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Messages - DaCraw

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1
Min/Max 3.x / Re: Dragonborn Warblade: who needs to walk?
« on: July 02, 2014, 08:05:39 AM »
Your interpretation would also imply that Dragonborn with 6 or more HD would be able to fly up to their move speed as a free action. This is clearly absurd.

The proper interpretation is that you can sprout wings as a free action. You can then use those wings to glide/fly as part of a move action (as normal for someone with those movement types).

For what it's worth, though, Warblades already have plenty of ways to get a psuedo-pounce, such as Pouncing Charge and Quicksilver Motion. Then there's always spending a feat on Travel Devotion or dipping Barbarian.

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Min/Max 3.x / Re: Anti-ambush build
« on: July 01, 2014, 08:58:59 AM »
As Ketaro noted, ooc duration is unimportant - you can use it as many times as you want, so you just walk around summoning an elemental every time you come across a corner/door/chest/corpse/etc that looks suspicious. I wouldn't bother summoning it in combat, though. Enjoy the flanking opportunities it provides for a few rounds, but don't rely on it.

As for talking to it: knowing the various elemental languages (terran, aquan, ignan, auran) is usually a good idea anyway. They come up fairly frequently in the mid-high levels, although less so than draconic, celestial, or infernal. Honestly, though, just knowing whether it still exists (ie whether or not something has attacked/killed it) is usually enough to spoil an ambush, and most DMs will let you know that as a basic part of the spell/feat.

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Min/Max 3.x / Re: Anti-ambush build
« on: July 01, 2014, 01:51:03 AM »
Not relevant at your level, but look into the Summon Elemental feat once you're able to cast 4th level spells. It lets you summon small elementals at will provided you have a summoning spell of 4th level or higher remaining. These don't last long (4-9 rounds) and are pretty worthless in combat, but they are excellent short range scouts. Who cares if your disposable minions get hit by the ambushing archers?

I'm particularly fond of earth elementals, as their earth glide ability lets them see what's in a room without you having to open the door.

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Min/Max 3.x / Re: Help build a Character that's Really Hard to Kill
« on: June 23, 2014, 09:22:36 AM »
A Warblade dip taken at IL5 (X 8 / Warblade 1 if you're not taking any martial adept PRCs) can greatly improve your survivability by adding ablative defences.

Take Punishing Stance (stance, prereq), Moment of Perfect Mind (immediate action to replace Will save with Concentration check), Mind over Body (immediate action to replace Fort save with Concentration check), and Iron Heart Surge (standard action to remove any harmful spell, effect, or condition).

Unless you've been dipping enough to make Senor Vorpal Kickass'o jealous, your concentration check should be higher than your Will and Fort saves - and unless houseruled, you don't automatically fail a skill check on a natural one.. You can refresh all of your maneuvers as a swift action while making a full attack action or moving and taking a standard action attack, so you should never be without any of these for more than a round. In between combat encounters, you're even better off - as long as you have enough time to shake yourself off between traps, you can use your maneuver-based checks instead of saves.

You may note that I haven't included the Ref save replacement. To do so would require either a second level of Warblade (not actually a bad idea) or a feat, and it's probably not worth the investment. Warblade 1 already gives you Int Mod to Ref saves, so you shouldn't be too vulnerable there. In addition, failed Ref Saves tend to be painful rather than deadly. A failed Fort save can kill you. A failed Will save can force you to attack your party (potentially causing a TPK). A Failed Ref save can mean that you take 20d6 rather than 10d6. Woo.

5
Min/Max 3.x / Re: Good Aligned Accelerated Casters
« on: May 09, 2014, 02:37:03 AM »
You can take Favored more than once. Also, one of the prerequisites is an Intelligence-based skill, so this should work:

Quote from: Ravenloft Legacy of Blood page 92
Laborious Training [General]
Your selfless dedication to study and the long hours you have spent training for your craft have given you an increased capacity for learning.
Prerequisites: Int 13, Knowledge (any one) 5 ranks.
Benefit: Your maximum rank in any Intelligence- based skill equals 5 + your character level.
Normal: A character’s maximum rank in any skill equals 3 + character level.

EDIT: looking it over, I cannot find where the Favored feat gives you an extra rank. Could someone point it out for me? Found it, you actually need the Primary Contact feat, which makes it twice as feat-costly to use as early entry.

Even then, you can't enter before level 9, bringing your spellcasting in line with a wizard. Your build would look like Bard 1 / Wizard 5 / X 2 / Sublime Chord 10 / Y 2. I suppose the two spare levels are useful for theurging, but it's still not groundbreaking.

