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Mobile_Svensk
 
PostPosted: Fri, Apr 08 2011, 14:50 PM 

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+1!

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P Three
 
PostPosted: Fri, Apr 08 2011, 21:29 PM 

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EMD question; if you're using EMD as anything other than a Mummy, does it still require ESF Necromancy to stick around?

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Crazed8
 
PostPosted: Fri, Apr 08 2011, 21:59 PM 



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AxlLeigh wrote:
EMD question; if you're using EMD as anything other than a Mummy, does it still require ESF Necromancy to stick around?

Outsider (Epic Conjuration Extends, Alignment Based Summon)
Construct (Epic Transmutation Extends)
Elemental (Epic Evocation Extends)
Magical Beast (Epic Conjuration Extends)
Undead (Epic Necromancy Extends)


 
      
Ulir
 
PostPosted: Fri, Apr 08 2011, 23:53 PM 

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Without the specific epic focus they will last 1 turn per level, which actually is sufficient.

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P Three
 
PostPosted: Sat, Apr 09 2011, 0:35 AM 

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Thanks!

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Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.

Yee-haw!


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Danika Nefzen: Druid of the Earthmother
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Naivatkal
 
PostPosted: Sat, Apr 09 2011, 4:12 AM 

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And so, let it be known that this is my attempt at a dual wielding HiPS sneaker using kukris. Tell me how crappy it is.

Rogue(20), Shadowdancer(6), Fighter(4), Shadovar (Human)

Abilities
STR: 10
DEX: 19 (26)
CON: 10 (11)
WIS: 10
INT: 12
CHA: 10

Feats
Shadovar: (Quick to Master, Stealthy)
01: Fighter(1): Ambidexterity, Weapon Finesse, Weapon Proficiency Exotic
02: Rogue(1)
03: Rogue(2): Dodge, {Evasion}
04: Rogue(3): DEX+1, {Uncanny Dodge I}, (DEX=20)
05: Rogue(4)
06: Rogue(5): Mobility
07: Rogue(6)
08: Shadowdancer(1): DEX+1, {Hide in Plain Sight}, (DEX=21)
09: Shadowdancer(2): Two-Weapon Fighting, {Darkvision}
10: Shadowdancer(3)
11: Shadowdancer(4)
12: Shadowdancer(5): DEX+1, Improved Critical: Kukri, {Defensive Roll}, (DEX=22)
13: Shadowdancer(6)
14: Rogue(7)
15: Rogue(8): Weapon Focus: Kukri
16: Rogue(9): CON+1, (CON=11)
17: Rogue(10): Improved Evasion
18: Rogue(11): Improved Two-Weapon Fighting
19: Rogue(12)
20: Rogue(13): DEX+1, Crippling Strike, (DEX=23)
21: Rogue(14): Armor Skin
22: Fighter(2): Epic Weapon Focus: Kukri
23: Fighter(3)
24: Fighter(4): DEX+1, Weapon Specialization: Kukri, Epic Weapon Specialization: Kukri, (DEX=24)
25: Rogue(15)
26: Rogue(16): Epic Skill Focus: Hide
27: Rogue(17): Great Dexterity I, (DEX=25)
28: Rogue(18): DEX+1, (DEX=26)
29: Rogue(19): Epic Dodge
30: Rogue(20): Epic Skill Focus: Move Silently

Skills
Appraise 17(18), Craft Armor 29(30), Craft Weapon 29(30), Heal 32(32), Hide 33(53), Move Silently 33(53), Open Lock 33(41), Tumble 30(38), UMD 30(30), remaining skillpoints 10


Considering if Open Lock should be maxed or not. Mostly for simple things. He's not a thief so it's not imperative. I was considering maxing Spot instead, though.
The SD levels are not terribly important, either. Just a good prestige class for a thief, ya'know?

Anyways, pick away!

