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Messages - Lunarambling

Pages: [1] 2 3 4 5
1
Min/Max 3.x / Re: Help with Mounted Charging Build
« on: March 21, 2013, 09:12:59 PM »
Wow what.
Multipliers in D&D are really simple.

Basically, a multiplier isn't something you multiply with. It's a base X1 + a number of extra sets of the damage. When collecting multiple multipliers, you just get a single base X1 + all the extra sets of damage.

Hence the multiplier would be 1 +1 (BJ) + 1 (Valorous) +1 (lance) + 1 (spirited charge) +1 (riding boots).

This is basic stuff, how do you not know it?

Where are you getting the multiplier from combat brute? It doesn't multiply anything.

First, thank you for being kind of condescending. That bit is extra helpful.

Second, can you please provide where each item add +1? From what I have read thus far, that doesn't seem to be how it works. And Combat Brute has an ability to multiple PA damage if you meet certain requirements.

2
Min/Max 3.x / Re: Help with Mounted Charging Build
« on: March 20, 2013, 04:18:45 PM »
Wow. I should stop making characters while sleepless and heavily medicated.

Ok. So it looks like I should just outright drop Battle Jump, Leap Attack and Combat Brute. I am going to go through all the stuff you provided again and see what I can come up with.

3
Min/Max 3.x / Re: Help with Mounted Charging Build
« on: March 19, 2013, 02:51:26 AM »
I was under the impression that when you got the multipliers you basically minused 1, then added them to get the new number like so:

Battle Jump x2+Valorous x4=x5 + x2 for Lance=x6 + x4 from Spirited Charge with teh Riding boots= x9? Rosco is riding a Wyrmling Gold Dragon with a speed of 220(Perfect), Hover, Wingover, Flyby Attack, Ride-by Attack, etc, so pretty sure he should be able to strafe his opponents more often than not, so then add Combat Brute x3 to get x11 total.

So TOTAL damage x11. Plus the PA Damage, prior to that x11 would be x4 due to Leap Attack and a Two Handed Weapon.

As for Battle Jump and Leap Attack, I am applying them due to the Leap From The Saddle(ex) ability of the Halfling Outrider. Specifically, it allows you to make a DC 20 Ride Check to dismount from your Mount as a Free Action, landing adjacent to the Mount, and if there is an Opponent in a Square that you threaten AFTER you Dismount, you can make a melee attack with a +2 bonus, and a -2 penalty to AC And I quote "(Just as if you were making a Charge)" the ability is only useable if the Mount is moving no faster than twice their Speed.

So, Since I can fly OVER the target, dismounting beside my Mount as a Free Action, I will then fall, triggering Battle Jump, and make a Jump Check as part of the movement to trigger Leap Attack. Since Rosco's Dragon is crazy fast, he can then just Snatch Rosco after the fact, allowing Rosco, who has not actually taken an action, to Fast Mount as per the Ride Skill as a Free Action and then make the triggering attack to keep Combat Brute going while using Ride-by Attack. Rinse and Repeat as needed.

I think that works?

Oh, and the 2d6 from the Charging Weapon Enhancement, is that multiplied as well?

4
Min/Max 3.x / Help with Mounted Charging Build
« on: March 18, 2013, 10:50:42 PM »
Hey folks. So, turns out that I suck at math. I am trying to help a fellow player figure out their damage for their mounted charger build, but am getting all flustered. Here is the basics of what we are dealing with:

Power Attack with Lance in 2H=x2
Leap Attack=x4
Battle Jump=x2
Combat Brute=x3 (Every other round as I understand it)

Now it is out mutual understanding that this specifically only effect the PA damage. However he is also using the following

Spirited Charge =x3 becomes x4 with Riding Boots
Valorous Weapon=x4
Which, I believe is going to be a final modifier of x7?

So, lets say Rosco Charges and PA for 10. Using Halfling Outrider he can leap off his mount at the end of the charge to trigger Battle Jump/Leap Attack and lets assume he did a ride by attack last round to set up Combat Brute. By my understanding he would be Power attacking for a total of 80? Base 10, x2 x4 which becomes just x5 x2 which becomes total of x6 x3 which makes the multiplier x8 in the end.

So Rosco is doing 1d6+Str*1.5+80+10(Collision and +5 Weapon) x7 on each attack?

