Author Topic: Spellweaver  (Read 4826 times)

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daken201

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Spellweaver
« on: July 13, 2010, 12:35:57 PM »
I might be playing a spellweaver in the next campaign and i need help figuring out how to give it more arms.... grillions blessing gives it two more but i would love to find something more permanent. Any sugestions?

Widow

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Re: Spellweaver
« Reply #1 on: July 13, 2010, 01:40:04 PM »
I might be playing a spellweaver in the next campaign and i need help figuring out how to give it more arms.... grillions blessing gives it two more but i would love to find something more permanent. Any sugestions?

Insectile template from savage species adds 4 arms I believe, I am not sure if the spell weaver qualifies. 

The same book has the vest of the naga (something like that) which is a vest that adds 2 arms.  I like to build in the Arms of Nyr if you are good into the suit to add a +2 Str and +2 Dex unlisted (Found in defenders of the faith).

The Spell battle arms from dragon magazine adds up to 4 arms and gives you full BAB, but it is a cleric/blackguard level 4 spell.

There is another wizards spells some place called extra arms, which does the exact same thing as grillions blessing, but is a different spell.

Your best bet is probably the magic item since it will run 24/7.

daken201

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Re: Spellweaver
« Reply #2 on: July 13, 2010, 03:25:19 PM »
Found the spell, Arms of Plenty in lords of madness. grow two extra arms its a level three spell not sure about how long it lasts though.

Wings of Peace

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Re: Spellweaver
« Reply #3 on: July 14, 2010, 05:47:30 AM »
Where is the Spellweaver from?  I haven't heard of it.

Suin Bahhar

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Re: Spellweaver
« Reply #4 on: July 14, 2010, 10:45:31 AM »
Spellweavers are six-armed alienlike humonoids found in the Monster Manual 2. Dragon 328 had an ecology article on them, explaining their ancient origin as race of a multiversal empire that tampered with time and unleashed a catastrofe that destroyed the vast empire in seconds.

Very cool race that communicates with handsigns and colorcoded messages and can spellweave: cast a total worth of six spell-levels of spells per round, equal to the number of free hands it has. So it could simultaneously cast a hold person, invisibility and a grease all in one standard action.

Upping its number of hands supposedly will up the total number of spelllevels the spellweaver can cast with his spellweaving special ability.

Empirate

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Re: Spellweaver
« Reply #5 on: July 14, 2010, 11:03:10 AM »
It won't if I remember correctly the way that the ability is worded. I wanted to use an eight-armed Spellweaver as a boss monster once but rules-wise, it didn't work out. You could still fudge it as a DM, but as a player you'll be out of luck.
Very cool monster, though!

daken201

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Re: Spellweaver
« Reply #6 on: July 14, 2010, 04:03:44 PM »
already worked it out with the dm about the (max sixth level) thing in there. it was a max of sixth because the weaver only had six arms. if it has more then the max is more....

so yea i am still looking for a way to get more arms. the arms aplenty is a good spell but as a scorcerer i am limmited on the number of spells i know so i dont want to waist them on a spell that a template would do better....

The_Mad_Linguist

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Re: Spellweaver
« Reply #7 on: July 14, 2010, 04:14:08 PM »
Awesome tactic for a spellweaver: cast animate object on your indestructable chromatic disc, and have it attempt to UMD itself.  It's indestructable, so it survives exploding, and deals d410 points of untyped damage to everything in a 30 foot radius.
« Last Edit: July 14, 2010, 04:16:15 PM by The_Mad_Linguist »
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daken201

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Re: Spellweaver
« Reply #8 on: July 14, 2010, 04:51:03 PM »
i would love to....unfortunately i had to get rid of the disk and lower the range of the telepathy for it to be a la 6 lol
Good news is that i have 3 free la to play with and still have the immunity of mind efects and spell weaving.
 also gained the ability to telepathicly speak to the other party members.

The_Mad_Linguist

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Re: Spellweaver
« Reply #9 on: July 14, 2010, 05:09:25 PM »
How low is the telepathy range?

Mindsight (lords of madness) gives you an excellent sensory mode based on the range of your telepathy.
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daken201

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Re: Spellweaver
« Reply #10 on: July 14, 2010, 11:08:13 PM »
Yea...its 100 miles....between themselves. its only 250 feet for anything other than a spell weaver....i would say sense the telepathy extends 100 miles that the mind sight would to.

The_Mad_Linguist

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Re: Spellweaver
« Reply #11 on: July 14, 2010, 11:15:04 PM »
Yeah, definitely get that.  Hell, even at 250 feet it's fantastic.

They'll call you radarboy.

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daken201

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Re: Spellweaver
« Reply #12 on: July 15, 2010, 03:02:32 PM »
oh yes. actually i was wondering if anyone knew of any powers that had a long range and didnt require line of effect i think sense i can "see" them i will have line of sight...

fencediddy

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Re: Spellweaver
« Reply #13 on: July 15, 2010, 08:54:39 PM »
watch out for Fuse Arms... lol

i can cast 50 spell levels worth of spell :lmaos... *Fuse Arms* :fo... I can cast 2 spell levels worth of spells :bs

Prime32

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Re: Spellweaver
« Reply #14 on: July 15, 2010, 09:19:44 PM »
Savage Species has rules for constructing weapons so that they can be wielded with up to eight hands. Get a quarterstaff and deal 4.5x your Str mod in bonus damage.

Y'know, just in case your spells stop working for some reason.
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daken201

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Re: Spellweaver
« Reply #15 on: July 15, 2010, 09:48:55 PM »
lol yea fuse arms would really ruin my day...but then again i am going for a force specialist. so magic missile will still be doing some damage even if i can only pop off 2 a round lol...err three one quickend lol