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Messages - Thereddic

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1
I suppose calling myself a first time GM is a bit of a lie since I HAVE been in charge of campaigns before, but that was years ago and i basically amounted to pulling random ideas out of nowhere to facilitate progression (most parties do not face off against flaming badgers that throw logs and advance a size category every round, for example). This is simply my first campaign that I'm planning. I have the idea for the beginning areas thought out. Essentially, they show up in adventure town number 387 to seek their fortunes (they can choose their reasons for being there.) While they are there, they can find a few adventure hooks that are linked to the more overarching campaign.

The first hook is a merchant hasn't received a shipment of supplies from one of the outer towns and sends the group to investigate. Upon arriving, they find the town deserted aside from the cowardly youngest son of the ruler of their starting location and a group of Hobgoblins. The hobs are a group of mercenaries who purchase supplies from the town who are investigating the disappearance themselves, and will likely assume the players are somehow responsible for the disappearance, likely resulting in a fight if they can't persuade the hobgoblins someone else was at fault. In either outcome, the end result is tracking the missing people down to an old ruin. In the old ruin, they will find undead, all of the townsfolk killed in a strange ritual, and a strange undead at the head of it all, along with a masked man who seems to be communicating with it. The man flees and the PCs hunt the undead, making a friend out of the noble and possibly the hobs depending on how that works out.

Second hook involves another noble, either the middle child of the ruling family of the town (disguised as a member of a different family). The noble hires the PCs to investigate a nearby ruin. The eldest of the three noble children is alongside a group of a rival noble family (which the noble is disguised as a member of) clearing it out as a means of repairing the relationship between the two families. Unfortunately, the elder son and his team are trapped in the deepest section of the dungeon being hunted down by either bandits or monsters (not sure which to fill the second dungeon with). If the PCs are fast enough, the can arrive in time to save the eldest son. Upon exiting, the will find the middle child with a gunman at the ready to try and finish off the eldest son as they exit. The mission was a plot to frame some mercenaries and the rival family with the murder of the eldest (and most beloved and heir to) the family that rules the city. The middle child will leave his men to finish of the players, who upon surviving can try and bring the middle child to justice (easier if either the eldest or the youngest child is their friend) or simply leave town on the run from the law (giving me a new BBEG). If they DO pursue the middle child, they will find he is being backed by the same masked man that was involved with the undead (although this might be the first time they meet him, the players can pursue either path first, depending on which they find out about first). The masked man will flee and the middle child will likely be slain by the PCs. By this point the players will likely be suspicious of the masked man and so will the nobles. Whichever nobles are left standing will hire the players to investigate the masked man.

The masked man does have plot to him, but the two hooks listed are already several sessions worth of campaign (depending on dungeon length) so I don't want to plan out a path for someone they might not even wind up confronting. Plus I've rambled on about stuff that is sort of irrelevant to the main topic enough already. But hey, I like getting my ideas criticized.

Back on topic, I obviously need 2 dungeons (one undead and the other either monsters or bandits) some hobgoblins (I'm trying to enforce certain themes among the cultures since the activities of the various courts is intended to come into play a lot, so training their soldiers in certain ways helps make them stand out). Problem is I don't know a good way to do any of that.

I can obviously use a dungeon generator for the maps, but what about traps and encounter balancing inside? I also know that one of the players really wants puzzles in be involved, does anyone have advice on building interesting puzzles? Is it even worth including the hobgoblins in the first arc (originally they were going to have been hired to kidnap the town and then be angry when the masked man killed them all for the ritual, but by that point the players would have no reason to believe the hobs were innocent and I doubt the leader would forgive the death of most of his men either way). What about stating up enemy characters? Do I just use the expert stat array (15 14 13 10 9 8, I think) or do I give them their own point buy? What about mooks vs. important characters?

Yeah, I know I'm overthinking this a lot, but I feel like I have no reference point in building this, so I'm trying to figure out everything I can. Does anybody have any advice? Thanks in advance.