6
Min/Max 3.x / Re: Charismatic Swordsman 3.5
« on: April 25, 2014, 08:19:13 PM »
Yeah, 20 s/b would be the last thing i'd do in d&d :P, i was only going for 3 levels for the extra damage, but you have a pretty good point about immunity to crits...

So it's either S/b 1/PoF2/Duskblade 1/Something 2/Arcane Duelist X or back to the drawing board.
We either need to find this something, or something quite different. i'd hate to lose full bab progression though(before level 6 that is)

Edit: After getting some encouragement, towards this:
I like Bard -> Swiftblade -> Arcane Duelist  but I've got a couble of bad feelings about it.
1. Saves, i mean, cha to saves is a big boost, i 've played enough monks (in pf, not one in 3.5) to know the value of 3 good saves (and i lost my cloak of resistance +5 once too *OUCH*)
2. Bab, not so much the attack rolls or the damage rolls (via PA-DA), but it will take longer (1 level is 1 level) to get to Arcane Duelist
3.Damage, not going Swashbuckler 3 means not taking int to damage (although he loses is against crit-imunes foes, so i'm open for ideas on this one) you also lose free finesse, but it'll be covered by othre stuff
4.Taking snowflake wardance, means i get to pick this one book (not necessarily bad)

On the plus side, it fits better fluffwise, we'll be random guys at the beggining, so i could get perform harmonica (lolz)

And i could forfeit snowflake wardance for Tome of Battle.

Any ideas about it?

would that go like Bard 4/Swiftblade3/Arcane Duelist X then PoF 2? (X propably beeing 10)
How are you qualifying for Swiftblade? Bards don't get 3rd level spells (such as the required haste) until Bard 7.

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Min/Max 3.x / Re: Good Aligned Accelerated Casters
« on: April 23, 2014, 10:51:42 AM »
The problem with Sublime Chord as an accelerated casting PrC is that unless you find a way to break the skill rank cap, you can't enter it before level 11. At that point it overwrites your casting progression and effectively puts you 1 level behind a sorcerer. It still buys you a few levels of overwritten CL loss, but you won't be casting spells earlier than the party wizard.

8
Min/Max 3.x / Re: Break my E6 Houserule - Prestiging beyond 6th.
« on: April 23, 2014, 09:26:01 AM »
Hmm, I'm not sure if it would count as broken, but Barbarian 1 / Frenzied Berserker 5 would be quite powerful for an E6 campaign. Deathless Frenzy, Improved Power Attack, 3/day frenzy. Very feat constrained, though.

It wouldn't break the campaign, but it might make balancing encounters more difficult.

9
Min/Max 3.x / Re: Strange 5th Wheel Builds
« on: April 23, 2014, 08:01:11 AM »
I'd try to build Nodwick, although I'm not quite sure how to go about that in 3.5. Commoner 20 would be the most logical chassis to build off, but I'm not sure how to get his encumbrance up without increasing his strength  :P.

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Min/Max 3.x / Re: Help with making 2WF work. The age-old struggle.
« on: April 07, 2014, 01:34:27 PM »
I will admit that the build I posted assumes we're working with RAI rather than RAW. That said, it is a very harsh DM that would read "If your unarmed attack already deals this amount of
damage," to mean "If you already deal exactly this amount of damage" rather than "If you already deal at least this much damage." The first is a more literal interpretation, but it arguably creates an absurdity. FotF was explicitly intended to progress Monk damage, and SUS gives you (slightly delayed) Monk damage. Any reading that results in SUS not benefiting from FotF would also imply that a level 11 Monk would benefit, but a level 12 Monk wouldn't. That would be absurd.

Whether FotF progresses you by 1 or 2 dice is ambiguous. I would argue that you effectively gain the Unarmed Damage feature twice (as it increases your damage twice), and so they should stack. Even I'm wrong, Greater Mighty Wallop still increases your Unarmed Strike damage to up to 8d8 [average 36] bludgeoning. This is at least equivalent to 10d6 [average 35] fire (Bard 20 DFI + WoC + Masterwork Mandolin), and it lets you keep your IC bonus.

Any bonuses granted from dipping Monk don't scale. The beauty of SUS is that it scales with your level, allowing you to focus on the rest of the build. Adding Monk 1 would mean that the build doesn't reach 9th level maneuvers, that the build only gets 2 uses of Bardic Music per day, or the feat saved is used on Extra Music. In any event, buffed damage would fall by 2-6d8.

