| Post/Author/DateTime | Post |
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| #1zombiegleemaxSep 12, 2005 12:27:16 | Arcane Tricksters We've all been there. You've been rewarded knowledge of one of two spells as a quest reward, or just leveled up if you play a more spontaneous caster. It's always easy to take the more damaging spells, but that may leave you stuck when more specialised magic is needed...Or will it? When improvising spells, Evocations are the easiest by far as they deal with the elements themselves. Even the largest fire will quail before some well placed cones of cold, and there are few cheaper ways to soften a fall than with a quickened gust of wind. If your DM is extra-generous, you may even be able to keep a vial of Melf's acid arrow generated acid stored away. Add red paint, and you've got a fake healing potion! ![]() Of course, there are more ways than evocations to use your limited spells (whether per day or known) cleverly, and many of the cheapest spells can save your hide. A good place to start is to remember that spells that move unattended objects would very well work on ranged attacks. You could even get an expensive new +3 returning icy crossbow bolt with a lowly mage hand. Status altering spells are trickier, but don't rule them out. Rampaging ogre on the loose in the dungeon? If you want to go out heroically, cast enlarge person and grapple the thing. You won't win it, but you will get the spell discharged on him. You'll earn your allies' infinite respect as they wind through small doorways a huge creature can't hope to fit through. Only then there's the minor "at a ravening enlarged Ogre's mercy" issue. Hope you took those concentration ranks, buddy... You also might want to try fox's cunning on the same Ogre. He might realise the folly in working for the adventure's main villain and abandon him, possibly aiding you in the dungeon. Just keep an eye on the spell duration. If you want to be a bit more on the safe side, try reduce person on a halfling. Though it will be hard to hit him with the touch attack, a tiny monster is just asking to be stepped on. Then there are magic items. These tend to be a bit more single purpose, but not always. Immovable rods are a perfect example. Bar a door? Lower yourself down a cliff? Use one to block a hill giant's stone (one of the more fun examples)? The options are endless! I hope mages out there will find these tips useful. |
| #2zombiegleemaxOct 05, 2005 19:25:31 | Good ideas. One of my favorite tricks when dealing with lots of enemies is to use the seeming spell on a few of them to make them look like something, or some one else. Ex. You are a mage in a party of elves going to war with some orcs. Your troops armor is all a green color, with a leaf motif. You tell your soldiers ahead of time that any elves wearing red armor are still a threat and should be killed. When engaging combat with the enemy orcs, use seeming to make a few of them look like elves in red armor(preferably their leaders, mages, clerics, etc) and watch as they turn on each other... good times. As far as the ranged weapon thing goes I don’t think mage hand would cut it. Could you explain that further? |
| #3zombiegleemaxOct 06, 2005 19:11:09 | I destroyed a Hobgoblin villiage with a mage hand once, simply by knocking a torch down... it's not my fault the villiage was made completely of flamable objects. |
| #4esgayNov 01, 2005 18:03:48 | I destroyed a Hobgoblin village with a mage hand once, simply by knocking a torch down... You think that's bad? i once awakened an undead archmage king sealed in some kind of stasis with mage hand, no physical force can awaken him eh? How about mage hand! |
| #5zombiegleemaxNov 02, 2005 14:52:35 | As far as the ranged weapon thing goes I don’t think mage hand would cut it. Could you explain that further? Well, it would only work on a ranged weapon less than 5 lb.(all the normal ones, don't try it on a boulder.) If you ready an action to cast it on the projectile once it's fired(no longer attended) and in range, you should be able to control it. Depending on your DM's DMing style,(not more strict or lenient, just how he looks at things)you may only be able to slow it enough to prevent it from being a threat. The spell descriptor says nothing about its speed, so I assume it doesn't matter. |
| #6high_octaneNov 07, 2005 2:38:13 | Add sneak attack damage to a disintegrate. With practiced spellcaster making your caster level equal to your hit die, you add sneak attack adding probably 5d6 or more to it and you have to hit flatfooted touch, which drops shield, natural armor, ARMOR, dex, and dodge. With impromptu sneak attack you can hit an enemy even if they see you and even if they have uncanny dodge. So at 14th level you do 28d6 damage from disintegrate and 5d6 from sneak attack. That’s 33d6 from one attack, which has a good chance to hit due to ignoring so many armor class bonuses. You are pretty much assured massive damage and have a very good chance of instantly killing without a save. If not, a follow up blast should do it. |