EDIT: one thing I forgot to ask about and point out. Because one of the players is a ranger that comes from the tech-y area of the world, we agreed it would be cool if he used a gun instead of a bow. Unfortunately, rangers don't have a gun-based style. Any advice on building one? Also, the most experienced player here (admittedly most are first/second timers, but he has significantly more D&D experience than myself) is playing as a sprite with houseruled racial stats that I okayed. He doesn't feel too overpowered (yet, he hasn't fully built his character sheet yet) but I'm worried about one of the things he gets as a sprite being a flight speed. Granted, his experience of preference of storytelling over mechanics lead me to trust him not to be too cheesy, but I'm still worried about being able to fly simply breaking encounters/traps. Am I worrying too much? I don't want to simply go back and veto his race because I already said yes to him and he's already had to ditch a character concept because we couldn't find a way to build it in the rules, I don't want to make him start all over again.

2
D&D 3.5 and Pathfinder / Re: Utilizing magic at low levels? PF/3.5
« on: May 04, 2014, 04:15:24 PM »
Well, I'm leaning towards control since I've played warrior Clerics before... so lets start there then. Winter/Waves have their good stuff either situational (most of the revelations) or several levels higher than I currently am, so those are on the back burner. Time has some nice endgame stuff and some cool survivability tricks, but not many active "do this thing" abilities, which I kinda feel I need. I'm a little confused as to the controlling powers of Outer Rifts. It has a couple save or sucks, but it most of the control seems to be tacking fog effects onto all my spells. Am I missing something?

also kind of looking at Bones and D.Tapestry. Bones I can reflavour as the haunting spirits possessing the bodies so I'm less evil seeming (although I'm going to need to hide it well, I like the flavour it can bring though) plus if I'm reading it right, I can use the Undead Servitude revelation as a substitute for channel energy which is backwards compatible with Divine Metamagic, which is always fun. The spells it provides aren't all that great, I can make up for it with a horde of minions dealing damage (I'll probably need to find a way to keep them relevant later in the game though, assuming we get that far).
Tapestry on the other hand provides a lot of nice control effects including one I can actually use from the get go (twilight dust) plus it gives me a flying ability, as well as an upgraded alter self, although I'm not sure how much that would help a control player. I'm sure there's something I'm not seeing though, otherwise you probably would've recommended it.

Alright, so for spells right now, I'm looking at

0: its Orisons, you get all the ones that matter anyway
1: Murderous Command, Prot. Evil, Obscuring Mists
2: Sound Burst/Hold Person (not sure whether or not the AoE stun is worth the less potent CC)

How does it look? I'll probably also take another 1st level spell with Favoured Class bonus assuming I'm allowed to trade those out for higher end things later on. Not sure what to do on the feat front, probably versatile spellcaster since I'm a spontaneous caster, but I'm a bit lost after that. Maybe some metamagic like Bouncing spell? Also, probably War Priest for initiative and defensive casting. Race is half-orc, likely taking the scavenger racial trait for the Perception bonus towards traps. I feel that I'd be better off not being a half orc now that I've moved away from martial caster though, but I like the idea of getting more spells from my favoured class bonus (Even though I can do that but be better off as a Half-Elf or Samsaran, but I'm attached to the image of the orc dandy, since I'm also the team face now)

3
D&D 3.5 and Pathfinder / Re: Utilizing magic at low levels? PF/3.5
« on: May 04, 2014, 12:07:25 PM »
Sorry, I worded that poorly. I meant using a Factotum dip for anything other than oracle would put me a level behind, not the seeker archetype, which seems really good.

So if I understand correctly, to make use of low level magic, I just take stuff that will become useless later and swap it out for things that might be useful later? Also, is there much of a difference between command and murderous command in terms of effectiveness, or is command better than temporary enemies killing each other? I'm pretty sure it takes them out for 1 round either way, right? Also, is splitting my list between control and gishing feasible, or should I pick one to focus on? (probably gish, since I'm pretty sure clerics have the worst list of the 3 big casters for control, although I'd kinda prefer to try control) Also, I'm currently considering the Heavens mystery because of blowout Amazing display being hilarious for my first two bonus spells, plus Moon Bridge can be in any direction, so I can theoretically use it to build Walls of Force, unless I can't turn it or something. Would I be better off just grabbing the buffing power from battle or something? I mean, technically Ancestors is the most flavourful for my character, but it overlaps too much with Haunted for my liking.

