blargney the second
blargney the minute's son
Improved Initiative is the ultimate boost to AC.
Nifft said:- alter self -- Very flexible. Troglodyte and Lizardfolk are your best two forms; roughly comparable, since Trog gives +6 NA but -2 Dex, and LF gives +5 NA with no Dex adjustment. Trog gives Multiattack, so if you plan on doing that, your decision is done. LF gives +2 Str, which is nice if you want to escape a grapple... anyway. Roughly comparable.
Alter Self said:You retain your own ability scores.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
No, it doesn't require you to be proficient. If you're non-proficient, you can use it but have to apply its armor check penalty to many things. Since the mithral buckler has an armor check penalty of 0, that's not a problem.
You have much to learn, young grasshopperGerion of Mercadia said:Darn... I missed THAT cheese;
And I thought I was a hell of a powergamer.
Olaf the Stout said:At the moment I am thinking that casting Greater Mage Armor (+6 Armor Bonus, Spell Compendium)
mikebr99 said:3rd
Mike
Good Feat PS... it'll also work on the stat enhancing spells... cat's grace etc.?Plane Sailing said:Thanks, that's interesting.
It maps perfectly onto a home-grown metamagic feat I designed which is analogous to empower (lets call it 'enhance' or something) which adds 50% to the effectiveness of non-variable effects from a spell at +2 spell levels. thus an enhanced mage armour at 3rd level would be +6 armour, an enhanced protection from evil at 3rd level would be +3 resistance and deflection, and so on, which suggests I was in the right ballpark with my estimate of the appropriate spell level adjustment.
(n.b. this 'enhance' would only work on static non variable effects - so anything which varies by caster level couldn't be 'enhanced')
Cheers