Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
JDCorley
Jun 28, 2004

Elminster don't surf
I own it, have not played it. It's...okay. It suffers a lot from the "classes that aren't that different" problem that a lot of science fiction adaptations did (Farscape is the worst offender here.) Do you have a specific question? I can check it out when I get home.

Adbot
ADBOT LOVES YOU

Technophile
Aug 5, 2010

Hugging monitors since 1743
I just played 3.5 for the first time last night, with a fun group. I hope to do a lot more tabletop gaming from now on!

Hermetic
Sep 7, 2007

by exmarx
Hey, stupid char-op question for people more experienced with 3.5 than me.

I'm playing in my first 3.5 game soon, and the DM is letting us start with items we've crafted. I'm playing an Artificer.

Since we're starting at level 2, the DM told me that the "start with self-built items" thing means I can make some scrolls at level 1, using my level 1 pool of XP.

However, her rule is that you can only make the item by taking 10 on the roll (normal "No taking 10" rules don't apply in this case).

In order to emulate a level 1 spell as an Artificer, I need to get a 21 on the Use Magic Device roll, which means for this to work, I need a +11 . I have +3 from a 16 CHA, +3 from taking Skill Focus (UMD), and 4 ranks of the skill. This gives me a +10.

Does anyone have any ideas for a way to get this pesky extra +1 with the following restrictions:
  • I don't have the points to min-max my CHA up to an 18.
  • I need my other level 1 feat for part of his background story.
  • The DM already said I can't have a Masterwork tool for UMD rolls.

Is there any way to buy an item or get a circumstance bonus or something in order to get that +1? I'd really hate to let those 20 craft xp go to waste.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
According to the magic item creation rules, a custom item of +1 to UMD would cost 100 gp.

Hermetic
Sep 7, 2007

by exmarx

Piell posted:

According to the magic item creation rules, a custom item of +1 to UMD would cost 100 gp.

Is that to buy or make? Because I don't get Craft Wondrous Item until level 3.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Hermetic posted:

Is that to buy or make? Because I don't get Craft Wondrous Item until level 3.

That's to buy.

Hermetic
Sep 7, 2007

by exmarx

Piell posted:

That's to buy.

Thank you! A skill bonus like that would slot well into a head item, right?

Eikre
May 2, 2009
The "Masterwork Tool" from the equipment section of the PHB is a 50gp, 1lb generic item which gives +2 competence to whatever skill you feel like and doesn't take up a slot. Depending on how faux-scientific your artificer is, I imagine it might be a book containing Boolean logical identities and a planar almanac. I don't know what a magical hacker uses to counter the relative lack of processing power on a piece of parchment or gain backdoor access to a wand but if it is iformation which can be written in a very complicated table then it's a candidate for masterwork toolship. Optionally, you could have an electrometer and an extremely precise slide-rule. You've got options here.

The Illiterate trait from UA will give you +1 to a skill at the penalty of being illiterate, which itself can be solved by spending two skill ranks, and has the mild benefit of being explicitly written down instead of existing in that gray area of custom item creation that a lot of people aren't okay with. And if you can get it you probably want it anyway.

Eikre fucked around with this message at 06:47 on Jul 5, 2011

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
I'm making a 5th level changeling illusionist-transmutation focused specialist, in an experiment in banning the maximum number of schools as possible. I'm also taking the Spell Versatility variant, which lets me pick one spell (even from a school that I have banned) and treat it as a transmutation spell. I have banned abjuration, enchantment, evocation, and necromancy. If you had to pick a single 3rd or lower level spell, what would you pick? I am thinking Dispel Magic at the moment.

Campaign info: We are playing through the Savage Tide adventure path. This is the DM's first time DMing, so he is running it pretty straight, though he has played a lot in the past.

Party Members:
Me: Was playing a focused specialist conjurer, with Rapid Summoning. Mostly summons + Fiery Burst, with the usual conjuration debuffs. I am 75% of the reason the party has survived this long. After concerns that my character is "broken" (not much, but compared to some of the other members he is) I have agreed to change it up.
J: Playing a barbarian, and the other 25% of the reason we have lasted this long. Despite being a bog-standard 2 hander, and barely using power attack, has also been accused of being broken by...
S: Was playing a swashbuckler. A "roleplayer, not rollplayer" who was mostly useful as a punching bag due to his habit of using combat expertise. This did not help his damage dealing ability at all, which was pretty pitiful. Has died, and despite the fact that he is bringing in a druid, I do not have high hopes for the effectiveness of his new character.
T: was playing a rogue, who died. Has a habit of rolling incredibly poorly and is always at most half-conscious during fights.

pawsplay
Jul 12, 2011

Rhjamiz posted:

Additionally Fantasycraft hasn't been getting any love at all here, and I'm somewhat sad to see this is the case. It seems like a fun alternative, from what little I have played.

