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Unbeliever
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« Reply #20 on: September 11, 2011, 10:33:07 AM » |
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Yup, unless your DM has given every undead the lifesense feat they still need to see. And glitterdust isn't mind-affecting so he can't wriggle out on that one either
Doesn't lifesense just mean that living creatures give off light? So, you'd still need to errr ... see that light. That's who I've always read it, at least.
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BeholderSlayer
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« Reply #21 on: September 11, 2011, 11:11:50 AM » |
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Yup, unless your DM has given every undead the lifesense feat they still need to see. And glitterdust isn't mind-affecting so he can't wriggle out on that one either
Doesn't lifesense just mean that living creatures give off light? So, you'd still need to errr ... see that light. That's who I've always read it, at least. Technically, this is correct that the monsters would still need to be able to see. The feat specifies that "to your eyes" and also talks about already-visible light.
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CantripN
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« Reply #22 on: September 11, 2011, 11:14:36 AM » |
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Yup, unless your DM has given every undead the lifesense feat they still need to see. And glitterdust isn't mind-affecting so he can't wriggle out on that one either
A more than reasonable assumption. I give that to anyone that has no CON score, and Mindsight to whatever has Telepathy. Still, it requires an INT score to get feats, unless it's a bonus feat, so Mindless Undead won't have it.
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Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.
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Mixster
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« Reply #23 on: September 11, 2011, 12:27:14 PM » |
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If possible I'd change your spell list into: (Paranthesis mark other candidates that are also worth considering)
0 - light acid splash detect magic disrupt undead ray of frost read magic resistance flare
1 - magic missile, grease, silent image, dawnburst (CM), mage armour, truestrike (Power Word Pain (RotD))
2 - Alter self, Scorching Ray, Glitterdust, invisibility (Web) (command Undead) (ray of stupidity) (tashas Hideous Laughter)
3 - Great Thunderclap (SpC), Halt Undead, fly, (Blacklight) (Phantom Steed (I prefer this to fly)) (Haste)
4 - Black Tentacles, Wings of Flurry, (Solid Fog), (Greater Mirror Image) (greater invisibility) (Heart of Earth) (Celerity) (Polymorph)(Trollshape)
5 - Telekinesis (wall of stone) (arcane fusion) (lord of the Sky (DrM) (Mass Fly)
Then get those enhancement bonuses from items, a +4 to CHA and +2 To Dex/Con is just 24k gold, which shouldn't be a big expense at this level. You could use this list as a sheet of spells you want to change over the course of the next few levels).
A nice tactic is hitting some crowded foes with a Black Tentacles, Blacklight or Solid Fog, then bombing them with wings of flurry to kill them. All in all you don't need that many blast spells, if you just use what you have they will be plenty in most cases.
Oh, and fireball sucks.
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Monks are pretty much the best designed class ever.
JaronK
Meep Meep - Mixster out
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SorO_Lost
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« Reply #24 on: September 11, 2011, 02:53:50 PM » |
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Dragonborn Primordial Lesser Half-Giant Dragonic Sorcerer 6 / Stormcaster 5 / Warmage 5 /  4 Feats: Draconic Heritage(crystal:cold/diplomacy) B, Snowcasting F, Dragonic Aura F, Frozen Magic, Cold Spell Specialization, Energy Substitution(electricity), Energy Substitution(acid), Energy Admixture, Easy Metamagic, and w/e else. Items: Frightful Crest(graft, Draco I think), Icemail Armor. Cast Control Temperature or buy a Heart of Ice and then cast Cold Snap to freeze the area around you and also Acid Sheath for the pure win of it. You use Energy Admixture(electricity) to add a set of Electricity Damage to an Energy Substituted Acid Fireball to deal Acid/Electricity and use Snowcasting to augment the Cold subtype into the entire spell. Warmage (the prc) adds +3 per die, Cold Spell Specialization adds +2 per die, and Cold Snap adds +1 per die for a +6 per die total. The Electricity side of the spell deas +1 sonic damage per spell level and adds a save vs Stun, the Acid side benefits from Acid Sheath for another +1 per die. The sucky Fireball would look like this: 10d6+60 Electricity, 10d6+70 Acid, 3 Sonic, Reflex Halves, all creatures that take damage from this spell must succeed on a Fortitude save or be Stunned. Also it have +6 to it's Save DC from the Aura and Icemail Armor. If your spell has an attack roll (such as a ray) you even gain a Frightful Presence like effect for that round. You don't kill stuff with flaming fire like some people do. Instead, the world around you becomes colder, as if you sucked the joy of living or love for the sun from everyone, then as their skin melts off them you massively fry your opponent with electricity shot from your finger tips Sith style so hard that a sonic boom follows adding to the effect and the terror that your already fearsome presence bestows to nearby witnesses. 
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« Last Edit: September 11, 2011, 03:21:15 PM by SorO_Lost »
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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X-Codes
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« Reply #25 on: September 11, 2011, 03:21:43 PM » |
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In other words, KILL IT WITH EVERYTHING!!!... BUT FIRE!!!
