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  #91  
Old Sep 4th, 2008, 12:18 AM
Surreal Surreal is offline
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No worries Fil. I was kind of afraid it would be taken the wrong way, but I couldn't find an appropriate smiley (I failed to notice the "more" button for extra smilies). Perhaps the following would have been more appropriate...
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- character 1: Sul
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  #92  
Old Sep 4th, 2008, 02:04 AM
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cthulthu icon!
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  #93  
Old Sep 4th, 2008, 02:24 AM
Surreal Surreal is offline
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And remember to always start your day off with a healthy breakfast...
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The late, sedate, and not so great. ~ Surreal
formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo
- character 1: Sul

Last edited by Surreal; Sep 4th, 2008 at 02:25 AM.
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  #94  
Old Sep 4th, 2008, 04:34 PM
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  #95  
Old Sep 10th, 2008, 11:27 AM
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Anything I should know about feats? Any Special ones.

In games I ran I combined Spot and Listen to one skill called Notice (later changed to perception to emulate 4e)
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  #96  
Old Sep 10th, 2008, 12:44 PM
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Preliminary PC.
Morglum
Male Hobgoblin Rog14/Wlk14; CR 14;
Medium Humanoid (Goblinoid);
HD 14d6+28; hp 50;
Init +4; Spd 30 ft/x4;
AC 17 (+3 armor, +4 dex), touch 14, flat-footed 17;
Base Atk/Grapple +10/+13;
SA&SQ Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex), Improved
Evasion(Ex), Sneak Attack, Trapfinding(Ex), Crippling Strike(Ex),
Eldritch Blast(Sp), Detect Magic(Sp), Damage Reduction(Su), Deceive
Item, Fiendish Resilience(Su), Energy Resistance(Su), Imbue Item(Su);
AL CN; SV Fort +6, Ref +13, Will +9;
Str 16(+3), Dex 18(+4), Con 14(+2), Int 14(+2), Wis 10(+0), Cha 16(+3);
Skills: Balance¹ +23, Decipher Script +19, Escape Artist¹ +21, Hide¹ +21, Listen¹
+17, Move Silently¹ +25, Open Lock +21, Search¹ +19, Spot¹ +17, Tumble
+21.
Feats: Dodge (PH 93), Mobility (PH 98), Point Blank Shot (PH 98), Precise Shot
(PH 98), Staggering Strike (CAd 112).
• Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if
flatfooted or struck by an invisible attacker.
• Improved Uncanny Dodge(Ex): You can no longer be flanked,
except by a level 18 rogue.
• Trap Sense(Ex): +4 to Reflex saves and AC against traps.
• Improved Evasion(Ex): You take half damage from magical attacks. On a
successful Reflex save, you take no damage.
• Sneak Attack: Any time someone you attack is denied their Dexterity
bonus to AC, or you are flanking them, you inflict an extra 7d6 damage.
Ranged attacks must be within 30 feet to gain this, and this extra damage
is not increased on a critical hit. Creatures that are immune to critical hits
ignore this damage, as do creatures with concealment
• Trapfinding(Ex): You can use the Search skill to locate traps when the task
has a DC higher than 20. You can use the Disable Device skill to disarm
magic traps.
• Crippling Strike(Ex): If you damage someone with a sneak attack, they take
2 points of temporary Strength damage.
• Eldritch Blast(Sp): Ray deals 7d6 damage.
• Detect Magic(Sp): At will, as the spell.
• Damage Reduction(Su): You gain damage reduction 3/cold iron.
• Deceive Item: You can always take 10 on Use Magic Device checks.
• Fiendish Resilience(Su): Once per day for 2 minutes you have
fast healing 2.
• Energy Resistance(Su): You gain resistance 5 to Select Energy Type
and Select Energy Type.
• Imbue Item(Su): You can use a Use Magic Device check in place of
casting a spell when creating a magic item.
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Last edited by Embrodak; Sep 10th, 2008 at 12:44 PM.
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  #97  
Old Sep 12th, 2008, 08:31 AM
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Fil kearney Fil kearney is offline
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max hit points, Em... so you have 112
This guy needs some ranger wands in a wrist sheath.

solid and simple. looking forward to seeing your invocation picks.

wait...

