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Messages - studderingdave

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Building into 13th level, so if we can let us whittle it down to that. I like where this is going

2
thanks for the suggestion. I am not against the caster avenue. I am going to start the framework for the build tomorrow.

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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 / Re: Artificer Progression
« on: July 27, 2017, 02:35:39 AM »
Awesome. Sorry for posting this in the wrong place, but your last response was immensely helpful.

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You Break it You Buy it / Re: Artificer Progression
« on: July 26, 2017, 08:39:24 PM »
ok, can we dial is back a bit? your charts and figures are very good, but i need to build up to it to understand it.

We work on a 85 point stat buy, nothing below 3 and above 18. 13th level gives me 3 additional points. i was opting into human, im guessing the feat will help. Given the level, i am looking at:

Str 12
Dex 14
Con 14
Int 18
Wis 12
Cha 18

initial feat string looks like this:

Scribe Scroll - Bonus
Brew Potion - Bonus
Craft Wonderous - Bonus
Craft Arms and Equipment - Bonus
Craft Rod - Bonus
Craft Want - Bonus
Craft Staff - Bonus
Attune Weapon - 4st
Craft Construct - 8th
Exp Artisan - 12th
Legendary Artisan - lvl
Wand Mastery - lvl
Improved Homunculus - lvl

3 feats open

suggestions on mundane weaponry? Do I buy the Bracers of archery to get into the long bow or am i just going to run wands? Does my feat tree change to comp for this? I can see I am going  be subpar in melee, would liek to optimize ranged attacks and defense.

lets get this going one step at a time.


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You Break it You Buy it / Re: Artificer Progression
« on: July 26, 2017, 05:45:53 PM »
many thanks for the advice. theoretical optimization is what i am after. My current character is fairly optimized, and my friend int he campaign and i bounce ideas off each other that we often gather from the MM board or BG. The third and 4th players are new and just hit things with axes and catch arrows. I would describe my DM as very hard but rewarding. We tend to lack:

Downtime
Access to magic shops/trade
Refuel sites for mundane gear
Positive NPC interaction

So basically we need to be able to produce what we need out of thin air or be very self reliant. As it stands the party contains:

Fighter2/Factotum8/IM3 as the face, glass cannon melee and skill monkey
Cleric12 of Mystra melee house and adhoc arcane assit
Barbarian10 new player, beatstick
Bard10 new player, buffer and mediocre ranged support

So the artificer would be replacing the Factotum, most likely maintaining the face of the party role and some of the monkey skills. Obviously i feel i cannot match my current character in DPS but we have that area more or less covered.

I am largely interested in correct loadouts. Should I double wand? in the long term am I better off focusing on making minions or maxing out wands? I already plan to have a workshop in a portable hole and a Wright making items as I adventure.

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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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Our DM allows the dragonlance "tinker" gnome in FR games. I was going with the actual "tinker gnome" race as the base for the character.

reviewing handbooks...

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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 / Re: Bringing a 2e DM into the 3.5 fold. How?
« on: February 24, 2015, 01:21:19 PM »
i appreciate the "sink or swim" method. Our Dm is gold. For what he lacks in formal knowledge of 3.5 he makes up for in pure instantaneous creation in regards t plot points and subpoints. We never have issues with "walking on a path for 3 hours" while the DM rushes to create something. He is receptive to rule addendums but also modifies the rules (mostly monster encounters) to suit his needs.

he gets enough of 3.5 t run good sessions. he also runs a very aggressive campaign where players lose characters in a hurry if they are dumb. It is fr this reason he lets us run some of the more noted degenerate/OP builds because he simply compensates to met the challenge.

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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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i find it humorous that the character i made for him before starting this post was a bard. i guess i wasn't to far off?

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which book is that?

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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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I have never played a PbP but i am very interested if i am needed.

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Min/Max 3.x / Re: [3.5] The hardest nosed Paladin
« on: September 24, 2014, 08:08:26 PM »
my DM isnt really going to support the mount part. this is what i am currently going with:

Paladin 10

str 20 dex 12 con 15 int 10 wis 16 cha 18

power attack
law devotion
awesome smite
exotic wp bastard sword

+2 holy flaming bastard sword
+1 Blinding heavy shield
Adamantine Full Plate
Gauntlets of Ogre Power
Cloak of Charisma +2
HH Haversack
Ring of Mind Shielding

My Dm offered that I can swap my spellcasting for the ability to smite anyone i deem corrupt and gain an additonal 2 skill points per level. I still have a feat slot open and I am open to suggestions still.

my DM is allowing the feat leadership. i am wondering if I could justify it with the "loner" aspect of my character.

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Min/Max 3.x / Re: [3.5] The hardest nosed Paladin
« on: September 22, 2014, 04:04:07 PM »
yes, i failed to mention that. i cannot be a full caster, but partial casters like paladins or rangers are fine.

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Min/Max 3.x / Re: [3.5] The hardest nosed Paladin
« on: September 22, 2014, 03:55:14 PM »
sources are all but the character will be reviewed by the DM. Assume that the DM will turn down any severe brokenness and is well versed in 3.5. I am currently working with the straight PAL10. I have 49k gp to spend and I HAVE TO be human. I was going with:

18 12 17 10 15 16

+2 Holy bastard sword
+1 Mithral plate of speed
+1 Blinding Heavy steel shield

Law devotion
Awesome smite
Power Attack
Weapon Focus Bastard sword
5th slot open

I am trying to go for the true heretic burner here. also let me clarify, i can be a spellcaster, i just cannot be a full (wizard, cleric, druid etc) caster.

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