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Author Topic: OOC Chatter  (Read 9436 times)
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Kaelik
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« Reply #20 on: November 13, 2008, 04:19:20 PM »

Notable skill checks and detections I provide:

Always actively searching/looking and make all DC 38 Spot/Listen/Search checks. Which means I automatically detect all mechanical traps and all traps involving spells up to level 13.

100ft Telepathy and Mindsight
60ft Darkvision

A +30 Disable Device Mod, for disabling those pesky Force Walls.
A +20 UMD mod, if anyone has a wand to give me.
A +33 Spellcraft, so even on a one I identify a level 19 spell being cast, and automatically identify up to level 14 spells that have previously been cast.

+21 Know (Arcana)
+18 Know (Religion)
+30 Know (Planes)

And I can counterspell as an immediate action, with a +13 on the dispel Magic check or a +19 on the Greater Dispel Magic Check.

Also, during Surprise Rounds, I'll be hitting people with a shock and awe whenever I have no better use for my Swift action.
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Tshern
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« Reply #21 on: November 13, 2008, 04:45:52 PM »

Since you seem to cover most of the roles I was about to embark I could go for something different. Melee prowess perhaps?
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."

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Kaelik
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« Reply #22 on: November 13, 2008, 05:28:41 PM »

Hell no you party buffer and dispeller. Get back in your role.

Just take the feat I took. And Elven Spell Lore. And the other feat I took.

Magical Aptitude and Combat Casting, then you can take ten on Ccaster level checks and you get to counter as an immediate and you get a +5 +4 for inquisition + 2 dispelling cords = +11 to dispel checks. And then you can counterspell with 3rd level spells instead of me having to use 6th level spells.
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woodenbandman
Man in Gorilla Suit
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« Reply #23 on: November 13, 2008, 05:34:32 PM »

Looking for guidance as to spell choices. I'm a focused specialist and I get a whole bunch of illusion spells per day. I've prepared 3 Heightened Minor Images, so I've got 1 general slot for 7th level, 5 6th, 6 5th, and 7 of each additional type, 3 of which will be illusions so as to spontaneous cast awesome stuff. Banned Schools are Evocation, Conjuration, Necromancy.

This is the first character I've ever played as a caster. Despite playing druids in the past, I've normally been a melee druid. Advice would be nice as to spell choices. I know  (I believe), 1 general spell of 7th level and 3 illusion spells of 7th level, as well 2 and 6 of each other level, due to focused specialist (I don't actually own the book so correct me if I'm mistaken), and I don't know which spells to chose.

Making a list here, including spells to spontaneously cast from Shadow Evocation/conjuration. Add if you want. Italicized spells are not real spells, just Quasi-spells that I can cast. Purple Spells are illusions, which I get triple the normal number of in my spellbook for free (It is my understanding that Focused Specialist causes this, please clarify if I'm wrong.)
all:
Conjure Ice Beast (all levels), Summon Monster (all levels), Heightened Cloudkill(all levels greater than 5th)

1st:
Enlarge Person, Shield

2nd:
Mirror Image, Minor Image,Blur, Misdirection, Rope Trick, Scorching Ray, Glitterdust, Touch of Idiocy,   (wow there's a damn lot of broken second level spells)

3rd:
Displacement,

4th:
Baleful Blink, Greater Mirror Image, Greater Invisibility, Rainbow Pattern Evard's Black Tentacles, Mass Enlarge Person

5th:
Animal Growth, Cloudkill, Greater Blink

6th:
Acid Fog, Disintegrate, Freezing Fog

7th:
Forcecage, Spell Turning, Prismatic Spray, Arcane Spellsurge

8th:


9th:
Black Blade of Disaster, That Black Destructive Sphere Spell
« Last Edit: November 24, 2008, 01:06:28 PM by woodenbandman » Logged

Tshern
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« Reply #24 on: November 14, 2008, 09:13:31 AM »

Magical Aptitude and Combat Casting, then you can take ten on Ccaster level checks and you get to counter as an immediate and you get a +5 +4 for inquisition + 2 dispelling cords = +11 to dispel checks. And then you can counterspell with 3rd level spells instead of me having to use 6th level spells.
Wowowowowow, according to what? At the moment I am using turn attempts to do that with Divine defiance
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."

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Judging Eagle
Domesticated Capuchin Monkey
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« Reply #25 on: November 14, 2008, 11:41:53 AM »

Cross Linking to the slowly updating character sheets for Merhault and Jagged over on the den

Right now, Jaggers is probably going to know where the hell the group is, or needs to go (that's her thing), speak with most critters the group meets, and bring hitting things in melee to the table (3 attacks that deal 9d6 + 7 (minimum) each; average 34 damage per swing).

Merhault is uh... ranged attacks that kill stuff, and knowledge skills; I'm probably going to have at least +10 on the 5 monster ID knowledge skills, possibly as high as +15-ish or +17-ish in each. Most other knowledge skills with have at least a +9 modifier, +11 if I I get MwK items for them (like, say, a big text book; merhault will probably need a bookshelf-in-a-bag).
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Ubernoob
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« Reply #26 on: November 16, 2008, 07:20:01 PM »

Aaaaand, he's back!  Our party will increase in size by a bit shortly.  Total seven players or so.
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Tshern
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« Reply #27 on: November 17, 2008, 05:43:24 AM »

Hell no you party buffer and dispeller. Get back in your role.

Just take the feat I took. And Elven Spell Lore. And the other feat I took.

Magical Aptitude and Combat Casting, then you can take ten on Ccaster level checks and you get to counter as an immediate and you get a +5 +4 for inquisition + 2 dispelling cords = +11 to dispel checks. And then you can counterspell with 3rd level spells instead of me having to use 6th level spells.
To repeat my question: Where can I find these reworked versions of those feats. And I can't take Elven spell lore, I don't qualify.
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."

