| Post/Author/DateTime | Post |
|---|---|
| Otto the Bugbear10-09-04, 08:38 PM | I just picked up a copy today. At a quick glance, it looks pretty well balanced as far as feats and PrCs go. Of course a more in depth look may reveal some problems. I like the Crinti Shadow Marauder, Hand of the Adama and the Halruaan Elder for PrCs. Neither CSM (rogue-ish PrC) and HE (arcane caster PrC) are that overpowered and both have some hefty RP entry requirements. The HotA is fairly easy to qualify for, and gives some good utility to clerics. No feats are overpowered that I could see. Many are pretty bland from a CO perspective, but fitting from a RP perspective. Two playable races are included. The Loxo (elephant humanoids) and Thri-kreen, which we all know about already. I haven't gone over the spells completely, so I'll reserve judgement. A couple are pretty neat, but not exactly game breaking. Some magic items are interesting. Like the Blur, Blinking or Mirror Image enhancement for armor. Weapons have the Weakening property (+3 bonus) that saps 1 point of strength per hit. :mymy: So, anyone else have it yet? And if so, what are your thoughts on it? Cheers Otto :) edit: wanted to add, I looked through Librus Mortis (or whatever it's called) also. A few PrCs from splat books are included, like Pale Master, Master of Shrouds and a 14 level True Necromancer. The TM gives 12 spellcasting levels to both arcane and divine spellcasting class. Of course it requires 3 levels in cleric/wizard (or equivilant), so it loses a little. Anyway... Cheers again Otto :) |
| MetalGemini10-09-04, 09:21 PM | um..... wrong board? |
| PhoenixInferno10-09-04, 09:38 PM | Since he wants to discuss the book from an optimization perspective, it most certainly is on-topic. We typically discuss every new product as they are released, often including Dungeon and Dragon magazine material. |
| Snicker-Snack10-09-04, 09:44 PM | he TM gives 12 spellcasting levels to both arcane and divine spellcasting class. Seems nice. Does he still receives the Necromancer ability? And please, Please tell me that the Pale Master now receives full Spellcasting progression... |
| Otto the Bugbear10-09-04, 10:06 PM | Seems nice. Does he still receives the Necromancer ability? And please, Please tell me that the Pale Master now receives full Spellcasting progression... I can't remember if he recieves the Necromancer ability, sorry. And I believe the Pale Master recieves either full caster progression, or nearly full progression. It might skip level 1 and another level, but don't hold me to that. I may have to go pick that book up Monday and could provide more info from then. I do remember that the Master of Shrouds is toned down a little. 3/4 BAB, 9 caster levels and some other stuff. It also has some good PrCs in it for battling Undead. I don't think there is anything as good as Radiant Servant of Pelor. Cheers Otto :) |
| sereg10-09-04, 10:25 PM | Any good prcs for monks? Thanks Sereg |
| PhaedrusXY10-09-04, 10:26 PM | That Weakening weapon enhancement sounds a little too potent to me... but I guess it's actually not as bad as the Wounding one, and it's core... I just don't like either of those enhancements. Too easily abused. |
| Snicker-Snack10-09-04, 10:59 PM | And I believe the Pale Master recieves either full caster progression, or nearly full progression. It might skip level 1 and another level, but don't hold me to that Hey, nice. If Pale Master and TN actually become useful PrC's (beyond eventual dips) it'll be already worth the book to me (well, i was going to buy it anyway...). Thanks for the Info :). |
| AlienFromBeyond10-09-04, 11:44 PM | Some magic items are interesting. Like the Blur, Blinking or Mirror Image enhancement for armor. Weapons have the Weakening property (+3 bonus) that saps 1 point of strength per hit. What are the enhancments like for armor? Are they always on abilites or...? |
| Snicker-Snack10-10-04, 12:08 AM | Are they always on abilites or...? Whoa... If they are always on abilities, i'll definitely want some of them for me! But i doubt it. Mirror Image is specially difficult to make "always on". |
