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Old 11-05-2002, 07:28 PM   #1
The Lilarcor
Elminster
 

Join Date: October 24, 2002
Location: Traveling to wrestle a dangerous Ent
Age: 39
Posts: 405
1st off, I'd like to apologize if I posted a new topic previously by accidently hitting enter.
2). I understand the whole AC concepts though, but as I am a Paladin and I have the holy sword, theres one thing I don't get, when using a long sword alone without a shield (besides armor and such) I am AC -6, but when I switch to the Carosymer (or however its spelt) It goes up to AC -5. Now trying to remeber my profecienies, I have 2 or 3 for the 2 handed sword and 1 or 2 for single weapon. But I want to know, why is my AC lowered?

3. If you could create any spell for SoA or similar D&D game what would it be and what would it do?
Trigonemetric Equations
Level 8
Duration: 6 rounds to 1 round per level of caster, max 17 rounds.
Range: 30 foot radius

This spell was created when a young Half Dwarf, Half Gnome, mage was inventing exploding balls. Instead of getting what he wanted, a magical device to shoot balls of pain, during an explosion, his mind was taken to a distant land where humans ruled their plane and elves were considered myths. While there, he found a large book of numbers, used to torment the countless youth of the world who were duped into studying it. Suprisingly he understood it and made it into a spell. This spell shoots a large book which when reaching the target, explodes into what can be decifered as sentences, such as 5X^4+3X^3=65 and tiny print saying to draw it. This is immune to party members but to their enemies, it creates confusion, causes them to be depressed, or makes them faint in despair, depending on their intelligence. To Illithids, this temporarily causes their psyonic abilities to stop working, and to those with intellgence lower then 5 and wisdom lower then 8, it causes them to die out of frustration with a save at -5 for spells. For those with intelligence 6-14 and wisdom 9-14 theres a save of -4 those with 15-17 intelligence and wisdom, theres a -2 save for spells. 18 intellegence causes -1 to save for spells, but if they have 18 wisdom, they recieve a +5 save for spells, for they'll realize it doesn't matter nor will it. Illithids abilities will still be drained, for no save.

Now lets see what you can come up with.
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Old 11-05-2002, 07:42 PM   #2
Lord Lothar
Quintesson
 

Join Date: August 7, 2002
Location: Oakville (next to the T.O.), Ontario, Canada
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Quote:
2). I understand the whole AC concepts though, but as I am a Paladin and I have the holy sword, theres one thing I don't get, when using a long sword alone without a shield (besides armor and such) I am AC -6, but when I switch to the Carosymer (or however its spelt) It goes up to AC -5. Now trying to remeber my profecienies, I have 2 or 3 for the 2 handed sword and 1 or 2 for single weapon. But I want to know, why is my AC lowered?
Single weapon style gives +1 AC if you use 1 1handed weapon.
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Old 11-05-2002, 08:09 PM   #3
DrakenKorin
The Magister
 

Join Date: July 26, 2001
Location: Eastsound, WA, USA
Age: 39
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3. If you could create any spell for SoA or similar D&D game what would it be and what would it do?

Sa'vak's Rending
Level 7
Duration: Instant
Range: All enemies within sight (see below)

Designed by the tiefling sorceror Sa'vak, this spell calls upon an intricate knowledge of fiends and their weaknesses.

The spell affects 1 target for every 4 levels of the caster. Thus, a level 16 sorceror would affect four targets.

When cast upon a group that consists only of creatures that are not fiends, it has no effect.

When cast in the presence of Baatezu, it fires off coil(s) of lightning, that act as energy, bypassing magical resistance. Each coil does 1d8 damage per caster level. The amount of coils fired off depends on the level of the caster, and targets available.

When cast in the presence of tanar'ri, cohesive bolts of acid fire at the number of targets specified by the caster's level, each doing 1d6 damage per caster level. Again, only one bolt per target.

When cast in the presence of yugoloths, the spell summons a blade of cold iron into the hand of the caster. The caster may will the blade to attack on its own, such as Mordenkainen's Sword, or he may wield it himself. If he wields it himself, he is considered proficient in its use. The sword acts as a +3 longsword, and does an additional +2 damage to yugoloths. The duration of the summoned blade is 1 round/per 2 caster levels.

