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Author Topic: Skies of Arcadia Recruiting and OOC  (Read 47008 times)
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Sinfire Titan
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« Reply #440 on: July 07, 2008, 11:24:38 AM »

I'd like to reiterate that I'm interested in the Nasr game, and that Kharlat looks pretty much ready. All I really need to know is my Fate Point modifier at this point. Here's the character sheet link again: http://www.myth-weavers.com/sheets/view.php?id=63316



1d3+1.
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Sinfire Titan
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« Reply #441 on: July 07, 2008, 11:26:58 AM »

Kobold (from web enhancement)

Str: 16-4 race = 12
Dex: 18+2 race = 20
Con: 16-2 race = 14
Wis: 10+3 age = 13
Int: 11+3 age = 14
Cha: 10+3 age = 13

1: Martial Chaos Monk/Fighter Flaws: Shaky, Vulnerable Feats: Dodge, IUS, Dragonwrought, Two-Weapon Fighting, Point Blank Shot, Weapon Focus(ISU)  Skills: Balance 4, Jump 4, Sleight of Hand 2, Tumble 4
2: Martial Chaos Monk/Fighter  Feat: Exotic Weapon Proficiency(Crescent Knife), Far Shot  Skills: Jump 5, Balance 4.5, SoH 2.5
3: Lion Totem Whirling Frenzy Barbarian Feat: Weapon Focus(Crescent Knife) Skills: Jump 6, Balance 5, SoH 3
4: Maho-Bujin Dex+1, Skills: Jump 7, Balance 5.5, SoH 3.5
5: Warblade Stance: Punishing Stance, Skills: Jump 8, Balance 6, SoH 4
6: Shou Disciple Feat: Snap Kick, Skills: Balance 8
7: Shou Disciple Feat: Weapon Finesse
8: Shou Disciple Dex+1
9: Bloodstorm Blade Feats: Improved Two-weapon Fighting
10: Bloodstorm Blade
11: Bloodstorm Blade Feat: Precise Shot
12: Bloodstorm Blade Dex+1, Feat: Greater Two-weapon Fighting
13: Master Thrower
14: Master Thrower
15: Master Thrower Feat: Rapid Shot
16: Master Thrower Dex+1,
17: Master Thrower
18: XXX Feat: Perfect Two-weapon Fighting
19: XXX
20: XXX Dex+1

I'd be making a maximum of 108 ranged attacks with this build (though it can do more).

Sheet for 3rd level.

Is money as per 3rd level? So far on the sheet I assumed starting wealth instead.

What FP would this gal be lookin at?

Judging from that build, I'd put the FP at the saftey zone of 1. At what point does it break the 20 attacks mark?
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SixthDeclension
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« Reply #442 on: July 07, 2008, 11:30:22 AM »

Theres 4 for Nasr... just a warning, I'm changing my totem dragon because water breathing just wont cut it in the desert.
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Tshern
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« Reply #443 on: July 07, 2008, 12:00:12 PM »

Perfect two-weapon fighting at level 18? Every time I see epic feats before level 21 a small part of me dies...
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« Reply #444 on: July 07, 2008, 03:06:05 PM »

Yeah, I'm going to call foul on that.  Cheesewrought is just that: cheese.  I'll argue against its legality until my last breath.

It would also be interesting to put it in the context of characters presented earlier by others.  There were at least two (e.g., mine and JJ's) that had flight delayed or nixed due to perceived imbalance, an imbalance which could not even compare to the silliness of cheesewrought anything.

Let me be clear on this.  I am not averse to having a character on the team who can make 108 attacks per round.  This sort of thing is par for the course for me, having been DM for certain optimizing players for several years.  It's simply that cheesewrought is Stilton and Roquefort with a side of Stinky Bishop, and allowing it while not allowing certain other things seems a little on the side that gets me to say, "Laaaaaaaaaaaaame."

EDIT: From a team standpoint, too, I would be worried that the sheer number of attacks might benefit disproportionately from attack/damage buffs compared to the rest of the party.  This is mostly a concern as I'm playing a buffing character.
« Last Edit: July 07, 2008, 03:14:07 PM by NineInchNall » Logged

Tshern
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« Reply #445 on: July 07, 2008, 03:12:56 PM »

Additionally, it makes my Crusader//Psion look like crap.
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NineInchNall
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« Reply #446 on: July 07, 2008, 03:14:49 PM »

Yeah, there has to be some degree of intraparty balance, and that would quite likely throw it out the window.

Again, I'd like to make it clear that I have no problem with having some dude on the team with a metric crap-tonne of attacks, as long as said dude is around the same efficacy as the rest of the team members.
« Last Edit: July 07, 2008, 03:22:24 PM by NineInchNall » Logged

JanusJones
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« Reply #447 on: July 07, 2008, 03:33:08 PM »

Heya.

In Races of Faerun, there's a feat for gnomes called Animal Friends.  Can I assume it gives druid-style friends when updated for 3.5?
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« Reply #448 on: July 07, 2008, 03:34:07 PM »

Not trying push anything, but when will the games start?
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« Reply #449 on: July 07, 2008, 03:42:57 PM »

Yeah, there has to be some degree of intraparty balance, and that would quite likely throw it out the window.

Again, I'd like to make it clear that I have no problem with having some dude on the team with a metric crap-tonne of attacks, as long as said dude is around the same efficacy as the rest of the team members.
I totally agree, since I am sure Sinfire Titan can adjust the encounter levels appropriately and because this is a PbP we don't even have to sit there and watch him roll all the dice.
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skydragonknight
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« Reply #450 on: July 07, 2008, 06:40:11 PM »

Judging from that build, I'd put the FP at the saftey zone of 1. At what point does it break the 20 attacks mark?

Here's my calculations. It's possible I made an error, but this shows the general trend of attack growth.

1: Martial Chaos Monk/Fighter Flaws: Shaky, Vulnerable Feats: Dodge, IUS, Dragonwrought, Two-Weapon Fighting, Point Blank Shot, Weapon Focus(ISU)  Skills: Balance 4, Jump 4, Sleight of Hand 2, Tumble 4 2-5 unarmed strike/monk weapon attacks
2: Martial Chaos Monk/Fighter  Feat: Exotic Weapon Proficiency(Crescent Knife), Far Shot  Skills: Jump 5, Balance 4.5, SoH 2.5 as above, or 4 crescent knives
3: Lion Totem Whirling Frenzy Barbarian Feat: Weapon Focus(Crescent Knife) Skills: Jump 6, Balance 5, SoH 3 6 crescent knives
4: Maho-Bujin Dex+1, Skills: Jump 7, Balance 5.5, SoH 3.5 8 crescent knives
5: Warblade Stance: Punishing Stance, Skills: Jump 8, Balance 6, SoH 4
6: Shou Disciple Feat: Snap Kick, Skills: Balance 8 8 crescent knives, 1 unarmed strike
7: Shou Disciple Feat: Weapon Finesse 10 crescent knives, 1 unarmed strike
8: Shou Disciple Dex+1 10-16 crescent knives, 1 unarmed strike
9: Bloodstorm Blade Feats: Improved Two-weapon Fighting 12-18 crescent knives, 1 unarmed strike
10: Bloodstorm Blade 14-20 crescent knives, 1 unarmed strike
11: Bloodstorm Blade Feat: Precise Shot
12: Bloodstorm Blade Dex+1, Feat: Greater Two-weapon Fighting 16-22 crescent knives(at range), 1 unarmed strike(melee only)
13: Master Thrower 36-48 crescent knives (at range), 1 unarmed strike(melee only)
14: Master Thrower
15: Master Thrower Feat: Rapid Shot 40-52 crescent knives(at range), 1 unarmed strike(melee only)
16: Master Thrower Dex+1, 44-56 crescent knives(at range), 1 unarmed strike(melee only)
17: Master Thrower
18: XXX Feat: Perfect Two-weapon Fighting 64-88 crescent knives(at range), 1 unarmed strike(melee only)
19: XXX 72-96 crescent knives(at range), 1 unarmed strike(melee only)
20: XXX Dex+1

This is without using magic items to increase effective monk level for flailing strike. I forget what item that is(I could be imagining it).
A Speed weapon increases the final range by 8, to 80-104

Also it seems Snap Kick is a weak feat in this version, since he'll want primary and offhand attacks to be crescent knives. It's originally part of the Mulitweapon Fighting version, which is much, much nastier (this one may need to be toned down. Removing Maho-Bujin slows down attack growth and yields only 80ish attacks at the end)

Also, Maho-Bujin is very setting specific and relies upon the character having a taint score, so if you aren't running Taint then he doesn't qualify.

