Tag Info

Hot answers tagged

12

No, Part of the definition of ProneDDI is: You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide. Lightning shift does not use one of the forms of movement that can allow a creature to move while prone.


10

The Sorcerer-wiki offers two points from discussions on this: If your character has traded in three points of Humanity during creation, then those points were lost over something thematically important in your character's history. He's extra bad-ass, but there's some significant reason that he's lost that Humanity, and that significant reason should be ...


9

So, a couple things. An arcane spellcaster suffers from the listed spell failure chance while casting spells - but only those that have somatic components; see Arcane Spells and Armor in the SRD. Anyone wearing armor takes the Armor Check Penalty to all STR and DEX based skill rolls. However, nonproficient characters (like your sorcerer) also take that ...


8

What you want to play is nicknamed a "Gish." There are a number of gishy resources available for 3.5 here and here. A gish uses his spells to enhance his battle prowess and combat capability, while being a melee character at heart. In exchange for this versatility, they tend to be somewhat... fragile, though with the right spell selection, this is not the ...


8

Player's Handbook 2 (page 219): Some powers allow you to make secondary (or even tertiary) attacks. A “Hit,” a “Miss,” or an “Effect” entry tells you when to make a secondary attack. Unless otherwise noted, the attack type and the range of a secondary attack are the same as the power’s, and the secondary attack doesn’t require a separate action. Some ...


7

Just once per round Each here is a once per round effect, unless you have a way to provide yourself with more than one immediate action in a round (I'm not aware of any right off hand). The each allows the trigger to be valid for the rest of the encounter. The problem is that the action is described as an immediate reaction. immediate actions are defined ...


7

No, To be a hit you need to roll the d20 and get above the target defense. Any ancillary effects like secondary damage from Lightning Strike do not count as hits for the purposes of Focusing Spellfury. From the DDI definition of Hit: If the attack roll is higher than or equal to the defense score, the attack hits and deals damage, has a special ...


7

According to the Pathfinder Core Rule Book: On page 17 (Table 1-3: Ability Modifiers and Bonus Spells) a Charisma of 19 would give a +4 modifier to CHA and 1 extra bonus spell for 1st-Level spells. In addition to this, on page 72 (Table 3-14: Sorcerer) a 3rd level Sorcerer only can cast 5 1st-level spells per day. Your Charisma score bonus spells would be ...


7

Your Familiar only improves with Sorcerer levels, so a Sorcerer 10 has a stronger Familiar than a Sorcerer 5/Prestige Class 5 (unless, of course, the Prestige Class explicitly advances your Familiar, which a few do – Alienist from Complete Arcane and Fleshwarper from Lords of Madness, for examples). But other than that, no. Sorcerers generally have ...


5

You retain the casting mechanics of both classes separately. If you were a multiclassed* level four, such as 2 Magus / 2 Sorcerer, you would have all the abilities of each. Their spell lists do not mix, you will have to prepare your Magus spells, and your Sorcerer castings will depend on castings per day. *(See Multiclassing header)


4

It is very much up to the table to decide this. I think you'll know when someone links to the setting in a way that is meaningful to everyone. It could be a character talking about something they read out of the book, from a character using something that you just described in their description of their character's actions.


4

You apply the weapon proficiency bonus only if the Sorcerer attack power has the "weapon" keyword. From the Bonus definition on DDI: Proficiency Bonus: Gained from proficiency with a weapon, this bonus applies to attack rolls with that weapon. An adventurer gains the proficiency bonus only when wielding the weapon and using powers that have the weapon ...


4

If you want to retain the fighter/sorcerer and not use another class (such as the duskblade, or hexblade) you want to focus on spells with high damage, and is not subject to spell resistance or a save throw. As you plan to use the magic aspect as your main damage, I would suggest orb spells (e.g.lesser orb of acid) that you can find in the Complete Arcane ...


4

I wouldn't say it has to be world-ending, it just has to be appropriately large that one or more of the player's kickers play a significant development in how the world changes. On pg. 142 of Dictionary of Mu it says that the end of the an epoch is "defined by the player's kickers." So I think it certainly could involve an end-of-the-world condition, but I ...


3

The Spellscale’s racial abilities are another consideration for your choice of feats, but they do not, themselves, make other metamagic feats pointless. Metamagic is kind of awkward in 3.5. Most metamagic feats, including all of those that the Spellscale can get, cost more than they’re usually worth: they might occasionally be worthwhile ...


3

It might be possible to make a straight sorcerer who simulates a fighter with buffs, like bull's strength and false life. I got the idea from playing an abyssal bloodline Pathfinder sorcerer who has natural weapon claws to fight with and gets bonus buffing spells known. Then you take other damage-increasing sorcerer stuff like Arcane Strike and Chill Touch, ...


3

There's nothing I can see in the rules that stops you from using the more optimal math. This is (in my opinion only) probably a bug in the design of the Humanity-trading rule, but you could consider it a feature if you're playing with people who enjoy rules-mastery play. It's worth noting that in the first case, only Stamina will get the "inhumanly" ...


3

The rules in Mu are a little unspecified here, but the way that I have handled it is that the 1-3 bonus can be used once. Of course the cumulative successes rule applies, so those dice can help beyond just Contacting (if that's the point they are used in), but I think adding them into every single roll as a given bonus gets too extraneous. That said, I tend ...


2

In order to use Lightning Shift while prone, you need to take one of a number of feats or items: In rough order from least onerous to most: Feet slot: Floorfighter Straps Feat: Low Crawl Acrobat's Boots and other effects: while using a minor to stand up isn't exactly shifting while prone, they allow you to shift on the same turn that you were prone. ...


2

Epochs can absolutely be good things. Here's what I am saying. I am not saying the GM should decide what the next epoch means. I am saying you end the game with the player having taken over Black Rock and killed Nimrote. The GM does not then do something catastrophic in order to end the epoch unless it comes organically out of play. You end the session, do ...


2

The best response I can find is this, snipped form the WotC boards, quoting the PH faq: Not unless the power has "weapon" as a keyword, which none of them do to date. Doesn't matter whether an attack is ranged, melee, close or whatever, if it doesn't say "weapon" in the keywords, the WP isn't added.


2

Metamagic effects (like Persistent Spell) only work on spells, but the Protoplasm ability is a spell-like ability – that’s what the “(Sp)” means after the name. SLAs are not the same, and cannot be affected by metamagic. Metamagic-like effects for spell-like abilities do exist occasionally, at least in 3.5. They tend to be more of ...


2

First, remember that substitution levels can be taken in whole or in part; you can take one of these substitutions and not the others, if you wish. Dragonblood Sorcerer 1 Familiars are generally better than Draconic Heritage; only do that if there are particular feats that require it that you wanted to take. I don’t remember there being any that were ...


1

As with most Sorcerers, your spell selection is going to have a far greater effect on your character's playstyle than feats ever will. Once your Luck feat requirements have been satisfied, consider filling the rest up with general, Sorcerer-useful feats, like Versatile Spellcaster (as Swooper suggested), Arcane Thesis (Player's Handbook 2) coupled with ...


1

The biggest one is that Ron has abandoned the GSN model presented in the "System Matters" essay in Sorcerer. Some printings note some revisions to rules; I've a revised hardcover, and it makes note of a few changes, but I've had it for years. Since I've not run it, and it's particularly esoteric, I haven't kept up with it.



Only top voted, non community-wiki answers of a minimum length are eligible