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Author Topic: Legends of Gueryth: D&D 3.5 [4/5]  (Read 13230 times)

GiglameshDespair

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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #31 on: June 28, 2014, 07:27:20 pm »

Wait, wait, just to clarify, everyone gets free LA+1, regardless of class tier?
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flame99

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #32 on: June 28, 2014, 07:39:11 pm »

Wait, wait, just to clarify, everyone gets free LA+1, regardless of class tier?
I'm not entirely sure what you mean. I'm allowing players to play as monster races and use templates, so long as their LA doesn't exceed +1, though they still incur the normal penalties, if that answers your question.
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #33 on: June 28, 2014, 08:07:49 pm »

Is LA buyoff available?
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #34 on: June 28, 2014, 08:12:34 pm »

I was considering asking about LA buyoff as well, but in the end I just settled for using a LA+0 race.
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flame99

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #35 on: June 28, 2014, 08:13:55 pm »

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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #36 on: June 28, 2014, 09:37:45 pm »

Just realised I completely forgot about skills.
Sorted.

Would you guys say +2cha, +2 wis, daylight 1/day as Lesser Aasimar is better than strongheart hlafing (-2con, +2 dex, small, bonus feat). cpnsidering i'm going for a caster (with cha as primary stat?)
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #37 on: June 29, 2014, 08:35:30 am »

4d6=22, 4d6=17, 4d6=16, 4d6=20, 4d6=14, 4d6=18
4d6 → [6,6,6] = (18)
4d6 → [5,5,4] = (14)
4d6 → [5,4,6] = (15)
4d6 → [6,5,6] = (17)
4d6 → [3,4,5] = (12)
4d6 → [5,4,6] = (15)
Dice gods smile upon me!
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Tawa

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #38 on: June 29, 2014, 10:45:59 am »

4d6=22, 4d6=17, 4d6=16, 4d6=20, 4d6=14, 4d6=18
4d6 → [6,6,6] = (18)
4d6 → [5,5,4] = (14)
4d6 → [5,4,6] = (15)
4d6 → [6,5,6] = (17)
4d6 → [3,4,5] = (12)
4d6 → [5,4,6] = (15)
Dice gods smile upon me!
>:|
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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #39 on: June 29, 2014, 11:13:13 am »

So my plan for my dread necro is to not animate hordes of creatures, but just a have one or a few undead champions to act as a beefgate, while I hide in the background and snipe occasionally.
I have +15 to hide. Try and find me, suckas.
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #40 on: June 29, 2014, 05:13:02 pm »

That sounds excellent; I'd been worried about our lack of durable meatshields. We might be a bit tight on heals, too, so I hope there's at least someone with UMD that we can buy wands of CLW for.

Basically what I'm aiming for is a good wizard (AKA not a DPS blaster) focusing primarily on battlefield control and debuffing, lesser focus on buffing, and of course the usual Divination and utility Batman stuff once of sufficiently high level. I ultimately went with Transformation for my school and dropped Enchantment and Evocation because the former is probably the broadest and scales well, while the latter respectively lose all value at higher levels after a strong start, and are primarily useful for bad wizards (blasters).

But yeah, <3 that Gray Elf race, really makes it worth going pointy-eared instead of short and gnomish or vanilla human, even if the -2 CON still hurts like a motherfucker.
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Harbingerjm

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #41 on: June 29, 2014, 08:57:26 pm »

That sounds excellent; I'd been worried about our lack of durable meatshields. We might be a bit tight on heals, too, so I hope there's at least someone with UMD that we can buy wands of CLW for.
I'm thinking of turning my Druid into an Arcane Heirophant with a few levels of Fleshwarper, but I can still help with the healing.
On that note, glorious DM lord, is grabbing a prestige class from Races of the Wild (Arcane Heirophant), a prestige class from Lords of Madness (Fleshwarper), and maybe an alternate class feature from Complete Champion (Lion Totem Barbarian) acceptable?
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #42 on: June 29, 2014, 09:57:35 pm »

It shouldn't matter too much as long as we make it through a few encounters; I recall a specific belt in the core magic items that gives several uses of CLW per day that was super-cheap (sub-1k GP, lke 500ish IIRC), so we could each just pick up one of those when we had the gold. That, and if GD manages to get a tanky undead or two, we should be okay.
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GiglameshDespair

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #43 on: June 29, 2014, 10:33:09 pm »

The belt of healing is actuallly useless to me. I have unlimited out of combat healing for me due to charnal touch and tomb-tainted soul: if I don't die in a combat I have the ability to heal right up. Dread necros are reasonably fragile, but decent comabatants early on, before they fall behind due to BAB.
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Flying Dice

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Re: Legends of Gueryth: D&D 3.5 [5/5]
« Reply #44 on: June 29, 2014, 11:05:53 pm »

Yeah, I'm just saying that I'll probably pick one up ASAP for those of us who don't have inbuilt healing. It's not like I have much else to spend gold on prior to reaching the point where I can afford other magic items with useful enchantments.  :P
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