Author Topic: Solid Build (not broken) for Spellward Sniper, Unseen Seer, Swift Hunter or ????  (Read 17122 times)

Offline Unbeliever

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A straightforward Swift Hunter (only 2 classes there) or Unseen Seer is a very solid, fun, engaging build.  Don't worry about getting in the weeds where with optimal builds, Master Spellthief, or Incantatrix.  Those are all pretty high octane builds.

Honestly, and I mean this in a nice way, you seem to be a bit unfocused and a bit down the charopp rabbit hole.  That's not necessarily a bad thing -- hell, I fucking enjoy hanging out in that rabbit hole -- but it might not be useful for you or your table.  I tend to think about charopp like I think about miniatures painting -- it's a kind of side hobby closely-related to playing D&D. 

My suggestion, decide how into spellcasting you want to be.  Then, pick between something like Swift Hunter or Unseen Seer or Spellwarp Sniper.  Do some very light optimizing, and call it a day.  If you can tell us what your builds the other guys are playing, roughly, we can also steer you to something that's comparable.  If everyone else is Fighter 10 with Toughness and Weapon Specialization, showing up with a God Wizard is bad form.  Really, though, just pick what calls out to you.  You'll be plenty badass and flexible and fun.  All 3 of those options are good and fun. 

For the record, what your DM might be trying to achieve -- a combination of PC parity and some sort of hand craftedness or organic building of characters (for lack of better ways to explain it) -- are solid goals.  But, the "only 3 classes" approach is an asinine, counterproductive way to go about it.  You're all grown-ups, or mature enough to string sentences together which amounts to the same thing.  You can just talk straight to you, although that derails this conversation into gentleman's agreements and the like, which is a topic for another thread. 

Offline Kikkenass

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So here is the current party makeup. Straight Paladain, Straight Cleric with Travel and Undead Domains, Straight Druid, Straight Bard, Straight Wizard (looking to go into Blood Mage) Straight Fighter. My character was the most diverse of the group as I went Rogue/Ranger.

We had another character who showed up with a Optimized Fire Spec Sorcerer (I think) and the dropped 160 points of damage on round 5 (after getting all of his other stuff lined up to make it happen) And the DM about blew a gasket. (The player has since decided he didn't want to play anymore.)

These guys are not optimization freaks and the DM is running a pre-built module so we know that the monsters aren't going to be optimized either. The most challenging part is the DM Double the HP on everything automatically and (best I can tell) Sets the AC and resists about 20-30 % higher than book. (remember we are a 7 player group with sometimes 2 NPC's in a module built for 4 player characters)

Everything we have been facing lately has Claw, Claw, Tail, Bite, and then bend the PC over and tear him a new asshole. Plus DR versus..... well everything we don't have the ability to overcome.

I wanted to play something different than the core classes. Add a little diversity to the group and maybe get these guys to look into more than just the safe core classes.

I myself built a character that would have been fine in the module as written but in its "Over 9000!" form I am worthless outside of a dungeon.

That's why I wanted to build a "solid" character and not a broken min/maxed one. I like the idea's of Spellwarp Sniper and Swift hunter as they will allow me to still be kinda rogue-ish (for the skills when needed) And allow me to be in combat instead of on the sidelines trying not to get hit by what ever is doing 40-50 damage to the Paladin and Fighter.





Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Unbeliever

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Hmmm, this is actually a little tough.  Is the Cleric using Divine Metamagic (Persist)?  What makes it tough is that just straight class wise those guys are actually pretty tough.  The Paladin and the Fighter are pretty weak, usually, (though with clever optimization they can be much improved).  But, Cleric, Druid, Bard, and Wizard are all solid, 3 of them are the toughest base classes in the game. 

That being said, these classes can vary wildly in power.  Straight Wizard who memorizes nothing but Fireballs and Straight Wizard who religiously follows Treantmonk's God Guide are very very different types of things at the table. 

On top of that, your DM seems to have a long list of problematic misconceptions.  Let's take your Fire Sorc example.  He did 160 points of damage over 5 rounds.  That's just over 30 damage per round.  For a 10th level character that's actually ... crap.  On top of that, the DM has jacked up the monsters in a way that says "fuck you melee," so the weaker builds (e.g., the Paladin and the Fighter and presumably your Rogue) get smashed whereas the inherently stronger concepts can mostly ignore it. 

