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Topics - Kerrus

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1
I'm currently playing in a homebrew  group campaign with multiple DMs and where players are heavily encouraged to contribute to the setting. My contribution is in the form of adding a number of new deities (the existing ones are shit) and variant class features offered by associating with those deities. In particular, I'm working on a god of Time and Destiny.

The following schools have some added features to make them better fit the nature of the homebrew world, but otherwise I've tried to balance them to the same general sort of effectiveness as the existing monk options. Although some of their abilities are pretty strong, I've tried to balance them less by just restricting strong abilities and more by giving them lateral utility.

The schools are as follows:


The Way of Temporal Order

Temporal Insight
Your training grants you a sense of the natural flow of events that your peers lack. Beginning at 3rd level, you cannot be surprised, and add your wisdom modifier to initiative and history checks.

One Self, Many Futures
At 6th level, as a bonus action, you may create a temporal echo of yourself, which appears in your square and acts immediately.
A temporal echo lasts for one round, vanishing at the start of your next turn, and acts as you direct it. It has speed equal to your speed and can appear to take any action that you can take. A temporal echo has sufficient physical presence to trigger traps or interact with objects as you would but its attacks do no damage, it does not impose disadvantage, and it may not cause any creature to make a saving throw as it remains partially out of sync with sidereal time. An echo's AC is equal to yours and it uses your statistics. If an echo takes damage, it dissipates as the timeline reconstitutes itself.
At 11th level, you create two Temporal Echoes. At 17th, you create three.
You may use your Ki points to enhance your Echoes. When you create a temporal echo, you may invest it with any number of your Ki Points. An echo lasts for a number of hours (rounds while you are in combat) equal to the number of Ki points invested. You choose how many points are invested when you create an echo and may not invest additional points later.
Additionally, as a reaction, you may spend 2 Ki points to exchange positions with any of your Temporal Echoes as you choose which instance of yourself is the real 'you', and which are the echoes. Using this ability leaves no overt traces, but is detectable as temporal magic by those capable of doing so.

Donning Time's Cloak
Starting at 11th level, you may grant yourself the benefits of the Haste spell for 1 minute as an bonus action. If you do, you may not use this ability again until after a short or long rest. In addition, any enemy that makes a melee attack against you must succeed on a wisdom saving throw or be slowed for one round.

Race the Future
At 17th level, you gain the ability to leap through time. As a reaction, you may spend 3 Ki points to step out of phase with sidereal time. You cease to exist and may not be interacted with, but may still perceive the world, and may take any actions that do not interact with other creatures/objects on your turn. At any point thereafter, you may choose to re-enter sidereal time. When you do, you gain advantage on your next attack.


The Way of Implacable Destiny

Unyielding Will
Your will is honed to a razor's edge, and little can deter you from your chosen course. Starting at 3rd level, you gain advantage on wisdom saving throws and add your wisdom modifier to Constitution saves.

Unbowed Spirit
Beginning at level 6, as a reaction, you may spend 2 Ki points to automatically succeed on a saving throw. If you would take half damage or suffer some other effect on a successful save, you instead take no damage / suffer no other effect.

Unshackled Strength
At 11th level, You add your wisdom modifier to strength checks, and to distance moved with a Shove or Jump. In addition, you may grapple enemies up to two sizes larger than you.

Unstoppable Skill
At 17th level, you gain the ability to enforce your will on the world, perfecting a moment of your choice. At the beginning of each day, you may choose a number other than one. Whenever you roll that number on a save, ability check, or attack roll, the roll is considered a critical success.



2
I've recently joined a campaign run by some friends as a monk/warlock who is currently level 3 (Monk 1/Warlock 2), but I haven't finished picking out invocations.  One is definitely going to be Devil's Sight for the obvious synergy, but I'm undecided on the second one and thought I'd ask for your thoughts.

Currently the two frontrunning choices I have in mind are either 'silent image at-will' or 'read all text', although elsewhere on the web I've seen the detect magic option rated highly.

I'm leaaaaning towards the silent image at-will for out of combat utility and sneaking, but this campaign has a lot of homebrew shit in it, so maybe another option would be better, idk.

If anyone has any campaign experience with stand-out level 2 accessible invocations, I'd love to hear about them.

