Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - malboro_urchin

Pages: [1]
1
Ask A Question / Re: Ways to increase speed of Draconic Flight
« on: July 21, 2012, 12:08:19 PM »
I appreciate the responses, guys! I changed direction slightly with the character; I decided that the character would be better off by taking the Dragonborn Wings aspect, thus allowing me to choose a useful lesser invocation at 6th level. I went with Voracious Dispelling, because the party can never have enough at-will long-range dispel magic. Apologies if I've rendered your effort null and void! Sorry!

2
Min/Max 3.x / Thoughts on an Incarnate dip for a DFA?
« on: July 21, 2012, 11:45:01 AM »
I'm playing a 6th level Dragonborn [Wings aspect] Mongrelfolk Dragonfire Adept tomorrow, and I'm at a bit of a loss for what to do with my feats. The character's intended focuses are battlefield control with his breath weapon and no-save utility invocations.
Sources allowed: pretty much anything that's 3.5 and not Dragon mag, subject to DM approval.
Stats: Str 9 Dex 14 Con 24 Int 8 Wis 10 Cha 8
Feats: Entangling Exhalation, Ability Focus (breath weapon), Flyby Attack
Breath Effects: Fire, Frost (2nd), Slow (5th)
Invocations: Endure Exposure, See the Unseen/Magical Insight, Voracious Dispelling
I'm considering taking a dip in Incarnate around 9th level so I can shape the Fellmist Robe soulmeld. I know I could take a feat to let me shape the Robe, but the Incarnate dip combined with the Bonus Essentia feat (investing the essentia in the Robe, of course) will give me a constant 20% concealment against the vast majority of foes. I anticipate that foes will have trouble getting within melee range of me, thanks to my flight, entangling, and being slowed. I'd like to hear your opinions on the topic.

Thanks,
malboro_urchin

3
Ask A Question / Ways to increase speed of Draconic Flight
« on: July 18, 2012, 05:51:55 AM »
Hey all,

I'm rolling a dragonfire adept, and I was wondering if there were any ways to improve the flight speed of the Draconic Flight invocation (not the greater version, as I don't think our campaign will go on for that long). Thanks for your replies.

malboro_urchin

4
^^
Disagree for entirely different reasons personally. Only some things have SR, which is the only way to resist a number of spells. Thus there are spells which cannot be resisted at all by certain foes.
On the other hand everything has AC. Physical attacks are thus, always resisted.

I think I understand what you're saying: spells with SR: Yes and no save allowed, correct? I think the problem is, as I'm sure others have pointed out, is that SR is in an awkward design-space position. Attacks have to get through AC and occasionally miss chance (that is, did the attack hit or not?). If the attack fails, try again next round; you don't lose the ability to attack.

Spells have to get through saves (often with either negated effects, or even a different effect entirely on a successful save) and SR (requires a caster level check, completely different from the enemy having to beat a fixed DC with a save; failure to pierce SR results in the spell being negated entirely). If you, as the caster, don't succeed in piercing either defense, you've lost the full effectiveness of that spell slot; if you've only prepared one casting of that spell, you've lost the spell until you next rest. I'm no designer, but if it were my decision, SR would either be far more common in lieu of saves or nonexistent. I think that for such a limited resource, one form of resistance is enough.

5
It's really no worse than AC.  You either get hit or you don't.  So really, this question should be further extended to AC, and possibly saves as well.

I disagree with this statement. SR is a binary defense against spells. AC is a binary defense against attacks. Spells, of course, are far more limited; you're given a per day usage of each spell. If you fail the CL check, your spell is gone. If you miss with a physical attack (against AC obviously) you don't lose the capability to attack; you just attack again next round. Basically, I don't think your comparison works because someone can attack all day, but spells are far more limited in the form of castings/day.

