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GreatPigeon
 
PostPosted: Fri, May 17 2013, 17:32 PM 

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o'course

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Laiquendi Ohtar
 
PostPosted: Fri, May 17 2013, 17:43 PM 

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Rigela wrote:
Lots of people do, or use a certain shield that is around.

Lol, never seen this on this serv, really....
Em, so there is I assume some kind of the best shield for that?
Any directions? :)

EDIT: Seeing it is unclear without my previous input - it's about carrying offhand items by wizards.

EDIT2: Oh so THIS IS why people get fighter classes for wizards. Well.. any advice what to choose while not being able to carry a shield?

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Kepaaalix
 
PostPosted: Sat, May 18 2013, 15:59 PM 

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Anyone care to demystify the point of having the Silent Spell feat for caster clerics?


 
      
Mobile_Svensk
 
PostPosted: Sat, May 18 2013, 16:08 PM 

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Kepaaalix wrote:
Anyone care to demystify the point of having the Silent Spell feat for caster clerics?


Earthquake is circle 8.
Silenced earthquakes occupy one slot higher. (Aka circle 9)

BAM BAM BAM BOOOM

Profit

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Kepaaalix
 
PostPosted: Sat, May 18 2013, 16:11 PM 

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Why isn't casting it as an 8th level spell enough? The DC isn't any better anyhow.

Or is it so you have more of them?


 
      
Mobile_Svensk
 
PostPosted: Sat, May 18 2013, 16:40 PM 

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Kepaaalix wrote:
Why isn't casting it as an 8th level spell enough? The DC isn't any better anyhow.

Or is it so you have more of them?


25d6 damage + reflex knockdown.
My old cleric could cast 21 of them in a row. Thats 10 rounds (Hasted) with earthquakes. . . Nothing survives.

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Naivatkal
 
PostPosted: Sat, May 18 2013, 18:06 PM 

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Very_Svensk wrote:
Kepaaalix wrote:
Why isn't casting it as an 8th level spell enough? The DC isn't any better anyhow.

Or is it so you have more of them?


25d6 damage + reflex knockdown.
My old cleric could cast 21 of them in a row. Thats 10 rounds (Hasted) with earthquakes. . . Nothing survives.

^

It's purely for the ability to spam the ridiculously awesome spell, lol

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Arcadence
 
PostPosted: Sat, May 18 2013, 20:12 PM 

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24rogue/5fighter/1ranger. Is there something I'm discounting in that level set-up? It was suggested 23rogue/6fighter but I'd rather trade Prowess for ESF from the former setup.

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Aeqvinox
 
PostPosted: Sat, May 18 2013, 21:48 PM 

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Say, you need 11 CHA to start a sorcerer at character creation. Do you also need to have 11 CHA if you want to take sorc later on, for example to qualify for DD? Or you just won't have spellcasting ability, but can take the class?

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DerkDerkistan
 
PostPosted: Sat, May 18 2013, 22:05 PM 

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You can take the class with fewer than 11 cha, yes

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exquisitelyme
 
PostPosted: Mon, May 20 2013, 1:33 AM 

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Given 6 Favored Enemies, PVM, ranged:

- My idea, in order: Reptilians, Undead, Giants, Monstrous Humanoid, Outsider, Aberration. Am I missing something, or any different ideas?

On a side note, Light or Heavy crossbow? Any module specific xbows that make one better than the other just because?

Thanks

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Arcadence
 
PostPosted: Mon, May 20 2013, 6:52 AM 

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Monstrous Humanoid seems the odd man out (my knowledge of late game is woefully poor). Construct or elemental seems a better choice just based on getting extra damage on their critical immunity.

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Righteous Anger
 
PostPosted: Mon, May 20 2013, 8:04 AM 

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exquisitelyme wrote:
Given 6 Favored Enemies, PVM, ranged:

- My idea, in order: Reptilians, Undead, Giants, Monstrous Humanoid, Outsider, Aberration. Am I missing something, or any different ideas?

On a side note, Light or Heavy crossbow? Any module specific xbows that make one better than the other just because?

Thanks


I'd trade Monstrous Humanoid for something more useful throughout leveling if these are strictly for PvM. Orc might fit that niche nicely.

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Mobile_Svensk
 
PostPosted: Mon, May 20 2013, 12:38 PM 

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How about elves? :)

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exquisitelyme
 
PostPosted: Mon, May 20 2013, 15:30 PM 

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Righteous Anger wrote:
exquisitelyme wrote:
Given 6 Favored Enemies, PVM, ranged:

- My idea, in order: Reptilians, Undead, Giants, Monstrous Humanoid, Outsider, Aberration. Am I missing something, or any different ideas?

On a side note, Light or Heavy crossbow? Any module specific xbows that make one better than the other just because?