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Zifon
 
PostPosted: Sat, Apr 09 2011, 6:17 AM 

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If you have rogue levels preepic, always start with one, for more skillpoints.
13r/6sd/1 at lvl 20 hurts my eyes aswell, thats -6 ab already there.
And whats with the CON+1 suddently? Your spending 3 points getting the last DEX at creation. If you have some odd desire about having 11 in CON, just do it creation, spend the 2 remaining points in say INT, and get the DEX point at lvl up.


 
      
Ulir
 
PostPosted: Sat, Apr 09 2011, 10:13 AM 

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Yeah, 16 rogue/4 ftr pre-epic for an additional attack, better AB and better fort saves.

I am also surprised at the con point there. You could pick dex instead, and replacing your great dex I at level 27 with epic fortitude.

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Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 12:31 PM 

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Start with a rogue level instead of a fighter level. That will give you much more skill-points.
A fighter gets 2+int modifier,that is 4x3 points. (12 skill-points at start)

A rogue gets 8+int modifier, that is 4x9 points. Much much much more. (36 skill-points at start)

Second tip is to grab pick lock, pickpocket and all those skills at level 30 sharp. That way you can delevel and re-choose your skill-points if you feel that they don't match your concept, instead of having to freebie in order to free up those disarm trap skill points you never used.
Thus my recommendation is to only pump Hide/MS/Tumble until 30.

My third tip is to take 5fighter, as level 20 rogue give nothing. That way you can also take epic wep specialization in epic and still keep your 16bab PLUS dump a shipload of Discipline in epic.
Basically 19rogue/5Fighter/6SD

Fourth tip - get more int.

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Last edited by Mobile_Svensk on Sat, Apr 09 2011, 12:56 PM, edited 3 times in total.

 
      
Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 12:36 PM 

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The builder in me wants you to dump charisma and wisdom, too , but that is up to you.

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Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 13:01 PM 

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By the way - is there any intricate reason you are using kukris? Inspired perhaps? :)
I personally think handaxes are quite wicked, Or even daggers. You can make some kickass looking daggers with the new hak-appearance.
There's not so many good kukris lying around, There's much better Shortswords and daggers around in the rogue shops.

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Naivatkal
 
PostPosted: Sat, Apr 09 2011, 13:25 PM 

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Zifon wrote:
If you have rogue levels preepic, always start with one, for more skillpoints.
13r/6sd/1 at lvl 20 hurts my eyes aswell, thats -6 ab already there.
And whats with the CON+1 suddently? Your spending 3 points getting the last DEX at creation. If you have some odd desire about having 11 in CON, just do it creation, spend the 2 remaining points in say INT, and get the DEX point at lvl up.

Woah woah woah.... How the heck did the CON+1 get there o.o

The starting fighter level is to get Exotic Weapon proficiency at the beginning to get things rolling with Imp Crit and such. Though, if I pushed SD back that would loosen things up a bit.
Course, the 3 fighter in epic was for the epic weapon spec

*sighs* I am more than aware that you get more skill points when you start with a class that gets more skill points per level. Game mechanics, duh. I really hate when people keep pointing that out. Especially when it's said once and then repeated again.

Very_Svensk wrote:
Second tip is to grab pick lock, pickpocket and all those skills at level 30 sharp. That way you can delevel and re-choose your skill-points if you feel that they don't match your concept, instead of having to freebie in order to free up those disarm trap skill points you never used.
Thus my recommendation is to only pump Hide/MS/Tumble until 30.


.... Where do you see disarm trap? I thought of those skills but they do not fit the concept I am developing. Hence why the only 'rogue' skill other than UMD I put in there was pick lock. Also why even bother getting skills and then deleveling if they do not fit your character? By level 30 you should have an idea of what your character concept is like. And if you are deleveling for that purpose, you should be doing a rebuild of some sort because obviously after having those skills (that you took for a reason) you are changing the character you developed.
And.... why in the heck would you wait to dump Hide/MS/Tumble at the end? Why not benefit from +1 AC throughout the build? Makes a bit more sense to me considering if you delevel back to 29 for whatever reason you instantly lose 6 AC. What's the point in that?
And Hide/MS... really?! What in the heck is the point of being a sneaker if your sneaking skills are neglected until the end of your build?!

