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Hrothmus
 
PostPosted: Fri, Apr 19 2013, 23:01 PM 

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Okidoe, I've discussed this before but now I am getting ready to seriously do it finally hehe. I want to rebuild my 11rogue/9 Assassin/10 dancer.

I really want him to have an insane amount of shadowdancer levels. Originally I did not want to do this as it effectively kills (at least in my mind, correct me if I am wrong) my ability to do damage. But after more thought, I really want to represent his superior dancer skills in the form of a ton of SD levels.

There is at least one thing that I was very sad that I missed when I originally built him, and that was the Epic ShadowLord feat.

My question is, how should I go about doing this?

Im willing to drop all my assassin levels and just go Rogue/Dancer. Do I need to spread out my Rogue levels in order to drop in UMD levels? I have allot of gear that is going to require it?

Also how many SD levels and Rogue levels should I take?

I should be able to get epic dodge as well I think?

Allright, any help is appreciated

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Aeqvinox
 
PostPosted: Fri, Apr 19 2013, 23:27 PM 

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If you need the late rogue skilldump to max out skills that SD doesn't have, go Rogue10->SD19->Rogue1.

Otherwise perhaps Rogue9->SD10->Rogue1 pre-epic and the finish up with SD up to 20 for the strongest Epic Shadowlord. On 20'th level you can boost your UMD to 23, which is just 2 points short of 25, the skill level which lets you use all items in the mod.

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Hrothmus
 
PostPosted: Fri, Apr 19 2013, 23:33 PM 

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Aeqvinox wrote:
If you need the late rogue skilldump to max out skills that SD doesn't have, go Rogue10->SD19->Rogue1.

Otherwise perhaps Rogue9->SD10->Rogue1 pre-epic and the finish up with SD up to 20 for the strongest Epic Shadowlord. On 20'th level you can boost your UMD to 23, which is just 2 points short of 25, the skill level which lets you use all items in the mod.


oh nice, I'm pretty sure I have +UMD items somewhere anyways, I think I may do that

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Tyris
 
PostPosted: Fri, Apr 19 2013, 23:46 PM 

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PaladinOfSune wrote:
That sidebar will be the death of me... looking through the scripts, the Arcane Archer info is like, all wrong. I'll update in a bit.


Thanks much!

I have 11 levels of AA with a 5 Levels of Bard, charisma modifier of 1 and it said DC 23.


 
      
Hrothmus
 
PostPosted: Sat, Apr 20 2013, 0:14 AM 

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Aeqvinox wrote:
If you need the late rogue skilldump to max out skills that SD doesn't have, go Rogue10->SD19->Rogue1.

Otherwise perhaps Rogue9->SD10->Rogue1 pre-epic and the finish up with SD up to 20 for the strongest Epic Shadowlord. On 20'th level you can boost your UMD to 23, which is just 2 points short of 25, the skill level which lets you use all items in the mod.




is there any reason why you shouldn't just drop a rogue level at lvl 30? like go 9 rogue, 10 dancer, 1 rogue? I am sure there is a reason why you wouldn't but Im drawing a blank

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Aeqvinox
 
PostPosted: Sat, Apr 20 2013, 0:23 AM 

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Hrothmus wrote:
is there any reason why you shouldn't just drop a rogue level at lvl 30? like go 9 rogue, 10 dancer, 1 rogue? I am sure there is a reason why you wouldn't but Im drawing a blank


Well it's a choice. You said you want to go full on SD, and it just so happens that the difference between 19 and 20 SD is:

• CL 19 : +3 AC +3 Saves, 30% Slashing/Bludgeoning Immunity
• CL 20 : +6 AC +6 Saves, 50% Slashing/Bludgeoning Immunity

• CL 19 : Drain 1d2 Str, Drain 1d6 Con: DC 40
• CL 20 : Drain 1d2 Str, Drain 1d8 Con: DC 42

for the Epic Shadowlord. So, if you want that, the 20'th SD, you can't do it otherwise than taking 10 rogue and 10 SD pre-epic, and then 10 SD in epics. As in, you can't take more than 10 levels of a prestige class pre-epic, is what i'm saying.