Thanks


I'd trade Monstrous Humanoid for something more useful throughout leveling if these are strictly for PvM. Orc might fit that niche nicely.


I was debating with myself on Orcs/Elves/Humans, only Undead and Reptilians are already taken, thanks for the suggestions.

What about the crossbows? Is there any Light Crossbow in the module that makes it a better choice than Heavy Crossbows (I am leaning towards Heavy Crossbow just for the extra d2 dmg really)?

Thanks

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QPR
 
PostPosted: Mon, May 20 2013, 16:10 PM 

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There is a good one that can be acquired and used quite early. Other than that, I believe the top tier crossbows are identical regarding bonuses. But then there is the Spellista..

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Arcadence
 
PostPosted: Mon, May 20 2013, 18:00 PM 

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Is the potential use of Improved Expertise in dealing with high AB monsters or True Sight scrolls worth having as a rogue, or should I simply be running like a ninny at that point?

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DerkDerkistan
 
PostPosted: Mon, May 20 2013, 20:59 PM 

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Improved Expertise is only good when you have people with you who can dish out damage because you won't be.

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exquisitelyme
 
PostPosted: Mon, May 20 2013, 22:26 PM 

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exquisitelyme wrote:
What about the crossbows? Is there any Light Crossbow in the module that makes it a better choice than Heavy Crossbows (I am leaning towards Heavy Crossbow just for the extra d2 dmg really)?

Thanks

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DerkDerkistan
 
PostPosted: Mon, May 20 2013, 22:27 PM 

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Aesthetics, weight, RP.

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serbiris
 
PostPosted: Mon, May 20 2013, 22:46 PM 

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Technically it's only a 0-2 damage increase rather than d2, although the average damage rises by about 1 (or like ... 3 on crits?). Given that, it really does come down to whether or not there are better heavy/light crossbows in the module (and they seem to be even?), personal preference and stuff like that. Unless that wee bit of damage really makes much difference and my mathematically-impaired brain just isn't seeing it.

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exquisitelyme
 
PostPosted: Mon, May 20 2013, 23:03 PM 

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The difference is negligible really, I am mostly worried about speccing for, say, Light when the best crossbow in the server may be Heavy.

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foomatic
 
PostPosted: Tue, May 21 2013, 8:45 AM 



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How much would you say is "enough" for these skills on Amia:

1. UMD
2. Disable Trap
3. Set Trap
5. Create Trap

For disable trap and create trap, I'm fine with a 50-75% success rate, but for set trap I would like almost every trial to succeed for the best traps available.

For the record, I haven't used these skills in past and I'm only now learning how they work.

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Sphinx
 
PostPosted: Tue, May 21 2013, 9:25 AM 

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1. 10 for all scrolls. 25 to wear almost any magical gear you can find on the module. 30 for basically everything, but it's not really worth it.
2. The DC to retrieve epic traps is 32, and there are items to boost this skill. You can basically live with one rank, but I usually take 3 + 2 (INT modifier, in most cases) because I like tidy numbers.
3. This depends on your final DEX modifier. You need 45 Set Trap modifier to plant down the best traps out of combat. There is gear that will help with this skill, along with buffs like Rogue's Cunning and One with the Land. I have a character with 17 ranks in the skill, 14 DEX modifier and he can plant down the best stuff with these buffs. Crank the number higher for convenience alone, if you can afford it.
4. Zero, as far as I know. You cannot create Epic Traps, so the skill is negligible, aside from RP purposes. (DC requests!)

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foomatic
 
PostPosted: Tue, May 21 2013, 9:45 AM 



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Sphinx wrote:
1. 10 for all scrolls. 25 to wear almost any magical gear you can find on the module. 30 for basically everything, but it's not really worth it.
2. The DC to retrieve epic traps is 32, and there are items to boost this skill. You can basically live with one rank, but I usually take 3 + 2 (INT modifier, in most cases) because I like tidy numbers.
3. This depends on your final DEX modifier. You need 45 Set Trap modifier to plant down the best traps out of combat. There is gear that will help with this skill, along with buffs like Rogue's Cunning and One with the Land. I have a character with 17 ranks in the skill, 14 DEX modifier and he can plant down the best stuff with these buffs. Crank the number higher for convenience alone, if you can afford it.
4. Zero, as far as I know. You cannot create Epic Traps, so the skill is negligible, aside from RP purposes. (DC requests!)



Whoa, wait... Did I read that right?

You put just 3 points into disable traps and 17 points in set traps and it can be pushed up to the required level with items? ... that is insane :P.

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treant13
 
PostPosted: Tue, May 21 2013, 10:56 AM 

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As a trapper do i need 30 hide/ms and epic skill focuses in both? Just wondering if i am over killing the stealth.

