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Messages - Endarire

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Intro & Notes
Greetings, all!

A friend and are are preparing for a local game happening in the coming months.  I seek optimization advice for our party since I want to be prepared.

I suggested we call our group Team Kegger since we already know the game starts with our characters meeting in a bar (or a tavern or an inn).

Roles to Cover
NOTE: As of this draft, this is how our planned party covers the main roles in the game.

-Primary Melee: Melee Cleric, Rogue (if dual wielding), Animal Companion

-Secondary Melee: Druid

-Primary Physical Range: Cleric Archer (who is also a Cleric)

-Crowd Control: Melee Cleric (tripping and Large+ size), Druid (entangle and Wild Shape), Wizards (grease, glitterdust, stinking cloud, web, tentacles!)

-Primary Socialite: Rogue (Bluff, Diplomacy, Intimidate, Sense Motive)

-Primary Trapper: Rogue

Important Notes!
-Expect some house rules to alter the game from RAW.  For example, some material will be unlocked after the game starts:  This post focuses on making things to be ready for the first session.

-This game is set in a homebrew setting.

-Ability score generation method is to be announced.

-We start at level 1 and will likely reach level 13-15 by game's end.  We hope for other chapters after this main first one that continue our adventure.

-We were told not to expect to need to super-optimize to win, but since we know this is D&D 3.5 where the game can be super swingy and we know that characters can die, we'd prefer to be prepared.  (I've experienced a level 1 Rogue who went from full HP to dead in one greataxe critical.)

-By default, characters are made with the PHB1 only!  For example, subraces like Gray Elves are core, but not allowed

-Single classed characters only!  In this game, each class is considered a way of life in a manner much more akin to 2E AD&D.  Modified prestige classes for each class have been hinted at as means of subspecialization, but details are undisclosed so far:  Just assume the PrCs don't change the base classes significantly.

-Wizard specializations (Conjurer, Evoker, etc.) aren't initially available.  Their unlock status is TBD.  Thus, assume all Wizards are generalists.

-For now, assume all Clerics are ethos Clerics and can choose their 2 domains.

-We have 2 players and a maximum of 6 PCs in the party at any time.  (Minions from classes, spells, etc. don't count toward this limit.  Animal companions, special mounts, and summons are OK but no Leadership!)  We can swap out party members for others - usually to replace dead party members - but the limit is still 6 concurrent PCs.  We strongly considered 4 PCs initially for easier itemization and faster leveling, but we also wanted to have some backup characters should we needed them.  We'd hate to lose our only Cleric days or weeks away from civilization.

-All casters are spontaneous!  They learn their spells as normal but can freely cast any spell in their repertoire/spellbook without preparation and with no increase in casting time.  As such, Sorcerers simply don't exist:  They're all Wizards now!

-We were encouraged to pick a mixed race group (Dwarf, Elf, Human, etc.) due to certain dialog/quest options being racially-linked.

-Alignment is nixed.  Abilities normally based on alignment like holy word or protection from evil will be replaced with (sub)type-based effects.

-No purely exotic weapons!  This means no spiked chains, but bastard swords, dwarven waraxes and the like are available.

-Armor spikes and grenadelike weapons aside from (un)holy water won't be immediately available.  Their eventual availability is TBA.  (I really wanted to do a max STR Half-Orc dual wielding Ranger who fought with armor spikes and a greatsword.)

-Metaphysical item creation is altered:  No craft feats, but consumables (scrolls, wands, and potions) each have a separate craft skill.  Alchemy has also been significantly modified.  Further details are TBA.

-Metaphysical items are likely notably rarer than standard, but also each much more powerful than normal.  Anything more powerful than a 'mere' +1 item is likely affected by this.  More details TBD.

-The only metaphysical items likely available for purchase are low-level consumables like healing potions.  These are items that require questing or dungeoneering to obtain.

-All scrolls of spells on the Wizard list are considered learnable.  This means Wizards can learn from Divine and Arcane scrolls, but, again, only for spells already on his list.  (No gaining barkskin from another class's list for Wizards, for example.)

