Pfft... Lol, well if you want her so badly you'll have to take our to dinner and a movie at least. Not to mention she believes in the '3rd date before anything serious' kind of rule.
Also, she is supposed to be an amazoness. XD
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Can it be assumed El stopped for a minute to refresh maneuvers? I didn't remember to post that. Its not a HUGE deal, but it is important. And with the full heal did we all get new spells?
Can it be assumed El stopped for a minute to refresh maneuvers? I didn't remember to post that. Its not a HUGE deal, but it is important. And with the full heal did we all get new spells?
We can assume he got the maneuvers, no to spells.
There's a way, I just need someone to pull the 'trigger' for Dormin to reveal and share it.
I apologize for being post-scarce. I have been sick since Friday (still not over it). And I appear to have developped insomnia which means I can't sleep so I am exhausted all the time. Between daily house cleaning and doing heavy work out in the heat the last two days I am miserable.
Try to get a post up as soon as possible. No objections to moving to MW.
Please tell me how this glorious archer works. I must accomplish this with my next archer.
Also, Elfstone. There was an archer class you showed me a while back that I liked, but I can't find it. You wouldn't happen to have the link, would you?
Ranged Power Attack (Ex): While wielding a bow or a throwing weapon, an Archer may subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls before making attack rolls for a round. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Technically the only parts that aren't as 'legal' as I would like them to be are the Energy Bow as it was something from the Animate Series, Mystic Ranger [Dragon #336] as a variant Ranger, Peerless Archer PrC (FR: Silver Marshes) which is 3.0 but technically 'grandfathered' into 3.5, and the Moderate Glyph Seals which were homebrewed based off the normal and greater version in the Magic Item Compendium. Everything else is official.
Outside of Homebrew, Power Shot for ranged weapons exists only in 3 known locations to my knowledge for 3.5 usage. 1) Energy Bow, 2) Peerless Archer, 3) Deadly Aim feat from Pathfinder (since its backwards compatible, but not allowed for my build )
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Please, please, please make that private and DO NOT GIVE IT TO HIM!!!
He doesn't need encouragement to give us Epic level opponents god damn it!
But I need it public so my Dm and fellow players can critique it before the deadline of tomorrow....
Plus there is always the chance that I won't even be picked in favor of one of the other players.
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Please tell me how this glorious archer works. I must accomplish this with my next archer.
Well let's see how well I can explain the gist of it... The majority is in the Archery Handbook I linked you to multiple times plus the Swift Hunter Handbook I found later.
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It's like Igneel took all the best parts of a Ferrari, a Lambo and Victoria's Secret, and made it into a character.
*drool*
I try, and thanks for the compliment. Sadly am probably one of the least optimized in some ways compared to the others.
Break Down of Build Warning!: Mileage may vary
Spoiler
Mystic Ranger
Spoiler
Mystic Ranger is a Ranger Variant in Dragon Magazine #336 that replaces your animal companion, slows your combat style by 1 level, & losing martial melee weapon proficiency in exchange for additional spellcasting from lvl 0 spells at 1st level to a limited 5th level spell list starting at 10th level. They keep their bow proficiency and good BaB so it makes slightly more sense to stick with archery, which made since before as I wanted flight. The key spell that will really put on the hurt is Find the Gap (Spell Compendium, 3rd lvl Ranger spell) that for 1/level allows you to ignore almost all armor bonuses except things like deflection, luck, sacred, etc.
Another class variant I used was the Arcane Hunter variant from Complete Mage that replaces your first Favored Enemy for F.E. (Arcanist) which makes anything with arcane spells, spell-like abilities etc targets of your Favored Enemy bonus. See Scout for Skirmish details on why this is good.
Scout
Spoiler
Scout from Complete Adventurer is a constant moving styled combatant that if it moves a minimum of 10ft per round their able to use their Skirmish ability which deals a form of precision extra damage that still doesn't effect Undead, constructs, etc and needs to be used within 30ft. With Swift Hunter that changes as it specifies any Favored Enemies that are normally immune to precision damage are no longer so when using Skirmish. So because I have Arcanist, Undead, and Constructs (sadly a level or two off from getting Elementals) if I fight any that are immune to Skirmish normally (Lich Wizard?) they take F.E. damage and Skirmish damage. For the Lich example, they get it twice.
