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  1. - Top - End - #1
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Nest of Bees - TO: Quiver(s) of Anariel

    Welcome to my newest TO build (you have been warned!^^). This time we will optimize multiple Quiver of Anariel together with Telekinesis: Violent Thrust.
    The build has a lil problem thou... gold. You see, we will need 6+ Quiver of Anariel (the more the better.. a minimum of 6 is heavily encouraged) and even with crafting them yourself, they take most of our WBL up to lvl 20. We need to target that many arrows simultaneously,but the quiver replenishes after the arrows have been taken out. Finally, we ain't "drawing ammunition" by RAW. Because the free drawing rule sole applies if you need them for your ranged weapon. You could try to argue that Arcane Fusion allows you to decide the order the spells take effect, but imho they still are simultaneously from the Quiver's perspective and thus wouldn't work either.
    So we need half a dozen (or more^^) Quivers of Anariel. This inspired me to the name the build...



    Nest of Bees




    Race: White Dragonspawn Changeling (+1LA)
    The build relies on buying off the White Dragonspawn template to squeeze out the +1 Sorcerer casting. This is because we need the enter our PRC(s) at lvl 6 without delay and both require 3rd lvl spells. Thus the cheese and the buy-off (and also to get the last lvl of recaster). The extra lvl of casting progression also fills the 4/5 progression of recaster so that we end with 20lvl of Sorcerer casting progression at the end.

    Starting Stats: (32 p.)
    STR: 8
    DEX: 14
    CON: 14
    INT: 14
    WIS: 12
    CHA: 16
    (max out with lvls, gear and wish)


    Sorcerer 5 / Incantatrix 10 / Recaster 5


    Level Class BAB For Ref Wil Skills Feats

    *bonus Incantatrix
    Class Features
    1st Sorcerer
    Domain Access (War)
    +0 +0 +0 +2 Concentration: 4
    Craft (Poison): 4
    Knowledge (arcana): 4
    Spellcraft: 4
    Iron Will Familiar: Raven
    2nd Sorcerer
    Domain Access (War)
    +1 +0 +0 +3 Concentration: 5
    Craft (Poison): 5
    Knowledge (arcana): 5
    Spellcraft: 5
    3rd Sorcerer
    Domain Access (War)
    +1 +1 +1 +3 Concentration: 6
    Craft (Poison): 6
    Knowledge (arcana): 6
    Spellcraft: 6
    Extend Spell
    4th Sorcerer
    Domain Access (War)
    +2 +1 +x1 +4 Concentration: 7
    Craft (Poison): 7
    Knowledge (arcana): 7
    Spellcraft: 7
    5th Sorcerer
    Domain Access (War)
    +2 +1 +1 +4 Concentration: 8
    Craft (Poison): 8
    Knowledge (arcana): 8
    Spellcraft: 8
    War Domain
    6th Incantatrix +2 +1 +1 +6 Concentration: 9
    Craft (Poison): 9
    Knowledge (arcana): 9
    Spellcraft: 9
    Craft Wondrous Item

    *Sanctum Spell
    Focused Study

    Bonus Metamagic Feat
    7th Incantatrix +3 +1 +1 +7 Concentration: 10
    Craft (Poison): 10
    Knowledge (arcana): 10
    Spellcraft: 10
    Cooperative Metamagic
    8th Incantatrix +3 +2 +2 +7 Concentration: 11
    Craft (Poison): 11
    Knowledge (arcana): 11
    Spellcraft: 11
    Metamagic Effect
    9th Incantatrix +4 +2 +2 +8 Concentration: 12
    Craft (Poison): 12
    Knowledge (arcana): 12
    Spellcraft: 12
    Accelerate Metamagic
    (Sanctum Spell)

    *Chain Spell
    Bonus Metamagic Feat
    10th Incantatrix +4 +2 +2 +8 Concentration: 13
    Craft (Poison): 13
    Knowledge (arcana): 13
    Spellcraft: 13
    Metamagic Spell Trigger
    11th Incantatrix +5 +3 +3 +9 Concentration: 14
    Craft (Poison): 14
    Knowledge (arcana): 14
    Spellcraft: 14
    Seize Concentration
    12th Incantatrix +5 +3 +3 +9 Concentration: 15
    Craft (Poison): 15
    Knowledge (arcana): 15
    Spellcraft: 15
    Arcane Thesis
    (Arcane Fusion)