I'm also just guessing here, but I imagine there's going to be a bit of an anti-optimization vibe, as well.  If that's the case, I'd say no to Spellwarp Sniper.  I actually like the PrC, but it's most clever tricks are the sorts of things that a DM that seems to hate both attack rolls and charopp will hate even more. 

For the record, I think a well-built Rogue should work fine in such a situation.  Although that's a melee character, so it takes some charopp to pull off given your DM's seeming hatred for it.  But, I think it's perfectly achievable.  If I were so inclined to do that I'd go for a hit and fade Swift Hunter type, which fills the same Ranger/Rogue idea you were originally going for.  The way I'd build that character is actually probably a bit exotic, and so not suited for your gaming group, but a ranged Swift Hunter seems like a pretty good idea since you are high enough level to qualify for Greater Manyshot (right?).  Otherwise, use the Travel Devotion or any other idea contained in the Handbook. 

A more flexible, and so maybe easier to contribute idea is the Unseen Seer, which is a pretty straight Rogue/Wizard hybrid.  Throw some debuffing spells, do the occasional sneak attack aided by the Bard's buffs (or that hits Touch AC anyway), Cloud of Knives and stuff like that ends up being an actually pretty decent spell for you, and call it a day.  Unseen Seer gets you access to Hunter's Eye, which I wouldn't even bother persisting (assuming I'm reading the tenor of your gaming group right).  Just use it for a pseudo-gish buff when needed.  For example, you can throw that plus Trollshape and some flanking and really tear into somebody if the mood strikes you.  Other than that, Scorching Ray, etc. supported by a little bit of sneak attack and some decent feat selections and you should be good.  I'm not 100% sure how you reliably pull off sneak attacks with spells -- somebody more plugged in can tell you that.  Off hand a wand of Swift Invisibility is handy.  There's a similar way to do it with feats and dips into Warlock, but that may be inefficient.  Or, maybe even just hide in plain sight would pull if off if your checks are good enough. 

But, the sneak attack thing isn't even a necessity to make the build work.  Just pick some solid spells (see the handbooks here) and you'd be a nice skill monkey/wizard hybrid. 

Hope that helps.  I think either of those options should work fine, again, provided I'm following what your table looks like.

Offline KellKheraptis

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Quick question regarding your enemies: when you say 'given extras by DM fiat', does that generally include spellcasting or spell-likes?  If so, I'm thinking Ranger might be the way to go, and specifically going TWF with throwing weapons and Favored Power Attack.  That route can't be hosed by "I'm immune to precision damage", and can also do just fine in melee using the same attack bonus.

That being said, you're in the Realms?  If he wants to keep being a baby about building characters, there's always the Cheater of Mystra  :plotting

Offline Kikkenass

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On top of that, your DM seems to have a long list of problematic misconceptions.  Let's take your Fire Sorc example.  He did 160 points of damage over 5 rounds.  That's just over 30 damage per round.  For a 10th level character that's actually ... crap.  On top of that, the DM has jacked up the monsters in a way that says "fuck you melee," so the weaker builds (e.g., the Paladin and the Fighter and presumably your Rogue) get smashed whereas the inherently stronger concepts can mostly ignore it. 

I'm also just guessing here, but I imagine there's going to be a bit of an anti-optimization vibe, as well.  If that's the case, I'd say no to Spellwarp Sniper.  I actually like the PrC, but it's most clever tricks are the sorts of things that a DM that seems to hate both attack rolls and charopp will hate even more. 

For the record, I think a well-built Rogue should work fine in such a situation.  Although that's a melee character, so it takes some charopp to pull off given your DM's seeming hatred for it.  But, I think it's perfectly achievable.  If I were so inclined to do that I'd go for a hit and fade Swift Hunter type, which fills the same Ranger/Rogue idea you were originally going for.  The way I'd build that character is actually probably a bit exotic, and so not suited for your gaming group, but a ranged Swift Hunter seems like a pretty good idea since you are high enough level to qualify for Greater Manyshot (right?).  Otherwise, use the Travel Devotion or any other idea contained in the Handbook.



I am honestly not sure what feats he is using. He is going to email me a copy of his character tomorrow nignt (he has it on some kind of excel doc)

As far as the Fire Sorcerer... here was the situation. The player brought in this character without letting the DM review it at all first. Then when we got to the big fight he spent 4 rounds self buffing and then on the 5th round cast a single spell that did 160 points of damage to the creature effectively turning it to ash with a single spell and completely messing with the balance of the game. Now we pointed out to him that he took 5 rounds to be able to make that happen and althought the DM did concede this fact he also immediately recognized the character as being a Min/Max character that would completely ruin the balance of the game. And the character was only level 8 at the time.

I think its fair to say he doesn't want "optimized" characters. It's one of the reasons I wanted to build a solid character and not an optimized one. But I did tell him I was looking at the Spellwarp Sniper and he really liked the idea. He has encouraged us to use PrC so i don't think he is opposed to a well built character but he wants it to balance against the rest of the party and the adventure. Which I can understand and respect.


Quick question regarding your enemies: when you say 'given extras by DM fiat', does that generally include spellcasting or spell-likes?

Here is an example of given extras.

1. We are fighting a bunch of Girallions and we are inside of a building where there is scattered tables and chairs as well as hard obsticles like a bar. The Girallions all have the ability to execute a charge attack even though they are not on even ground and do not have a straight unobscured line between them and the player. His reasoning is they are large creatures who's environment is forest and they can move through trees at a high speed so bounding over tables and chairs and a bar shoudln't stop them from being able to do a charge.

2 Paladin is in full plate and gets greater invisibilty cast on him. The monster we are fighting doesn't have blind fight or see invis or any ability that would allow them to see the player. However the DM rules that because the Paladin is in full plate that the monster can make a listen check to determine what space the player is occupying and successfully (every time) land a crushing blow on the player, effectively negating greater invis. However if any of us players were to try the same type of logic the DM would jack up the DC to high levels making it almost impossible to hit the invisible creature.

Now I am not saying all of this to make this a bitch session about the DM. He is trying to make it a challenging game and if in the process he kills a player or two and we have to use party gold (on a regular basis) to bring back a player or remove petrification or restore ability scores. Then all the better.

He has done some nice things in the past. Skipping over an enounter that we weren't prepared to handle and has given us some freedom to order specific magic items (although actually haveing them delivered before we are rushed out to the next adventure has been a challenge) The guy isn't an asshat.


Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Shadowhunter

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Let's see, I'm partial to the Swift Hunter idea, if only because it's pretty easy to fine-tune exactly how good it's allowed to be by making a few adjustments.
Books needed: PHB, Comp. Adventurer, Comp. Scoundrel and Expanded Psionics Handbook for greater manyshot. Now that's not listed, but Comp. Psionics is listed as available for non-psionic feats. So you should be allowed to use Greater Manyshot from the XPH. It's conveniently listed in the srd20

Basic skeleton: Ranger 7/Scout 4. Pick ranged combat style. Pick Point Blank Shot, Swift Hunter, Improved Skirmish (either SH or IS can be taken as the lvl 4 scout bonus feat) and Manyshot. Pick some favoured enemies that are normally immune to crits. Use Greater Manyshot to shoot two arrows, next level pick a ranger level and shoot 3 arrows. Call it a day.

Pretty much better:
Ranger 6/Scout 4/Cleric 1. Remove Greater Manyshot. Swap Travel Domain for Travel Devotion. Now use Travel Devotion to move around and shoot 3 arrows (2 base, rapid shot). Level in Ranger, have fun.

Probably won't fly with your DM, but who knows:
Knowledge Devotion. Collector of Stories skill trick from Complete Scoundrel. Cloistered Cleric alternative from Unearthed Arcana (also here)

Now the question is if your DM will frown upon you shooting Composite Longbow arrows for 1d8+Str mod+1 for Point blank shot + Magical bonuses+5d6 damage three times per turn, but given that he had no issues with your rogue and that's the equivalent of a lvl 9 rogue sneak attack I hope not.

Offline KellKheraptis

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Let me dig around, but I know of a decent build Dictum Mortem put together that's actually surprisingly using all 10 levels of Arcane Archer and doesn't suck.  It relies on 0 precision damage, is also perfectly viable in melee, and as I recall, is only 3 classes (Duskblade, Arcane Archer, and Abjurant Champion).

