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2 years ago ::
Jun 04, 2011 - 4:13PM
#671
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Date Joined:
Jan 11, 2007
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1580: Make sure someone in the party can detect invisible enemies.
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2 years ago ::
Jun 10, 2011 - 8:39PM
#672
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1581. Make sure someone in the party can deal with flying foes. Don't look at the Fighter or Avenger for this one! Rangers and Wizards should be good at it; Warlocks and Bards can make do in a pinch. Psions ought to be able to do this with style. Bring a reach weapon, even if you don't normally use it. (Greatspear =?= sharpened 10-ft pole) There's doubtless more that I can't think of off the top of my head.
Best complements I have yet received: Spoiler:
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Making it up as I go along: {BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to. {Lord_Karsus} You know, I like that better than the explanations for the Spellplague.
My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)
Prepped ahead of time: I started the thread "1001 Failed Interrogation Results" {ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.
My characters: Spoiler:
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Active Characters: LFR Half-elf StarLock6 Gondolin Nightstar AoA Dwarf Guardian Druid6 Narvik from House Wavir
Character A-building: Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!) "Truenamer" - speaks Words of Creation
Concepts I'm kicking around: "Buggy" Wizard - insect flavor on everything Halfling Tempest Fighter - just because nobody else is doing it Shifter Beast-o-phile Druid - for PoL campaign
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2 years ago ::
Jun 21, 2011 - 7:28PM
#673
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Date Joined:
Dec 24, 2010
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1582 always have some secret power that no one knows about, suprise the bad guys, take advantage of allies.
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2 years ago ::
Jun 21, 2011 - 7:33PM
#674
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Date Joined:
Dec 24, 2010
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oohh! 1583 dont know what versions have Rod of ropes besides 3.5 but that has gotten be out of many bad situations.
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2 years ago ::
Jul 17, 2011 - 12:52PM
#675
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Date Joined:
Jun 22, 2011
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1584) oil flasks 1585) a character that can meditate for 4 hrs is extremely useful for setting up watches, especially if you have 2 of them that can just switch off 1586) more oil flasks
A great man once said "If WotC put out boxes full of free money there'd still be people complaining about how it's folded." – Boraxe Vote for Orzel, Mayor of Ranger Town!
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http://community.wizards.com/dndnext/go/thread/view/75882/29186887/Vote_for_Orzel_for_Mayor_of_Ranger-Town!_A_note_to_the_devs_about_how_to_make_FE_work?pg=1
Pulp "Encumbrance"
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http://rottenpulp.blogspot.com/2012/06/matt-rundles-anti-hammerspace-item.html
Good Hunting.
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2 years ago ::
Jul 18, 2011 - 6:37AM
#676
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Date Joined:
Jun 28, 2011
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1587) Create the All Purpose Alchemists Cannon (APAC) as soon as possible. These rules are set for 3.5, but could possibly be made in other rule sets. All up, with all the awesome features, it costs around 30,000-50,000gp, so is a major setback. however, you can use this as a utility gun for the entire party, and you can add so many possible ideas or items to make it better. MAKE SURE YOU GET THE OK WITH YOUR DM. if you invest time and effort getting the parts, they ought to be lenient and allow it
base model is about 20,000gp. It consists of a large ring with Gust of Wind enchanted with a Permenancy spell, placed in a steel tube. Get a crossbow stock (or custom stock) for the tubing, and have a small knob to turn the Gust of Wind ring. At the back of the tube, have a small bag of holding, or other extradimensional storage unit. you need an aperture, or at least a cap for the end. An aperture is just a hole that can be opened or closed gradually. When the ring is facing foreward, the Gust of Wind shoots out of the tube, essentially creating a small wind cannon. Focusing the aperture can decrease the radius of effect, but increase the range.