    *Persistent Spell
    Instant Metamagic 1/day

    Bonus Metamagic Feat
    13th Incantatrix +6 +3 +3 +10 Concentration: 16
    Craft (Poison): 16
    Knowledge (arcana): 16
    Spellcraft: 16
    Snatch Spell
    14th Incantatrix +6 +4 +4 +10 Concentration: 17
    Craft (Poison): 17
    Knowledge (arcana): 17
    Spellcraft: 17
    Instant Metamagic 2/day
    15th Incantatrix +7 +4 +4 +11 Concentration: 18
    Craft (Poison): 18
    Knowledge (arcana): 18
    Spellcraft: 18
    Poison Use

    *Twin Spell
    Improved Metamagic

    Bonus Metamagic Feat
    16th Recaster +7 +4 +4 +13 Concentration: 19
    Craft (Poison): 19
    Knowledge (arcana): 19
    Spellcraft: 19
    Metamorphic Spell (Components)
    17th Recaster +8 +4 +4 +14 Concentration: 20
    Craft (Poison): 20
    Knowledge (arcana): 20
    Spellcraft: 20
    Expanded Knowledge
    (Arrowsplit)

    Sudden Metamagic
    (Extend Spell)
    18th Recaster +8 +5 +5 +14 Concentration: 21
    Craft (Poison): 21
    Knowledge (arcana): 21
    Spellcraft: 21
    Arcane Thesis
    (Arrowsplit)
    Metamorphic spell (time)
    19th Recaster +9 +5 +5 +15 Concentration: 22
    Craft (Poison): 22
    Knowledge (arcana): 22
    Spellcraft: 22
    Expanded Knowledge
    (Hunter's Eye)

    Sudden Metamagic (---)
    20th Recaster +9 +5 +5 +15 Concentration: 23
    Craft (Poison): 23
    Knowledge (arcana): 23
    Spellcraft: 23
    Metamorphic spell (space)
    *Note on "Arcane Thesis: Arcane Fusion":
    I'm going all out with the cheese here again. I'm relying on the interpretation of Greater Arcane Fusion here "to work like Arcane Fusion". In 3.5 if something "works like something else", it also becomes compatible like that. Compare it alternate Wild Shapes like "Urban Shape" that "works like Wild Shape". This garants compatibility with magic items, feats and other stuff. Same with "Greater Arcane Fusion" and normal "Arcane Fusion". Thus taking Arane Thesis on the normal version also applies to the "Greater" version. If the cheese stinks to much for you, you are free to go sole for Arcane Thesis: Greater Arcane Fusion (which sole loses some lvling and flexibility power).



    Spells Known
    Spoiler: Spells Known
    Show

    Note that due to "Domain Access" we know one 1st and 2nd lvl spell lesser then a normal sorcerer would have. The remaining spell lvls are unaffected by this.
    Quote Originally Posted by Domain Access
    Replaces: To gain this benefit, you do not learn a new 1st-level sorcerer spell and a new 2nd-level sorcerer spell at 5th level. From now on, you know one less sorcerer spell that you can cast at each subsequent level (not counting the domain spells from this alternative class feature).
    If it says sole "Level" in class descriptions, it always refers to class level and not to spell level. That is the common used format for class descriptions. It doesn't say "each subsequent Spell Level".
    Even if you(r DM) should rule otherwise, most spells are not mandatory for the build and thus you could still get the build to work.




    1st
    Magic Missile - For lvling purposes. Can also be used for our Metamagic Sneak Attack combo (see below).
    Grease - Good crowd control that also enables our Metamagic Sneak Attack combo.
    Loresong (dragon magazine) - Scaling boost (up to +14) to any one skill you choose (Spellcraft for Incantatrix!). Can be persisted.
    Magic Weapon - Needed to craft Quiver of Anariel


    2nd
    Alter Self - For lvling purposes. Can later be exchanged for something else
    Mirror Image - always a good defensive
    Invisibility - For lvling purposes. Can later be exchanged for something else
    Scorching Ray - For lvling purposes. Can also be used with Metamagic Sneak Attacks later

    2nd / something else^^:
    Wings of Cover - At the early levels the spellslot is to precious. But later on, this spell is pure gold.
    Touch of Idiocy - Nice against enemy casters. At lvl 20 we can chain it (see further below).


