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Usefulness & Advanced Mechanics: Locate City "Bomb" Combine these metamagic feats: Snowcasting (Frostburn) Add [Cold] Descriptor to a spell (requires adding snow or ice to material component). Flash Frost Spell (Player's Handbook II) Add +2 points of [Cold] damage to a spell per spell level. Energy Admixture (Complete Arcane) Add another type of ...


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Energy Substitution: replace energy damage with equal amount of another type When you use Energy Substitution, you replace the energy damage type of a spell with the chosen type. For instance you could choose Acid when you select the feat, and then apply the feat to fireball. This fireball will not do any fire damage, but will do acid damage equal to the ...


2

Lightning Bolt normally does electrical damage and takes a Level 3 Wiz/Sor Spell Slot. With Energy Substitution you pick an energy type (For your example Energy Substitution(acid)) and you can use the feat to change the type of damage a spell does, but does not change the level. So your Energy Substitution(acid) Lightning Bolt does acid damage and takes a ...


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Spells do exactly what they say they do unless otherwise specified. With Command, it does not take effect until the following turn. So yes, no immediate effect, waits for the creature's next turn. You don't affect their current turn with this. With Thorn Whip, pull typically means that every foot of movement must move them closer to you (though this is not ...


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Be a normal battlemind (following this guide) , and take the shaman multiclass feats spirit talker and mending spirit. It gives you a leader heal once per encounter, without the painful distraction of hybrids. Having tried to be a hybrid class in a few of my characters, I cannot recommend enough against the choices articulated for the reasons you gave. ...


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The resource you need is Han Shot First: the Scoundrel's Guide. It's a handbook discussing all of the rogue build options. Also, the rules of hidden club are required reading. Mr Cellophane has stealth specific build options. With that said, a focus on stealth is commendable, though unnecessary. Before we discuss increasing stealth, make sure the rogue has ...


3

You Generally Can't Apply Metamagic Feats to Invocations. Complete Arcane (page 8) However, a warlock’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells. (Page 71) Warlocks and other creatures with spell-like abilities might find the following feats useful. Combat ...


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Warlock invocations are Spell-Like abilities. Metamagic feats generally don't apply to spell-like abilities. I am away from my books so I don't have the rules reference right now. You could take feats like Maximize Spell-like Ability from complete Arcane, but other then those specific feats you don't really have an option. There is some discussion as to ...


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Yes, But with Some Restrictions The feat Improved Trip (PH 96) says that You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as ...


2

Yes, it may yield 3+ actions per attack. With your Knock-Down feat, anytime you deal 10 points of damage to a target in a melee attack, you get to make a free trip attack against that target. With the Improved Trip feat, you get to immediately make a free melee attack against that opponent you just tripped. Without the Knockdown feat, in order to trip, you ...


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First, The basic interaction between Knock-Down and Improved Trip. Knock-Down allows a character to make a free trip attempt against a target that has been damaged in melee. Improved Trip allows a character to make a free attack against an opponent that has been successfully tripped. These feats interact nicely, meaning that when a character with ...


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Yes, you receive a free trip attempt. Even against a prone target. The trip special attack and the prone condition are worded poorly. By the current rules, nothing in the prone or trip descriptions prevents from trying to trip an opponent who is already prone. Therefore, with the Knock-down feat and the multiple attacks you indeed gain a free-action trip ...


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Whenever you deal 10 or more points of damage to your opponent in melee... Presumably, you are still in melee with the person you have already tripped. With the choice of wording "whenever", you are fully at liberty of use this feat more than once during the melee. So, if they happen to be on their feet and in melee when you deal another 10 or more ...


4

One strike, Two Cuts already can hit two people. It's two attacks, not two attacks on the same target. The only thing other than Sweeping Strike that will add an extra attack to standard action directly is Snap Kick. That will mean 3 attacks per standard action. It requires high bab and unarmed strike. Otherwise, Improved Trip + Knockdown will generate ...


1

Let The Wizards Make Magic Items Without Spending All Their Feats Seriously. Just houserule it. No more magic item creation feats. Casters want to spend a bunch of XP and be shitty at casting due to being lower level? Why not? Wizards sitting in towers making magic items while the fighter goes and trains a militia or the bard learns useful information ...


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In addition to Doug’s suggestions, I have some more: Unearthed Arcana flaws The option of taking Flaws is presented in Unearthed Arcana. For each flaw a character has (up to two), the character gains an additional feat. In general, this is a great trade every time; you can easily take flaws that do not impact your character much, or match behaviors you ...


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The creator of an item need not have or obtain all of the feats and materials required to make the item alone. If I were you, I would apply that same logic to crafting a construct. Simply have the player in question hire an NPC to assist him in the Golem creation process who has the Create Magical Arms and Armor feat. Both the PC and NPC should have the ...


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There are five possible avenues you can take. 1: Switch to Pathfinder's advancement table. The Pathfinder character advancement rules give you feats more often. Specifically, once every odd level, not once at 1st and then every 3 levels. This gives everyone more feats, and allows more flexibility. 2: Devise rules for feat-granting magic items. In the ...


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The only options I am aware of for attacking multiple enemies with a standard action are Iron Heart’s steel wind, mithral tornado, and adamantine hurricane maneuvers, and the war mind’s Sweeping Strike feature. A standard action to attack two enemies, as with the Iron Heart maneuvers, won’t actually work with One Strike, Two Cuts, however. One ...


1

It is a good feat, but really, aside from the +5 initiative (which, if you have a high DEX, may not be all that necessary) the rest of the feat only applies if the DM sets up encounters that it can exploit. Is your party ambushed often? Are enemies often using stealth against you? If so, then the feat is very valuable, if not then ability score increases may ...


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Here's what you're trading for the alertness feat if you don't take the abil score upgrade and instead take the feat: +1 to damage +1 to hit +1 to AC +1 to Dex saves +1 to Dex checks +1 to init The question then, ultimately, becomes, is +5 init (net +4), no surprise and no advantage on attacks against from hidden opponents worth it. The latter two ...



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