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Post by DarkAffair on Apr 10, 2006 22:13:39 GMT -5
hahahah that's right.... but Drax was way before TOOTS.
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Post by delkar on Apr 11, 2006 12:01:51 GMT -5
Bump for great justice!
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Post by The Ascendant on Apr 11, 2006 12:57:39 GMT -5
lol...so Delkar is playing the Goliath brute...Denny is playing the Monk...Keli is deciding on either the Shou or Goblin Rogue...which leaves Rob and Bill to pick still
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Post by DM Cyphus on Apr 11, 2006 13:00:21 GMT -5
Sounds decent...he'll be multiclassed...not sure in what way specifically just yet though...
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Post by DM Cyphus on Apr 11, 2006 13:35:27 GMT -5
Here's an intriguing question...can I combine my Flurry of Blows with Two Weapon Fighting?
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Post by DarkAffair on Apr 11, 2006 14:07:51 GMT -5
Technically no, but this in not my game.
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Post by The Ascendant on Apr 11, 2006 19:24:41 GMT -5
yeah, you cant combine them since effectively they are the same thing...you can use the Archery progression and combine that with shuriken though for a nasty combo...
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Post by DM Cyphus on Apr 11, 2006 20:01:32 GMT -5
Psh...you guys suck! lol Hmmm...so the Two-Weapon Fighting progression would be out if I pick up the Monk.
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Post by jamondashwood on Apr 11, 2006 20:42:15 GMT -5
I think I'll be boring. I'll probably go human druidess or something. I may stack a level of Ranger or Barb in there somewhere.
Druids=High level kickass+Low level=middling and Middling level "help! I can't cast very powerful spells, nor can I wear any real helpful armor. I can turn into a hummingbird. Will that help?"
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Post by The Ascendant on Apr 11, 2006 22:05:23 GMT -5
No way...Druid with one level of Barbarian, take the Snow Tiger Beserker feat from Unapproachable East, and you have a ridiculously powerful character all by 4th level. Shillelagh, Brambles, Bulls STR, Rage --> Charge and Full Attack!
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Post by The Ascendant on Apr 11, 2006 22:13:36 GMT -5
plus in our last table top game, we were playing mostly elves, and in a woodland or natural setting, the druid in our party was wrecking all sorts of fools...the druidic summoner with Augmented Summoning and Magic of the Land is an awesome combo. The Augmented adds serious combat and health bonuses and Magic of the Land heals you 2hp/spell level each time you cast in a natural setting....pretty cool stuff.
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Post by jamondashwood on Apr 11, 2006 22:45:50 GMT -5
I didn't see any of that stuff on Crystal Keep. what sorces are those from?
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Post by DarkAffair on Apr 12, 2006 8:37:12 GMT -5
Magic of the Land [General] (RotW p152) Caster level 1st Concentration: 5 ranks Know (nature): 5 ranks Spellcraft: 5 ranks When casting a spell in a ‘natural setting’ (i.e., one without buildings and/or a community (unworked underground areas count)), you can imbue some of your spells with healing. Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a ‘target’ entry. If the check succeeds, each target of the spell receives 2hp per spell level of Positive Energy, which heal living creatures and damages Undead (WillNeg). If the check fails, the spell is lost. This effect cannot be applies to Necromancy spells or spells with an alignment descriptor.
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Post by DarkAffair on Apr 12, 2006 8:39:06 GMT -5
Augment Summoning [General] (PH p89) Spell Focus (conjuration) All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.
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Post by jamondashwood on Apr 12, 2006 8:39:51 GMT -5
Is that automatic? Or can I surpress it? I can see how that's extreamly useful when casting barkskin or something on a friend. But if I'm blasting him with Ice Storm... I don't want to heal him for 12!
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