Is that accurate? Also, the Lance has the Charging Property, adding 2d6, this is not Precision Damage, so does that get multiplied by the Spirited Valorous Charge?

5
Min/Max 3.x / Re: Hiding a Lich’s Phylactery
« on: March 03, 2013, 05:52:57 PM »
I am DM and my party is trying to track down the BBEG Lich's Phylactery. Any suggestions on how to handle this? (Party level 16th) I want to make this really hard but not impossible.

Thanks,
Necro

In the gullet of a Lolth-Touched (I believe that is the one that makes them immune to divination) White Dragon of appropriate CR that lives in the bottom of a Glacial Lake. Perhaps with some minions and the like. Create a huge Maze that is immune to Divination such as Find The Path. I would suggest perhaps having some Undead since they work well with the habit of the White Dragon to store bodies around their lairs. Have various zombies and skellies mixed in with the snacks that the dragon has saved. If you go with a Great Wyrm they have 13th level Sorcerer casting, assuming you don't use any other archetypes and stuff. Particularly using the Vicious and Frost Templates for any Skeletons since it makes them slightly better, and the Frost is very fitting for being controlled by a White Dragon. Perhaps make the Great Wyrm White Dragon a Spell Hoarding Evil Arch Dragon(Drag Mag 321 or http://chet.kindredcircle.org/pdf/DnD3.5Index-Templates.pdf.


6
Min/Max 3.x / Re: Charisma to Everything
« on: March 03, 2013, 05:12:18 PM »
Charming the Arrow only works with certain ranged attacks as I recall, specifically I believe it only works with Bows.

7
Homebrew and House Rules (DnD) / Re: New Martial Adept PrC P.E.A.C.H.
« on: December 22, 2012, 03:03:29 PM »
Bumping. Have worked on the editing. Still looking for feedback. Particularly what works and what doesn't. If the maneuvers/stances of Righteous Sacrifice are appropriately balanced, and if the class it self works.

Please, read through, let me know what you think.

As for Recovery Mechanic, I was considering that perhaps by taking a full defensive action for 1 round The Guardian could recover a single manuever. By spending 5 minutes in meditation they can alter their readied maneuvers, however, they may not do either so long as a charge is in danger. Thoughts?

8
Homebrew and House Rules (DnD) / Re: New Martial Adept PrC P.E.A.C.H.
« on: December 21, 2012, 01:38:04 PM »
I added the custom discipline I created to the original post. Would greatly appreciate more feedback. Particularly trying to figure out a good Recovery Mechanic.

9
Homebrew and House Rules (DnD) / Re: New Martial Adept PrC P.E.A.C.H.
« on: December 20, 2012, 09:58:53 PM »
Hi Garryl. Yes the intent was that it was a seperate set of maneuvers. I actually have not figured out what I should use as a Recovery Mechanic though. Suggestions?

10
Homebrew and House Rules (DnD) / Re: New Martial Adept PrC P.E.A.C.H.
« on: December 20, 2012, 09:28:44 PM »
Hey Fire. Thanks for looking it over.

I do see that it has more maneuvers, but it also lacks in the Special Abilities section when compared to most of the ToB Prestige Classes. Compared to RKV or EB for example, it has significantly less special mojo, and I would say is also significantly less powerful.

As for the Maneuver Prerequisites, I already included a pretty heft feat tax with 2 rather worthless, but flavorful feats. I suppose I could force a non-Initiator to blow an additional 2 feats to have a Manuever and a Stance, but I think that is kinda overwhelming for the pay back. And for an Initiator entering the class, it gives the a second set of maneuvers rather than growing off their previous, similar to if, say a Crusader took a level of Swordsage. I am undecided if that is actually a problem. 

In comparison, if a Crusader or Warblade took 5 levels of Swordsage at the point in which they would qualify for this class they would actually gain 4 more Known, 1 more Readied, and 1 more Stance. Each has access to 6 schools. So again, I am not sure, whether that really makes this class over powered in comparison. Both have the same number of Special Abilities, though the Guardian has a higher BAB, but the Swordsage does get that nifty AC bonus.

Overall, I don't think that it is more powerful than a Bloodstorm Blade, JPM, RKV or EB. Am I missing something?

11
Homebrew and House Rules (DnD) / Re: New Martial Adept PrC P.E.A.C.H.
« on: December 20, 2012, 07:44:51 PM »
Thank you SirPercival!

Working on the Discipline. Should be done in a bit. Will add it to the Main Post.