It is fun, and the designers really know their stuff. Plus, it's easily customizable to a wide variety of settings and styles. It has two marks against it. First, it's not ready to go out of the box, you either need to purchase or design some kind of basic setting and lay the rules down. Second, the designers are just a little bit crazy. There are quirks and complications, that no matter how many times they are pointed out as quirks and complications, are very unlikely to be ever addressed. It required massive fan protests, sleeping outside city hall, to get banned actions changed to restricted actions, rapier damage changed to lethal from stress (!), and size modifiers to work for grappling in a way that wasn't crazy.

SullivanPRIME
Mar 17, 2009
So I've been a fan of table top games for quite sometime, having played a D10 centric game my friends brother cooked up for a couple of years (4 I think) and dabbled in a few others. My boyfriend told me a month or two ago that a friend of his was pestering him to have me make a D & D game for us to play, and always being a good sport I decided to oblige this request.

Main issue, I've never GM'd before. I chose 3.5, understanding that it's a pretty open ended system and got to work, cooking up concepts and drawing up maps. I have a little world map made up, with a solid percentage of the dungeons drawn up and filled with fights as well. I also got a friend of mine to GM a test game with me and a few friends so that he could go through all the steps of GMing with me, so I could watch them in action.

My main question is mostly one of advice, I assume that even with all the pre-game GM training I'm putting myself through that there might be some other things that I should think about or know before starting up. It's a 5 person party, with 2 experienced players and 3 new players (I expect one of the new players to flake out after the first session though) and I'm only waiting on one more person's character to be made.

Anything I should look out for?

One More Fat Nerd
Apr 13, 2007

Mama’s Lil’ Louie

Nap Ghost

OneThousandMonkeys posted:

One time I built a Jungle Dwarf Necromancer who spoke halting Common, and gave him the gameplay gimmick that he never cast spells that dealt hit point damage, because he was all about curses and such (basically an evil witch doctor). Then it was discovered by everyone playing that this is actually how one would go about building the best caster, since he was frequently ending fights in the first round even at 5th level.


If I recall, I did something close to that. Like 1/day for every four or five levels the caster could make a metamagic spell cost 1 less level, their lifespans were ten times longer than normal for their race, full-round metamagic was done away with, they could take Quicken Spell, etc.

Really I have no clue why they thought sorcerers were ready to roll when they published the books. They get 1 more spell per spell level per day than a specialist wizard, and can choose their spells on the fly (the latter mattering much less if the specialist wizard picks good spells to prepare). In exchange for this "advantage," they get:

-Slower spell level advancement. This is massive.
-Full-round metamagic and no Quicken.
-No bonus feats. How is a wizard having five more feats balanced?
-No benefit from going 20 Sorcerer at all, making a PrC a logical imperative.
-Much fewer skills, and significantly worse bonuses with magic-focused skills.

And just to round out how clueless the designers were, sorcerers get simple weapon proficiency. Yes. That is what a person playing a caster is looking for, not to mention that this doesn't help them at all anyway.

Owing to all this, I have never rolled a sorcerer, and as more splatbooks came out, sorcerer only got worse and worse. The best blasters by the end weren't even arcane casters--psions are ridiculously better at this.

3.5 is my most played and favorite PnP RPG. I like the system, and it really answers most of my problems with previous versions.

That said, it has a number of glaring flaws but the way sorcerer is treated sticks in my craw more than anything else. Sorcerer is just absolutely terrible in every way, from roughly every level of play. It's got no unique class features (barely any class features at all in fact). I realized how bad they were about 3-4 games into 3.0 and always discouraged people from playing them after that. When I heard 3.5 was coming out I got really excited because I was so sure they were going to fix sorcerers.

Then it came out, and rangers were fixed, and bards were overhauled, and paladins were heavily changed around, and sorcerers...

