I have a few rules questions if anyone might happen to know the answers.
First, a little background. I joined this group a number of months back. The campaign is fairly well established, with characters up around 17th level. The players in the group trade off GMing duties. I recently opted to take up the GM mantle, since I had an idea for an adventure.
The characters are traveling along through the jungle toward a hidden city lost for millennia. The first fight, against a group of Lizardfolk was an easy fight. EL12, so the lizardfolk were pretty well slaughtered.
The next fight, where a more experienced band of lizardfolk sought to get revenge for their tribesfolk slain. This encounter was EL17, with 8 CR 11 lizardfolk. In the fight, several things happened that I hadn't ever anticipated.
First, one of the characters pulled out a wand and cast meteor shower. The character is an Artificer, and at the time I was completely unfamiliar with the class. I opted to trust the player's knowledge on his own class. Wands can hold up to a level 4 spell and max out at 50 charges. He cast a level 9 spell and claimed to have 71 charges left. And then told me that his character because he's an artificer can use spells in his work that are 3 spell levels above him, and that he can alter wands and other magic devices. Are there any prestige classes or feats that make either of those true?
Second, one of the other characters who is a psionicist, pulled out a wand and cast a fireball-like spell, which had a save DC of 28. I know about Spell Focus and Greater Spell Focus. What other sources out there allow you to increase the save DC of a spell?
I haven't really looked closely at the character sheets for the other characters. I know that my own character is a level 9 Swashbuckler/8 Rogue and purchased equipment using the level 17 value from the DMG, but I strongly suspect the others' gear is valued at quite a bit more.
But anyway, does anyone know if the above situations are possible with any combination of feats or class abilities?
SB
First, a little background. I joined this group a number of months back. The campaign is fairly well established, with characters up around 17th level. The players in the group trade off GMing duties. I recently opted to take up the GM mantle, since I had an idea for an adventure.
The characters are traveling along through the jungle toward a hidden city lost for millennia. The first fight, against a group of Lizardfolk was an easy fight. EL12, so the lizardfolk were pretty well slaughtered.
The next fight, where a more experienced band of lizardfolk sought to get revenge for their tribesfolk slain. This encounter was EL17, with 8 CR 11 lizardfolk. In the fight, several things happened that I hadn't ever anticipated.
First, one of the characters pulled out a wand and cast meteor shower. The character is an Artificer, and at the time I was completely unfamiliar with the class. I opted to trust the player's knowledge on his own class. Wands can hold up to a level 4 spell and max out at 50 charges. He cast a level 9 spell and claimed to have 71 charges left. And then told me that his character because he's an artificer can use spells in his work that are 3 spell levels above him, and that he can alter wands and other magic devices. Are there any prestige classes or feats that make either of those true?
Second, one of the other characters who is a psionicist, pulled out a wand and cast a fireball-like spell, which had a save DC of 28. I know about Spell Focus and Greater Spell Focus. What other sources out there allow you to increase the save DC of a spell?
I haven't really looked closely at the character sheets for the other characters. I know that my own character is a level 9 Swashbuckler/8 Rogue and purchased equipment using the level 17 value from the DMG, but I strongly suspect the others' gear is valued at quite a bit more.
But anyway, does anyone know if the above situations are possible with any combination of feats or class abilities?
SB