3
Here apparently this guy archived the entire Wizard's d20/D&D forum shortly before they took it down forever, and he's been crowdsourcing efforts to go through the database and filter it into component posts.

Thought this community might be interested, given that there's a lot of handbooks and the like with dead links and lost gleemax content.

4
D&D 3.5 and Pathfinder / Best domains for a druid?
« on: June 18, 2016, 05:57:22 PM »
I'm currently putting together a druid that has access to turn undead and cleric domains, via alternate class feature reverse engineering, and I was wondering what the best domains would be for such a character. I don't have much experience with clerics or druids, typically playing more martial focused characters.

Currently the character's first level looks like this:

Druid 1: Nature Sense, Wild Empathy, Turn Undead, 2 Domains, Fast Movement


I plan to take the Domain Spontaneity feat, so any advice would be welcome.

5
Homebrew and House Rules (D&D) / [3.5] The Corrupt Healer
« on: June 16, 2016, 06:16:10 PM »
Designed to open up the healer base class to evil characters (PC or otherwise) in lower tier games, this adaption improves, changes, and adds a number of useful features to create interesting villain experiences at all levels.

I originally started it as just a minor conversion of the healer for someone's midboss squad, but I had some cool ideas today that led to my expanding it to a full 20 level progression.


Corrupt Healer

Alignment: Any Evil or Neutral, cannot be good or lawful
Adaption of the Healer base class (So uses the healer spell progression, spell list)

Skill additions: Add Bluff, Sleight of Hand to skill list.

Abilities:

1: Healing Hands (+Cha to heal spells/effects), Dark Restoration (May heal undead/negative energy creatures. May not use this ability to inflict damage)
2: Skill Focus: Craft (Alchemy)
3: Brew Tonic (You may create potions for the following effects: Cleanse Paralysis, Cleanse Disease, Cleanse Fear, Cleanse Poison, Cleanse Blindness, Cleanse Petrification. These potions cost half the normal cost to brew, and take a quarter of the time to create. You gain access each effect at the level indicated by the Healer's class feature. Each potion has a shelf life of 6 months divided by spell level. So a 9th level effect has a shelf life of two weeks, while a 1st level effect has a shelf life of 6 months)
4: Poison Use (Standard poison use boiler plate)
5: Revoke Healing (A corrupt healer knows that today's wounded might be tomorrow's enemies, and crafts her spells so they cannot be used against her. For a number of days equal to one day per spell level, as a standard action, a corrupt healer may revoke any restoration effects she has provided to a target she can see. A restoration effect is defined as any spell that heals ability damage or level drain. Additionally, as a full round action that provokes attacks of opportunity, a corrupt healer may revoke all applications of restoration spells that qualify)
7: Effortless Healing, Poison Adaptation (A corrupt healer becomes immune to her own poisons, and gains a +2 bonus to saving throws against poisons she has successfully crafted)
8: Conceal Poison (A corrupt healer may add a single dose of any poison she possesses to a tonic she brews without changing the recipe enough to be casually detectable. She may make this addition when she brews the tonic, or any time thereafter. If another character attempts to analysis the potion, it must make an opposed spellcraft check against the corrupt healer's craft (alchemy) result), Delayed Poison (A corrupt healer may structure potions with concealed poisons so the poison takes effect some time later, as though the imbiler were subject to a delay poison spell with a caster level equal to the Corrupt Healer's level. The corrupt healer may precisely choose how long it takes for the poison to take effect, down to five minute intervals)
9: Black Unicorn Companion (As Black Unicorn (Monsters of Faerun), but add: Magic circle against good, immunity to poison, charm, and compulsion, low-light vision, resistance to fire, acid, and cold 5, scent, spell resistance 9, wild empathy. At-will: Detect Good as a free action, 3/day Cure Moderate Wounds (Rider/self only))
10: Greater Restoration 1/day
13: Enhanced Poisons (The corrupt healer's skill at poison use improves to a level that her poisons may affect creatures otherwise immune to poison, albeit at half effectiveness)
15: Regenerate 1/day
16: Disease to Poison (The corrupt healer learns how to create poisons that mimic the effects of diseases. She may make a craft (alchemy) check that takes one hour versus the save DC of any disease she encounters. If successful, she learns how to create a new poison with identical effects to that disease. If she fails by 5 or more, she contracts the disease)
19: Greater Break Enchantment 1/day (As Break Enchantment, but not limited to spells of 5th level or lower)
20: True Resurrection 1/Week


Hopefully this isn't too super OP, it's been many years since I made anything homebrew, usually I try and design stuff entirely within the rules of the game, but obviously there are a number of limitations to that. Like stupid alignment requirements.