Also, we're rolling stats, but come with one 18 for free, so I start with 20 cha regardless. SO I can probably get a good DC for save or sucks.

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D&D 3.5 and Pathfinder / Utilizing magic at low levels? PF/3.5
« on: May 04, 2014, 02:08:07 AM »
Hello again, as much as it pains me to create a new topic when my last one is not 5 threads down on the first page, the topic has shifted a fair amount from what it was previously. To put it briefly, I am building a half orc Oracle (Half orc for the favoured class bonus to help with a small spell list, plus a couple martial weapons for divine abjurant champion, although I'm rethinking that plan now...) The original plan was to build a sort of warrior priest, although a few factors have made this difficult. The first being that I don't have access to persistent metamagic from 3.5 because the Pathfinder version exists, meaning my action economy is a bit confusing.

The second reason I'm having trouble here is that I'm a level 4 character, and while I hear great things about the shenanigans you can pull off with higher level casting (or even low level arcane stuff, really) I'm having trouble figuring out what to do with the cleric list. Maybe I'm just bad at optimization (true) but I just can't find anything meaningful that I'd actually want to keep on the list. I've tried looking at the list from both a warrior's perspective and a control caster's perspective and I just can't seem to make anything work. Obscuring mists? Great until you realize I'm also blinding myself and my party. Cause Fear? HD limits means it's basically useless pretty soon. Blessing/Divine favour? How is such a small bonus going to turn the tides, or even make up for me using my first turn to throw it up instead of going after someone?

So for those of you who are actually intelligent about this sort of thing, how do I make low level magic work? All the good stuff seems to be in arcane, which I can't realy go into because we already have a sorcerer (and also I'm the trap monkey and I can't find a good way to trapfind without either the Seeker ACF, a dip that will basically put me a level behind, or blowing multiple feats to get chakra bound theft gloves) So can anyone help me here? Thanks.

5
Alright, I've figured some stuff out and know what I want to try. I want to roll a Spirit Shaman because I don't actually have much experience with spellcasting and have always meant to try it, and the Spirit Shaman has probably the easiest method to learn how to do it properly, since I can just cherry pick a new list every day to cast spontaneously from. I'd probably lean the spell list somewhere between Gish and Battlefield control, but I'm not sure how to build a proper spell list for these things (especially since the Druid list doesn't seem all that great for it based on what I'm reading) Would I be better off going with psionics or divine magic for this (not going arcane because we already have a sorcerer). Also, how quickly can I break the action economy? Also, would it be too difficult to get decent ranks in being a party face while doing this? Apparently we also need a face. Or if not that, I guess Oracle can also work, since I actually have a (crude) character concept for that. Still need tips on how to make it fit battlefield control with some level of damage though

6
I'm a little bit confused by this.  In PF, anyone can disable a non-magical trap, as long as they can make the Disable Device check.  All Trapfinding does is let you disable magical traps.  If you can reliably dispel magical traps, you don't need Trapfinding to disable them. 

Also remember that anyone can make a Perception check to find a trap, magical or not.  Even if you can't disarm it, you can probably figure out a way to trigger it from a safe distance.  Summoning a Celestial Monkey, for example.  Or poking it with a long stick.
This is a great change. I didn't know they'd done that.

Apparently I didn't know that either, I guess I got confused when reading something else. That...makes this a lot easier. Unfortunately, it also broadens what I'm looking for in a class to something 'fun'. And I'm sure you know what a simple question that is. Er, I'll try to narrow that down, gimme a bit

7
Alas, Traits are apparently not allowed in this campaign, as I just found out. I'm a little confused as to how Planar Touchstone works, it mentions something about a charge limit and a place I need to revisit to get double charges, which left me kinda confused. Also I'm level 4, unless I can get a bonus feat there, I'd be missing Trapfinding when I walk in, which is probably when I need it most. The Theft Gloves might be somthing to consider, but that's burning two feats. Suppose I could grab it by being an incarnum class, could make for some interesting character concepts by playing a thief powered by the spirits of the multiverse could be interesting, although I'm having trouble thinking of non-evil ways to go about it. Any other methods?