-We're using hexes instead of squares for our combat grid.

Likely Campaign Focuses
-Overland travel and outdoorsmanship.  This means hunting, cooking, and navigating.

-Social skills.  Plenty of NPCs are expected to be very biased for or against certain races.  This also means we should have more than one party spokesman.

-Combat.  It's D&D.  Fighting is inevitable.

-We've been told darkvision is important, but not why.

-We figured we should expect to find and possibly also fight a variety of SRD creatures and possibly also homebrew creatures.

Known Unlockable Future Content
This stuff has been mentioned as unlockable content.  Other details are presently unknown.

-Bards.
-Psionics (Psions & PsyWars).
-Other SRD material.
-Possibly other homebrew material.

Proposed Party 1: Varying Races ("Team Mixed Drink")
Jandriel, Female Dwarf Rogue
Main Roles
-Dual wielding melee specialist OR archer.  She may start as an archer then transition to dual wielding.

-Socialite.  Remember above that states how a mixed race group is probably best for social opportunities and Rogues are the only core class with all social skills as class.  Not even Bards get Intimidate!

-Skill expert!

Preferred Minimum Initial Ability Scores
14 STR
18 DEX +1 per 4 HD
16 CON
18 INT
10 WIS
14 CHA

Skills to Max
-Bluff
-Diplomacy
-Disable Device
-Hide
-Listen
-Knowledge (Local) OR Sleight of Hand
-Move Silently
-Open Lock
-Search
-Sense Motive
-Spot
-Tumble

Feat & [Special Ability] Plan (Dual Wielding)
 1: Two-Weapon Fighting
 3: Weapon Finesse
 6: Improved Initiative
 9: Improved Two-Weapon Fighting
10: [Opportunist]
12: Combat Reflexes OR Two-Weapon Defense OR FEAT
13: [Defensive Roll]
15: Greater Two-Weapon Fighting
16: [Slippery Mind]
18: FEAT

Feat & [Special Ability] Plan (Archery)
 1: Point Blank Shot
 3: Precise Shot
 6: Improved Initiative
 9: Rapid Shot
10: [Defensive Roll]
12: Manyshot
13: [Improved Evasion]
15: Greater Manyshot (preferred) OR Improved Precise Shot
16: [Slippery Mind]
18: Greater Manyshot (preferred) OR Improved Precise Shot

Questions & Comments
-Considering the rest of the party's composition, which fighting style seems better?  Archery is likely safer to her, but drastically reduces her damage output against stuff with DR or that she doesn't sneak attack.  I'm leaning toward TWF since flanking seems more viable.

-If she dual wields, what weapons are best?

-My initial intent was to have Jandriel as an Elf, but she has changed to a Dwarf for Darkvision and a CON bonus.

-I debated UMD or Sleight of Hand, but I know civilizations will be in the game and the ability to steal from them seems useful.  We have so many other casters already.

Antavius Finn, Male Elf Cleric (Magic & Travel Domains)
Main Roles
-Back-rank Cleric and Cleric archer.

Preferred Minimum Initial Ability Scores
14 STR
19 DEX
14 CON
16 INT
16 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Diplomacy
-Hide (cross-class)
-Knowledge (Religion)

Feat & [Special Ability] Plan (Archery)
 1: Improved Initiative
 3: Point Blank Shot
 6: Precise Shot
 9: Rapid Shot
12: Quicken Spell
15: Improved Precise Shot OR FEAT
18: FEAT

Questions & Comments
-Antavius's combat style is primarily a combination of archery/slings, summons, and spells.

-How important is investing in the Point Blank Shot tree as a core ranged Cleric?

-I considered other metamagic feats, (Greater) Spell Focus, (Greater) Spell Penetration, and Augment Summoning, but I wasn't sure if they were worthwhile on this character nor where to put them.

Amelia, Female Human Druid
Main Roles
-Survival expert, summoner, caster, and a bit of everything.  A Druid in short.