Any thoughts so far?

12
Homebrew and House Rules (DnD) / New Martial Adept PrC P.E.A.C.H.
« on: December 20, 2012, 06:45:13 PM »
Hey guys. So, upfront, I suck at formatting. I will do the best I can, but this might not be pretty. Hopefully it will be a good class though.

Premise is this. I wanted a Martial adept class that focuses on boosting the party through use of manuevers, as well as a few other special abilities. Basically, they are bodyguards, protectors, and defenders of the weak or innocent. I am going to also work on a specialized school of maneuvers for them as well, but figured I could get the bare bones out there first.

The Guardian

"Anyone can pick up a sword and strike out at another. Not everyone can prevent that person from taking the lives of the innocent. It takes a special breed to take a strike meant for another. I am that breed. I am a Guardian."
Deucalion Ambrose- Guardian of Thayne.

Guardians are elite bodyguards and soldiers. While they are just as capable of front lining as any martial adept they are more potent at protecting others. They forgo the glory of leading the charge, for the reward of saving the lives of others, be they party members or innocent civilians. They are masters of redirection and negation of enemy forces. They mix the strength, speed and power of other warriors with tactical prowess and pure willpower to put their very lives on the line for the causes in which they believe.

Becoming a Guardian

Guardians are not created, they are born. It requires a certain willingness and drive to go into battle over and over with the willingness to put your life on the line for others. Unlike most warriors, they purposely put themselves in harms way, accepting that in any battle there will be casualties, and they would rather it be them, than those they care about, or those that are innocent. Many Guardians take this course in the world to redeem themselves for their mistakes. Many have a death wish, or a cause in which they are willing to die for. For some this is a matter of Faith and religion, for others it is an ideology. For some it is a birthright. The methods used by Guardians are only learned through a life time of battle. It is a very particular skill set required.

For your average Guardian, Strength and Constitution are vital. They require the strength to strike down those that seek to harm their charges, and the constitution to take a hit and remain standing, a guardian who is unconscious is of no use to their would be charge. Dexterity allows them to be graceful, quick and agile, all things that are handy when attempting to defend others. Most guardians have prefer to wear armor, though their particular method requires them to be agile and able to move quickly, and as such they tend to avoid any armor which provides an Armor Check Penalty of higher than 4, as such most heavy armors are ignored, unless means are taken to lighten their burden.

This class is appealing to many classes, though geared mostly for those that have a basis in martial combat. Many Crusaders take to this cause, and more than a few Paladins and Fighters have taken this path. It is not unheard of for a Cleric of an appropriate God or Ideal to take this course, though many find that it's lack of spell progression in someways pulls them from their God. It is also not unheard of for a Monk to pursue this path, as they are generally quick and agile and their skills can be quite useful in getting to a charge, and protecting them. Unfortunately, their lack of armor and their reliance on their fists prevents them from making full use of all of the abilities granted by this class.

Entry Requirements

Base Attack Bonus: +6
Skills: Tumble +5
Feats: Dodge, Mobility, Combat Reflexes



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Man.
Known

Man.
Readied


Stances
1st+1+2+0+2Shield Other, Bonus Feat531
2nd+2+3+0+3Try Again541
3rd+3+3+1+3Pick on Someone Your Size641
4th+4+4+1+4Bring It, Bonus Feat642
5th+5+4+1+4Retribution652
Class Skills: 6 + Int per level
The Guardians Class Skills (and Key Ability Modifiers) are: Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [local] (Int), Knowledge [Tactics] (Int), Knowledge [Royalty and Nobility] (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Maneuvers:
Upon taking their first level of The Guardian, a character gains access to a pool of Maneuvers, similar to those of other Martial Adepts. Guardians may choose maneuvers from the following Disciplines: Devoted Spirit, White Raven, Diamond Mind, Iron Heart, Setting Sun, and Righteous Sacrifice (New School, currently in the works) A first level Guardian may select maneuvers and stances from any of the above schools so long as they meet the prerequisites for the maneuver or stance in question.

To recover their manuevers, Guardians must...

Shield Other (Ex)
A Guardian at 1st level may choose to apply some or all of his Shield Bonus to the AC of his Charge. At every odd level he can apply an additional +1 to this bonus. At 3rd level, this may be divided among any number of charges, so long as they are withing Reach of the Guardian or are Flanking the same creature. At Fifth Level, a Guardian may use an Immediate action to end this protection to instead take a hit meant for one of his chosen charges. This hit automatically strikes him, regardless of his AC.  If the Guardian does so, he may not use this ability for the remainder of the encounter.

