OpenRPG High-level 3.5, Monday Nights Pacific

Dragonwriter

First Post
I'll send you a PM with my e-mail address. ENWorld won't let me post the Setting Guide as an attachment, else it would've been in the first post. :p

Ghost Shroud is OK. I'm going to say no on the Collar, though.

Greater Mage Armor isn't in this game, but she'd likely have no problem casting Mage Armor on you.
 

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Shayuri

First Post
Chat game! On Monday evening?

Hm! Still looking for players in this?

I'm on Central time too, so your 7pm is...9pm for me, I think. How late do you usually go?
 

Dragonwriter

First Post
Chat game! On Monday evening?

Hm! Still looking for players in this?

I'm on Central time too, so your 7pm is...9pm for me, I think. How late do you usually go?

I can manage one more player, so welcome aboard. :)

And yes, you've got the time right. We usually run until between 9 and 10 Pacific (11-12 Central). On rare occasion (something really major going on), we might go until closer to 11 Pacific.
 
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Shayuri

First Post
Excellent! That's a perfect time for me.

So, you have:

A brick...a dwarf defender, hard to kill but mostly stands still...

A primary arcanist, wizard/archmage is hard to beat for spell power.

A primary divine, cleric/hierophant also hard to beat for holy wupparse.

In the works:

A trapfinding skulk/throwing specialist.

A ranger archer.

------

My analysis of your needs says...you need a melee skirmisher. Someone who can take, or avoid, punishment while piercing enemy lines to deal hurt upon specific targets...especially enemy casters who may have protection from hostile magic.

Thus...how about a monk? They're -great- at anti-caster tactics, and fantastic skirmishers with their mobility and skills. A monk can also do decent work scouting, either in addition to the rogue or in support of the rogue.
 

Dragonwriter

First Post
Excellent! That's a perfect time for me.

So, you have:

A brick...a dwarf defender, hard to kill but mostly stands still...

A primary arcanist, wizard/archmage is hard to beat for spell power.

A primary divine, cleric/hierophant also hard to beat for holy wupparse.

In the works:

A trapfinding skulk/throwing specialist.

A ranger archer.

------

My analysis of your needs says...you need a melee skirmisher. Someone who can take, or avoid, punishment while piercing enemy lines to deal hurt upon specific targets...especially enemy casters who may have protection from hostile magic.

Thus...how about a monk? They're -great- at anti-caster tactics, and fantastic skirmishers with their mobility and skills. A monk can also do decent work scouting, either in addition to the rogue or in support of the rogue.

A Monk could fit in just fine and could, with the Rogue and possibly the Ranger, shore up their lack of stealth/scouting quite well.

Go ahead and PM me your e-mail address and I'll get the Setting Guide to you.

Also, concerning the Setting Guide, everyone will need to have a Patron Deity and a Home Kingdom. There are also a few restrictions concerning raising the dead (reduced timeframe, always lose a level, deity matters).
 

StreamOfTheSky

Adventurer
As an update, I decided the original idea wouldn't work out too well. He does great when he can SA, but otherwise he only does d3 damage, which...means he's a complete support character in those instances. Also, every little facet of how the Returning property works and inevitably makes it difficult to do just about anything in combat is frustrating, so now I'm working on a different character. Dwarf Rogue 6 /Fighter 2 /Master Thrower 5 /Bloodstorm Blade 4. Much more hp and can ranged power attack (up to 100 ft; or up to 600 ft with Javelins though the chance of hitting is pitiful) for good damage even when SA doesn't apply and ultimately just as good with traps and locks, but no stealth or social skills ability at all, and significantly worse AC.

Currently still building him, the non-core stuff I'm using is:
Master Thrower PrC
Bloodstorm Blade PrC
Martial Study and Martial Stance feats (required to enter Bloodstorm Blade)
Novice iron Heart Vest
Novice Diamond Mind Ring

Latter two just let me use another maneuver once/encounter and aren't essential, they just help to keep him from being dominated and turning on the party and such (plan to use them for IH Surge and Moment of Perfect Mind).
 

Dragonwriter

First Post
I'm very hesitant to bring ToB stuff into this game... but I'll give it a cautious yes. With the recommendation you set up a back-up build, just in case the group or I (after a little time) think it's beyond our power-comfort and we can't work out a good way to nerf if a bit.

I can't say for sure whether or not something like that will happen (the group is fairly powerful, after all); I just like to cover my bases.
 

StreamOfTheSky

Adventurer
Ok, I'll keep a backup character in mind just in case.

His only maneuver is Wall of Blades, to parry one physical or magical attack (basically attack roll becomes your AC for that one attack). Possibly Iron Heart Surge and Moment of Perfect Mind if the items are allowed. All are basically defensive abilities and only once/encounter, he has no strike maneuvers at all. So it will barely feel like a tome of battle class at all.
 

Iscariot

First Post
Unless you are using the TOB base classes with loads of manuevers, TOB isn't too bad. I kind of like it cause it covers the ranged slot too, which frees me up to be less specialized. I'll still work on the ranger, but the relief of having ranged covered lets me explore other options as well...
 

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