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4 years ago ::
Feb 28, 2008 - 2:04PM
#401
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Date Joined:
Nov 18, 2006
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I don't know if this has been mentioned but I think there's a feat (that grants a spell) that REALLY helps cleric malconvokers out alot. In "Races of Destiny" there's an initiate feat called "whispered secrets". Basically you got to worship Vecna and be a level 1 cleric, it adds a few class skills to your list and spells that you can cast to you spell list. One of the spells that the feat grants you is " glibness" : Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. Call me crazy, but wouldn't this be AWESOME with the "deceitful bargaining" malconvoker class ability?
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4 years ago ::
Mar 01, 2008 - 9:20AM
#402
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I need to make a new character for a campaign starting later tonight, and I love the functionality and flavor this class. Thing is, my DM has limited me to only the complete books and the core books. I know I can use complete adventure, mage, and scoundrel, not sure about complete champion. Can someone recommend me a both a build that has a nice/consistent flavor, yet is optimized well? I like the idea of maybe archivist because I like the flavor of the two classes together. One thing is that we are starting level 4, so I need the build to be decent at lower levels too.
Thanks for any advice!
Edit: I had thought the archivist was in the dmg for some reason. Dunno why <.< So that rules the archivist out. Edit again: Talked with my DM. He said he would let me use the variants from UA, and ALL of the complete books. So that means the following build is a possiblity...
Conjurer (UA variants: Rapid summon, Enhanced Summon) 10/Malconvoker 5/Master Specialist 4/Paragnostic Apostle 1
Augmented summoning, spell focus, cloudy conjuration, and improved init. Focused specialist conj, rapid summoning, and enhanced summoning. I'm giving up necr, enchantment, and evoc.
Any advice? I also need one more feat, maybe metamagic.
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4 years ago ::
Mar 15, 2008 - 8:55AM
#403
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Date Joined:
Mar 13, 2008
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hey awesome guide it has given me so many tips and tricks that i'm a lot more confident about living through the whole campaign my DM has set up :D one thing i did when i first made him before i saw this guide is gave him the cosmopolitan feat from forgotten realms which makes it a class skill no matter what leaving me a bunch of skills still for KNOW. arcana, spellcraft ...etc and you get a permanent + 2 in bluff which is the most useful part in my opinion also i was looking at the archmage for later on and was wondering how it would work if you took things like greater planar binding as a spell like ability would that work?
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4 years ago ::
Mar 18, 2008 - 9:12AM
#404
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Date Joined:
Jul 11, 2006
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Treantmonk: Ask and ye shall receive. Here's the link to the SRD stats for Fiendish Monstrous Centipedes: http://www.d20srd.org/srd/monsters/mons … tipede.htmYou'll note that they've taken into account the 3 Int in the stat block, yet they list "--" for Feats, even for the Huge+ versions with multiple Hit Dice. This leads me to believe that the RAW would indicate that Fiendish Vermin do not garner feats based upon hit dice, despite their 3 Intelligence. Cheers, Pryor
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4 years ago ::
Mar 18, 2008 - 10:00AM
#405
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Seems to me that the SRD is not the official rules. I am AFB, but does the MM have a stat block for a fiendish monster at all, or is it just something the SRD has? The guy who did the SRD did a lot of good work, but he could very easily have forgotten about the int giving feats.
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4 years ago ::
Mar 18, 2008 - 10:44AM
#406
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Date Joined:
Jul 11, 2006
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Train: That's a very good point that you raise. I've just checked the MMI and see that they don't list stat blocks for Fiendish Vermin, which supports your conjecture that the one up on the SRD was assembled by the creator of the site. In which case, attributing any intentionality on the part of WotC based upon the SRD stat blocks is spurious reasoning on my part.
Looks like one could make a strong argument for Fiendish vermin to have feats after all.
This will be a boon to my summoner. Excellent.
Cheers,
Pryor
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4 years ago ::
Mar 18, 2008 - 2:56PM
#407
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Date Joined:
Nov 21, 2006
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I've reread the relevant text in MM - Pg 316: (regarding vermin type) Skill points equal to (2 + Int modifier, minimum 1) per Hit Die with quadruple skill points for the first hit die, if the vermin has an intellegence score. However, most vermin are mindless and gain no skill points or feats. Pg 293: (regarding adding a template)
Since most templates do not change the number of hit dice a creature has, a template will not change the number of feats a creature has. Some templates grant one or more bonus feats. Pg 296: (regarding Vermin type)
Vermin have average combat ability and hit points and poor saving throws, but are often mindless and therefore have immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Use this type for giant bugs and other mindless invertebrates. If your creature has an Intelligence score and you've considered the vermin type, it's probably a magical beast or an aberration instead. The first quote makes it crystal clear why mindless creatures alone do not have skills or feats. A template that grants the mindless creature any Int score should eliminate the "mindless" trait by principle (though I do not think it is specifically covered in the rules) - and therefore the suppressed Feats and skills should then instead follow "normal" progression.