| Otto the Bugbear10-10-04, 08:02 AM | Some interesting armor enhancements Blinking - 1/day for 1 minute ; +15000 gp Blurring - blur always on ; +36000 gp Freedom - freedom of movement always on ; +60000 gp Healing - 1/day if wearer drops below 0 hp, this gives him 20 hp ; +32000 gp Mirror Image - 3/day mirror image grants 6 images for maximum of 6 minutes ; +20000 gp Proof against Enchantments - immune to first three enchantments that would adversely affect wearer each day ; +50000 gp Some interesting weapon enhancements Enervating - on crit, target gains 1 negative level. Also, heals undead hit by it for 5 hp, less weapon damage ; +3 bonus Weakening - deals 1 point of strength damage with each successful attack, duration 10 minutes ; +3 bonus +~+~+~+~+~+ Yes, the Pale Master and True Necromancer do seem like playable PrCs now. Perhaps not the most optimized, but at least they'll be able to contribute significantly to a party now. The TM's casting progression is something like this (I may have it slightly off, but I'm only going from memory :( ) 1 - +1 arcane casting level 2 - +1 divine casting level 3-7 - +1 arcane and +1 divine casting level 8 - +1 arcane casting level 9 - +1 divine casting level 10-14 - +1 arcane and divine casting level So, at lower levels it'll only be slightly behind the Mystic Theurge. Then again, it does have special abilities even at low levels, which the MT lacks. Cheers Otto :) |
| Balthanon10-10-04, 09:38 AM | I'm glad they redid the Master of Shrouds again. The web enhancement version from Complete Divine was terrible; summoning undead a few times a day is not worth half caster progression. Are the Loxo the same as the Savage Species version (5 HD, LA +2) or were they redone? |
| Otto the Bugbear10-10-04, 10:11 AM | I don't have SS, but these do have 5 HD and +2 LA, so probably. Cheers Otto :) |
| Mucknuggle10-10-04, 03:52 PM | Ok, so nothing broken yet. Anything in there that presents a better choice for an existing popular build? |
| Otto the Bugbear10-10-04, 10:02 PM | The Crinti Shadow Marauder has many rogue and shadow-like abilities. Shadow Pounce, Shadow Walk, Shadow Ride, +2d6 sneak attack, and a bonus feat in 5 levels. The feat requirements are Mounted Combat and Stealthy, so that may not work out too well for rogue type builds. Plus "only those accepted by the Crinti can train as shadow marauders." Crinti are Half-drow. The Haluraan Elder is a pretty spiffy metamagic trick. At levels 1, 4, 7, & 10, it can choose a metamagic feat it knows and reduce the level increase by one, to a minimum of one. It can only apply this ability to each metamagic feat once. Hand of the Adama is probably the strongest candidate to find its way into existing builds. It has some skill requirements that will require an Int of 12 (or 10 for human) to enter after 5th level, but no feats required. It gives: Tongues, Lay on Hands, Discern Lies, Remove Disease 2/week, Divination Enhancement (adds to % for spells like augury or divination), Pierce Illusion (save without interacting with illusions), Learn the Truth (by touch force the truth out of target; will save). Oh, and it gives full divine caster progression. As you can see, there are a lot of additions to a cleric build. Being tied to The Golden Water is a drawback from a RP standpoint. Some of them are attached to organizations, so it becomes a little bit sticky using them for recommendations. Then again, they present a lot of good ideas and examples of well balanced PrCs for DMs to modify for their existing campaigns. Cheers Otto :) |
| Cold Napalm10-10-04, 10:34 PM | Umm...so the haluran elder is bascially the incantrix...okay thats was silly and pointless. |
| catharz10-11-04, 01:32 AM | The Crinti Shadow Marauder has many rogue and shadow-like abilities. Shadow Pounce, Shadow Walk, Shadow Ride, +2d6 sneak attack, and a bonus feat in 5 levels. The feat requirements are Mounted Combat and Stealthy, so that may not work out too well for rogue type builds. Plus "only those accepted by the Crinti can train as shadow marauders." Crinti are Half-drow. Well, that would mesh perfectly with the Races of Faerun bladesinger. Which, of course, isn't the standard on these boards anymore. Still, thanks for the heads up. |