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Hrothmus
 
PostPosted: Sat, Apr 20 2013, 0:25 AM 

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Aeqvinox wrote:
Hrothmus wrote:
is there any reason why you shouldn't just drop a rogue level at lvl 30? like go 9 rogue, 10 dancer, 1 rogue? I am sure there is a reason why you wouldn't but Im drawing a blank


Well it's a choice. You said you want to go full on SD, and it just so happens that the difference between 19 and 20 SD is:

• CL 19 : +3 AC +3 Saves, 30% Slashing/Bludgeoning Immunity
• CL 20 : +6 AC +6 Saves, 50% Slashing/Bludgeoning Immunity

• CL 19 : Drain 1d2 Str, Drain 1d6 Con: DC 40
• CL 20 : Drain 1d2 Str, Drain 1d8 Con: DC 42

for the Epic Shadowlord. So, if you want that, the 20'th SD, you can't do it otherwise than taking 10 rogue and 10 SD pre-epic, and then 10 SD in epics. As in, you can't take more than 10 levels of a prestige class pre-epic, is what i'm saying.



Oh I see, yeah that makes sense then. And thta is a pretty darn good increase from 19 to 20 heh

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wolfurt
 
PostPosted: Sat, Apr 20 2013, 1:32 AM 

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Yeah, if you're going past 10 SD you might as well go to 20 with it.

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Gobbledygook
 
PostPosted: Sat, Apr 20 2013, 6:30 AM 

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Don't forget that Shadow Daze cooldown becomes 30 seconds at 20 SD. Really useful!

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Casvenx
 
PostPosted: Sat, Apr 20 2013, 6:35 AM 

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Aeqvinox wrote:
Casvenx wrote:
I have actually never gotten into using traps before... Rearranging the skill distribution to make us of them. I was intending to take assassin levels instead of rogue... but considering the trap thing, I think I need the extra skill points (since traps require set, disable, and search... all maxed?), and only rogues can disable epic traps, right? And that's the only way to get them?


You can't disable epic traps as a non-rogue, but you can recover them just fine. Search is rather optional, because there is plenty of Find Traps spell sources.

Max out Set Trap, and put in Disable as much as you can, though it shouldn't be a big problem if you fall short - there's a bunch of items out there that will give you bonuses when you're out obtaining traps.

More information here, here and here


Huh, I just assumed if a non-rogue couldn't disable, they couldn't recover either. Hmm... decisions... Death attack + a few spells, or more skills and rogue feats.

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Arcadence
 
PostPosted: Sat, Apr 20 2013, 14:34 PM 

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..

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Naivatkal
 
PostPosted: Sat, Apr 20 2013, 15:04 PM 

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Naivatkal wrote:
So basically with using a large weapon it's a free disarm attempt, right? With Imp Disarm, of course.

I've also heard there are 'issues' with disarm vs PCs. Are there 'rules of engagement' if in PvP? Is it just returning the weapon after? Derk, I believe, posted in here that when you disarm a PC you take their weapon. Someone else mentioned that only when unarmed do you take their weapon.

How exactly does disarm work in both PvE and PvP?

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Mobile_Svensk
 
PostPosted: Sat, Apr 20 2013, 15:18 PM 

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Hmm. I recall you actually get EXTRA ab if you try to disarm a target thay has a two size category smaller weapn.; aka - A greatsword disarming a dagger.

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mirvala-
 
PostPosted: Sat, Apr 20 2013, 18:18 PM 

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For a shifter, is it worth it to take the whole twenty levels?

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Bini
 
PostPosted: Sat, Apr 20 2013, 18:24 PM 

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19 is usually a superior pick as you can fit in a skill-dump and only miss out on infinite elemental shape, but yes, shifters are built more like casters in that you need to invest heavily in the class for it to be any good at the later levels.

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treant13
 
PostPosted: Sat, Apr 20 2013, 18:29 PM 

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Also need 20 levels if you want the best elemental shape.

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mirvala-
 
PostPosted: Sat, Apr 20 2013, 18:30 PM 

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Okay! Thanks!

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Bini
 
PostPosted: Sat, Apr 20 2013, 18:58 PM 

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treant13 wrote:
Also need 20 levels if you want the best elemental shape.


No that's not true. Improved elemental shape is picked up at 18.