| #7Book5Nov 11, 2005 11:51:22 | At the COre COliseum a couple people have used mage hand to drink potions, hold a scroll, and pick up dropped weapons Free action drop weapon Free action direct hand to pick up dropped weapon and put sheath Move action w/free action draw weapon Attack as opposed to Move Action sheath weapon Move action w/free action draw weapon .... Comes in "handy" |
| #8zombiegleemaxNov 12, 2005 17:48:15 | At the COre COliseum a couple people have used mage hand to drink potions, hold a scroll, and pick up dropped weapons Wait a minute, you still have to drink the potion, despite Mage Hand. Some DMs would also rule that such fine manipulation as sheathing a weapon would take a move action. As for scroll holding, seems like a cool idea to me. :D |
| #9zombiegleemaxNov 13, 2005 19:37:00 | Hey you, psst, come here (looks around nervously) gotta story for ya... Back during second edition, I had a 1st level mage/thief (Spellfilcher) who would cast the spell "Mount" then take the horses to the nearby town and sell them. By the time the spell ended, I was long gone. Hee Hee Hee. |
| #10harimanNov 15, 2005 16:01:24 | Warlock7/Rogue3/Arcane Trickster10 with Maximize Spell-like Ability. Most any spell trigger item is accessible with Decieve Item, and Maximize SLA means that Impromptu Sneak Attack is more likely to hit and does more damage. Pre-cast True Strike from a wand if you want to be really sure of a hit! If you really want to get evil add at least one level of Assassin! Death attack + Maximize SLA = EVIL! Hariman |
| #11rickielNov 18, 2005 14:18:11 | For those Arcane Tricksters who took the wizardly way to the magical path, you had to get to at least 5th level, and this means you got that one bonus feat right? Personally, I chose Craft Wondrous Item. Why? For all the possible bonuses you can get your hands on! Gloves of Dexterity! Shirts that give incredible sneaking and lock-pick'n bonuses! Boots of Jumping!!! PANTS OF ESCAPING!!! Or, to put it another way, you'll be able to create your own lil 'gadgets' as it were to help you pull off many a larcenous time with a mighty huge pay-off! |
| #12zombiegleemaxDec 02, 2005 8:42:02 | I used polymorph on my halfling rogue/sorcerer/arcane trickster (can't remember all the levels w/o the books in front of me, but it was my first choice of 4th level spell) and polymorphed into a hydra (STR:yeehah DEX:prettygood CON:ohmahgawd INT,WIS,CHA: yuck) Result: 9 sneak attacks per round when flanking! A halfling melee force to be reckoned with! (I also had another rogue *hydra polymorphed* flanking buddy and we both normally started off invisible.) We took out a respectably powered dragon in two rounds by ourselves. Shocking grasp is another essential spell for all arcane tricksters. 10d6 electricity on a touch/impromptu sneak attack (no save) is pretty intimidating for a first level spell. Touch spells in general are perfect for arcane trickster. Otherwise get spells that enhance the rogueyness (is that a word?) of your character. ex: fly (instant move silent and speed boost), glitterdust, knock, slow, invisibility, bestow curse, dispel magic (never leave home without it), and others too. |
| #13rickielDec 21, 2005 16:09:39 | Complete Adventurer offers up Razing Strike, a feat that allows one to sacrifice a spell-slot in order to deal possible sneak attack damage against that which is normally immune to sneak attack. Divine spells sac'ed against undead, and Arcane against constructs. Now Razing Strike lasts for one ENTIRE round. Granting additional sneak attack damage dice equal to the spell level of the spell sacrificed, and an additional bonus to hit equivalent to said spell. Or in other words, sac' a 6th level spell, you got a +6 to your attack rolls and a +6d6 on top of any sneak attack damage you already have! Best done when you are absolutely sure you can commit a FULL attack in melee. The Razing Strike only works for melee. A rather useful bit of info I hope. |
| #14harimanFeb 07, 2006 11:14:01 | Arcane Strike can be useful too. I don't know if every DM out there will let it stack with Razing Strike but the damage potential of using both together is scary! (19th level = 9d6 + 6d6 + 9d4 + weapon damage, that's Razing Strike + Sneak Attack (Minimum) + Arcane Strike + minimum 1d4. That's only against golems though, and I'm assuming a sorcerer.) Any of the Orb spells from Complete Arcane will help ANY spellcaster out in many fights, especially at higher levels. Why? They're conjuration spells, NO SPELL RESISTANCE. THEY WORK ON GOLEMS! Orb of Force is the best because it works against the Incorporeal too. |
| #15vileneeds_of_qFeb 09, 2006 8:21:01 | Have the outside of a glass test tube or the like silvered as a mirror and the cast continual light on just the glass. Instant flashlight. Just keep a cork stopper handy. |