| catharz10-11-04, 01:34 AM | Umm...so the haluran elder is bascially the incantrix...okay thats was silly and pointless. Ah, but an Incantatrix 10/Haluraan Elder 4 gets to reduce two feats by two levels. Chain spell at level +1, and quicken at +2? Seems well worth it to me! Works for Dweomercheater's Cloak of Mysteries too. |
| Cold Napalm10-11-04, 02:38 AM | So...broken... Makes me almost wanna play a pure caster next time I'm in FR. |
| Snicker-Snack10-11-04, 03:32 AM | Well, It seems that Wizard 5/Incantatrix 10/Hand of the Adama 4/ XX 1 (or maybe HotA 5, if it has a nice 5th level ability) will be the new "standard wizard build" for the boards. |
| Vecna10-11-04, 05:03 AM | Well, It seems that Wizard 5/Incantatrix 10/Hand of the Adama 4/ XX 1 (or maybe HotA 5, if it has a nice 5th level ability) will be the new "standard wizard build" for the boards. Obviously you mean Wizard 5/Incantatrix 10/Haluraan Elder/ XX 1... |
| Snicker-Snack10-11-04, 05:14 AM | Obviously you mean Wizard 5/Incantatrix 10/Haluraan Elder/ XX 1... Ouch. yes i did. |
| Mucknuggle10-11-04, 08:38 AM | One level of Archmage never hurt anybody. ;) |
| Nazzareth10-11-04, 08:52 AM | Persistent spell at +4 levels wahooo |
| Rundor The Mighty10-11-04, 09:53 AM | Persistent spell at +4 levels wahooo Finally, wizards can use persistant again. I always found clerics got the most out of 3.0 persistant, so they nerfed it, and then unnerfed it only for clerics by giving divine metamagic. So then it was EASIER for clerics to use in 3.5 compared to 3.0 after complete divine, and HARDER for wiz to use. Nice balancing wotc... But finally we can celebrate again! |
| The Lone Drow10-11-04, 02:31 PM | Blinking - 1/day for 1 minute ; +15000 gp Is this the improved blink version? Because otherwise it doesn't really seem all that great... |
| Norad10-11-04, 03:39 PM | True Necromancer does not get the Necromancer special ability anymore, instead it gets Necromantic focus, which caps out at +4, this +4 is applied to caster level when casting Necromantic spells, or when using Necromantic spell-like abilities, or when Rebuking undead. Master of Shrouds and Pale Master both have full caster progression, except for level 1 where they get no caster level. In general, the PrCs are ok, but not mind boggling. There are a lot of good spells, several reprints from Savage Species and BoVD in there, levels and accessibility have changed on several of them. New undead monsters are very nice, some are extremely ugly, such as one which can cut off Divine casters from their deity, preventing them from casting spells. Some of the feats, there are a lot, many quite good, but here are a couple that jumped out at me: Spurn Death's Touch - Use a Turn attempt to heal ability damage, remove paralysis, or remove a negative level. Necromantic Presence - Undead you control within 60 ft. gain +4 turn resistance. Necromantic Might - Requires Necro. Pres., within 60 ft. your undead gain +2 enhancement bonus to attack rolls and saves. Lifebond - Undead feat, pick a living creature, when the creature is within 60 ft. of you, get +4 turn resistance, +2 on saves, can take multiple times for different creatures, multiple bond bonuses stack. Spell Drain - When you energy drain a spellcaster who prepares spells, you may cast any spells he loses as a result of the energy drain. Corpsecrafter - +4 Str/+2 hps/die to animated undead. The following require Corpsecrafter as a pre-req: Bolster Resistance - +4 turn resistance to animated undead. Deadly Chill - +1d6 Cold dmg to attacks from your animated undead. Destruction Retribution - upon destruction undead deals 1d6 negative energy damage +1d6/2HD, 10 ft. radius, heals undead affected. Harden Flesh - +2 natural armor Nimble Bones - +4 initiative bonus, +10 ft. base land movement. Magic Item stuff that jumped out at me: Weapons: Ghost Strike - allows a weapon to score critical hits and sneak attacks against undead. +2 bonus Profane/Sacred(Burst) - +1d6 dmg vs. living/undead, burst +1d10 dmg vs. living/dead. +1 or +2 bonus Necrotic Focus - Undead may channel special attacks such as energy/ability drain through the weapon. +3 bonus Nightstick - 4 more turn/rebuke attempts per day Rod of Defiance - Undead within 30 ft. have -4 turn resistance. |