Being able to fly grants me access to Flyby Attack with is better then Spring Attack and its variants as long as you can fly. Fly a certain distance, single attack, fly away. Manyshot is considered a single attack...
Ring of Entropic Deflection adds on to a reason why I should move a minimum of 10ft as once I do it activates automatically till my next round granting me a 20% miss chance against ranged attacks from my enemy. Add in Boots of Striding and Springing for a enhancement to land speed and the ring grants 50% instead.
Peerless Archer
Spoiler
This PrC is nice in my opinion. Small benefits like +3 to craft (bowmaking), aren't important. But the fact that it gets Power Shot (Power Attack for the bow, which my bow gives anyways), Ranged Sneak Attack, able to craft magic arrows without Craft Magic Arms and Armor feat, able to lessen cover but not complete cover, and able to use a bow as a reach weapon are awesome. So all together I have Power Shot from two sources (I'm guessing that if the bow is suppressed/disjunctioned that ability goes away for the bow), can lower cover bonuses by 2 steps, deal an additional damage if requirements are met (basically sneak attack but 30ft range), and we were given extra XP for crafting purposes.
General Combat Round:
Spoiler
Step 1: If I can fly (70ft, perfect) then I fly Step 2: I move minimum of 10ft from where I started to activate Ring of Entropic Deflection and Skirmish abilities Step 3: Flyby Attack with Manyshot+Greater Manyshot (Expanded Psionics, General feat) to make 4 attacks into 8 Step 4: Energy Bow's Splitting Enhancement I put on it splits each arrow in half making 8 attacks into 16 attacks. Each duo of arrows use the same attack modifier. Step 5: Energy Bow's energy arrows deal 2d6 damage and hit incorporeal creatures, bypasses DR, and deal Str modifier as additional damage along with Power Shot modifier. 16 attacks * 2d6 = 32d6+(Str*16)+ Enhancement+Power Shot Step 6: Skirmish Damage deals damage unless verses Oozes, swarms, and Elementals. 5d6 (4d6+1d6 from an item) *16 attacks = +80d6 Step 7: If able to sneak attack (Greater Crystal of Truedeath combined with Demolition on bow says Undead and Constructs are no longer immune) add additional damage. 5d6 (3d6+2d6 from items) *16 attacks= +80d6 Step 8: ? Step 9: Profit= 32d6+80d6+80d6+(Str mod*16)+(Enhancement*16)= ~192d6 +Misc damage in one round.
Obviously something immune to Sneak attack but not covered by my crystals, along with if being able to sneak attack will lower my damage by 80d6.
Other Notes
Spoiler
AC is terrible compared to my companions (42 without Skirmish bonus, 45 with), but hopefully while flying Entropic Deflection will be active almost every turn after my move. Along with the ring I also have an Amulet of Retribution and Starmantle Cloak (BoED) that will help lessen damage some. If an enemy aims at me with a ranged attack, first they have to get through my 50% miss chance. Once doing that, they have to hit me. After doing that, is the weapon used magical? If not its destroyed with no damage to me, if it is I get a DC 15 Ref save to half the damage. Retributive Amulet halves the damage again by splitting the damage between myself and the enemy. So in effect, unless a Hulking Hurler throws the world on me, I will almost be guaranteed to take a quarter damage/deal quarter damage or take none.
Ref is my highest save and thanks to my Ranger levels I get Evasion as well, so some spells/attacks I possibly don't have to worry about. Fort is my second highest but hopefully my Soulfire enhancement will protect me some from insta-death effects. Will is my weakest, and I'm hoping that my mask of Mindblank+True Seeing will help with that.
My Moderate Glyph Seal items are basically stickers of Spell Storing (3rd to 4th level spells) that I can stick to non-magical surfaces (such as a spell component pouch for example) and by touching them I can activate the spell stored (Find the Gap, and a free action thanks to Quick Draw). Basically turning a Standard Action into a Free action, which will cast a spell that will last 11 rounds per use. Now I can Manyshot harder to hit enemies with immense Armor/Natural Armor bonuses a little easier without having to worry as much.
