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Re: OT: Narf has gone looney and wants to GM.
Hmm, Analyze Dweomer sounds useful... probably more useful than Flesh to Stone. Haste - perhaps in replacement of Fireball? You're right, my spell list is perhaps too heavy on the killing stuff spells. I think I'll also trade the Run feat in to gain Spell Focus... I don't see a Greater Spell Focus though.
I'm not seeing any bonus spell slots from the Headband (at least, on d20srd.org). Anyone have any other suggestions before we start tomorrow? |
Re: OT: Narf has gone looney and wants to GM.
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Re: OT: Narf has gone looney and wants to GM.
Yeah - pick up a few scrolls (spell level * caster level * 25 + Material Components Cost + 5*XP cost) of a few spells, and scribe them into your Blessed Book - a 7th level spell scroll, with no XP or expensive Material Components, costs 2275 gp (7th level spell, caster level 13th); 6th costs 1650, 5th costs 1125, 4th costs 700, 3rd 375, 2nd 150, 1st 25.
Also consider a safe rest spells (such as Rope Trick (2nd), Secure Shelter (4th), or Mage's Magnificient Mansion (7th)), some buffing spells (Mass Bear's Endurance would grant every living critter in the party quite a few extra HP for a time, while Mass Cat's Grace increases AC (by raising Dex) and Mass Bull's Strength increases damage; even the lowly Mage Armor can really help those that, for one reason or another, aren't wearing significant amounts of armor), and utility spells (okay ... what do you do if, say, an Invisible Stalker decides you would make an excellent target? Likewise, sure, you can use Overland Flight to stay out of ground-based combat and get over those peksy walls, but that isn't going to let anyone else in the party follow you; et cetera) |
Re: OT: Narf has gone looney and wants to GM.
I'm finishing up my character sheet, just one feat and some equipment left. There's one particular set of body slot conflicts for magic items that I always run into when making high level characters, and I'd like approval for my standard solution:
The conflict is that an Amulet of Natural Armor, Periapt of Wisdom, and Amulet of Health all take up the same slot. My standard solution is custom items using the body slot affinities table. Specifically, I want a Headband of Wisdom (affinity: mental improvement) and a Shirt of Health (affinity: physical improvement). Since these both match the slot affinities, they should cost the same as the normal item. |
Re: OT: Narf has gone looney and wants to GM.
Sure, with one little caveat - you have to have been able to build them yourself for the off-slots - if you take Craft Wondrous Item and all the pre-requisite spells for those migrated items on your known list when you start, then go for it. Otherwise, Ye Olde Shoppe of Majicke is going to note that Wisdom falls more under Discernment than mental improvements, and Con and Natural Armor fall under Protection.
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Re: OT: Narf has gone looney and wants to GM.
Well, that settles my final feat choice. Oh yeah, how much xp above the minimum for 13th level do I have available to spend on crafting items?
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Re: OT: Narf has gone looney and wants to GM.
86888-78000=8888; however, you just need to have been capable of making the migrated items - if you meet those criteria, you can purchase rather than build yourself.
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Re: OT: Narf has gone looney and wants to GM.
Ah, but making them myself costs half price http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif. Thank you, that's quite a bit more than enough for all my crafting needs. Now why can't clerics cast Cat's Grace? http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: OT: Narf has gone looney and wants to GM.
Cause clerics don't suck in meelee?
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Re: OT: Narf has gone looney and wants to GM.
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