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Topics - SleepyShadow

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21
Min/Max 3.x / Incarnum Archer Help
« on: February 17, 2012, 04:42:12 PM »
I'm trying to make this concept work, but I've only got a half-formulated character build at the moment and little idea of what to do from this point. Here is what I have so far:

Incarnate 2/Cleric 3/Sapphire Hierarch 10

I know I'll be taking Point Blank, Precise, and Rapid Shot, but I'm at a loss for what other feats to take, or even what my last five levels should be. Could someone help me out please?

22
Min/Max 3.x / Arcane Hierophant Advice
« on: January 31, 2012, 02:46:41 PM »
I'm having a hard time with this one. I'm not really fond of entering Arcane Hierophant so late, but I can't see another way to do it and still retain 9th level spells in both druid and wizard casting. It's that +4 BAB requirement that makes it so tough. Could I get a hand please?


Mori

Neutral Evil Elf

Conjurer 1/Druid 3/Mystic Theurge 4/Arcane Hierophant 10/Mystic Theurge +2

Feats: Cloudy Conjuration [Wizard], Precocious Apprentice, Natural Bond, Companion Spell Bond, Natural Spell, Spell Focus (Conjuration), Augment Summon, Quicken Spell


Any help would be appreciated. Thanks  :D

23
Min/Max 3.x / PEACH My Villain
« on: January 26, 2012, 01:55:42 AM »
I have quite a few characters (or rather, NPCs, as 'characters' implies that I get to be on the other side of the DM screen ...) and I'm always looking for ways to improve them since my players build characters that typically fall in the upper range of optimization. This fellow is a particular favorite of mine, and I would like a bit of help making him stronger, or at least a general consensus of "he's optimized enough". I appreciate the help  :)

Niho
Lawful Evil Human
Class: Battle Sorcerer 6/Spellsword 1/Abjurant Champion 5/Knight Phantom 8
Feats: Power Attack [Human], Still Spell, Improved Bull Rush, Combat Casting, Shock Trooper, Leap Attack, Power Lunge, Force of Personality
AFC: Spell Shield

He ends up with BAB +18 and Caster Level 19. Any thoughts?

24
Legends of the Heroes / Queen of the Spiders!
« on: January 25, 2012, 11:42:32 PM »
Found here - http://www.giantitp.com/forums/showthread.php?t=230204

Since I'm a bit too lackadaisical to write it up twice  :D

25
Handbook Discussion / The Quintessential Ninja Handbook Discussion
« on: January 24, 2012, 04:04:24 AM »
How'd I do? Any thoughts on improvement? Anything I left out? Anything you would like me to post, such as races, feats, builds, multiclassing, or anything of that ilk? Feedback of any sort is appreciated  :D

[EDIT] Also, Handbook: http://www.minmaxboards.com/index.php?topic=2823

26
[D&D 3.5] Low-Tier Campaign / Low-Tier Character Sheets
« on: January 21, 2012, 06:44:30 PM »
Character sheets. They go here.

27
[D&D 3.5] Low-Tier Campaign / The Long Road to Glory
« on: January 21, 2012, 04:38:36 PM »
Zhona is the most prosperous city on the northern plains, renowned for its sophisticated culture, its technological advances, and its military might. The high-walled city stands as a beacon of civilization unrivaled by any other kingdom, and from his palace in the center of town King Alm Frost oversees it all. Merchants of all varieties can be found here, peddling their wares and haggling with customers. Crimson-clad sentries patrol the walls and gates, while the blue-clad city watch patrols the streets. It is well-known that these two groups have a friendly rivalry between them. Just outside the city in the rolling grassy plains, groups of young would-be knights are trained in all forms of combat, as well as in the intrigues of the court and the doctrines of chivalry.

A few months ago, trade has opened up between Zhona and the island nation of Ken Kosuta, bringing in exotic spices, fine silks, and some rather unusual creatures as well. Though all races are welcomed by Zhona, the people of the city are wary of the strange folk that have begun calling the mainland their home. The Zhonans have also been growing increasingly curious about a school of some sort that a man from Ken Kosuta established a few weeks ago. However, the school neither advertises what it teaches, nor does it ever seem to be open.