| catharz10-11-04, 04:29 PM | Spurn Death's Touch - Use a Turn attempt to heal ability damage, remove paralysis, or remove a negative level. So thats why they got rid of the Incantatrix ability: They needed a name for a new feat, and coulden't come up with their own :rolleyes: Spell Drain - When you energy drain a spellcaster who prepares spells, you may cast any spells he loses as a result of the energy drain. Any tough Prerequisites? That sounds awesome! |
| Khazra Reborn10-11-04, 04:37 PM | Ghost Strike - allows a weapon to score critical hits and sneak attacks against undead. +2 bonus Is it just me or did skullclan hunter just become a little bit pointless? Going to give my next disciple of dispater a pair f war picks with this enhancement :D |
| Welcome10-11-04, 04:39 PM | Ghost Strike - allows a weapon to score critical hits and sneak attacks against undead. +2 bonus Looks to me like Skullclan Hunter just became obsolete. Profane/Sacred(Burst) - +1d6 dmg vs. living/undead, burst +1d10 dmg vs. living/dead. +1 or +2 bonus What type of damage is that ? It seems to me a Profane weapon is like an elemental weapon (flaming etc) except no elemental resistance can get in its way, and would work against anything except undead. Looks pretty powerful to me for a +1... Edit : dang, too late :D |
| Norad10-11-04, 04:43 PM | Any tough Prerequisites? That sounds awesome! Pre-reqs - Energy Drain special attack, Improved Energy Drain feat(gives +1 skill checks, ability checks, attack rolls, and saves for 1 hour), Caster level 5th. Soul Eater PrC from BoVD could do sick things with this provided his caster level was high enough going into the class. Lifedrinker PrC from BoVD is one of the obvious choices for really kicking this feat into high gear. |
| Stoned Golem10-11-04, 05:22 PM | Nightstick - 4 more turn/rebuke attempts per day How much does one of those go for, and is it worded in a way that would make it incompatible with Divine Metamagic? |
| Mucknuggle10-11-04, 05:33 PM | How much does one of those go for, and is it worded in a way that would make it incompatible with Divine Metamagic? Does it stack with itself? |
| Norad10-11-04, 08:28 PM | How much does one of those go for, and is it worded in a way that would make it incompatible with Divine Metamagic? It would be compatible with Divine Metamagic based on wording, it goes for a mere 7500gp, my Eberron character will be spending the 30 Darkcraft xps necessary for his cohort to build one at my first opportunity.:D |
| SpiritGlyph10-11-04, 08:39 PM | Does it stack with itself? I'd assume one could just use up the 4 charges and switch to a different Nightstick, just like any other use activated item. And 7,500 gp?! The 3.0 Cleric Archer has been restored to its former glory, and then some. |
| Mucknuggle10-11-04, 09:02 PM | The 3.0 Cleric Archer has been restored to its former glory, and then some. How? The buff spells are still nerfed... |
| SuperThread10-11-04, 09:40 PM | True, but Divine Metamagic is now essentially a non-cost. It costs 15k to Persist a spell, and you get a turning attempt left over. Yes, buff spells are nerfed, but Persist is actually *cheaper* than it was in 3.0. By quite a bit. Ghost Strike - allows a weapon to score critical hits and sneak attacks against undead. +2 bonus Does it negate all and any immunity to crits, or does it just negate the innate immunity of Undead? |
| Norad10-11-04, 10:38 PM | True, but Divine Metamagic is now essentially a non-cost. It costs 15k to Persist a spell, and you get a turning attempt left over. Yes, buff spells are nerfed, but Persist is actually *cheaper* than it was in 3.0. By quite a bit. First, I think this would be prohibited in a similar way as attempting to apply multiple metamagic effects to a single spell with metamagic rods. So at best you would burn 4 turning attempts from the rod and 3 of your own turning attempts to accomplish this. However, still very nice, without a doubt. Does it negate all and any immunity to crits, or does it just negate the innate immunity of Undead? No, it is Undead-specific, so it will not allow you to crit Golems, Oozes, Elementals or Characters using Fortification effects. |
