Blade402's page

33 posts. No reviews. No lists. No wishlists.


RSS


Oh yeah my bad. I need to learn that armor and shields are different in DnD. In my mind i mix the two togther as just "armor"


When the warmage picks his extra evocation spells does his armor get in the way of his spellcasting? or in other words does his ability to wear armor with out arcane spell failure only apply to spells from the warmage list?

Also when he reaches level 8 does that mean he can also equip medium shields as well as armor with no arcane spell failure?

i meant that can he use heavy shields with the feat that lets him use armor one weight category higher.


I am staying with 3.5 for sure!


I have the PHB, DMG, Monster Manuel, Complete Warrior, Complete Adventurer, Completer Arcane, Complete Scoundrel, Ebberon Campaign Setting.

I can get one or two more books. What should I get? Or what would you get?

What is a good book that tells me about more races?


Smiting Charge just lets you do the two together right? Or does it give other bonuses?


Feats:
1st:
Power Attack , Exotic Weapon (Bastard Sword)
3rd:
Divine Shield
6th:
Divine Might

Is that good feat progression for a paladin?


Is there an alternative to gaining the paladin's special mount ability? Also is the complete champion book useful for creating a paladin?


What does the swashbuckler add that is better than the rogue?


What are some good ideas for alter self?


How does spectral hand work?


Can you flank an opponent with a ranged weapon? For example can you be on the opposite side the fighter is engaging the enemy a few spaces back and be considered flanking?


Well i'm either going to make a sorcerer or rogue. It would be great if you guys could help me make the rogue build. I wanted to make a heavily skilled rogue. I was thinking just one weapon like a rapier, so i could have more accuracy, and have high dex and use weapon finesse so i can use a bow as well. Then i was thinking of using feint to take away peoples dex. Also tumbling out of trouble to not get attacks of opportunity against me. And then tumbling around opponents engaged against the barbarian to flank them. I also wanted to pick up skill tricks from the complete scoundrel. I'm really not sure though all the feats i should take though.

What skills and feats should i take? I'm aiming to be as tricky as possible.


So for role playing purposes, because flashy rogues are cool. Would a tumbling/feinting rogue would be good enough, just maybe not the ultimate build?


Is improved feint a good feat to take for sneak attacking?


I don't think his personality will really warrant him limiting his spells to a theme. The most logical and helpful spells are best, what ever they may be. So spells to help with speaking/dialogue, killing, crowd control, defense.

However, i really like the idea of tricky spells. Question/example, can you grease an opponents sword for a chance to make him drop it? That kind of stuff i really enjoy. Also considering my fellow adventures are rather bland. I want to spice things up with tricky/flashy spells and personality. But again only if it really does not sacrifice to much practicality. Or i mean, another spell really does the job better.

I'm thinking he will seemingly be switching his system of morals at certain times (my dm will love me). But really he just does what ever for various reasons, sometimes he really doesn’t even know why. He will speak his thoughts audibly to himself sometimes in a whisper. But of course others will hear at times (kinda like edwin from Baldur's Gate). They will notice the stage in his mind is in conflict between two archetypes. He will act accordingly to one or the other and sometimes a mixture/compromise of both. Often refer to himself as we or us. Like "we don't like that idea" instead of "i dont like that idea". I was thinking of mixing Edwin and Xzar from BG and then adding some of my own ideas and flare.

Yeah, i need some ideas on feats and spells.


Sorry i will be more descriptive. I have the Players hand book, complete adventurer, complete scoundrel, and the eberron campaign setting books.

I have two ideas for my sorcerer. Both however i want to have skills in bluff and diplomacy, intimidate, sense motif ect. Speaking skills and such.

Do you want to know his personality or what i had in mind for his combat style?


Hey this is my first time creating a sorcerer. Does anyone have any advice for spells and feats? Or general tips for a good build? I have access to PHB, CA, CS, and the Eberron campaign setting.


i just have the players hand book. complete adventurer and complete scoundrel.


i'm creating a sorcerer for a new campaign thats coming up this sunday. i was wondering what are some good spells to take. here is a list of spells i have though up of. i dont really know what race i want to be. i for sure want to use bluff-intimidate-persuade as skills. what other skills are usefull for a sorcerer besides concentration? and i really have know idea what feats to take. is it better to use maximized or empowered spells instead of the regular higher level spell? any suggestions i have never made a sorcerer before.

lvl 1 Identify, Mage Armor, Magic Missile, Protection
from Alignment, Summon Creature 1- i was thinking to use the little guys to spring traps.
lvl 2 Eagle's Splendor, Endurance, Owl's Wisdom, melfs acid arrow then later switch it to
Bull's Strength
lvl 3 Flame Arrow, Haste, Fireball, (need one more)
lvl 4 Ice Storm, Improved Invisibility, Elemental
Shield, stoneskin
lvl 5 Cone of Cold, Energy Buffer, Dismissal, Lesser
Mind Blank
lvl 6 Chain Lightning, Globe of Invulnerability,
True Seeing
lvl 7 Delayed Blast Fireball, Spell Mantle, Shadow
Shield
lvl 8 Premonition, Horrid Wilting, Greater Planar
Binding
lvl 9 Time Stop, Wail of the Banshee, Mordenkainen's
Disjunction

sound good at all? i never thought about having one spell then later switching it i suppose that could be useful somewhere. and a lot of those spells are area affect. would it be better to use attack spells that single enemies out instead?