Very_Svensk wrote:
My third tip is to take 5fighter, as level 20 rogue give nothing. That way you can also take epic wep specialization in epic and still keep your 16bab PLUS dump a shipload of Discipline in epic.
Basically 19rogue/5Fighter/6SD


This point it valid, and could easily be done. Rogue 20 really doesn't give anything besides another +1 to reflex vs traps, which isn't a huge deal when the ref save is already gross at 26. I will have to shift around the SD and fighter levels later and look.

As for more INT... no where to really get that from. Not gonna murder WIS and CHA for no reason. I set up the skill points pretty precisely to fit the skills that fit his concept. Getting more would be a waste and almost pointless.

Very_Svensk wrote:
By the way - is there any intricate reason you are using kukris? Inspired perhaps? :)
I personally think handaxes are quite wicked, Or even daggers. You can make some kickass looking daggers with the new hak-appearance.
There's not so many good kukris lying around, There's much better Shortswords and daggers around in the rogue shops.


No idea what you are talking about, never saw that thread or heard that story.

Didn't know that about kukris. No real big push on them, just like them and such though I didn't know the kukri selection sucked - never pay attention to them as it is now haha. If I can figure a reason, I'll use them when the char is made. If not, I was going to go shortsword originally anyways. Handaxes make more sense to me on a ranger or some other type.

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Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 13:34 PM 

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Hey, Watch your tone. Im trying to help you.

You're obviously misunderstanding a heap of this - For instance, you do not NEED To take my advice. But you damn well be glad im giving it.

Exotic proficiency requires +1BAB. Wait until level 3 instead(Since it's free with cordor delivery quests?) and earn 24 Extra skillpoints.

Quote:
.... Where do you see disarm trap? I thought of those skills but they do not fit the concept I am developing. Hence why the only 'rogue' skill other than UMD I put in there was pick lock. Also why even bother getting skills and then deleveling if they do not fit your character? By level 30 you should have an idea of what your character concept is like. And if you are deleveling for that purpose, you should be doing a rebuild of some sort because obviously after having those skills (that you took for a reason) you are changing the character you developed.
And.... why in the heck would you wait to dump Hide/MS/Tumble at the end? Why not benefit from +1 AC throughout the build? Makes a bit more sense to me considering if you delevel back to 29 for whatever reason you instantly lose 6 AC. What's the point in that?
And Hide/MS... really?! What in the heck is the point of being a sneaker if your sneaking skills are neglected until the end of your build?!

Disarm Trap was an example
Pump hide/MS/Tumble till 30 = Pump it every level till 30.
My suggestions are entirely optional, Level all your skills from 1-30 if you like, But it's always a skill you feel you shouldn't have taken because X Event involved Y Turned the RP in Z Direction

Are you aware that Shadovar get +1INT? Which means you'll end up at 13INT. Its why i say "Ge more INT"

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Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 13:37 PM 

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Quote:
*sighs* I am more than aware that you get more skill points when you start with a class that gets more skill points per level. Game mechanics, duh. I really hate when people keep pointing that out. Especially when it's said once and then repeated again.


If you know it, why don't you take it into consideration when making your build? It sounds lazy not to, and mean when you point out that you already know about this when people are kind enough to advice you. :|

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Naivatkal
 
PostPosted: Sat, Apr 09 2011, 15:42 PM 

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The part about the Hide/MS/Tumble is my fault, somehow I misread what you wrote and rereading it makes completesense now, hah.

Also, the abilities I listed already take into account the Shadovar modifiers. I editied the calc xls to add amia races :D

And about the skillpoing thing. Like I said I set it up to give me the points for the skills that the char concept would require (ie he's not a trapper or thief or anything so he's setup to be concentrated in certain areas rather that being spread out). The only addition I can see is Discipline, but I need to fiddle with the classes a bit later at home.

My issues were mostly about the feats, actually, as I do not make many sneaker types. Also, any other suggested classes rather than SD and Fighter?

I honestly do apprreciate the input, I just get irked when people treat things like I do not already know them. Just a pet peeve of mine. You didn't know that, but it's the way it came out.