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exquisitelyme
 
PostPosted: Tue, May 21 2013, 15:44 PM 

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For all the folks preaching Listen as a useless skill, you can get an extra feat by ditching ESF: MS for sure.

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Hrothmus
 
PostPosted: Tue, May 21 2013, 16:22 PM 

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I'm thinking of making a druid and or shifter character... I'm in my research phase and know next to nothing about the classes. Any advice/tips/builds?


PS: or possibly ranger.

PPS: the character concept is a crazy old druidish man who comes to the island and Claims the forest for himself, hes cranky and tries to shoo everyone away but has a soft spot for kids and animals.... Soo im thinking druid , ranger, and or shifter of a mix of two or more.

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treant13
 
PostPosted: Tue, May 21 2013, 16:43 PM 

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You kind of have to commit to shifter if you want it to be good. It is almost impossible to only dabble in that particular class.

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Hrothmus
 
PostPosted: Tue, May 21 2013, 16:48 PM 

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treant13 wrote:
You kind of have to commit to shifter if you want it to be good. It is almost impossible to only dabble in that particular class.


Ahh.. Hmmm.. then druid or ranger

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Righteous Anger
 
PostPosted: Tue, May 21 2013, 18:10 PM 

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A crazy old man that shoos people from the forest sounds more caster druid than melee ranger to me.

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Mr. Hackums
 
PostPosted: Tue, May 21 2013, 18:53 PM 

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Do you guys know if Animal Empathy and Dominate Monster can work simultaneously?


 
      
Tyris
 
PostPosted: Tue, May 21 2013, 19:21 PM 

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If you are a druid\Shadowdancer can you "dance" while you are in a specific shape?


 
      
Mr. Hackums
 
PostPosted: Tue, May 21 2013, 19:25 PM 

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Yes. But you have to be in/around a shadow large enough to slip into. Mechanically, yeah. But I there are some RP restrictions on HiPS that make it somewhat difficult to be able to, say, shadowdance in the form of a Dragon.

There is nothing against corner sneaking in those shapes, however.


 
      
treant13
 
PostPosted: Tue, May 21 2013, 20:10 PM 

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IFAIK you can have an animal companion, a dominated/summon, and an animal empathy. Pretty sure I used to do this on the official campaign.

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Charles1810
 
PostPosted: Tue, May 21 2013, 23:58 PM 

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Mr. Hackums wrote:
Do you guys know if Animal Empathy and Dominate Monster can work simultaneously?

It does.

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Aeqvinox
 
PostPosted: Wed, May 22 2013, 0:12 AM 

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Charles1810 wrote:
Mr. Hackums wrote:
Do you guys know if Animal Empathy and Dominate Monster can work simultaneously?

It does.


Wat.

You 100% sure on that? I recall checking or asking that before, and the answer was that these two are not exclusive and you can't have two "obtained" (dominated) monsters, same as you can't have two summons (i.e. one summoned with a feat, another with a spell), or even a familiar and an animal companion. I am under the impression that there are three categories of controlled monsters, and you can only have one of each type: summon, familiar/companion, dominated.

On a side note, i would be very much interested in hearing about possibilities of expanding the amount of creatures of the same type you can control. It's probably wishful thinking, and probably hardcoded stuff but you never know.

Imagine a revised PM that could summon a few skeletons, instead of one stronger mummy. Or a ranger/druid "beastmaster" that could dominate a bunch of animals. Could be pretty neat stuff for PRC's, or at least custom DC widgets, methinks.

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Tyris
 
PostPosted: Wed, May 22 2013, 17:59 PM 

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Would taking epicskill focus on a maxed out taunt skill with +14 bard song be overkill? Bard25\KC5 is level split and would be +60 by my figures


 
      
O'Raghailligh
 
PostPosted: Wed, May 22 2013, 18:10 PM 

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You can have at least, a Familiar, a Companion, and a Summoned Creature all at once. I don't know about dominated or empathized.


 
      
exquisitelyme
 
PostPosted: Wed, May 22 2013, 19:38 PM 

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It doesnt. As soon as you use Animal Empathy succesfully, the Dominated animal is freed. And in case one is wondering I just tested it. You can have Companion, Summon, and ONE of Dominated OR Animal Empthy.

Aeqvinox wrote:
Charles1810 wrote:
Mr. Hackums wrote:
Do you guys know if Animal Empathy and Dominate Monster can work simultaneously?

It does.


Wat.

You 100% sure on that? I recall checking or asking that before, and the answer was that these two are not exclusive and you can't have two "obtained" (dominated) monsters, same as you can't have two summons (i.e. one summoned with a feat, another with a spell), or even a familiar and an animal companion. I am under the impression that there are three categories of controlled monsters, and you can only have one of each type: summon, familiar/companion, dominated.