Sorcerers got Bluff as a class skill. (which brings their total number of charisma skills to one) I don't have the books in front of me but I think that's the only change for Sorcerers from 3.0 to 3.5. Literally the only class with no features in their list, even wizards get that bonus feat every 5 levels. I read somewhere that the testers or maybe even designers just hated the concept of having a non-wizard arcane caster, but they weren't allowed to remove it so they just paid it no attention whatsoever. I just don't get how this passed through the system.

Probably the most obvious and glaring flaw in the system and it's bad enough I've basically just house ruled them to be an NPC class like adept and witch and aristocrat. All my attempts to fix them ended up poorly balanced one way or another.

JDCorley
Jun 28, 2004

Elminster don't surf
Here's a house rule I found fun for Third Edition/Pathfinder:

A lot of times people want to take some ridiculous Craft or Knowledge skill, or some stupid skill they found in a third-party supplement, because they think it'll be fun to have that on their character sheet, and punishing them for enjoying that by making them stumble along with fewer skill points than they should have is terrible. I said that everyone gets one free "specialty" skill that's always a class skill and that is always at maximum skill levels. This freed people up to either make the specialty skill Cooking and become known as the barbarian who makes the best jerky in all the land, or they could make the specialty skill Move Silently and then use their skill points for a scattering of nonsense skills without giving up the sneaking-around they really wanted to do really well.

It's easily abusable, but the nice thing is once people got into it and started bragging about how great a tattoo artist they were, even the people who were like "cool, more free skill points for useful skills" were peer-pressured into rounding out their skill list a bit.

This also helps you avoid the bad effects of skill-list bloat that comes with incorporating too many supplements. You don't have to go as far as the "specialty skill" at max levels, just give them enough of a boost that the pressure's off and it's not a horrible mistake that will haunt them for the next 10 levels to put a few points in Gameplaying (Chess) for the facedown with the vizier.

Micgael
Aug 8, 2007

"Gimme a kiss."
I'm not sure if this is the right thread for this, and if it isn't I apologize.

So I'm DMing my first game, and we are doing it over the web since a couple of people from our group have moved away. It's our first game in this style, so I am sure there will be kinks to work out. I'm using a Google Docs Spreadsheet as my map-grid, but then I got fancy and started building a dice roller into the map using RANDBETWEEN and setting it to round to whole numbers. At first it seemed super simple, but now I can't get it to roll (or edit a cell for the matter) without rolling all of the dice built into the sheet. Do any of you have any experience with D20 via google docs?

Name Change
Oct 9, 2005


Micgael posted:

I'm not sure if this is the right thread for this, and if it isn't I apologize.

So I'm DMing my first game, and we are doing it over the web since a couple of people from our group have moved away. It's our first game in this style, so I am sure there will be kinks to work out. I'm using a Google Docs Spreadsheet as my map-grid, but then I got fancy and started building a dice roller into the map using RANDBETWEEN and setting it to round to whole numbers. At first it seemed super simple, but now I can't get it to roll (or edit a cell for the matter) without rolling all of the dice built into the sheet. Do any of you have any experience with D20 via google docs?
The best online resource you will find for this is maptool and its accompanying sister apps (dice tool, token tool, etc.). Maptool has a significant learning curve to its most useful features, but if you're willing to spreadsheet you can certainly learn Maptool.

Ralp
Aug 19, 2004

by Jeffrey of YOSPOS

JDCorley posted:

Here's a house rule I found fun for Third Edition/Pathfinder:

A lot of times people want to take some ridiculous Craft or Knowledge skill, or some stupid skill they found in a third-party supplement, because they think it'll be fun to have that on their character sheet, and punishing them for enjoying that by making them stumble along with fewer skill points than they should have is terrible. I said that everyone gets one free "specialty" skill that's always a class skill and that is always at maximum skill levels. This freed people up to either make the specialty skill Cooking and become known as the barbarian who makes the best jerky in all the land, or they could make the specialty skill Move Silently and then use their skill points for a scattering of nonsense skills without giving up the sneaking-around they really wanted to do really well.

It's easily abusable, but the nice thing is once people got into it and started bragging about how great a tattoo artist they were, even the people who were like "cool, more free skill points for useful skills" were peer-pressured into rounding out their skill list a bit.

This also helps you avoid the bad effects of skill-list bloat that comes with incorporating too many supplements. You don't have to go as far as the "specialty skill" at max levels, just give them enough of a boost that the pressure's off and it's not a horrible mistake that will haunt them for the next 10 levels to put a few points in Gameplaying (Chess) for the facedown with the vizier.