6
General DnD Discussion / Re: Stupid monsters. [3.5]
« on: June 25, 2012, 07:23:12 AM »
I see, my apologies for the interruption

malboro_urchin

7
General DnD Discussion / Re: Stupid monsters. [3.5]
« on: June 25, 2012, 06:32:14 AM »
I'm going to go out on a limb here and ask this: does fighting 2 cr 6 augmented ambush drakes and a spellcasting crystal trap of some sort as an unoptimized level 3 party fall under the domain of this thread?

8
Min/Max 3.x / Re: 3.5 spell selection for a focused conjurer
« on: June 25, 2012, 06:23:59 AM »
My apologies for posting delay; my weekend was busy, and included both preparations for an accounting test and an incredibly difficult encounter when our gaming session met.

TL;DR:
a)  MMSF is awesome, especially at low levels
b)  Buying spells is awesome, even necessary IMO
c)  Mirror Image is good, but don't knock Mage Armour.  Greater Mirror Image, on the other hand...


I agree with all of these points. 2 spells per level for a conjurer, when I pretty much need ALL OF THE 2ND LEVEL SPELLS because they're so damn good, is not enough. its 300gp per spell, and I think I can afford that now that we've happened across some more gp and magic items. I'm carrying a few unidentified magic items (a necklace and a wand) and the rest of the party has some other gear.


After fighting an enemy wizard and meeting the duskblade, the party was dropped down a trapdoor garbage chute. We fought some eye-things (lurking stranglers I think? I make a point of not memorizing monster info or looking through the Monster Manuals because I don't like metagaming that much) and 2 oozes (not at the same time).
The last fight (and remember, we were all at level 3 in a low-op environment):

Us: Me (focused specialist conjurer 3 with abrupt jaunt), barbarian (dwarf with reckless rage, extra rage, power attack, and I believe a level of fighter for the feat), duskblade (his race is a mystery and plot-related, and I don't know his feats), scout (plans on taking levels of ranger with swift hunter), cleric (a bit of a luck theme to him, summons things and buffs the party), and a kobold bard that we met whilst in the dungeon

Them: 2 CR 6 augmented ambush drakes and some trap in the corner made of crystal that cast a few spells (I think earthen grasp, something prismatic, a spell that did int damage).

We got our asses handed to us. We rolled poorly, our barbarian hardly hit. Eventually, the barbarian lost most of his ac to both raging and dex damage from the ambush drakes' poison. It didn't help that the drakes got 22's and 23's to hit. The barbarian was also hit several times with slow breath, and he ended up fighting most of the fight from prone (I don't remember how he fell). Our duskblade took int damage and couldn't cast, then took either str or dex damage and couldn't do anything. The cleric burned his spells for healing, because otherwise the barbarian would have died. I went through all my spells (no reserve feats or anything just yet). I had 3 grease spells prepared, 2 sculpted. I had at least 1 glitterdust. I had a web spell. I went through all of it, and their saves were stupidly high, like fort +11, ref +6, will +5. My dc's are either 15 (1st level spells) or 16 (2nd level spells) and I don't have the feats available to take spell focus. The only thing I could have done differently (as we didn't rest before the encounter and were never given any indication that we should have ran away, or that the encounter would be that difficult) was prepared less greases and more benign transpositions so that the barbarian could have at least gotten to stand up without provoking an AoO that he couldn't handle. My wizard ran from the combat after blowing all his spells to little/no effect. I had to leave early (someone else played my char) but I gather that the DM pretty much threw us the encounter near the end. It was unpleasant.

I did gather that spell focus (conjuration) wouldn't have done much (I dunno if a 5% chance is worth a feat that could be doing so many other things) and that sculpt spell for free saved our asses. The LAST thing we needed in that encounter was the enemies making their saves against my spells while my allies failed their saves.

To those of you talking about wealth by level: When does the DM just say: "You have gold as per the DMG, buy stuff" except at character creation? The gp we find is divvied up among the party equally, and a good portion of our wealth is tied up in magic items, many of which we haven't identified because we want out of the dungeon we're trapped inside.

