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  #76  
Old 05-09-2011, 02:56 AM
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Then you should be set. Those books didn't contain much of anything for your use anyways.
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  #77  
Old 05-09-2011, 12:48 PM
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ok been doing some more digging around on those two feats you refered to and I came across this from wizards site posting board I have some questions reguarding this

STATS:

This is one of he two times a druid player will need to choose a specialty. Wisdom is going to be your most important stat, no matter what. After that, it depends on what you want to do.

Constitution is going to be important. While druids have naturally high fort saves, after the polymorph errata, your natural constitution is going to determine your HP, which is always important to any druid that plans to spend any time in melee.

Intelligence is handy if your druid is going to be called on to use his or her skills. A human with intelligence 10 or anything else with intelligence 12 will be able to max all the skills a non-skill-user will ever want, however. Intelligence is a tertiary stat.

Charisma will be a dump stat for most druids, but bear in mind that certain abilities gained with some of the exotic Wild Shape feats (or with Assume Supernatural Ability) can be based on charisma. Most druids will want to make this a dump stat.

Dexterity will be a dump stat for any druid starting at level 5 or higher, and won't be terribly important in any case. Strength won't be important for any druid, as melee druids will be relying on Wild Shape.

For those who play with age penalties, nearly every druid is going to want to be middle-aged (-1 on physical stats, +1 on mental ones). Higher age categories will impair your HP, but boost your spellcasting.


In reguards to my stats Str 12 / int 8 should I make them both 10 or flip them str. 8 int 12?

thanks

Last edited by a1hamms; 05-09-2011 at 12:49 PM.
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  #78  
Old 05-09-2011, 02:21 PM
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If you're starting at level 10, then you're native strength is likely to be pretty much irrelevant outside of being in an AMF, and if you're in melee inside one of those then the +2 to hit and damage isn't going to help you. An extra two skills maxed out, though, will always be handy.
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  #79  
Old 05-09-2011, 03:59 PM
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One last thing before I go,
New things I have been reading about,

1) Would like to know more about your thoughts on increasing age, drops str but increases

2) multiattack vs. Rashemi elemental summoning(UE). What does a druid take?

CHANGES I HAVE MADE
Str 12 --> 8
Int 8 -->12
Nerfed feats
Aug summon, spell focus, extend spell
Add feats
Multi-attack, greenbound summoning (LEoF), Ashbound summoning (EbCS)

Downgrade armor to +4 leather armor
Downgrade weapon to a quarterstaff

Freed up money to buy items for wis/con stat enhancement
Rings belt ext.
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  #80  
Old 05-09-2011, 08:49 PM
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When you hit level 12, retrain Greenbound summoning for Rashemi Elemental summoning.

Be sure to get wilding clasps for your armor and gear.
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  #81  
Old 05-09-2011, 11:01 PM
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Thanks to all for your help I am now off to reclaim the fountain of Obad-Hai. Will see you for the next one I am sure.
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  #82  
Old 06-05-2011, 03:45 PM
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Hello Everyone,
I was hoping to expand upon my character Suleimane. He is a Earthsoul Genasi Warlord that grew up as a Nomad in the Shattered Desert. He has a general description but I was hoping to expand upon it.

What I was hoping to get back from this thread:
1. Improving my story/writing in Description, Personality, and Background.

2. Figure out a good weapon set for him. I really think that a trident and net would be cool but do not know if the melee + throwing exotic wep is worth it. I am willing to pretty much use anything otherwise.


Name: Suleimane
Race: Earthsoul Genasi
Class: Warlord (Tactical)
Alignment: Neutral

Description: Having the life blood of the Earth element manifesting his being, Suleimane appears to have a tan tint to his skin. He stands 5’11” and has an athletic build. He constantly changes his clothes and armaments and always wears something to cover his face, whether it is a porcelain mask or a veil over his helmet. To allow his party members to recognize him, he always wears his sandstorm eye-guard. This cloth with two slits has been with Suleimane since his childhood and was used to survive the sandstorms. It is usually tied around his upper arm.