[edit]: I'd also add that dipping Monk would push this build past the 2 base class + 1 PrC limit.

The advantage of IC + Unarmed is that you get both +attack and +damage, the two things needed by a TWF build. DFI gives you +damage, but it overwrites the bonus to your attack rolls. TWFers need to be able to hit with those extra attacks.

I'll certainly concede that a standard Bard 4 / Warblade 16 build is more elegant, but the OP explicitly asked for non-cookie-cutter builds.

11
Min/Max 3.x / Re: Help with making 2WF work. The age-old struggle.
« on: April 07, 2014, 11:55:12 AM »
Well, BardBlades are pretty awesome for TWFing. You said you don't want a cookie cutter build, so here's a modified version. It does rely on your DM agreeing that you can dual wield unarmed strike, though. How the build progresses depends on whether you're allowed to take flaws or not.

Without Flaws:
NG Human Bard 3 / Warblade 5 / Fist of the Forest (CC) 3 / Warblade 6-14 (Bard 3 / Warblade 14 / Fist of the Forest 3)
H Power Attack
1 Improved Unarmed Strike
3 Two Weapon Fighting
6 Superior Unarmed Strike
WB Great Fortitude
9 Song of the White Raven
12 Words of Creation (BoED)
15 Improved TWF
18 Greater TWF

With Flaws:
NG Human Bard 2/ Warblade 1 / Bard 3 / Warblade 2-5 / Fist of the Forest (CC) 3 / Warblade 6-14 (Bard 3 / Warblade 14 / Fist of the Forest 3)
F Power Attack
F Improved Unarmed Strike
H Two Weapon Fighting
1 Words of Creation (BoED)
3 Song of the White Raven
6 Superior Unarmed Strike
WB Great Fortitude
9 Improved TWF
12 Greater TWF
15 [Free]
18 [Free]

Useful Equipment:
Amulet of Mighty Fists
Vest of Legends
Masterwork Mandolin

Useful Buffs (Get your party Wizard to cast these, buy them a pearl of power or two if necessary)
Greater Mighty Wallop (RotD)
Haste

As you can see, this build is horrendously feat starved. Being able to take 2 flaws would be necessary for it to be realistically playable. It's also MAD as anything. That said, it should put out some impressive numbers, while not being game-breakingly powerful. Inspire Courage will give you and your allies +10 to attack and +8 to damage for at least 6 rounds, 3 times per day. With IC and Greater Mighty Wallop, your Unarmed Strikes do up to 12d8 + Str + 8. If you use both Raging Mongoose and Time Stands Still, you get 22 of those on a full attack (+2 if Hasted). The +10 from IC should ensure that most of those hit, too.

This build also qualifies for Bloodclaw Master. This PrC would fit perfectly with the animalistic fluff of a Fist of the Forest. If you're willing to bend the 2 Base classes + 1 PrC rule, it would be well worth considering.

I thought about including Dragonfire Inspiration, but this build is just too hard up for feats. If you're taking flaws, you could play as a Silverbrow Human and fit it in, but by the time you'd have room most CR-appropriate enemies will have fire resistance. Since you can't take more than 2 flaws you can't take Dragontouched and Draconic Heritage to turn that into a more useful energy type. That said, the attack bonus is probably more useful to you anyway, so I'd be surprised if it was worth the hassle.

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D&D 3.5 and Pathfinder / Re: Pros and Cons of Epic Level Play?
« on: March 29, 2014, 12:17:45 AM »
Well, casting two 9th level spells in one round with chaincasting would require a 20th level slot, so CL 39. This comes online later than automatic quicken x3 (Which is available by level 30), or simply quickening one of the 9th level spells with a 13th level slot (CL 25).

13
You've mentioned that your friends typically min/max, but just to be clear, roughly what power level do they tend to play at? Can you describe what you think they will want to play as?

In any event, 'Support' to me screams Bard. Or, in your case, Bardsader. This won't be as powerful as a well played Wizard/Crusader/JPM, but you will be able to contribute in combat. If you were allowed 2 prestige classes, I'd suggest Bard 7/Crusader 2/JPM 1/Sublime Chord 1/JPM 2->10. This would get you essentially sorcerer spell casting (with level 9 spells, but one level behind the sorcerer), level 8 maneuvers, and up to +9-14d6 sonic damage inspire courage (depending on how much you optimise).