Preferred Minimum Initial Ability Scores
14 STR
14 DEX
14 CON
16 INT
18 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Diplomacy
-Knowledge (Nature)
-Listen
-Spot
-Survival
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative, Spell Focus: Conjuration
 3: Augment Summoning
 6: Natural Spell (naturally!)
 9: Combat Reflexes
12: Quicken Spell
15: Track OR Feat
18: FEAT

Questions & Comments
-Amelia seems the most straightforward to build since I've built Druids.  I wasn't sure what feats to  pick starting at 9, though Quicken Spell was a likely choice.  I included (Greater) Spell Penetration since we may want to blast or otherwise use abilities that check SR.  I'm taking suggestions!

Tyrian, Male Human Cleric (Strength & Travel Domains)
Main Roles
-Front-rank Cleric.

Preferred Minimum Initial Ability Scores
18 STR
16 DEX
16 CON
14 INT
16 WIS +1 per 4 HD
10 CHA

Skills to Max
-Concentration
-Diplomacy
-Hide (cross-class)
-Knowledge (Religion)
-Tumble (cross-class)

Feat & [Special Ability] Plan (Melee)
 1: Combat Reflexes, Martial Weapon Proficiency: Guisarme
 3: Improved Initiative
 6: Combat Expertise
 9: Improved Trip
12: Quicken Spell
15: Power Attack OR Feat
18: Power Attack OR Cleave OR Feat

Questions & Comments
-Tyrian's combat style is primarily that of a traditional Cleric gish:  Buff, heal, and bash.  His primary weapon is a longspear.  His backup weapons are sling/light crosbow (range) and morningstar/heavy shield (melee).

-I considered other metamagic feats, (Greater) Spell Focus, (Greater) Spell Penetration, and Augment Summoning, but I wasn't sure if they were worthwhile on this character nor where to put them.

-What should Tyrian's other domain be?  I seriously considered Strength for enlarge person, Trickery for Hide as class, and War for guisarme proficiency/focus if we can get it.  (I strongly favor Travel for Clerics due to the contingent freedom of movement as well as domain spells.)

-I seriously considered changing Tyrian to a Half-Orc full BAB class until I remembered my experiences at low levels - even with optimized melee characters - who simply couldn't hit reliably.  Cleric gives more options long-term, like dumping summoned creatures beside enemies or healing or buffing.  Remember that we can still change characters mid-campaign, meaning a Fighter may be useful in certain stretches, especially early.

-I considered Improved Trip, but that takes 2 feats and matters less by the time we get it, probably level 12 due to wanting Combat Reflexes, Improved Initiative, and Quicken.  This proposed build may have it, but I've had mixed feelings.

-Tyrian has alternated between Half-Orc (for higher STR and orcblood) and Human (for bonus feat and skills).  I'm leaning strongly toward Human for him due to the bonus feat.

Tienna, Female Dwarf Wizard
Main Roles
-Wizard!  This is a combination of buffing, summoning, blasting, mind controlling, and other.

Preferred Minimum Initial Ability Scores
10 STR
14 DEX
16 CON
18 INT +1 per 4 HD
12 WIS
12 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Hide (cross-class)
-Knowledge (Arcana)
-Knowledge (Dungeoneering) starting at L8
-Spellcraft
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative
 3: Spell Focus: Conjuration
 5: [Still Spell]
 6: Augment Summoning
 9: Empower Spell
10: [Quicken Spell]
12: Spell Penetration
15: [Maximize Spell], Spell Penetration
18: FEAT

Questions & Comments
-Is Augment Summoning worthwhile on a core Wizard?  If so, when?

-Blasting can be viable as I've experienced.  Sometimes, dealing lots of damage over a large area is enough to this strategy viable.

Rashmuc, Male Dwarf Wizard
Main Roles
-Wizard!  This is a combination of buffing, summoning, blasting, mind controlling, and other.

