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General Tabletop Discussion
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Teleport vs dimension door in combat.
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<blockquote data-quote="kjenks" data-source="post: 3039304" data-attributes="member: 12892"><p>You want crazy?</p><p></p><p>Raven wears two Capes, one on top of the other. Per the DMG rules, the top Cape is non-functional. The round after using the bottom Cape, the raven uses a move action to take off the used bottom Cape then, holding the expended Cape in its talons, activates the second Cape. (Be careful of the raven's light load weight limit; it's really weak.)</p><p></p><p>Fighter X/sorcerer 1 uses Lesser Metamagic Rod of Extend to keep a Familiar Pocket spell going most of the day (1 hour/level, Spell Compendium). After the familiar does his DDoor thing, the fighter whisks the familiar into the Pocket as a free action, mostly preventing the familiar from getting hurt in combat. Since the raven can speak, it can command itself into the Pocket, too (but it can't take any more actions for the round AFTER it activates the Cape).</p><p></p><p>Other good spells for our fighter x/sorc 1:</p><p></p><p>- Accelerated Movement: Swift. Balance, Climb, Hide, Move Silently or Tumble at normal speed with no penalty on skill check. (SpC) (Warning: Has somatic component)</p><p></p><p>- Arrow Mind: Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity. (SpC)</p><p></p><p>- Blades of Fire: Swift. Your melee weapons deal +1d8 fire damage for 1 round. (SpC)</p><p></p><p>- Critical Strike: Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats on flanked or denied-Dex foes. (SpC)</p><p></p><p>- Expeditious Retreat, Swift: Swift. Your speed increases by 30 ft. for 1 round. (SpC)</p><p></p><p>- Familiar Pocket: Creates an extradimensional hiding place for your familiar. (SpC)</p><p></p><p>- Guided Shot: Swift. You ignore most cover and any distance penalties with your ranged attacks for 1 round. (SpC)</p><p></p><p>Scrolls of True Strike are also nice for full Power Attack, but don't waste one of your few spells known on the spell.</p></blockquote><p></p>
[QUOTE="kjenks, post: 3039304, member: 12892"] You want crazy? Raven wears two Capes, one on top of the other. Per the DMG rules, the top Cape is non-functional. The round after using the bottom Cape, the raven uses a move action to take off the used bottom Cape then, holding the expended Cape in its talons, activates the second Cape. (Be careful of the raven's light load weight limit; it's really weak.) Fighter X/sorcerer 1 uses Lesser Metamagic Rod of Extend to keep a Familiar Pocket spell going most of the day (1 hour/level, Spell Compendium). After the familiar does his DDoor thing, the fighter whisks the familiar into the Pocket as a free action, mostly preventing the familiar from getting hurt in combat. Since the raven can speak, it can command itself into the Pocket, too (but it can't take any more actions for the round AFTER it activates the Cape). Other good spells for our fighter x/sorc 1: - Accelerated Movement: Swift. Balance, Climb, Hide, Move Silently or Tumble at normal speed with no penalty on skill check. (SpC) (Warning: Has somatic component) - Arrow Mind: Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity. (SpC) - Blades of Fire: Swift. Your melee weapons deal +1d8 fire damage for 1 round. (SpC) - Critical Strike: Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats on flanked or denied-Dex foes. (SpC) - Expeditious Retreat, Swift: Swift. Your speed increases by 30 ft. for 1 round. (SpC) - Familiar Pocket: Creates an extradimensional hiding place for your familiar. (SpC) - Guided Shot: Swift. You ignore most cover and any distance penalties with your ranged attacks for 1 round. (SpC) Scrolls of True Strike are also nice for full Power Attack, but don't waste one of your few spells known on the spell. [/QUOTE]
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Teleport vs dimension door in combat.
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