8
So my friends started a pathfinder campaign while I was out of town, but since I'm going home soon, they invited me to join in. The catch is that the rogue left the game recently, and so they need someone to fill in the role of trapfinder. Sounds fine right? Well... The classes with Trapfinding (aside from Factotum, we'll get to that) all seem really boring to me, and I don't want to play any of them. To make up for this, I've been looking for ways to finagle my way into being a capable trapfinder while also making a fun character.

My current thought up ways include a level 1 factotum dip for all the class skills ever, which would allow me to be an amazing trapfinder and also have fun with Iaijitsu Focus (although I would need to find a way to force flat footed easily), heck I'm even considering straight Factotum for Cunning Surge, although I feel like I become a 1 trick Pony in combat by doing this. The other option I'm considering is using the Oracle with the Wrecked curse, which allows me to disable device, and then just use detect magic into an at will item of dispel magic I read about somewhere to deal with non-magical traps. Of course, that becomes something of an issue if I try to Gish (which I kind of want to try) since everything I touch is considered broken.

The campaign starting (or joining, rather) level is 4. The party consists of a Monk, Wilder/Dread, Gunslinger, Vitalist, Sorcerer (blasting, but encouraged to take spells like Enlarge Person and colour Spray) Ranger (bow until they get close, then charge with Greatsword) So I feel its safe to say I don't want to get too stupid with my power level, my only real baseline of power is that the monk is proud of dealing 2d6+15 per hit when power attacking and enlarged. The egotistical part of me has taken that as a challenge, and the rational part of me doesn't want to go too far with that because I want to keep things fun for everyone. We are allowed anything form Pathfinder and 3.5 as long as it is not Homebrew. Any advice?

TL;DR: I need a way to tack on good trapfinding capabilities to a level 4 without taking too much investment so can make a fun build.

9
Min/Max 3.x / Re: (PF)Arcane Savant-Useful?
« on: April 29, 2014, 11:37:30 PM »
Well, from what I'm seeing, it's less a matter of which spell you take, and more a matter of what list you take from. If I'm reading that right, then a Sorcerer/Oracle in the class can use Esoteric Magic to take a spell from a list you like, effectively saying you can cast a spell from that list you have taken from. Then you cast Paragon Surge. Paragon surge (among other things) lets you take a feat for its duration, choose Expanded Arcana for your free feat and you can choose a new spell from the list you chose from with Esoteric Magic. Normally this is done through the Eldritch Heritage feat line in order to get access to just the Wizard/Sorcerer list as an Oracle, but apparently you can now do the same as a Sorcerer. Of course, the ability says treat the spell as one from your regular list, so I'm pretty sure I'm actually wrong here. Still learning how to min/max myself, unfortunately, so I'm not much help.

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Min/Max 3.x / Re: (PF)Arcane Savant-Useful?
« on: April 29, 2014, 06:52:16 PM »
Well if I'm reading it right, it's another way to get access to all the spell lists with Paragon Surge. And who doesn't like having all the spells? That's the only good thing about the class though, get all the lists you want, maybe the scroll master thing, and then get out. The other abilities are really situational, and you probably have some method of Dispel magic available to you without needing the capstone.

11
D&D 3.5 and Pathfinder / Re: New DM: How to design the adventure?
« on: August 16, 2013, 01:40:13 PM »
I'm back, sorry that I'm sorta necroing this, I've just been occupied by other matters and haven't had the time to post.

