Ties that Bind - 3.5 Forgotten Realms Gestalt

Oh, and you ban +Spellcraft items, right? Otherwise, you'll have to worry about the Incantatrix running around and making everyone's spells Persistent absolutely free :uhoh:
 

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Someone said:
I think you´ll have to change it a little, Ferrix (Edit: I mean the build in post #54). You can´t take Expanded Knowledge at level 3, since at this point you don´t have 2nd level powers.

Bah... forgot wilders don't have a normal progression.
 

One of the ways of fixing supernatural spell was making it still require XP costs of any spell used with it.

That fixed the most obviously broken powers of it.

Why no Initiate feat?

I can change divine metamagic to something else, like Quicken and drop Persistent Spell.
 


I still like the idea of the character though... a devoted Silverymoon wizard and cleric of Mystra.

It seems everyone else has some of the more interesting aspects of FR already covered (Shadow Weave, Psionics, etc.)
 

Ferrix said:
One of the ways of fixing supernatural spell was making it still require XP costs of any spell used with it.

That fixed the most obviously broken powers of it.

Why no Initiate feat?

I can change divine metamagic to something else, like Quicken and drop Persistent Spell.
Supernatural Spell is broken even with the XP costs: It doesn't provoke an AoO, it doesn't allow SR, etc :uhoh:

As to Initiate of Mystra, I can tell you that that feat made me refuse to buy PGtF.

It's silly, it makes no sense based on the way dead magic works in FR, it's something Mystra herself can't do :confused:, and it's rampantly overpowered (fix yourself up to make that check and you just Antimagic Field yourself and run up to the enemy. Whoops, all his magic is gone!).
 


Rystil Arden said:
Oh, and you ban +Spellcraft items, right? Otherwise, you'll have to worry about the Incantatrix running around and making everyone's spells Persistent absolutely free :uhoh:

I will allow +spellcraft items, but I'm going to follow the example of the Instant Metamagic errata and say that Metamagic Effect can only be used to apply a feat to an ongoing spell if the Incantrix could cast that spell.

Ferrix said:
One of the ways of fixing supernatural spell was making it still require XP costs of any spell used with it.

That fixed the most obviously broken powers of it.

Actually I would allow that, but as Rystil points out, it can still be used to mess up my world just by virtue of not allowing SR. I will consider it though...just give me a few hours to think of how bad it could be...

Why no Initiate feat?

I would allow that feat but it would not apply to AMF, only dead magic zones. If you come across a place that is empty of magic I won't mind you focussing really hard and casting a spell (even though this still doesn't make sense), but when a character casts a spell that prevents all magical effects, I don't think this feat is fair. Either way I wouldn't take it if I were you, since your items will still be affected if you use AMF (even with the feat as written). A better option would be master of shaping from the Archmage class or ESA from CV.

I can change divine metamagic to something else, like Quicken and drop Persistent Spell.

That's totally up to you, I was just pointing out that I won't allow unlimited nightstick abuse. I am a big fan of Persistent spell myself and even with the limitations I've set it can do wonders.
 

Okay... I actually took the Initiate feat because it focused me more on Mystra, not for the fact that I could cast in an AMF. I find that an incredibly cheap trick too.

So... between the Spellguard character and this now:

Gold Dwarf
Code:
Level	Class 1		Class 2			Feats
1	Ranger		Cloistered Cleric	Track, Endurance, True Believer
2	Fighter		Cloistered Cleric	Weapon Focus (Warhammer)
3	Fighter		Cloistered Cleric	Iron Will, Heavy Armor Optimization
4	Paladin		Cloistered Cleric	
5	Paladin		Cloistered Cleric	
6	Deepwarden	Cloisted Cleric		Greater Heavy Armor Optimization
7	Deepwarden	Pious Templar	
8	Hammer		Battlesmith		Craft Magic Arms & Armor
9	Hammer		Battlesmith		Wild Talent
10	Hammer		Battlesmith	
11	Hammer		Battlesmith		Far Shot
12	Hammer		Battlesmith		Deflective Armor

UA: Cloistered Cleric
CD: Pious Templar, True Believer
RoS: Deepwarden, Battlesmith, Heavy Armor Optimization, Great Armor Optmization, Deflective Armor
XPH: Wild talent
PGtF: Hammer of Moradin
 

Hello again. After some thought, I'm leaning towards the Proteus shapechanger built. Got some quick questions.

-Does Natural Spell apply to Improved Wildshape from Master of Many Forms?

- Does the Wild armor enhancement apply to Improved Wildshape from Master of Many Forms?

- How do you want to determine what forms I'm familiar with at game start? A big measure of a shapechanger's ability is what forms he's familiar with sufficiently to assume.
 

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