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PaladinOfSune
 
PostPosted: Sat, Apr 20 2013, 19:00 PM 

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He's technically right actually, though it does depend on how many druid levels you grab too.

Quote:
Elemental Shape:
Elemental Shape has been completely overhauled to have both an increase in power and utility. In addition, there are now three stages of power instead of two. For determining the power of the shape, druid and shifter levels are added together.

They are obtained with the following amount of druid/shifter levels:

Level 16: Elemental Shape
Level 20: Greater Elemental Shape
Level 25+: Elder Elemental Shape

NB: Shifter AC progression does not apply to these shapes.

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Bini
 
PostPosted: Sat, Apr 20 2013, 19:05 PM 

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Oh, neat.

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jaksaroth
 
PostPosted: Sat, Apr 20 2013, 19:38 PM 



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Hi guys new player here i wanna play pure druid anyone there with a build?


 
      
Rigela
 
PostPosted: Sat, Apr 20 2013, 19:44 PM 

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I have another questions, on druids too!

Currently, on my build, I have one epic feat leftover. (great wisdom, epic spell foci and other things taken!)
What would be better out of EMD, epic spot focus or armour skin? I'm leaning to EMD as can get spot to a decent level with gear/true seeing and high wisdom as it is. But is it necessarily needed, with the pet and other summons druid has?

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Righteous Anger
 
PostPosted: Sat, Apr 20 2013, 19:57 PM 

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I have two questions concerning a melee bard build:

1.) Would you sacrifice 4 Constitution for 2 Strength at creation? It is a melee bard and, as such, could use the HP as far as I am concerned. However, +1 AB / +1 Damage is nothing to shake your head at.

2.) If you had to choose between Epic Skill Focus: Perform and Epic Prowess, which would you choose? I'm leaning toward Epic Prowess, but don't know how difficult it is to gearset a Bard as I've never made one.

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slkNihilus
 
PostPosted: Sat, Apr 20 2013, 20:10 PM 

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2) I'd go for Prowess all day.

1) I'd say it isn't. Unless without it you couldn't get Dev Crit, in which case I'd flip a coin to decide. Most of the time melee bards (heavy on bard levels) don't have enough HP as is.


 
      
Righteous Anger
 
PostPosted: Sat, Apr 20 2013, 20:15 PM 

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That's what I was thinking on both accounts, Slik. With sacrificing 1 AB and 1 Damage for 58 HP lets me, with +12 Con from gear, get to above 400 HP. That mid-range melee HP, which I think is pretty darn good for a Bard.

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wolfurt
 
PostPosted: Sat, Apr 20 2013, 22:40 PM 

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1AB + 1DMG > 58 HP imo.

Also, I read somewhere that you couldn't drink player-crafted potions while barbarian rage is activated, true or false?

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Righteous Anger
 
PostPosted: Sun, Apr 21 2013, 8:54 AM 

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Druid 25 / KC 5. Beastmaster. You could pull it off with 8 Charisma if you wanted, though higher would clearly be better. I'm thinking Zen Archery and making use of GMW and Blood Frenzy for some relative damage. Thoughts?

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Manarethan
 
PostPosted: Sun, Apr 21 2013, 9:57 AM 

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Despite this being a thread about the build specifically, I'll point out that playing a Knight Commander (a class based around working with and leading others) while having 8 Charisma (representing a deficiency in the ability to lead / relate to / empathize with others) would be a very bad idea, RP-wise.

That said, that class combination would probably be reasonable. Your summons would be excellent coupled with your buffs. Not sure about your own damage, having not played a druid.


 
      
Righteous Anger
 
PostPosted: Sun, Apr 21 2013, 10:03 AM 

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Manarethan, I was merely noting that the caps on Knight Commander abilities don't lend themselves towards an overly high Charisma, thus not much demand on the base class being outside of the typical Charisma-based or Charisma-secondary set.

I'm going to post something here shortly, methinks, for your perusal.

EDIT: Here's what I've got. No base stats and no skill workup, though I know you wouldn't be able to take KC until level 17 due to the discipline requirement (or 16, I'm tired).