| Vanigo10-11-04, 11:37 PM | Is it just me or did skullclan hunter just become a little bit pointless? Going to give my next disciple of dispater a pair f war picks with this enhancement :D Actually, it only allows you to crit on incorporeal undead. There's a metamagic feat, Fell Frighten. +2 levels, any creature damaged by the altered spell is shaken, no save. This wouldn't be very good if it weren't for the fact that fear effects stack. You can panic someone with a 100% chance of success (barring SR) by hitting them with three fell frightening magic missiles. (It'd have to be from three separate castings, though.) The other Fell metamagic feats are pretty nice, too. +1 level, -4 str; +2 levels, 1 negative level; +3 levels, anyone killed by it rises as a zombie. Surprisingly enough, none of these feats have alignment-based prerequisites. What does everyone think about the various cyst spells? On the one hand, they have very nasty effects even on a successful save, and effects of unrivaled nastiness on a failed save. On the other hand, you need to get them to fail a save against a 2nd level spell before you can use them. Then there's avasculate. Cut the target's life in half and stun them for one round. On a successful save, they are not stunned. Ghostform got bumped to 8th level. :weep: Bloodstar appears to stack with itself. "Make eight fortitude saves. You take a point of con damage for each failure. Do this every time you take damage." Necrotic focus weapons, which channel energy/ability drain attacks, could be very useful in the right monstrous build. [Edit:]Oh, and one more thing: undead created with the Pale Master's Deathless Master's Touch no longer count against his HD limit for controling undead. |
| Snicker-Snack10-12-04, 12:11 AM | Oh, and one more thing: undead created with the Pale Master's Deathless Master's Touch no longer count against his HD limit for controling undead. They never did, actually. But the Static DC sucked. Do they have a variable DC now? |
| incubus10-12-04, 01:01 AM | There's a metamagic feat, Fell Frighten. +2 levels, any creature damaged by the altered spell is shaken, no save. Extended Fell Frighten Fear (EF^3). Make the save? frightened for 2 rounds, shaken after that. Fail the save? panicked for a while. Only thing is, it's a 7th level spell. Not too bad still. |
| Norad10-12-04, 02:53 AM | Libris Mortis has actually inspired me to run an evil campaign for my current gaming group. One of the problems I've always run into in evil games is party infighting, which always seems difficult to curb without radically limiting the roleplaying amongst the party members. My current plan is to have the party working as lackeys to a nebulous BBEG who implants Necrotic Cysts into all of them as part of their initiation into the organization. Not only does it give their master a tangible method of controlling the party members, but also allows him to do cool stuff like scry through different members of the group, not to mention dominating or killing them with it when necessary. I think it also has a lot more flavor to it than doing some sort of magical brand or tattoo, which seems almost cliche at this point in my DMing career. Anyhow, slightly off-topic, I now return you to your regularly scheduled optimization thread. |
| Timespike10-12-04, 09:55 AM | Seems nice. Does he still receives the Necromancer ability? And please, Please tell me that the Pale Master now receives full Spellcasting progression... Close. He gets 9 caster levels. Pale master is set up so level 1 is a "dead level" (it gives you NOTHING except a d4 of hitpoints, 2 skill points, and a +2 to will saves) and then the next 9 are all a nifty ability AND a caster level. Rather than giving them that bonemail ability, they now get a spellsword-like ability to cast in undead armor. I still wish they'd upped the BAB; a "combat necromancer" would have been cool, but the caster levels at least make fora fearsome spellcaster. The new true necromancer, as previously stated, is scary awesome. It's a 14-level class, and gives you 12 levels of both divine and arcane casting, plus a d6 hit die, full rebuking, and some cool ability EVERY SINGLE LEVEL. The new master of shrouds is pretty nice, Or at least nicely fixed. Gone is the full BAB and full caster progression, but now at least the rebuking continues. The real gem of the