Saeviomagy
Adventurer
Under the name Incubus on the WoTC optimization boards, I created the war hulking hurler.
5000d6 or so before any spells or powerups
5000d6 or so before any spells or powerups
shilsen said:What are the errors? I assume you think he made an error with the half-ogre getting two attacks when Roy charges. The half-ogre presumably has the Hold the Line feat, which allows an AoO against a charging opponent, and he's making his normal AoO for the enemy's movement, so he does get the two attacks. And I can't see anything else that you might think of as an error.
Rkhet said:After getting done over once, Roy should have just move-and-attacked. The charge bonus isn't worth much, anyway.
Why did the spiked-chain guy have to be a half-ogre for it to work?
Caliban said:To get the 20 foot reach from being a Large creature with a reach weapon.
shilsen said:What are the errors? I assume you think he made an error with the half-ogre getting two attacks when Roy charges. The half-ogre presumably has the Hold the Line feat, which allows an AoO against a charging opponent, and he's making his normal AoO for the enemy's movement, so he does get the two attacks. And I can't see anything else that you might think of as an error.
Yes, but Roy's a knucklehead.Rkhet said:After getting done over once, Roy should have just move-and-attacked. The charge bonus isn't worth much, anyway.
Why did the spiked-chain guy have to be a half-ogre for it to work?
ForceUser said:In some half-ogre builds, they are Large creatures--thus, a spiked chain in a half-ogre's hands has 15' reach.
Krafen said:It's actually a caster level check (DC 11+antimagic field caster level) to cast spells from within the field. Your idea still works, it's just a bit harder. You can cast the antimagic field at the minimum caster level necessary and take the Arcane Mastery feat from Complete Arcane to take 10 on caster level checks.
You could also do this with antimagic aura from Magic of Faerun. That spell works like antimagic field but it only affects the target, it doesn't extend out 10'. The problem is figuring out how to make it persistant since it's only Sorc/Wiz 7. The biggest problem I see with the antimagic field build is it will really screw up your companions. Much of the time, if you engage in melee, some of them will be inside the field.
Finally, Divine Metamagic uses 1+(levels of increase from metamagic) turn attempts so you would need 7 turn attempts to apply Persistant Spell.