Personality: Suleimane is a calm and calculated individual. He is versed in the art of war and his lexicon reflects that. He tends to remain neutral in conflicts until he is informed enough to make a decision. Suleimane has no problem taking charge, using his impartiality and mystique to solve the tasks placed before him. He has a lot of anger hidden within but knows that public display of this emotion will certainly cause his presence to be questioned.

Background: Suleimane was born to a nomad in the Shattered Desert, who was secretly impregnated by an Earth elemental who had fallen in love with his mother. When born, his mother was petrified to find out the father was not her husband and abandoned the baby in the desert. Being a Genasi with a powerful Earth presence, Suleimane’s body was found a group of bandits that had been guided to his location. The human leader of the bandits, Orthryn, felt a paternal connection with the newborn and brought him up as his own. He named him Suleimane after the great leader whom founded the bandit’s troupe. He trained Suleimane to have basic proficiency in all weapons, leadership, the art of stealth, and to learn small group tactics. Once a teenager, Suleimane was given the test that all the tribesmen had to pass. He must steal an object of worth from the person of group of the Orythryn’s choosing. Being confident in his abilities (and ultimately wanting him to lead the tribe after him), Orthryn chose for Suleimane to steal a local lord’s scimitar. Suleimane broke into the fortress where the lord lived and was able to break into the throne room where it was kept. Unfortunately, the lord was restless that night and was in the throne room, contemplating some issues within his city. Catching Suleimane off-guard, the lord was able to strike one blow across the face of the young boy. Suleimane was bleeding badly but recovered and used his twin daggers to disarm the lord and hold a dagger to his throat. After retrieving the scimitar, Suliemane stuffed an apple in his mouth, tied his arms and legs together, and exited the castle. As he was exiting the fortress, he noticed a nearby curtain and tied the cloth to his cloth turban, allowing him to go unnoticed with his scar throughout the town. The lord recognized that he was a bandit and declared an open war against the local bandit tribes. Meanwhile, Suleimane had found an abandoned warehouse to dress his wounds and recover from his adventure. While Suleimane was sleeping, a local guard patrol went out at night and found his bandit tribe. They set fire to the tents and killed all who tried to escape. Waking from a comatose state, Suleimane returned to his campground, he found his tribe’s, his family’s ashes where he left him. All he found was a sand eye-guard with the mark of his tribe leader, Orthryn, inscribed on the side of it. Vowing revenge, Suleimane traveled to Winterhaven to regroup and plan a party to attack his mortal enemy. He sold the sword to a local merchant for supplies and headed to the local tavern to find a party.
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Last edited by Suleimane; 06-06-2011 at 10:55 AM. Reason: Update
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  #83  
Old 06-06-2011, 12:09 PM
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Thanks for your question, Suleimane, it has been included in the first post.

I am not a technical DnD'er, so I can't give any advice regarding weapons and so on. I can say that the weapons your character carries at the start of the adventure might well be included in his background. I see that you mentioned twin daggers in the background story, why don't give those with him for the adventure? Other weapons are cool and flashy too, of course, but you can always buy or find or steal them in-game. That way your newly-acquired weapons will have more worth attached to them, since you can tell a great story about how you stole it from that giant aquatic creature looking a bit like Poseidon (for instance). The main thing I find to be important about weapons is that they reinforce your character. Talk to your DM about acquiring extra weaponry in-game, and see what your options are.

For your story/writing. First of all, a few minor spelling mistakes:

Background: line 2: Being a Genasi with a powerful Earth presence, Suleimane’s body was found by a group of bandits.
line 5: He must steal an object of worth from the person of group of the Orthryn’s choosing.
line 13: Suleimane returned to his campground, he found his tribe’s, his family’s ashes where he left him.
I don't understand the above sentence. Maybe you should split it up in two different sentences to make it more clear?