9
Min/Max 3.x / Re: 3.5 spell selection for a focused conjurer
« on: June 22, 2012, 09:53:16 AM »
If you take Skill Focus (Conjuration) in place of MMSF, you can qualify for Master Specialist (Complete Mage) right at 3rd level. Even if you'd rather take another PrC, you can take two or three levels of that for a few abilities. This will likely end up hurting your BAB, but your Will save will come out better for it.

I've already taken those feats. As mentioned in the original post, we're at level 3, so Extend Spell, MMSF, and Sculpt Spell are spoken for. I looked at Master Specialist, and the majority of the esoterica benefits are geared towards summoning creatures, which I don't like to do because I don't enjoy the extra bookkeeping that entails. Spell focus (conjuration) or hell, even spell focus (illusion) considering the amount of illusion spells I've fallen in love with, would be good choices for the future. I would like to take the Shadow Veil reserve feat at 5th level, because I want to be able to do something useful every round.

# 1 how did you take metamagic school focus (conj) without the prerequisite school focus (conj)

# 2 Why did you take MMSF at all in the first place?  its terrible, except for certain builds.

# 3 What are you planning to PRC into at 6th level?  there's absolutely no reason to stay a wiz after level 5 (no additional class features) (I suggest Mage of arcane order for one)

# 4 your feats should be building to getting you into that PRC, whatever it may be. 

# 5 scare, cause fear, mount,  unseen servant,  summon swarm, ghoul touch, mirror image...
You've skipped some of the best BFC spells for enlarge person?? for Benign transposition?? mage armor?? net of shadows?
Not that these spells aren't useful, they all can be, but not as valuable in as many different situations as those above.

its ok, for a new mage its not expected that you will make the best spell selections.  but looking forward you need to fill your spell list with 4 kinds of spells:
will save or suck 
Con save or suck
Reflex save or suck
No save and suck.

And generally you want a touch(close range) spell of the above type, a ranged (target) spell and an area effect. 

Causing Fear is your will save or suck and some illusions
Ghoul touch and stinking cloud are your fort save or sucks
web and the like are your reflex save or suck
and spells like sleet storm, and ray of exhaustion can be your no save or sucks. 
And thats just a taste from the SRD there are bunches more that are probably better in the spell compendium.  (Ray of dizziness I'm looking at you)

Keep this in mind when your selecting your spells for the future, obviously the "no save" and still suck spells are the best, but some of the other save or suck/dies are situationally good too.

@darqueseid
#1: Please reread the prerequisites for MMSF.
#2: Being able to freely sculpt my glitterdust spells right off the bat at 3rd level, as well as quadrupling the area (and therefore effectiveness) of grease without burning a 2nd level spell slot to do so, right off the bat, doesn't seem terrible in the least. It's very convenient. If nothing else, I can freely extend mage armor and walk around with 18AC for as long as we're out adventuring. I don't understand why you dislike it. Those builds you spoke of: what level range were they meant to be played in? I've said that the highest level we're likely to attain is level 9, and we started from level 1.
#3: I agree that the wizard gets no class features after 5th. However, I plan to take a reserve feat at 5th. I would like to take Cooperative Spell at 6th and advance from there onto Mage of the Arcane Order, as spellpool versatility is very nice. The initiation fee worries me, as I'm currently spending a large portion of my gp scribing all the 2nd level spells I want into my spellbook. However, I do plan to PrC into Mage of the Arcane Order.
#4: I disagree. Since our game is playing within a relatively short/low level range, I think my feats should allow me to craft an enjoyable experience for myself and the rest of the party. So far, being able to avoid our melee party members and to snag the enemies within a sculpted glitterdust right off the bat accomplishes that quite nicely. There's no point in building to level 20 (and taking feats that make low level play difficult) when we won't be advancing to 20.
#5: How exactly are mount and unseen servant BFC? Benign transposition most certainly is. Cloistered cleric gets grappled, switch him out for the barbarian. I do agree with the fact that I completely forgot about mirror image. However, I have Abrupt Jaunt and mage armor, both of which will go quite far in keeping me safe.

