Author Topic: Character Ideas for upcoming 3.5 campaign  (Read 14181 times)

Offline Triskavanski

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Character Ideas for upcoming 3.5 campaign
« on: November 08, 2011, 03:36:39 PM »
A friend of mine is finally getting back to running his campaign... problem is I lost my character when my flash drive crashed and the papers went missing over the several months of hiatus. Fortantly I'm not the only one, and so several of us will be making new characters except for our kobold druid and our ??? bard ( I forget her race, probably human.)

So I'm looking for ideas of characters, not builds that are completely optimized into slaying everything.. but ones that are actually kinda fun to play.. We get to start at level 4.. So I'm trying to make the character fun at that level and progressivally get cooler.
Some ideas I have so far..

1. Jedi Knight
Monk, Battle Sorc, Enlightened Fist.
Has a Ki longsword.
Spell I know are Burning hands (If DM lets me, I will make it lighting elemental.) Hurl, Suggestion, Mage hand, greater mage hand, Jump.. etc.


2. Poltergeist Mage
Battle Sorc, Duskblade EK
Uses a number of magics to cause his weapons to "dance". (by dance, I mean like the enchantment. There is a number of spells that allow this, but some are weaker than others)

3. Illusion Knight
Battle Sorc? Duskblade? EK?
I'm not sure how to do this one, but uses things such as silent image, mirror image and the like to confuse his enemies, granting him flanking bonuses.

4. TECHNOVIKING!!!
Battle Dancer/Barbarian
I'm not sure where to go with this.. But I'd totally be punching people in the face while dancing to our bards music. (I actually don't see much of a reason to MC into barb though..)

Now, I typically only play humans or as allowed, Lupin (see dragon compendium for this humanish-dog race) and we are not allowed to do anything with LA. Could do Homebrew if I get the green light on it though for race.. not so much for classes.

Any ideas on mine, or new ones? I'm always looking for ways to play new PrCs i've never played before.

And Yes, I am open to new ideas.. I just don't want to play an elf and I can't play bard (as the player who is playing bard doesn't like people picking the same class as her too much.)
« Last Edit: November 08, 2011, 03:42:33 PM by Triskavanski »

Offline phaedrusxy

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #1 on: November 08, 2011, 03:45:19 PM »
Sources allowed? Jedi Knight could be Swordsage, if ToB is allowed.
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Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #2 on: November 08, 2011, 03:54:14 PM »
He pretty much allows anything.

I'm not sure if the ToB can really do a jedi.

Offline Jackinthegreen

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #3 on: November 08, 2011, 05:04:57 PM »
Psionics may fit a bit better for Jedi, but YMMV.  ToB has some things most definitely Jedi-like. Diamond Mind maneuvers seem like a good fit.

http://brilliantgameologists.com/boards/index.php?topic=12673.0 might provide you ith more Jedi information.

Fun to play eh?  Factotum might provide some memorable sessions.  If you're allowed the Dead Level abilities you might get good mileage from a Swashbuckler/Beguiler.  Dragon 310 through 312 have some great class variants to spice things up.  Monk and Fighter variants are in 310.


Offline Dreamweaver

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #4 on: November 08, 2011, 05:12:47 PM »
Hrm, well, given that you start at ECL 4, no LA allowed, you could pull off a:

Psion 1/Beholder Mage 1/Cerebremancer 1

(you'd use 2000 of your starting 6000xp to help pay for a psychic churgery (sp?), leaving you at 4000xp, needing to earn 2000xp to reach level 4, but with the way xp is typically earned in D&D, you wouldn't ever really be that far behind your fellow players' characters within a level or two)

Of course, you'd need to be allowed flaws, but your original race could start off as Human.

Oh, and you'd look like a size Large Beholder with a smashed out central anti-magic cone eye, and at least three of your actual eye ray stalks (out of your 10, which all work) would cast 0 level, 1st level, or 2nd level arcane spells (chosen from the wiz/sorc list, learn as wiz, cast as sorc), you'd have 1st level manifester abilities, except for 1 2nd level power that you can use with Overchannel.

Yeah, and you'd "hop" around at a move speed of 5ft.

But, I'm sure that, while progressing to a triple 9's build might be cool and the roleplaying of getting people to stop trying to kill you when you enter town because of the "judge a book by its cover" instinct most creatures have in towns, might be fun, your probably looking for something fairly practical, eh?

 ;D
« Last Edit: November 08, 2011, 05:17:01 PM by Dreamweaver »

Offline phaedrusxy

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #5 on: November 08, 2011, 08:45:07 PM »
He pretty much allows anything.

