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Author Topic: Shadow War character development / feats / prestige classes OOC thread  (Read 29879 times)
Web.Metz
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« Reply #945 on: April 06, 2011, 11:40:36 PM »

Okay.... Ninth Level.

Shadowcraft Mage 2!
All Illusions spells are now silent!

Feat maybe Taken, Penumbra Bloodline.
Quote
Spells Gained:
Darkness
Evard's black tentacles

Spells gained in future
Shadow Evocation (next level)
Plane Shift (5 levels from now)
Greater Shadow Evocation (7 levels from now)

Spells lost:
Dancing Lights


Hmm....too bad I don't learn Persistent Image at level 10, if I did...then I would not need that feat to do Shadow Evocation, since at level 10, shadowcraft mage 3, I would be able to convert Persistent Image into a Shadow evocation/conjuration emulation of a spell 4th level or lower..


I need to think...I also have 4 more skill points to drop into skills.
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« Reply #946 on: April 07, 2011, 06:34:04 AM »

I was thinking about the Favored Enemy class skill. It gives perks to damage, among other things, because of a better knowledge of the creature. I was thinking that that extra damage comes from knowing where certain weak spots are, and that would be based on physiology, wouldn't it.

If so, I would think that perk could be translated to be applied to Heal checks. Its only a +2 to the check, but Bedlor has Human as a Favored Enemy and now he's the Protector of them so...IDK. Just thinking aloud Smiley


EDIT: I also had the thought, after the fact (of freaking course) that I should have had Bedlor give Kallum the pick he got from his dad. Maybe some way it got passed down...IDK. It's ya kid's, Marty!!

I could see the legitimacy for Favored Enemy giving a bonus on Heal checks. It isn't really the same thing because I know a bunch of pressure points to make grown men cry but have no idea how to use that skill to heal people.

Still, you've caught me at a generous time. So, sure, add +2 to that skill for your Favored Enemies.

I am going to allow it for the Favored Enemies Bedlor has plus whatever Favored Enemy Warsong has chosen for the day (as long as it is with you to guide you, since it's his skill and not yours).

One of the things Bedlor will need to do each day is select that daily Favored Enemy.

I really like the idea of Kallum having Bedlor's pick and it making its way back to Ramius. Great thought there. Wish I'd thought of it first.  Smiley
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Web.Metz
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« Reply #947 on: April 07, 2011, 08:44:43 AM »

hmm...is I take Penumbra Blood line I gain these two spells right now:

2nd level Darkness - Which I can use to cloak the party.
4th level - Black Tentacles - Create 44 (20 ft radius) 10 foot long tentacles that grapple with as a Large creature with a +8 check, are immune to damage, and deal 1d6+4 magic bludgeoning damage each turn. They grapple any creature that enter's their square.


Oh yeah. Bonus metamagic for ANY spellcaster. Faerun would have shown the book to Bedlor, Moria, Dalen, Cloud...and Coby...and helped them study it.

Bonus Spellcasting feat taken for Faerun.

Hmmm....
Eschew spell +0 or Still Spell +1 would allow me to cast spells better when grappled and bound. Especially Still spell.
Enlarge Spell +1 would allow me to double the range of a spell.
I already have Extend Spell, which doubles duration.
Empower Spell +2 Would add +50% to variable dice.
Maximize Spell +3 would max variable dice. allow me to do maximize Whelm and deal 30 damage if I cast it as a level 4 spell.
Widen Spell +3 would double ‘Burst’, ‘Emanation’, ‘Line’, or ‘Spread’  dimensions.  Detect Magic (now becomes 120'), Color Spray (now becomes 30' cone), Detect Secret Doors (now becomes 120' cone), Obscuring Mist now becomes 40' spread, Rouse now effects 20' burst, Sleep effects 20' burst.
Quicken Spell +4 would allow me to cast a cantrip as a 4th level spell as a free action.
Heighten Spell +X would allow me to increase the caster level for my 1st, 2nd, 3rd level spells.

I am personally leaning towards Still Spell, even though I would auto get it at a much later level. Perhaps Eschew Spell, if for some reason I am without my spell component pouch.


Let me look at other Feats for this level.
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« Reply #948 on: April 07, 2011, 08:54:14 AM »

Metamagic feats are always nice. I like Still Spell. Enlarge Spell is pretty good.