As you can only have one prestige class, you may want to look at a basic Bardsader: Bard 4/Crusader 16. Take Dragontouched, Dragonfire Inspiration, Draconic Heritage (Battle or Pyroclastic), Words of  Creation, Song of the White Raven, Extra Granted Maneuver, and another feat of your choice. Also, make sure that you play a masterwork mandolin and wear a Vest of Legends. The first round of any given combat will probably consist of you using a swift action to inspire courage (with Dragonfire Inspiration and Words of Creation) to give everyone in your party +9-10d6 sonic damage (albeit at the cost of taking 3d4 nonlethal yourself), stopping the song as a free action, then using your standard action to inspire courage (with Words of creation) giving them a +9-10 morale bonus to their attack and damage rolls (taking another 3d4 nonlethal damage), and finally using your move action to find an advantageous position. In subsequent rounds, you can go to town with the standard Crusader maneuvers. They'll probably outshine you in combat, but you'll know that it was largely because of your buffs.

14
Min/Max 3.x / Re: Core-only Druid feats
« on: March 28, 2014, 03:14:15 AM »
Does your DM consider MM1 to be Core? If so, you might want to ask about Multiattack or Improved Natural Attack.

If your DM complains that you only qualify for these feats when Wild Shaped, you can point out that you would also only benefit from them when Wild Shaped.

15
D&D 3.5 and Pathfinder / Re: What class/build to play?
« on: March 27, 2014, 04:07:25 AM »
Check with your DM about how they want to handle Diplomacy - it's pretty much broken by RAW. With only minor optimisation (getting an 18 in your main stat and putting points into a few synergistic skills that you'd probably want anyway) you can get a 50% change to turn an NPC from hostile to indifferent or from unfriendly to friendly ... at level 2. Most DMs houserule it one way or another to make it work the way one would expect it to.

That said, here's a basic build. I've left most of the DFI tricks until later in the build because at lower levels the bonus to the attack role can be more useful (particularly as the rogues may not have gotten weapon finesse online yet). At higher levels you're basically a sorcerer with bard tricks and buffs, but you have fewer spells known and are a spell level behind. Still, it should help to make up for Zoidberg. Bluff and diplomacy optimisation has been limited to picking skills for Synergy and grabbing a few useful items.

CG Silverbrow Human Bard 8, Warblade 1, Virtuoso 10, Sublime Chord 1

Order:
Bard 1-7, Virtuoso 1, Warblade 1, Bard 8, Sublime Chord 1, Virtuoso 2-10

Stats:
Minimum: Int 15 (I've assumed 16), Cha 15.
Pump Cha as high as possible, keep a reasonable Wis and Con, try to avoid a negative Dex, dump Str.

ACF:
1) Healing Hymn (CC) - Lose Fascinate (which you'll get back from Virtuoso 1), use a daily use of bardic music to add your Perform ranks to any Conjuration(healing) spells cast by your allies.

Feats:
H DFI
1 Melodic Casting
3 Song of the Heart
6 Words of Creation
9 Dragontouched
12 Draconic Heritage (Battle or Pyroclastic if you can get permission, copper, silver, or bronze otherwise)
15
18

Skills:
(click to show/hide)

Maneuvers Known:
Leading the Charge (Stance, White Raven 1) - Allies gain a minor bonus on a charge
Wall of Blades (Counter, Iron Heart 2) - Make an attack roll to replace your AC
Iron Heart Surge (Iron Heart 3) - Remove any condition
White Raven Tactics (Boost, White Raven 3) - Change one ally's initiative, allowing them to act twice in a round

Items:
Along with the Big 6, try to get a Vest of Legends (+5 Bard levels for the purpose of bardic music) and a Circlet of Persuasion (+3 competence bonus to Cha based checks).

Notes:
Play a Mandolin (Complete Adventurer), as it increases your DFI or attack bonus by +1. Don't use DFI on things that are resistant to fire :p. As for social skills, you get +6 in synergy bonuses to Diplomacy (from Bluff, Sense Motive, and Knowledge Nobility), so you can befriend pretty much anyone. With a high Cha and (generally) full ranks in Bluff you'll be able to lie convincingly. If you also pick up Glibness as a spell known (or stock up on scrolls/wands of it) you'll be able to lie so convincingly that they'll believe you over the paladin :P. Intimidate is less likely to be useful, though, but it may be useful on occasion.

You could also be a regular Human. This will force you to take Dragontouched at first level (bumping Melodic Casting to 3rd and Song of the Heart to 9th), but it will give you one extra skill point per level. This will help if your DM is unhappy with you playing a Human that is descended from a dragon, and is probably better anyway.