I've always given all my players 1 free "knowledge point" per level (and 4 at 1st level). They're just skill points that can only be spent on Knowledge, Craft, or Profession; and cross-class skills don't cost double when spending knowledge points (but maximum ranks still apply). I'm extremely satisfied with this rule.

If you're playing in a well-established setting where Knowledge(Local [wherever]) makes sense, maybe consider this rule: At first level, you gain 4 skill points in Knowledge (Local) for your home region. When gaining a level, you gain 1 skill point in Knowledge (Local) for the region where you spent most of the previous level.

I mentioned my, ahem.. masters of the universe campaign setting for 3.5 a while ago in this thread :blush: and one of the rules mechanics I'm most pleased with in that setting was my revamp of the Knowledge skill and creature types. I'm not sure it whether would be useful at all in other campaigns, but here is a link to it if anyone wants to take a look.

Classtoise
Feb 11, 2008

THINKS CON-AIR WAS A GOOD MOVIE
So mine is a fairly unique quandary when you factor in all the parts.

I am playing a 3.5 game that is incredibly caster heavy. Favored One/"Cleric" (we know she has divine spells, we know little else), Spellthief/Rogue, and two wizards (he's Conjuration with no Evocation or Necromancy, I'm Evocation with no Conjuration or Necro).

We're all a fairly lively group. Rogue and myself are friends (in that the Rogue is constantly breaking/baling my wizard out of situations where his tongue got the better of him), the "Cleric" is a socialite, and the other Wizard is a merchant who thinks we're all insane.

I was gone for a week, and to rectify this, the Rogue (who was gone the PREVIOUS week) caught up to us mid-combat, and I was thrown and taken hostage.
As a bit of a No-Win-Choice, my character was offered the options of being forcibly taught dark magic (Book of Vile Darkness stuff) or being tortured until either his friends found him or he succumbs to agony. To "punctuate" it, they stripped off a piece of his flesh for an invitation/contract which will never heal over (+2 Deformity intimidate bonus). He chose the dark powers, knowing full well they'd let him go.

What I'm trying to do is find a way to tactfully and interestingly put across that he was severely traumatized by the dark arts they've inflicted onto his mind. I don't want to clumsily stomp all over rape metaphors and survivor behavior like obsessively cutting his hair or beating himself up/blaming himself, but at the same time, a simple "Man they hosed me up" is no good.

Does anyone have any tips? He's usually the smart rear end and the cleric piped up that he was being unusually tactful and quiet. This is when he explains what happened to him. I'm trying to tactfully give the impression that this experience was not something he's just gonna wake up the next morning and be all chipper and ready to adventure and what vile magic secrets inscribed on my brain?

He's gone from Neutral Good to True Neutral, probably slipping closer towards Neutral Evil (albeit reluctantly), and I do have plans for him to basically think of himself as monstrous/soulless/etc, but I'm worried I'm getting too close to what I wanted to avoid.

My problem is unique in that I'm sure most people who willingly accept the Book of Vile Darkness as a new source would be less "Oh god what did they do to me?" and more "Indiscriminate murder is no longer a crime!"

So long story short: Is there any way to tactfully be completely mentally traumatized from a horrible experience without crapping on ACTUAL victims of ACTUAL tragedies?


EDIT: I should also point out, I'm trying to find a way that doesn't turn him into a whiny, mopey "Boo hoo my life is anguish" stereotype. But I'm sure you could all assume that :shobon:

Classtoise fucked around with this message at 01:33 on Sep 10, 2011

pawsplay
Jul 12, 2011

Classtoise posted:



So long story short: Is there any way to tactfully be completely mentally traumatized from a horrible experience without crapping on ACTUAL victims of ACTUAL tragedies?

I'm thinking, go Harvey Dent.

toplitzin
Jun 13, 2003


Can I get some help tweaking my first char?
I've rolled a lvl 5 Whisper Gnome Rogue (2 Fighter/3 Rogue), but I think I made a few errors.

I put the level four stat bonus to STR instead of DEX forgetting about weapon finesse.

I also think because I really don't know what's going on, I picked some useless skills/feats. Would anyone want to take a look and suggest those changes?

The DM does play with the multiclass XP penalty, but I figured in my reading that the one maybe two levels of fighter really isn't a bad idea.

I found this guide:
http://www.giantitp.com/forums/showthread.php?p=8711233

and that's why I'm thinking I goofed the build.

The char sheet is here:
https://docs.google.com/document/d/1TL-Yw2grFbe1FAEXflo5oanNsXiSz8YHfEiucPGhb0g/edit?hl=en_US

I'm thinking the following:
move the lvl 4 bump to DEX from STR.
ditch climb and use rope in favor of Diplomacy and Bluff (even though CHR is only 9)
Change the leveling to only one level of fighter and four of rogue (one less feat but 6 more Skill points)


Suggestions, comments?

toplitzin fucked around with this message at 15:22 on Sep 10, 2011

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Agile and Investigator are terrible feats, get something better. Two weapon fighting is always good for rogues. Don't use the gnome hooked hammer, it doesn't work with weapon finesse - use a rapier and short sword maybe, or just two short swords. Put your +stat in dexterity, yes. The favored class of whisper gnomes is rogue, so you won't have any multiclass penalty. Ditching climb and use rope for bluff and diplomacy could be nice (bluff will give you a synergy bonus so your terrible charisma will be partially overcome). Consider getting 5 ranks of sense motive as well for more synergy bonus. Drop appraise as well, it isn't worth it. Also I see you are using rolled stats and HP, try to get your DM to use point buy if possible instead.

Classtoise
Feb 11, 2008

THINKS CON-AIR WAS A GOOD MOVIE

pawsplay posted:

I'm thinking, go Harvey Dent.

Yeah, thinking a "slow burn" helps ease me into the role, while still giving his party some serious "What the gently caress is wrong with him?" vibes, and if they (or I) think it's getting a bit too dark, it'd be easier to pump the breaks.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
You could also replace levels of fighter with levels of Swashbuckler, and go for Daring Outlaw (Complete Scoundrel, lets you stack Rogue/Swashbuckler levels to determine sneak attack and a few other things, basically turning you into a swashbuckler with sneak attack and almost full BAB) at level 6. Then dual-wield kukris or a rapier and a kukri (a kukri loses a point of damage compared to the shortsword, but the increased threat range is usually muck better, since you get more mileage out of flat damage boosts, depending on the party buff layout).

What does your party look like?

toplitzin
Jun 13, 2003


Party is currently:
Radiant servant of Paylor
Devoted Defender
Ranged Fighter/Ranger
Crusader
Combat Druid
Trickery Cleric
And me, a level 5 Whisper Gnome (2 Swashbuckler/3 Rogue)

EDIT: swapped out fighter for swashbuckler.

toplitzin fucked around with this message at 23:10 on Sep 10, 2011

toplitzin
Jun 13, 2003


Also, with the party stacked like that, I'm not going for huge DPS, but it wouldn't be a bad bonus.

Timelord
Jan 17, 2008

Classtoise posted:

Yeah, thinking a "slow burn" helps ease me into the role, while still giving his party some serious "What the gently caress is wrong with him?" vibes, and if they (or I) think it's getting a bit too dark, it'd be easier to pump the breaks.
Maybe channel a bit of Rorschach?

Just make offhand remarks that indicate an utter disregard for other lives. Pull some objectivism out and see where that goes.

KiloVictorDongs
Apr 12, 2007
SOME PIG
My friend and I are currently playing in a 3.5 game. It's our first tabletop experience, and we're playing with a few wargamers who do some DnD on the side. The campaign setting is custom, and we started off at level 10, so we had a pretty rocky start, but things are going pretty smoothly, all things considered.

Where should I take my character from here? I'm at level 12, and I'm pretty sure I've picked up all the decent 2h fighter feats already, so I'm not sure what to do. Would picking up some caster levels be a good idea? I'm fairly certain the DM would let me pick some of the prestige classes, are there any of those that I should start looking at? I'm a little overwhelmed by the amount of choice I have.

KiloVictorDongs fucked around with this message at 17:51 on Sep 12, 2011

Eikre
May 2, 2009
Most people tend to have in mind precisely where they are going with a character before launching it but I'm sure you're having fun and getting the hang of it so whatever; Picking up caster levels ten levels into the game aren't going to do much more you unless you find a class that grants them either alongside more fighting ability or at a higher-than-normal level, because taking a single level in wizard is going to give you spells appropriate for a person with ten fewer levels than you.

As a fighter, you're always going to detect difficulties procuring what you need to stay relevant compared to competent spellcasters but at this point you're in for it all I guess. What books do you have? In core, your options are probably just barbarian or rogue, and in the latter case if you can start dropping your entire level's worth of skillpoints into Use Magic Device until it's maxed, which will open up your options as a man who is already well and truely hosed without his tools.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Caster levels are a waste at this point, take levels in Barbarian. If you've already picked up Shock Trooper, Leap Attack, and a Valorous Weapon, then a level of Lion Totem Barbarian (Complete Champion) lets you full attack on a charge for some pretty impressive damage (your AC will be terrible after that, but everything in a nearby radius that fights with melee weapons will be dead).

KiloVictorDongs
Apr 12, 2007
SOME PIG

Eikre posted:

Most people tend to have in mind precisely where they are going with a character before launching it but I'm sure you're having fun and getting the hang of it so whatever; Picking up caster levels ten levels into the game aren't going to do much more you unless you find a class that grants them either alongside more fighting ability or at a higher-than-normal level, because taking a single level in wizard is going to give you spells appropriate for a person with ten fewer levels than you.

As a fighter, you're always going to detect difficulties procuring what you need to stay relevant compared to competent spellcasters but at this point you're in for it all I guess. What books do you have? In core, your options are probably just barbarian or rogue, and in the latter case if you can start dropping your entire level's worth of skillpoints into Use Magic Device until it's maxed, which will open up your options as a man who is already well and truely hosed without his tools.


Right now, I just have the core books, but if there are some melee books I ought to pick up, I don't mind doing that. The DM's policy is "if it's in a book, just show me how it works and you can use it".

ZeeToo
Feb 20, 2008

I'm a kitty!

KiloVictorDongs posted:

Right now, I just have the core books, but if there are some melee books I ought to pick up, I don't mind doing that. The DM's policy is "if it's in a book, just show me how it works and you can use it".

Spring Attack is great, and you should pick it and its prereqs up if you haven't.

Complete Warrior is the single other book you'll probably want. Player's Handbook 2 has a lot of great feats, but probably less than Complete Warrior. Book of 9 Swords is also a great book, but a lot of campaigns take issue with it, so I'd just look at Complete Warrior first.

From that book for prestige classes, Dervish could be a good class if you already have a lot of skill points in Tumble and aren't so attached to wearing armor. Probably this won't be you if you didn't build with getting here in mind. Kensai also has some nasty prereqs but is very likely to be a good match for someone using a big ol' sword who could use a nice +8 to strength now and then. Its biggest issue is probably its requirements for oaths. Occult Slayer could be decent if you think you're going to be facing off against that sort of enemy and want its benefits.

These prestige classes will slow down your feat progression pretty thoroughly, so consider just sticking with Fighter if the feats chapter in CompWar suits you. From what you've said, look at Karmic Strike and Monkey Grip at minimum. Later in the chapter, in the tactical feats section, it has the Shock Trooper feat that LightWarden suggested. I also like Three Mountains style if you're fighting with a bashing weapon instead of a sword. You haven't said.

Player's Handbook 2 has Melee Weapon Mastery and other feats in its chain. Between PHB2 and CompWar, you'll find enough feats to keep you occupied.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

ZeeToo posted:

Spring Attack is great, and you should pick it and its prereqs up if you haven't.

Complete Warrior is the single other book you'll probably want. Player's Handbook 2 has a lot of great feats, but probably less than Complete Warrior. Book of 9 Swords is also a great book, but a lot of campaigns take issue with it, so I'd just look at Complete Warrior first.

From that book for prestige classes, Dervish could be a good class if you already have a lot of skill points in Tumble and aren't so attached to wearing armor. Probably this won't be you if you didn't build with getting here in mind. Kensai also has some nasty prereqs but is very likely to be a good match for someone using a big ol' sword who could use a nice +8 to strength now and then. Its biggest issue is probably its requirements for oaths. Occult Slayer could be decent if you think you're going to be facing off against that sort of enemy and want its benefits.

These prestige classes will slow down your feat progression pretty thoroughly, so consider just sticking with Fighter if the feats chapter in CompWar suits you. From what you've said, look at Karmic Strike and Monkey Grip at minimum. Later in the chapter, in the tactical feats section, it has the Shock Trooper feat that LightWarden suggested. I also like Three Mountains style if you're fighting with a bashing weapon instead of a sword. You haven't said.

Player's Handbook 2 has Melee Weapon Mastery and other feats in its chain. Between PHB2 and CompWar, you'll find enough feats to keep you occupied.

Stop lying to him. Spring Attack is a terrible feat. Switching to Dervish doesn't make sense for a 2 handed fighter. Monkey Grip is a bad feat.

That said the tactical feats in Complete Warrior and fighter-only feats in PHBII are good.

toplitzin
Jun 13, 2003


So if I'm not going for a DPS rogue, does it make sense to just keep the two levels in fighter, or should I stick with swash and level it up to 6 then keep the rest rogue?

ZeeToo
Feb 20, 2008

I'm a kitty!

Piell posted:

Stop lying to him. Spring Attack is a terrible feat. Switching to Dervish doesn't make sense for a 2 handed fighter. Monkey Grip is a bad feat.

That said the tactical feats in Complete Warrior and fighter-only feats in PHBII are good.
I got confused on what Spring Attack does, and was confusing it with something else. You're right, that isn't a good one.

Monkey Grip isn't great, but it isn't complete trash to get a bigger base damage for your weapon, either, depending on how much of his damage so far is based on that.

Basically the same with Dervish, though a Dervish is a very different beast than a heavily armored fighter, since it relies on Tumble and Perform being really high. It does work best with two weapons, but it ain't useless with a two-hander. Depending on build, I think it still might be a fun choice, and we don't know the build. It's just probably a poor choice, but might inspire something.

I'm more trying to point at good potential options than give the best possible ones, since I don't think we know enough to build the best death machine from where he's at.

And I might be very wrong, but I'm not trying to lie. :shobon:

toplitzin posted:

So if I'm not going for a DPS rogue, does it make sense to just keep the two levels in fighter, or should I stick with swash and level it up to 6 then keep the rest rogue?
Why Swash 6? There's nothing at that level. Swashbuckler isn't that great a class overall; I don't see that I would pick it over Fighter in most cases. Insightful Strike is its only DPS feature, takes three levels to get to, and you'd need to have 18 int for it to be more damage than one dice of sneak attack, assuming both apply regularly.

Swash 1/Fighter x would look like better options to me, cutting out Swash entirely if you don't want Weapon Finesse.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

ZeeToo posted:

I got confused on what Spring Attack does, and was confusing it with something else. You're right, that isn't a good one.

Monkey Grip isn't great, but it isn't complete trash to get a bigger base damage for your weapon, either, depending on how much of his damage so far is based on that.

Basically the same with Dervish, though a Dervish is a very different beast than a heavily armored fighter, since it relies on Tumble and Perform being really high. It does work best with two weapons, but it ain't useless with a two-hander. Depending on build, I think it still might be a fun choice, and we don't know the build. It's just probably a poor choice, but might inspire something.

I'm more trying to point at good potential options than give the best possible ones, since I don't think we know enough to build the best death machine from where he's at.

And I might be very wrong, but I'm not trying to lie. :shobon:

Why Swash 6? There's nothing at that level. Swashbuckler isn't that great a class overall; I don't see that I would pick it over Fighter in most cases. Insightful Strike is its only DPS feature, takes three levels to get to, and you'd need to have 18 int for it to be more damage than one dice of sneak attack, assuming both apply regularly.

Swash 1/Fighter x would look like better options to me, cutting out Swash entirely if you don't want Weapon Finesse.

Sorry got a little overly emphatic. The problem with Dervish is that he would have to put in a ton of feat investment for not a big payoff. With a 2 hander, you generally want to focus on the power attack and charge feat lines.

KiloVictorDongs
Apr 12, 2007
SOME PIG

ZeeToo posted:

I got confused on what Spring Attack does, and was confusing it with something else. You're right, that isn't a good one.

Monkey Grip isn't great, but it isn't complete trash to get a bigger base damage for your weapon, either, depending on how much of his damage so far is based on that.

Basically the same with Dervish, though a Dervish is a very different beast than a heavily armored fighter, since it relies on Tumble and Perform being really high. It does work best with two weapons, but it ain't useless with a two-hander. Depending on build, I think it still might be a fun choice, and we don't know the build. It's just probably a poor choice, but might inspire something.

I'm more trying to point at good potential options than give the best possible ones, since I don't think we know enough to build the best death machine from where he's at.