However, the people have began to feel that something is lurking in the shadows, something old and terrible. Old folktales recount how dragons once stalked the city, slaughtering anyone who dared to even glimpse at the knowledge or the treasure that was theirs. These old folktales have begun to resurface lately, even though a dragon has not been seen in many years. Along with the stories, old feelings of mistrust toward dragonfolk (half-dragons, kobolds, and the like) have begun resurfacing as well, and tension has been growing on the streets.

Most recently, a historical archivist named Toran McGraham has gone missing, seemingly vanished into thin air. The city watch is baffled by his disappearance, and rumors have been spreading, with everyone having theories more outrageous than the last. Some say that he left town without telling anyone, off to go unearth another piece of history, and just has not returned. Others speculate that in a bout of depression he killed himself, and that the city watch needs to be searching the bottom of the lake rather than questioning Toran's neighbors. Still others blame a young spellscale woman that lives in the area, accusing her of murdering the historian for stumbling upon some piece of dragon lore.


So, what are your characters doing in the city of Zhona?

28
[D&D 3.5] Low-Tier Campaign / Low-Tier Artwork
« on: January 21, 2012, 03:10:04 PM »
Since a picture says a thousand words, and can be awfully obnoxious-looking placed in the middle of a chunk of text, here's a place for pictures relevant to the game. Whether they are character portraits, sketches of what you think the landscape looks like, or just something along the lines of "wouldn't it be cool if we went here/had this sword/fought this monster?"

Have fun with it!

29
[D&D 3.5] Low-Tier Campaign / Low-Tier OOC
« on: January 21, 2012, 03:02:59 PM »
Just a place for out of character chatting, discussion about the game, rules debates, internet cookies, etc etc. Run rampant  :D

30
Handbooks / The Quintessential Ninja Handbook
« on: January 14, 2012, 07:46:29 PM »
The Quintessential Ninja Handbook
Hi there, I'm SleepyShadow. I've been a fan of ninjas for a long time, whether they are in books, movies, or other media. Except for certain television shows, of course. Ninjas are stealthy assassins, they should not wear orange. Why, if I had a dime for every shredded character sheet one of my players has shown me with their attempts at statting up that orange pajama wearing idiot ...

*ahem*

As I was saying, welcome to The Quintessential Ninja HandbookTM! Why is it the quintessential handbook, you ask? I'll tell you. I looked around for quite some time, but never have I found a handbook dedicated to these most wonderful and entertaining classes.

"But SleepyShadow!" you would say. "There's only one ninja class!"

Wrong! There are in fact three ninja base classes that I have discovered: The NinjaCA and the Rokugan Ninja. The third ninja base class belongs to Big Eyes Small Mouths d20, and only a DM willing to cry tears of bloody frustration have goofy fun would ever allow BESM d20 and D&D 3.X to mingle. Trust me, I've been there, done that, wept for three days enjoyed the heck out of it.

Because this is a handbook about ninjas and not just an old man's rant about them, I'll get down to business. I'll use this to denote good choices, this color to denote average/moderate/mediocre choices, and this to denote bad choices.

To start, let's examine the NinjaCA and what it has to offer:

