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Old 10th October 2009, 02:05 AM   #201 (permalink)
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Okay, looked over the info for Theroc's character, and here's what I've got.

Initiative is +4. Reflex modifier is +4 and total save is +6. Haven’t chosen a 3rd-level spell yet. You spent 68 skill points, when you say you only have 60. You left out the +2 bonus from Magical Aptitude on your Spellcraft and UMD checks.

And I can’t okay the Favored Magical Foe or Practiced Invoker (Noncombatant) feats, at least without an explanation/write-up. Same goes for any ET class features. Other than those things, it’s okay.

Glad to be of service, HM.

EDIT: And I'll check over WD's Swordsage later, probably once it's done.
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Old 10th October 2009, 02:37 AM   #202 (permalink)
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Quote:
Originally Posted by Dragonwriter View Post
Okay, looked over the info for Theroc's character, and here's what I've got.

Initiative is +4. Reflex modifier is +4 and total save is +6. Haven’t chosen a 3rd-level spell yet. You spent 68 skill points, when you say you only have 60. You left out the +2 bonus from Magical Aptitude on your Spellcraft and UMD checks.

And I can’t okay the Favored Magical Foe or Practiced Invoker (Noncombatant) feats, at least without an explanation/write-up. Same goes for any ET class features. Other than those things, it’s okay.

Glad to be of service, HM.

EDIT: And I'll check over WD's Swordsage later, probably once it's done.
Yeah, forgot to boost the dex-based attributes. Haven't decided on the spell, if anyone has any advice, I'd appreciate it. AoE would be preferable(as once I level up, I can attached the AoE to my eldritch Blasts)

Favored Magical Foe, I realized I made an error with. Basically, if I have the right knowledge skill up(which I need to get), I gain a +1 to caster level to overcome spell resistance, and those victims get a -1 to saving throws against my spells.

Practiced Invoker was intended to be a counterpart to Practiced caster, however, it doesn't actually exist, and is just commonly houseruled in because otherwise it really hurts multi-class Warlocks as they cannot use Practiced Spellcaster to make up the different. That is something HM must decided whether or not I can have.

Will change the noted things.
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Monster Manual 3.5E
Monster Manual 2
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Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

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Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 10th October 2009, 03:17 AM   #203 (permalink)
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I asked before about a 0 LA drow variant and HM told me no variant drows.

Quote:
Originally Posted by HolyMan View Post
I answered this question you may have missed it but np:

*Books allowed any which means d20/OGL and any other like Sword and Sorcery.
* But if a race is already in 3.5 then it should stay that way will not do variants of established races (specially drow) sorry will it be to much to switch the necromancer over He would do great going up against the lich

HM
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Originally Posted by Theroc View Post
Using a 0 Level version of Drow from Drow of the Underdark. The details of what that entails is under "Abilities" under the "Drow" heading.

So, I have 9 class levels.

Sorcerer 4/Warlock 3/Eldritch Theurge 2
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Old 10th October 2009, 05:54 AM   #204 (permalink)
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I had assumed Holyman meant other Dark Elf races from non-WotC sources. The Drow from Drow of the Underdark simply removes the LA and the majority of their racial abilities, but is still a Wizards source. If that's NOT okay by Holyman, I'll have to change races, as I cannot do the build with the Drow LA(And I didn't really want to play a "Half" Drow)
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Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 10th October 2009, 02:46 PM   #205 (permalink)
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hey guys what was Voadam's drow from?? I don't remember.

haven't been to RG will go there next to see what this Drow/non drow looks like.

HM
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Old 10th October 2009, 04:36 PM   #206 (permalink)
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Quote:
Originally Posted by HolyMan View Post
hey guys what was Voadam's drow from?? I don't remember.

haven't been to RG will go there next to see what this Drow/non drow looks like.