Some of the special additions can include: (names may vary) Endless bottle of water Bottle of endless mud/sand Assassin's bag of caltrops Bag of Holding, filled with Alchemists fire, Acid, Bullets, Arrows etc Ring with Permanent Cold fire spell cast (for the end of the tube, to freeze your projectiles) Ring with Permanent Fire spell cast (for the end of the tube, to heat your projectiles) Spool of Endless rope (with grappling hook)
Attach the bottles to the tube with twist-open apertures, so you can seal off the containers. When you want to open one of the containers, you turn it, and the gust of wind then sucks some of the contents out and through the aperture. All of a sudden you have a gust of wind propelling an acid spray, or a spray of mud. then you activate the permenant flame ring, and that mud sets on contact, like cement. Or, Have the endless bottle of water open, activate the permenant cold fire ring and the water shoots out as shards of ice, propelled by wind. Or use water and the Fire ring, and you have an obscuring mist generator. Keep your spool of endless rope tied at the end in the vaccuum bag, and fire it out as a grappling gun, then reverse the airflow and pull yourself up. Spray caltrops and arrows, or alchemists fire or bullets or javelins. whatever you can think of. this gun is made of imagination. Get your DM to set limits, like needing a strength check to aim it properly (it IS shooting stuff out with massive gusts of air) keep in mind any material projectiles will need to be replaced, but can be done so via the vaccuum function.
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2 years ago ::
Aug 04, 2011 - 4:52PM
#677
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Date Joined:
Jul 18, 2011
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1588:
Nothing is what you think it is.
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2 years ago ::
Oct 20, 2011 - 9:48PM
#678
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Date Joined:
Jan 11, 2007
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1589) Get a bag of holding, there are so many things you can put in it that will help you later.
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2 years ago ::
Nov 17, 2011 - 1:15PM
#679
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Not sure if these have been mentioned (only read through pg14)
1590) Regardless of the initiative roll, if you don't let the wizard (read 'arcane caster') let loose the AoE Nuke BEFORE charging into battle, accept the fact that the AoE Nuke will still happen, and you will be taking damage along with the baddies. Your damage is entirely your own fault. (casters wanna have fun too, and they can make your jobs SO much easier)
1591) Don't complain that the opposition dropped you like a bad habit if you denied the arcane caster his/her opportunity to drop the AoE Nuke before you went rushing into combat. (Nukes are great for softening up the baddies. The pressure from blasty spells is sufficient for triggering pressure-sensative traps and removing chaff/furnaturte/obstructions from your battleground. All-in-all, nukes do alot to ensure that you'll be more likely to survive the encounter.)
1592) (for arcane casters) Unless it is obviously within your best interest to keep your front line up and swinging, don't hesitate to drop the AoE Nuke on their heads if they insist on rushing into melee. (Definately give some kind of previous warning, but if it goes unheeded (repeatedly), by all means blast away. They'll get the point.)
Never trust a DM who gleefully keeps a record of PC deaths.
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1 year ago ::
Nov 24, 2011 - 12:47AM
#680
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1593) Make your Explosive Runes easily decypherable. Stick with something which could be argued to easily transcend language barriers (The runes detonate when read...). Perhaps something like a large X or a Ø, which are fairly universal for "NO" or "Bad!". Doing so will nearly guarantee a delicious explosion with no save @ ground zero.
1594) Remember, Amanuensis is your best friend when coupled with Explosive Runes and Mage hand (for delivering your trapped writings). It has a range of Close, a duration of 10 MINUTES per level and is a cantrip. (If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied... The spell triggers (but does not copy) writing-based magic traps in the material being copied.) Deliver a trapped paper or two a'la Mage hand (or by paper airplane, whatever floats your boat), thus keeping you well out of harm's way, and let loose with your Amanuensis. Repeat as desired.
1595) Generate Explosive Runes prolifically. It is rarely a bad idea to have a few extra copies on hand. Their uses are many, though not greatly varied. Door swollen shut? Explosive Runes! Timmy stuck in the well? Explosive Runes! Need to send a 'proposal of treaty' or 'articles of surrender'? Explosive Runes!
1596) Keep your party's Rogue on their toes. Be sure to let him/her know that not everyone has the 'safety words' for all your copies of Explosive Runes, just in case they ever decide it may be in their best interest to go poking their nose into your possessions.
1597) Store your copies of Explosive Runes in a safe place. No need to get yourself blown up by forgetting to deny your adversaries Line of Effect. Keep them in a sealed and bagged scroll case, folded inside your bedroll within your backpack, inside a non- (or extra-) dimensional space, anywhere out of sight! If they do not have Line of Sight, they do not have Line of Effect. Suffice it to say, you'll be having a very bad day when your opponent(s) get off that lucky dispel and you turn into pink mist amidst a thunderclap of detonating Explosive Runes.
Never trust a DM who gleefully keeps a record of PC deaths.
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