Try Again (Ex)
A Guardian may spend an Attack of Opportunity to force any one attack attempted at one of their charges to be rerolled with a penalty equal to his Guardian Class Level.

Bonus Feat
At 1st and 3rd level a Guardian gains a Bonus feat from the Following List. They need not meet the prerequisite. However, if they wear any armor with an Armor Check Penalty greater than 4 they lose access to these feats.

Combat Expertise, Improved Trip, Karmic Strike, Robilar's Gambit, Elusive Relflexes

Pick on Someone Your Own Size (Ex)
A Guardian can use a Swift Action to attempt to interpose himself between his charge an an aggressor. The Guardian is able as part of this ability to move his Base Speed to reach the target. The Guardian must make a Tumble Check DC 5+ the Strength + Base Attack of the Aggressor. If he is successful, the Aggressor's attack is negated. A Guardian may use this ability 1/day per Guardian class level. If a Guardian wears any armor with an Armor Check Penalty greater than 4 they lose access to this ability.

Bring It (Ex)
A Guardian may make a Touch Attack against anyone who Threatens one of his Charges. If successful, they goad the target, requiring them to make a Will Save DC 10 + the Guardians Base Attack Bonus + the Guardian Class Level

Retribution (Su)
Once per day, a Guardian can turn the attacks of an enemy against them. If the enemy successfully strikes a charge, all damage dealt by that enemy to the charge this round is reflected back upon them, unless they make a Reflex Save = to 10 Plus Damage Dealt. A Guardian that wears any Armor with an Armor Check Penalty Greater than 2, they may not use this maneuver.

New Martial Discipline

If I were to allow the base ToB Classes to take this, I would likely sub it in place of Stone Dragon. Or for Swordsages/Warblades perhaps in place of Tiger Claw instead if they would rather. I have not labeled any of these as Ex/Su, will try to go through and do that tomorrow. Will also fancy it up a bit then too.

Righteous Sacrifice: Key Ability Survival. Discipline Weapons: Long Spear, Shield, Spiked Chain, Halberd, Bastard Sword.


The School of the Righteous Sacrifice is based on willingly putting the needs of your allies above your own. This school, while formidable, is not taught in all academies. This is attributed to the need for the practitioner to be truly willing to sacrifice their well being for others. This is a rare trait among warriors. As such it is much less common than the core disciplines of martial study. This discipline uses many counters as it is often more important to the Adept to protect their charge, than to dispatch their foes. However the power of a practitioner of The Righteous Sacrifice should never be considered unwilling or unable to do what must be done on the field of battle. Often their empathy makes them prone to a willingness to make the hard choices.
 
1st Level

Sacrificial Posture [Su] (Stance): While in this stance a Martial Adept takes a -4 to AC, but Grants Allies Fast Healing 2. This is a Supernatural Ability.

Righteous Blade (Strike): When a Martial Adept initiates this strike, they channel their righteous will to deal devastating damage to a foe. This strike deals an additional 10 damage to the target.

Righteous Dodge (Counter): The Martial Adept may make a Survival Check, DC 10+Damage Dealt to negate the damage of a single Attack.

Martyr’s Choice (Boost): The Martial Adept may take 1d6 damage in order to immediately gain the benefit of taking 10 on any one skill check, regardless of circumstance.

2nd Level:

Harry the Aggressor (Strike): You may make an flurry of attack against any target that has attacked an ally. You make 1 attack for each IL. These attacks deal no damage, and are made with a cumulative -2 Penalty. Each successful attack reduces the targets attack bonus for the next round by 1.

Rebuff Magic [Su] (Counter): You may make an Survival check to deflect any ranged or melee touch attack used to deliver a spell or psionic power against yourself or an ally within your reach. DC is equal to 10+the casting stat of the caster+ the spell’s level. If you succeed by 10 or more, you may redirect the attack. If you fail by 5 or more both you and the intended target take full effect of the spell. If you were the target, treat it as a Critical Hit. This is a Supernatural Ability.

3rd Level:

Righteous Defense [Su](Stance): While in this stance you gain Fast Healing 2, and may add your Con bonus to your AC.  This is a Supernatural Ability.