HM
Voadam's Dark Elf was from the Everquest RPG thing, if I recall correctly, though I could be entirely wrong.
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Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 12th October 2009, 12:56 PM   #207 (permalink)
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Sure, I can check WD's character, though I think he's still working on it. I can also go over Theroc's, but I don't have Complete Mage, so I can't handle anything concerning the Eldritch Theurge levels. I can only OK his Sorcerer and Warlock stats. (Also, concerning Theroc's character, exactly what combination of levels is it? For ECL 9, you could only have 7 class levels, but they aren't marked, as far as I can tell...)
Yes, still working. Being a bit slow with 3.5 these days. Still lack a feat, skills and equipment. Sorry
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Old 12th October 2009, 05:10 PM   #208 (permalink)
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Yes, still working. Being a bit slow with 3.5 these days. Still lack a feat, skills and equipment. Sorry
No biggie for me. Just say when it's finished and I'll give it a look-see.
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Old 13th October 2009, 06:18 PM   #209 (permalink)
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Quote:
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Voadam's Dark Elf was from the Everquest RPG thing, if I recall correctly, though I could be entirely wrong.
That was it.
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Old 14th October 2009, 03:51 AM   #210 (permalink)
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The drow Theroc used seemed ok because it is essentially an Elf with light sensetivity. I did't want to use a drow that conversions would be needed.

Sorry Voadam
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Old 14th October 2009, 03:57 AM   #211 (permalink)
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ok DW this has been giving me a headache I need a class list like in the books and class skills listed please but here are a few things in RED
Gar

Name: Gar Heavyclaws
Player: Dragonwriter
Race: Human
Class: Totemist 4/Warblade 2/Bloodclaw Master 3
(Breakdown: Totemist 1/Warblade 1/Totemist +3/ Warblade +1/ Bloodclaw Master 3)
Total Level: 9
ECL: +0 mod/total 9
XPs: 36,000 current/45,000 next level [HAS EXPERIENCE PENALTY]
Patron God: None
Alignment: Neutral
===================================
Str: 18 (6 points +2 levels +2 Gauntlets)
Dex: 14 (6 points)
Con: 18 (10 points +2 Amulet)
Int: 12 (4 points)
Wis: 10 (2 points)
Cha: 8 (0 points)
===================================
HP: 128 (4d8+2d12+3d12+36) [FORGOT TO ADD 36 TOTAL = 164]
AC: 21 (23) (+2 Dex, +9 Armor) (+2 Deflection against evil)
Init: +2
Speed: 30 feet (30 feet base, +10 boots, Armor penalty)
BAB: +7
Mel: +11
Rng: +9-2 (flaw)
Fort: +13 (+4+3+3+3)
Refl: +9 (+10) (+4+0+3+2(+1))
Will: +2 (+1+0+1+0)
===================================
Special Abilities
Race: Bonus Feat, Bonus Skill points
Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade
levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical
Beasts)
Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge
Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior
TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision
Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat
===================================
Feats: Alertness (Bonus, HR) Expanded Soulmeld Capacity (Girallon Arms) (H), Improved Unarmed Strike (Flaw Bonus),
Improved Grapple (1st), Multiattack (3rd), Bonus Essentia (6th), Martial Stance (Leaping Dragon Stance) (9th)
===================================
Languages: Common, Sylvan
===================================
Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is
including the +2 points per level HR.) [I HAVE FIRST LVL SKILL POINTS AT 32 DID YOU ADD THE HUMAN +4 AND THEN +1 PER LVL
DON'T SE IT ACCOUNTED FOR]
Trained or Untrained: +X (=Rank + Stat Mod + Other)[DON'T KNOW WHAT IS A CLASS SKILL CAN'T CHECK]
Balance +3 (=4+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=7+0+0)
Swim +4 (=7+3-6)
Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Tumble +6 (=7+2-3)
===================================
Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of
Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt
pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.)
===================================
Other Equipment:
Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing,
natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural)
Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit
-----------------------------------
Container: Handy Haversack (main) (carrying 76 lbs, max 80)
Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail
rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch

Container: Haversack Pocket 1 (carrying 3 lbs, max 20)
Contents: 3 flasks of acid

Container: Haversack Pocket 2 (carrying 4 lbs, max 20)
Contents: coins

Container: Belt Pouch
Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges)

-----------------------------------
Money [CAN'T CHECK WAS LOOKING UP PRICES BUT IS ALOT OF EXTRA WORK]
PP: 63 (1 bar)
GP: 44
SP: 22
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-100 lbs.
Medium: 101-200 lbs.
Heavy: 201-300 lbs.
Current: ~46 lbs.
===================================
Blade Magic
Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)
Active Stance: Leaping Dragon Stance
Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike
Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)
Lvl 2 Maneuvers/Stances: Rabid Wolf Strike,
Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)
Lvl 4 Maneuvers/Stances: Death from Above,
===================================
Meldshaping
Meldshaper Level: 4
Essentia Pool: 5 (3 class +2 feat)
Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)
Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders),
Blink Shirt (heart)
Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind
[All chubberish to me how do these things work I know you have them but not how you use them]
===================================
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Old 14th October 2009, 06:17 AM   #212 (permalink)
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ok DW this has been giving me a headache I need a class list like in the books and class skills listed please but here are a few things in RED
Sorry about that...

