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Glyph
 
PostPosted: Tue, Mar 22 2011, 18:38 PM 

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I believe so, 10 DC's. I however don't see why it could not be reduced in this case with a solid request as to why you'd rather have fire or something, but thats for the dm's to decide.

ed: I also imagine that it would look rather odd for a fire elemental for example to use gust of wind or whichever spells the emd variant may cast as default...


 
      
Uncle-Opustus
 
PostPosted: Tue, Mar 22 2011, 19:45 PM 

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Quite sure the Air Elemental was created so that there would be no such issues, if one were to reskin it to something more appropriate.

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PaladinOfSune
 
PostPosted: Tue, Mar 22 2011, 20:14 PM 

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What Opustus said.

And it's 10 DCs. No discounts just because you want something similar... that reasoning makes little sense.

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Blackdragon12121
 
PostPosted: Tue, Mar 22 2011, 20:33 PM 

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PaladinOfSune wrote:
What Opustus said.

And it's 10 DCs. No discounts just because you want something similar... that reasoning makes little sense.


Meh. Should get to choose when you pick elemental in the first place. Could more options not have been added i.e Elemental: Earth; Elemental: Fire etc etc?


 
      
Mobile_Svensk
 
PostPosted: Tue, Mar 22 2011, 20:56 PM 

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Mhmm.. That is a good idea.

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hendrack
 
PostPosted: Tue, Mar 22 2011, 21:14 PM 

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Yeah, the Devs should totally add whole Monsters of Faerun into mummy dust, while they're at it. :roll:


 
      
ainjyll
 
PostPosted: Tue, Mar 22 2011, 21:38 PM 

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maglorine wrote:
ainjyll wrote:
I don't have any particular issues. No class changes, no stat changes (I think?), just some feats and some skills.... sure.


Actually I was just asking here for some advice. I don't have a rebuild available until next month. Just planning ahead. :wink:

There would be a few ability score changes. Nothing too dramatic. I will post in the rebuild thread when I have all my things together.



That's what I get for posting early in the morning with too little sleep under my belt.

The build looks pretty good in my opinion, kind of a one trick pony, though.

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Blackdragon12121
 
PostPosted: Tue, Mar 22 2011, 22:07 PM 

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hendrack wrote:
Yeah, the Devs should totally add whole Monsters of Faerun into mummy dust, while they're at it. :roll:


Err...ok...*shrugs*


 
      
TormakSaber
 
PostPosted: Wed, Mar 23 2011, 6:01 AM 

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Hendrack's point is that if you go down that road, there is literally an endless number of modifcations you need to add. OK, you add the elementals... now a CG doesn't want an archon, they want Eladrin. an NG wants a Guardinal. The LN wants Modrons for their golem and an evil wants a Shadesteel golem but the NG wants a Prismatic Golem.

At some point you need to draw a line.

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Jehran
 
PostPosted: Wed, Mar 23 2011, 14:26 PM 

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Yep and air elemental was chosen from the list of elementals specifically because it was the most generic one.

It doesn't have any immunities/resistances that wouldn't make sense if it was reskinned as something else. The unfortunate side effect is of course that if you reskin it to a fire elemental it will be damaged by fire, but you can mitigate that somewhat by casting elemental protection on it.

The only reason the outsiders are split by alignment was that gate already did it and there is a serious problem if an evil cleric summons an angel.

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Mobile_Svensk
 
PostPosted: Wed, Mar 23 2011, 14:34 PM 

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Jehran wrote:
The only reason the outsiders are split by alignment was that gate already did it and there is a serious problem if an evil cleric summons an angel.


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Mobile_Svensk
 
PostPosted: Wed, Mar 23 2011, 14:36 PM 

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But still, There's four elements, Air, wind, Fire, Earth - At least we could add three more? That'll fit the entire portfolio like a glove.

Can't be to difficult? Copy the stats of the summon, Apply some immunities, and add a submenu to the Elemental choice.

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Jehran
 
PostPosted: Wed, Mar 23 2011, 14:45 PM 

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No, its not difficult but its a slippery slope that's better not done, believe me, I'd like to have my wizard summon an earth or fire elemental instead of the air, so I'm not against the idea, nor would I be against scripting it, but its just a dangerous road to tread.

Like, the magical beast is a canine? what if someone wants a bear? or a cat? or a boar? Each of those would have different stats would we then have to implement because its "not that difficult to add three more."