Edit: Changed color to be more readible. Added Speed weapon and Maho-Bujin comments.
Edit 2: Missed one attack that would carry over with PTWF at 18 and fixed the level 19 total. Questioned my own memory about the item that increases monk level for Flurry.
« Last Edit: July 08, 2008, 11:44:46 AM by skydragonknight » Logged

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JanusJones
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« Reply #451 on: July 07, 2008, 11:20:18 PM »

Read flailing strike again.

It specifically takes a full-round action.  It isn't a full attack.

Just FYI. 
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« Reply #452 on: July 08, 2008, 07:43:17 AM »

I posted the full progression to see which parts wouldn't be approved, including probably cheesewrought and maho-bujin.

Nothing questionable was including in the first 3 levels, as even if PTWF was disallowed, I'd keep kobold/dragonwrought.

Attacks don't explode until PTWF, which SDK forgot to take into account, though the only magic item in the listed total is a speed weapon. Is there a magic item to up a monk's level for flurry? Could be good for the record build. Though a belt might be good to grab anyway, for DR opponents.

And I don't know why Snap Kick got carried over, I'm not even using it in the other one any more...  

Either way, after level 12 I'd only be using all the attacks in situations where there's lots and lots of enemies. Otherwise after I started Master Thrower and doing Palm Throws, I'd limit myself to my highest BAB attacks, so 22-34 at that level. After PTWF, 32-56 (as I wouldn't take advantage of the doubling, either). Couple more with the speed weapon. All at a max of 1d3+1d6+Str.

And ho,ho. Janus you are right. That makes the Pounce a little less attractive, but I think I'd still keep it. Options are a wonderful thing, and the charge isn't strictly necessary. It's still useful with ranged attacks and the like, since it specifically grants extra attacks, you just have to take a full-round action to use them.
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skydragonknight
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« Reply #453 on: July 08, 2008, 11:41:56 AM »

Attacks don't explode until PTWF, which SDK forgot to take into account, though the only magic item in the listed total is a speed weapon. Is there a magic item to up a monk's level for flurry? Could be good for the record build. Though a belt might be good to grab anyway, for DR opponents.

Oops! I included everything but the Rapid Shot on the offhand for level 18. Somehow I missed that. and I forgot to give the offhand the last iterative at level 19. Fixed. I think that's about right. Just over 100 with the Speed Weapon.

And for some reason I thought Monk's tattoo or one of the others also did flurry, but none of them do. A pity.
« Last Edit: July 08, 2008, 11:56:33 AM by skydragonknight » Logged

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Sinfire Titan
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« Reply #454 on: July 08, 2008, 11:57:06 AM »

I see. Well, I am sorry but Taint is not in effect. So Maho-Bujin is out. That part needs to be rethought. And I still may not allow the build, as I try not to allow something that is seriously over the top into play (its the reason White Dragonspawn and Anthro Bat have been banned).
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EjoThims
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« Reply #455 on: July 08, 2008, 12:27:32 PM »

Oops! I included everything but the Rapid Shot on the offhand for level 18. Somehow I missed that. and I forgot to give the offhand the last iterative at level 19. Fixed. I think that's about right. Just over 100 with the Speed Weapon.

And you forgot the doublings on the off-hand sequence, though I wouldn't have been using that in play, anyway.

And for some reason I thought Monk's tattoo or one of the others also did flurry, but none of them do. A pity.

Damn, that could have helped the record build a lot.

I see. Well, I am sorry but Taint is not in effect. So Maho-Bujin is out.

Then it's out.

