for the next 3 hours; just make sure to have plenty of healing for the end (like, say, a staff containing <em>heal</em>) and you're set.</p><p></p><p>--------------------------------</p><p></p><p>It isn't as bad as a class feature here, but as a spell you can apply Extend Spell or (gods forbid) Persist Spell with various metamagic tricks and achieve truly ridiculous HP totals.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 4408732, member: 52073"] No; grappling isn't all that bad, all things considered. The shambler trick I remember off the top of my head is as follows: 1) [I]Shapechange[/I] gives you the extraordinary abilities of forms you assume. 2) Shamblers have the extraordinary ability to take no damage from electricity, and instead gain 1d4 Con whenever they would normally take electricity damage. 3) [I]Shapechange[/I] lasts 10 min/level (3 hours when the Verdant Lord would get it). 4) Have a psion buddy use [I]wall of energy: electricity[/I], or take Energy Substitution: Electricity and cast an [I]electricity-substituted wall of fire[/I] yourself. 5) Stand in the wall for a minute. You'll gain between +10 and +40 to your Con score, and since they go away at 1 point per hour you now have 2 hours and 59 minutes to play around with between +8 and +38 Con. Stay in the wall for 2 minutes and it's between +20 and +80 or +18 to +78 by the end of the 3 hours, etc. 6) Since every 2-point Con boost for the Verdant Lord is worth 18 HP, stay in the wall for, say, 3 minutes and you'll have between 270 and 1080 extra (not temporary, extra) HP. Walk around with nigh-invulnerability to HP damage for the next 3 hours; just make sure to have plenty of healing for the end (like, say, a staff containing [I]heal[/I]) and you're set. -------------------------------- It isn't as bad as a class feature here, but as a spell you can apply Extend Spell or (gods forbid) Persist Spell with various metamagic tricks and achieve truly ridiculous HP totals. [/QUOTE]
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