    3rd
    Flame Arrow - give 50 arrows +1d6 fire. Important against enemies that might be immune to our regular dmg type.
    Magic Weapon, Greater - for general purposes and if the DM should argue that we need it for higher +X quivers.
    Dispel Magic - for general purposes
    Shrink Item - we need it for our Quivers..^^



    4th
    Minor Creation - easy & fast way to craft (plant based) poisons
    Polymorph - for lvling purposes and gives a nice lategame combo with our quivers.
    Shadow Conjuration - a very flexible spell. e.g conjure a "mount" or "phantom steed" (craft Horseshoes of Flame for your horse for extra fun).
    Invisibility, Greater - enables Sneak Attacks against most enemies. Since we can persist it, Grease becomes a fallback option (against enemies that can see invisible things).

    5th
    Arcane Fusion - 2 spells (lvl 1 & lvl 1-4) at once. Always handy to exploit stuff.
    Telekinesis - the main spell for this build
    Fabricate - to craft even complex poisons fast and in large quantities.
    Permanency - mainly for Shrink Item


    6th
    Contingency - always handy to have.
    True Seeing - imho almost always useful in most campaigns
    Eyes of the Oracle - ready a standard action each turn for free


    7th
    Teleport, Greater - at some point we all get annoyed of random encounters..^^
    Limited Wish - while barely used (due to the XP cost), to good to pass by
    Forecage - Sanctum + Chain Spell solves most fights



    8th
    Greater Arcane Fusion - for our main combos
    Shadow Conjuration, Greater - not mandatory but nice to have due to its flexibility.
    Irresistible Dance - a great crowd control spell. we also get a great lvl 20 combo with it (see below)



    9th
    Mage’s Disjunction - No special purpose
    Shades - Very flexible, thus nice to have as Sorcerer
    Shapechange - To flexible and strong to pass (but not mandatory, as the other 9th lvl spells).


    The build is more focused to the mid to late levels. The early levels are mostly in preparation, but with the right leveling spells it shouldn't be a problem to reach those levels. We have a heavy focus on metamagic to pimp our Quivers of Anariel into deadly chain-guns. Since we need a high amount of projectiles for our combo, we need multiple quivers to have enough projectiles available. I spare you the calulation for now, just let me tell you that we need a minimum of 6 Quivers of Anariel to have a somewhat fluent build.


    Spells to Persist

    Divine Power
    For obvious reasons. Don't forget to share it with your familiar.


    Loresong
    Buff Spellcraft for Incantatrix and persist it all day long. Helps with the skill check for the related abilities.


    Hunter's Eye
    Sneak Attack all day long, up to +6d6. Another spell to share. Note the lasted rule update in Rules Compendium regarding Precision Damage on multiple attacks:
    A form of attack that enables an attacker to make multiple attacks during an action other than a full-round action, such as the Manyshot feat (standard action) or a quickened scorching ray(swift action), allows precision damage to be applied only to the first attack in the group.
    With spontaneous metamagic we ensure the full-round action to get Sneak Attacks on all of our attacks and not sole the first!


    "Nest of Bees"

    1. Fist we need someone to craft us some "colossal" masterwork quivers (ideally 6+ as mentioned).

    2. Cast Shrink Item & Permanency on it/them.

    3. Now craft em into Quivers of Anariel +5

    4. Let someone craft wooden cases like in the picture at the top of the post.

    5. Glue 3 cases together into a honeycomb form and attach a shoulder strap and a grip onto it.

    You have to ensure that the Quivers will never resize due to the "magic gear resizing rule". That happens when you try to equip the quiver itself properly (at your shoulder). But due to the wooden cases this should never happen. Thus you have "colossal arrows shrunk down to medium size". Shrink Item has the rule that the shrunk object returns to its original size if it hits a solid surface. When we now launch arrows from the quiver, they will hit as colossal +5 daggers (3d6). Each quiver can hold 20 arrows at a time, which gives us 120 arrows to launch simultaneously (assuming 6 quivers).


    Metamagic Combos

    This is just a small selection of the most important combos the build has access to.