Beastmaster

Druid 25 / Knight Commander 5

Human

Ability Scores:





1Druid1 Feat: Skill Focus Discpline, Feat: Toughness
2Druid2
3Druid3 Feat: Extend Spell
4Druid4 +1 Wis
5Druid5
6Druid6 Feat: Zen Archery
7Druid7
8Druid8 +1 Wis
9Druid9 Feat: Empower Spell
10Druid10
11Druid11
12Druid12 Feat: Maximize Spell +1 Wis
13Druid13
14Druid14
15Druid15 Feat: Spell Focus Conjuration
16Druid16 +1 Wis, +4 Lore, +4 Persuade, +8 Discipline
17KC1
18KC2 Feat: Greater Spell Focus Conjuration
19KC3
20KC4 +1 Wis
21Druid17 Feat: Epic Spell Focus Conjuration
22Druid18
23Druid19
24Druid20 Feat: Epic Spell Mummy Dust (Magical Beast or Elemental) +1 Wis
25Druid21
26Druid22
27Druid23 Feat: Automatic Quick Spell I
28Druid24 Feat: Automatic Quick Spell II, +1 Wis
29Druid25
30KC5 Feat: Automatic Quick Spell III

Alternatively, those last three feats could be Great Wisdoms to really up the Spell DC.

Someone fill in the Skill/Ability score blanks for me and critique the feat/level spread?

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Aeqvinox
 
PostPosted: Sun, Apr 21 2013, 14:28 PM 

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-You need 21 levels of caster class to take epic spells.
-AQS robs you of too many epic feats for it to be worth it here imo.
-Consider stopping with druid at 24'th in order to take 1 level of a third class. Ranger would work great (free Epic Spell Focus, spot dump), or rogue (spot, tumble), or... monk (tumble, 8x APR Zen shurikens;)?
-Zen Archery alone won't make you an awesome archer, i would strongly suggest taking WF instead of Extend and EWF in epics, maybe even Epic Prowess. I had an archer druid once on a different server, Grease/Spike Growth/Stonehold/SoV + bow worked surprisingly well and fun in pve, i even had Called Shot.
-There are bracers with Point Blank Shot somewhere afair - grab those. There was a cloak in Winya that has Rapid Shot feat too, take that aswell.
-As for stats it shouldn't be much of a problem. Start with 17, or 18 WIS (if you want to take GWis1 feat in epics), INT and DEX are fine at ~10, STR ~12 to help with carry weight and Mighty bows, CHA and CON 12+.

Personally i would suggest this one.

21: Druid(17): ESF:Conjuration
24: Druid(20): EWF:Long Bow
27: Druid(23): GWis1, EMD
28: KC(5)
29: Druid(24)
30: Ranger(1): EProwess, ESkF:Spot
-or-
30: Rogue(1): ESkF:Spot

Something like that. Treat it as a suggestion, every build can always budge depending on preference. For example some might tell you that ESkF is not worth it on a WIS heavy build, and that's partially true because you reach a decent enough Spot score, that the power of this feat is somewhat diminished. Imho every bit helps and it won't hurt to have it on a human, though if you want a different feat instead (GRuin/Hellball maybe), or you don't want a Spot dump, well it's a choice.

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GreatPigeon
 
PostPosted: Sun, Apr 21 2013, 15:27 PM 

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Manarethan wrote:
Despite this being a thread about the build specifically, I'll point out that playing a Knight Commander (a class based around working with and leading others) while having 8 Charisma (representing a deficiency in the ability to lead / relate to / empathize with others) would be a very bad idea, RP-wise.

That said, that class combination would probably be reasonable. Your summons would be excellent coupled with your buffs. Not sure about your own damage, having not played a druid.



I wanted to point out his posting said beast master. As a KC/Druid you can travel alone just fine. And with your animals getting the buffs and auras you are the beast master. It does not require high cha, any more than AE requires high cha to be successful. Although its the ability associated with it.

I think the character concept fits and its lovely. I have a similar build and it works fantastic. And even with the low cha, it is pretty possible to get a high enough cha score to get the max ability ( you dont necessarily need the max score as its cha based but not cha required)


For the build itself your KC auras are small enough where you have to be in the mix. And especially if you plan on fighting and not using your invisibility potions like a lot of druids, you should take 1 level of rogue instead of ranger.... The tumble dump can/will be a real life saver. Druids have spot now so Ranger is only for the free feat, which you do not need.