Quicken Spell is my favorite but that is balanced out by the high spell slot it occupies. You're getting to the levels where that works just fine though.
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Web.Metz
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« Reply #949 on: April 07, 2011, 09:52:47 AM »

Other feats I am looking at:

-Faerun-
Skill Focus (Concentration)
Mobile Spellcasting [General] (CAdv p111) - Make a DC 20+Spell level to cast a spell and move in one action.
Vatic Gaze [General] (PH2 p85) - Detect Magic at will. Can make a Sense Motive vs DC 5+target's caster level to determine the highest level spell they can cast.
Penumbra Bloodline
Scribe Scroll
Obtain Familiar [General] (CArc p81)
Arcane Focus [General, Wizard] (DR351 p88) - You can spend a Full Round Action and a concentration check DC 20. If you do, you enter Arcane Focus. It lasts until you expend it, are knocked unconcious, go to sleep, or use your last arcane spell. As a swift action, you can expend your arcane focus to take 15 on a concentration check.
Extra Spell [General] (CArc p79) - Learn an extra spell up to your highest spell level.
Steady Concentration [General] (RoS p144) - You can always ‘Take 10’ on Concentration checks.

-Faerun metamagic he wishes he could take as his free metamagic-
Transdimensional Spell  [Metamagic] (CDiv p85) (CArc p84). +1. Spells modified with this metamagic have full effect on targets that are Incorporeal, Ethereal, using Blink or Rope Trick, etc.  You must still perceive a foe to target it with a spell, but area of effect spells work normally.



For Liv:
Improved Flight [General]  (CAdv p110/RotW150) - Liv's flight becomes Perfect.
Aerial Reflexes  [General] (RotW p148) - +3 to reflex when flying
Aerial Superiority [General] (RotW p148) - When flying, +1 AC against foes who cannot fly or fly worse than you.
Diving Charge [General] (RotW p150) - Can charge when flying.
Winged Warrior  [Tactical, Fighter] (RotW p153)  - Gains the following abilities.
  • Dustup - can make a move action to generate a cloud of dust that interferes with sight and spellcasting, provided you are within 10ft of the ground
  • Flying Leap - If you move greater than your land speed, gain +4 to jump, balance, and climb checks.
  • Shroud of Feathers -As a move action, you can surround your body with your wings in order to make a Feint in combat as part of an attack.


For Bedlor
Ancestral Relic (BoED p39) - As you increase in level, so does your ancestral relic's power.

For Donovan
Flick of the Wrist [General] (CWar p99) (RotW p150) (Needs Quick Draw) - If you draw and attack with a light weapon in the same round, target is flat-footed. Can only be used once per round and only once per opponent in a given battle.


For T'ning
Zen Archery [General] (CWar p106) - You may use your Wisdom modifier when making ranged attacks.
Beast Strike [General, Fighter] (DR355 p76) - You can add your claw damage to your unarmed strikes.
Offensive Metered Foot [General]
(DR337 p97) (needs concentration 6) - Each time you hit the free action chosen opponent consecutively, you gain a cumulative +1 insight bonus on attacks (max +5) against that target. Resets if you miss.
Snatch Arrows
Sun School  [Tactical] (CWar p112)  - Gain the following abilities
  • Inexorable Progress of Dawn – If you hit an opponent with the first two attack from a Flurry of Blows, your opponent must move back 5’ and you may move forward 5’.  Neither movement provokes an Attack of Opportunity.
  • Blinding Sun of Noon – If you successfully Stun an opponent on two consecutive rounds, your opponent is Confused for 1d4 rounds after recovering from the Stun.
  • Flash of Sunset – If you move next to an opponent using the Monk class ability ‘Abundant Step’ or Dimensional Door, you may make one attack at your highest bonus at the end of your action.
Karmic Healing [Ki] -  By expending one use of your Ki Power, you may do one of the following to yourself: 1.  heal (Wisdom modifier x ½ Ninja level) hit-points; 2.  go from being Exhausted to being Fatigued; or 3.  remove Fatigue.
Wolf’s Bite [Ki] (DR351 p87) - By expending one use of your Ki Power, you gain the following Feats for 1 round:  Improved Disarm, Improved Feint, & Improved Trip.
Zen Fortitude  [General] (DR351 p87) - Add your Wisdom modifier (instead of your Constitution modifier) to Fortitude saves.
Ascetic Stalker [General] - (CSco p73); Ki Power class ability/ Ki Strike (magic) class ability; Add your Monk and Ninja levels together to determine the size of your Ki Pool, your Unarmed Strike damage –and– your Ki Strike class feature. You may multiclass between Monk and Ninja freely (alignment and XP penalties still apply as normal)


For Rachel
Shadow Striker [Tactical, Fighter] (PH2 p94) Hide: 12 ranks Move Silently: 12 ranks You may use the following 3 tactical maneuvers:
  • Evade Notice – If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.).
  • Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5.
  • Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs.  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too.
« Last Edit: April 07, 2011, 04:00:47 PM by WebMetz » Logged

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« Reply #950 on: April 07, 2011, 10:11:11 AM »

Those are all good feats.
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chrysalis
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« Reply #951 on: April 07, 2011, 12:05:14 PM »

Aerial Reflexes  [General] (RotW p148) - +3 to reflex when flying

This one may be good for me to take if I plan on flying a lot. I've not thought to much into it today.
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sab39
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« Reply #952 on: April 07, 2011, 12:25:22 PM »

Glancing through the "For T'Ning" suggestions I was going... eh... eh... eh... then I got to this one:

Ascetic Stalker [General] - (CSco p73); Ki Power class ability/ Ki Strike (magic) class ability; Add your Monk and Ninja levels together to determine the size of your Ki Pool, your Unarmed Strike damage –and– your Ki Strike class feature. You may multiclass between Monk and Ninja freely (alignment and XP penalties still apply as normal)

Woah! Want!

... but not enough to not take Weapon Specialization this round or Ranged Weapon Mastery at 12.

If I'm Hasted and sneak-attack-eligible and all my attacks hit, then I can do 64+4d6 damage per round now!

For Rachel
Shadow Striker [Tactical, Fighter] (PH2 p94) Hide: 12 ranks Move Silently: 12 ranks You may use the following 3 tactical maneuvers:
  • Evade Notice – If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature.  You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.).
  • Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5.
  • Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs.  Listen check as a Standard Action.  If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too.
I want that one too - the ability to turn invisible for a round is less useful than it might otherwise be when fighting people who wear masks of See Invisibility.

I have the prereq for it too - I maxed out Hide and MS this level.
« Last Edit: April 07, 2011, 12:26:30 PM by sab39 » Logged
Web.Metz
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« Reply #953 on: April 07, 2011, 12:47:59 PM »

Those are all good feats.
Yeah...unfortunately they are not core...most of them anyways. So you likely won't allow them.


Arcane Focus would allow me to ensure that I can transfer 6 things whenever I want (provided I give up 6 seconds to prepare). As a nexus...somewhat more important then gaining 4 extra spells to my spell list from the bloodline...while steady concentration would just allow me to shift 1. Arcane Focus also leads into a few feats I will likely not take that allow the Arcane Focus to be expended to grant bonuses to skills.

Scribe Scroll would be useful in downtime...however I do not see our characters having much of that now.

If you allow Transdimensional Spell as my bonus metamagic, then that would be AWESOME.
« Last Edit: April 07, 2011, 04:00:18 PM by WebMetz » Logged

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« Reply #954 on: April 07, 2011, 01:15:09 PM »

Those are all good feats.
Yeah...unfortunately they are not core...most of them anyways. So you likely won't allow them.

Neither are Bequilers.  Wink

If you select something you want I will review it for approval.

It is easier to be more generous and diverse from my side as we play more and I get a better feel for how my players operate.
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Web.Metz
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« Reply #955 on: April 07, 2011, 04:35:16 PM »

I would like my feat to be:
Arcane Focus...It just feels more right then suddenly gaining darkness and black tentacle spells. Sure it means I won't have Shadow Evocation for three levels, but oh well. I'll just somehow later gain the ability to cast Persistent Image.)
Quote
If you have at least one prepared Arcane spell –or– one Arcane spell slot remaining, you may spend a Full Round action to attempt a Concentration check vs. DC 20.  If successful, you enter the ‘Arcane Focus’ state.  Once in ‘Arcane Focus’, you remain in it until you expend it, become unconscious, go to sleep, or use your last Arcane spell. As a Swift Action, you may expend your ‘Arcane Focus’ to ‘Take 15’ on a Concentration check.  This option is available even if you are in combat, etc.

Then for my bonus metamagic: Transdimensional spell. It just screams NEXUS!
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chrysalis
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« Reply #956 on: April 07, 2011, 06:25:32 PM »

I just finished leveling up. I took improved critical for the sword as my feat and put all my skill points into diplomacy.
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Gaumer
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« Reply #957 on: April 07, 2011, 06:27:16 PM »

I just finished leveling up. I took improved critical for the sword as my feat and put all my skill points into diplomacy.

Very nice.

I took Two-Weapon Defense. Bed needs some protection. 1 point in Handle Animal, the rest to Hide.
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sab39
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« Reply #958 on: April 07, 2011, 06:32:02 PM »

Ninja gets more skill points than Monk. I was able to max out Move Silently and Hide (MS was the only one I'd been maxing until now), bump Bluff up to the point where I get all the synergies off it, and... I can't remember what I did with the other three Smiley

I'm so happy with the Ninja class! I was having great fun in the RL game on Saturday... Become invis, 5ft step, Rapid Shot double attack with bow with 3d6 sneak attack sudden strike damage on both shots. In one round I killed two bad guys dead from full health... awesome Smiley

Edit: Only problem with the ninja class, the fact that I keep calling sneak attack sneak attack instead of sudden strike Wink
« Last Edit: April 07, 2011, 06:33:48 PM by sab39 » Logged
chrysalis
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« Reply #959 on: April 07, 2011, 06:36:32 PM »

I made the decision to beef up my sword. I don't have the dex modifier, and no way I will, to fully beef up the bow. I prefer the sword anyway.
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