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Topics - studderingdave

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Min/Max 3.x / The Power of Good? Optimizing the notion of goodness.
« on: August 06, 2017, 12:20:17 AM »
So a pretty typical discussion in my small 3.5 group is my bend for LN-LE PC's. I bend for these alignments and almost always build a fresh PC into LN unless there is some sort of alignment issue. Today at our monthly meet up, we we were discussing back up PC's (our DM doesn't coddle us at all, he will kill one of us in a moment's notice if we mess around or if it serves his plot lines). So I was going over an Artificer build I just finished (3+ weeks of work) and I felt it was suitable for a backup if/when my current PC bites it (FTR2/FACT8/IM3).

So, the idea struck me to think out a second backup, more so as a thought exercise in regards to maximizing a PC into a radiant exemplar of goodness. I have a bend towards Martial ability, but past that the blinders are off, show me what you got!

oh, and thanks.

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You Break it You Buy it / Artificer Progression
« on: July 26, 2017, 03:05:47 PM »
So we have a long standing 3.5 campaign going and i might have damned my current character to eventual NPCship by my DM. I am currently having fun abusing the Factotum class and Iaijutsu Master PrC. I am getting pretty ridiculous with damage output and skill Monkeying everything. I have opted to build an artificer at 13th level. I am versed in item creation, running a lower level Artificer in the same campaign a few years ago but losing him quickly. I would like to hang somewhere between maximizing wands and having a few homunculi hanging around to handle combat in my stead. I have read over the handbooks for Artificer, and I get the gist of it. Just looking for some round pointers on the build from those who have run it, or DM's who have banned them from their campaigns :) thanks

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Introduce Yourself / What is up
« on: July 26, 2017, 02:59:09 PM »
Dedicated 3.5 player. I lurk mostly, but I chime in on occasion.

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Building a backup to my backup character and I really wan to play "that tinker gnome". You know, covered in pouches, candle cap, lenses over goggles, faithfully working on some new gadget at all times (or at least have his Draught making stuff for him. I am looking at building this character from the ground up, for 12th level. Our party is pretty large, ranging from 6-8 players each session. Besides myself we have another 3.5 veteran, some who have played 3.5 and the others are all new to Dungeons and Dragons.

I read over the handbooks a few times and got the gist. Light crossbow, portable hole workshop for draught and stuff like that.

stats (after adjustments):

str 10
dex 16
con 14
int 20
wis 10
cha 18

given the variety of artificer builds I am looking to stay flexible. Making a draught or 2 is my extent for homoculii. I want to have a ranged presence and be useful to the party in as many ways possible,

any direction would be much appreciated.

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General D&D Discussion / Bringing a 2e DM into the 3.5 fold. How?
« on: January 23, 2015, 02:33:22 PM »
So my DM, whom I have been playing DnD with since I was a preteen has recently gotten interest going about getting back into the DM chair and running a realms campaign. Last time we played was in the middle of 2e and while myself and the rest of the players have shifted into a 3.5 mindset, our DM is very new to 3.5. We have been playing for about a year, but we skip a lot of the finer points of 3.5. To be fair he is a great DM with deep story lines and plots inside of plots mixed with an almost total lack of empathy for the players. Those who have come to play in his adventures quickly become smart or they die off rather quickly.

anyway, i digress.

I set up a day to get the finer points of 3.5 more ingrained into his playstyle. I look to you all for insight on what to cover. Off the top of my head I will be covering:

- Critical weapon effects and threatening a critical
- Movement tricks on a grid (we play with minis on a grid map)
- Skills and DC checks in general
- Prestige classes and their difference from kits
- Racial aspects and LA Buyoff
- Dipping into classes
- Magic Resistance
- Saving Throws

So if anyone wants to add to the list I would appreciate it.

Lastly, please do not suggest going back to 2e or learning a new edition. All of the players are steeped in 3.5, we just want to get our DM there as well.

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So we have a new guy in our rather large campaign. He never players DnD before and he stepped in for a session to take control of a 5th lvl transmuter that was out doing real world things. He had a BLAST, but he tended to use his spells to be a goof with the party or overcome minor issues we came up on. He wants to make a character and asked me to help. The problem with that is I tend to over think my characters to the max and I feel I would only confuse him more with convoluted jargon and "dip" theory. I beseech you all to help me find a place for a "goofy" PC in our party:

Resources: ALL Books

Current party: Factotum 7(Melee oriented), Sorceror 4, Cleric 6(Arcane focus), Barbarian 4, Ranger 4(Ranged), Transmuter 5, Cleric 4(Melee oriented).

Setting: Forgotten Realms

He is starting at 4th level with an 85 point stat buy 8-18 before racials. No LA races, no psionics.

As a note we play with a DM who is crossing over from 2e(slowly) so we play a modified 3.5 system. Also, this player likes to goof around (if you did not get that already) so i am looking for something a little more slapstick. His only requests are NO ELVES, ability to cast spells of some variety and be somewhat survivable (armor).

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Min/Max 3.x / [3.5] The hardest nosed Paladin
« on: September 22, 2014, 02:18:56 PM »
I am joining a specialized campaign based int he Renaissance age. Plagues, witches and the like, and I want to run THE Paladin. I get one alignment deviation, so I am going with LN. We cannot have any spellcasting levels (arcane or divine) since we will be pursuing those types. Looking for some input on builds. 10th level to start.