When cast in the presence of both fiends and non-fiends, it will only affect the fiends (with the exclusion of the summoned blade, which may be turned against non-fiends). It can also be used against mixed groups of fiends, with the targets being chosen randomly, until all available targets are used up.



[ 11-05-2002, 08:10 PM: Message edited by: DrakenKorin ]
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Old 11-05-2002, 08:21 PM   #4
Dar'tanian
Red Wizard of Thay
 

Join Date: October 26, 2002
Location: USA
Age: 36
Posts: 858
Single weapon style gives +1 AC if you use 1 1handed weapon

True but it could also be becsue u took ur sheild out!

Ice Wind

Level 9

50 foot raduis.

(not in depth)The crates a circle of ice and water around the caster which is sent out like a tidle wave for 50 feet. Each peson in effect is delt 40 - 50 points damage from every 20 levels of caster. Does not effect party members!
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Old 11-05-2002, 08:43 PM   #5
The Lilarcor
Elminster
 

Join Date: October 24, 2002
Location: Traveling to wrestle a dangerous Ent
Age: 39
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No, if I equip with a shield then its about -8 AC. So Should I click on the 2 handed proficiency button so I wont lose AC?
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Old 11-05-2002, 08:49 PM   #6
Lord Lothar
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A Paladin should put his prof. into 2h sword and 2h style not 1h style.
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Old 11-05-2002, 08:53 PM   #7
The Lilarcor
Elminster
 

Join Date: October 24, 2002
Location: Traveling to wrestle a dangerous Ent
Age: 39
Posts: 405
Well thats what I'm doing now.
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Old 11-05-2002, 08:56 PM   #8
Dar'tanian
Red Wizard of Thay
 

Join Date: October 26, 2002
Location: USA
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OK dont use a sheild unless you are far enough to have the equalizer or if u are fighting a lich which in that case you would use the daystar (one handed?) And the Avenger, which i think is the best sword in the game, has a +50 mr which is much better than a single piont of ac. Stick to two handed unless in certian cituations.
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Old 11-05-2002, 09:01 PM   #9
White Lancer
Drizzt Do'Urden
 

Join Date: August 30, 2002
Location: Australia
Age: 40
Posts: 628
Quote:
Originally posted by The Lilarcor:
I understand the whole AC concepts though, but as I am a Paladin and I have the holy sword, theres one thing I don't get, when using a long sword alone without a shield (besides armor and such) I am AC -6, but when I switch to the Carosymer (or however its spelt) It goes up to AC -5. Now trying to remeber my profecienies, I have 2 or 3 for the 2 handed sword and 1 or 2 for single weapon. But I want to know, why is my AC lowered?
Your Single weapon style proficiency grants +1 to AC when using a one handed weapon ONLY, and i think some extra to AC v Missiles.

BTW, i take it you are not too good at maths? Don't you have a graphics calculator to draw it for you? Using one of those, you can get all the relevant info on the function and also an idea of what it looks like. Easy as pie...
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Old 11-05-2002, 09:18 PM   #10
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
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The only proficiency that grants bonus AC vs. missile attacks is Sword & Shield style. They should have made putting points in S & S give AC bonuses vs. ALL attacks, in my opinion.....

If I were to make a cool spell:

Quote:
Corn Before the Sickle

Level: Wizard Level 8 (Invocation/Necromancy), Priest Level 7 (Druid).
Casting Time: 7
Range/Area of Effect: A wedge forming a 60-degree angle, spreading out from the caster in a direction chosen by him, to a maximum of 60 feet.
Saving Throw: Special
Effects: This spell creates a phantasmal wave of force that saps their life energy, and increases in power for every victim claimed. The first enemy creature within the path of this wave must Save vs. Death with a -2 bonus or suffer 1D8 Magic Damage. If he makes his Save, the spell is completely negated. If he fails, however, the wave passes on to the next hostile creature, who must Save with a -1 bonus or take 2D8 damage. The wave grows more deadly with each failed Save, becoming more difficult to resist and causing more damage with each victim. Any creature that makes their Save vs. Death, however, will suffer no damage and will stop the wave cold. Those slain by the spell will get the cool "vorpal death" ghost.
This spell will not harm allies. The targets' Magic Resistance (if any) is ignored.
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