If you are going beast master to me it seems a primitive/tribal concept. I would steer away from bows and use darts/slings. Less damage but you will not be doing a ton of damage anyways.

It is tantamount to get EMD, I would not waste feats on point blank/rapid shot etc. just zen archery and then take two spell focus to epic... Thats about all the stuff I can throw your way right now.

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Righteous Anger
 
PostPosted: Sun, Apr 21 2013, 16:19 PM 

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I really appreciate the great responses, guys!

First, to Aqeuvinox -- I'd love to stop at Druid 24, but unfortunately CL 25 is when your animal companion gets its +5 Enhancement Claws. That's the very moment your animal companion gets its epic teeth. I'd prefer to keep it strictly Druid 25 / KC 5 (I know I'll lose out on 3 AC because of that, but hopefully the critter will be taking most of the heat anyway).

With the KC aura that slows enemies / quickens allies I ought to be able to kite pretty effectively. AQS helps me be solid support with offensive spells (Grease / Stonehold / Spike Growth, as you've said) while not losing too many rounds of actual movement (which will be necessary to survive).

I was thinking about requesting a custom ability that allowed me to share Range: Caster spells with my animal companion.

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Naivatkal
 
PostPosted: Sun, Apr 21 2013, 17:09 PM 

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Naivatkal wrote:
So basically with using a large weapon it's a free disarm attempt, right? With Imp Disarm, of course.

I've also heard there are 'issues' with disarm vs PCs. Are there 'rules of engagement' if in PvP? Is it just returning the weapon after? Derk, I believe, posted in here that when you disarm a PC you take their weapon. Someone else mentioned that only when unarmed do you take their weapon.

How exactly does disarm work in both PvE and PvP?

*sigh* So, would anyone mind addressing this?
Very_Svensk wrote:
Hmm. I recall you actually get EXTRA ab if you try to disarm a target thay has a two size category smaller weapn.; aka - A greatsword disarming a dagger.

Thanks, and yeah I read that on the wiki. Pretty neat if you ask me haha.

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Righteous Anger
 
PostPosted: Sun, Apr 21 2013, 17:53 PM 

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Is there a post somewhere wherein you can view the actual stats of Amia's animal companions side-by-side? I'd like to know what their numbers are at specific levels. Thanks!

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slkNihilus
 
PostPosted: Sun, Apr 21 2013, 17:54 PM 

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I might be wrong, but I remember the answer to your question is "no".


 
      
PaladinOfSune
 
PostPosted: Sun, Apr 21 2013, 17:57 PM 

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No, we don't give away stats to summons like that. Take the one which suits your RP.

Naivatkal, the Wiki answers those questions for you. If you're unarmed, disarming automatically takes their weapon. If you're armed, it drops it to the floor.

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Righteous Anger
 
PostPosted: Sun, Apr 21 2013, 18:40 PM 

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I'd long since decided which animal companion I was going to pick because, as far as I'm concerned, there's only ever been one choice. I just wanted to be able to accurately predict what sort of strength and weakness it will have by the time I've finished the Druid levels on my build. Knowing every other detail about everything concerning the game - spell effects, DC formulae, shifter form bonuses, and so forth - I didn't think it'd hurt to know one more thing.

At any rate, here's what I've pieced together. The character himself would be incredibly unimpressive, perhaps even sickly. I imagine that he may even be an aged character, yet in his age has developed a bond with a powerful companion.

Beastmaster

Druid 25 / Knight Commander 5

Human

Ability Scores:

STR 13
DEX 8
CON 8
WIS 17 -> 26
INT 14
CHA 14




1Druid1 Feat: Skill Focus Discpline, Feat: Toughness
2Druid2
3Druid3 Feat: Extend Spell
4Druid4 +1 Wis
5Druid5
6Druid6 Feat: Zen Archery
7Druid7
8Druid8 +1 Wis
9Druid9 Feat: Spell Focus Conjuration
10Druid10
11Druid11
12Druid12 Feat: Maximize Spell +1 Wis
13Druid13
14Druid14
15Druid15 Feat: Greater Spell Focus Conjuration
16Druid16 +1 Wis, +4 Lore, +4 Persuade, +8 Discipline
17KC1
18KC2 Feat: Weapon Focus Longbow
19KC3
20KC4 +1 Wis
21Druid17 Feat: Epic Spell Focus Conjuration
22Druid18
23Druid19
24Druid20 Feat: Epic Spell Mummy Dust (Magical Beast or Elemental) +1 Wis
25Druid21
26Druid22
27Druid23 Feat: Epic Weapon Focus Longbow
28Druid24 Feat: Great Wis I, +1 Wis
29Druid25
30KC5 Feat: Great Wis II