Anyway, for the first adventure heres my plan:

The PCs are a group of friends/adventurers, how long they've known each other and why they've chosen this life I'll leave to them. They're doing their usual rounds of the town, maybe they work for the town guard (need an idea for what they're doing initially) when a man from the next town over runs in, haggard, weary and with a message. Hobgoblins have been seen mobilizing towards his town, and he was sent to get reinforcements, as he comes from a rather small hamlet with basically no military presence. When the PCs follow him to investigate: they find the town deserted. The town has obviously been raided, but beyond a bit of blood and maybe a severed limb or something, there's absolutely no sign of the former inhabitants of the village. Here the PCs can be introduced to skill checks, searching around the town to try and find out if there are any people remaining, or for some clue as to where the hobgoblins took them.

Depending on their search results, they might find a wizard hiding in one of the houses in a crawlspace that was overlooked. The wizard is a coward who hid and let the village be taken, and is also the son of a noble family, who's parents would reward the PCs for finding him as a bonus to the main objective. They can also try and force the wizard to help them out with saving the townsfolk, either way making the wizard a recurring friend of the PCs. They will also find a small group of hobgoblins scrounging around for a second looting run to pick up anything they missed. The players will overhear plans to raid a caravan passing through to this town, as news of the hobgoblin raid hasn't been spread yet. The players can decide to either eliminate the hobgoblins present, or possibly track them to the main hobgoblin base. If they fight the hobgoblins, the PCs can choose to either intercept the raid on the caravan or try and find the trail to the hobgoblin lair. If they can't find the trail, an experienced tracker with the caravan will point them in the right direction.

They will then raid the hobgoblin lair, a time in which they can be introduced to dungeons and traps and such. As they clear out the lair, the PCs will likely find the corpses of everyone from the village, all killed in one room for no visible purpose, dropping the first hints of the overarching plot.

How does this sound so far?

Also, I proposed the idea of the Tome of Battle for more interesting melee characters, and the players seem fond of the idea. I have a problem though. At least two of my players now want to play an archer type character, which, to my knowledge, never really got any support for the whole no options beyond "I attack" problem, as have voiced a lack of desire to use magic. Any ideas on how I could spice things up for them? I'm a bit uncomfortable using homebrew for them, since they're just getting started with basic D&D.

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D&D 3.5 and Pathfinder / Re: New DM: How to design the adventure?
« on: August 08, 2013, 01:11:42 AM »
On the topic of using a premade campaign, I'm really opposed to the idea. I already know how to keep things running from my past experience pulling random ideas out of nowhere, but running a campaign that's already predefined just strikes me as really boring. The main allure of DMing to me is making your own adventures, your own stories, etc. I feel like just reading everything out of a book would kill the experience for me. Besides, I already have a bunch of ideas cooking and the cleric is already writing backstory for himself, and be damned if I'm not letting what I already have go to waste. I AM keeping everyone to core though, with the exception of one guy who wanted to be a mongolian (because they are the exception, apparently. I suggested a halfling swift hunter on a war dog) and possibly another who might go Warmage since that's the closest class I could think of for turning people's blood into steam. Nothing major though.

Anyway, as for ideas for an intro ideas... I was thinking that finding themselves in a village for whatever reason (I'm trying to think of something beyond "they met in a tavern when..."), but they hear stories of a village that had been raided by hobgoblins/bandits. Upon investigating the town, they will find the local wizard, who hid in fear and let all the villagers be taken. given some hints by the wizard, the PC's will hunt down the location of the stronghold, perhaps the wizard overheard the raiders talking about the next target, and the PC's set up an ambush. From there, the PC's can follow the tracks of the raiders to their stronghold, which they will clear out. Hints as to the overarching plot could be dropped subtly, when they find all the villagers that were kidnapped have been killed, and their bodies piled in one room. The kills may appear to be done in some ritual form to suggest that there is something going on here, but nothing that really states that this is anything large scale, possibly just these raiders are really really evil, or some such. Followup adventures could be based on other races being increasingly aggressive, more villages being raided and their inhabitants killed etc.

