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1

So clearly the demon will have mind blank cast upon it, with whatever amount of extension cheese you're comfortable with. (Mainly, if your players have used divine metamagic - persist spell, so can you). With Craft Contingent spell with feeblemind on it (obviously this is framed as a "it will allow you revenge on your enemies") with the trigger being "when ...


0

Perhaps the prisoner has been hypnotised in some fashion. If they believe what they are saying is the truth then no amount of domination or detecting of lies will reveal the falsehood. In this case, maybe the questioners notice logical inconsistencies in the story they are hearing, which indicates something is not right.


3

One useful characteristic you might add to the demon is "Immunity to Domination Spells"---which makes sense, in my opinion: Elves cannot be magically put to sleep, if I recall (thus, immune to sleep spells) and there are immunities, such as immunity to fire, and so there is no reason that having an immunity to domination might not be feasible. Possibilities ...


7

Misdirection Following up on Falco's "Need to Know", sometimes the simplest solution is not only provide information, but to provide lots of it, including contradictory information. Perhaps this minion has heard his master debating several alternate plans, but he doesn't know which is "the plan". You could give the interrogators all of this information, ...


5

I don't know how trigger happy the party might be, but if they don't immediately jump to magic, there are some fantastic anti-interrogation techniques that work in the real world. The one that comes to mind is if the demon starts "spilling the beans" with "useful" information that all turns out to be time wasters. He could lead them into dangerous traps ...


11

Magic kills your interrogation? Several solutions come to mind: 1. Fight magic with magic If you have a problem with a dominate spell, that means your evil master has a problem with it. If it is a rather common spell he will know about it and will have certain defenses in place. Because what good is a demon, if everyone can just turn him around and against ...


2

Layer your minds 3.5 has such a multitude of spells and abilities that almost anything goes; what you could use is a multi layer mind. Demons are complex beings and you can happily rule (in your universe) that dominating the demon controls only the physical form the daemon has and as such that form is utterly controlled by the character, the inner ...


0

I'm not familiar with D&D spells and items so I don't have a specific advice, but you could cast a spell or add an item to the prison, so that no one other could cast a spell. Like a magical or physical barrier. It would also absolutely make sense that one cannot use magic in a prison - especially if a DEMON is inside.


3

I would highly doubt it. Remember that most buff spells require concentration in 5e, and you can only concentrate on one spell at a time (so no stacking buffs like a 3.x Transmuter). And taking damage always brings the possibility of breaking your concentration and losing your buff. So you either buff yourself defensively, to mitigate your vulnerability to ...


2

No, you really can't unless the PHB abjurer/transmuter fixes this in the school powers. Th basic cleric gives us some clues on how WOTC might fix this. There are two areas you have to look to know whether or not this will work. To-hit and damage. The first is thankfully baked right into the system, with the boosts to stats and proficiencies, a wizard who ...


4

RAW, yes, but no one lets that happen. The spellweaver’s spellcasting ability is not marked Ex, Sp, or Su; that makes it a “natural ability” of the spellweaver. Natural abilities are defined thusly: abilities a creature has because of its physical nature. They are also explicitly placed in a category separate from Special Abilities. ...


4

No Spellweave is an Ex special quality, so a Master of Many Forms 7 would get that. Spellweave itself doesn't say "Sorcerer spells", it just says "spells". So it would be usable with the MoMF's Druid Spells. But, the Spellweaver's Sorceror spell casting is not Ex, and MoMF (like Druid Wild Shape) does not grant the spell casting of the form your change ...


1

I personally consider a monsters mental stats, particularly Int and Wis) when deciding how a encounter will play out. A monster with low Int and Will (i.e. vermin) will typically attack the closest threat possible. I use Wisdom to gauge how effectively monsters will use tactics such as flanking and surprise. When I am behind the DM's screen, Intelligence ...