Thoughts?

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Min/Max 3.x / Druid - Moving fromt he summoner to the caster
« on: June 15, 2014, 02:19:47 PM »
So in my current campaign I built a druid, one of my staple classes when playing. We started at 4th and I went with a human summoner build abusing Augmented/Greenbound summoning to the point og getting "those looks" from both my DM and the other party members. It also doesnt help that my DM was open to me starting my background in Chult, thus giving me access to Fleshrakers as an AC. He didn't see the problem until my AC one rounded a high level encounter for us with the assist from Venomfire.

I am 6th level now with the XP to level but waiting for the time to train ( we have to train to gain levels every other level). Our DM (the dame DM we have had for over 20 years) is getting wary of my summoning tricks, and while he will not outright bar me or ban abilities, he will use tricks to hinder my abilities. I figure I should be changing more role at least a little bit into more of a caster/support piece. I am looking for advice for doing this.

Also, the other characters in my party are a human cleric 4th of mystra and a elf cleric of corellon 6th who fancies himself as an archer. We also have a long standing hired NPC dwarf fighter who is quite good as hitting things. 

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Min/Max 3.x / Druid Feat Progression
« on: August 14, 2013, 07:49:30 PM »
I tend to waste feats. I am not an optimizer by any means but I would like to make better use of my feats. I am starting a new campaign in the coming months and I will be playing a Druid. I will begin at 4th level and I am human, giving me three feats. I really like the summoning aspect of being a druid early game while I build up my wild shape abilities and spell casting ability. So I have come to an issue, as I do not want to take the normal routes to alleviate the need for Spell Focus to gain augmented summoning. I feel that one of the greatest issues with SNA is the short duration, so I was looking at the Ashbound feat to give me some more turns. I sort have two directions I could take for my progression, and need help choosing the better option.

Progression A:

Free (Human) - Spell Focus - Conjuration
1st level feat - Augmented Summoning
3rd level feat - Green bound Summoning
6th level feat - Natural Spell

I feel like this progression gives me more powerful summons that last for four rounds. I have to note that my party is not very melee heavy, so having additional chaff to block up enemies would be nice.

Progression B:

Free (Human) - Green bound Summoning
1st level feat - Ashbound
3rd level feat - ? ? ? ? ?
6th level feat - Natural Spell

I feel that this progression gives me slightly less hardier summons but with a greater attack potential and lasting twice as long as the first progression. I also have access to an additional feat.

Thoughts?

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Min/Max 3.x / Polishing a Scout - Feats and such
« on: August 10, 2013, 08:55:42 PM »
With a shift from my "skill monkey" thread, I decided to go with an old standby and utilize the scout class. I have used it before but this time I chose to "dip" into monk for the AC bonus mostly, considering my high WIS score.

I am allowed a lvl +2 adj on race without it affecting levels, and we are making 4th level characters.

So far here is what I have:

Monk1/Scout3
Githzerai

STR 12
DEX 20
CON 12
INT 13
WIS 20
CHA 10

Feats: ?

Comp Short Bow
Dagger

Skills chosen

Know Nature +5
Hide +7
Spot +7
Survival +7
Search +7
Listen +7
Move Silently +7

My main focus for this character is to be a ranged harasser and general skill monkey while in a forested setting, which I know we will be in for most of the adventure. I figured +5 armor class from the monk level was worth it considering I get a boost from Inertial Armor from my racial choice. I wanted to play up on a few keys skills rather then fan my points out and I want to try to use Move Silently a bit more. So as a stealthy , hard to hit scout/spy type character am I missing anything? I am open to suggestions, but refrain from totally maximizing this guy out, I just want some solid input and possibly a few tricks. I have access to most books.

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Gaming Advice / In need of some general plot lines
« on: March 01, 2012, 09:24:41 PM »
So I am a casual DM for a rather large group (7 PCs currently). I am more of a stream of consciousness DM, rather being a PC but this group lacks central leadership for a DM so I took the reigns. So currently I have a group that looks like this:

Elf Wizard lvl 7
Human Ranger (shooty) lvl 7
Human Monk lvl 8
Human Rogue lvl 7
Dwarf fighter Lvl 7
Dwarf Berserker lvl 7
Minotaur cleric lvl 7

currently i have a few ideas including minions that serve Orcus. I am a huge planescape fan from 2e and like to incorperate lots of plane issues into my stories. The party is in a town called Tinkerton, run mainly by tinker gnomes and is a hub for blackpowder technology. I am just looking for some plot lines and hooks that could include the planes, Orcus (vs Graz'zt?) their minions and such.

thoughts?

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Introduce Yourself / New here
« on: March 01, 2012, 09:13:58 PM »
Your name, dave.
-Your favorite games D&D, Warmahordes, Malifaux
-Your non gaming hobbies: schooling, parenting, shooting
-Where you live, including country, without using abbreviations: Bangor Pennsylvania, USA
-What other communities you belong to meetups, message boards etc: Dakka

Casual 3.5 player and sometimes (forced to) DM. lookng for some plot hooks for my campaign.

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