Preferred Minimum Initial Ability Scores
10 STR
14 DEX
16 CON
18 INT +1 per 4 HD
12 WIS
12 CHA

Skills to Max
-Concentration
-Craft (Scroll)
-Craft (Wand) starting at L8
-Hide
-Knowledge (Arcana)
-Spellcraft
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: Improved Initiative
 3: Spell Focus
 5: [Still Spell]
 6: Improved Counterspell
 9: Empower Spell
10: [Quicken Spell]
12: Spell Penetration OR (Greater) Spell Focus (something) OR FEAT
15: [Maximize Spell], (Greater) Spell Penetration OR (Greater) Spell Focus OR FEAT
18: FEAT

Questions & Comments
-Is Augment Summoning worthwhile on a core Wizard?  If so, when?

-When is best to take Improved Counterspell?  I figured level 6 was the soonest since casters tend to be rare or/and not worth spending a feat on for countering before about level 3 spells.

-Blasting can be viable as I've experienced.  Sometimes, dealing lots of damage over a large area is enough to this strategy viable.

Backup Characters ("Team Private Reserve")

Oraundo, Male Half-Orc Ranger
Main Roles
-Half-Orc.  Sometimes, we simply need an orcblood for quest options.

-Melee unit.  Greatsword/improved unarmed strike OR one-handed weapon (longsword or morningstar) and light shield are likely.

-Sneaker.  Darkvision and stealth and perception skills help.

Likely Replaces
-One of the Wizards or a melee unit (especially Tyrian).

Preferred Minimum Initial Ability Scores
20 STR +1 per 4 HD
15 DEX
16 CON
16 INT
14 WIS
10 CHA

Skills to Max
-Concentration
-Diplomacy
-Hide
-Knowledge (Dungeoneering)
-Listen
-Move Silently
-Spot
-Survival
-Tumble (cross-class)

Feat & [Special Ability] Plan
 1: [Favored Enemy: Goblinoids], Improved Initiative, [Track]
 2: [Combat Style: Two-Weapon Fighting]
 3: Combat Reflexes
 5: [Favored Enemy: Undead]
 6: Improved Unarmed Strike, [Combat Style: Improved Two-Weapon Fighting]
 9: Power Attack
10: [Favored Enemy: Giants]
11: [Combat Style: Greater Two-Weapon Fighting]
12: Cleave
15: [Favored Enemy: Evil Outsiders], Great Cleave
18: Two-Weapon Defense

Questions & Comments
-How should this character change and why?

Proposed Party 2: All Dwarves ("Team Super Kegger")
As the first party, but all Dwarves and with initial ability scores and feats slightly modified.

82
Realms Beyond, a party-based turn-based RPG using the D&D 3.5 ruleset has a late backer program for its Kickstarter.

If they get enough money pre-launch, they'll even add Monks!  (Monks and Bards and Psions are planned to be included eventually.)

83
Template Classes have no LA and don't require taking levels.  In exchange, you get a weaker version of a full creature.

Savage Aasimar gives +2 CHA and the Outsider type for 0 LA.

Savage Drow gives -2 CON, +2 INT, and +2 CHA for 0 LA.

84
Handbooks / Re: Shadowcraft Mage Handbook
« on: April 18, 2019, 05:00:05 AM »
I would also like made clear that the Shadowcraft Mage has an adaptation section in its class entry for non-Gnomes.  It's the 'non-racist' entry as someone put it.

85
Handbook Discussion / Re: SorO's Enlightenment Series Discussion
« on: March 25, 2019, 02:11:46 AM »
#8 (Warforged): "Landwalker" should be "Landforged Walker" from Secrets of Xen'drik 123.

86
Off Topic Fun / Re: Anyone know web design?
« on: March 24, 2019, 11:20:38 PM »
+1 to WordPress or/and Wix unless he wants something notably more complicated.

I also have a certificate in web development, meaning I may be able to do it or/and offer him advice.

87
D&D 3.5 and Pathfinder / Re: Most under/over CRed monsters?
« on: March 24, 2019, 08:18:24 PM »
A CR25 Leviathan (Monster Manual II) was trivialized with one casting of reverse gravity.

88
Can you use Planar Shepherd to Wild Shape into another Planar Shepherd10?

89
What about area effects?

90
Greetings, all!

Thomas Orr, a church friend of mine, has a nearly-done Roguelike named Are You a Wizard.  A playable version for Windows, Mac, and Linux is downloadable via the Kickstarter page.  Extra funding goes toward upgrading the art and audio.

May you also find this game spiffy enough to financially back.

Thankee!

91
You Break it You Buy it / Re: TRIPLE 9 GISH!(TO/cheesy)
« on: March 04, 2019, 05:46:17 PM »
Could you get a 1 LA template like Divine Minion of Thoth to become an Outsider and get all martial weapon proficiencies?

92
Updated with more info from ENWorld.

93
Greetings, all!

Our small group is playing the Shackled City campaign for D&D 3.5.  All 3.5 sources are allowed including homebrew, and this campaign is meant to be 'tough, but fair.'  Our GM has generally been lenient with allowing homebrew and rules changes if we all agree we want something changed.

We are angels of Pelor (and I at least am well aware of the Burning Hate controversy) given mortal bodies to aid in Cauldron and judge whether this plane should be destroyed to remove the righteous with the wicked or spared.

Our group is ECL4ish now and near the end of the second chapter of The Shackled City, Drakthar's Way.  My in-character brother is a Half-Celestial Gith Druid3 going Planar Shepherd of a plane to be announced || Tome Monk.  (He is WIS-based.)  I am a Magic-Blooded Divine Mnion of Thoth (reflavored to be of Pelor) Cloistered Cleric3 going for a modified Hathran and Manyfold Summoner (and possibly other divine casting PrCs) || Fun, Powerful Sorcerer3 intending to go 20+ in this class.  My domains are Dragon Below and Kobold (though I intend to switch Dragon Below for Time due to it being better overall).  (I am CHA-based with Cloistered Cleric-based casting being house ruled to be CHA- instead of WIS-based.)  The GM has said that our main characters are exceptionally powerful and occasionally rule-breaking:  We are probably the only gestalt characters in this game world and we were each built on a 40 point buy.  In my character's case, he got some domains not normally part of Pelor's list/portfolio.  The GM also houseruled our level adjustments so each of us only has a total LA of 1, regardless of the default rules.

We have with us a GMPC named Kristof, a Human Cleric of Pelor3 or 4 with the Strength and Sun domains going for Radiant Servant of Pelor, Contemplative, and Divine Metamagic (Persistent buffs).  He's meant to represent the common folk and we have adopted him as our apprentice because, in and out of character, we want to have him thrive.  He was the only remaining priest in Cauldron at the start of the adventure  He was built with the equivalent of a 19 point buy.  (He has 10 STR/10 DEX/12 CON/10 INT/15 WIS/9 CHA.)  He has no traits nor flaws for feats as per GM instructions.  So far, he's been only minorly useful, occasionally hitting with his longsword (a GM-granted weapon and proficiency), occasionally buffing, sometimes summoning, and rarely healing since our team has rarely gotten hurt enough to warrant that.  I've been holding out for him to increase in levels so he can get more useful spells, including direct damage ones like searing light and crowd control ones like haboob.  Once he gets level 4 spells, lesser holy transformation changes his type to Outsider, and polymorph from my character can make him even more uber via forms like these.

This Bard4 cohort is likely to be built using Kristof as a standard once my character reaches level 6.  This means it's her job primarily to make the rest of the group awesome as the church's music director.  (I'm aware of optimizing Inspire Courage and JoshuaD's Bard Handbook.)  Her planned build is NG Silverbrow Human (with the Magic-Blooded template if allowed) Bard9/Lyric Thaumaturge1/Sublime Chord2Lyric Thaumaturge+X,  (The assumption is Lyric Thaumaturge advances Bardic Music as a full Bard.  This is our game, and even if this isn't RAW, this is how we intend to play.)

