Unknown/odd combinations, 3.5
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- Master
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Unknown/odd combinations, 3.5
There are tons of known, readily usable combinations of feats/spells/items and such that have seeped into the collective knowledge of players through the years of Dungeons and Dragons 3.5 edition. However, there are still some pretty awesome combos that I've never heard anyone talking about and can't find on Google. This thread is dedicated to sharing your favorite lesser known combinations so that people can either try something new or tell you why you're wrong and your shit doesn't work. I'll go first since I'm already here.
1. Bands of Blood Rage (MIC page 201) and magic missile (PH 251). The bands grant you a +5 morale bonus on all spell damage when you activate it as a swift action, lasting for 5 rounds. You also grant offensively-minded teammates a +5 bonus on their weapon damage, all for taking 5 damage a round yourselves. Not usually a great trade, but a magic missile slaps people for 43 damage on average from a level 1 slot with no metamagic at level 9, making it a worthwhile spell to use. This is a good option when you don't want to overshadow your less optimized buddies or to let your two weapon fighting fighter friend feel like someone who isn't a waste of space, by damaging a monster and letting him finish it off with actual bonus damage.
2. Wall of smoke and dungeoncrasher fighter. Cast a wall of smoke in front of an actual wall. The fighter can crash someone into the wall, and they have to make a fort save or can't retaliate next turn. Rinse and repeat for low-level killing grounds.
Any others out there? They don't have to be game-breaking or anything, just fun tricks you don't see anyone else talking about.
1. Bands of Blood Rage (MIC page 201) and magic missile (PH 251). The bands grant you a +5 morale bonus on all spell damage when you activate it as a swift action, lasting for 5 rounds. You also grant offensively-minded teammates a +5 bonus on their weapon damage, all for taking 5 damage a round yourselves. Not usually a great trade, but a magic missile slaps people for 43 damage on average from a level 1 slot with no metamagic at level 9, making it a worthwhile spell to use. This is a good option when you don't want to overshadow your less optimized buddies or to let your two weapon fighting fighter friend feel like someone who isn't a waste of space, by damaging a monster and letting him finish it off with actual bonus damage.
2. Wall of smoke and dungeoncrasher fighter. Cast a wall of smoke in front of an actual wall. The fighter can crash someone into the wall, and they have to make a fort save or can't retaliate next turn. Rinse and repeat for low-level killing grounds.
Any others out there? They don't have to be game-breaking or anything, just fun tricks you don't see anyone else talking about.
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
So, stuff that was clever-fun and that nobody talked about for 15 years?
Hrm. That's a pretty tight niche. I don't reckon I have anything that I secreted away and didn't think was worth sharing until now.
Best I can offer is to link things that were posted here that amused.
Knight of the Dinner Table
Amber pokemon
Hrm. That's a pretty tight niche. I don't reckon I have anything that I secreted away and didn't think was worth sharing until now.
Best I can offer is to link things that were posted here that amused.
Knight of the Dinner Table
Amber pokemon
I always thought the Conjuration Creation spell Kelpstrand, plus the swift action spell that turns you into a Beholder (but used on your Animal Companion instead) was a baddass combo. Kelpstrand has absurd scaling on number of grapples it can initiate and strength of the grapple check. Beholder vision turns off FoM, or teleport escapes. So you can completely trap outsiders and such, pretty much anything that isn't a Dragon. Pretty absurd but fun.
The U.S. isn't a democracy and if you think it is, you are a rube.DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
That's libertarians for you - anarchists who want police protection from their slaves.
No, because it is Conjuration Creation.Fwib wrote:Wouldn't the Kelpstrand be made to go away by the beholder antimagic, too?
The U.S. isn't a democracy and if you think it is, you are a rube.DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
That's libertarians for you - anarchists who want police protection from their slaves.
Kaelik wrote:No, because it is Conjuration Creation.Fwib wrote:Wouldn't the Kelpstrand be made to go away by the beholder antimagic, too?
Is Kelpstrand instantaneous? Otherwise it sounds like the magic holds the creation together and an AMF would make it wink out.A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
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- Duke
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So I am desperately trying to make a wizard who attacks people with Vampiric Touch rays (don't laugh) and I noticed that Enervate spell adds 50% to spell damage, regardless of maximization or whether some of the damage is sneak attack. As no one ever will let me use incantatrix, this might be an option.
- Ancient History
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Sandblast + Spellwarp sniper. You now have 1st level spells that no-save stun on a touch attack. Add quicken or split ray to taste.
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Don't forget the undead familiar feat from Libris Mortis. I think there's also a familiar focused PRC from eberron too, but I may be wrong. Or thinking of a special feature of the living spell focused PRC
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
There's the Fleshwarper PrCl from Calamari Cookbook that lets your familiar change in weird ways, but the requirements are kind of borked for it and you have to be really keen on the idea of crafting flesh grafts.
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Divine Metamagic: Fell Animate for a skeleton army starting at level 1.
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- Ancient History
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One of my favorite modifications to Drunken Master is Controlled Immolation; you start each combat by setting yourself on fire and running at your opponents.
