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D&D 3E
Underwater Combat & Spellcasting Feats 
18th-Jan-2005 04:38 pm
Benji
I am creating a 9th Level, 1/2 sea elf, Druid NPC and would like some advice on feat selection. I have limited access to the core rulebooks.

What feats are available that help underwater combat and spell casting (both in normal form and in wild shape)? I plan to take Augmented Summoning, but have 3 feats available to spice up her underwater arsenal. I'd like her to be able to do more than cast Warp Wood on unsuspecting vessels.

I haven't really experienced underwater combat, so I am unfamiliar with the mechanics - especially spell casting.

FYI - she is the cohort to an 11th level Fighter(1)/War Mage(6)/Havoc Mage(4) CG Human "Privateer" Captain.

Thanks for the help.
Comments 
18th-Jan-2005 10:18 pm (UTC)
Natural Spell so you can blend into a school of fish and cast those summoning spells without getting noticed and disrupted (remember SNA takes a full round - from the beginning of this turn until just before the beginning of your next turn to take effect)

Silent spell might be good depending on how the DM feels about verbal components under water.

Augment summoning requires spell focus conjuration so take that.

If you can get a copy of complete divine there are a lot of funky wild feats that do things when you burn a wild shape to make them take effect.

Also, speaking of complete divine, there's a spontaneous healer feat that allows you to cast cure spells spontaneously just like a cleric - there's also a spontaneous wounder that lets you cast inflict spells spontaneously. I think both feats allow you do use them 1 time per cha bonus per day
19th-Jan-2005 01:18 am (UTC)
Always handy for underwater combat against pesky adventurers (who often have magical water-breathing abilities): Dispel Magic :-)
19th-Jan-2005 01:20 am (UTC)
Evilness aside, a few of the metamagic feats are handy with summoning, namely Maximize and Extend.

Most summoning spells only you give you 1 round/level, and big combats can last longer than. Maximize lets you got with the 1d3 lower-level creatures and get your money's worth.
19th-Jan-2005 01:46 am (UTC)
otherwise know as " she is cohort to someone who loves the classes in the miniatures handbook"

energy substitution, make use of sonic spells...vs ships fire..summoning spells...electric spells have cool effects but tend to harm the caster too. necromantic effects can be cool at sea. a crew that is dead never tires rowing...a whale that is a skeleton is dangerous especially since it has nothing to se a harpoon with.
19th-Jan-2005 01:47 am (UTC)
charm monster is geat for any enviornment btw.
19th-Jan-2005 09:25 am (UTC)
I made the whale as a zombie mistake, too many HD.
20th-Jan-2005 09:43 pm (UTC)
Its so easy to just really fuck up a bunch of humans at sea. Even some home brew spells...like say rot....tor would ruin a sea crew's day....rot the wood of their ship....sail off...outmanuever and blow them to bits from a distance....sails....why hit the crew when you can hit the mast and sails? Teleport to the hold and blow the gunpowder supplies....will sink the ship too....just have a teleport ready to get out...delayed blast fireball is perfect for this.
20th-Jan-2005 09:45 pm (UTC)
oh entangle is great as ships have small surfaces to stand on....illusion spells to make them think there is another ship...hell pull a mermaid swim to the side and convice sailors to jump in to their death at night under the water.
19th-Jan-2005 07:09 pm (UTC) - Core books, if it helps.
Anonymous
Dunno if this will be any help to you, but most of the core information can be found here:
http://www.systemreferencedocuments.org/35/theraven_stephenh/detail/index.html
or if you want to mouse around the WotC site, they've got it too, in RTF format.

That's one good deed for the day.
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