anyone play any D n D 3.5?

Daisaku

Still Lurkin'
Ah, yea, course :) Withdraw doesn't get used much in our campaign (or at least, reach isn't generally too much of a consideration)

I like the idea of the defensive casting - may suggest it to the group. I'm of the opinion that, generally, a caster should be able to think their way around being cornered (although, there's always grappling, but that brings up more arguments than anything else in my group :p)
 

Zed

Rogue Chimp
Stick this in here...

Something i was tinkering with today. A Blastificer, based on wand casting - able to basically Move, Activate a wand as a swift action, activate a wand as a standard action, I can ultimately get an extra standard action in their too :) And apply a metamagic feat to the wand as its cast.

Code:
CL	Class	Feats	Clas abilities/feats
1	Factotum 1	Heroic Spirit, Draconic Prophesiser*,	Cunning insight, Cunning Knowledge, Trapfinding
2	Factotum 2	-	Arcane Dilettante (1 Spell)
3	Artificer 1	Empower Spell	Arti Knowledge, Artisan bonus, Disable trap, Item creation, Scribe Scroll
4	Artificer 2	-	Brew Potion
5	Artificer 3	-	Craft wonderous Item
6	Factotum 3	Twin spell	Brains over Brawn, cunning defence
7	Artificer 4	-	Craft Homunculous, [b]Energy Substitution (acid)
8	Artificer 5	-	Craft Magic Arms / armour, retain essence
9	Artificer 6	Prophecy's Artifex	Craft Wand
10	Artificer 7	-	Metamagic Spell trigger
11	Artificer 8	-	Wand Mastery

By 11th level, with a standard say fireball wand (CL8) I can get to the following:

Cl10 fireball (10D6 fire) + Admixture (Acid) (10D6 Acid) + Twin Spell (+10D6 fire + 10D6 acid) for a cost of 9 charges.

Nice eh! ;-) so in 1 round I can burn off 18 charges of a wand to deliver 80D6 worth of AoE damage - save for half.
 
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