i'm creating a sorcerer for a new campaign thats coming up this sunday. i was wondering what are some good spells to take. here is a list of spells i have though up of. i dont really know what race i want to be. i for sure want to use bluff-intimidate-persuade as skills. what other skills are usefull for a sorcerer besides concentration? and i really have know idea what feats to take. is it better to use maximized or empowered spells instead of the regular higher level spell? any suggestions i have never made a sorcerer before.

lvl 1 Identify, Mage Armor, Magic Missile, Protection
from Alignment, Summon Creature 1- i was thinking to use the little guys to spring traps.
lvl 2 Eagle's Splendor, Endurance, Owl's Wisdom, melfs acid arrow then later switch it to
Bull's Strength
lvl 3 Flame Arrow, Haste, Fireball, (need one more)
lvl 4 Ice Storm, Improved Invisibility, Elemental
Shield, stoneskin
lvl 5 Cone of Cold, Energy Buffer, Dismissal, Lesser
Mind Blank
lvl 6 Chain Lightning, Globe of Invulnerability,
True Seeing
lvl 7 Delayed Blast Fireball, Spell Mantle, Shadow
Shield
lvl 8 Premonition, Horrid Wilting, Greater Planar
Binding
lvl 9 Time Stop, Wail of the Banshee, Mordenkainen's
Disjunction

sound good at all? i never thought about having one spell then later switching it i suppose that could be useful somewhere. and a lot of those spells are area affect. would it be better to use attack spells that single enemies out instead?


ok how does this sound?

1st: precise shot, rapid shot
3rd: lucky start
4th: point blank shot
6th: improved skirmish
8th: dodge
9th: manyshot
12th: mobility, greater manyshot
15th: unbelievable luck
18th: fortuitous strike
20th: shot on the run

sounds good to me! plus i'll get some skill tricks

corner perch, wall jumper, spot the weak point, clarity of vision, back on your feat. but one of those i will use the charm so it wont cost skill points. not enough skill tricks or to many??????


Toolbag the Conqueror i'll check out that article friday when i meet with my group. I also just picked up a complete scoundrel book today and have been looking through that. Any advice about skill tricks or stuff in there that my character would find useful?


cthulhu_waitss my group is at the place where your talking about. is it bad that we killed the pirate lady? we were very lucky but we did i lvled up twice reachin lvl 5. my group hired a crew and boat and were running back to them to take us back. hope they are still there hahaha. and not infected too.


awww i miss pirate talk...


To be, or not to be: that is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles,
And by opposing end them? To die: to sleep;
No more; and by a sleep to say we end
The heart-ache and the thousand natural shocks
That flesh is heir to, 'tis a consummation
Devoutly to be wish'd. To die, to sleep;
To sleep: perchance to dream: ay, there's the rub;
For in that sleep of death what dreams may come
When we have shuffled off this mortal coil,


Ok how does this sound for feats? still need to choose 3 more though. any ideas. also i'm not breaking any rules am i as far as requirements.

1st-Martial weapons, point blank shot
2nd-rapid shot
3rd-precise shot
6th-improved skirmishing
8th-mobility
10-manyshot
12-greater manyshot,shot on the run
15-
18-
20-


i will look that up. my friend gets that magazine so i'll take a look.


alright i think i have decided on how to advance my scout. the only thing i dont know is what favored enemies should i get? what would be best for the savage tide adventure?


i guess there isn’t anything that would really work. the only thing i found is a monk item that you have to train with for 1 month 8 hours a day uninterrupted and that would give you a 10' move instead of 5' which is to hard to do. plus you need a monk lvl.

so what are the best standard action ranged feats?


cyran glyding boots is what i looked up.


ok rapid shot sounds good. the only problem is that i want to skirmish and it seems manyshot is a full attack. also i'm taking swift hunter and picking up a ragner class. any ideas on favored enemies for the savage tide? plus i still need good ranged feats that can use skirmish as well. unless there is a way to get a 10 move step instead of the normal 5? i looked up those one boots and thats only 3 times a day or something so that wont work.


What feats should i get to maximize the killing potential of a scout using ranged weapons? right now he has martial weapons, precise shot, point blank shot, and dodge as one of his bonus feats and he uses a composite longbow.


I'm playing a lvl 5 scout in the savage tide. and i was wondering if the adventure will put his skills to good use? so in other words was being a scout a good choice? does anyone have advice on skills and feats? btw he uses composite longbow.

Carrick "Onyx" Mason has not participated in any online campaigns.