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| Tweet Topic Started: Sep 25 2009, 05:29 PM (453 Views) | |
| Phil the Soul Eater | Sep 25 2009, 05:29 PM Post #1 |
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Death Sladd
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If you ever return to the forums you should check out the Initiate of Mystra feat on page 81 of the Player's Guide to Faerun if you haven't already. |
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| Phil the Soul Eater | Oct 2 2009, 12:38 AM Post #2 |
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Death Sladd
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I'll make things easier and post the feat here as well as a few others you might like. I also know about a few feats for detecting and countering the Shadow Weave if you thing that will be a big part of your character. This spell is from the Player’s Guide to Faerun. I think its main draw is the spell access it gives you. Initiate of Mystra [Initiate] You have been initiated into the greatest secrets of Mystra’s church. Prerequisites: Cleric level 3rd, patron deity Mystra. Benefit: You can attempt to cast spells even within a dead magic zone or an antimagic field. In a dead magic zone, you must make a successful caster level check against a DC equal to 20 + the level of the spell you are trying to cast. In an antimagic field, you must make a successful caster level check against a DC equal to 11 + the caster level of the antimagic field. If this check is successful, your spell functions normally. In addition, you may add the following spells to your cleric spell list. Level 2nd Spell Shield: Grants +3 resistance bonus on saving throws against spells and spell-like abilities. 3rd AnyspellFOR: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot. 5th Spell Phylactery: Activates a spell on a scroll when a triggering condition is met. 6th Anyspell, GreaterFOR: As anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level domain spell slot. 6th Spellmantle: Absorbs designated incoming spells and redirects their energy to healing or a previously chosen spell. 7th Holy Star: Creates a glowing star that turns 1d6+3 spell levels as spell turning, grants +10 circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage/two levels. Special: The anyspell and greater anyspell spells also appear on the Spell domain list. With this feat, you can cast them as regular cleric spells, not just domain spells. This feat is from the Complete Divine. It could be useful since you'll be multiclassing. PRACTICED SPELLCASTER [GENERAL] Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. Prerequisite: Spellcraft 4 ranks. Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster. These are Domain Feats from the Complete Champion which correspond to some of the domains Mystra grants. GOOD DEVOTION [DOMAIN] The power of good shields you and your allies. Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + 1/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies’ natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend. KNOWLEDGE DEVOTION [DOMAIN] You can use your knowledge to exploit your foes’ weaknesses and overcome their strengths. Prerequisite: Knowledge (any) 5 ranks. Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player’s Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table. Check Bonus Result Granted 15 or below +1 16–25 +2 26–30 +3 31–35 +4 36 or higher +5 You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents. Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra’s Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well. This benefit is an extraordinary ability. MAGIC DEVOTION [DOMAIN] You channel your faith into a bolt of energy that strikes your target from afar. Benefit: Once per day as a standard action, you can launch an energy bolt as a ranged touch attack against a target within 30 feet, + 5 feet per two character levels you possess. If this attack hits, it deals 1d6 points of damage per two character levels you possess. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each two daily turn or rebuke uses you expend. |
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| Toast | Oct 2 2009, 01:38 AM Post #3 |
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Morkoth
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Yeah, some of those domain feats are pretty sick. Because clerics needed that extra little power boost... <_< In the Savage Tide campaign Joe ran a cleric with that Knowledge Domain feat and would do a fair amount of damage. I think most of the spells you listed were reprinted and possibly revised in the Spell Compendium; I guess it's up to Nick what version he prefers to be used. That being said, the flexibility that preparing arcane spells gives to a cleric is ridiculous. Sure, it's only 1 per level as your domain spell but man. Personally, I like to keep the border between arcane and divine casters very rigid, but Mystra is the Goddess of Magic so it makes sense. |
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| Phil the Soul Eater | Oct 2 2009, 02:00 AM Post #4 |
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Death Sladd
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Actually you don't need to be a cleric take domain feats. Any class can as long as the feat matches their disposition. Clerics can take more of them though as long as they are all domains their god grants. Several of Mystra's domains aren't from the PHB so Bob could potentially create new ones with Nick's approval. The crazy thing about the Initiate of Mystra feat is that it changes Anyspell from a domain spell into a general spell so someone who took it could potentially fill up all their 3rd level priest slots with 2nd level wizard spells. The same goes for Greater Anyspell. |
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| Dark Star | Oct 8 2009, 04:17 PM Post #5 |