That said, sorry to have came off like such a d*ck.

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Glyph
 
PostPosted: Sat, Apr 09 2011, 17:07 PM 

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the thing about sd is you don't -need- to be an sd to do sneaking, it just helps. and other added benefits. if you -really- want to go sneaky damage *stabbity* >_> then go pure rogue, or 25/5 with fighter.

however your build is pretty solid, you may want to consider losing something in favour of more int, as those skillpoints are usually more beneficial than AC to a rogue. craft trap, set trap, disable trap, open lock, pickpocket even. tumble umd goes without saying..search? etc.

I don't really have any other build advice on this one other than don't try to tank ;) rogues are lots of fun. also I guess try to make the starting dex 20 if possible, every little helps.


 
      
MaliciousSwine
 
PostPosted: Sat, Apr 09 2011, 23:38 PM 

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Ok, I have finally come to a complete conclusion about what classes will compose my Monk of Tempus's build:
Rogue/Monk/Fighter; str10/dex18-26/con10/wis14/int10/cha10.
Now it is just a question of build semantics; here is what I am thinking I will do as far as final class composition.
Rogue 13/Monk 12/Fighter 5.

My main question is this: How will I maximize my attacks and AB with this class composition? Do I need 11 monk levels and 4 fighter levels pre-epic in order to get maximum max level bab once I'm done levelling? I don't actually even know if monk and rogue have a difference in their ab/level. Here's what I have tested out on my levelling module though:

Rogue 1
Monk 2
Monk 3
Monk 4
Monk 5
Monk 6
Monk 7
Monk 8
Monk 9
Monk 10
Monk 11
Rogue 12
Rogue 13
Rogue 14
Rogue 15
Rogue 16
Rogue 17
Rogue 18
Rogue 19
Fighter 20
Fighter 21
Fighter 22
Fighter 23
Fighter 24
Monk 25
Monk 26
Rogue 27
Rogue 28
Rogue 29
Rogue 30

This build nets me epic dodge but I have a feeling that I'm handling the fighter and monk levels wrong; should I completely hold off on rogue past 1st level until I've got weapon specialization and am set to get epic weapon spec post-epic, and other than that just a final monk level in epic for discipline dump?

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Mobile_Svensk
 
PostPosted: Sat, Apr 09 2011, 23:56 PM 

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8Monk levels pre-Epic, 4Fighter level Pre-Epic, and 8Rogue levels Pre-Epic.
Classes should always be taken in batches of 4 to ensure max BAB:

To clarify
4+4 Monk levels
4 Fighter levels
4+4 Rogue levels
= 20

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MaliciousSwine
 
PostPosted: Sat, Apr 09 2011, 23:59 PM 

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Very_Svensk wrote:
8Monk levels pre-Epic, 4Fighter level Pre-Epic, and 8Rogue levels Pre-Epic.
Classes should always be taken in batches of 4 to ensure max BAB:

To clarify
4+4 Monk levels
4 Fighter levels
4+4 Rogue levels
= 20


Ok thanks, but just for clarification, do you just mean that I should make sure to take this number by the time I am level 20? Or am I already missing some of my maximum bab by not going 4 rogue right off the bat?

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Mobile_Svensk
 
PostPosted: Sun, Apr 10 2011, 0:00 AM 

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do you just mean that I should make sure to take this number by the time I am level 20?
    Yes!
In whatever order you decide, Of course.

What is your starting stats? What ability will you focus in? What weapons will it use?

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Naivatkal
 
PostPosted: Sun, Apr 10 2011, 0:01 AM 

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Revision!