EDIT: There it is.
« Last Edit: August 02, 2015, 01:59:40 PM by KellKheraptis »

Offline Kikkenass

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Let's see, I'm partial to the Swift Hunter idea, if only because it's pretty easy to fine-tune exactly how good it's allowed to be by making a few adjustments.
Books needed: PHB, Comp. Adventurer, Comp. Scoundrel and Expanded Psionics Handbook for greater manyshot. Now that's not listed, but Comp. Psionics is listed as available for non-psionic feats. So you should be allowed to use Greater Manyshot from the XPH. It's conveniently listed in the srd20

Basic skeleton: Ranger 7/Scout 4. Pick ranged combat style. Pick Point Blank Shot, Swift Hunter, Improved Skirmish (either SH or IS can be taken as the lvl 4 scout bonus feat) and Manyshot. Pick some favoured enemies that are normally immune to crits. Use Greater Manyshot to shoot two arrows, next level pick a ranger level and shoot 3 arrows. Call it a day.

Pretty much better:
Ranger 6/Scout 4/Cleric 1. Remove Greater Manyshot. Swap Travel Domain for Travel Devotion. Now use Travel Devotion to move around and shoot 3 arrows (2 base, rapid shot). Level in Ranger, have fun.

Ranger 6/Scout 4/Cleric 1 Love this build Idea. I think this is what I am going to try. What level order would you recommend? Which feats at which point. I really want to make the most of this.

Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Jackinthegreen

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If you're set on using Travel Devotion then I'd recommend looking at this guide and clicking the Cleric spoiler to see a good list of ways to get more Turn Undead attempts.

There is also the Celerity domain which will give you +10 to your base land speed, if it's not seen as too cheesy.  The fluff is plenty in line with the character wanting to move swiftly as part of their ideals.

As for level and feat order...  About all I can recommend at the moment is starting off as scout for the skill boost at 1st level.
« Last Edit: August 03, 2015, 08:57:36 PM by Jackinthegreen »

Offline Shadowhunter

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Ok, so it would be something like this:
1st level: Scout
Obviously because you want to take advantage of the 8+int skill points x4 at first level.
The rest of the leveling is pretty unimportant, the only thing you have to manage is to get 1 level in Ranger and 3 levels in Scout before character level 6 and that's a given.
Let's see, assuming no specific kind of race
1: Point Blank Shot
3: Precise Shot
6: Swift Hunter
9: open feat.

Bonus Feats:
Rapid Shot (ranger 2)
Multishot (ranger 6)
Improved Skirmish (scout 4)
Travel Devotion (cleric 1)

A further tune-up would be to use the Cloistered Cleric version I mentioned, as you loose very little from it. 3/4 BAB down to 1/2 BAB doesn't matter if it's 1 level, it's 0 BAB either way. You give up medium armor proficiency, but you need to stay in light armor + light load for the scout class features to work. Instead you gain 6+int skill points that level and free Knowledge Domain, which can be swapped out for Knowledge Devotion, for a better version of Weapon Focus. The only thing I think you loose from it is a d6 instead of a d8 for HP, which is... well, about the smallest prize you could have paid.
As for further feats, I honestly don't know. The only one I can think of isn't in a sourcebook you have (Dragon Compendium, Dead Eye) to be honest.

Now, as far as being able to use Travel Devotion often enough, a Charisma score of 12 or more covers you for 3 fights per day. A feat spent on Extra Turning makes it 5 total, if you feel like it's needed.

I'd have a look at the Chronocharms in the Magic Item Compendium, I'm currently playing a similar build like this one in a 5th level PbP, I'm halfway to lvl 6 and I like the re-rolls as the party skillmonkey and the Chronocharm that allows you to move up to half your speed without provoking.


Offline Kikkenass

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Ok, so it would be something like this:
1st level: Scout
Obviously because you want to take advantage of the 8+int skill points x4 at first level.
The rest of the leveling is pretty unimportant, the only thing you have to manage is to get 1 level in Ranger and 3 levels in Scout before character level 6 and that's a given.
Let's see, assuming no specific kind of race
1: Point Blank Shot
3: Precise Shot
6: Swift Hunter
9: open feat.

Bonus Feats:
Rapid Shot (ranger 2)
Multishot (ranger 6)
Improved Skirmish (scout 4)
Travel Devotion (cleric 1)

A further tune-up would be to use the Cloistered Cleric version I mentioned, as you loose very little from it. 3/4 BAB down to 1/2 BAB doesn't matter if it's 1 level, it's 0 BAB either way. You give up medium armor proficiency, but you need to stay in light armor + light load for the scout class features to work. Instead you gain 6+int skill points that level and free Knowledge Domain, which can be swapped out for Knowledge Devotion, for a better version of Weapon Focus. The only thing I think you loose from it is a d6 instead of a d8 for HP, which is... well, about the smallest prize you could have paid.
As for further feats, I honestly don't know. The only one I can think of isn't in a sourcebook you have (Dragon Compendium, Dead Eye) to be honest.

Now, as far as being able to use Travel Devotion often enough, a Charisma score of 12 or more covers you for 3 fights per day. A feat spent on Extra Turning makes it 5 total, if you feel like it's needed.

I'd have a look at the Chronocharms in the Magic Item Compendium, I'm currently playing a similar build like this one in a 5th level PbP, I'm halfway to lvl 6 and I like the re-rolls as the party skillmonkey and the Chronocharm that allows you to move up to half your speed without provoking.


This is perfect and I am building it up as I am typing this our right now.

I am hoping to accomplish two things with this build. First since I am removing the Rogue from the party, I don't want to leave the party hosed in that area.
But I also want to hold my own in a fight.

I have an open feat currently and I am considering Able Learner or Sharp-Shooter.

Which is really going to be most effective for me both currently and in the long run?
Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Kikkenass

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Ok, so it would be something like this:
1st level: Scout
Obviously because you want to take advantage of the 8+int skill points x4 at first level.
The rest of the leveling is pretty unimportant, the only thing you have to manage is to get 1 level in Ranger and 3 levels in Scout before character level 6 and that's a given.
Let's see, assuming no specific kind of race
1: Point Blank Shot
3: Precise Shot
6: Swift Hunter
9: open feat.

Bonus Feats:
Rapid Shot (ranger 2)
Multishot (ranger 6)
Improved Skirmish (scout 4)
Travel Devotion (cleric 1)

Improved Skirmish

( Complete Scoundrel, p. 78)

[General]

With a few extra steps, you gain even greater benefits from your skirmishing combat style.
Prerequisite
Skirmish +2d6/+1 AC,

Benefit
If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2.
Special
A scout can select Improved Skirmish as one of her scout bonus feats.
Normal
A scout's bonus damage and AC bonus apply if she moves at least 10 feet away from where she was at the start of her turn.

I need some clarification on this. Does this mean that have to have Skirmish +2d6/+1 AC to be able to get the feat normally
And/Or does it mean that since I am a using it for my bonus feat I do not have to have the prerequisite of Skirmish +2d6/+1 AC

Because as far as I can tell you cannot get Skirmish +2d6/+1 AC with anything less than 5 levels of Scout.

Thanks for your help
Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Jackinthegreen

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Kikk, you can get Improved Skirmish by combining Ranger and Scout levels such that they equal 5 if you've already taken Swift Hunter.  The class levels stack to determine Skirmish benefits.

Bonus feats will specify if they require the character to have their prerequisites (like fighter and scout do) or if they're gained without prereqs like monk.
« Last Edit: August 05, 2015, 01:22:50 PM by Jackinthegreen »

Offline Kikkenass

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Kikk, you can get Improved Skirmish by combining Ranger and Scout levels such that they equal 5 if you've already taken Swift Hunter.  The class levels stack to determine Skirmish benefits.

Bonus feats will specify if they require the character to have their prerequisites (like fighter and scout do) or if they're gained without prereqs like monk.

Ok Jack thank you for explaining that.

I am really having a hard time visualizing how this works.

How would the bonuses for Skirmish add up

I have the build

1.    Scout
2.    Scout
3.    Scout
4.    Scout
5.    Ranger
6.    Ranger
7.    Ranger
8.    Ranger
9.    Ranger
10.  Ranger
11.  Cleric

Can you please tell me where I can either find the info or show me how it would look?

Sorry to be such a pain. I am just not getting it.
Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Jackinthegreen

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Just treat ranger levels like they're scout levels for the purposes of figuring out what your Skirmish bonuses are.

So a scout 4/ ranger 5 would be treated as a 9th level scout, which gets Skirmish 3d6, +2 AC.  Likewise, a scout 4/ ranger 6 would count as a 10th level ranger for the purposes of Favored Enemy.

The only thing you have to do is look at the scout's class feature table on page 12 of Complete Adventurer to figure out what your Skirmish bonuses are baseline.  Same thing for figuring out what the ranger's Favored Enemy bonuses are with Swift Hunter.  Just read the feat:  http://dndtools.pw/feats/complete-scoundrel--60/swift-hunter--2868/

As for the progression, you'd be better off starting something like:

1: Scout
2: Scout
3: Scout
4: Ranger
5: Scout (Here is where you take Swift Hunter as the Scout's 4th level bonus feat)
6: Ranger (Take Improved Skirmish here)
7: Ranger
8: Ranger
9: Ranger
10: Ranger
11: Cleric

Worship Fharlanghn who gives both the Travel and Celerity domains.  Switch out the Travel domain for Travel Devotion.