1. no special feat rules per se beyond you get two from flaws... and warlocks need it bad.
2. staggering strike is melee only. :/
warlocks do best if focusing on either distance or melee.
looks like you may be more interested in ranged..
I think ther eis a spell or something tha textends sneak attack range to 60' (source, anyon??)
we need to work on
1. getting yu sneak attack/crit amage more often
2. assuring SR doesn't screw your pooch.

let me know your predicted style and I may teak things some.
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Last edited by Fil kearney; Sep 12th, 2008 at 08:42 AM.
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  #98  
Old Sep 12th, 2008, 08:35 AM
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Oh... Max HP... Good...

The Invocation Picks are coming.. I'm looking into maybe changing some feats to give more DR, or more invocations.
Background coming soon.. WIP...
May change stats... Lower STR, raise Dex or Con
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  #99  
Old Sep 12th, 2008, 08:42 AM
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agreed.
i edited above
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  #100  
Old Sep 12th, 2008, 10:21 AM
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The spell that increases Sneak Attack range is either Sniper's Shot (Assassin 1, Ranger 1, Sorc/Wiz 1) which makes the range unlimited , or there's Sniper's Eye (which is just Assassin 4) which makes the range 60 ft. Both are from Spell Compendium.

(as may be apparent, I once played a Ranger / Scout // Rogue / Assassin / Unseen Seer - he was one hell of an archer!)

So, I'd replace the Rogue with one of:

Rogue / Assassin / Unseen Seer

Rogue / Sorc / Unseen Seer

Rogue / Archivist / Prestige Ranger / Shadowbane Stalker

The Archivist is probably the best, since there are loads of useful Ranger stealth & archery spells and it gives Grave Strike and Vine Strike from Cleric (maybe make them Persistent with a Sacred Exorcist dip?), but the loss of CL is tricky. Now, if a Divine version of Unseen Seer were to be houseruled, or the Divine Trickster were to be allowed as a way to finish it off...
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Last edited by DaveTheMagicWease; Sep 12th, 2008 at 11:02 AM.
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  #101  
Old Sep 12th, 2008, 03:02 PM
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Morglum:
Morglum: Male Hobgoblin Rog5/Wlk14/Asn9; CR 14;
Medium Humanoid (Goblinoid);
HD 14d6+28; hp 112;
Init +4; Spd 30 ft/x4;
AC 21 (+7 armor, +4 dex), touch 14, flat-footed 21;
Base Atk/Grapple +10/+12;
;
SA&SQ Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex),
Evasion(Ex), Sneak Attack, Trapfinding(Ex), Death Attack, Poison Use,
Poison Resistance, Hide in Plain Sight(Su), Eldritch Blast(Sp), Detect
Magic(Sp), Damage Reduction(Su), Deceive Item, Fiendish Resilience(Su),
Energy Resistance(Su), Imbue Item(Su);
AL LE; SV Fort +6, Ref +13, Will +9;
Str 14(+2), Dex 18(+4), Con 14(+2), Int 16(+3), Wis 10(+0), Cha 16(+3);
Skills: Balance¹ +12, Bluff¹ +20, Decipher Script +16, Disguise¹ +10, Hide¹ +17,
Listen¹ +15, Move Silently¹ +22, Open Lock +14, Search¹ +11, Spot¹ +15,
Tumble +12, Use Magic Device +20.
Feats: Combat Expertise (PH 92), Improved Feint (PH 95), Point Blank Shot (PH
98), Precise Shot (PH 98), Maximize Spell-Like Ability (CAr 81).
• Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if
flatfooted or struck by an invisible attacker.
• Improved Uncanny Dodge(Ex): You can no longer be flanked,
except by a level 18 rogue.
• Trap Sense(Ex): +1 to Reflex saves and AC against traps.
• Evasion(Ex): On a successful Reflex save against a magical attack, you
take no damage.
• Sneak Attack: Any time someone you attack is denied their Dexterity
bonus to AC, or you are flanking them, you inflict an extra 8d6 damage.
Ranged attacks must be within 30 feet to gain this, and this extra damage
is not increased on a critical hit. Creatures that are immune to critical hits
ignore this damage, as do creatures with concealment
• Trapfinding(Ex): You can use the Search skill to locate traps when the task
has a DC higher than 20. You can use the Disable Device skill to disarm
magic traps.
• Death Attack: If you study your victim for 3 rounds, attack that
target within another 3 rounds, then make a sneak attack with a melee
weapon that successfully deals damage, you can paralyze or kill the target
if they fail a Fortitude save (DC 22).
• Poison Use: You do not risk accidentally poisoning yourself when applying
poison to a blade.
• Poison Resistance: You have a +4 to all saving throws against poison
• Hide in Plain Sight(Su): You can use the Hide skill even while being
observed, as long as you are within 10 feet of some sort of shadow.
• Eldritch Blast(Sp): Ray deals 7d6 damage.
• Detect Magic(Sp): At will, as the spell.
• Damage Reduction(Su): You gain damage reduction 3/cold iron.
• Deceive Item: You can always take 10 on Use Magic Device checks.
• Fiendish Resilience(Su): Once per day for 2 minutes you have
fast healing 2.
• Energy Resistance(Su): You gain resistance 5 to Fire
and Electricity.
• Imbue Item(Su): You can use a Use Magic Device check in place of
casting a spell when creating a magic item.