6
The final boss of the campaign I'm in is Atropus, and our DM intends us to first defeat his aspect and then somehow fight the full version, which will be a scaled up version of the Aspect.

Two members of our group are basically window dressing. One is obsessed with being a transmutation focused wizard, but doesn't want to have to make any complex decisions, and basically plays his character like a big dumb fighter. The other is playing a healbot, and we obsoleted him with three healing belts duct taped together.  Neither of them have any interest in optimizing.

The third player DMs another couple local games, but mostly runs low to mid tier games, and despite being told refuses to do any character planning outside of our sessions. Spends an ungodly amount of time each session mulling over decisions he should've made before even ariving.

Still, he's got a good head on his shoulders, and if he's aware of good options, he'll take them.

Then there's me and the last player, we're both very familiar with the system- within certain limits, and both have a history of being the only experienced players in our games.

Tonight's session fell apart because the wizard's player was sick, and the healbot is another town over in setting having been absent last session due to sleeping in. The three of us fought two green dragons and murdered the shit out them, getting a fair bit of loot and a decent amount of XP.

And then before healbot and the intermediate guy running a swordsage left because issues with rides, the DM dropped the big bombshell on us: The plot is one of legend, our characters, or characters matching descriptions which match our characters, are fated to kill an elder evil, specifically Atropus. There will be no DM aid on that. We have to figure out how to do it ourselves. But we can't just make new characters at level 1- exactly.

The other vet player is aiming to reroll a venerable draconic dragonwrought Jungle Kobold cleric, going into Walker in the Wastes, which will let him be a primary caster, also be the big melee tank, and contribute much more effectively in the endgame. His current character is an Orc Fighter. So yeah.

I'm currently playing a Spellthief 1/Bard 2, which I had planned on going Spellthief 1/bard 6/Dread Witch 1/Nightmare Spinner 1/Heartfire Fanner 1/Sublime Chord 2/Dread Witch 4/Nightmare Spinner 4.

Our DM has ruled that the Eberron bard ACF, which lets you swap bardic songs learned at certain levels for bard feats from a small list- will let you learn any feat which has bard or bardic music as a prerequisite. The only song I haven't swapped out already is countersong- otherwise I swapped inspire courage for inspire awe, and fascinate for healing hymn.

When I get all those songs, they're turning into a crapload of bard feats- and with some retraining, and use of the DCFS- I'm going to go for lyric spell and metamagic shenanigans.

This was all planned before I heard about Atropus, who largely invalidates the fear build. Going dragonfire inspiration will let me contribute better, especially if we raise an army and I get an Alphorn in the long run.

He's also ruled that Bardic Nightsticks exist, so just as the cleric will be going divine metamagic, I'll be going Lyric Spell with bard... sticks

And we have to defeat the Aspect of Atropus. I don't know if it'll hit us after level 20, or at,  but my goal is to have some level of effectiveness baked in at level 20. Even if it means persisting time stop with the Cleric and I, and spending a couple days of subjective time making nukes out of explosive rune books or whatever.

The cleric will be able to get up to the aspect without instantly dying from all the negative energy effects, what with being a Dry Lich and all.

Me? lolno. I'm a Celadrin, because when I started this game, I built for theme and quest line story stuff. Not 'kill an Elder Evil'.

So what I wanna ask is, aside from 'you're fucked' if anyone has any ideas what I can do here. The only thing banned in this game are action points. Our DM is even considering letting our kobold cleric quest to become Punpun, via going and finding a Sarruhk and diplomancing it into granting Manipulate Form.

I'm trying to figure out is, within what I've got planned, is haunt shifting into an obdurium body possible? Are there any good pre-epic options for taking out the aspect of Atropus?

I'm really rather put off at the moment, because even with dread witch, there's no way I can use fear effects against the aspect- it has 66 hit die, the most I can hit is stuff with 24 at level 20.