On a side note, i would be very much interested in hearing about possibilities of expanding the amount of creatures of the same type you can control. It's probably wishful thinking, and probably hardcoded stuff but you never know.

Imagine a revised PM that could summon a few skeletons, instead of one stronger mummy. Or a ranger/druid "beastmaster" that could dominate a bunch of animals. Could be pretty neat stuff for PRC's, or at least custom DC widgets, methinks.

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QPR
 
PostPosted: Thu, May 23 2013, 15:36 PM 

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I'm curious; how can you make a char with 20 SD levels effective in PvM? I'm intrigued by the idea of having a shadow summon that seems quite effective on its own, and the tons of AC an SD gets, but I'm concerned that he will do less damage than a kobold with a toothpick. I'm guessing that the way to do it is either fighter or rogue levels, but since he will have 20 SD levels, at best he can get +2 from EWS or 5d6 sneaks from 9 rogue levels.

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exquisitelyme
 
PostPosted: Thu, May 23 2013, 15:42 PM 

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Your best bet is going for weapon spec, as much Sneaks as you can and focus on using Stat damaging weapons, so you and your SHadowlord can stack penalty over penalty.

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QPR
 
PostPosted: Thu, May 23 2013, 15:43 PM 

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And why, oh why, don't SD's have open lock, set trap and disarm? -.-

Edit: Something like Rogue 6/fighter 4/SD 20? Will that net him 4 attacks per round?

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Hrothmus
 
PostPosted: Thu, May 23 2013, 15:49 PM 

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Yeah, its wierd that SD lose allot of the class skills that the rogue has... I thought for sure they would have them.

Anywho. My idea is that I am going to use sneak attacks and crippling strike to suck a targets strength down, why my epic shade lord sucks down their str and con.

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exquisitelyme
 
PostPosted: Thu, May 23 2013, 16:11 PM 

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QPR wrote:
And why, oh why, don't SD's have open lock, set trap and disarm? -.-

Edit: Something like Rogue 6/fighter 4/SD 20? Will that net him 4 attacks per round?


I am very mathemtics challenged, so here's my formula for BAB: rogue 4 loses 1, rogue 2 loses 1, SD 10 loses 3 = You lose 5 BAB with that build, so your BAB is 15, one short of the 4th attack, and just the same as a pure class 3/4 BAB.

And SDs not getting those rogue skills is understandable. But not getting BLUFF? UNPOSSIBRU

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QPR
 
PostPosted: Thu, May 23 2013, 16:18 PM 

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Fighter 6 then. Only 2d6 sneaks. Oh well.

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exquisitelyme
 
PostPosted: Thu, May 23 2013, 16:28 PM 

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Did you consider Rogue 10/SD 20? I mean, you will have trouble dealing damage anyway, might as well pick Crippling Strike and stack STR drain with the Shadow Lord. If your target is immune to crits, well, haste + invis potion.

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Aeqvinox
 
PostPosted: Thu, May 23 2013, 17:49 PM 

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Rogue10/SD19/Monk1 ;> Crippling strike, certain gloves of a master of a certain order, and wait/pray for the revamped Shadow Fiend progression.

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serbiris
 
PostPosted: Fri, May 24 2013, 14:22 PM 

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Help needed! Working on a Tiefling weaponmaster. A plethora of special requests is in the works for him, not the least of which is one or two custom epic feats. Unfortunately, level adjustment and the loss of certain feats means I have to make some difficult choices.

Weapon: I kinda wanted to go bastard sword or a greatsword. Bastard sword costs a precious feat, but I'm not fond of two-handers because I like having actual AC, though. What I could do is take Monkeygrip, except apparently DMs only want it to be transmitted through training by PCs. This is difficult for me, because I have few hours for Amia and a dodgy timezone. Also, there are probably less than ten PCs with Monkeygrip that have been active in the past year or so. At least three of them are permanently gone, most of the rest aren't very likely to help a tiefer - if I could even find the time to meet with them. Going greatsword and then being unable to get monkey grip would be a huge problem.

Giving up Weapon spec - No matter what weapon I choose, if I get two custom feats instead of just one, Epic Weapon Spec is the first to go (prowess is already out for the first custom feat). Is there something else I should be dropping instead? (Out of: Great Str1 (starts on 18 str), Overcrit/Devcrit, EWF)

Going bastard sword costs a precious pre-epic feat, though - which should I drop? The only really expendable feats are Improved Knockdown or Weapon Specialisation. Almost everything else is a necessary prereq except knockdown and imp crit.

So yeah... any suggestions, answers to those questions? I've got the build plan basically worked out, so do ask if more information is needed.

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PaladinOfSune
 
PostPosted: Fri, May 24 2013, 14:46 PM 

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We don't require training from other PCs, if you can come up with a reasonable explanation how they learn otherwise.

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