I'm not sure if the ToB can really do a jedi.
Pssshhh, why not? Grab the "light saber" from the link in Jack's post, add some of the Diamond Mind manuevers, and things like Sudden Leap, and you're halfway there.

Although I agree that psionics could work extremely well also. I think an Ardent/Swordsage multiclass could make an excellent D&D "Jedi". If you can use homebrew PrCs, I think Garryl made one that progresses both psionics and ToB. You could also see about using a psionic adaptation of the Jade Phoenix Mage.
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Offline Zonugal

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #6 on: November 08, 2011, 09:31:14 PM »
For a Jedi why not something akin to this?

Basic Jedi: Human Male Human Paragon 1/Ardent 2/Human Paragon 2/Ardent 1/Warblade 1; CR 7; Medium Humanoid (human); HD 3d8+6, 3d6+6, 1d12+2; hp 52; Init +1; Spd 30 ft. (20 ft. in armor); AC 16 (10 +5 armor +1 dex), touch 11, flat-footed 15; Base Atk +5; Grp +7; Atk +8 melee (1d10+4+1d4 sonic/19-20x2, lightsaber); SQ Adaptive Learning (Iaijutsu focus), Psionic Mantle (Knowledge, Guardian & Destruction), Battle Clarity (reflex saves), Weapon Aptitude; AL LG; SV Fort +6, Ref +3, Will +9; Str 14, Dex 12, Con 14, Int 14, Wis 16, Cha 10.
Skills, Skill Tricks and Feats: Concentration +12 (10 ranks +2 con), Diplomacy +8 (8 ranks +0 cha), Iaijutsu Focus +14 (10 ranks +0 cha +4 insight bonus), Knowledge (Local) +12 (10 ranks +2 int), Knowledge (Nature) +10 (8 ranks +2 int), Psicraft +11 (9 ranks +2 int), Read/Write/Speak (Common, Draconic, Undercommon) and Tumble +4 (7 ranks +1 dex –4 ACP); Collector of Stories; Combat Expertise, Fearless, Martial Weapon Proficiency (Short Sword), Knowledge Devotion, Stand Still and Steady Concentration.
Powers (ML 5; 32 power points/day): Defensive Precognition, Detect Hostile Intent, Mindlink, Psionic Suggestion, Read Thoughts and Vigor.
Maneuvers (IL 4; 3 readied): Action Before Thought, Moment of Perfect Mind, Mountain Hammer and Stance of Clarity.
Variants: Substitute Powers [Mind’s Eye]
Powers
Mind link: You forge a limited mental bond with another creature.
Defensive Precognition: Gain +1 insight bonus to AC and saving throws.
Vigor: Gain 5 temporary hit points.
Psionic Suggestion: Compels subject to follow stated course of action.
Read Thoughts: Detect surface thoughts of creatures in range.
Detect Hostile Intent: You can detect hostile creatures within 30ft. of you.
Maneuvers
Stance of Clarity: [Stance] Gain +2 AC against one foe, -2 against all others.
Moment of Perfect Mind: [Counter] Use Concentration check in place of Will save.
Action Before Thought: [Counter] Use Concentration check in place of Reflex save.
Mountain Hammer: [Strike] Deal +2d6 damage, overcome DR and Hardness.
Equipment: Lightsaber and Breastplate

Or if you wanted something more akin to Yoda?