8

No. You get your base speed from this, if you had something that increased your speed (like say the Eager Advance feat), that would let you shift your speed. Running is a specific type of move action that lets you move up to your speed +2, it does not increase your speed. For ideas on how to increase your base speed, you can look at the pixie I built here ...


1

Shall you be a Cleric or a Warpriest, your role as a leader is to keep your party alive by healing and throwing around buffs. 4e's mechanics let you contribute to damage as well (unlike older editions where if you wanted to heal your party you needed to spend your whole turn doing so, thus the healbot concept was born) but dealing lots of damage, while nice ...


3

Let's start with the basics, 10 reflex at first level isn't great, but it's not atypical either. There are some things you can do about it though. The two best ways to patch reflex are as follows: Superior Reflexes - this gives you a scaling +2 bonus to reflex and CA on your first turn every encounter. However, don't burn your L1 feat on this Wield a ...


5

All of your answers can be found in the ranger's handbook. In short, focus on twin-strike spam. Shoot-to-thrill is a level by level build of a ranged ranger by lordduskblade which focuses on making twin strike everything it can be. Pick up a greatbow ,bow expertise, weapon focus, and bracers of archery to complete this supremely boring build.


0

I'm guessing someone else will soon cover the more "beaten path", so I'm looking at all sorts of exotic sources for feats, prestige classes or spells. Also since you didn't mention anything about the backstory, settings or character of this orc barbarian (typical) / bard (less common) / dragon disciple (wait, what?!), I'm guessing you put more weight on ...


4

Giant in the Playground's Increasing Size, Effective Size, Unarmed Damage, Reach thread is of some limited utility. Minmaxboard's Grappling Handbook, Hulkamania is runnin' wild, is of somewhat more use. From your current position, I suggest the following. Option 1: Sorcerer No, really. Enlarge Person as a spell gives you +5 to your grapple modifier. It ...


10

For this study I'm going to look at 10 spells that can be cast at higher levels. Picking 10 somewhat randomly (ok, not really randomly, this is basically all the Evocation spells) here's the list L1 Magic Missile (up to 3 missiles, 1d4+1 no save/attack, higher levels more missiles) L1 Burning Hands (15' cone, 3d6 Dex save for half, +1d6 per spell level) ...


4

You have to make a spell by spell comparison every time you level up And comparing spells is more art than science. Multi-target damage Let's assume you have 2 enemies, 10 HP each. You do 6 damage to both of them, they still hit you on their rounds. If you do 10 damage to one of them, you will be hit only once. For optimization, 2 x 6 < 10. There is no ...


0

The following are courtesy of a friend and act as appropriate substitutes in specific situations but do not necessarily affect the general case. An Utaku Battle Maiden starts with an Utaku warhorse, which by the RAW does not need any sort of special training or skill rolls to attack. That means that an Utaku and her horse can block the cave entrance ...


0

The effective yojinbo isn't such by the mechanical effects of their rank-derived abilities. It's by seeing to it they are reading the situation, and making the credible threats. In other words, you are attempting to solve a Role-play issue with a mechanical substitute. Use your skills to intimidate opponents; remove your ward before fights begin, and if a ...


3

At L1, Two Weapon fighting (TWF) is more optimized. At level 20 the preference switches to Great Weapon Flighting (GWF). Let's look at why. We're only going to go with a brief snapshot here of L1 and L20. I'm going to assume that Str is 16 at L1 and 20 at L20. Our TWF will wield dual Scimitars (or short swords), and our GWF will wield the Maul or Great ...


2

It's fortunate the scout (CAd 10-13) gets 8 skill points per level because that lets him dump Intelligence. As an archer he'll need Strength and Dexterity, and as a fighter-type (with a medium base attack bonus... sigh)--and like everyone, really--he'll need Constitution. The elite array probably puts either an 8 or 10 in Intelligence (saving the 12 for ...