Quote:
Name: Gar Heavyclaws
Player: Dragonwriter
Race: Human
Class: Totemist 4/Warblade 2/Bloodclaw Master 3
(Breakdown: Totemist 1/Warblade 1/Totemist +3/ Warblade +1/ Bloodclaw Master 3)
Total Level: 9
ECL: +0 mod/total 9
XPs: 36,000 current/45,000 next level [HAS EXPERIENCE PENALTY]
Gar doesn’t take a multiclass experience penalty, actually. Totemist is a Base Class, as is Warblade, but Bloodclaw Master is a Prestige Class and so doesn’t count. Thanks to him being Human, Totemist is also not counted for multiclassing penalties. So, with Warblade being the only contender, he’s not at a penalty.

Quote:
HP: 128 (4d8+2d12+3d12+36) [FORGOT TO ADD 36 TOTAL = 164]
I did add the final 36 HP in the line. He gets 4d8 (32) for Totemist levels, 2d12 (36) for Warblade levels, and 3d12 (36) for Bloodclaw Master levels, with an extra 36 (9*4) for CON. 32+36+36+36=128. Though if you want to give me 36 bonus HP, I’ll stop arguing.

Quote:
Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is
including the +2 points per level HR.) [I HAVE FIRST LVL SKILL POINTS AT 32 DID YOU ADD THE HUMAN +4 AND THEN +1 PER LVL
DON'T SE IT ACCOUNTED FOR]
Trained or Untrained: +X (=Rank + Stat Mod + Other)[DON'T KNOW WHAT IS A CLASS SKILL CAN'T CHECK]
Balance +3 (=4+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=7+0+0)
Swim +4 (=7+3-6)
Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Tumble +6 (=7+2-3)
Oops, I forgot Gar’s INT bonus… Thought he was dumber… I’ll add the skill points (+4 for 1st level, and then 1 per level after). And to see class skills for Warblade and Totemist, scroll to the bottom of this page and go to the middle of this page. They’re completely legal, both excerpts shown by WotC themselves. I’ll send you the Bloodclaw skill info in a PM.

Quote:
Blade Magic
Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)
Active Stance: Leaping Dragon Stance
Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike
Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)
Lvl 2 Maneuvers/Stances: Rabid Wolf Strike,
Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)
Lvl 4 Maneuvers/Stances: Death from Above,
===================================
Meldshaping
Meldshaper Level: 4
Essentia Pool: 5 (3 class +2 feat)
Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)
Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders),
Blink Shirt (heart)
Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind
[All chubberish to me how do these things work I know you have them but not how you use them]
===================================
The stuff for the melds and chakra binds are explained in the PMs I sent you with all the Totemist and Warblade and Bloodclaw Master info. Though for ease, Girallon Arms gives me a grapple and Climb bonus and 4 claw attacks. Rageclaws lets me fight normally while I’m dying and increases the range I have until I die. Lammasu Mantle gives me an AC bonus against evil creatures and improves my saves against their powers.

And I've linked the maneuvers and Initiator stuff a couple times, but here it is again.
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Old 14th October 2009, 06:26 AM   #213 (permalink)
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Okay, here are Gar's fixed skills. I added 7 points to Knowledge (nature) from the 4 Totemist levels, 2 to Balance for the Warblade levels and finally 1 to Survival and 2 more to Balance for the Bloodclaw Master levels.