Dust in the Wind (Strike): You may make a Survival check against a targets Touch AC. If you succeed, you blind the target for 1d4 rounds.

Righteous Aid (Boost): As an Immediate Action you may grant an ally the ability to use your Survival check in the place of any Fortitude save. They must choose which to use before rolling, and before knowing the difficulty of the check.

4th Level:


Press The Aggressor (Strike): As Harry the Aggressor, except the penalty is reduced to -1 cumulative on each attack.

Absorb Magic [Su] (Counter): As an immediate action you may absorb the damage dealt from the source of a spell that  would be dealt to an ally. If you would already take this damage, you take double damage instead. You may not attempt any saving throw or other means of negating or lessening this damage. This is a Supernatural Ability.

5th Level:

Defend the Wounded (Counter): You may, as an immediate action grant an ally within five feet a bonus to AC equal to your Armor Class. Until your next turn after using this maneuver your Armor Class becomes 10. This provokes an attack of opportunity.

Destroy the Wicked (Strike): You may make 1 extra attack for every 3 IL. These attacks are at your highest base attack bonus, but all attacks this round suffer a -5 penalty.

Dam the Flow (Counter): You may make an attack of opportunity against any foe that charges you or an ally within 10 feet. If you deal more than 10 points of damage, the target loses their attack this round, though they still have ended their movement in the desired square.

Remove the Threat (Strike): You savagely lash at your target, attempting to disarm them. The target must make a Fortitude Save equal to 10 + Damage Dealt. If successful, they take no damage and are not disarmed. If they fail the save they are disarmed and take full damage. If the target is using natural weapons the chosen weapon cannot be used for 1d4-1 rounds, to a minimum of 1round.

6th Level:


Righteous Wrath (Stance): While in this stance you automatically confirm critical hits against any for that has attacked and damaged at least 1 of your allies.

Might of the Righteous (Stance): You channel your might into a palpable force that fortifies your mind body and soul, this allows you to add your Strength bonus to all Saves, and as an immediate action, you may instead grant this bonus to all allies within 20ft, but this may only be used on a single type of Save (Fort/Ref/Will) and only on the Next save they make.

Bar the Way (Counter): As an immediate action you become a whirlwind of defense. You strike with force and precision against all that attempt to move within your reach until your next turn. You may make an attack of opportunity again all targets that move within your reach, these do not count against your limit for the round.

7th Level:

Dominance of the Righteous (Strike): You deliver an attack with brutal force, shattering the confidence of the target. The target must make a Will Save against a DC of 10+Damage Dealt, if they fail they will cower from you until your next action.

Defy the Willful (Counter): You may make a Survival Check in place of a Will Save. If successful, you reflect the effect on its caster. This bypasses any immunity to the effect the caster may possess.

8th Level:

The Righteous Stand [Su] (Stance): You are gain Regeneration 10/-. You cannot not be damaged by any effect that requires a Fortitude or Reflex Save. This is a Supernatural Ability.

Crash of Blades (Strike): You deliver a rain of blows upon your target. You gain 1 attack at your highest base attack bonus for each point of Wisdom Damage you voluntarily take. This Wisdom Damage can only be healed by rest or by the Heal spell.

9th Level:

Immortal Wrath of the Righteous [Su] (Stance): You gain the benefits of Might of the Righteous and deal an additional 10 Holy/Unholy damage to all attacks you make. This is a Supernatural Ability.

The Best Defense(Strike):  You lash out at all targets in your reach. Each target can be struck only 1 time with this maneuver. Each strike is treated as a critical hit and deals 1d10 Strength damage. This maneuver bypasses any immunity a target might have to critical hits or precision damage. If a target has dealt damage to an ally they must also make a Fortitude Save or be Stunned for 1d4 rounds. At the end of the round you become exhausted.

Don’t Fear the Reaper (Counter): You may make a Survival check DC 40 in response to any attack, spell or other effect that would kill you this round.  If successful, the effect is negated, as if it had never taken place.

13
Min/Max 3.x / Re: Helping another player, take #2.
« on: December 11, 2012, 06:56:29 PM »
So decided to go Rokugan Ninja4/Crusader1/Dread Commando3

Gives decent SA, SS, and full BAB. Any other suggestions? Is there a better way to qualify?

