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<blockquote data-quote="Magus_Jerel" data-source="post: 131457" data-attributes="member: 3940"><p>This - is WHY you take mind over body in the first place. As you are going to be a good little wizzie player and add to your int score - guess what? that Hp "bonus" applies retroactively as if you had increased your con score when it comes to your hit points!</p><p></p><p>Con affects four things of import</p><p>1. hit points (which is why you take Mind over Body</p><p>2. Your concentration skill - so just take maximum ranks and live with the situation. Odds are, you were planning to do this anyway.</p><p>3. Your fortitude save, which is what you have to be careful about as I stated before.</p><p>4. Con of 0 = dead, so poisons that reduce an already low con = bad news. Watch out for this, or get a spell/magic item that gets you immunity from this.</p><p></p><p>Word of warning - Feeblemind</p><p>if you take mind over body thou shalt hate this spell. Do not allow thyself to be subjected to it at all costs. This is a command from above. Being affected by this spell can be very very bad and ugly - as you will quite suddenly have hp = level and be without your spellcasting ability Get the party cleric to use Spell immunity on you if you if you even THINK the opposition might use that uber broken spell.</p><p></p><p></p><p></p><p>No conjuration - utility/battle motif?</p><p>The spells you would lose ... let me begin:</p><p>Grease, Mage Armor, Obscuring Mist, Fog Cloud, Glitterdust, Melf's Acid arrow, Web, Flame Arrow, Stinking Cloud, Evard's Black Tentacles, Solid Fog, Cloudkill, Acid Fog - All Power Word Spells</p><p>All Summon Monster Spells ...</p><p></p><p>No conj = not a good idea</p><p></p><p>Note - Power Word - Kill at 9th level is available as another "insta kill" spell - if you can knock your opponent below the HP threshold - and It doesn't award a save.</p><p></p><p></p><p></p><p>Many of the higher level (after 5th) necromancy spells are "save or die" - as I mentioned before; why bother giving your opponent a save - just deal umpteen dice of damage - then Power Word Kill to finish if you have to.</p><p></p><p>The usefulness of Quest/Geas is inversely proportional to how literal your GM is about the use of the words involved - and inventive at getting around attempted abuse. Maze can take out a combatant for a moment - but better to take Him out permanently - if you get My drift. Otto's Dance = touch spell. Dost thou really want this?</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 131457, member: 3940"] This - is WHY you take mind over body in the first place. As you are going to be a good little wizzie player and add to your int score - guess what? that Hp "bonus" applies retroactively as if you had increased your con score when it comes to your hit points! Con affects four things of import 1. hit points (which is why you take Mind over Body 2. Your concentration skill - so just take maximum ranks and live with the situation. Odds are, you were planning to do this anyway. 3. Your fortitude save, which is what you have to be careful about as I stated before. 4. Con of 0 = dead, so poisons that reduce an already low con = bad news. Watch out for this, or get a spell/magic item that gets you immunity from this. Word of warning - Feeblemind if you take mind over body thou shalt hate this spell. Do not allow thyself to be subjected to it at all costs. This is a command from above. Being affected by this spell can be very very bad and ugly - as you will quite suddenly have hp = level and be without your spellcasting ability Get the party cleric to use Spell immunity on you if you if you even THINK the opposition might use that uber broken spell. No conjuration - utility/battle motif? The spells you would lose ... let me begin: Grease, Mage Armor, Obscuring Mist, Fog Cloud, Glitterdust, Melf's Acid arrow, Web, Flame Arrow, Stinking Cloud, Evard's Black Tentacles, Solid Fog, Cloudkill, Acid Fog - All Power Word Spells All Summon Monster Spells ... No conj = not a good idea Note - Power Word - Kill at 9th level is available as another "insta kill" spell - if you can knock your opponent below the HP threshold - and It doesn't award a save. Many of the higher level (after 5th) necromancy spells are "save or die" - as I mentioned before; why bother giving your opponent a save - just deal umpteen dice of damage - then Power Word Kill to finish if you have to. The usefulness of Quest/Geas is inversely proportional to how literal your GM is about the use of the words involved - and inventive at getting around attempted abuse. Maze can take out a combatant for a moment - but better to take Him out permanently - if you get My drift. Otto's Dance = touch spell. Dost thou really want this? [/QUOTE]
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