I was also considering something for the BBEG style enemies. Whenever the players are up against a big boss (or even just the final boss of that particular dungeon) the boss is a gestalt character. This sound like a good idea? I feel like it would be a good way to give bosses that really strong enemy feel without making them too much higher level than the PCs.

As for some dungeon drafts...does anyone know of a good free program for building maps for this sort of thing? I'd rather not start using paper until I've gotten some good ideas for layout.

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D&D 3.5 and Pathfinder / Re: New DM: How to design the adventure?
« on: August 07, 2013, 01:34:20 AM »
Well, that gives me a lot of pacing ideas, but pacing is the part I could piece together somewhat. The main thing I'm worried about is dungeon design itself. I'm not sure how big to make rooms, where to put traps, chests secret passages etc. I have no idea how to balance loot, and I'm not sure how to make sure the monsters are tough but not falling under killer DM jurisdiction. Any ideas on how to learn that beyond screwing it up until I get it right?

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D&D 3.5 and Pathfinder / New DM: How to design the adventure?
« on: August 06, 2013, 08:46:51 PM »
So some of my friends, believe it or not, have never played D&D before in their lives. Feeling the need to rectify this, I proposed we all play a campaign, and they agreed to it. The problem here is that...I don't actually know how to design a fun campaign. When I was like, 14 or something I DMed a couple campaigns with some other friends, but that was mostly me pulling random stuff with no regard to logic and/or balance out of my ass all the time, not exactly good for introducing people to the game. Besides, I have an actual idea for a campaign I want to do, although I'll post a separate thread on the world and story for advice in the appropriate section.

The problems with my campaign idea come from the level. The scale of the campaign would at LEAST call for characters to wind up around lvl 15 or so, and the players are starting at lvl 1 so they can figure out the game. That means I need to figure out a good starting point. The general idea for the campaign is that Divine magic is (unbeknownst to the world at large) fading from the world, causing the world to slowly die. One man, a cleric (probably more like refluffed Ur Priest though) is trying to create an artificial god of sorts in order to fuel the world, but to do that he needs souls. For this purpose, he's trying to incite a war between two large countries, the excessive casualty rate providing the last bit of power to his plan.

I have an idea for how to start this, namely the players hunt down bandits in one country, where they will find planted evidence of the bandits being agents of the other country, and things could escalate from there, hints being dropped in dungeons and through strange individuals found throughout quests as to something larger than the war. But that still leaves me with no idea how to design the dungeons or encounters, or pace things properly.

TL;DR: How does one design dungeons and encounters, as well as pace a campagin?

PS: One of the players (someone who DOES have D&D experience) is being a cleric, and as such is privy to the knowledge of the fading divine magic, and wants to do a sub plot for his character trying to discover why the magic is fading. The idea soudns cool and engaging, so I okayed it, but I don't actually know how to incorporate it well, especially since its supposed to be hidden from the other players until it gets revealed for whatever reason. Any ideas on how to do this?

15
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 21, 2013, 07:33:41 PM »
Looks more like a Guinea pig to me. I'm suddenly less sure about going Tashlatora though, at least if I pursue Psywar as my Manifester of choice. My Int may be obscene, but my Wisdom...well its also pretty high at +6, but it means moving points around... then again, I COULD use to will save boost from doing that. Going Psion makes me too Caster heavy though... bleh, I'm confusing myself too much :/

How would Lurk work with a Monk kitty? Or would it be best to just say nuts to it and go psywar by taking some points out of Con to get my Wis up to 16 or so? Beyond that...I imagine Fist of the Forest would make a great dip, bonus points for being a surprisingly good fit flavour-wise, although I don't know to many other class levels to take to boost unarmed damage

16
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 21, 2013, 04:41:02 PM »
i don't suppose that anyone's suggested making your cat a ghost (savage progression) and taking master of the unseen hand? as an added bonus, you can use psionics to enter the class as is due to some obscure rules, making for some fun options. claws of the vampire, strength of my enemy, bite of the tiger, psionic lion's charge, just to name a few.

if you want to take it in a silly direction, take the stygian bolt power, one of the jump powers, hustle, and squeeze in one level of the athas soulknife prestige...  glowing mind blade, giant jump, fast move, and black lightning = jedi kitty!