14
Min/Max 3.x / Helping another player, take #2.
« on: December 08, 2012, 06:02:56 PM »
Hey folks. So, apparently there is no way to make Nightcrawler viable at low level.  :bigeyes So, I went back to the player I was trying to help, and the next idea he had was to make a Dread Commando, so that he can stomp around in heavy armor and still be sneaky and dish out beatings. This sounds like a great plan. I just have no idea how to make it work decently. So, this is for an ECL 8 game, all books from Wizards that are 3.5 legal are open. Dungeon and Dragon are out. Stats are 11, 13, 16, 16, 18, 18 before stat bumps. Cannot be Evil.

My only real thoughts were to combine Ranger and Rogue to get the skills and make sneaking around worth it. Though I did consider some Ranger/ToB to give him a little oomph.

15
Min/Max 3.x / Re: Trying to make an effective Shadow Pouncer at ECL8
« on: December 07, 2012, 09:47:28 PM »
Ah. I missed it wasn't until 4 for TSL, 5 for CSM.

Is there anyway to pull this off sooner?

16
Min/Max 3.x / Trying to make an effective Shadow Pouncer at ECL8
« on: December 07, 2012, 08:03:29 PM »
Hey guys. So I have a player looking to make a Shadowpouncer build. Problem is we are currently level 8, and likely to only get to maybe 10 or 11. Pretty much all 3.5 is available except Dragon/Dungeon.

Stats (Using convoluted rolling system that provides relatively high stats)

Str: 16
Dex: 20(18 before bumps)
Con: 18
Int: 16
Wis: 13
Cha: 11

Not dead set on anything other than wanting to make a viable shadowpouncer. Stats can be rearranged, and Flaws/traits are allowed.

Currently thinking something like:

Rogue1/SA Fighter1/Totemist2/Barb1(Lion Totem)/XX2/TSL1?

With this it meets the SA/Dim Door requirement, but would likely have to be Human to use Able Learner to keep Hide on skill list. Other suggestions?

17
Min/Max 3.x / Re: What Contingent spell to pick? And what trigger?
« on: December 03, 2012, 04:18:22 AM »
What about Feather Fall?

18
Min/Max 3.x / Re: Help with a Spellthief??
« on: November 26, 2012, 01:42:37 PM »
Ok. How's this:

Spellthief1/Rogue1/Wiz**3/UnseenSeerX
** Using Fighter Feat Variant, Hummingbird Familiar, and thinking Domain Wizard

Feats:
Bonus: Multiattack
Flaw:Craven
Flaw:Martial Manuever(Shadow Hand Technique)
1st:Weapon Finesse??
3rd: Acidic Splatter
Wiz1: Improved Initiative
6th:Master Spellthief

Need to take Martial Stance for Assassin's Stance at some point. But this would give me decent Skills and Arcane. I can look into getting the Grave/Golem-Strike Weapon Crystals. I have 3d6 SA and CL5, but only 2nd level spells. Oh, and an Initiative check of +15.

EDIT:

Ok. Crystals are out. It would cost 20k for 1 of each crystal.

19
Min/Max 3.x / Re: Help with a Spellthief??
« on: November 26, 2012, 12:09:58 PM »
Hrm. I really wanted to try to make a Spellthief work out. But maybe it is just simply too much of a pain in the ass. I really liked the Steal Spells ability. Too bad there isn't someway to make that happen with a different class. Too bad it wasn't just a Rogue ACF or something.

Perhaps I will drop that altogether, and go for just using Rog/Wiz. Can kinda do a similar flavor but probably be more useful.

My original intent was to use the claw/claw/bite/weapon to attack on turns when slinging spells for damage wasn't feasible. Mostly using Acidic Splatter to power my SA's at range and relying on Weapon Finessed attacks in Melee to flank and ruin peoples day. All while still being able to help with traps, locks, and other such issues, and occasionally being useful with the utility magic.

Most of that can be done with Rog/Wiz better than with Spellthief, but liked the flavor of this lab experiment gone wrong sapping away the magical abilities of his enemies.

20
Min/Max 3.x / Re: Help with a Spellthief??
« on: November 26, 2012, 09:22:27 AM »
Yeah. I am aware that Spellthief has issues, and is not really on the same tier as a Wiz with a dip. However, I am trying to limit my Op, as I have on a couple occasions with this group just gone way too far into Op-Land. So I am trying to limit myself.

Is there no way to salvage the Spellthief? Without not being a Spellthief?

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