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Kaelik
Donkey Kong
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« Reply #28 on: November 17, 2008, 02:03:45 PM »

The are in the Tome pdf, skill feats under community material.
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Tshern
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miikamartemo@hotmail.com
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« Reply #29 on: November 17, 2008, 05:25:26 PM »

Magical affinity is so going to be my next feat. I still need Divine defiance though, because counterspelling SLAs is quite priceless.
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."

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Jaggyd
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« Reply #30 on: November 18, 2008, 08:24:19 PM »

Um. Hii.
I'm new...
>_>
I've been playing D&D for almost seven years now, but I've really never been very good with the numbers. If y'all can put up with my blundering, I
promise to be as active as possible Smile

<3
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woodenbandman
Man in Gorilla Suit
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« Reply #31 on: November 18, 2008, 08:27:22 PM »

^Did you get the go ahead with the GM of this game? That would be a good place to start.
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Jaggyd
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« Reply #32 on: November 18, 2008, 08:49:58 PM »

Sorta?
My char's entering with Judging_Eagle =3
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Judging Eagle
Domesticated Capuchin Monkey
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Posts: 90


« Reply #33 on: November 18, 2008, 10:20:20 PM »

Ok, then it's my cue.
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Judging Eagle
Domesticated Capuchin Monkey
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Posts: 90


« Reply #34 on: November 19, 2008, 04:46:21 AM »

I should probably post notable skills for my character.

Also, I honestly don't know how I'll RP this character. Mostly b/c I've never actually wanted to play such a character. That is to say, this was never a concept that I came up with on my own. The opportunity presented itself, I thought it was interesting, and now I'm going to see how well it works out, or not.

I think that simply having a character that is now insane makes the most sense. He literally thinks that he's a spider, trapped in a human's body, or something. My original idea of having them just be a crazy tiny spider guy is... meh. Not going to happen.


Knowledge skill Modifiers:
Results for Spot/Search/Listen
40 Search (45 if this character raises his monocle to "look" for traps)
45 Spot (Note: This character can see a normal, invisible creature that otherwise has a +0 hide check and is standing still)
40 Listen (Wis)

+21  Arcana
+21  Dungeoneering
+21  History
+21  Nature
+21  Religion
+21 The planes
+16  Geography
+16  Nobility and royalty
+16 Architecture and engineering
+17 Local

+29 Hide (+40 with ring of invisiblity)
+27 Move Silently
+25 Sense Motive [Crreatures within 60' that have harmful intent towards my character need to make a bluff check, if not they're detected by my character]

No, this character doesn't bother disabling traps. They let someone else handle it, or they just break the traps with ranged attacks, or just soak them with their saving throws.
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Kaelik
Donkey Kong
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« Reply #35 on: November 19, 2008, 01:28:27 PM »

1) Why am I even here?
2) Can you even actually detect any traps? AKA have trapfinding, or is the search mod of 40 vs 35 largely pointless?
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Ubernoob
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« Reply #36 on: November 19, 2008, 03:20:47 PM »

1) Why am I even here?
2) Can you even actually detect any traps? AKA have trapfinding, or is the search mod of 40 vs 35 largely pointless?
You're here because you want to kick ass and stop the prime from dissolving.  Odds are very good that you got a lantern archon mail requesting your assistance
2) You pretty much auto detect level appropriate traps due to your modifier.  If you don't detect it, that would be me railroading, which frankly isn't cool.

I should have a post up around 7 dallas time.  Got classes and a couple things to catch up on before I can write up the full intro.
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Kaelik
Donkey Kong
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« Reply #37 on: November 19, 2008, 03:36:05 PM »

I meant:

1) My passive detection and knowledge skills just got stomped on by Mr spider.

2) I was wondering if Spider had Trapfinding. I know I detect anything even remotely sensible.

And Spidy, what's you Int mod?
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Judging Eagle
Domesticated Capuchin Monkey
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Posts: 90


« Reply #38 on: November 19, 2008, 05:03:57 PM »

1st level: Feat Rogue.
Int mod of +8

You could have looked at my sheet.

The high search/spot/listen mods are for RP reasons really.

I play intelligent characters or tough ones. Mostly b/c I don't like to roleplay in a manner that people will think that I'm metagaming.

Also, I'm playing a rogue/bard/monk who is focused on learning how to be a fighter, so massive modifiers to all knowledge skills are sort of expected for such a character. The character can't hand-wave the world away like a spell caster can, they have to figure out a solution very quickly.

Really, think of my character as a green beret instead of an army ranger or marine. The character is a spy, that fights well. Not really a combat brute.

So, when you're invisible and scouting ahead of the party or breaking a trap, my character will be beside you and make sure you're able to move around and cast spells if we run into a pair of Beholders while I charge them in melee, or just start throwing shuriken and darts at them to get their attention on me.

Also, knowledge checks: Redundancy matters for those. A lot.

I've had many experiences where one person with a moderate modifier who rolls a 20 is suddenly very handy when the person with a high modifier rolls a 1 to 5.

The modifiers to knowledge checks before ability modifiers are also fairly high. I only dropped 7 skill points into the big numbers and 2-3 in the smaller ones. I'm relying on a high int, items and my bard level to get a high value in those skills.
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Judging Eagle
Domesticated Capuchin Monkey
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Posts: 90


« Reply #39 on: November 19, 2008, 09:04:41 PM »

I guess I hit the quote button? wtf?
« Last Edit: November 19, 2008, 11:39:40 PM by Judging Eagle » Logged

Name kept out of inertia. Thirteen years and counting.
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