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Spellweaver CR10??
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<blockquote data-quote="kigmatzomat" data-source="post: 1864819" data-attributes="member: 9254"><p>I'm glad to hear that the overall concensus is that this creature is snafu'd and that I'm not off the deep end. </p><p></p><p></p><p></p><p>I mention it because a slam attack counts as an "armed" attack meaning it is always armed with an attack only slightly worse than a dagger. Assuming the 'Weaver and a sorceror both ran out of spells or were caught in an anti-magic field, the weaver could likely beat up the sorceror. 2x+9 @ d3-1 vs +5 @d6</p><p></p><p></p><p></p><p>I include the special magic disk in as "gear". Averaging them out between 10 1st Pearls of Power (10x1k) and 2 5th Pearls of Power (2x25k) gives you 30,000gp. 30,000gp + 8450 is about what a 13th level NPC gets. Sure, it's not "treasure" but what the hey. Like you said, it only explodes when someone tries to use it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>He has low hps but he's no more melee than any other caster. And his Fort save is on par with Con<10 sorcerers, like elves. But the hit die size means he's got nearly half-again more hps than a CR equivalent arcane caster (10d4=25hp vs 36hp) Compared to them he's a tank. </p><p></p><p></p><p></p><p>The lack of concentration is its only potential "gotcha" but I'm used to most casters being bright enough to be airborne or otherwise hard to get to when not surprised. I forgot the SR as well as the +5 natural armor. SR21 means a 10th party has a 50/50 chance of getting a spell through, not good odds. </p><p></p><p>Since I'm running 3.0 so the Focuses are still an issue though I would choose different schools depending on the spell list. </p><p></p><p></p><p></p><p>Major prep time? Well, with invis & detect magic at will and the ability to cast 6 spell levels/round I don't think that long. I'm assuming Mage Armor is extended and active and that it remains invisible at all times. One round to put up Shield, probably a stat buff, and Fly. Depending on what Detect Magic says either wait a round to put up a Minor Globe and a Mirror Image or just kick off the battle with a Dispel Magic and a AE spell or Dominate/Charm Spells depending on the 'Weavers goals and the targets defenses. Either way, he's down no more than 2 2nd level spells thanks to his happy grenade-of-power. Maybe toss haste into the mix for the init and other bonuses, though it's not as useful to 3.5 casters as it is to 3.0 casters.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1864819, member: 9254"] I'm glad to hear that the overall concensus is that this creature is snafu'd and that I'm not off the deep end. I mention it because a slam attack counts as an "armed" attack meaning it is always armed with an attack only slightly worse than a dagger. Assuming the 'Weaver and a sorceror both ran out of spells or were caught in an anti-magic field, the weaver could likely beat up the sorceror. 2x+9 @ d3-1 vs +5 @d6 I include the special magic disk in as "gear". Averaging them out between 10 1st Pearls of Power (10x1k) and 2 5th Pearls of Power (2x25k) gives you 30,000gp. 30,000gp + 8450 is about what a 13th level NPC gets. Sure, it's not "treasure" but what the hey. Like you said, it only explodes when someone tries to use it. ;) He has low hps but he's no more melee than any other caster. And his Fort save is on par with Con<10 sorcerers, like elves. But the hit die size means he's got nearly half-again more hps than a CR equivalent arcane caster (10d4=25hp vs 36hp) Compared to them he's a tank. The lack of concentration is its only potential "gotcha" but I'm used to most casters being bright enough to be airborne or otherwise hard to get to when not surprised. I forgot the SR as well as the +5 natural armor. SR21 means a 10th party has a 50/50 chance of getting a spell through, not good odds. Since I'm running 3.0 so the Focuses are still an issue though I would choose different schools depending on the spell list. Major prep time? Well, with invis & detect magic at will and the ability to cast 6 spell levels/round I don't think that long. I'm assuming Mage Armor is extended and active and that it remains invisible at all times. One round to put up Shield, probably a stat buff, and Fly. Depending on what Detect Magic says either wait a round to put up a Minor Globe and a Mirror Image or just kick off the battle with a Dispel Magic and a AE spell or Dominate/Charm Spells depending on the 'Weavers goals and the targets defenses. Either way, he's down no more than 2 2nd level spells thanks to his happy grenade-of-power. Maybe toss haste into the mix for the init and other bonuses, though it's not as useful to 3.5 casters as it is to 3.0 casters. [/QUOTE]
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