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Centaur
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Thanks Phil those are some pretty cool feats. I'm still not sure what my character is going to be a straight wizard or cleric or a combo of the 2. Whatever way I go the Practiced Spellcaster feat would be good choice because I will only be going up to 5th level as a caster. Phil I am interested in anti shadow weave feats. If you could post them that would be cool. |
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| Phil the Soul Eater | Oct 9 2009, 01:47 AM Post #6 |
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Death Sladd
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These two are from Champions of Valor. As I said you should check with Nick to see how prevalent the Shadow Weave will be in his game to see if these are worth taking. Detect Shadow Weave User You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave. Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks. Benefit: Whenever you observe spellcasting or a magical effect you can make a Spellcraft check (DC 15 + spell level) as an immediate action to determine if the effect comes from the Weave or the Shadow Weave. When using detect magic, you automatically identify the Weave or Shadow Weave origin of any aura you detect. Overcome Shadow Weave You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks. Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, spellcaster who uses the Weave. Benefit: You get a +5 bonus on caster level checks to detect, counterspell, and dispel Shadow Weave effects. You get a +1 bonus on Will saving throws against Shadow Weave effects. Here is a little something for you to look forward to when we reach 18th level and don't forget about the Spellfire Hierophant at level 21!!!Epic Spellfire Wielder [Epic] Your can store more spellfire energy levels than normal. Prerequisites: Concentration 20 ranks, Endurance, Spellfire Wielder. Benefit: For the purpose of determining your limit of stored spellfire energy levels, treat your Constitution score as if it were 4 points higher than it is. Normal: Without this feat, a spellfire wielder’s limit of stored spellfire energy levels is equal to her Constitution score. Special: You can select Epic Spellfire Wielder multiple times. Each time you take this feat, your limit of stored spellfire energy levels increases by 4. |
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| Phil the Soul Eater | Oct 15 2009, 04:52 PM Post #7 |
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Death Sladd
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Here is another Mystra related feat you might be interested in from Waterdeep although it might drive Nick nuts to constantly have to keep track of the date. Lunar Magic Your spells and spell-like abilities are tied to the phase of the moon, rising and falling with the strength of Selûne. Prerequisite: Patron deity Selûne or Mystra, arcane or divine spellcaster level 1st. Benefit: As shown in the table below, your effective caster level for all spells you cast or spell-like abilities you possess is tied to the phase of the moon. For purposes of this feat, the new moon and full moon are considered to last three successive nights (the night before, the night of, and the night after the true full moon or new moon). Since Selûne’s month is almost exactly as long as the calendar month, the moon is always full right at the beginning of the month, and dark right in the middle of the month, as shown below. Moon Phase Days of the Month Effective Caster Level New Moon / 15, 16, 17 / –1 Full / 30, 1, 2 / +1 |
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| cptahubb | Nov 21 2009, 12:33 PM Post #8 |
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Beholder
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Yo! So I was looking at the spellfire adept prestige class (that is the one you are going into?) You can use spellfire to ignore level adjustments for metamagic? Very cool. Since you are going cleric, you could also take divine metamagic, where you can use turning attempts to ingnore level adjustments for metamagic. Spellfire <something> is a feat you have to take at first level? maybe extra turning at first as extra human feat (you are human?) then maximize at 3rd, then divine metamagic at 6th, quicken at 9th? extra turning is cool too, if you go that route. kind of a lot of feats. But since you get the spellfire metamagic thing, you might really want to consider picking up maximize or quicken or both. |
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| Zerka Badu | Nov 21 2009, 11:56 PM Post #9 |
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Death Sladd
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huh? I dont think that is true....where did you read that? |
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| Phil the Soul Eater | Nov 28 2009, 02:12 AM Post #10 |
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Death Sladd
