Saturday, January 7, 2017

Aptitude Weapon

For the sword-swinging adventurers of the world, you don't have to worry about spell selections. Your big choices in leveling are going to be feats, those precious resources that all-too-often give less than they ought to. Feats that add a bonus to something you can already do - what one might call "number feats," since they only make your numbers go up - are rarely worth it. While it's nice to be able to do something better, it's more important to be able to do something at all. The other option is "ability feats": those that give you more options in what you can do.

Asides from the more general combat maneuvers (tripping, disarming, sundering etc.) most ability feats are going to be hindered by specificity: if you want the option to do something cool with your weapon, chances are it's going to have to be a specific kind of weapon. Want Boomerang Daze? Well, you'd best be using a crapsack boomerang or it's not happening. Think of it as the divine/arcane split, except much more unfair and crippling. We're not here to complain, though, we're here to break the system open a little and make it work for us. This game is about open-ended character creation, and one should be able to fit together options however they please. So wouldn't it be nice to make use of all those neat weapon-specific feats on whatever you like?

Tuesday, December 13, 2016

Bloodstorm Blade

For those of you whom distrust the Tome of Battle, turn back now, for there is nothing here to assuage your skepticism.

The book was written to give more options to the sword-swinging mundanes of the D&D world, and with them a bit of a power boost. Some of the abilities on offer tread dangerously over the line between "powerful martial techniques" and "reality-bending nonsense that even magic would have trouble pulling off." While a lot of the most abusive combos in the system aren't exactly obvious and require a lot of book-diving to pull off, sometimes you get a real doozy that was somehow designed that way. Enter the bloodstorm blade, a prestige class based around throwing weapons. Not throwing "throwing weapons," mind you, but throwing melee weapons. I won't bore you with all the details, but if you read the following ability and don't immediately cackle at the possibilities, you ought to re-read it until you do.

Sunday, November 6, 2016

Unseen Servant

D&D is a fantasy game, and like in any fantasy game, it's best to take advantage of whatever niceties you might not have access to in real life. Spellcasting, a stronghold, a girlfriend (come on, you're not fooling anyone)... oh, and of course, boot-licking toadies. Problem is, hirelings aren't reliable for much more than taking up space, and golems will break the bank before they can break anyone's face. So how's a player to make do? Thankfully, there's an effective and low-level way to score yourself a helper that's so loyal and thoughtful that it doesn't even give you an ugly mug to have to wince at whilst giving orders. That's right, we're discussing the spell unseen servant, for all those of you who wanted to experience the thrill of friendly poltergeists for hours every day.

Saturday, October 15, 2016

Fabricate

On the previous episode, we talked about using a spell to create most any material you wanted. Conjuring up hundreds of pounds of raw materials at a time can be plenty useful, but sometimes you want something a little more refined and purposed. Say, if you want a snazzy-looking carriage, a mid-level caster shouldn't deign to call up a bunch of darkwood and then laboriously craft the whole thing with his bare hands. As it happens, there is a spell that is the natural next step from minor creation, one that lets you create any sort of fashioned object so long as you have the raw materials on hand. The spell I'm discussing is fabricate, the haymaker in the one-two punch that is creating abstract wood carvings during your downtime... or useful items, if that's your thing.

Thursday, September 8, 2016

Constructivus

As detailed in the last article, there's a lot of fun to be had with minor creation, especially when it's available at level 1, if you're a shaper. I decided to quickly throw together a character to showcase how to make use of the power's versatility, without being a one-trick pony. That said, of course, even focusing completely on minor creation means you're never short on options.

Here, then, as proof of concept, is Constructivus, the warforged shaper.

Wednesday, September 7, 2016

Minor Creation

In the world of Dungeons & Dragons, spellcasting is king. Nothing can stand up to a being who increases their caster level with each HD, except for a higher-level spellcaster. While roaring infernos and rays of enervation all have their place on the battlefield, perhaps the most powerful - and most versatile - thing a spellcaster can do is to create. Sometimes you're creating an entire mansion with a single spell, other times you're creating a small puddle of bacon grease on the ground. In terms of creation for creation's sake, then, there's no spell more versatile than the aptly named minor creation.

Tuesday, August 9, 2016

Spell Storing

As we all know, classes that can cast spells will always be stronger than those that cannot. There's no quick fix for this disparity - every single spell printed is another option for the casters, yet sword-swingers have to pick from a variety of band-aid-type patches to make them more viable. So what if, instead, they had a way to cast spells of their own?

All right, yes, there is some rather lengthy fine print to that statement, but there is an efficient way for anyone to sling a spell every now and then. All it takes to qualify is the ability to swing a stick around - the harder, the better. Enter the spell-storing weapon special ability from the Dungeon Master's Guide: essentially it allows a spellcaster to store any one targeted spell of up to 3rd level in a melee weapon. Whenever the spell-storing weapon hits a creature, it can immediately cast the stored spell on the foe, regardless of who or what its wielder is. It can only store one spell at a time, but it can be refilled any number of times. Now, chances are you aren't going to take the time to store a spell in a weapon mid-combat, so it amounts to one quickened spell on the first strike in a fight. If the spell was stored the day before, it even amounts to one extra spell slot. Not bad for a +1 bonus!

So which spells are the best choices for your rider effect? The restriction to targeted spells means no Rays are permitted, so things like ray of exhaustion and enervation are off the table. The level cap of 3rd means you won't be wishing upon any stars - or anything else, for that matter. Still, there are a healthy number of effects that most assailants won't want cast on them within that criteria, some particular standouts being listed here.