1

I am currently playing a Half-ling Rogue character with 14 INT, which means 10 skill points per level. While it may seem a lot, actually I spend points in more than 10 skills. Rather than absolutely maximizing 10 skills and being completely useless outside of those 10, I much prefer spreading my character a bit: Maxed out skills: mandatory ones where the ...


0

Well, you've already got 7 there, so for 4 more I would go with Spot, Listen, Jump and Climb. Even though they are based of abilities that you won't have all that high, there will be many situations where the scout is the best person around to use those skills ,either because you are out on your own, or just because not many wis based classes have spot and ...


0

It really depends what you want to do with the character. To me, the Scout seems like a mix of Rogue and Ranger. My wife almost always plays Rogues. I suggested she try a Scout in the current game I'm running. So, she chose skills that would let her fulfill the "Rogue role" in the party - hide, move silently, disable device, etc.


0

A typical roll should be succeeded by a fully-trained PC with an average roll (10). With Kirin's Path you have an 80% chance of getting at least 10 and a 25% chance of getting at most that. Trivial Knowledge will make sure you get a 10 whenever you choose to but will make higher rolls harder to achieve, relatively speaking. So any time you need at most a 10, ...


3

Mathematically, rolling twice and taking the better result is better when you want a high roll, while taking-10 is better for reliability. Basically, if taking-10 is sufficient to get the result you want, it’s the obvious choice, but if not, you need to roll to get higher. Optimizers typically treat rerolls as an effective +5, though statistically its ...


0

You probably won't find articles or threads around the internet because Trivial Knowledge is from Races of Stone (3.5e) and Kirin Path is from Pathfinder. The major difference between the two feats is that one allows you to roll twice and take the better result, the other one allows you to simply take 10. You can use this skill to identify monsters and ...


2

At level 13, the record damage at-will is 109 damage per round across multiple targets. If you're interested in knocking out people and killing them in their "sleep" you should be an executioner (assassin). Their Assassin's strike power is designed to kill people in their sleep and would do a respectable bonus 40 damage on top of your normal attack, not ...


2

If you're looking to be a blaster, your best option is most likely going to actually not be in the Wizard / Sorcerer group of classes at all. Psions are pretty much second to none when it comes to blasting. They have the choice of four different elements they can manifest, Cold, Electricity, Fire, and Sonic; which change either the type of save of the ...


2

Level 12 Analysis Your AC is very low. At level 12, AC 18 is essentially a death sentence. I'm going to assume you have a source of Mage Armour from a party spellcaster, giving you an AC of 22, and a further Ring of Protection or Amulet of Natural Armour or Barkskin or something to up that by +2 to 24. 24 AC is still incredibly low. The lowest attack ...


1

The Archmage prestige class (DMG) makes a nice blaster, although it does take some time/effort to get into. But I've had lots of fun playing one once I got there. It has a number of nice High Arcana abilities available. My favorites for a blaster are: Mastery of Elements The archmage can alter an arcane spell when cast so that it utilizes a ...


9

The basis for optimized blasting in 3.5 is the mailman. Specifically, the goal is to have an extremely reliable nuke, that happens to deal enough damage to kill anything. Ultimately, maximizing damage isn’t the hard part, it’s making sure nothing is immune to that damage. Force damage is usually a good starting point, since force is very rarely ...


4

My favorite themed blaster I made was based off Grey from Fairy Tale. He was a crossblooded sorcerer with Draconic(White) and Elemental(Water) bloodlines. This meant that I could make every spell into an ice spell and Draconic added more damage as well as some more resistances to cold. (Since Grey loves to rip his shirt off in battle) Overcoming ...


6

Mostly taken from this answer, but I’ve stripped out the references to things that won’t help you. By the way, I strongly recommend that all DMs ban all of these tricks, and furthermore ban the build that you’re proposing, should you find some other way to accomplish it. Improved Sigil (Krau) Illumian: race and 1 feat (Races of Destiny) An illumian ...



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