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View Full Version : [D&D 3.5]Ship Turret Buffing



Magikeeper
2014-03-09, 03:30 AM
So, I am looking for help filling the open slots in the spell turrets being used to buff a living airship. Well, it's built more like a starship, but I digress.

Each spell turret has 4 spells to casts in order (5th round spent repairing self). All of any given turret's spells must the same level and on the same class list. However, they must also all be from different schools. I've been using meta-magicked spells so those are a go.

Our group uses a different version of persistent spell:
It is now a +2 Level metamagic that is a proportional increase (round -> minute -> 10 minute -> hour -> day -> week). "1 round" would become "1 min/level", even if it was not level based before.

Here is what the ship already has active; the reason for 5x of each turret is that every buff must be put on before Golem Immunity takes effect, so each spell goes off every round. This also means that every buff must have a duration no shorter than extended golem immunity (17 minutes) or else there will be gaps.

Turrets are listed in reverse priority order (Golem Immunity fires last):

5x 9th Wiz level Spell Turrets of [Heightened Invisible Golem Immunity (Flesh) / ?Deceptive? Heightened Stored Lighting Bolt / Extended MindBlank / Extended Superior Invisibility] The lighting heals the ship. However, when the Magic Immunity ends the ship takes ~126 damage on a failed save, so I can’t risk setting up a trap that deals 1000s of damage each round.

5x 9th Wiz level spell Turrets of [Extended Mystic Shield/????/????/????] Mystic Shield only last 34 rounds, yes

5x 7th Cleric spell Turrets of [Extended Persistent Delay Death/ Planar Bubble/????/????]

5x 6th Wiz spell Turrets of [Extended Persistent Haste/Extended Persistent PFE(Fire)/Persistent Freedom of Movement/????]

5x 7th Druid spell Turrets of [Persistent Death Ward/Extended Persistent H. Cloud Wings/Extended Persistent H. Sheltered Vitality/????]

MISC: All the Energy Immunity stuff (save for electric) is buffed by an actual caster, as they last long enough to not need a turret for it. PFE(fire) is kinda unneeded, I don't remember why that is there.

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Every Room has one or more Lvl 6 Cleric Spell Turrets of [Extended Zone of Respite /Persistent Delay Death / ????? / ??????] These ones are for the rest of the occupants. Death ward, mind blank, and energy immunities are all granted to those within via stronghold builder's guidebook enhancements and Hallow.


Of course, assume gold is no object. At least, for the 5x turrets. The 'every room' bit adds up fast.

Gavinfoxx
2014-03-09, 03:52 AM
https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

https://docs.google.com/document/d/14zilT4WGOyHM0AfpG4-GmD2FkgDg1HZ9HC1cTleQHds/edit

http://community.wizards.com/forum/previous-editions-character-optimization/threads/1128391

Magikeeper
2014-03-09, 09:08 AM
https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Although quite interesting, much of it is talking about setting up a society and what not. What I'm looking for is finding buff spells for the ship and possibly its occupants. Supply-wise we're good.

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https://docs.google.com/document/d/14zilT4WGOyHM0AfpG4-GmD2FkgDg1HZ9HC1cTleQHds/edit

I think I've seen this before. This is a great guide, but it doesn't cover the turret spell buffing issue in enough detail for my purposes. This ship is already a construct with feats.

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http://community.wizards.com/forum/previous-editions-character-optimization/threads/1128391

Definitely seen this one before. :D
Alas, the spell turret list in that guide are all offensive. These buffing turrets are deep within the ship, which is quite a bit larger than the flying box. The comments in that thread do mention some nice level 1 buffing spells but that's about it.


Thanks for the links though!