book, however, has to be the fell animate metamagic feat. It makes spells enhanced with it a whopping 3 levels higher, but creatures killed by it reanimate as zombies under your control (subject to the usual HD limitations) a fell animated fireball into a crowd (or an enemy troop formation) makes for a truly unpleasant necromantic trick. Profane lifeleech ain't bad, either. A fantastic ability for a blackguard or other evil divine type that likes to mix it up in melee. Hurt everybody within 30 feet and heal the same amount. All this for only the low low cost of two turn attempts. Enduring life, lasting life, and spurn death's touch assure you that level drain should never be a problem again... As far as stuff that's neat but not overpowering, the daunting presence and vampire hunter feats are cool, Mother cyst (and the spells that come with it) is cool in that really icky sort of way, the various undead armors make for neat things to put on your evil NPCs or PCs, and being able to play various undead savage-species style is always cool, too (there are monster classes for the mohrg (20-level), the Ghoul/Ghast (8 levels), the Mummy (13 levels), the vampire spawn (8 levels), and the wight (also 8 levels)). |
| Elocin10-12-04, 10:11 AM | Could someone tell me how much the Rod of Defiance cost and what it does as I am currently playing a Cleric of Pelor running through City of the Spider Queen and I think I would LOVE this magic item. I would greatly appreciate it and tia. -Rob- |
| Qaetar10-12-04, 12:42 PM | Fell Animated Apocalypse from the Sky, anyone? With General of Undeath, etc, you could animate a country. (Qaetar) |
| Norad10-12-04, 12:49 PM | The new true necromancer, as previously stated, is scary awesome. It's a 14-level class, and gives you 12 levels of both divine and arcane casting, plus a d6 hit die, full rebuking, and some cool ability EVERY SINGLE LEVEL. Close, but not quite, it gets 10 levels of Divine/Arcane caster. Levels 1 + 6 are Arcane only, levels 2 + 7 are Divine only. It gets a special ability about every other level or so, most of which are pretty useful, some of which are not as impressive. Create Undead and Create Greater Undead are nice spell-like abilities in some ways, but in most instances you don't have control over the undead created by those spells and must Rebuke them in order to bring them into line, forcing you to rely on a much smaller HD control pool than if you had animated them. However, they did reprint Awaken Undead, which is a great spell, and they have a number of new animation spells. Ghoul Gauntlet - level 6 arcane - does 3d6 dmg/rnd to the target, when it dies, it rises as a Ghoul under your control. Field of Ghouls - level 7 Hunger - any creatures with negative HPs in the area make a Will save or die and rise as Ghouls under your control. Plague of Undead - level 9 arcane/divine - basically, Animate Dead with a 1 action casting time. Revive Undead - level 6 arcane - Raise Dead for the Undead. |
| Norad10-12-04, 12:52 PM | Could someone tell me how much the Rod of Defiance cost and what it does as I am currently playing a Cleric of Pelor running through City of the Spider Queen and I think I would LOVE this magic item. Rod of Defiance - 13,000gp Rod of Undead Mastery - 10,000gp, turn undead as if you were 3 levels higher, for another 10,000gp you can have a Phylactery of Undead Turning also and increase your turning level by 4 more. |
| Elocin10-12-04, 01:04 PM | Rod of Undead Mastery - 10,000gp, turn undead as if you were 3 levels higher, for another 10,000gp you can have a Phylactery of Undead Turning also and increase your turning level by 4 more. Very nice so add these to my Sacred Mithril Full Plate, Sacred Mithril Shield and my +1 Heavy Mace of Undead Prowess (ghostwalk) and I can add a total of +13 to my cleric level for turning purposes. Eveil grin of goodness, which woudl give me a total turn level of 23 as I am currently a 10th level Radiant Cleric of Lathander(Pelor, we are in FR) I alos have a Greater Holy Symbol with empower turning so everyone bring out your dead as they are going to go bye-bye. I like, I like a lot. Currently I do not have the cash for the Rod or Phylactery at the moment but I will in the very near future and those items are defiantely in my list. Thanks everyone. |