  • Average BAB - Okay, we aren't winning any awards here, but you could be doing worse.
  • 6 Skill Points per Level - Alright, now we got something to work with. Your skill list isn't bad either, though you might wish Use Magic Device was a class skill.
  • d6 HD - You need hit points to survive in combat. You do not have much hp. Watch out.
  • Good Reflex Saves - Great! Dodge those pesky fireballs with ease!
  • Bad Fort and Will Saves - Ouch. Two bad saves is a bummer. These two as your bad saves make you sadly vulnerable to instant kill spells and the like.
  • AC Bonus - Wisdom mod to AC is nice, especially since you have no armor proficiency. It also slowly increases as you level up. Unfortunately, not fast enough.
  • Ki Power - This is what fuels your ninja powers of awesome. It also gives you a small bonus to your will saves as long as you haven't used up all of your ninja powers for the day.
  • Sudden Strike - Alright! We get sneak ... wait, no you don't. Sudden Strike only applies to opponents that are denied their dex to AC. No flanking. Means you must get creative, or keep reading.
  • Trap Finding - Always useful, and with your skill points and skill list, this means you are a skill-monkey in addition to being a shadowy assassin. Versatility is good.
  • Ghost Step - Congratulations! Your first real ninja power! Swift action invisibility is very nice, especially since at level 2 you likely don't have anything else that's swift action.
  • Poison Use - I rank this at standard black because it's nice if you use poison, useless if you don't. Obviously.
  • Great Leap - Quite useful outside of combat, and if you're clever you can use it in combat, too. The classic sky-high ninja jumping.
  • Acrobatics - Never say no to skill bonuses, but always ask for more  ;)
  • Ki Dodge - The second ninja skill you learn seems lackluster compared to Ghost Step. It's only 20% miss chance, and only for 1 round. My advice: Go Invisible!
  • Speed Climbing - What ninja can't run walls? Well, now you can. Not quite spiderclimb, but unless you need to cling to the walls this will be good enough.
  • Ghost Strike - Fight ghosts on equal ground. More importantly, land a Sudden Strike on an ethereal caster.
  • Improved Poison Use - This moves up to black if you're a dedicated poison user, but otherwise you typically have better things to do with your move actions. Like move.
  • Evasion - Whoo! No fireball damage! Wait ... this is at level 12. A nice ability, but comes late. You will likely have already purchased a Ring of Evasion by now.
  • Ghost Mind - So now you're dodging scrying spells. Handy, but if you're doing your job the enemy should have no reason to think about scrying for you.
  • Ghost Sight - Not quite true seeing, but certainly covers the basics.
  • Greater Ki Dodge - A nice late game benefit, but one I still advise to use as infrequently as possible by not being in a position that requires dodging attacks in the first place.
  • Ghost Walk - If you made it to level 20 in this class, congratulations. Your capstone ability: A 7th level wizard spell that has likely been seeing use for a while now.

For your stats, I recommend Dex>Wis/Con>Int>Str>Cha.

So as we've seen, some good, some bad. That's to be expected of a non-caster class though. Now we need to make the most of what you've got. After all, being a ninja isn't an easy thing to do. I like to view the NinjaCA as the thinker's Rogue. You can't just flank with the Fighter and mindlessly sneak attack you way to victory. However, if you're willing to put forth the effort, you may find you achieve greater results than the average skill monkey.

31
Min/Max 3.x / Is this grapple terror too much?
« on: January 13, 2012, 03:12:11 AM »
With the end of the Oriental Adventures campaign, I once again find myself behind the DM screen. After picking up a copy of Red Hand of Doom, I decided that it would fit nicely into the group's collectively built campaign world (before we went to Rokugan for a bit). However, the important villains throughout the adventure are too weak for the group of well-practiced optimizers I play with, so I decided to replace them all with custom villains of my own. However, I won't worry about the other villains until the group gets there.

So without further adieu, would this guy present a tough but fair challenge to my group, and if not, what could be done to fix it?


Ton Mu Fai
Neutral Evil Half-Ogre Aquatic Half-Orc

Class: Unarmed Swordsage 2/Fighter 2/Lion Totem Barbarian 1/Black Blood Cultist 3/Scaled Horror 1

Feats: Aberration Blood (Flexibile Limbs), Track, Inhuman Reach, Deepspawn
Bonus Feats: Improved Unarmed Strike,  Weapon Focus (Unarmed Strike) [Swordsage], Power Attack, Cleave [Fighter], Improved Grapple [Cultist]

32
Introduce Yourself / Howdy
« on: January 13, 2012, 01:20:02 AM »
Well, if I'm going to introduce myself, I might as well do it properly. I'm a longtime GM for too many game systems to count, I love building characters despite the fact that I almost never get to be a PC, and I subscribe to the idea of Practical Character Optimization.

If anyone on the web is interested in doing a Play-By-Post campaign, let me know.

... did I miss anything? Well, that's my introduction then. Catch you on the forums.

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