The latter part of your post seemed slightly condescending. Forgive me if I'm reading into something that isn't there, or if I'm misinterpreting what you're saying. This isn't a personal attack, just what I got from reading that section of your post. Also my char is a 3rd level wizard. Some of the spells you named, like sleet storm and ray of exhaustion, are out of my reach for now. Do note that with my current feat selection, I'll be able to turn sleet storm into 4 10ft. cubes, which should in all likelihood keep my allies out of the spell's area of effect while my enemies suffer the spell's effects.

10
Min/Max 3.x / Re: 3.5 spell selection for a focused conjurer
« on: June 21, 2012, 12:57:58 PM »
I would recommend picking up Fog Cloud, since with a reduced Sculpt Spell on it, you can use it to block off just the right lines of vision, or just one large area. Normally, the small upgrade variants of spells aren't too hot (Minor Image, for example), but the ability to cast it at range makes FC much better than Obscuring Mist.

Doesn't this only apply to ranged attackers/spellcasters? We've mainly been facing melee enemies, and our two main damage dealers are a duskblade and a barbarian, so wouldn't fog cloud just hinder them?

I would also recommend a Summon Monster spell at some point, but it gets a lot better at SM3, so you could wait until level 5 before before picking up a summon spell. For increased mobility, Levitate or Swift Fly(SpC) are really good, although Swift Fly is a bit more situational. Lastly, given the fairly low level right now, Blockade(CS) is really versatile, although be sure to pick it up in scroll form.

The party cleric has summon monster covered. He took the elemental summons variant from either Manual of the Planes or Planar Handbook, and has used the air octupus or squid to grapple enemies to great effect. I don't see why Blockade is any good. It's just a block of wood that blocks line of sight. Melee can just walk around it and try to hit me (though they'd fail because of extended mage armor, small size, and abrupt jaunt)

Thanks for your comments
malboro_urchin

11
Min/Max 3.x / 3.5 spell selection for a focused conjurer
« on: June 21, 2012, 06:20:04 AM »
Hi all!

I'm involved in a 3.5 campaign that should go, at most, up to level 9.
My character is a focused conjurer 3, with an emphasis on battlefield control, not summoning.
Sources allowed: The completes, core, PHB2
Feats: Extend Spell, Metamagic School Focus (conj), Sculpt Spell
Banned schools: Evocation, Enchantment, Abjuration

My spells known so far:
1st level conjuration: Benign Transposition, Grease, Mage Armor, Wall of Smoke
Illusion: Net of Shadows, Silent Image
Transmutation: Enlarge Person, Ray of Clumsiness
Necromancy: Ray of Enfeeblement
2nd level conjuration: Glitterdust, Web

The spells I plan on learning: Cloud of knives (conjuration), cloud of bewilderment (conjuration), ray of weakness (necromancy), wall of gloom (illusion), shadow spray (illusion)
and I plan on taking the reserve feat Shadow Veil at 5th level and fueling it with Wall of Gloom.
I can provide rationales for each spell if necessary, but I'd like feedback and suggestions regarding my spell choices. This is my first wizard, and I want to make sure I'm doing it right. I appreciate your responses.

malboro_urchin

12
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 15, 2012, 08:55:57 AM »
I seem to remember that there exists a spell that has a duration of rounds/lvl and teleports you short distances dimension door style but I don't know where it is or If I confuse it with something else like a psionic power.
In addition to inconstant location, for completeness' sake, this reminds me of the flicker shadow magic mystery from the Tome of Magic, which, ironically enough, is power granted to binders when they bind to the vestige Tenebrous!

