RhymarJared
2016-01-28, 03:39 PM
I'm a player form a D&D 3.5 Gestalt game with a DM which is big on optimization. The only restrictions he gave us on the terms of our character build is to never use Dragon Magazine options, and to not do infinite loops (aka Pun-pun or the infinite damage with a shuriken). So those games are pretty wild, if not hard as heck. Moreso now that we've entered the epic levels (I'm now at level 24).
To give you more context, my character is a gestalt human (with shadow creature template) dread necromancer 24/artificer 20/incantatar 3/paragon 1. He's transformed into a lich (dread necromancer lvl 20) and he's on the way to become a demilich (epic dread necromancer lvl 30 as per a thread in this very forum). The "paragon" level comes from the fact the DM allows us to use our levels to gain templates, even innate ones. After 12 levels of the "paragon" racial class, I'll gain in one go all of the paragon template advantages.
I'm not the most powerful player in the team. There's a player which could destroy my body in one round.
As you could see above, I have 20 levels of artificer. I did not do a "zeroficer" build on purpose (that would be too much job), but I upgraded my wondrous items to a ridiculous point (I have a ring that grants me unlimited use of the wish spell as long as I stick with minor effects that don't cost more than 5000XP, and that not my most powerful effect). Don't worry, all of this is put under the rules determining the limits of non-epic magic item (but I just gained craft epic wondrous items as a lvl 24 feat, so that's no longer a concern). I just need to say that with an extensive list for spells from the D&D 3.5 multiverse and the rules to make custom items from the Dungeon master guide, I had a couple headaches to figure all of this out, but also a lot of fun.
But, as to point out again, I'm not the most powerful player of the game. The lenght at which other players went to get ridiculous amount of power is staggering, and I'm seeking new tricks. Which comes to a bunch of question I must submit to you. There could be more coming in the future.
1. If I get the epic feat Spell Opportunity and if I have the spectral hand spell active on me, could I get a "spell opportunity" against someone moving inside the range of the spectral hand spell?
2. The Permanent Emanation epic feat only specifies that I must know a spell which is an emanation from myself. If I design an epic spell to make it as an emanation from myself, is there something RAW that would stop me from using the Permanent emanation feat on it?
3. Which would be best in the long run? Taking several time the Improved Metamagic epic feat (the Dungeon Master's GUide version that counts the global level adjustment instead of each metamagic feat separately), or taking several time the Improved Spell Capacity feat to get 10th-level and higher spell slots?
4. Could I create an item that combined the effects of several hand spells to make a single, versatile, telekinetic hand? I'm talking about combining the effects of spectral hand, rusting grasp, the whole range of Bigby's hands and mage hand. I'm also considering making all of them with the Twin Spell metamagic, just to make a pair of hands that can change from big and porweful to little and delicate, when also being able to conduct spells and rust armors.
5. I found the spell that allows to cast a single 4th level or lower spell within an antimagic zone. Is there any other countermeasures I could get, short of epic spells? I have heard that being surrounded by a lead bell or a similar compartiment blocks the effects of an antimagic field, but could not find the quote that would prove it would work.
Thank for your time in advance. I know it's busy work.
To give you more context, my character is a gestalt human (with shadow creature template) dread necromancer 24/artificer 20/incantatar 3/paragon 1. He's transformed into a lich (dread necromancer lvl 20) and he's on the way to become a demilich (epic dread necromancer lvl 30 as per a thread in this very forum). The "paragon" level comes from the fact the DM allows us to use our levels to gain templates, even innate ones. After 12 levels of the "paragon" racial class, I'll gain in one go all of the paragon template advantages.
I'm not the most powerful player in the team. There's a player which could destroy my body in one round.
As you could see above, I have 20 levels of artificer. I did not do a "zeroficer" build on purpose (that would be too much job), but I upgraded my wondrous items to a ridiculous point (I have a ring that grants me unlimited use of the wish spell as long as I stick with minor effects that don't cost more than 5000XP, and that not my most powerful effect). Don't worry, all of this is put under the rules determining the limits of non-epic magic item (but I just gained craft epic wondrous items as a lvl 24 feat, so that's no longer a concern). I just need to say that with an extensive list for spells from the D&D 3.5 multiverse and the rules to make custom items from the Dungeon master guide, I had a couple headaches to figure all of this out, but also a lot of fun.
But, as to point out again, I'm not the most powerful player of the game. The lenght at which other players went to get ridiculous amount of power is staggering, and I'm seeking new tricks. Which comes to a bunch of question I must submit to you. There could be more coming in the future.
1. If I get the epic feat Spell Opportunity and if I have the spectral hand spell active on me, could I get a "spell opportunity" against someone moving inside the range of the spectral hand spell?
2. The Permanent Emanation epic feat only specifies that I must know a spell which is an emanation from myself. If I design an epic spell to make it as an emanation from myself, is there something RAW that would stop me from using the Permanent emanation feat on it?
3. Which would be best in the long run? Taking several time the Improved Metamagic epic feat (the Dungeon Master's GUide version that counts the global level adjustment instead of each metamagic feat separately), or taking several time the Improved Spell Capacity feat to get 10th-level and higher spell slots?
4. Could I create an item that combined the effects of several hand spells to make a single, versatile, telekinetic hand? I'm talking about combining the effects of spectral hand, rusting grasp, the whole range of Bigby's hands and mage hand. I'm also considering making all of them with the Twin Spell metamagic, just to make a pair of hands that can change from big and porweful to little and delicate, when also being able to conduct spells and rust armors.
5. I found the spell that allows to cast a single 4th level or lower spell within an antimagic zone. Is there any other countermeasures I could get, short of epic spells? I have heard that being surrounded by a lead bell or a similar compartiment blocks the effects of an antimagic field, but could not find the quote that would prove it would work.
Thank for your time in advance. I know it's busy work.