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Hey Bob, I was looking through Champions of Valor and saw a couple things I thought your character might be interested in. First here is a new spell: Rend Shadow Weave Abjuration Level: Cleric 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. plus 5 ft./2 levels) Effect: One 10-ft.-cube area of the Shadow Weave Duration: Instantaneous Saving Throw: None Spell Resistance: No You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave. While you have this spell prepared, you get a +2 competence bonus on caster level checks to dispel Shadow Weave effects. Material Component: A moonstone worth at least 50 gp. I found some information on an organization called the Guardians of the Weave that would be a perfect fit for a Spellfire wielder and I posted some info on it in the Forgotten Realms section of the boards. If you joined them you would gain a number of special benefits from this feat which I posted with it: FAVORED IN GUILD You are an active and valued member of your organization. Prerequisites: Membership in a guild or organization. Benefit: Select one of your organization’s associated skills. As long as you remain a member of the organization, you gain a +2 competence bonus on all checks made with that skill. (Guardians of the Weave Associated Skills: Gather Information, Knowledge (arcana), Sense Motive, Spellcraft, Spot.) An organization member with this feat also gains one additional fringe benefit, the exact details of which depend on his organization. These benefits are described in each organization entry. (Guardians of the Weave Benefit: If you have the Favored in Guild feat, you gain a special benefit for belonging to this group. As part of their special training, Guardians using detect magic can recognize a wild magic or dead magic area on the first round of the spell instead of the second round. They get a +1 competence bonus on caster level checks to detect, counterspell, or dispel Shadow Weave effects, and a +1 competence bonus on saving throws against Shadow Weave effects. Members of this group are also eligible to take the Overcome Shadow Weave feat.) Normal: To receive general benefits from your organization, you must pay your monthly dues. You do not gain any fringe benefits. |
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| Phil the Soul Eater | Mar 8 2010, 11:57 PM Post #11 |
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Death Sladd
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This is the page I was looking for. |
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| Toast | Apr 24 2010, 11:33 AM Post #12 |
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Morkoth
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Hey Bob! Here's a list of 1st level sorcerer/wizard spells with no somatic component, i.e. no chance of spell failure while you're in that full plate. From the PHB: hold portal true strike ventriloquism feather fall From Spell Compendium: benign transposition blades of fire critical strike deep breath ectoplasmic armor expeditious retreat, swift golem strike guided shot insightful feint low-light vision master's touch slide |
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| Phil the Soul Eater | May 7 2010, 05:55 PM Post #13 |
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Death Sladd
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If your still not completely sold on a familiar you could try this alternate ability from Dungeonscape. Alternative Class Feature: Wizard of Sun and Moon You have attuned yourself to the motions of the cosmos. The sun does more than mark off the day as it travels across the sky. It alters the magic you command and the spells available to you. When in the sun’s warm embrace, you can cast one set of spells. When you journey into the dark, or when the moon hangs in the sky, you gain access to a second set of spells. This alternative class feature does not give you more spells to cast; it gives you more to prepare and choose from. Level: 1st. Replaces: If you select this alternative class feature, you do not gain a familiar. Benefit: You can designate one slot per spell level above 0 as the union of sun and moon. When you prepare your spells, you can prepare two spells for one or more of these slots. Designate one of the two as a spell of the moon and the other as a spell of the sun. You can cast the moon spell only if you are underground or aboveground during the night, and you can cast the sun spell only when you are aboveground during daylight hours. If you cast one of these paired spells, it takes effect normally, but you no longer can use that spell slot to cast the spell from the opposite environment. For example, Mialee is a 5th-level wizard with Intelligence 16. She selects this class option and prepares her spells for the day as follows. In the list, a superscript M denotes a spell of the moon, which can be cast only underground, or at night aboveground, and a superscript S denotes a spell of the sun, which can be cast only aboveground in daylight. 3rd—daylightM, displacementS, suggestion 2nd—blur, mirror imageM, scorching ray, Tasha’s hideous laughterS 1st—animate ropeS, hypnotism, magic missile, magic weaponM, sleep 0—acid splash, daze, read magic, resistance If Mialee casts daylight while underground, she marks that spell plus its environmentally opposite spell of the same level (in this case, displacement) off her list of prepared spells. |
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| Toast | May 10 2010, 09:35 AM Post #14 |
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Morkoth
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Hey Bob! Here's a list of 2nd level sorcerer/wizard spells with no somatic component, i.e. no chance of spell failure while you're in that full plate. From the PHB: darkness blur blindness/deafness knock From Spell Compendium: baleful transposition bladeweave daggerspell stance delusions of grandeur fearsome grapple fly, swift slide, greater sonic weapon Also, there's some pretty cool ray spells in Spell Compendium, ranged touch attacks to hit that do all sorts of wacky but useful effects. They would have a chance of spell failure. Also, you really need to take the feat Practiced Spellcaster if you haven't already to boost up your wizard caster level. I want to see you murder some fools with your spells! |
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| Toast | May 28 2010, 10:30 AM Post #15 |
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Morkoth
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Hey Bob! Did you take a level of Mystic Theurge at 10th? |
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and don't forget about the Spellfire Hierophant at level 21!!!


7:44 AM Jul 11