This build does use quite a few books, though: (PHB, DMG, CAdv, CArc, CC, CM, ToB, DMag, RotD, Drac, BoED). If you need to cut this back, you could drop Warblade (ToB), Healing Hymn (CC), or battle or pyroclastic Dragon (RotD + Drac).

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Min/Max 3.x / Re: Requesting help with a Dread Necromancer
« on: March 04, 2014, 10:50:34 AM »
Just to confirm, when you say that you've done some reading, can we assume that you've read all three handbooks linked to in the handbooks section? I don't mean to sound snarky; they do contradict each other fairly often and I can understand wanting some clarification. We just need to know where you're coming from.

What do you want to achieve with this character? Minion-Master, Ultimate Debuffer, Fearbot, Goofy Sidekick, or something completely different?

What is the rest of your group like? Do they tend to optimise?

Do you know what type of campaign you're going into? Will you be going up against clerics and paladins often? Is it ok to play an evil character, or will this cause problems with the rest of the party? Is it ok to play an undead character, or will you be turned within the first 5 minutes of the first session?

If you don't want to or can't answer the above, that's fine - but the more information you give us, the more we can help you.

[edit]: Also, how is your DM handling EXP? Becoming a Necropolitan is a very attractive option, but you'll want to clarify exactly what the loss of a level (NOT LA) means at character creation.

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Min/Max 3.x / Re: Critique for a Bardblade
« on: February 26, 2014, 09:49:57 PM »
Wounding costs +2 and makes your weapon do 1 Con damage on a hit. It's not multiplied on a crit, but with the sheer number of attacks you'll be putting out it can really add up.

[Edit]: I'm assuming that BoED is banned in your campaign. If not, you really should find a way to fit Words of Creation in. It will double your DFI bonus at the cost of taking 3d4 nonlethal damage (which should be pretty negligible).

18
Min/Max 3.x / Re: Dread necromancer
« on: February 25, 2014, 11:50:06 AM »
I'd suggest starting out as a necropolitan, especially if you can claim all the benefits of being created by another dread necromancer with Corpse Crafter, Nimble Bones, etc (questionable whether this is legal, so talk to the DM). Then you'll have unlimited out of combat healing for yourself (and your minions), and all of the benefits of the undead type. You'll also be able to totally dump constitution in your point buy.

Fell Animate + metamagic reducers + a cantrip (to Coup De Grace unconscious/incapacitated enemies) can let you start out with animated minions.

The idea sounds amazing and i just managed to get a hold off my DM he said that the being made by a dread necromancer was alright but he did not want to give him the 2 feats as a compromise he said that if i got the feats myself i would be able to apply them to me. This however would mean i spend my first and third level feat on these two. Would this still make it viable?

Make sure you put points into Bluff and buy a hat of disguise. Being a necropolitan gives you a bunch of immunities and bonuses, but it does expose you to being turned (or worse). The best way to avoid this is to make sure that NPC clerics never figure out that you're undead. PC clerics too, for that matter, although you'll have to come up with some reason why they should use negative rather than positive energy on you.

Oh, also, in addition to taking those feats, make sure your cruximigration is done in a desecrated area with an altar (+2hp/HD). Note that desecration is a spell that you can learn, and that building an altar doesn't cost you anything.

You'll also want to check whether you're playing with the taint rules, and exactly how the undead immunities to taint work. If you are playing with them, undead can gain taint, and being immune to the negative effects of taint includes being immune to both insanity and death from massive taint, then you can take one level of tainted scholar to cast off of your taint score (which you can get as high as you like). This is cheesy as hell, though, so check with your DM (they'll probably say no).

19
Min/Max 3.x / Re: [3.5] Salvaging a Ranger Build
« on: February 19, 2014, 12:04:27 PM »

20
Rebuking can certainly be a pain, although if you get the 'full service' you should be alright. Necropolitans get an untyped +2 to turn resistance, while there's a feat your Necro can take to give you another untyped +4. There are plenty of other ways to boost it, but that's a start.

After that you buy a hat of disguise/cast disguise self and invest some ranks in disguise and bluff. The best way to avoid being turned is to convince the clerics that you are a regular human...

As for the background, the rite of cruximigration is not performed by any old cleric in a temple. Given the nature of the ritual and the process of petitioning needed to be granted permission to undertake it, it makes sense that it would be performed by a specialist. Or at least, that's how you justify it to your DM...

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