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SorO_Lost
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« Reply #26 on: September 11, 2011, 03:38:08 PM » |
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In other words, KILL IT WITH EVERYTHING!!!... BUT FIRE!!!
Well, you can try reducing metamagic costs enough to apply Admixture(electricity) to Apocalypse From The Sky, then with Raging Flame your spell would deal 10d6+70 Acid, 10d6+70 Fire, 20d6+120 Electricity, 9 Sonic, and still count as a Cold spell for the increased save DCs. So you *could* use fire... I don't suppose anyone knows of some other dual type spells do they?
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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X-Codes
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« Reply #27 on: September 11, 2011, 04:29:24 PM » |
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In other words, KILL IT WITH EVERYTHING!!!... BUT FIRE!!!
Well, you can try reducing metamagic costs enough to apply Admixture(electricity) to Apocalypse From The Sky, then with Raging Flame your spell would deal 10d6+70 Acid, 10d6+70 Fire, 20d6+120 Electricity, 9 Sonic, and still count as a Cold spell for the increased save DCs. So you *could* use fire... I don't suppose anyone knows of some other dual type spells do they? Bloodburn... Bloodfire... something like that in SC. IIRC does 2d6 each of Fire and Acid damage per round to a target that fails a save.
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snakeman830
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« Reply #28 on: September 11, 2011, 04:37:04 PM » |
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Wow i thought the spell would be an area of effect and would just outline everyone in the area due to no save against it, but i still get 50% chance to succeed and when the spell effect is upon the ethereal creatures they wont get 50% miss chance then will they?  Okay, this is getting to be a pet peeve of mine. Ethereal creatures are usually no threat whatsoever unless you happen to be on the Ethereal Plane. Why? Because they are on the Ethereal Plane and can't affect the Material. Incorporeal creatures (like Shadows and Wraiths), however, are. Incorporeal creatures have a 50% chance to ignore any magical effect other than Force effects, positive energy, or negative energy.
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I am constantly amazed by how many DM's ban Tomb of Battle. The book doesn't even exist! Quotes: By yes, she means no.
That explains so much about my life. hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea. If using Genesis to hide your phylactry, set it at -300 degrees farenheit. See how do-gooders fare with a liquid atmosphere.
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SorO_Lost
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« Reply #29 on: September 11, 2011, 05:47:48 PM » |
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Incorpereal Is a bodyless form of energy on the Material Plane. Like your Soul before you sold it, or a Shinigami, Physical/Mundane stuff cannot affect it, stuff enhanced by Magic has a 50% chance to be ignored. Force, Positive Energy, and Negative Energy affect them normally.
Ethereal Is on another fracking plane, the Ethereal Plane. Nothing from the Ethereal Plane can harm someone on the Material Plane where as Force effects from the Material Plane affect Ethereal Creatures. Like that one time when Daniel phased Earth outside out of space so the Goa'uld's space lasers passed harmlessly though the base lightning the place up with glowly sparks of harmless doom.
The Ethereal Plane Shares the same 3 dimensional space your limited mind understand as the Material Plane yet is a near empty void. However it is a jog over 4th dimensionally and fundamentally it's own separate plane. See Invisible/True Sight can see into the Ethereal Plane and anyone on the Ethereal Plane can see their surrounding area of the Material Plane as if they were there. Just like in Super Paper Mario where you can Flip and walk around things in ways most enemies can't understand.
***
@X-code, Burning Blood? That is 1d8 Fire & 1d8 Acid per round and made it into DDO, I should have though of it but it is a super lame spell...
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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X-Codes
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« Reply #30 on: September 11, 2011, 05:52:11 PM » |
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Yeah, well, that's what I could come up with.
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Endarire
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« Reply #31 on: September 11, 2011, 06:36:36 PM » |
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Also, any creature that relies on normal vision, low-light vision, or/and darkvision can be blinded. Yes, it affects Constructs.
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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The_Mad_Linguist
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« Reply #32 on: September 11, 2011, 09:34:25 PM » |
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Really, the biggest problem with the incorporeal/ethereal rules is that ghosts are so wonky.
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SorO_Lost
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« Reply #33 on: September 11, 2011, 10:07:09 PM » |
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Yeah, well, that's what I could come up with.
Hey it's something right. Really, the biggest problem with the incorporeal/ethereal rules is that ghosts are so wonky.
Maybe. Largest problem I've seen is people trying to wrap their head around the Ethereal Plane, it co-exisits with the Material Plane for the most part. What's cool is if you were to spam Wall of Stone on the Ethereal Plane in the same position as your castle of fortress, anyone using things like True Sight or See Invisible reveal a big gray wall, as well it is stopping spells like Blink or Ethereal Jaunt from being used.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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PhaedrusXY
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« Reply #34 on: September 11, 2011, 11:19:50 PM » |
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What's cool is if you were to spam Wall of Stone on the Ethereal Plane in the same position as your castle of fortress, anyone using things like True Sight or See Invisible reveal a big gray wall, as well it is stopping spells like Blink or Ethereal Jaunt from being used.