For the rest I like your application. It's clear, and one gets a crystal view of how Suleimane acts and looks like.
There isn't a lot to work with in your application though. Everything is put down matter-of-factly, the reader of your application has no clue how your roleplaying style is. Implementing a piece of roleplay in your application shows the DM what you have in store, how your vocabulary is, what style you like to write in... Who he's dealing with, in brief. It's a chance for you to show off your roleplaying skills even before the game has begun. Interweaving a bit of mystery and roleplay into your app makes it attracting to the eye and jumps out of the rest of the applications. That is what a good application does, really, attract the reader to want more of your delicious character and roleplay. Other ways to make your character application more unique is writing the background from another point of view than that of the character itself. How did his mother, or best friend, see your character grow up? These are some of the many possible ways to spice up an application and not let it blend in with the other dull character apps.

Just to give you an idea, here is a part of a character I created recently. His name's Ryle hoofblade, and we where asked to write a short background and why the DM should take our characters on his adventure.
 


I hope I've helped you a bit by giving my opinion. I'll leave the technical questions to the more experienced to answer.
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  #84  
Old 06-06-2011, 05:53 PM
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Wolfoh,
Thank you for the help! I really appreciate it and hopefully this will help my chances in the game I am applying for.


Suleimane
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  #85  
Old 06-07-2011, 11:30 AM
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Not a problem Suleimane. I'll keep your question open for a little longer so that others have the chance to give their opinion and maybe give some technical feedback.
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  #86  
Old 06-18-2011, 02:31 PM
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This is for a RL game, eventually. At 5th level, we "come into our power"; and get class features and casting of the class we took at 5th level for the first 4 levels (where we get NPC class hit dice)

1: Warrior 1 --- 2/0/0, d8, BAB 1, 2+int skills *4. Feat, Flaw, Flaw, Feat, Feat, Trait, Trait [Expeditious Dodge (RoTW), Mobility, Combat Casting]...need trait suggestions
2: Warrior 2 --- 3/0/0, d8, BAB 2, 2+int skills
3: Warrior 3 --- 3/1/1, d8, BAB 3, 2+int skills. Feat ---- Power Attack
4: Warrior 4 --- 4/1/1, d8, BAB 4, 2+int skills Attribute
5: Wizard 1 --- 4/1/3, d4, BAB 4.5, 2+int skills, Scribe Scroll (Fighter Bonus Feat; Improved Initiative?), substitutions? Spells? Specialization) CL5
6: Swiftblade 1 --- 4/3/5, d6, BAB 5.5, 4+int skills Feat, Spring attack, +1 attack, ac, reflex. --- Craft Wondrous item
7: Swiftblade 2 --- 4/4/6, d6, BAB 6.5, 4+int skills 20% miss chance on melee, CL6
8: Swiftblade 3 --- 5/4/6, d6, BAB 7.5, 4+int skills Attribute, 30% miss chance, Swift action haste. CL7
9: Abjurant Champion 1 --- 5/4/8, d10, BAB 8.5, 2+int skills, Feat [Craft Magic Arms and Armor?)], Abjurant Armor, Extended Abjurations, Arcane Strike
10: Abjurant Champion 2 ---5/4/9, d10, BAB 9.5, 2+int skills, Swift Abjurations
11: Abjurant Champion 3 --- 6/5/10, d10, BAB 10.5, 2+int skills,
12: Abjurant Champion 4 --- 6/5/11, d10, BAB 11.5, 2+int skills, Feat, Attribute, Arcane Boost, Practised Caster?
13: Abjurant Champion 5 --- 7/6/12, d10, BAB 12.5, 2+int skills. Martial Arcanist

14: Swiftblade 4
15: Swiftblade 5
16: Swiftblade 6
17: Swiftblade 7
18: Swiftblade 8
19: Swiftblade 9
20: Spellsword 1


Questions:
1) Flaws and Trait suggestions?
2) Spell suggestions?
3) Specialization: I'm tempted to specialize conjuration for abrupt jaunt, and for an extra slot for greater mage armor since the rest of my slots will be dedicated to haste. (DM will allow Abjurant Champion to apply to conjuration-mage armor)
4) Finishing; when do I take the Spellsword level? I'm thinking earlier rather than later...
5) Is there anything clever I'm missing?
6) Feat suggestions for the feats I don't have filled out yet? I like crafting feats, I'm likely the only one in the party to take them, and I'm kinda sad about getting arms and armor at 9th.