For comparison reasons, the table I have been upkeeping's newest update.
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Ok, here is what I don't get. Manyshot gives you 4 arrows with a single attack. You say it gives 8. Elaborate on this please. Cause it seems you applied Splitting twice to my eyes.
You us flyby and fire 4 arrows using manyshot. But you say 8. Make this make sense
Ok, here is what I don't get. Manyshot gives you 4 arrows with a single attack. You say it gives 8. Elaborate on this please. Cause it seems you applied Splitting twice to my eyes.
You us flyby and fire 4 arrows using manyshot. But you say 8. Make this make sense
Oh *bleep*... That was a transistion error between vers. 1 and vers. 2... Version 1 had Improved Manyshot as a Epic feat. I could probably replace Woodland Archer for it...
So in reality its 1 attack made into 4 attacks, split into 8, dealing 2d6 each for 16d6, and 5d6*8*2= 80d6 for a much less impressive 96d6. Typical of me to mess up my math that much.
Edit: This is going to probably sound crazy, but why does Air Walk require a Handle Animal check to train Quisha? Do I need a Handle Animal or another check to ride her after casting said spell?
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Because an animal, no matter how much you paid for it, might not be very comfortable, or good, at suddenly riding through the air?
Even if its fearless? Had I known that I could train it to be able to be comfortable by making it learn it as a trick I would of used up a trick slot from my Clever Bridle item
Wonder how a horse would feel about suddenly being able to swim and breath underwater
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Fear is one side of it...
...a whole new strange, unintuitive method of movement is.
How you even tell the mount it can now fly and turn to air is probably have the deal...
Bah! Another good idea ruined by the text of a single spell, but other similar spells don't have... That and I failed to put alot of ranks in Handle Animal...
Kinda wish I did research for types of tricks I could teach my mount (Stormwrack for Jump/Dive/Swim for example) and took 20 for a week's worth of training ahead of time.
Looks like I'll have to think up another plan of action.
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Going to guess that will need at least a fast dismount Ride check for Free Action: (1d20+25)[37] (5 Dex+8 ranks+2 Handle Animal Synergy+10 Equestrian Saddle)
Transform as Swift action
Fly as Move Action
Watch as I add another thing I regret to my regret list; not training Quisha in the ways of Magic...
Could you imagine if he did the transform first...
=P
Igneel, won't that make the sword disappear as it molds into you?
Ulric is so going to get squished..
Only one way to find out, and I plan on shifting out sooner then later to attack. That and I didn't want to spend a Free+Swift+Move action to drop, shift, then pick up the sword.
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Originally Posted by Todash
That would be one freaked out horsey.
I seriously was trying to think of other actions, and with how a animal without 'training' with spells this was probably the best action.
My plans that I thought of:
-Air Walk and fly over colossus on Quisha and leave the horse up higher as I fly down for battle [Need Handle Animal 25, I have a 6 modifier]
-Cloak of the Sea and dive into the water on Quisha to try and lead the colossus into the water as that is something that bothered me in the game you can't do. [DC Ride 15 for getting a Horse into the water according to Stormwrack, but a waste of a 5th lvl spell.]
-Ride on Quisha to path that brought us down, dismount, rejoin battle. [I would have to spend a round or two just to get her far enough away, with no guarantee it won't follow]
-Ride along the Colossus, dismount, climb/fly [Quisha isn't a war horse, and I don't want to leave her at its feet.]
-Drop Sword/Dismount, Shift, Pick up sword, wait till next turn to move. [Seriously debated about going Treant wielding sword ]
-Fast Dismount/Jump off, shift, leave animal instinct to drive it to safety. [At least then I can try to distract the Colosssus]
Probably could of thought of more, but that would take more time to come up with and I am limited to online time with sisters home.
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Falling Falling Damage
The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Jump skill.
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Falling Objects
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use Table: Damage from Falling Objects to see how far an object of a given weight must drop to deal 1d6 points of damage.
For each additional increment an object falls, it deals an additional 1d6 points of damage.
Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.
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A treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.
=
4,500lbs / 200lbs= 22.5d6 for 10ft
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Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron