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Posted: Fri Jul 21, 2006 7:16 pm
Glo, your spellbook contains every 0th level spell, and a number of 1st level spells equal to 3 + your Int mod. The spells per day number is just how many you can memorize. So choose six first level spells... Make sure to get identify (requires a material component that costs 100g, but it's worth it), charm person, sleep, and definitely magic missile (it gets better as you gain levels). For your feat, i'd say Spell Focus (Enchantment) is good if you go with enchantment spells like charm person and sleep. As you gain more levels, you'll get even more powerful enchantment spells that allow you to control other creatures and paralyze them and such, and sleep is useful because it affects more than one creature and you can just go up and coup de grace them (an automatic critical hit combine with a Fort save or die). Another good feat would be Sudden Extend from the Complete Arcane, which allows you to apply the effects of the Extend Spell metamagic feat to any spell without special preparation once per day. This would make the spell last twice as long as normal.
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Posted: Fri Jul 21, 2006 8:58 pm
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Posted: Fri Jul 21, 2006 9:24 pm
its fixed
before i add the description, is there anything else i need to fix?
btw - im working on the familiar cats sheet(tho i might need a bit of help.....i.e. is it the same sheet or a specialized one? confused )
EDIT: cat or hawk i cant decide confused
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Posted: Fri Jul 21, 2006 9:34 pm
well, don't forget to put a 1 next to the spells you've memorized (or a 2, if you memorize a spell twice)
As for the familiar's sheet, just use the same one (there's no other sheets to choose)
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Posted: Fri Jul 21, 2006 9:36 pm
ok
cat or hawk?
.................................AAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!1 burning_eyes burning_eyes burning_eyes burning_eyes burning_eyes burning_eyes
indesicion sucks ninja burning_eyes
GOT IT!! xd cat whee
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Posted: Fri Jul 21, 2006 9:45 pm
remember that summoning a familiar requires materials worth 100g... so that would leave you with 20g after you summoned the familiar..
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Posted: Fri Jul 21, 2006 9:47 pm
O.o
ok ill fix everything then
itll have to be tomorrow tho i gotta get off now stressed
cya ninja
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Posted: Fri Jul 21, 2006 10:10 pm
Wait, am I to understand that for the first time ever! I don't need to correct anything? crying
SWEETNESS!!
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Posted: Fri Jul 21, 2006 10:23 pm
I don't think you posted a link to your sheet sweatdrop
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Posted: Fri Jul 21, 2006 10:30 pm
again no mage armor or shield? between both it would give u +8 to your ac and shield would at least give you some cover, and u can designate where u wanna move it as a free action, that is, if your sleep spells do work, that'll stop from being attacked, if in melee, after a success ful concentration check.....your spell selection is good, again, as I have told someone else, its good to use defensive spells at first.
Now, good feats.... combat casting: adds +4 to concentration checks augmont summoning: (if u want to be a summonor ); each creature you conjure with summon spell gains +4 str ehancement and constitution for duration of spell
endurance: you gain +4 on swim to resist non-lethal damage, constitution checks to continue running, constitution checks made to avoid non-lethal damage from a forced march, constitution checks to hold ur breath, starvation, or thirst, fortitude save to avoid non-lethal damage from hot/cold enviroments, anf fortitude save to resist damage from suffo cation
diehard: (prerequisite: endurance);when your life is reduced between -1 and -9, you automatically stabilize with no need to roll
dodge: during your action, designate an opponent and recieve a +1 dodge bonus from that opponent;may select a new opponent on any action
great fortitude:gain +2 on all fortitude saves
improved initiative: gains +4 on init checks
lightning reflexes: gain +2 on all reflex save
silent spell:you cast spells without verbal components (need to cast one slot higher than spells actual level)
spell mastery:each time u take this feat, choose a number of spells equal to your intellegence modifier that you already know, from that point on, tou can cast thos spells without referring to your book *recommended*
spell penetration: you get +2 bonus on caster level checks made to over come spell resistance *recommended*
toughness: you gain +3 hp
extend spell: an extended spell lasts twice as long as normal (uses one spell slot higher)
eschrew materials: you can cast any spell that has a component costing 1gp or less without needing that component
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Posted: Fri Jul 21, 2006 10:34 pm
Combat Casting isn't as useful as Skill Focus (Concentration), because it only applies to casting defensively, not any of the other uses of concentration.
I agree, though, that she should have mage armor memorized.
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Posted: Fri Jul 21, 2006 10:38 pm
i cant think what else concentration can be of use, other than casting spells success fully
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Posted: Fri Jul 21, 2006 10:44 pm
there's a difference between casting defensively (a DC 15 concentration check that, if you succeed, you don't provoke attacks of opportunity) and using concentration to successfully cast a spell when getting damaged or on a fast moving horse or something. Combat Casting only gives you a +4 on casting defensively, not at any other time.
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Posted: Fri Jul 21, 2006 10:45 pm
ohhhhh!!! is this...something recent? cause ive never heard or used it this way sweatdrop
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Posted: Fri Jul 21, 2006 10:48 pm
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