Anyways, thanks for some input.
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  #87  
Old 06-21-2011, 10:50 PM
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Hmm nice build! Well its always nice to take flaws like Shaky or Murky Eyed, alternatively you could always aim for something you care little about like Vulnerable (-1 to AC means nothing to an Abjurant Champion). As for Traits I would go Aggressive or Focused.

Spell suggestions? Hmm you're starting at Level 5 right? Fly is a definite one, as well as Dispel Magic. For Conjuration spells I think Stinking Cloud is a pretty good one too. As for anything else it depends on whether you specialize and what you drop.

I would become a Focused Specialist on Conjuration, drop Evocation, Enchantment, and Necromancy. Pick up Abrupt Jaunt and never look back. These schools are not too pivotal based on your build and Enchantment can be easily replaced.

Hmm...I'll check out your build and see where Spellsword fits best. Normally you take it right before going into Abjurant Champion but you don't need it...hmm...

I don't think you're missing much, but then again you didn't fill out much anyway

Feat suggestions? I'll look into it and see what I can find. I like Arcane Strike (is that the name?)
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  #88  
Old 07-07-2011, 05:22 PM
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Alright, as most know, Magic of Incarnum is one of the least used and possibly one of the least respected forms of power within the realms of DnD.

I have a concept for a Totemist build that I picked up from various suggestions I read online.

It goes as follows, assume no flaws, and assume stats are all set so that the build qualifies. Race = Human

 


The general concept of this build is to get as many attacks in on an opponent as possible.

General purpose combo is

-Landshark Boots on the totem for pounce and good damage.
-Blink Shirt on the totem for quick teleportation
-Girallon Arms placed on the arms for double damage
-Frost Helm for utility.

Any suggestions?

I am under the impression that this build has good survival potential from levels 1-20, but if any suggestions could be made to increase that, would be much appreciated.
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Last edited by Cancer; 07-07-2011 at 08:24 PM.
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  #89  
Old 07-07-2011, 08:03 PM
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Hey Cancer,
This is not on the build, I really know nothing about your build, it's one of the reasons I watch this thread. But about the formatting. The "SpoilerButton" is mixed in and out of the "Table", it needs to be outside the table. I am fairly sure the "SpoilerButton" will not work inside a table. Just though I would let you know.

By the way, I am looking forward to see what the locals say about your build.

Wolfman
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  #90  
Old 08-10-2011, 04:00 PM
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System: 3.5
Level: 15
Optimization Level: Unknown (could probably find out)
Goal: Runesmith based Gish
Personal Rules: I do not level dip. All PrC's must be complete before leaving them. No LA Buyoff
Goals:
- No LA/HD
- Casting in Full Plate (possibly exotic dwarf armor from Races of Stone)
- At LEAST 5th level arcane casting at level 15 (7th level if we make it to 20)
- Ability to take a lot of punishment from a wide variety of sources (Ethereal, Magic)
- Decent Saves (At least 2 that aren't automatic failures, they don't have to be amazing, just not auto-fail)
- Ability to disengage quickly if the real casters need access to whatever I'm fighting.
- I've also always wanted a character with DR, but I don't play melee types enough to know how to do that the natural way. (Not required)
- Alternate movement would be nice, to engage in the air, underwater, or underground

Current outline:
-Race: Dwarf/Dwarf Derivative (Probably best if I want to stay with Runesmith, the DM might let me do a racial alternate, but I'd prefer not to ask)
Stats: Generation is a bit strange, but it's rolled so I don't know what I'll have yet.
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith (Races of Stone)
7 Runesmith (Races of Stone)
8 Runesmith (Races of Stone)
9 Runesmith (Races of Stone)
10 Runesmith (Races of Stone)
11 Eldritch Knight (DMG/SRD)
12 Eldritch Knight (DMG/SRD)
13 Eldritch Knight (DMG/SRD)
14 Eldritch Knight (DMG/SRD)
15 Eldritch Knight (DMG/SRD)

What I'm looking for:
Suggestions on different PrC's
Suggestions on better base classes
Feat Suggestions
Spell Suggestions (With the intent that I DO NOT steal the thunder from primary casters in damage dealing.)
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