AB = 21 base + 14 wis + 3 feat + 5 enhance + 2 nature + 5 blood frenzy = 50 AB (lolwut)
AC = 10 base + 8 studleather + 1 dex + 3 tumble + 4 boots + 4 cloak + 5 barkskin = 35 (hahaha)
Bow Damage = 8 base + 5 mighty + 2 blood frenzy + 6 elemental = 9-21
Skills = 4 lore, 4 persuade, 33 discipline, 18 spellcraft, (30 pts) 15 tumble, 33 concentration, 33 heal, 33 Spot
Dire Wolf AC = 24 base + 12 from levels + 6 from dex + 4 from haste + 4 from KC ability +5 barskin = 55 AC
Dire Wolf Damage = 20 base + 10 str + 5 enhance + 5 magic + 10 cold + 1d12 fire = 24-62
Conjuration DC = 10 base + 14 wis + 1-9 spell + 6 feat = 31-39

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Naivatkal
 
PostPosted: Sun, Apr 21 2013, 18:45 PM 

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PaladinOfSune wrote:
Naivatkal, the Wiki answers those questions for you. If you're unarmed, disarming automatically takes their weapon. If you're armed, it drops it to the floor.

Alright I wasn't sure. I've heard a few times that we have a script that makes it work differently in NPC vs PC, PC vs NPC and PC vs PC so I wanted to be sure.

I just hit the level to take Disarm and Imp Disarm, so I'm getting a feel for it. So far, it's been decent (though only had a chance to use it against Frost Giants, so it's hit or miss there even with Grek's weapon being large lol). I never used it before, so I wasn't sure if it was worth it to take.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
exquisitelyme
 
PostPosted: Sun, Apr 21 2013, 22:02 PM 

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Looking for a dwarf wandering cleric to fill in the gaps while the Morndinsamman issue their call to another soul =)

Starts with balanced STR and WIS, DEX 13, INT 14, CON 14, CHA 6. LG Cleric 25/Dwarven Defender 5.
Pre-epic 16 Cleric 4 DD WIS 18 (or 19) STR 17 (or 16). Dodge, Toughness, Brew, Scribe, Wands + 2 feats (likely Spell Foci for epic summon duration).
Epics 9 Cleric 1 DD Max Conc., Disc., Spot, Spellcraft. WIS 20 STR 18 (or 17). 1 G.Wisdom, ESF Disc. and Spot, EMD or EDK, and either Great STR (for 18 STR), ESF Conjuration (if EDK) or Great Fortitude.

Any thoughts? Thanks

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I play:
Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
Aeqvinox
 
PostPosted: Sun, Apr 21 2013, 23:10 PM 

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Joined: 30 Aug 2011
Location: Underdark

Righteous Anger wrote:
STR 12
DEX 8
CON 10
WIS 18 -> 26
INT 14
CHA 10 (Maxed Splendor and +5 CHA cloak swapped before activating auras = +5 CHA mod)

24Druid20 Feat: Epic Weapon Focus Dart/Sling (can equip shield), +1 Wis
27Druid23 Feat: Epic Spell Mummy Dust (need to be Epic Druid to take)
30KC5 Feat: Armor Skin

HP 280

AC 54 (10 base + 8 full plate + 4 armor + 7 tower shield + 2 armor skin + 1 dex + 3 tumble + 4 boots + 4 def + 5 nat + 4 haste + 1 Dodge item feat + 1 Mage Armor item spell) Every bit helps.

Dart Damage = 1d4 +5 enhancement +7 mighty +2 blood frenzy +1d6 elemental +1 Point Blank Shot item feat= 17-25

Skills 200 = 4 lore, 4 persuade, 33(41) discipline, 18 spellcraft, 15(30) tumble, 33 concentration, 33 heal, 32 Spot. 5 left (Why no Animal Empathy?)


Fixed.

