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The wonderful mod Nathan put together a sheet on the 'Weave.

Still a work in progress, there's a thread with bugs and changes, but here it is: https://www.myth-weavers.com/sheet.html#id=1311931


Don't mention his Rulesbending when you do it, but excitedly roll out Fractional Bonuses.

Instead of a Bard 1 / Cleric 1 / Druid 1 / Monk 1 / Rogue 1 / Sorcerer 1 / Wizard 1 having a BAB of 0 at level 7, it would have 4 (.75)

Since 5 of the classes have 3/4 BAB, each level in that class gives you 3/4 of a BAB, and you round down to get the number you actually add.

Do the same thing with Saves. Each level in a fort strong class adds together, and you get the fort for that level of a fort strong class.

It allows some niche multiclassing at lower level, and discourages gaming the system for each level, since it all comes out the same in the end.


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Hey crowd, just wanted a rules check on the Frostbite (UM 221) spell and how it works with the Magus class.

Frostbite is an instantaneous touch spell that has at the end "You can use this melee touch attack up to one time per level."

Basically, I want my math checked on the following, assuming a 3rd level Magus who hits all the time:

Round 1: Using Spell Combat, Magus casts Frostbite and gets a free melee attack with his weapon for casting a touch spell, suffering a -2 penalty. He hits, and does weapon damage plus Frostbite effects. Then he takes his regular Spell Combat attack, and hits, doing weapon damage plus Frostbite effects. (Frostbite gives 3 melee touch at his level, Spellblade allows weapon to deliver touch)

Round 2: Magus makes a normal weapon attack, and does weapon damage plus the final third Frostbite effects.

Is this correct?

Am I correct in thinking that if the Magus were to try casting Shocking Grasp with Spell Combat before attacking on the second round, that would discharge the final Frostbite effect?

Finally, only slightly related, am I correct in remembering that if no other movement is done, a 5-foot step may be taken in between attacks during a full attack? Thus allowing a Magus to, for example, cast Burning Hands using Spell Combat, then step up and make his weapon attack?


Ah, and now we come to all the things I would have mentioned in the first post.

james maissen wrote:

It sounds as if your party can be very quiet when they want to be. I would go with something that would augment this as well as what you seem to be lacking.

Rather than a front line fighter I would suggest an arcane caster as it sounds as if you have 3 skirmishers that would benefit greatly from a buffing/supporting and area controlling wizard.

I'd use the necropolitan template from Libris Mortis if your DM is willing to call that even for 'deathless' which doesn't seem all that out of line.

I would suggest that you either go with wizard or shadow bloodline sorcerer. Regardless I'd go with a small sized caster, taking skill focus stealth and hellcat stealth for the 1st & 7th level feats (when they come on line), the others could be some item creation that you are missing yourself to help equip your fellow PCs.

-James

While our party is half rogue, the players are very new...and not too quick to do much scouting or hiding type things...and the DM is more of the 'encounter here, then encounter here' type...being super sneaky wouldn't really do much to help us out.

Similarly, since they are both rather new, I've been doing my best to let them 'take the stage' as it were. My feats so far are Command Deathless, Craft Wondrous, Craft Arms & Armor, and Forge Ring. So, while I can't craft everything, I've still got the basics covered on that. So I would hate to bring in another caster who would throw around big splashy effects. And flavor-wise, I think it makes more sense for the Cleric to be sent a warrior companion.

I had thought of looking at the Necropolitan template as an example, but (and it's been a while since I've looked at it) I seem to recall that it doesn't have a Level Adjustment, it makes you lose a level when you take it...a level that in 3.5 would be gravy-trained away after a few levels. So, were I to run some Deathless companion as a Necropolitan character with the poles flipped, what would be an appropriate level for it? Would it be effectively LA +1, or would it be an even trade, Deathless traits for Deathless weaknesses?


Hello, the board. Been reading for a bit, now I have my own little thread to add!

I'm playing an Elven Cleric in a friends Eberron game, and we're level 7, getting close to level 8. I've taken the Nobility and Repose domains for my character, and I'll be getting the Leadership feat for free at the next level.

The party right now consists of myself, two rogues played by relative newcomers to the game, and thus not optimized at all, and a Monk played by a solid, competent player. So we lack something in the way of a full BAB heavily armored anchor for us to flit around, and that's what I'd like to contribute with my cohort.

So I'm here to ask for advice on an appropriately even powered, mechanically simple as possible, way to represent an Undying Soldier sent to aid my cleric on his adventures. What type of level adjustment should I make for such a thing? 1 level? 2? My DM is flexible, and would be willing to work with me on the rules if something turns out to be too powerful or not strong enough, but I'd still like to get a baseline from you folks.

I'm thinking, underneath the Deathless template, or whatever, would be a standard sword and board fighter, probably with Expertise chain to represent his general 'guard'iness.

So, any suggestions, ideas, or questions?