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Glyph
 
PostPosted: Wed, Mar 23 2011, 14:50 PM 

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I suggested the decreased cost to account for such, that there are four types of main element (not including sonic, or any of the demi-elements [electricity, salt, smoke etc...])

however I believe tormak hit the nail, and I don't see 10 DC's as unacceptable a cost, heck you could summon the air one and -later- learn to summon one you are after through dc's rp etc.

ed: as an example I would point to a rather sucessful mod for the golem, in which a player built a mithril one, if that we're actually implimented, and all the others, well, I can think of at least 20 variants between the regular choices, so...dc's is probably a good idea so dm's can focus on actually playing and watching the game =)


Last edited by Glyph on Wed, Mar 23 2011, 14:54 PM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Wed, Mar 23 2011, 14:53 PM 

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Glyph wrote:
I suggested the decreased cost to account for such, that there are four types of main element (not including sonic, or any of the demi-elements [electricity, salt, smoke etc...])

however I believe tormak hit the nail, and I don't see 10 DC's as unacceptable a cost, heck you could summon the air one and -later- learn to summon one you are after through dc's rp etc.


:!: :!: :!: Sadly, It's the DM team who decide the cost! But i think this is a good suggestion.

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Blackdragon12121
 
PostPosted: Wed, Mar 23 2011, 19:00 PM 

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TormakSaber wrote:
Hendrack's point is that if you go down that road, there is literally an endless number of modifcations you need to add. OK, you add the elementals... now a CG doesn't want an archon, they want Eladrin. an NG wants a Guardinal. The LN wants Modrons for their golem and an evil wants a Shadesteel golem but the NG wants a Prismatic Golem.

At some point you need to draw a line.


*Shrugs* well...I would have drawn the line AFTER the four elementals...

Anyway, agree to disagree. Feels like fish with no chips; salt with no pepper.


 
      
MoshingChris
 
PostPosted: Wed, Mar 23 2011, 23:52 PM 

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I drew it before because the only element not represented in the summon lines was Air. So Air it was. It was only lucky collateral that the Air Elemental was Generic.

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Mobile_Svensk
 
PostPosted: Wed, Mar 23 2011, 23:53 PM 

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*Illusion crushed* :cry:

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bakoisi
 
PostPosted: Thu, Mar 24 2011, 5:22 AM 

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What feats get merged when shifting? For instance, if I were to take a weapon focus in short sword and shift into kobold, would the feat actually help the character at all? Or if I take Blind Fight, does that help the shifted character in dark situations? Or (if it were possible) if I took Auto Quicken 3, would that cause the Raksasha to be able to cast really fast?

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TormakSaber
 
PostPosted: Thu, Mar 24 2011, 6:12 AM 

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All feats will carry over.

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TeroSNS
 
PostPosted: Thu, Mar 24 2011, 7:31 AM 

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not sure though that auto quickens work with creature abilities...

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P Three
 
PostPosted: Thu, Mar 24 2011, 21:35 PM 

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Imbue Arrow (the feat).

Can someone tell me in non-expert language what that does? And where the hell scrolls come into anything?

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ainjyll
 
PostPosted: Fri, Mar 25 2011, 1:12 AM 

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Imbue Arrow imbues your non-magical arrows through the use of a variety of spells. The casting of the spell does not have to come from the character, but can come from items or scrolls. Basically, it adds some damage of different types to your arrows.

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 1:13 AM 

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Must the arrows be Non-Magical?

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P Three
 
PostPosted: Fri, Mar 25 2011, 1:14 AM 

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OK. And does Flame Weapon work? And if so, does it stack?

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ainjyll
 
PostPosted: Fri, Mar 25 2011, 1:15 AM 

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http://www.amiaworld.net/about/prestige_classes.html

Read, m'boy. It's right there at the top. :D

"basic arrow"

Axl... you can click the link, too. :D

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P Three
 
PostPosted: Fri, Mar 25 2011, 1:31 AM 

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Butbut...It doesn't say if Flame Weapon stacks. And...and what about bows with unlimited Basic arrows? Can I use the charge on that, since i can't seem to find Unlimited Stacks as it says in the wiki?

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DerkDerkistan
 
PostPosted: Fri, Mar 25 2011, 2:43 AM 

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If you imbue the stack of arrows in your arrow slot from an unlimited ammo bow, they will be imbued indefinitely.

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DustSpray101
 
PostPosted: Fri, Mar 25 2011, 5:52 AM 

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Well that sounds exploitable...
Is it one?

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 7:32 AM 

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...You know better than to post glitches like that on the forum ><

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TeroSNS
 
PostPosted: Fri, Mar 25 2011, 7:37 AM 

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I'd think it would've been removed already if it would be so much exploit, the AA stuff has been... what for 1 year?

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 7:39 AM 

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You don't think it can cause quite holy-mother-fucking-ownage arrows?
1d8damage +1d8damage + Imbue arrows?
Or on hit petrify + 1d8 damage + imbue arrow?
On hit fireball + 1d8damage + imbue arrow?

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TeroSNS
 
PostPosted: Fri, Mar 25 2011, 7:58 AM 

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Very_Svensk wrote:
You don't think it can cause quite holy-mother-fucking-ownage arrows?
1d8damage +1d8damage + Imbue arrows?
Or on hit petrify + 1d8 damage + imbue arrow?
On hit fireball + 1d8damage + imbue arrow?

it only works on mundane arrows.

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 8:14 AM 

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What if you imbue them and -then- enchant them with 2 greater mythals. Same result. OP arrows.

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Ulir
 
PostPosted: Fri, Mar 25 2011, 8:41 AM 

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You want to imbue one basic arrow, then mythal it with 1d6 elemental damage? You will end up with an 1d6 damage arrow when it/they lose power again. It has a time limit, you know. 1 hour/AA level.

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TeroSNS
 
PostPosted: Fri, Mar 25 2011, 9:23 AM 

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Very_Svensk wrote:
What if you imbue them and -then- enchant them with 2 greater mythals. Same result. OP arrows.

you're too obsessed about them being op, they are not.

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 9:25 AM 

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We'll see.

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Ulir
 
PostPosted: Fri, Mar 25 2011, 9:59 AM 

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Max damage from that idea still doesn't exceed any of the standard AA arrows *shrug*

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TormakSaber
 
PostPosted: Fri, Mar 25 2011, 10:03 AM 

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Literally discussing how to exploit AA. I hate you all.

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Mobile_Svensk
 
PostPosted: Fri, Mar 25 2011, 10:04 AM 

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We're sorry :? Just edit away the above posts, I think it's for the best.

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TeroSNS
 
PostPosted: Fri, Mar 25 2011, 10:11 AM 

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TormakSaber wrote:
Literally discussing how to exploit AA. I hate you all.

All I was saying that it isn't broken in any way, cos in the end of the day the whole ability seems pretty pointless when you can only use it on mundane arrows and the duration isn't infinite, so the mythalling trick doesn't work either. AA's get way better arrows anyway.

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TeroSNS
 
PostPosted: Fri, Mar 25 2011, 10:13 AM 

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I have a shifter which I want to have 20 shifter levels, is it useful to have spell penetration -feats in order to overcome spell resistance, or is it a waste of feats? Ending up with both outsider and construct forms. are the shifter levels even caster levels for the spells in forms?

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Last edited by TeroSNS on Fri, Mar 25 2011, 10:19 AM, edited 1 time in total.

 
      
P Three
 
PostPosted: Fri, Mar 25 2011, 10:18 AM 

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Uh, imbuing is temporary. I'm so not wasting greater mythals on a stack of arrows just to pop what's essentially a Flame Weapon on them. Because that's dumb.

And if you really want to talk overpowered, go fully buff a paladin and tell me what THEIR weapon does.

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Ulir
 
PostPosted: Fri, Mar 25 2011, 10:29 AM 

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Shame on you for bringing up the worst possible exploit ever. It would grant you LESS power than keeping to your AA arrows AND you would lose an intermediate mythal + gold by trying.

It is an I-N-P-L-O-I-T!

Is it me, or has this thread very few build ideas, questions etc. lately?

Just so I can sneak off to bed without feeling I was spamming this thread unnecessary with non build info..

Druid 16/Shifter 13/Bard 1

1 D - Feats: Alertness, Extend Spell
2 D
3 D - Feat: -
4 D - Wis: 19
5 D
6 D - Feat: -
7 D
8 D - Wis: 20
9 D - Feat: Empower Spell
10 D
11 D
12 D - Feat: Maximize Spell, Wis: 21
13 S
14 S
15 S - Feat: Spell Penetration
16 S - Wis: 22
17 S
18 S - Feat: Greater Spell Penetration
19 S
20 S - Wis: 23
21 D - Feat: Great Wisdom I
22 D
23 S
24 S - Feat: Outsider Shape, Wis: 25
25 D
26 D
27 S - Feat: Epic Spell Penetration
28 S - Wis: 26
29 S - Feat: Undead Shape
30 B - Feat: Armor Skin, skill dump

I tried making something for the shifters that like to cast spells, be it maximized or empowered and actually pierce a bit of spell resistance that some monsters have. Thinking primarily rakshasa (because tigerfolk are sweet), but a few undead have neat spells as well.

Don't know how well it would work though.

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Ulir
 
PostPosted: Fri, Mar 25 2011, 10:38 AM 

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TeroSNS wrote:
I have a shifter which I want to have 20 shifter levels, is it useful to have spell penetration -feats in order to overcome spell resistance, or is it a waste of feats? Ending up with both outsider and construct forms. are the shifter levels even caster levels for the spells in forms?


haha, I posted the spell penetration shifty thing before I knew you asked the question. Premonition ftw!

Spell penetration is needed, since your druid levels provide you with the caster level when it comes to s.p.. (might want to check up on that. Pretty sure about that though).

Think the above build could be used in your case, re-arranging a bit to ditch armor skin and undead shape for great wis II and construct shape.

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serbiris
 
PostPosted: Fri, Mar 25 2011, 15:25 PM 

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Got a fairly smallish, quickish question.

I've got a rogue/SD that just hit level 21 (R11/SD10). I had originally planned to just grab 1 level of SD for that feat to boost the shade (mostly just for funzies, since I rarely end up using it and it tends to die horribly) without losing anything on the rogue, but... well the fine print got me, I can't seem to take epic shade lord until SD 13, unless I'm mistaken?

My question is, is it worth going SD 13, instead of rogue levels (which costs me some sneak I think) just to grab the epic shade thingy? It doesn't effect my RP one way or the other.

Edit: On a related note, I RTFW and the improved sneak attack entry confuses me. "This feat may be taken multiple times, to a maximum of +10d6." Is that 10d6 concerned only with the number of times you take that feat, or if you're say a 20th level rogue (10d6 naturally) would this feat then do nothing? Or is the question rendered moot by the feat just not being worth taking.

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blackvswhite
 
PostPosted: Fri, Mar 25 2011, 16:51 PM 

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you can take the feat up to ten times, theoretically. You could get a lvl 30 rogue with probably around 19d6 sneak if you wanted to.


 
      
Glyph
 
PostPosted: Fri, Mar 25 2011, 16:56 PM 

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I have played an SD assassin rouge previously, I originally went with 6 SD, then decided on 10 because I enjoyed the RP so much.

the epic SD summon is a tricky question, shadows on hit powers seam to kill everything though it does die fairly quickly at the later levels, however is it worth losing sneak damage?

Quote:
Shadowdancer: Summon Shadow [Duration: 1 Turn / Shadowdancer Level]

A Shadowdancer's shadow is an extraplanar undead-type. Therefore her shadow is not affected by spells with the healing descriptor, however it's affected by banishment spells and spells with the negative energy descriptor.

• 3rd – 6th Shadowdancer Level (SL): Shade
• 7h – 9th SL: Greater Shade
• 10th + SL: Shade Lord

The Epic Shadowlord feat grants the shade the following benefits:

• Duration is doubled
• DEX +6
• Regeneration +2
• Spell Resistance = 5 + Shadowdancer's Level


*shrug*

ed: I assume you already know whats wrong with the description ;) however its the stats we're looking at.


 
      
The Great Equalizer
 
PostPosted: Fri, Mar 25 2011, 17:06 PM 

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Location: Victoria, BC, Canada

I use a 13 SD character and if you use crippling strike and/or other STR draining stuff then Having a beefier shade is nice for clearing out the more mundane spawns quickly since it can just finish off STR sapped ones.

If you don't make much use of Crippling strike or the like then the extra damage might be a better choice since it will give you an edge over things that can just wipe out the Shade. Both good options, more depends on your play style I'd say.


 
      
PaladinOfSune
 
PostPosted: Fri, Mar 25 2011, 17:10 PM 

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Joined: 15 Dec 2004
Location: England, UK

The information on the epic Shadowlord feat is outdated. Taking the feat now changes your shade into a completely different summon.

If you're asking me whether those three levels of rogue are more useful than Shadowdancer, though... I'd still have to say yes, much to my displeasure. And I've played a PC with 13 levels of SD myself.

Mind you, the Improved Sneak Attack feats are a bit of a waste as well, and only good for some pure rogue sneak attack gimmick.

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