However, the second quote would indicate that a template will not normally add feats. However, the text clearly indicates that the reason would be that "normal" feat progression is unchanged with a template that does not add HD. The "mindless" trait is a special condition of the vermin type - where Feats are not gained in the "normal" rate - it would not be the addition of the template "per-se" that means a Fiendish Centipede should get feats, but instead the change of the Vermin type to Magical beast type.
The third quote explains the "mindless" condition. It gives certain advantages and disadvantages to the vermin. It also makes it clear that the mindless condition is the distinction between a vermin and a magical beast.
I remain reasonably convinced that a Fiendish Template on vermin would remove the "mindless" condition (by changing Int 0 to Int 3), and that the "mindless" condition is the only reason they do not have feats and skills.
I believe the "fiendish" templates added by SRD was for the purpose of making it easier for summoners to have the templated stats - and the removal of the mindless conditions effect on Feats/Skills was simply missed. This mistake would be extremely easy to make!
After all, by simply applying the template - skills and feats remain empty. Only by referring to why those feats/skills do not exist do we determine that the reasoning no longer holds when the Int is raised to 3.
However, as always when the rules are murky - check with your DM and go with their interpretation.
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4 years ago ::
Mar 23, 2008 - 8:11PM
#408
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One of the best threads going. I too was convinced to go Malconvoker by it. It's going great and I've just hit level 10 with my focused rapid conjurer/master spec/paragnostic/malconvoker. I'm posting his full build progression on my blog. I'm trying to figure out what other free fifth level spell to take at level 10. I have SMV, Lesser Planar Binding, Hold Monster, and Telekinesis. I gave up Evocation, Necromancy, and Illusion. Suggestions? I'm getting set to do my first planar binding... I'd take Cloudkill but all our opponents are giants who will always save. I have the acid reserve feat, but find I don't need it enough to bother with a 5th level slot to hold it.
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4 years ago ::
Mar 23, 2008 - 9:11PM
#409
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Fiendish Codex I Report For Malconvokers
I got to the level where I'm Planar Binding and am crawling all the sourcebooks as usual. A lot of the monsters in FCI are generally undesirable for general use because they have abilities that cause everyone who sees them to freak out, but there are some nice ones.
Monsters to Planar Bind: Armanite - 9 HD, CR7, CHA 13 - centaurey, unexceptional. Bar-Lgura - 6 HD, CR5, CHA 12 - orangutangey, spell-likes, abduction. Has a combat and spell-like edge over the bearded devil and is a good choice for Lesser Planar Binding. Also, can teleport party members around all day (one at a time). Broodswarm - swarm, don't think it's eligible. Bulezau - 10 HD, CR8, CHA 10 - goat-head heavy infantry, spell-likes - it's good for its HD but the break points of the Planar Binding spells make it problematic. Chasme - 9 HD, CR10, CHA 14 - flylike, great spell-likes, several auras are bad for all around though. Dybbuk - takes over corpses, bleh. Ekolid - ant that drives everyone around crazy, not good. Goristro - too high (24 HD). Guecubu - (4 HD, CR7, CHA 17) - a great scout and infiltrator. Besides being invisible and flying, it can possess people and use telekinesis/telepathy. As with lots of these you'll need to tell them what abilities not to use on you, but if you want to have it possess some guard who goes in and causes a hellacious disturbance, it's cool. Lilitu - 14 HD, CR12, CHA 30 - an uber succubus. If you could pull off the CHA check it would be like having a succubus++! Mane - too low (1 HD) Molydeus - 19 HD, CR19, CHA 28 - a super badass at the high end. Comparable to the balor. Nabassu - gargoyle with level drain gaze attack that probably affects everyone. Rutterkin - a little low (5 HD, CR 3). Sibriex - again, drives everyone around crazy. Yochlol - 10 HD, CR8, CHA 20 - good infiltrators, but binding one may **** off Lolth.
You know, Juiblex himself is only 21 HD. If you got some other boost you could bind him! He only has a CHA of 18. I suspect this would end poorly but it would be entertaining while it lasted.
Best Feats: The Demon Mastery feat gives +2 on CHA checks for bindings and +1 CL when summoning demons. You can follow that up with Extract Demonic Essence to get the XP for crafting items.
Hey, so do you think you could bind demon lord aspects, like those from the FC1 Web Enhancement? They're mostly 8-10 HD which puts them in a bad middle ground between LPB and PB but some of them are pretty cool.
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4 years ago ::
Mar 23, 2008 - 9:30PM
#410
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Date Joined:
Nov 21, 2006
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My current Malc (level 10) is just beginning to lesser planar bind.
I'm Monster Manual Impared (MM 1 only) - but using that - I've decided that the Barghest is a good planar bind (for lesser).
The Barghest has 6HD when called (thus satisfying the spell requirement) - but can be fed corpses to bring it up to 9 HD (and greater barghest standing).
The rage at will ability can be used to buff your summons - and the greater barghest gets invisibility sphere at will.
They can take goblin or wolf form - allowing for city travel (I'm picking up a hat of disguise for mine to wear to look like a gnome). They are decent in combat and have another few handy SLA's.
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