Abilities (after Shadovar bonuses)
STR: 10
DEX: 19 (26)
CON: 10
WIS: 10
INT: 12
CHA: 10

Feats
Shadovar: (Quick to Master, Stealthy)
01: Rogue(1): Ambidexterity, Dodge
02: Fighter(1): Weapon Focus: Shortsword
03: Fighter(2): Weapon Finesse, Two-Weapon Fighting
04: Fighter(3): DEX+1, (DEX=20)
05: Fighter(4): Weapon Specialization: Shortsword
06: Rogue(2): Mobility, {Evasion}
07: Rogue(3): {Uncanny Dodge I}
08: Rogue(4): DEX+1, (DEX=21)
09: Rogue(5): Blind Fight
10: Rogue(6)
11: Rogue(7)
12: Rogue(8): DEX+1, Improved Critical: Shortsword, (DEX=22)
13: Rogue(9)
14: Rogue(10): Improved Evasion
15: Rogue(11): Improved Two-Weapon Fighting
16: Rogue(12): DEX+1, (DEX=23)
17: Rogue(13): Crippling Strike
18: Shadowdancer(1): Great Fortitude, {Hide in Plain Sight}
19: Shadowdancer(2): {Darkvision}
20: Shadowdancer(3): DEX+1, (DEX=24)
21: Shadowdancer(4): Epic Weapon Focus: Shortsword
22: Shadowdancer(5): {Defensive Roll}
23: Shadowdancer(6)
24: Rogue(14): DEX+1, Armor Skin, (DEX=25)
25: Rogue(15)
26: Rogue(16): Epic Skill Focus: Hide
27: Fighter(5): Epic Weapon Specialization: Shortsword
28: Rogue(17): DEX+1, (DEX=26)
29: Rogue(18)
30: Rogue(19): Epic Fortitude, Epic Dodge

Skills
Appraise 17(18), Craft Armor 25(26), Craft Weapon 25(26), Discipline 30(30), Heal 32(32), Hide 33(53), Move Silently 33(43), Open Lock 33(41), Tumble 30(38), UMD 30(30)

Saving Throws
Fort: 20
Will: 11
Ref: 25


Good, gooood... yesss....

Not sure on the Craft Weapon/Armor. Those are at the end of the build just so I can have time to find out crafting rolls and such lol
Don't want to spend too many points on them, and if it looks unfeasible I'll dump Spot and more Appraise instead (or something).

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MaliciousSwine
 
PostPosted: Sun, Apr 10 2011, 0:03 AM 

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Very_Svensk wrote:
do you just mean that I should make sure to take this number by the time I am level 20?
    Yes!
In whatever order you decide, Of course.

What is your starting stats? What ability will you focus in? What weapons will it use?


Ok here's my stats:
str 10
dex 18 +8 = 26 @ lvl 30.
con 10
wis 14
int 10
cha 10

Weapon focus/epic focus/specialization/epic specialization: unarmed strike

Epic dodge, monk AC build

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Mobile_Svensk
 
PostPosted: Sun, Apr 10 2011, 0:03 AM 

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I use two hammers of the Craft. They ensure that i can craft with 0 Craft armour/Weapon.

I seriously don't think you should spend points in that.

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Mobile_Svensk
 
PostPosted: Sun, Apr 10 2011, 0:04 AM 

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Khaunwalksthisearth wrote:
Very_Svensk wrote:
do you just mean that I should make sure to take this number by the time I am level 20?
    Yes!
In whatever order you decide, Of course.

What is your starting stats? What ability will you focus in? What weapons will it use?


Ok here's my stats:
str 10
dex 18 +8 = 26 @ lvl 30.
con 10
wis 14
int 10
cha 10

Weapon focus/epic focus/specialization/epic specialization: unarmed strike

Epic dodge, monk AC build


You are aware that monk Unarmed Weapon damage increases from 1d16 to 1d20 at level 16 monk? I would consider going 20monk/10 rogue if you don't think the extra attack and the 6Extra damage from Fighter EWS is something you cant spare.

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Last edited by Mobile_Svensk on Sun, Apr 10 2011, 0:05 AM, edited 1 time in total.

 
      
Naivatkal
 
PostPosted: Sun, Apr 10 2011, 0:05 AM 

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Very_Svensk wrote:
I use two hammers of the Craft. They ensure that i can craft with 0 Craft armour/Weapon.

I seriously don't think you should spend points in that.