| Timespike10-12-04, 01:10 PM | Close, but not quite, it gets 10 levels of Divine/Arcane caster. Levels 1 + 6 are Arcane only, levels 2 + 7 are Divine only. Right. And since it's a 14-level class, losing 2 levels of each means +12 levels of each. :) |
| Norad10-12-04, 01:37 PM | Right. And since it's a 14-level class, losing 2 levels of each means +12 levels of each. :) Ahh, gotcha, misunderstood your point, ultimately it means that at 20th level the True Necromancer has the same caster level as your typical(non Ur-Priest) Mystic Theurge build, 15th level. |
| Vanigo10-12-04, 05:35 PM | They never did, actually. But the Static DC sucked. Do they have a variable DC now?Was that an eratta? Tome and Blood specifically states that they do count against your limit. And the DC is now 10+class level+cha modifier. Plague of Undead - level 9 arcane/divine - basically, Animate Dead with a 1 action casting time. Don't forget no material component and animate 4 HD/level at once. |
| Snicker-Snack10-12-04, 11:53 PM | Was that an eratta? Tome and Blood specifically states that they do count against your limit. You are right. I misread the sentence. Twice :banghead:. And the DC is now 10+class level+cha modifier. Oh. A LOT better. |
| YakuzA10-13-04, 01:13 AM | Hey, Libris Mortis sounds really good! My book is on its way, should be getting it on saturday, sounds like its worth the wait. Could someone tell me the requirements for Master of Shrouds, as in the game im currently in, we should be heading towards the PrC stage before i get my book, so i gotta know beforehand. Thanks, --AleX |
| Tenken10-13-04, 09:52 AM | Man... the bookstores here don't have Libris Mortis or Shining South yet :weep: |
| Bacris10-13-04, 10:15 AM | Is it confirmed that ghost strike is only for incorporeal undead? |
| Lord Arkhaven10-13-04, 10:30 AM | The Mother Cyst/Necrotic spells are more vile and nasty than anything in the Book of Vile Darkness. The Skulking Cyst undead monster that the spells create actually curdled my stomach! So wrong. I will be making an evil necromancer with Still and Silent spell for sure, who can meet the party under friendly circumstances, shake their hands, and pass on the Necrotic Cyst so that he can work his evil on them later. There's a few nasty spells in that book. The 7th level spell that takes off 1/2 current HP / no save comes to mind. |
| Vecna10-13-04, 10:50 AM | Is there a way to be a LA 0 undead? Something like the Otherworldy feat, or a half-something race/template? |
| Norad10-13-04, 02:17 PM | Is it confirmed that ghost strike is only for incorporeal undead? Yes, I misread the ability, it is only versus incorporeal undead. The Mother Cyst/Necrotic spells are more vile and nasty than anything in the Book of Vile Darkness. Just as an FYI, your Necromancer idea is cool, but when a character makes or fails a save versus a spell they are aware that they've been affected by a spell, although they may not realize it's origin. I agree on the Mother Cyst/Necrotic spells though, I think they have a very Lovecraftian feel to them, rather than the fairly typical Faustian flavor that goes into most of the evil source material in D&D. I'm sure my players are going to love having their evil overlord exerting his authority through the necrotic cysts implanted in their bodies, now that's loyalty!:D Is there a way to be a LA 0 undead? Something like the Otherworldy feat, or a half-something race/template? Kind of, the Necropolitan is a LA 0 Undead template, but it requires that you die as part of the transformation and get raised as undead, this causes you to lose a level a la Raise Dead, in addition to this you must pay 1000xps which can actually cause you to lose another level. |
| Lellindil10-14-04, 10:20 AM | im not sure if this has been addressed before but it seems like w/ lvls of incantatrix, halruaan eldar, and 1 of sacred exorcist (making it so you can turn... and get the divine meta magic feat) you could get meta magic costs down pretty low on 1 or 2 meta magic feats. i could be mistaken and divine meta magic dosent stack w/ the other abilities. could this be right? for 4 turn attempts i could make it so persistant spell only bumped up the spell level by one? |
| Cappo10-14-04, 11:22 AM | im not sure if this has been addressed before but it seems like w/ lvls of incantatrix, halruaan eldar, and 1 of sacred exorcist (making it so you can turn... and get the divine meta magic feat) you could get meta magic costs down pretty low on 1 or 2 meta magic feats. i could be mistaken and divine meta magic dosent stack w/ the other abilities. could this be right? for 4 turn attempts i could make it so persistant spell only bumped up the spell level by one? The idea is good, but won't work as following CD errata Divine Metamgaic doesn't work for Arcane Spells, so we have to wait what Complete Arcane will bring. |
| ronyon10-20-04, 10:33 PM | Among the Corpescrafter prerequsited feats is there any thing that allows you to grant a animated dead a feat of your choice? There was such a feat in Dragon #313(?I think...) and it rocked. Most of these feats seem to mimic those presented in that issue, and by the way, does a skeleton with one of these have an increased effective HD? Right now Im thinking of the best ways to get Ride and Mounted Combat as a cleric. Matbe a level of Ranger.The Idea would be to build a bad ass undead mount, Buff the hell out of it for combat( a collar of sanctuary Could rock...) And use your ride checks to take cover behind it. The fact that it is absolutly obediant should count for a circumstance bonus to your ride check. I might not use the mount for attacking, instead using it as mobil weapons platform. You could use the Mounted Combat ability, and a reach weapon to avoid a lot of AoO. To bad that 3.5 Aid another is Melee only. In the past I have used Tiny Skeletons with splash weapons to Aid me in combat. Now Ill have to use at least Small sized Skells and that means they cant just ride in my cloak. Maybe snakes could... Hm, must go look at the stats for snakes! |
| Blue2310-21-04, 11:59 AM | im not sure if this has been addressed before but it seems like w/ lvls of incantatrix, halruaan eldar, and 1 of sacred exorcist (making it so you can turn... and get the divine meta magic feat) you could get meta magic costs down pretty low on 1 or 2 meta magic feats. i could be mistaken and divine meta magic dosent stack w/ the other abilities. could this be right? for 4 turn attempts i could make it so persistant spell only bumped up the spell level by one? As someone pointed out, the errata for Divine Metamagic is divine spells only. On the other hand, if you could work in some bardic music ability (perhaps vis Stormsinger from Frostburn or the 3.0 Vituoso from Song & Silence) that also grants +1 caster level, you could use the Metamagic Song feat from Races of Stone. It's not as cool as Divine Metamagic - I believe it's only for spontaniously cast arcane spells and can't make a spell more powerful then you can cast. But it only costs a number of uses of bardic music equal to the slot (not the +1 more of divine metamagic) so you could get a Maximize or other originally +3 metamagic down to +1 and it would only use a single bardic music use. Since you're in FR to be in the Shining South, take the Artistic feat for a few extra uses of bardic magic and some other bonuses. Hmm, that sounds fun enough to play. I think I may want to work up a build. As a little bit of oddness, what happens if you apply the metamagic reduction to heighten? I was thinking about an arcane striker character with heighten. Would that basically add an extra level boost? So I could heighten a 1st level spell to a 3rd level spell using a 2nd level slot? Cheers, =Blue edit: Corrected a think-o. (That empower was +3 metamagic.) |
| Enoch Van Garret10-21-04, 12:33 PM | I don't think that works. The spell, from what I understand, only appears to behave as though it were a spell of higher level, without actually being one. |
| catharz10-22-04, 01:21 AM | Kind of, the Necropolitan is a LA 0 Undead template, but it requires that you die as part of the transformation and get raised as undead, this causes you to lose a level a la Raise Dead, in addition to this you must pay 1000xps which can actually cause you to lose another level. So if you get the template at level 1, the only penalty is a lowered constitution? :smirk: |