13
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 14, 2012, 06:01:26 AM »
@Captnq
As mentioned in the original post, I have extend spell, metamagic school focus (conjuration), and at 3rd level I'm taking Sculpt Spell. Also I believe Create Trap is from Races of the Dragon, not an allowed source. I don't want to have the DM go through another book he doesn't have just for one spell.

Recent conversations with friends have led me to choose to PrC into Mage of the Arcane Order. I'll need more feat slots before I can get into prereq-heavy classes like Archmage, and Archmage only matters if the campaign lasts long enough. Once again, this game may take our characters up to level 9 max. I don't anticipate it going higher than that. Mage of the Arcane Order gives me 3-4 levels of extra versatility from the spellpool after I take Cooperative spell at 5th level.

14
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 13, 2012, 06:56:24 AM »
I had 6 skills available to max out, and I chose 4 knowledges (the planes, arcana, nature, and dungeoneering because those tend to be the most useful for ID'ing monsters, and our cleric should have religion covered), spellcraft, and concentration. I took the Collector of Stories skill trick. Evidently, I forgot to mention some things in the original post. Furthermore, I've checked out Paragnostic Apostle. Many of the knowledge skills required for abilities that I'd find useful (like the +1 CL on teleportation spells) require knowledge skills that are unhelpful in ID'ing monsters (the ability that benefits teleportation requires 5 ranks in know geography for example), and most of the abilities don't seem too useful given the spells I want to use.

15
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 12, 2012, 10:50:32 AM »
Quote
Malconvoker, while awesome, would mean that you should have given up abrupt jaunt to get the rapid summoning feature.  Additionally, since your only expecting to get to level 9, you won't get the best ability from malcon.  Its not worth giving up the spellcasting level if you don't get to play a malcon at 10 (where they arguably become the best summoners ever). Pre level 10 they are rather meh.  And you would have wanted to get more summoning feats as well. 
This was the reason why I don't want to go malconvoker. Summoning just doesn't interest me, and it becomes more and more viable with higher levels, while bfc tends to be better at lower levels.

Quote
the best ways to use aoe bfc spells is to have your barbarian immune to whatever status effect they cause and just layer bfc spells over top of them, and just catch him in the bfc he doesn't care about.  even better than that, stack initiative bonuses so you mostly go first,  and BFC before the party goes.  You can solid fog an army such that they can only get a few on you at a time, and the barbarian can clean up easily. 
Great advice, though I have no idea as to how to make our melee damage dealers immune to the spells I intend to cast. Also I took metamagic school focus so I can sculpt my strongest spells as soon as I get them, with no level adjustment 3/day.

Quote
You should PRC, from levels 6-9 you get nothing from the wizard class
I'm definitely going to prc, the question is which one to take. I don't like the knowledge requirements of paragnostic apostle, as I want my skills to lean towards identifying monsters. Fatespinner might be a valid option, though I haven't invested skillpoints in profession (gambler) as required.

Quote
Finally, did you swap Scribe Scroll for Improved Initiative
My DM said I wasn't allowed to do this, as he felt (and rightly so) that the trade was too good.

16
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 12, 2012, 09:02:15 AM »
Thank you for all your replies, and for taking care of all that quoting for me! I want to drop abjuration, and the party cleric said he'd cover the protection spells and dispel magic where needed. I really like the low level debuffs in Necromancy, like ray of weakness (I'm away from books right now so that may be wrong). The Focused Specialist ACF grants me a ton of longevity in spellcasting. At 3rd level, right off the bat, I get 4 2nd level spells per day, 3 of which must be conjuration, and don't forget that I do get a bonus spell per spell level up through 4th level due to 18 int, so I have at least 1 generalist slot per level. If anyone has suggestions for how to use Silent Image other than illusory fog and free concealment for the party, those would be appreciated as well.

malboro_urchin

P.s. @phaedrusxy I saw and enjoyed reading your house rule regarding knowledge checks to ID monsters. Very thorough, and I'd love to have it implemented in our game, though the calculations involved may hinder that.