And I might be very wrong, but I'm not trying to lie. :shobon:

Yeah, I guess some more details might help a little bit. I kind of screwed my stat rolls, so I have an Int of 7. From my understanding, this means that at level 12, I'll have a whopping...12 skill points. Anyway, I'm a 2handed sword user with the following feats:
Blindfight
Power Attack
Endurance
Diehard
Cleave
GreatCleave
Weapon Focus/Specialization/Greater Specialization on Greatswords
Combat Reflexes
Iron Will
Quick Draw
Melee Weapon Mastery (Slashing)

It looks like Improved criticals might be a pretty good next feat, it looks like that would extend my crit range all the way down to 17?

toplitzin
Jun 13, 2003


ZeeToo posted:


Why Swash 6? There's nothing at that level. Swashbuckler isn't that great a class overall; I don't see that I would pick it over Fighter in most cases. Insightful Strike is its only DPS feature, takes three levels to get to, and you'd need to have 18 int for it to be more damage than one dice of sneak attack, assuming both apply regularly.

Swash 1/Fighter x would look like better options to me, cutting out Swash entirely if you don't want Weapon Finesse.


Daring Outlaw?

You combine grace and stealth to deadly effect.

Prerequisite: Grace +1, Sneak attack +2d6, Grace +1, Sneak attack +2d6

Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue.

toplitzin fucked around with this message at 02:16 on Sep 13, 2011

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
It's Swash 3/Rogue 3 to qualify for Daring Outlaw (well, technically you only need Swash 2, but Insightful Strike is pretty decent if you have the Int for it).

Complete Scoundrel, page 76 posted:

Daring Outlaw

You combine grace and stealth to deadly effect.

Prerequisite: Grace +1, sneak attack +2d6.

Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th level rogue/4th level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th level swashbuckler.

Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th level rogue/4th level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th level rogue.

Swashbuckler is a pretty poor class all by itself, but this feat can make it serviceable for a class that isn't a caster or (on the melee front) a supercharger.

4 levels of rogue, 16 of Swashbuckler is a perfectly serviceable starter build with +19 BAB and +10d6 sneak attack on up to 7 attacks with Greater TWF, so you can flank and shank with ease after trading your Trap Sense from level 3 rogue for Penetrative Strike from Dungeonscape. You can also break out of Swashbuckler earlier if you wanted to take levels in Invisible Blade or something. If you have a high enough "flat" damage bonus, then investing in either a keen rapier/kukri or the Improved Critical feat can allow you to do some decent additional damage while crit-fishing. Of course, the problem is that crit-fishing (and being a rogue in general) relies on the target not being immune to critical hits, which is not the best of bets in 3rd edition.

LightWarden fucked around with this message at 02:38 on Sep 13, 2011

toplitzin
Jun 13, 2003


LightWarden posted:

It's Swash 3/Rogue 3 to qualify for Daring Outlaw (well, technically you only need Swash 2, but Insightful Strike is pretty decent if you have the Int for it).


Swashbuckler is a pretty poor class all by itself, but this feat can make it serviceable for a class that isn't a caster or (on the melee front) a supercharger.

4 levels of rogue, 16 of Swashbuckler is a perfectly serviceable starter build with +19 BAB and +10d6 sneak attack on up to 7 attacks with Greater TWF, so you can flank and shank with ease after trading your Trap Sense from level 3 rogue for Penetrative Strike from Dungeonscape. You can also break out of Swashbuckler earlier if you wanted to take levels in Invisible Blade or something. If you have a high enough "flat" damage bonus, then investing in either a keen rapier/kukri or the Improved Critical feat can allow you to do some decent additional damage while crit-fishing. Of course, the problem is that crit-fishing (and being a rogue in general) relies on the target not being immune to critical hits, which is not the best of bets in 3rd edition.

I'm going to need most of my levels in Rogue. I'm the only person in the party who can disarm traps. I'm looking to be the best Rogue I can be, without being combat gimped.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
That's not a problem, Swashbucklers have 4+Int skill points, a decent use for Intelligence and can put points into Disable Device, Search, Open Lock, etc. You only need one level of Rogue for trapfinding. Since it's a cross-class skill, it's at a two-to-one ratio if you don't have the Able Learner feat (which usually requires a human or someone of similar blood) or a nice DM, but you can have full ranks in all the trap-finding stuff you need.

LightWarden fucked around with this message at 02:46 on Sep 13, 2011

Adbot
ADBOT LOVES YOU

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Another option for being able to go trapfinding is to be a beguiler, since you're basically a rogue with 6+Int skill points, Intelligence-based spontaneous spellcasting with a spell list full of enchantment, illusion, and buff spells, and no direct combat abilities (you still have plenty of save-or-lose spells though). Not the campaign-busting power of the Tier 1 or 2 classes, but a rather solid class.

  • Locked thread