    Sanctum Twin Chaining "Telekinesis - Violent Thrust"

    This one is for fighting multiple enemies at once.
    Violent Thrust has a single target for all launched projectiles. The launched projectiles are not "targeted by the spell" but sole as part of the spells effect. The "Target" is the enemy/object/space you are tying to hit:
    Quote Originally Posted by Violent Thrust
    ...You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). ...
    The hurled objects/creatures are not targeted. The "target" (!not targets!) is the point/object/creature of desitantion where all the projectiles are lauchend at. As such Violent Thrust qualifies for Chaining up to 20 secondary targets. 30 projectiles (thx due to twin) that hit up to 21 enemies. Full-Auto-Penetrating-Homing Missiles anyone??^^


    Sanctum Twin "Greater Arcane Fusion" : Telekinesis + Sanctum Telekinesis
    This one is the non-loop option for smaller trash packs or single target enemies. Since (greater) Arcane Fusion is a personal spell, we can share it with our familiar for extra fun. We are effectively casting 8 times Telekinesis each with 15 projectiles. Either hit up to 8 targets with 15 each or focus fire on a single foe for 120 projectiles. 6 Quivers needed to hurl 120 arrows simultaneously.


    Sanctum Twin "Greater Arcane Fusion" : Sanctum "Greater Arcane Fusion" (...) + Sanctum Telekinesis
    This is an infinite loop, or at least as long as you can find enough projectiles in reach to launch at your target(s). Since we always can re-pick Sanctum Greater Arcane Fusion as the 1-7th lvl spell, we can repeat the chain as long as we want and have enough objects/creatures to hurl in reach.


    Twin Chain Metamorphic spell (space) "Arrowsplit"
    With Metamorphic spell (space) we can change Arrowsplit into a ranged touch spell which then qualifies for Chain Spell. By adding Twin on top we can buff 42 Arrows with Arrowsplit ("42", the answer to everthing^^).
    As a swift spell we can cast this madness always before unleashing our Telekinesis combos.
    This adds 42 x 1d4 "identical masterwork arrows" to our regular arrow amount per turn. Note that a magical arrow is still a masterwork arrow and to be identical it has to keep its magical properties after splitting up. Thus all pieces count as +5 arrows (and later as colossal arrows that deal 3d6 +5 dmg as a dagger on impact)


    Chain "Metamorphic spell (space) "Polymorph"
    Polymorph is another spell that can be chained after we turn it into a ranged touch spell. Nice to buff up your party/allies.


    Chain Forcecage
    Takes out all enemies that can't teleport out of it.


    Chain Metamorphic spell (space) "Irresistible Dance"
    Take out all enemies that don't have any SR.


    Poison Use / Craft Poisonmaking
    With polymorph, minor creation, fabricate & craft poisonmaking we have enough options to craft high amounts of poisons. Since some enemies might have very high DR or even be immune to normal weapon dmg, it's a nice backup to ensure the kills.


    END

    So we are looking at a character with effectively a triple miniguns under each arm (one for his own Violent Thrust, the other for his familiar). I feel like having created a FPS character (First Person Shooter)..Doomguy anyone??^^
    As mentioned in the beginning, the build kicks in late. But it is more of a thought lesson and not really intended for play. In the end we are looking at an amazing fire-rate of up to 1200 arrows per minute (without Infinite Loop). And that doesn't even include our "Shot Ammo" (Arrowsplit combo).

    I hope that I didn't miss anything. As always, there might be lil updates in the following days, if I should have missed anything..

    Thx for reading the wall of text.
    I hope that you have enjoyed it and that you leave some feedback.
    I would appreciate it.


    Spoiler: Spoiler for my next build's topic
    Show
    Money in my Pocket
    a build to become filthy rich


  2. - Top - End - #2
    Halfling in the Playground
    Join Date
    Jul 2019

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    What happens if you cast ghorus toth's magnetism within range of a quiver of anariel?

  3. - Top - End - #3
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    Quote Originally Posted by Elenian View Post
    What happens if you cast ghorus toth's magnetism within range of a quiver of anariel?
    Interesting question.. ^^


    Lets have a look at Ghorus Toth's Magnetism effect
    Every metallic object entering the zone of attraction is pulled toward the target creature or object by this attractive force, which has an effective Strength score of 10 + the caster's level (maximum 25).
    Every round metal creatures or objects remain within the zone of attraction, they must attempt an opposed Strength check against the force.
    1) So, if we are already in the zone, our Telekinesis - Violent Thrust attacks still work normal. Our attacks are sole affected if we attack from outside the zone and the "arrows enter the zone".