Unless you're absolutely certain you want to stick with your choices of Longbow and stats for RP reasons, do yourself a favor and get more CON and AC from full plate, armor skin and shield or you'll be too squishy in a fight to give your wolf enough time to dish out his damage.

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Last edited by Aeqvinox on Sun, Apr 21 2013, 23:14 PM, edited 1 time in total.

 
      
PaladinOfSune
 
PostPosted: Sun, Apr 21 2013, 23:12 PM 

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Druids don't wear full plate.

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Aeqvinox
 
PostPosted: Sun, Apr 21 2013, 23:14 PM 

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Knight Commanders do however. Or is this some kind of druidic custom?

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slkNihilus
 
PostPosted: Sun, Apr 21 2013, 23:20 PM 

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Druids can't wear metal, in lore. I think they've no problem wearing armour made of dragonscale/dragonhide, though.


 
      
Strawberry Stallion
 
PostPosted: Sun, Apr 21 2013, 23:25 PM 

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There is one or two deities that allow them to wear metal though, if I recall. Whether or not the DMs want to allow that is another matter, though, things may have been changed.

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exquisitelyme
 
PostPosted: Mon, Apr 22 2013, 1:06 AM 

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Mielikki being the most notable, tho its very clear, they can wear anything a ranger could, meaning, say, mithril or iron breastplate, without problems. But with the Ironwood armors being so easy to obtain thru Job System and MCS anyone who wants a full plate druid and is not wearing those is missing a lot on the cool factor =)

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Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
Alaria-
 
PostPosted: Mon, Apr 22 2013, 2:42 AM 

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Joined: 11 Jan 2013
Location: Riding the flow of the wind!

I have a question regarding Barbarianism. Does Mighty Rage stack with the standard three rages or does it replace one of them?


 
      
Naivatkal
 
PostPosted: Mon, Apr 22 2013, 4:13 AM 

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It stacks. It's an 'add-on' like Terrifying Rage and Thundering Rage.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
exquisitelyme
 
PostPosted: Mon, Apr 22 2013, 15:08 PM 

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exquisitelyme wrote:
Looking for a dwarf wandering cleric to fill in the gaps while the Morndinsamman issue their call to another soul =)

Starts with balanced STR and WIS, DEX 13, INT 14, CON 14, CHA 6. LG Cleric 25/Dwarven Defender 5.

Pre-epic 16 Cleric 4 DD WIS 18 (or 19) STR 17 (or 16).
Dodge, Toughness, Brew, Scribe, Wands + 2 feats (likely Spell Foci for epic summon duration).

Epics 9 Cleric 1 DD Max Conc., Disc., Spot, Spellcraft. WIS 20 STR 18 (or 17).
G.Wisdom, ESF Disc. and Spot, EMD or EDK, and either Great STR (for 18 STR), ESF Conjuration (if EDK) or Great Fortitude.

Any thoughts? Thanks

_________________
I play:
Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
Uncle-Opustus
 
PostPosted: Mon, Apr 22 2013, 15:22 PM 

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Joined: 10 Jul 2007
Location: Finland

Well, I'll state the obvious: take a class for tumble dump, take basic melee feats such as WF, EWF and Improved critical, drop the silly scribing and wonging, if it doesn't hurt your soul too much. I understand if you like the kewlness of runecrafting, though.

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exquisitelyme
 
PostPosted: Mon, Apr 22 2013, 16:41 PM 

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Thanks Opustus, and in retrospect I should have been clearer in my post, my bd =(

I dont think I can live without the crafting in this guy lol I thought about but again I am pretty set on the less-than-optimal 25 Cleric/5 DD.

I should have summarised my questions to this:

- Mummy Dust or Dragon Knight? if EDK, is it worth it to have it without ESF Conjuration?

- Its a hibrid, and hence not stelar. Take the two pre-epics in Blind Fight + WF (skip Imp Critical and go Warhammer maybe?), and use the epic summon feat for EWF and the last one for Epic Prowess? This also allows me to go for 19 base WIS, and maybe I can squeeze 18 STR again.

The idea is not being the best, but being a sturdy wanderer (which makes me think I should be better off without summons really...)

Anyways, thanks again and any input still welcome while he is only lvl 5 =)

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I play:
Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
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