I have heard tale of these, but I've never seen them haha

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Whomst've'll'd'mn't I play:
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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
MaliciousSwine
 
PostPosted: Sun, Apr 10 2011, 0:07 AM 

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Very_Svensk wrote:
You are aware that monk Unarmed Weapon damage increases from 1d16 to 1d20 at level 16 monk? I would consider going 20monk/10 rogue if you don't think the extra attack and the 6Extra damage from Fighter EWS is something you cant spare.


Yeah my old main character was a 20 monk/8 fighter, and I opted for a more subtle monk type. The 12 monk levels will give me 1d12 base unarmed strike damage which is the same as a great axe so I am fine with that. A chance for 8 more damage is not quite as good as the fighter AB + epic weapon specialization imo.

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Jehran
 
PostPosted: Sun, Apr 10 2011, 15:41 PM 

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What is considered "enough" Animal Empathy, I want to know when to take my Ranger Level (I am not getting discipline on it).

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Zifon
 
PostPosted: Sun, Apr 10 2011, 16:01 PM 

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Naivatkal wrote:
Very_Svensk wrote:
I use two hammers of the Craft. They ensure that i can craft with 0 Craft armour/Weapon.

I seriously don't think you should spend points in that.


I have heard tale of these, but I've never seen them haha


They are in a "hidden" shop, but theres some decend hammers for that in Cordor also, not saying where though.

And about your build: 13rogue/3sd/4fighter at lvl 20, can you see whats wrong there?


 
      
Naivatkal
 
PostPosted: Sun, Apr 10 2011, 16:11 PM 

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Zifon wrote:
Naivatkal wrote:
Very_Svensk wrote:
I use two hammers of the Craft. They ensure that i can craft with 0 Craft armour/Weapon.

I seriously don't think you should spend points in that.


I have heard tale of these, but I've never seen them haha


They are in a "hidden" shop, but theres some decend hammers for that in Cordor also, not saying where though.

And about your build: 13rogue/3sd/4fighter at lvl 20, can you see whats wrong there?


Hmmm.... perhaps 12 Rogue/4 SD/4 Fighter?

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rolto
 
PostPosted: Sun, Apr 10 2011, 18:48 PM 

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I'm looking to build a new character soon and it's soley RPish, but I think the feat selection is pretty much lacking and that I won't be able to get his AC high enough to be effective. I know RP characters, it shouldn't matter too much - I just don't want him to be a floating mote of dust when wind picks up.

It'll be a barbarian, wielding a Dire Mace and a WM. The requirements for WM messes things up a bit. That's why I'm asking for some advice.

Str: 17 (25)
Dex: 14
Con: 10
Int: 13
Wis: 10
Cha: 10

B 1 Exotic Weapons / Weapon Focuse: Dire Mace
B 2
B 3 Two Weapon Fighting
B 4 +1 Str (18)
B 5
B 6 Dodge
B 7
B 8 +1 Str (19)
B 9 Mobility
B 10
B 11
B 12 Expertise, +1 Str (20)
B 13
B 14
B 15 Spring Attack
B 16 +1 Str (21)
B 17
B 18 Whirlwind
B 19
B 20 +1 Str (22)
B 21 Improved Critical: Dire Mace
B 22
B 23
WM 24 Epic Weapon Focuse: Dire Mace, Weapon of Choice: Dire Mace +1 (23)
WM 25
WM 26
WM 27 Greater Strength +1 (24)
WM 28 +1 Str (25)
WM 29
WM 30 Armor Skin

Main skill focus: 33 Discipline, 33 Intimidation (or just 25 for Terrifying rage?), 15 Tumble (can only get that much). (RP Reasons) Spot 32, Listen 32 -> Sense of smell/hearing

I think I'm missing Imp. Two-Weapon Fightning, maybe instead of Greater Strength? Maybe add a few Fighter levels for some extra feats? Couldn't reach Dev. Crit or Overwhelming. Grrr.

*It's pretty laughable maybe, hehe. I was like, when do I get terrifying rage. Then noticed - you get it while you just Rage. Silly me.


