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Post by Rojito on Jul 14, 2007 5:11:24 GMT -5
hmm darn ok i will find something else that give blindsight, unfortunately i think that is the only one that gives it to such a distance... back to the MIC Edit Scouts Headband, expending all 3 charges gives you true seeing, as the spell, for one minute, so then the only issue would be gettin to him within that timeframe. Sneak up on the house, maybe using bottled fog or whatever that item is, get inside and use the Darkstone, find him, use the 3 charges pwnage? a bit coordinated, and not so good vs spellcasters, but it may work in a bind
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Post by TheZebraShakes™ on Jul 19, 2007 1:38:47 GMT -5
Unless you are equipped with the equivalent of a cloak of resistance +1, I ask you to ammend your saving throws. They should be as follows Fort +3 (Base 1 + Ability 2) Reflex +9 (Base 4 + Ability 5) Willpower 0 (Base +1 + Ability -1)
Also, please reduce Bluff and disguise to reflect your reduced Charisma score which grants only a +2 to the skill checks.
thanks.
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Post by Toptomcat on Jul 19, 2007 7:41:01 GMT -5
Halflings get a +1 racial bonus to all saving throws.
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Post by TheZebraShakes™ on Jul 19, 2007 9:51:27 GMT -5
Yeah, that's right, my mistake. I remembered that the first time around, forgot he was a halfling this time I guess.
Disregard the saves, but fix the skills.
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Post by roguewolf on Aug 2, 2007 17:44:58 GMT -5
Guys, tell me if I'm right about this
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
This means that there is 1 crippling strike for every sneak attack. Which also means i could severely dmg ones str. Like, 1 hit gives -2, 2 hits get it down -4, 6 hits gets it down -12 and etc... Now if i have that feat where I can have an extra AoO from a flanking opponent attackiong an ally, that would be some mad high ability reduction, eh? ...then if i put keen and speed on weapons... 15-20 for a rapier crit?
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Post by Rojito on Aug 2, 2007 18:02:49 GMT -5
keen on rapier/falchion means lotta crits (look at Mellir's Falcion ) and yeah, so long as your allowed Sneak attacks on AoOs (why in the hell wouldn't you be?) you could nail them with the crippling strike
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Post by roguewolf on Aug 2, 2007 18:53:26 GMT -5
Rojito, do you have a book diplaying ''Rogue's Blade'' A sword that lets you constantly blink?
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Post by TheZebraShakes™ on Aug 3, 2007 10:06:15 GMT -5
Crppling Strike's wording bothers me a lot. I'd be inclined to change it to once per round.
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Post by TheUdjat on Aug 3, 2007 10:20:26 GMT -5
On the other hand, you don't get Crippling Strike until 10th level at earliest, so it's not that remarkable. The Opportunist-Crippling Strike combo can't be done until 13th level (and opportunist is limited to one/round). And it doesn't even work on Undead/Constructs/Elementals...
I think by the time this comes into play it's seriously going to be overshadowed by other abilities/combos/spells/opponents. I wouldn't worry too much about a little added strength damage (check out Nevitash in Dragonslayers, who has a similar effect on ALL his attacks, at level 13)
That's my take on it, though.
EDIT: However, Crippling Strike is great to use against PCs.
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Post by roguewolf on Aug 3, 2007 15:03:41 GMT -5
Yea your right there... maybe i should join guild wars and make a TWF dagger thrower with spider climbing boots and crippling strike ;D Edit : could i add str damaging poisons? Purple worm poison Injury DC 24/1d6 Str/2d6 Str/700 gp Don't like the cost but 24 is pretty high Large scorpion venom Injury DC 18/1d6 Str/1d6 Str/200 gp Looks more plausible, 18 save and 200 gp Edit : guys, should i take a dip into ranger or fighter for 4 levels to get an extra attack at lvl 20? I wouldn't want to hurt my skills though And does anyone have the book for the ''invisible blade'' PrC? Oh and ''Tome of battle'' book?
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Post by TheZebraShakes™ on Feb 4, 2008 18:31:38 GMT -5
(Not sure if you're finished yet)
Just wanted to note, with the recent changes to hit points, your total maximum HP should be increased to 32.
If you need assistance with equipment suggestions, let us know.
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Post by TheUdjat on Feb 11, 2008 11:12:15 GMT -5
Couple of things I noticed while perusing...
1. You still have incorrect weapon damage listed. Your character is small, and must reduce damage dice by one category. To be specific, your shortsword damage should be 1d4, your dagger should be 1d3, and your crossbow 1d6.
2. You have low attack bonuses for your weapons, but maybe you're listing the attack bonus when Two-weapon Fighting. You get a net +10 for your shortswords and other MW weapons (3 BAB + 5 Dex + 1 Size +1 MW/Magic).
3. You AC is correct, but your math for it isn't. You list (10+4+6+1), and it ought to be (10 Base + 5 Dex + 5 Armor + 1 Size), unless I missed something. Maybe this is kinda nit-picky, but I felt like pointing it out in case there IS something that ought to be giving you a +1 bonus and you're actually one short. This also means your Flatfooted AC is wrong (should be 16).
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