And I still may not allow the build, as I try not to allow something that is seriously over the top into play (its the reason White Dragonspawn and Anthro Bat have been banned).

What else would you like to see gone? After all, the whole point of putting it all up was so you could see it and tell me to remove whatever you didn't like.

Remember, though, that while the number of attacks is impressive, there is no sneak attack or other source of extra damage beyond the 1d3+1d6+Str (or .5 Str), and until level 17 even the initial attacks are unlikely to hit (-1 from flailing strike, -2 from frenzy, -2 from TWF, -2 for every range increment).
« Last Edit: July 08, 2008, 12:50:26 PM by EjoThims » Logged

Sinfire Titan
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« Reply #456 on: July 08, 2008, 12:47:35 PM »

Oops! I included everything but the Rapid Shot on the offhand for level 18. Somehow I missed that. and I forgot to give the offhand the last iterative at level 19. Fixed. I think that's about right. Just over 100 with the Speed Weapon.

And you forgot the doublings on the off-hand sequence, though I wouldn't have been using that in play, anyway.

quote author=skydragonknight link=topic=786.msg25159#msg25159 date=1215531716]And for some reason I thought Monk's tattoo or one of the others also did flurry, but none of them do. A pity.

Damn, that could have helped the record build a lot.

I see. Well, I am sorry but Taint is not in effect. So Maho-Bujin is out.

Then it's out.

And I still may not allow the build, as I try not to allow something that is seriously over the top into play (its the reason White Dragonspawn and Anthro Bat have been banned).

What else would you like to see gone? After all, the whole point of putting it all up was so you could see it and tell me to remove whatever you didn't like.

Remember, though, that while the number of attacks is impressive, there is no sneak attack or other source of extra damage beyond the 1d3+1d6+Str (or .5 Str), and until level 17 even the initial attacks are unlikely to hit (-1 from flailing strike, -2 from frenzy, -2 from TWF, -2 for every range increment).
[/quote]

The major problem I have with it is the high Crit/turn rate. 1d3+1d6+Str may not seem like much, but crunch some numbers on the damage/hit and it actually will add up very fast. Daggers have a 19-20 crit rate, more with Keen or Imp Crit, so that's about 10-20% of every attack you make threatening (throw in Power Critical or some other means of boosting them and most of those should confirm). Add in the House Rule on crits I have up there, where every time you threaten another crit when trying to confirm an attack increases the multiplier on the damage rolls, and you can one-shot a number of CR 20s in one full-attack.

Now granted the assault is very vulnerable, as you yourself said it was going to rely on ranged attacks, and can easily be stopped outright. But there is always that chance that it triggers. Plus, with the improved stats from FP and daily luck rerolls they grant, your odds improve drastically.

It isn't that I don't appreciate that kind of a build, its that I'd rather not have something like it in the game. If you have a problem with this, please PM me with the details so I can work it out with you.
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Ieniemienie
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« Reply #457 on: July 08, 2008, 12:55:26 PM »

Not trying push anything, but when will the games start?
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« Reply #458 on: July 08, 2008, 01:06:26 PM »

I'd like to reiterate that I'm interested in the Nasr game, and that Kharlat looks pretty much ready. All I really need to know is my Fate Point modifier at this point. Here's the character sheet link again: http://www.myth-weavers.com/sheets/view.php?id=63316
1d3+1.

Thank you. I've updated the sheet, and Kharlat is finished.
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skydragonknight
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« Reply #459 on: July 08, 2008, 01:27:08 PM »

The major problem I have with it is the high Crit/turn rate. 1d3+1d6+Str may not seem like much, but crunch some numbers on the damage/hit and it actually will add up very fast. Daggers have a 19-20 crit rate, more with Keen or Imp Crit, so that's about 10-20% of every attack you make threatening (throw in Power Critical or some other means of boosting them and most of those should confirm). Add in the House Rule on crits I have up there, where every time you threaten another crit when trying to confirm an attack increases the multiplier on the damage rolls, and you can one-shot a number of CR 20s in one full-attack.

Are Crescent Knives 19-20? I thought they were just 20/x2 This is just my curiousity speaking.
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