Nobody has, but I'm trying to remain true to housecat flavour here. If I wanted to just build the strongest thing I could, I'd be doing something to exploit my Int score.

so show them your final optimized build as step one, then show them the ghost psion jedi housekitty for the step two: the cat comes back.

you know, you could always make your housekitty a monk with kung-fu genius for shifting all monk abilities to INT from WIS. can you imagine your stunning strike DC? followed by the coup-de-grace attack modified by that one feat that makes it a standard action instead of a full-round action and a "collar of battle".... boost that with some greater mighty wallop (claws are retractable, after all), bloodwind (SpC), superior unarmed strike and a "monk's collar". maybe split monk with psywar and tashalatora with expansion and other fun powers, and you'll be slaying them from 20' away sitting on the fence with the force of your melee attacks traveling through the air....

considering how hard my cats could hit me while we were playing, i'd say monk is within housecat flavor.

or you could just go with the obvious route and take levels of aristocrat. ^^

Wait, that Kung Fu Genius is an actual thing? Where can I find it? Cause if it is... Buyoff Monster of Legend, then go Psywar Tashlatora... its so delicious

17
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 20, 2013, 11:36:08 PM »
i don't suppose that anyone's suggested making your cat a ghost (savage progression) and taking master of the unseen hand? as an added bonus, you can use psionics to enter the class as is due to some obscure rules, making for some fun options. claws of the vampire, strength of my enemy, bite of the tiger, psionic lion's charge, just to name a few.

if you want to take it in a silly direction, take the stygian bolt power, one of the jump powers, hustle, and squeeze in one level of the athas soulknife prestige...  glowing mind blade, giant jump, fast move, and black lightning = jedi kitty!

Nobody has, but I'm trying to remain true to housecat flavour here. If I wanted to just build the strongest thing I could, I'd be doing something to exploit my Int score.

18
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 20, 2013, 09:48:35 PM »
Monster of Legend and Saint templates.

Sweet jebus those look delicious. I'll have to completely revamp my levels if I want to take them though. Plus I'll have a total level adjustment of 7, which kinda bites, not to mention I'll probably miss 16BaB if I do that.

19
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 20, 2013, 08:35:37 PM »
Probably not, unfortunately :(. Technically this isn't even for a campaign, but an exercise to see just how dangerous I can make a housecat to show my friends how hilarious 3.5 can be. So Homebrew's a no go, alas.

20
Min/Max 3.x / Re: Optimizing a Housecat?
« on: May 20, 2013, 12:24:08 PM »
Well, who am I to say no to another layer of Dex bonus on my attacks? Still keeping Shadowblade though. Hit&run is competence whereas Shadow Blade is unnamed, so I get get twice my dex to damage.

So determined feats so far are: Shadow Blade, Swift Hunter, Improved Skirmish, whatever that feat that lets me turn when I charge is called, and Don't Mind Me to avoid AoOs on the off chance I'm caught in the open. I don't have any Dragon supplements, so Mystic Ranger is off the table. Two of those feats can be chosen as Scout Bonus Feats, of which I have 3. So that still leaves me 5 feats to choose, + 1 for Scout Bonus, + 1 from the Hit/Run Fighter dip. Plus I still have HiPS, unless I need an extra fighter feat. Might also have to burn a pair of feats on Sacred Vow and Vow of Poverty though, although that tradeoff gets me a bunch MORE bonus feats if I take Poverty early.

EDIT: alright, updated the sheet with class levels, hp, class features and known feats. Now I need to pick my last few feats, my skills (won't that be fun) and items. Is there a way to still appear as an ordinary housecat while being loaded with magical items? I imagine I can make a Dex/Con/Natural Armor/Natural Attacks necklace if I'm reading the MiC correctly, and I can just design that as a collar to avoid suspicion, and +stat books can be read easily enough by a cat with 23 int, but other stuff is harder to hide, which is why I'm considering VoP in the first place. Any ideas?

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