[Table 3 2 1]3^=Invocations
2^Name|Grade|Level|Save DC|Duration|Description|Source
Darkness|Least|2|15|140 min|As Darkness Spell|CAR:133
Devil's Sight|Least|2|n/a|24 Hr|See in Darkness or Magical Darkness to 30'|CAR:133
Eldritch Spear|Least|2|n/a|-|Extend distance of Eldritch Blast to 250 ft with no range inc.|CAR:133
Walk Unseen|Lesser|2|n/a|24 Hr|As Invisible Spell|CAR:136
Fell Flight|Lesser|3|n/a|24 Hr|Fly at land speed with good maneuverability|CAR:134
Flee the Scene|Lesser|4|n/a|Inst|Dimension Door (25 ft + 5 ft/2 Levels) and live Mirror image in place for round|CAR:134
Devour Magic|Greater|6|19|1 min|As Dispel Magic Greater plus gain 5hp/Spell Level Dispelled for 1 min |CAR:133
Vitriolic Blast|Greater|6|19|N/A|Add 2d6 Acid Damage to Blast for 3 rounds and No SR|CAR:136
[/table]
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Last edited by Embrodak; Sep 12th, 2008 at 03:11 PM.
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  #102  
Old Sep 12th, 2008, 05:38 PM
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Looking better imo.

Just one question - what's Combat Expertise + Imp Feint for? Not much use on a ranged build that I can see. As an alternative, how about Action Surge (more blasts per round) and Quicken SLA.(so you're capable of 3 blasts per round when needed).

Other than that, I simply suggest a Wand of each of Grave Strike, Golem Strike and Vine Strike, a buckler/mithril shield with a wand chamber, Chausible of Fell Power, a wand of force damage (for those pesky incorporeals), etc ... maybe a Belt of Battle (it's almost too good to use, but if you just use it for the move actions as a pseudo-Shot on the Run I can't see it breaking anything).
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Last edited by DaveTheMagicWease; Sep 12th, 2008 at 05:40 PM.
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  #103  
Old Sep 12th, 2008, 06:53 PM
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The thought on Combat Expertise was that it was needed for improved feint.

He would use improved feint to make feint a move action, leaving his opponent flat footed for his standard action of his blast.

That would do 7d6 for the blast and 8d6 for the sneak attack since the opponent would be flat footed.

However double checking the rules on feint I can see it does explicitly state your next Melee attack, so that frees up two feats.
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  #104  
Old Sep 12th, 2008, 07:45 PM
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Well, Walk Unseen and Hide to start a combat off, and Assassin gives Greater Invis iirc so triggering SA shouldn't be too much of a problem.

Ooooh! Just thought of some nice teamwork - when Gwyn does his Energy Admixed Born of the Three Thunders blasts it leaves the target stunned, which denies them their Dex for a round, so when we combine our fire on a single target we can start racking up some serious damage.
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  #105  
Old Sep 13th, 2008, 10:05 AM
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very nice so far!

a little gear dependent, but we can make those bane effects (ex) abilities in epic if you want
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