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Thread: Death knell abuse
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2007-04-29, 06:34 PM (ISO 8601)
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- Jan 2007
Death knell abuse
Death Knell
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
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2007-04-29, 06:40 PM (ISO 8601)
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- Mar 2006
Re: Death knell abuse
i'm pretty sure there's a build similair in theory that just kills everything in its path to gain the HP and strength with some sort of aura.
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2007-04-29, 06:43 PM (ISO 8601)
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- Mar 2006
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- Romancing the Windy City
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Re: Death knell abuse
Cleric, plus Permanent Emanation (Greater Consumptive Field). Drops anything with less than ten HP in a sizable aura around you, and gives you 1d8 bonus hitpoints and a +2 untyped bonus to your Strength along with +1 CL. Since the spell doesn't wear off, neither do the bonuses.
Walk into a town. Watch commonfolk die. Enjoy your ~infinite HP and Strength. Prollem is, I think the CL bonus has been eratta-ed to a max of 1.5x your level.
Permanent Emination requires epix, so you could just Divine Metamagic (Persistent Spell) it unless they've eratta-ed that too.
It's still neato, though.Last edited by Catch; 2007-04-29 at 06:46 PM.
Yotsubatar by Dr. Bath
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2007-04-29, 06:48 PM (ISO 8601)
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- Jan 2007
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2007-04-29, 06:49 PM (ISO 8601)
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- Mar 2006
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- Romancing the Windy City
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2007-04-29, 07:02 PM (ISO 8601)
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- Dec 2006
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2007-04-29, 07:06 PM (ISO 8601)
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- Aug 2004
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- She-town.
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Re: Death knell abuse
Since each casting takes a spell slot and a standard action, it's not going to be that broken, really. You might be able to get away with using it in conjunction with Summon Monster. A level 11 evil cleric could use a Maximized Summon Monster III to summon 5 fiendish small monstrous spiders in a tight container, and it shouldn't be hard to punch all of them out with a gauntlet in three or four rounds, reducing them to negatives without killing them, and then spend your next 6-7 rounds casting 5 Death Knell spells to get you 10 minutes of +10 to Strength. That's not even a particularly off-flavor idea for evil characters, but it is a little wonky.
...actually, I rather like this idea. With a 10 minute duration, and each process taking a mere 10 rounds, almost exactly, then you could perform this 3 times for +30, and still have 6-7 minutes left over. Only problem is that you have to start using high-level spells to summon slightly tougher minions, as the increased Strength makes you more likely to kill your enemies, rather than negative them. A 15 STR, 13th-level Cleric could probably get away with 2 Maximized Summon Monster IIIs, to get +20, and then a Maximizied Summon Monster IV to get another +10, perhaps yet another for +20, making a total of +40, as well as 20d8 temporary hitpoints, with a good 5 minutes left over.
But it all depends on how your GM decides to stack things. I have a feeling the guy above me is correct with that, since there's a clause that says no two bonuses will stack if they are of the same type—even if that time is unnamed—if they are from the same source.Last edited by Annarrkkii; 2007-04-29 at 07:07 PM.
Good grammar is hot.
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2007-04-29, 07:35 PM (ISO 8601)
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- Nov 2006
Re: Death knell abuse
Here's the text on spell stacking from the SRD:
Stacking Effects
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
Different Bonus Names
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.
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2007-04-29, 07:40 PM (ISO 8601)
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- May 2005
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Re: Death knell abuse
There are enough rules broken as written to worry about the ones which are ambiguous and could be broken if read in a certain way. It could reasonably be read to say that spells don't stack with themselves, and that is the best way to read it. If you are aware that it is open to interpretation there is only one reason to go with the interpretation which is unbalancing to the game ...
Last edited by PinkysBrain; 2007-04-29 at 07:46 PM.
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2007-04-29, 07:40 PM (ISO 8601)
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- Mar 2006
Re: Death knell abuse
well considering the flavor of the spell, that is, draining life force from a near-dead creature, i would imagine it would stack, game-balance reasons aside
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2007-04-29, 07:41 PM (ISO 8601)
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- Mar 2007
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- Oregon, USA
Re: Death knell abuse
"Usually" means spells that provide self-stacking bonuses are exceptions to the rule, and as such the spell text will point out the exception if it exists. Since death knell (and the consumptive field spells, for that matter) state no such exception, they do not stack with themselves.
A case could be made for death knell stacking with (greater) consumptive field, I suppose....Last edited by Jasdoif; 2007-04-29 at 07:42 PM.
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2007-04-29, 08:00 PM (ISO 8601)
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- Nov 2006
Re: Death knell abuse
No, that's definately not a reasonable way to read it, because this reading completely omits the word "usually", and it violates specific exceptions mentioned elsewhere in the rules. It's true that doing that does remove the ambiguity, but you've also changed the meaning of the sentence. Especially considering the follow on sentence states the more general rule which only focuses on bonuses of the same type not stacking, even if they come from different spells. That then brings us to the exceptions to the rule:
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.
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2007-04-29, 08:06 PM (ISO 8601)
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- Jul 2006
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Re: Death knell abuse
Either way, I don't see how you could really 'abuse' Death Knell, unless you were evil and liked killing your followers. You need to beat the snot out of the guy first, and by then it's just a magic CdG.
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2007-04-29, 08:24 PM (ISO 8601)
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- May 2005
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2007-04-29, 09:30 PM (ISO 8601)
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- Dec 2006
Re: Death knell abuse
No, that's not how it works. See http://www.wizards.com/default.asp?x=dnd/rg/20040210a
Originally Posted by Rules of the Game
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2007-04-30, 07:00 AM (ISO 8601)
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- Nov 2006
Re: Death knell abuse
No, that's not how it works. Skip Williams wrote that way back in 2004, and according to the latest FAQ (D&D FAQ v.3.5 Update Version: 04/20/07), unnamed bonuses do stack with each other:
The text for synergy under the Diplomacy skill on page 72 of the Player’s Handbook states: “If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.” I’m assuming that means if a character has 5 ranks in Bluff, Knowledge (nobility and royalty), and Sense Motive that the character would receive only a +2 synergy bonus on Diplomacy checks. Or would the character receive a +6 synergy bonus (+2 for each)?
The bonuses listed in the synergy section of a skill description are unnamed and so they stack. (There’s no such thing as a synergy bonus in the current edition of the D&D game.) The character in your example would receive a +6 bonus on Diplomacy checks.
You're looking at the wrong sentence. The one I was referring to is:
More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
This seems to clarify the intent of the first sentence, stating it as a general rule. That said, there does seem to be a mistake there, since this sentence seems to say that even things like Dodge bonuses don't stack. I assume the author meant to put a "usually" in there, but forgot to for some reason. In any event, it doesn't really clarify the situation when it comes to unnamed bonuses, unless you want to take the view that all unnamed bonuses share the same type.
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2007-04-30, 07:03 AM (ISO 8601)
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- Jan 2007
Re: Death knell abuse
That's an example of 3 unnamed bonuses stacking with each other. Since the FAQ is much more recent than Skip's article, that's the one which is considered to represent the current view of the rules.
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2007-04-30, 09:14 PM (ISO 8601)
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- Dec 2006