Thus, what feats, stats, skills, items, and otherwise do you most recommend for a buffing, casting-heavy Bard who intends also to melee once she's properly polymorphed considering her stats?  Should she start at middle age?

Thankee!

94
D&D 3.5 and Pathfinder / What would balance Simulacrum?
« on: February 19, 2019, 04:11:34 AM »
Simulacrum is a tricky spell and not just since it's an Illusion.  This spell seemingly has no fair balance point if taken at RAW.  (Needing to have a copy of the target's toenails or body parts isn't a limiting factor when these things are available freely and infinitely in every spell component pouch.  Also, see Eschew Materials.)

The soonest a Wizard can cast this spell from spell slots is 13.  This is after the point that Genies and Solars become available to copy.  Want a wish or more every day?  Go ahead!  Remember, wish pays for the EXP and body part costs of simulacrum.

And those are just some off=the-top-of-my-head core examples.  Outside core, things can get even more extreme with using lesser planar binding to get some Mirror Mephits (Expedition to the Demonweb Pits) who have simulacrum 1/day at CL8 as a spell-like ability (which bypasses the body part and EXP requirements) to make sims of Efreet, lesser Angels, Artificers, and so on.

Baldur's Gate II treated simulacrum like a controllable, possibly equippable self-clone with fewer HD/levels than you.  I'd prefer not to change/reintrepret simulacrum to be that limiting (which can still be powerful).

What say you?

Thankee!

95
Other Games / Knights of the Chalice 2 Kickstarter Thread
« on: February 14, 2019, 05:46:37 PM »
Greetings, all!

KotC2 has a Kickstarter!  As of this writing (Feb 14, 2019) it isn't yet live, but it'll be soon enough!

The game's author kindly explained what Knights of the Chalice 2 is(n't).

The Knights of the Chalice series is a turn-based adaptation of the Open Gaming License (OGL) rules for D&D 3.5.  The first KotC stuck fairly close the the rules as written, but KotC2 seems more interested in adapting and expanding them for the sake of a better game.

I've already offered the author extensive feedback regarding many aspects of the game, some of which is slated to be in the final release.

As an aside, Knights of the Chalice is soon scheduled to arrive on Steam, GOG, and possibly other PC gaming platforms!

Enjoy!

96
D&D 3.5 and Pathfinder / Realms Beyond: What suggestions have you?
« on: January 30, 2019, 02:56:33 AM »
Greetings, all!

As a recent backer of Realms Beyond - a turn-based open gaming license D&D 3.5 RPG due to release next year - I was curious what suggestions you have for this game.  Preferably, you'll put those on the official forums so the devs and community can read and respond to them.  I request this so the game will be the best it can be!

If you've already done this, then great!

Thankee!

(I wasn't sure if this post should go in the D&D 3.5 section since this is about a D&D 3.5ish video game.)

97
D&D 3.5 and Pathfinder / Re: Angels?
« on: December 15, 2018, 11:46:22 PM »
This thread might help with Planar Shepherd forms.

98
Off Topic Fun / Re: "Go for the eyes, Pooh! Go for the eyes!"
« on: December 13, 2018, 12:49:52 AM »
The next line?

Pooh: "Oh, bother."

(To quote Giant ITP.)

99
General D&D Discussion / Re: Don Quioxte, Man of La Mancha, and D&D
« on: December 13, 2018, 12:49:03 AM »
Thankee!  That was a pleasantly unexpected take on Quioxte.

100
General D&D Discussion / Don Quioxte, Man of La Mancha, and D&D
« on: December 08, 2018, 02:31:14 AM »
Greetings, all!

Having been reminded of Man of La Mancha, one of my favorite musicals, I realized that this is the sort of story that likely inspired D&D's earliest days.  Just listen to the aforelinked lyrics (or read them here) and consider this Don Quixote plot summary and this previous-in-the-movie exposition.

Nevermind that Don is (or at least seems to be, depending on version and interpretation) a delusional knight in an age past chivalry:  He seems very much like a D&D 3.5 Paladin with the Harmonious Knight alternative class feature for singing.

What are your thoughts?

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