Ancient Jedi: Male Venerable Kobold Ardent 4/Swordsage 1/Ardent 1/Swordsage 1; CR 7; Small Venerable Dragon (reptilian); HD 5d6+0, 2d8+0 ; hp 93; Init +5; Spd 15 ft.; AC 24 (10 +4 inertial armor +4 dex +1 natural armor +1 size bonus +4 wis), touch 19, flat-footed 16; Base Atk +4; Grp -2; Atk +7 melee ((1d8+5+1d4 sonic/19-20x2, lightsaber); SQ Darkvision (60ft.), Light Sensitivity, Slight Build, Psionic Mantles (Knowledge, Guardian & Destruction), Quick to Act (+1), AC bonus; AL LG; SV Fort +1, Ref +8, Will +11; Str 6, Dex 18, Con 10, Int 18, Wis 18, Cha 12.
Skills, Skill Tricks and Feats: Concentration +10 (10 ranks +0 con), Diplomacy +6 (5 ranks +1 cha), Hide +15 (3 ranks +4 dex +8 racial bonus), Knowledge (Arcana) +8 (4 ranks +4 int), Knowledge (Local) +14 (10 ranks +4 int), Knowledge (Nature) +14 (10 ranks +4 int), Knowledge (Religion) +8 (4 ranks +4 int), Psicraft +13 (9 ranks +4 int), Read/Write/Speak (Common, Draconic, Undercommon), Ride +5 (1 ranks +4 dex) and Sense Motive +14 (10 ranks +4 wis); Collector of Stories; Dragonwrought, Epic Toughness (x2), Improved Unarmed Strike, Shadow Blade, Weapon Finesse and Weapon Focus (Setting Sun weapons).
Traits and Flaws: Frail, Slow
Powers (ML 5; 35 power points/day): Clairvoyant Sense, Empathy, Inertial Armor, Psionic Suggestion, Read Thoughts and Vigor.
Maneuvers (IL 4.5; 4 readied): Action Before Thought, Child of Shadow, Counter Charge, Drain Vitality, Emerald Razor, Moment of Perfect Mind, Mountain Hammer, Shadow Jaunt and Step of the Wind.
Variants: Substitute Powers (Mind’s Eye) and Unarmed Swordsage (Tome of Battle).
Powers
Empathy: You know the subject's surface emotions.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Vigor: Gain 5 temporary hit points.
Psionic Suggestion: Compels subject to follow stated course of action.
Read Thoughts: Detect surface thoughts of creatures in range.
Clairvoyant Sense: See and hear a distant location.
Maneuvers
Moment of Perfect Mind: [Counter] Use Concentration check in place of Will save.
Action Before Thought: [Counter] Use Concentration check in place of Reflex save.
Mountain Hammer: [Strike] Deal +2d6 damage, overcome DR and Hardness.
Child of Shadow: [Stance] You gain concealment as long as you move.
Emerald Razor: [Strike] Turn melee strike into touch attack.
Shadow Jaunt: Teleport 50 ft. through shadows as a standard action.
Drain Vitality: [Strike] Attack deals 2 points of Constitution damage.
Step of the Wind: [Stance] Ignore difficult terrain, gain bonus against foes in such terrain.
Counter Charge: [Counter] Ruin charge attack, force charging foe to move away from you.
Equipment: Lightsaber

They could use these mantles?

Knowledge Mantle (The Force)
Granted Power: While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.
1. Detect Psionics (1): You detect the presence of psionics.
2. Mindlink (1): You forge a limited mental bond with another creature.
3. Vigor (1): Gain 5 temporary hit points.
4. Clairvoyant Sense (2): See and hear a distant location.
5. Psionic Suggestion (2): Compels subject to follow stated course of action.
6. Read Thoughts (2): Detect surface thoughts of creatures in range.
7. Telekinetic Maneuver (4): Telekinetically bull rush, disarm, grapple, or trip your target.
8. Psionic Divination (4): Provides useful advice for specific proposed action.
9. Correspond (4): Hold mental conversation with another creature at any distance.
10. Remote Viewing (4): See, hear, and potentially interact with subjects at a distance.

Justice Mantle (The Light Side)
Granted Power: You can expend your psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.
1. Empathy (1): You know the subject's surface emotions.
2. Bestow Power (2): Subject receives 2 power points.
3. Empathic Transfer (2): Transfer another's wounds to yourself.
4. Sustenance (2): You can go without food and water for one day
5. Serenity (2): Pacify a creature and stop it from fighting.
6. Restore Extremity (5): Return a lost digit, limb, or other appendage to subject.
7. Psionic Restoration (5): Restores level and ability score drains.
8. Psionic Revivify (5): Return the dead to life before the psyche leaves the corpse.
9. Suspend Life (6): Put yourself in a state akin to suspended animation.
10. True Metabolism (8): You regenerate 10 hit points/round.

Destruction Mantle (Battle)
Granted Power: You have the Improved Sunder feat as long as you are psionically focused. If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.
1. Inertial Armor (1): Tangible field of force provides you with +4 armor bonus to AC.
2. Force Screen (1): Invisible disk provides +4 shield bonus to AC.
3. Defensive Precognition (1): Gain +1 insight bonus to AC and saving throws.
4. Detect Hostile Intent (2): You can detect hostile creatures within 30ft. of you.
5. Hustle (3): Instantly gain a move action.
6. Psychic Containment (3): Temporarily disallow the use of psionics for a single creature.
7. Touchsight (3): Your telekinetic field tells you where everything is.
8. Schism (4): Your partitioned mind can manifest lower-level powers.
9. Energy Adaptation (4): Your body converts energy to harmless light.
10. Psychic Crush (5): Brutally crush subject's mental essence, reducing subject to -1 hit points.