7
Min/Max 3.x / What if: Bardic Music version of Nightsticks exist?
« on: May 07, 2016, 12:57:19 AM »
As we all know, Nightsticks effectively grant a copy of the Extra Turning feat for the low low price of 7500 gp. Divine Metamagic becomes central to the cleric class as a result of these items and the amazingly powerful Divine Metamagic.

But you know what also exists? The extra music feat, granting bards 4 extra bardic music uses, just as extra turning grants four turn undead uses.

It seems to me like it might be fairly straightforward to convince a DM who has already allowed Nightsticks to exist, that a bardic music equivalent should exist.

So what happens if it does?

Well, Bards turn into arcane DMM clerics, because of the bard feat "Lyric Spell" which works just like Divine Metamagic, save for the casting of a spell. It's not quite as efficient as divine metamagic, since you need to pay the entire level of the spell+metamagic+1, rather than just the metamagic+1 in the case of DMM, but it does give easy access to a lot of really cool persistable options.

Thoughts, suggestions, and useful spells to persist welcome.

8
Legends of the Heroes / [3.5E] As of yet unnamed Forgotten Realms AU
« on: April 25, 2016, 04:21:56 AM »
This game started a couple weeks back, and brought me back into 3.5. I got into D&D when 3.0 came out, played for 3.5, got into 4E and was heavily involved with the community, living forgotten realms, and the like for a number of years before the various playgroups I ran with dried up. I took part in the 5E/D&D Next beta runs, and I approve of where they've taken the franchise.

BUT, 3.5 will always be "My" D&D.

Still, prior to the start of this game, I hadn't touched 3.5 in close to four years, and couldn't really remember very much in detail, save that I really wanted to play a Spellthief. So I started putting one together, I researched character options, I min-maxed- but the various details only came back to memory slowly. So by the time I'd figured out the basics of my character, I'd already made a number of decisions that closed out things I wanted to do in the future. Whoops.

But not to worry, because those limitations have really driven me to work harder on developing this character.

Currently we've had two sessions so far, with another scheduled on Tuesday. I'll recount the first two here, and add an entry each week when we get a new one under our belt.

Getting to the grit, here's the character basics:


Character Name: Rel Feren (Lysanthar Dawnfire)
"Animal Companion": Christofferson V "AKA the Party Tank" [Adult Boar]
Race: Planetouched LA+0 Magic Blooded Celadrin (Elf)
Class: Spellthief 1
Alignment: Chaotic Neutral

So right off the bat, you might be able to tell that I'm totally bullshit. The rest of the party has taken advantage of the PGtF Planetouched template so they're all playing 'Outsider descendants' with a couple exceptions. I'm also the only neutral-neutral alignment guy in the party. This will become important later.

The other players are as follows:

Name: Big John
Character: Planetouched LA+0 Zenythri Swordsage 1
Alignment: Neutral Good

Name: DT
Character: Wood Elf "Healbot Jesus" Favored Soul 1
Alignment: Chaotic Good

Name: Dan
Character: Water-Orc Fighter 1
Alignment: Neutral Good

Name: Jack
Character: Planetouched LA+0 Tiefling Focused Transmuter Wizard 1
Alignment: Chaotic Good

(click to show/hide)

(click to show/hide)

9
I used to be really familiar with 3.5, but five years of not playing it regularly means most of that information has dribbled out of my ears. I generally like to think I have good instincts for character design, but these days I'm more familiar with other game systems.

That's why I wanted to get some help making a well optimized character for this game.

Anyways, the only thing I really know about the game is that it will be gothic horror themed- but not necessarily all undead and vampires and the like. I've talked with the GM, and any official 3.5 sourcebook or Dragon Magazine content is acceptable for character building. I don't know what the party composition is going to be- I haven't played with the other players in a D&D game in a long time, but at least one of them is likely to run some sort of melee fighty character (mainly because he never runs anything else).

I don't know that I'll need to fill the rogue/face role entirely, but for now it's a good bet that I'll want to keep things like trapfinding.


My character concept is pretty vague at the moment, the only real details I have down is that I want to be a race with some sort of alternate form. Maybe Hengeyokai, maybe a Tibbit, and that the character will be some sort of 'traveler from foreign lands investigating mysteries'.

Not entirely sure what I want for combat options- obviously maximizing sneak attack is a good idea, but I'm not sure if I should try to invest heavily in TWF, or ranged, or multiclass, or whatever. I know Master Spellthief exists, and there's a number of rogue feats for stacking sneak attack progression that I could probably convince the DM to make applicable based on the sneak attack feature.