    2) The arrows we fire aren't immediately destroyed, since they ain't have been used as "ammunition". They have dealt damage as a "dagger". Remind you that when you use an arrow as improvised weapon and also deal dmg as a dagger it ain't destroyed either (this is what also enables "Chaining" the arrows in the first place) . The ammunition rules only apply if it is used as actual ammunition. As such the duration of the Quiver of Anariel kicks in and dictates how long the arrow remains in existence:
    Quote Originally Posted by Quiver of Anariel
    Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.
    3) As such, all remaining arrows in the zone would be affected at the end of the turn of caster who cast Ghorus Toth's Magnetism. All creatures and object that remained in the zone at the end of the round/turn of the caster are now affected.

    I hope this should sum up the interactions between the two spells.

    edit: Almost forgot...
    The arrows in the quiver are also affected if they are remaining within the zone. All 20 arrows per quiver are affected once. Not more, not less. Because when the quiver starts to replenishes the arrows, the moment where Ghorus Toth's Magnetism could affect em is already over for this round. The same as with Violent Thrust. The can only affect arrows that are already there and not those that would replenish after the spell's effect.

  4. - Top - End - #4
    Orc in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Oct 2012

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    Don't improvised weapons (ie: what you're using the arrows as) have a 50% to break after hitting anything?

  5. - Top - End - #5
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    Quote Originally Posted by Pinkie Pyro View Post
    Don't improvised weapons (ie: what you're using the arrows as) have a 50% to break after hitting anything?
    Nope:
    Improvised Weapons

    Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
    You are probably mixing up the "ammunition rules" with the "specific improvised weapon rules of a Drunken Master":
    Ammunition

    Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
    When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.
    We ain't using the arrows as ammunition for a ranged weapon, nor are we a drunken master using an improvised weapon.

    I was referring to the "arrow as improvised dagger" rule because there it is the same case. The arrow isn't used as ammunition for a ranged weapon when you use it as a dagger and thus doesn't break apart when it hits the enemy.

    Violent Thrust doesn't use the arrows as improvised weapons (nor is any other object thrown an improvised weapon when used with Violent Thrust). It sole gives a specific exception how the damage for "Violent Thrust + Arrows" is determined. And since Violent Thrust ain't a ranged weapon, it doesn't use the arrows as ammunition.
    Nor do any "dagger attack feats" (e.g. Weapon Focus) apply when you use your arrows with Violent Thrust. Not even Weapon Specialization: Dagger, because the arrow sole deals damage as a dagger but ain't a dagger. Thus Weapon Specialization can't target it at all. Because it increases the damage of actual dagger and not of things that deal damage as a dagger.

    I hope this mess is somewhat comprehensible... If not, say something and I'll try again..^^

  6. - Top - End - #6
    Bugbear in the Playground
     
    Malphegor's Avatar

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    May 2018

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    Ooh excited for your next build as the best way I know to crack WBL over your knee and just make filthy profits is to run a PHB2 business that’s also a DMG2 affiliation but it’s slow at the start for maybe a year or two but eventually it just starts being ‘has time passed? Cool free money that just grows ever bigger to reinvest into more businesses everafter’

    I doubt you’re going that way so I’m fascinated to learn how you’re making mad cash.
    OI YOU! Join this one Discord where people talk 3.5 stuff! Also chicken infested related things! It’s pretty rad! https://discord.gg/6HmgXhUZ

  7. - Top - End - #7
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Nest of Bees - TO: Quiver(s) of Anariel

    Quote Originally Posted by Malphegor View Post
    Ooh excited for your next build as the best way I know to crack WBL over your knee and just make filthy profits is to run a PHB2 business that’s also a DMG2 affiliation but it’s slow at the start for maybe a year or two but eventually it just starts being ‘has time passed? Cool free money that just grows ever bigger to reinvest into more businesses everafter’

    I doubt you’re going that way so I’m fascinated to learn how you’re making mad cash.
    Lil teaser:

    A business is part of the build, but that is sole a small part of the income. I have found other more profitable options^^. I have to admit, while the build gets filthy rich (more money then the rest of party has together), it's not the single main goal. You have to make good use of the money too^^

    The core build itself is finished for the most part. I'm currently fleshing out the items section and some minor stuff here and there. I think the writeup should be finished in a week or two if nothing happens. I'm a bit short on free time for 3.5 stuff..

    I hope that the build will still fit your expectations^^

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