Step 1: Find an already existing mountain/whatever on the Ethereal plane. Step 2: Build your fortress on the Prime in/under it. I remember someone talking about a civilization that would use (a) spell(s) to move the top of a mountain to the ethereal, and then build their city on top of what was left of it on the prime, also...
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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kremti
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« Reply #35 on: September 12, 2011, 12:01:46 PM » |
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You'll be throwing a lot of greatswords/round is how it works if I understand. Its as if ive just understood how telekinesis can be a blasting spell with that one quote, i trully didnt read it as i could throw multiple objects even though its quite clear now doh..... so as long as i have at least same amount of items to throw as i have lvls to max of 15 and i can hit their armour class then this spell will be great but whats the best items to be carry around with me being a class that doesnt really have many weapons and weight issues? Your best bet is look at the Crossbow Bolts and Arrows. Consider 10 arrows weighing 0.5 lbs for medium sized creatures (for now...I'm simply going 10 for ease of calculation). Now, since Telekinesis explicitly says they do damage as the daggers of their size, so each arrow does 1d4, letting you do 10d4 (if they all hit). Oh but wait...I said "medium sized creatures" Let's consider carrying arrows for large creatures. Now, the weight doubles to 1lbs as per the rule for the weight of weapons for different sized creatures. Then the damage increases to 1d6 per arrow/dagger as per the damages by weapons done for the weapons for different sized creatures... So, making the daggers sized for colossal sized creatures, 10 arrows weigh 8 pounds total. Now, each arrow/daggers deal 3d6 damages, and you hurl 10 of them for 30d6... Can you afford to carry 8 lbs worth of stuff? Heck, if you *really* don't want to carry them (Or, you end up carrying more than 10 arrows, since your caster level go up later, and you want to keep using the same spell more than once/encounter, and your DM makes your arrows destroyed, per the ammo-destruction rule), you can carry 120 arrows and let your Unseen Servant drag 100 lbs worth of crap around for you... Or, if you are really aggrevated with ammo-destruction rule, and having to restock the arrows regularly, perhaps colossal darts are better. At 8 lbs per darts, 12 of them can be carried by Unseen Servants, and same damage as arrows... -K
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Mixster
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« Reply #36 on: September 12, 2011, 05:36:52 PM » |
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I thought collossal (or gargantuan if you are not a heavy lifter) sianghams were the best damage-to-weight ratio out there? And they also do not break.
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Monks are pretty much the best designed class ever.
JaronK
Meep Meep - Mixster out
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SorO_Lost
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« Reply #37 on: September 12, 2011, 09:37:54 PM » |
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I thought collossal (or gargantuan if you are not a heavy lifter) sianghams were the best damage-to-weight ratio out there? And they also do not break.
Eh? I call shenanigans. Pixies are like 5lbs max and could deal hundreds of d6s in damage per day with objects that weigh as much as a thought (spells).  Really though, Launch Bolt while great for it's level is out scaled by Telekinesis. Tele lets you shoot up to 15 Collossal Arrows at once, 3d6 damage per or 45d6 damage total. But it's a trap! What makes Telekinesis great is that any Arcane Spellcaster can pick up the blasting role with hardly much effort and in turn get a decent amount of damage (hell orbs of cap at 15d6 and they are one level lower). But pretty much the only Metamagic you can use to augment it's damage is Chain Spell, as the spell it's self isn't dealing damage and doesn't target any creature. This really means anyone willing to put some effort into this can easily beat Telekinesis or even augment it's damage. The far easiest route would of course be to augment it. You could stockpile Fire Shurikens which deal the same 3d6 damage, only you could augment those with Metamagics. Like you could Empower/Maximize/Admixture them, or maybe add a Save vs Stun effect... Edit - Some minor grammer corrections.
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« Last Edit: September 12, 2011, 10:12:11 PM by SorO_Lost »
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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Unbeliever
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« Reply #38 on: September 13, 2011, 11:51:24 AM » |
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One often overlooked weakness of the TK attack is DR. A DR of 10, common at the point where you can throw dozens of pokey things, would pretty completely stop the 15 colossal arrows attack. There are ways to circumvent it, I'm sure, and there are opponents w/out DR, but it bears noting. Although perhaps the ways to circumvent it will find their way into the eventual TK handbook.
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SorO_Lost
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« Reply #39 on: September 13, 2011, 12:31:38 PM » |
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One often overlooked weakness of the TK attack is DR. A DR of 10, common at the point where you can throw dozens of pokey things, would pretty completely stop the 15 colossal arrows attack. There are ways to circumvent it, I'm sure, and there are opponents w/out DR, but it bears noting. Although perhaps the ways to circumvent it will find their way into the eventual TK handbook.
Stockpile some Cold Iron arrows, some Silver arrows, some Adamantine arrows, not too sure on the Alignment ones since those can get pretty costly. I mean you pick up some +2 valued arrows then fire over a third of them per use, and everything has DR later on. It really is blasting for a none-blaster and D&D is designed not to reward the undedicated.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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