 
      
Mobile_Svensk
 
PostPosted: Sun, Apr 10 2011, 19:10 PM 

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Quote:
*It's pretty laughable maybe, hehe. I was like, when do I get terrifying rage. Then noticed - you get it while you just Rage. Silly me.


It's actually a feat you choose, That gives fear aura passively when raging. I notice you haven't taken it in your level sheet, Which i find strange?

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Last edited by Mobile_Svensk on Sun, Apr 10 2011, 19:19 PM, edited 1 time in total.

 
      
Dark Immolation
 
PostPosted: Sun, Apr 10 2011, 19:14 PM 

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Jehran wrote:
What is considered "enough" Animal Empathy, I want to know when to take my Ranger Level (I am not getting discipline on it).


You as a developer should know better than any of us, shouldn't you? :wink:

Animals and Dire animals have DC to empathize of 15 + HD. For beasts and magical beasts the DC is 19 + HD. I know Massive Yeti have a DC somewhere around 38, so you can judge from that, I guess.

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PaladinOfSune
 
PostPosted: Sun, Apr 10 2011, 19:44 PM 

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rolto wrote:
...

You don't have Ambidexterity. You need Ambidexterity or you can forget dual-wielding before you start.

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dayfer
 
PostPosted: Sun, Apr 10 2011, 19:48 PM 

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erm, yeah rolto, since your using a dire mace (which I belive are two handes) two weapon fighting will be completely useless (I think)


 
      
rolto
 
PostPosted: Sun, Apr 10 2011, 19:50 PM 

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Very_Svensk wrote:
Quote:
*It's pretty laughable maybe, hehe. I was like, when do I get terrifying rage. Then noticed - you get it while you just Rage. Silly me.


It's actually a feat you choose, That gives fear aura passively when raging. I notice you haven't taken it in your level sheet, Which i find strange?


I couldn't find it anywhere, even if I had the required stuff for it. So I just assumed it's an aura you get with raging.


 
      
rolto
 
PostPosted: Sun, Apr 10 2011, 19:52 PM 

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PaladinOfSune wrote:
rolto wrote:
...

You don't have Ambidexterity. You need Ambidexterity or you can forget dual-wielding before you start.


Completely forgot about that. Well, there goes that plan.

Yay for trying to be unique. *goes hide in shame*


 
      
rolto
 
PostPosted: Sun, Apr 10 2011, 19:53 PM 

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dayfer wrote:
erm, yeah rolto, since your using a dire mace (which I belive are two handes) two weapon fighting will be completely useless (I think)


Two handed weapons are concidered two weapons right? Or did I also get that confused? O.o


 
      
TormakSaber
 
PostPosted: Sun, Apr 10 2011, 20:40 PM 

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Dire Maces are treated as dual wielding.

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rolto
 
PostPosted: Sun, Apr 10 2011, 20:50 PM 

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That means the build needs to get some fighter levels in there for more feats.

Only 15 Barbarian levels are needed, 25 Intimidate and 4x Greater Rage. But the character must be level 21 at least, with 15 Barbarian levels

That leaves me with 15 Barbarian/8 Fighter/7 WM

I'll be seeing if everything falls into place.


 
      
dayfer
 
PostPosted: Sun, Apr 10 2011, 20:57 PM 

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TormakSaber wrote:
Dire Maces are treated as dual wielding.

*is metaphoricly punched in the face by the build master*

Never thought two handers were treated as such, I'll note this down.

But yeah, never take my advice on build stuff, just look at my first char here and see why >.<


 
      
TormakSaber
 
PostPosted: Sun, Apr 10 2011, 21:16 PM 

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Because it's a Dire Weapon, not a "Two Hander".

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rolto
 
PostPosted: Sun, Apr 10 2011, 22:40 PM 

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Well this looks alot better.