I suppose this isn't a combo, but rather an under-appreciated prestige class: Bonded Summoner
You get a Medium elemental familiar who eventually levels up into an Elder Elemental (level 14). From character level 8 onwards the (now large) elemental kind of becomes your main character and the caster becomes a cohort that buffs the elemental who natively has a fistfull of immunities and nice stats before you even start laying spells and equipment on it. If the elemental dies then you take some ability damage and HP which you can heal pretty easily, and then respawn in 24 hours- so, easy resurrections. My preference is Earth Elemental since Earth Glide comes in handy so often.
It is sort of a combo in the sense that you can lay various buffs on it.
• Master's Touch to let it wield a huge weapon at iterative attacks with two-handed power attack, and have 30' reach if desired.
• Chain of Eyes when you want to send it in stealth mode to scout for you
• Heroics to fill out any gaps with fighter feats like Combat Brute (at level 12)
• And all the usual buffs you'd want to put on a fighter
It basically lets you play a melee brute in the upper levels without it being total ass since you have a pocket cohort and special abilities and immunities to keep your fighter relevant.
You get a Medium elemental familiar who eventually levels up into an Elder Elemental (level 14). From character level 8 onwards the (now large) elemental kind of becomes your main character and the caster becomes a cohort that buffs the elemental who natively has a fistfull of immunities and nice stats before you even start laying spells and equipment on it. If the elemental dies then you take some ability damage and HP which you can heal pretty easily, and then respawn in 24 hours- so, easy resurrections. My preference is Earth Elemental since Earth Glide comes in handy so often.
It is sort of a combo in the sense that you can lay various buffs on it.
• Master's Touch to let it wield a huge weapon at iterative attacks with two-handed power attack, and have 30' reach if desired.
• Chain of Eyes when you want to send it in stealth mode to scout for you
• Heroics to fill out any gaps with fighter feats like Combat Brute (at level 12)
• And all the usual buffs you'd want to put on a fighter
It basically lets you play a melee brute in the upper levels without it being total ass since you have a pocket cohort and special abilities and immunities to keep your fighter relevant.
Last edited by erik on Wed Mar 18, 2015 7:43 pm, edited 1 time in total.
You're probably thinking of Daelkyr Half-Bloods (and their special class Impure Prince) and their symbionts. I remember there was some bullshit someone found you could do with them.Prak wrote:I think there's also a familiar focused PRC from eberron too, but I may be wrong. Or thinking of a special feature of the living spell focused PRC
Can't remember or find online what it was though.
- Ancient History
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If you're willing to suck Mister Cavern's cock hard enough, there's a variant Ranger in Unearthed Arcana that gives wildshape. Interesting enough, but if you combine it with Lords of Madness and the Aberration Blood feats, you can wildshape into small and medium-sized aberrations - of which there are a surprising number. Which isn't much of a hack, granted, because HD limits coupled with size limits, but aberrations tend to have some really nifty Extraordinary abilities if you comb through the monster manuals.
Surprisingly, Control has not heard this story. Please elaborate.K wrote:Mmmm, I do have a few.
The ones that amuse me most are these:
1. I have one where an Eberron arcane caster can get unlimited spells per day by 10th level. It's two PrCs and a spell.
2. Not one, but two actual ways for a Wiz/Sorc to escape a no-magic plane.
Game On,
fbmf
- Ancient History
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One of the less-common combinations: Blood Magus and Master Alchemist, which lets you use Blood Draught to brew potions in your own blood of spells up to 9th level. I also had a player that combined Blood Magus with some Dragon magazine prestige class (Osteomancer?) that let them pop bone blades; he'd create oil of greater magic weapon as he popped his clogs and coat the blades.
Primal Scholar + unfeterred heroism lets you get back a fifth level spell or spell levels of up to fifth (assuming you maxed out the PrC) more or less for free, which isn't quite unlimited casting. No idea what the second PrC could be, or the feat.
Then, once you have absorbed the lesson, that your so-called "friends" are nothing but meat sacks flopping around in the fashion of an outgassing corpse, pile all of your dice and pencils and graph-paper in the corner and SET THEM ON FIRE. Weep meaningless tears.
-DrPraetor
-DrPraetor
I have used the bloodstorm blade (or whatever that throwing prestige class is from Tome of Battle) and pierce magical concealment / protection as a mage slayer type character.
The PMP/PMC have stipulations of being a melee attack, and the prestige class allow you to treat thrown weapons as melee attacks.
The PMP/PMC have stipulations of being a melee attack, and the prestige class allow you to treat thrown weapons as melee attacks.
- Stahlseele
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@Ancient History
That is kind of awesome.
Wolverine in Medival times!
That is kind of awesome.
Wolverine in Medival times!
Last edited by Stahlseele on Thu Mar 19, 2015 3:26 pm, edited 1 time in total.
Welcome, to IronHell.
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
- nockermensch
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Wait, whaterik wrote:• Master's Touch to let it wield a huge weapon at iterative attacks with two-handed power attack, and have 30' reach if desired.
@ @ Nockermensch
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Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.