The game starts at level 1.

Optimization doesn't have to be purely for combat, but I'm definitely leaning towards taking one of those 'only at level 1' feats that are often so useful :p

Any suggestions greatly appreciated.

10
D&D 3.5 and Pathfinder / Base stats for Awakened Llama?
« on: May 15, 2014, 02:20:31 PM »
One of my less fluent in PF players wants to play an awakened animal, specifically a llama. I've looked at the relevant spell and animal writeup, but I'm wondering if it wouldn't be better to convert the llama animal writeup into a racial writeup for PCs, which means reverse engineering a llama's stat bonuses from it's listed stats.

The problem is I have no idea how to actually go about doing that. Any help would be appreciated.


Once I figure out those stats, I'll be working with the player on making the character, selecting class choices, and planning out what sort of character style he wants to do- prestige classes, feats, that sort of thing- but in the short term he's expressed interest in the character being a 'Drunken Master Monk'. Who is a llama.

11
Min/Max 3.x / Hengeyoukai choices
« on: July 29, 2013, 04:34:55 PM »
Hey all. Once again my regular IRL group has fallen apart and I've started looking around locally to find a new one. There's a couple around I've made tentative officers to, but outside of a basic listing of GM experience, I have no idea what to expect. That's a bit of a problem, because I'm not the best at just designing characters that are awesome in any setting per se.

So it occurred to me- rather than designing one character and hoping I could smush it into whatever character shaped hole the DM might want or expect, why not make several basic concepts and let those concepts inform possible character usage.


It doesn't get more basic than race, and all the DMs are fine with 3.5 material even if it's 'converted' like oriental adventures is. To that end, I've decided that giving Hengeyoukai a shot would be advantageous- because they're sufficiently interesting and useful to low or higher tier play.

That being said, I took one look at some of the suggested variants, and went "Eh... maybe", and that pretty much crapped all over my enthusiasm. I mean they're basic choices, but they're also not especially good. Only a couple have useful kit- Weasels have a climb speed (Not a very fast one, mind you), and rabbits have 40 ft move. None of the suggested birds- Crane or Swallow- are what I'd consider acceptable because they fly 20 ft, which is like, I might as well walk.


But then I read through the racial writeup again, and noticed something. It doesn't present the different variants as 'these are your choices'- but rather as 'your choices include these options'. The actual text says that I may be a hengeyoukai for ANY small or small creature of the animal type.


Well that opens some options up. So I took to the MM and the pathfinder monster books, and came some cool options.

There's a range- foxes that are statistically similar to rabbits (I'm not too keen on being a bunny), various rodents- including a particularly amusing one: You can be a skunk hengeyoukai. Might go with that one

Alternatively, the other serious contender is the Eagle. Eagles are, for the record, bad ass. While like most birds they only clock in at 10 ft landspeed, an Eagle goes like stink while flying, clocking in at 80 ft. A hawk may also be viable- being smaller but still size small than an Eagle, and not quite as fast.

This would open up a lot of options, assuming the campaign I join isn't all 'inside' stuff, which would naturally flavour my choice.


Suggestions, alternatives, would all be appreciated. I haven't decided on class yet, though I'm thinking either a Harmonious Paladin (ACF from CoV that grants bardic music instead of some basic pally stuff), or some sort of spellthief, or spell turning rogue.


12
Min/Max 3.x / 3.P Build Help: Paladin/Monk for original setting.
« on: February 15, 2013, 09:39:35 PM »
Okay, so my IRL DM has finally gotten together that he wants to run a new game, and he's going to reinvent the whole points of light idea to do that- which I suppose isn't really important here.

We've moved over to the Pathfinder system, but all existing 3.5 material is still legal for our use. I'm not looking to break his game or anything, but I would like to make a character that is as self-reliant as possible, since he's notoriously stingy with loot because he feels it breaks his immersion or other ridiculous reasons. Now, there's the obvious vow of poverty for low loot settings, but that option is out of the picture for me, largely as I'm building this character to a pre-existing character concept, and not the other way around, as I usually do.


That concept however doesn't especially matter for build help, except in a couple specific parts.