Starting Stats
Str: 16 (24)
Dex: 16
Con: 10
Wis: 10
Int: 13
Cha: 9

01: Barbarian (1):Exotic Weapon, Ambidexterity
02: Barbarian (2):
03: Barbarian (3):
04: Barbarian (4):STR+1
05: Barbarian (5):
06: Barbarian (6):Two Weapon Fighting
07: Barbarian (7):
08: Barbarian (8):STR+1
09: Barbarian (9):Improved Two Weapon Fighting
10: Barbarian(10):
11: Barbarian(11):
12: Barbarian(12):STR+1, Dodge
13: Fighter (1):Mobility
14: Fighter (2):Improve Critical (Dire Mace)
15: Fighter (3):Expertise
16: Fighter (4):STR+1, Spring Attack
17: Fighter (5):
18: Fighter (6):Weapon Specialization (Dire Mace)
19: Barbarian(13):
20: Barbarian(14):STR+1
21: Fighter (7):
22: Fighter (8):Epic Weapon Specialization (Dire Mace)
23: WeaponMast(1):Weapon of Choice (Dire Mace)
24: Barbarian(15):STR+1, Terrifying Rage
25: WeaponMast(2):
26: WeaponMast(3):
27: WeaponMast(4):Armor Skin
28: WeaponMast(5):STR+1
29: WeaponMast(6):
30: WeaponMast(7):Great Strength +1

Discipline 33 - Listen 33 - Intimdate 33 - Spot 33 - Tumble 15 / 6 Left


 
      
Naivatkal
 
PostPosted: Mon, Apr 11 2011, 1:33 AM 

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Any other suggestions on the rogue build I posted?

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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


 
      
TeroSNS
 
PostPosted: Mon, Apr 11 2011, 9:58 AM 

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Naivatkal wrote:
Any other suggestions on the rogue build I posted?

I always tend to think that it is pretty useless to go with improved critical feat with a rogue, your damage is mostly from sneak attack, and with low str it is pretty useless.

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Mobile_Svensk
 
PostPosted: Mon, Apr 11 2011, 10:19 AM 

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There's no better feat to take, Teron.
The three feats you grab as a melee'er is Imp.Crit, Wep.Focus, Blindfight.
Wep Spec if you're a fighter

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Naivatkal
 
PostPosted: Mon, Apr 11 2011, 13:12 PM 

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TeroSNS wrote:
Naivatkal wrote:
Any other suggestions on the rogue build I posted?

I always tend to think that it is pretty useless to go with improved critical feat with a rogue, your damage is mostly from sneak attack, and with low str it is pretty useless.


Would you have a suggestion on a different feat?

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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


 
      
PaladinOfSune
 
PostPosted: Mon, Apr 11 2011, 13:23 PM 

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Don't do it. You want Improved Critical.

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Jehran
 
PostPosted: Mon, Apr 11 2011, 15:03 PM 

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Dark Immolation wrote:
Jehran wrote:
What is considered "enough" Animal Empathy, I want to know when to take my Ranger Level (I am not getting discipline on it).


You as a developer should know better than any of us, shouldn't you? :wink:

Animals and Dire animals have DC to empathize of 15 + HD. For beasts and magical beasts the DC is 19 + HD. I know Massive Yeti have a DC somewhere around 38, so you can judge from that, I guess.


Thanks.

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Jehran- Elven Enchantment Wizard
Prink- Jehran's Familar
Joe Bloggs-Just your average guy
Madock-Vassal of the Black Hound.
Vanassidur-Druid/Ranger of Mielikki


 
      
Naivatkal
 
PostPosted: Mon, Apr 11 2011, 15:05 PM 

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PaladinOfSune wrote:
Don't do it. You want Improved Critical.


I didn't really plan to I just wanted to see the suggestion in case I got rid of other fetas. Like dual wielding. I love the idea for the concept but I might not do it. 95% sure I will, though lol


Also I fancied the idea of a Rogue WM but I don't think it's feasible from the feats, is it? I know it depends on the nubmed or Rogue levels but it looked like I was pushing it a bit.

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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


 
      
PaladinOfSune
 
PostPosted: Mon, Apr 11 2011, 15:15 PM 

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The Rogue WM build tends to be 19 Rogue/6 Fighter/5 WM, though it depends if you wanted SD in there instead.

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