17
Min/Max 3.x / Re: 3.5 Focused Conjurer help
« on: June 11, 2012, 04:20:38 PM »
First off, thanks for the reply. I am a 2nd level Focused Specialist in Conjuration. I mentioned that in my post.

My Cha is 8, and we've been getting slightly above wealth-by-level as per the DMG. I don't yet have access to 2nd level spells like Web, and I'd prefer to keep my foes immobilized for the barbarian, duskblade, and scout to hack away, and burning the web away would leave the enemy free to move about. Our party isn't lacking in damage, but in battlefield control, which is precisely why I intend to specialize in it. So many of the 2nd level conj. spells in the SpC are incredible, a requirement for any battlefield control conjurer. I'm more worried about which 1st level spells to take, which schools to ban, and how to make the best use of the spells I learn.

I checked out Master Specialist, and the benefits of the esoterica seem geared towards summoning, which I don't intend to dabble in for 3 reasons: I took Abrupt Jaunt instead of Rapid Summoning, I didn't take Augment Summoning, and the cleric said he'd take care of our summoning needs.

18
Min/Max 3.x / 3.5 Focused Conjurer help
« on: June 11, 2012, 09:10:54 AM »
Hi all! This is my first non-introductory post, so if I misformat, or if the post is difficult to read or in the wrong place, please forgive me. I recently started creating my first wizard, and after reading treantmonk & the Logic Ninja's wizard handbooks, I decided that I wanted a focused specialist conjurer. I anticipate that our characters will get to no higher than level 9.
Sources allowed in addition to core: Complete series, PHBII, Spell Compendium
Race: Strongheart Halfling
Wizard 2
Stats:
Str 6
Dex 16
Con 16
Int 18
Wis 8
Banned schools: Enchantment, Evocation, and one other school that will NOT be Transmutation. Illusion has silent image and color spray, but Necromancy has nice save-or-lose debuffs and Abjuration has protection from X spells & dispel magic.

Feats at 1st level: Metamagic School Focus (conj), Extend Spell (not sure if I should take Extend or a different +1 metamagic)
I intend to take Sculpt Spell at 3rd level.
ACF's: Abrupt Jaunt Immediate Magic

The rest of the party: we have a duskblade who plans on using blade of blood to nova, a barbarian who's new to the game, a scout, and a cleric who buffs, heals when needed, and is fond of luck rerolls.

I'm having trouble deciding what spells I want in my spellbook. at 1st level, I get 9 spells known, and some spells I definitely want include benign transposition, grease, mage armor, wall of smoke, and enlarge person. I'm on the fence regarding obscuring mist, as we've only once come across an archer, and I don't see how that could be useful in melee when our damage dealers include a barbarian and a duskblade. I'm also considering learning color spray, though the range on that is a bit of a turnoff for me. I'm worried about my early game spells because I anticipate having to spend the majority of my wealth scribing all those amazing 2nd level spells (glitterdust, web, cloud of bewilderment, baleful transposition, etc) into my spellbook.

Thanks for your input and I appreciate your help.

 :D malboro_urchin

19
Introduce Yourself / Ohaithr, my name's malboro_urchin
« on: April 01, 2012, 12:46:28 PM »
How's all you doing? My pursuits include sometimes rarely being lucky enough to join a game of d&d 3.5 with the Tome of Magic allowed, because BINDERS! I'm also kind of a pc gamer, and a supporter of (shameless plug) the Legend RPG by Rule of Cool. My favorite books are most likely Weiss & Hickman's Death Gate Cycle. Anyways, hi!

20
Noob Board- MUST START HERE / Re: [Archive] Read this before you post!
« on: April 01, 2012, 12:40:10 PM »
Orthos, Sovereign of the Howling Dark, I agree to thy arcane unknowable rules and regulations and await a pact for thy breath and glamers...ohwait, wrong vestigial entity. I agree to abide by the rules of this forum in exchange for the ability to post and learn from others

Pages: [1]