And this could be their Lightsaber?

Basic Model Lightsaber ($11,350 gp or $2,769 with a dedicated Lightsaber crafter)
Sunsword with the Sonic, Focus and Deflecting enchantments with a Lesser Crystal of Return coupled with a Glove of the Master Strategist.
A +1, Masterwork Bastard Sword (treated as a Short Sword whenever advantageous) which does a extra 1d4 points of sonic damage on a successful hit and bestows a +4 insight bonus to the wielder's Iaijutsu focus checks while carrying the weapon, even if the weapon is sheathed. The lightsaber may be drawn as a free action and you may call it to your hand from 30ft away as a move action. In addition you can try to knock projectiles aimed at you out of the air. Once per round when you would normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flat-footed. Intrinsically connected to the Lightsaber is the mystical handling glove which allows you to store and retrieve held items into the glove as free actions as well as activate True Strike 1/day.

With a dedicated lightsaber crafter we can knock that price from $11,350 to $2,769 by using the Extraordinary Artisan, Magical Artisan (Craft Arms & Armor), Apprentice (Craftsman) and Blazing Forge planar touchstone feats in addition to restricting it to only those with a rank in Knowledge (Religion) and those of the Ardent Class (I'm just selecting for all practical intentions).

Offline Maat Mons

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #7 on: November 08, 2011, 09:51:27 PM »
1. Jedi Knight
Monk, Battle Sorc, Enlightened Fist.
Has a Ki longsword.
Spell I know are Burning hands (If DM lets me, I will make it lighting elemental.) Hurl, Suggestion, Mage hand, greater mage hand, Jump.. etc.

Enlightened fist advances AC bonus, unarmed damage, unarmored speed, and uses of stunning fist.  Your sorcerer levels advance AC bonus if you take the ascetic mage feat (Complete Adventurer), and you're not using your unarmed damage, since you're fighting with a longsword.  Unless stunning fist is a big part of the concept, it seems like more battle sorcerer would be better than enlightened fist. 

The whirling steel strike feat (Eberron Campaign Setting) lets you use flurry of blows with a longsword.  The ascetic mage feat (Complete Adventurer) lets you use charisma instead of wisdom for your unarmed AC bonus.  You can get this in place by level 6, and it ultimately amounts to losing a level of battle sorcerer and 3 feats to gain cha to AC and flurry.  It's workable. 

Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #8 on: November 08, 2011, 10:30:16 PM »
Actually several enlighten fist use up daily uses of stunning fist and there is a few other feats that do this too.

I'm not too interested in using flurry, much of my combat I view from the build I was working on (I've got to read those ones that were posted earlier in detail still) was going to be using spells like Hurl, allowing me to throw my sword and have it come back..

I think the big thing is that I'm looking more along the lines of spells that do something for a jedi, while others look more at their stuff that does nothing. By that I mean the difference between blowing someone up with a rocket launcher or killing them with poison. One is more visible than the other.

My current build..

Race: Human
Classes: B. Sorc 1, Monk 2, B Sorc 2
Feats: Combat Casting, Able Learner, Procogent Apprentice (Hurl)
Skills would be spread around things like jump, balance and tumble. and Auto Hypnosis. With able learner, i don't take the pentalty for Off class feats.

Spells
0 - Mage Hand, Open Close, Launch item, Launch Bolt etc.
1 - Burning hands (lighting), Mage Hand Greater
2 - Hurl

I don't know what level they are off hand right now, but things like suggestion, read thoughts, and the like would certainly be used too. To make sure I get enough spells known, Thats what knowstones are for.
« Last Edit: November 08, 2011, 10:43:28 PM by Triskavanski »

Offline Soundwave

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #9 on: November 08, 2011, 10:38:03 PM »
I've found psions with the seer discipline to be quite fun. Remote viewing and foretelling the future never gets old and you can act as a spy satellite in outdoor encounters.

Especially fun if your games are roleplay heavy.

Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #10 on: November 08, 2011, 10:54:12 PM »
Psionics may fit a bit better for Jedi, but YMMV.  ToB has some things most definitely Jedi-like. Diamond Mind maneuvers seem like a good fit.

http://brilliantgameologists.com/boards/index.php?topic=12673.0 might provide you ith more Jedi information.

Fun to play eh?  Factotum might provide some memorable sessions.  If you're allowed the Dead Level abilities you might get good mileage from a Swashbuckler/Beguiler.  Dragon 310 through 312 have some great class variants to spice things up.  Monk and Fighter variants are in 310.

