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Greetings, I have been playing since 3.0, and since the release of the Ebberron Campaign Setting i have been in absolute love of the Artificer Class. Though my group has many house rules and what we call Hybridization (Using 3.5/PF) most of the time we like to stick to Base System (Just 3.5 or PF). I am looking at partially reinventing the Artificer through the following but wamted to make sure it atleast held up to RAW. Can a non craft using any of the following (even combined) craft magic items? Example. Human Fighter (lets say level 10), with Master Craftsman Feat, Champion/Trickster Mythic (lets say 5), with Path Dabbling (Craft Mastery; Archmage) and Mythic Crafting (Mythic Feat). Thank you and Have a Great {Insert Time Here} Edit: Forgot the following trait: Classically Schooled for Spellcraft as Class Skill. ![]()
My group uses their laptops (atleast 3 do) for there character sheets, the DM does for all his notes. And i myself use an Itouch for dice app, crit cards, and character sheet. My group has been trying to go into using a projector for maps, and if things keep going the way they are with moving and school we are looking at using a digital tabletop program or two. ![]()
Ambrosia Slaad wrote:
Class acts does but i was asking because the group i play in equally agrees not to use 3PP (normally...some rare occasions it is; with that stated are there any other source?) ![]()
blackbloodtroll wrote: I wonder if there is a way to build an effective Trench Fighter build, without a Gunslinger dip. I've been working on a few ideas with that. Presuming guns aren't everywhere, and my dm doesn't allow advanced or modern (from the AP). Its still possible to be good, especial with 22 feats (if human).Exotic weapon pro (pistols), Amateur gunslinger ( ), gunsmithing, point blank shot, rapid reload, quick draw, gun twirling, rapid shot, two weapon fightig (imp and greater), weapon focus, weapon specialization, cluster shot, hammer the gap, deadly aim, reckless aim, precise shot, point blank master (or deft shootist). Not taken in the order...add on trench fighting, weapon training, gloves of dueling, alchemic cartridges, and 2 double barreled pistols, you'll have a "killer" time. ![]()
Claxon wrote:
Ultimate Combat: Vehicles, Water Vehicles, Sailing Ship; Weapons stat block: "Up to 20 large direct fire siege engines, in banks of 10 on the port and starboard side, or up to 6 Huge direct fire siege engines in banks of 3 on the port and starboard side. The siege engines may only be fired out the sides of the ship they are positioned on. They cannot be swiveled to fire towards the foraard or aft sides of the ship"Skulls and shackles player guide: as above but now including:
Answer your question? ![]()
LazarX wrote:
In regards to that would it just be animate object and then adding the alternate flaws from AP43 of haunted (flavor wise is 'evil' because undead are evil) to treat them as undead. This grants 2 meathods. One using two spells or one with a the two spells and item creation feat. Source d20psrd: animate object (spell & bestiary) |