Here are some guidelines before I get into what I have so far:


1. I intend to take Ascetic Knight to stack smite uses with flurry progression. It's a nice combo, particularly at early levels, and presents some solid options.

2. I'm also taking the Serenity Feat to re-key all my paladin attribs to wisdom from Charisma.

3. We're probably starting at level 3, and I intend to have two levels of paladin to get the basics, and one level of monk. Race is almost certainly going to be human, but I'm open to other options. I'd prefer PF stuff over native 3.5 though, and the more human-ish the better, as it's in theme.



Anyways, the basic char concept is that this character is a reincarnated goddess of the night/moon/wildnerness, and whenever she levels she's actually 'regaining' her pre-existing power. This campaign we're going to be paying more attention to alignments than usual, because our characters ideological views will matter.


Which brings me to the main point of interest:

I'm going to be a lawful good paladin of freedom. Yes, I already have DM dispensation for that little thing.


Essentially, where it comes down to it, my character has memories from a thousand years ago when she was a goddess and ruled over a great nation that was very progressive, even compared to now 'modernity', so they had laws about freedom of speech, ownership, inherent rights of sentient beings, and a right to be free to do what you will, unless you infringe on another sentient's rights by doing so.

So like modern western nations, as it were.

These beliefs are very much central to the character, and as a result, while she is disciplined and lawful, her belief in the system of law is in a system that otherwise doesn't exist in the world, and is essentially the system a paladin of freedom believes in.

Ergo, Paladin of Freedom.

Now theoretically she doesn't need to follow a code at all because she is her own deity, but I'd rather not get into that sort of semantics to be honest.




Now what I have so far is this:

Human, 2 levels in paladin, serenity feat to rekey to wis, ascetic knight to stack paladin and monk levels for smite evil uses and flurry progression. Two levels of paladin to get the good stuff, and one level of monk- then continuing on with monk.

We're cherry picking out of some of pathfinder's  class archetypes- not the general ones that replace multiple features at a time, but like one for one feature trades. In this particular case, we're using the third party PF 'hand of tyranny' monk archetype's first alternate class feature, which swaps stunning fist with 'unholy command', which works like stunning fist, except instead of stunning them you hit them with the Command spell (and later at level 8, the suggestion spell).

This is part of the core character thematic, representing a remnant of divine power and an inherited deference to that power that now exists in pretty much everyone descended from those ancient times.


Starting gear is none. No mundane gear or magical gear. Wizards don't even start with their spellbooks because my DM is crazy and we haven't talked him out of it yet.


As I'm relatively new to PF, I'm looking for suggestions for archetype feature or alternate class features to swap around to keep the build going strong and competative. I'm not asking to be tier one or two, of course, but any suggestions about what to take or the like would be appreciated. Feats, prestige classes, that sort of thing.


I've looked into the champion of irori, which I could conceivably get into, but I'm not sure it's actually that good outside of maybe a two level dip for the ki pool, ki smite, and the basic shit.


Anyways, that's what I have so far. This is going to be a long term game, I think, So I am looking for a full 1 to 20 progression.

13
Min/Max 3.x / Paladin Archer suggestions
« on: September 05, 2012, 06:57:52 AM »
I've been considering putting together some sort of paladin archer as a backup character for an ongoing medium lethality eberron game I'm running in. Archer style characters are something I really enjoy, and I'm currently running a mystic ranger.

None of this really factors into anything, but I thought I'd get it out of the way first.


What I'm looking at is something like paladin 5/bone knight 10/whatever 5. I know there's a 'ranged smite' feat, which is total garbage, but fortunately dragon magazine material is allowed, and there's a ranged smite variant that I can take that loses out on heavy armor (oh well) but can ranged smite instead of normal smite (it's an either or unfortunately, not an extra option). I'll also be grabbing Serenity to re-key everything to Wis. I'm looking for a non-evil paladin variant that gets a smite that isn't 'smite evil', because being a bone knight bans you from smiting evil. If one doesn't exist... eh. Not sure then.



14
Min/Max 3.x / [Build Help] - Iaijutsu Intimidatomancer/Lord of the Dance
« on: August 15, 2012, 03:22:48 PM »
I've been trying to make the basics of this build work for a while now (several hours at least) and decided I should really ask for help.