Factotum was actually a class I was looking at. Its like a super bard that doesn't share. Esspecially nice that I found its points refresh every encounter or something.. If it was just 10 points per day I'd be real sad :(

Offline Jackinthegreen

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #11 on: November 08, 2011, 11:35:32 PM »
Psionics may fit a bit better for Jedi, but YMMV.  ToB has some things most definitely Jedi-like. Diamond Mind maneuvers seem like a good fit.

http://brilliantgameologists.com/boards/index.php?topic=12673.0 might provide you ith more Jedi information.

Fun to play eh?  Factotum might provide some memorable sessions.  If you're allowed the Dead Level abilities you might get good mileage from a Swashbuckler/Beguiler.  Dragon 310 through 312 have some great class variants to spice things up.  Monk and Fighter variants are in 310.

Factotum was actually a class I was looking at. Its like a super bard that doesn't share. Especially nice that I found its points refresh every encounter or something.. If it was just 10 points per day I'd be real sad :(

I wouldn't say Factotums are super Bards, but they both have a good sprinkle of "jack of all trades."

Since you have some interest in them, here's the Factotum handbook from the former BG. http://brilliantgameologists.com/boards/index.php?topic=2720.0

Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #12 on: November 09, 2011, 01:34:36 AM »
Hmm.. I don't know why he rates some skills so low in there. I've found climb useful.. granted I do tend to like to do things in more of a mundane way than he does.

What I'm thinking of, if I do factotum, I'm going to do 17 f/3 uncanny trickster.

Uncanny Trickster is an awesome PrC if you get the skill tricks for it, cause you can use some of them multiple times.. and It continues your base classes progression. Essentially, I'd be a level 19 Fac.


Lets see though.. Some PrCs I've always wanted to try are..

Fleshgrafter - Never got to play this.. Seriously.. Familiar and Heal skill?
Master of the Unseen Hand - Throwing people out of their boots looks fun..
Wu-Gen - while a base class, I never got into that much..


I heard something about a another base class that got wildshape. That was another thing I've always wanted to do was play a shapeshifter.


Offline weenog

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #13 on: November 09, 2011, 01:43:41 AM »
I'm not too interested in using flurry, much of my combat I view from the build I was working on (I've got to read those ones that were posted earlier in detail still) was going to be using spells like Hurl, allowing me to throw my sword and have it come back..

Look again at the Tome of Battle.  You may not know it yet, but you probably want to play a Bloodstorm Blade.

As for the Illusion Knight idea, I think that's pretty much just Beguiler straight into Swiftblade ASAP.
« Last Edit: November 09, 2011, 01:45:25 AM by weenog »
"Whoops, forgot to roll my fire and holy damage."
"I doubt she's going to make a DC 111 Fort save, anyway."

Offline Mooncrow

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #14 on: November 09, 2011, 01:45:54 AM »

I heard something about a another base class that got wildshape. That was another thing I've always wanted to do was play a shapeshifter.

The wildshape ranger variant.

Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #15 on: November 09, 2011, 01:55:00 AM »
Where is that variant? I didn't see it in PHBII, Unearthed, or in the three dragons that were suggested..

Offline weenog

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #16 on: November 09, 2011, 01:58:59 AM »
Where is that variant? I didn't see it in PHBII, Unearthed, or in the three dragons that were suggested..

Should be in UA, it's in the UA section of the SRD here.
"Whoops, forgot to roll my fire and holy damage."
"I doubt she's going to make a DC 111 Fort save, anyway."

Offline Mooncrow

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #17 on: November 09, 2011, 02:08:08 AM »
Yep - UA, page 58. 

"A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).

Lose: Combat style, improved combat style, combat style mastery."

Offline Triskavanski

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #18 on: November 09, 2011, 02:30:21 AM »
So If I understand it correctly..

you give up 3 of the ranger abilities to be able to wildshape once at a fifth level and increased movement speed?

Offline weenog

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Re: Character Ideas for upcoming 3.5 campaign
« Reply #19 on: November 09, 2011, 02:50:36 AM »
You gain wild shape "as druid; Small or Medium animals only."  That's not wild shape once.  That's more like, everything the druid gets in terms of wild shape, you get, as long as the type is Animal, and the size is either Small or Medium.  More levels == more wild shapes per day, more hours per wild shape, and more HD limit on wild shape forms chosen, and you can expand your options like a druid could with things like Aberration Wild Shape.
« Last Edit: November 09, 2011, 02:52:19 AM by weenog »
"Whoops, forgot to roll my fire and holy damage."
"I doubt she's going to make a DC 111 Fort save, anyway."