Offline Kikkenass

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Just treat ranger levels like they're scout levels for the purposes of figuring out what your Skirmish bonuses are.

So a scout 4/ ranger 5 would be treated as a 9th level scout, which gets Skirmish 3d6, +2 AC.  Likewise, a scout 4/ ranger 6 would count as a 10th level ranger for the purposes of Favored Enemy.

The only thing you have to do is look at the scout's class feature table on page 12 of Complete Adventurer to figure out what your Skirmish bonuses are baseline.  Same thing for figuring out what the ranger's Favored Enemy bonuses are with Swift Hunter.  Just read the feat:  http://dndtools.pw/feats/complete-scoundrel--60/swift-hunter--2868/

As for the progression, you'd be better off starting something like:

1: Scout
2: Scout
3: Scout
4: Ranger
5: Scout (Here is where you take Swift Hunter as the Scout's 4th level bonus feat)
6: Ranger (Take Improved Skirmish here)
7: Ranger
8: Ranger
9: Ranger
10: Ranger
11: Cleric

Worship Fharlanghn who gives both the Travel and Celerity domains.  Switch out the Travel domain for Travel Devotion.

Ok So after going over a few details with the DM I had to make some changes. First I had to choose a Forgotten Realms Deity  and ended up with Shaundakul, and after much debate he agreed that Shaundakul should have had the Celerity Domain as well so I get Celerity Domain and Travel Domain.

Jack you said to switch out the travel domain for Travel Devotion.

How would that work aside from taking the Travel Devotion Feat and using up a feat slot? Is there something I am missing?
Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline Shadowhunter

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Complete Champion, page 53:

Quote
Clerics and Domain Feats: If you are a cleric (or any other character class who gains access to a domain), you can choose any domain feat corresponding to the list of domains offered by your deity, even if you do not have access to those particular domains. A cleric of Pelor, for example, can choose to cast spells from the Good and Healing domains but select the Strength Devotion and Sun Devotion feats.
In addition, you can choose to give up access to a domain in exchange for the corresponding domain feat. Doing so allows you to select up to three domain feats, but you cannot prepare domain spells or use the granted power of the sacrificed domain. In essence, you trade in a domain for an extra feat slot that you can spend only on a specific domain feat. For example, the above cleric of Pelor could choose to give up the granted power and spells of the Good domain for the Good Devotion feat.

Emphasis mine. So you give up the domain spells and the granted domain power of Travel Domain to instead get Travel Devotion as a free feat.

Offline Kikkenass

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So I thought I would give a bit of an update.

I finally got the build done. Scout 4, Ranger 6, Cleric 1. Before game day I emailed the DM a copy of the character sheet for review. He nixed a couple of things but for the most part let the build stand as is. So I get there and before my character becomes "live" I remind him again. Ok if I move 10 feet I get a 3d6 damage bonus and +2 to my AC. If I move 20 feet I get 5d6 damage bonus and +4 to my AC. He then proceeds to tell me that although he is "allowing" it he wants me to know how broken this character is..... After I went over it in great detail with him time and time again..... /sigh

Anyway after two weeks of work and bringing in a new character we get dropped into an encounter where we are the target of a hit squad..... 3 party members DEAD, I would have bled to death if he hadn't had an NPC administer first aid to me. I almost had the record for shortest lived character. lol

I am looking forward to this character and I wanted to thank everyone who gave me help along the way.

Bravery is the capacity to perform properly even when scared half to death.

Omar N. Bradley

Offline KellKheraptis

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I'm going to reiterate my previous recommendation at this point of going Wizard 5/Incantatrix 10/Whatever 5 if he dies - seriously, this dude things skirmish is overpowered...wait til he sees a magic shelled wizard with an extraplanar entourage of outsider spellcasters and more persistent buffs than a mythal (which is a short ways away if you cap with Shadowcraft Mage, by the way...).  And all the while it'll be the party beatsticks getting their hands dirty, so likely they won't even realize you're doing the heavy lifting (and if another "instant ambush, no acting" encounter occurs, you'll be more than ready for it, and able to take the kid gloves off and show them how its done).

Offline phaedrusxy

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Your DM sounds like a dick, and an idiot.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.