Essentially what I want to do is take the basics of a lord of the dance style bard (using Undersong to do perform in place of concentrate, and snowflake wardance for cha to-hit), coupled with the warblade for SNB and the Dragon 326 feat 'Flexible Mind' for access to Iaijutsu Focus as a class skill.


Looking to take at least one level in Avenging Executioner for sudden strike +1d6 and- more importantly- bloody blade for an area demoralize style effect.


Feats are looking like Quick Draw (necessary for Iaijutsu use), Snowflake Wardance, Flexible Mind- maybe look into seeing if Imperious Command interacts with bloody blade at all.


This character would benefit from taking all five levels of executioner mainly due to the save DCs, but could also easily do just a one level dip if he can pump up his DCs by other means- ability focus, pumping charisma.



The game I'm looking to run this style of character in is a 3rd level eberron game. I've talked with the DM, and I can take one flaw (probably Vulnerable), which opens up an extra feat for me.

Class-wise it'll probably be Bard 2/Warblade 1. Race human, of course.

I'll pick up Quick Draw at 3 (it's not important until then), and Wardance, Flexible Mind, and something else at level 1- maybe extra music, chaotic music (+4 to effective bard level for bardic music, limited by your HD), or something along those lines.


Combat will generally be all Sapphire Nightmare Blade, all the time (except recharge rounds which are just normal attacks).


Sapphire Nightmare Blade for a perform (dance) check vs target's AC, on a success +1d6 damage and the target is flat-footed, which means Iaijutsu kicks in, making an Iaijutsu check (also cha based) for an extra 1d6 damage, drawing, attacking, and sheathing his weapon (quick draw).

The intimidate part of the build won't kick in for a while unfortunately- I'm aware of the feat Intimidating Strike, but it isn't compatible with Sapphire Nightmare Blade.


Any advice is welcome.

15
Min/Max 3.x / Battle Archer - Build ideas and help
« on: August 03, 2012, 08:39:28 PM »
Okay, so the long and short of it is that I haven't actually played 3.5 in a long time. Aside from an abortive game sometime last year, the last time I played 3.5 was easily three years ago- since then I've mostly played fourth.

However recently a friend has decided to put together a new 3.5 group and invited me- and despite being a low level game (level 3), the setting is eberron and the character choices people are making are shaping up to be pretty high power. Lots of casters, and at least one monk/psiwarrior/prc gish.


I always wanted to do some sort of archer, and didn't feel like trawling through years old threads trying to find stuff so I eventually did some work on putting together some sort of ambush sniper. However when you aren't a caster you end up being the skill monkey character sort of by default- and that ended up with a lot of fiddly bits that gave me a big headache. I've experimented with a couple options- ranging from scout, to rouge, to swift hunter and while interesting I'm already feeling a little outdone by all the casters.



So it occurred to me that I should crack out Book of Nine Swords and put together some sort of martial adept. However I still want to be an archer- and while I have experience with a lot of stuff (if rather rusty), making archers from predominantly melee style characters is not something I've ever really done before.

Which is basically where you come in. I need help- and I know I need help. So any suggestions, build ideas, or that sort of thing would really be appreciated.



Right now I'm looking at basically two options- based on what I've gleaned from old and abandoned threads and handbooks.


1. Some sort of warblade archer, which I hear can be very good and interesting.

2. An Arcan- *dodges rocks* Excuse me for a moment. *casts Globe of Silence on the hecklers* As I was saying, an Arcane Swordsage archer. I already have DM permission for the Arcane Swordsage, so that's not an issue. Moreover, I doubt the game will last to level 20- and even if it does I'll probably take a PrC or several, so trying to work out that dual boost use + spells is never going to be an issue.



Right now I'm partial to the idea of the arcane swordsage archer, as it's more flashy than the straight up warblade, but I could do either. Alternatively, if anyone has a great idea for a sniper build, I might be interested in that too.


Acceptable sources are pretty much everything 3.5, no pathfinder or 3.0, but particularly well known or egrarious suggestions will probably be subject to DM approval. Otherwise, go wild.

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Introduce Yourself / Beep Boop - I am not a robot
« on: August 03, 2012, 08:27:51 PM »
//cd c:\
c:\;

//cd root
c:\root\

//cd program files
c:\root\program files\

//java -Xmx300m -Xms300m -jar introduction-post-generator.jar

Processing...*

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