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  #76  
Old Dec 18th, 2013, 07:44 PM
JKTrickster JKTrickster is offline
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Hey would you guys want me to switch up my build?

I was thinking, we already have a Ranged hitter. I could become a Mobile Anti-Caster Skirmisher.

The idea would be Opherous would tank and maintain the frontline (probably with his cohort) and the rest would support him with damage. I would use my Time related abilities to teleport and take out their important squishies so you guys can last even longer.

How does that sound?
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  #77  
Old Dec 18th, 2013, 08:14 PM
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As of right now I don't have a cohort... I wouldn't get one until reaching 20th level, where this campaign is starting... So as the story progresses, hopefully we'll find an ally who can become my cohort.
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  #78  
Old Dec 18th, 2013, 09:08 PM
JKTrickster JKTrickster is offline
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I'm sure you can still have some direction in who he is right?
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  #79  
Old Dec 19th, 2013, 03:49 AM
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okay, sheet updated.

I think I have everythiing now. kept equipment to only a few items.

Feel free to have a check and make suggestions. Focus is on debuffing with a minor line in healing now.
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  #80  
Old Dec 19th, 2013, 07:35 AM
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Easier to post this here since so many of you have them. For Headbands of INT you must specify the following:

1) One Skill per +2 the headband offers. This/These skill(s) has maximum ranks, overwriting any points you might have had in it before you donned the headband, rendering them redundant.

2) One Language per +2 the headband offers. You now know this/these language(s).

The practical upshot of this is that you have to choose X skills you want maxed, but are prepared to lose if somebody nicks your headband.

Also note, if you made it yourself, these skills must be ones you have trained and languages you know (and so you must have at least 1 redundant skill point and one redundant language for each +2 of the headband)

On another note, pick your languages. Most things speak common, but you're on a whole new level now and there are other languages you might need to know in your travels.
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  #81  
Old Dec 19th, 2013, 08:09 AM
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I had two too many languages, I removed Celestial and Infernal.

My Headband skills are Dungeoneering & Arcana, the languages are Ignan & Cyclops, which are two languages that I would have had at the time I made the headband.

I'm ready to start when you are!
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  #82  
Old Dec 19th, 2013, 09:04 AM
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We get one language per Int mod right? Or is it one bonus language per Int mod?

I'm coming with Common, Celestial, Draconic and Sylvan.
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  #83  
Old Dec 19th, 2013, 09:09 AM
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One bonus language per Int mod. +1 per rank of Linguistics if you have it.

Last edited by TheMystic; Dec 19th, 2013 at 09:10 AM.
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  #84  
Old Dec 19th, 2013, 09:17 AM
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Oh wow okay!

I would just add .... Elvish to the list then.
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  #85  
Old Dec 19th, 2013, 05:36 PM
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So here is a question: Do we actually have anyone who's primary role is pure Damage?

Last edited by Insacrum; Dec 19th, 2013 at 05:36 PM.
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  #86  
Old Dec 19th, 2013, 07:26 PM
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Why damage when you can make your enemies damage themselves?
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  #87  
Old Dec 19th, 2013, 08:48 PM
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Do you have a list of languages to choose from?

Languages are typically very world specific.
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  #88  
Old Dec 19th, 2013, 10:29 PM
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The list of Languages under the Linguistics page is the one I'll be using. Try to pick languages of those you think you may have trafficked with. I can't guarantee most will come in handy, but it could be a nice sort of surprise if it does.
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  #89  
Old Dec 19th, 2013, 10:33 PM
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Quote:
Originally Posted by Insacrum View Post
So here is a question: Do we actually have anyone who's primary role is pure Damage?
I'll make sure at least one of the various cohorts and companions can deal damage efficably.
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  #90  
Old Dec 19th, 2013, 10:42 PM
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Crossbow paladin ftw!
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