Skills

Skills (32 for Totemist 1, 6+1+1 per Totemist levels after, 6+1+1 per Warblade level, 4+1+1 per Bloodclaw Master level. This is including the +2 points per level HR.)
Balance +5 (=8+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=8+0+0)
Swim +4 (=7+3-6)

Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Knowledge (nature) +8 (=7+1+0)
Tumble +6 (=7+2-3)


Hope that takes care of it.
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Old 14th October 2009, 06:41 AM   #214 (permalink)
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ok let me add again oh and by the way 2d12 = 24 not 36 lol but o added 3d12 wrong have 72 on my paper maybe we need a math major to help us lol

HM
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Old 14th October 2009, 06:44 AM   #215 (permalink)
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ok let me add again oh and by the way 2d12 = 24 not 36 lol but o added 3d12 wrong have 72 on my paper maybe we need a math major to help us lol

HM
Just a typo on my part, then. Meant to be 32+24+36+36=128.
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Old 14th October 2009, 10:05 PM   #216 (permalink)
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Hey DW could you fill in the blanks for Bloodclaw Master for me thanks.

Race +1 feat +4 skill points at 1st lvl and +1 skill point/lvl speed 30' size med
1st lvl Totemist1: feats = 4 (lvl,human,bonus HR, flaw), skill points = 6+1(int) x4 = 28 + 4 human = 32, abilities: Wild Empathy, illiteracy(negated lvl 2), Soulmelds 2, Essentia 1, BAB +0, Fort +2, Ref +2,

2nd lvl Warblade1: BAB +1, Fort +2, Special: Battle clarity, weapon aptitude, Maneuvers Known 3, Maneuvers Readied 3, Stances Known 1, Skill points (6 class + 1 int + 1 human)= 8,

3rd lvl Totemist2: Character feat, BAB +1, Fort +3, Ref +3, abilities: totem chakra bind (+1 capacity), Soulmelds 3, essentia 2, binds 1, skill points (6 class + 1 int + 1 human) = 8,

4th lvl Totemist3: Ability score +1, BAB +2, Will save +1, abilities: totem's protection, skill points (6 class + 1 int + 1 human)

5th lvl Totemist4: BAB +3, Fort +4, Ref +4, Soulmelds 4, essentia 3, skill points (6 class + 1 int + 1 human) = 8

6th lvl Warblade2: Character feat, BAB +2, Fort +3, abilities Uncanny Dodge, Maneuvers Known 4, skill points (6 class + 1 int + 1 human) = 8,

7th lvl Bloodclaw Master1

8th lvl Bloodclaw Master2: Ability Score +1.

9th lvl Bloodclaw Master3: Character Feat,

Last edited by HolyMan; 14th October 2009 at 10:09 PM..
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Old 14th October 2009, 10:37 PM   #217 (permalink)
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Dragonwriter Goblin Sharpshooter (Lvl 2)
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Originally Posted by HolyMan View Post
Hey DW could you fill in the blanks for Bloodclaw Master for me thanks.

7th lvl Bloodclaw Master1

8th lvl Bloodclaw Master2: Ability Score +1.

9th lvl Bloodclaw Master3: Character Feat,
Okay...

Bloodclaw Master 1 gives me BAB +0, Fort +2, Ref +2, 1 more Maneuver Known (5 total), Class features: Shifting 1/day, claws of the beast. Skill points 4+1+1=6.

Bloodclaw Master 2: BAB +1, Fort & Ref +3, Class Features: Superior Two-Weapon Fighting, Tiger Claw Synergy (stance). Skill points 4+1+1=6.

Bloodclaw Master 3: BAB +2, Will +1, 1 more Maneuver Known (6 total), 1 more Manevuer readied (total 4), Class Features: Pouncing Strike, low-light vision, shifting 2/day. Skill points 4+1+1=6.

The class features were explained in the PMs I sent you concerning the Warblade and Bloodclaw info. The Ability score bonuses and feats are already in the character.
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Old 14th October 2009, 11:08 PM   #218 (permalink)
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HolyMan Kobold Slinger (Lvl 1)
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ok thanks

EDIT:

Fort save: +4 con +4 totemist +3 warblade +3 bloodclaw master = +14

the gibberish comments came about because it says on the prereq. You need to be a Warblade level 4 for Death from above but you are lvl2 I don't know how the manuvers play I know how you get them and how many.

Doing equipment next but am off to work will do the math on the bus LOL

HM

Last edited by HolyMan; 15th October 2009 at 02:45 PM..
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Old 18th October 2009, 11:49 PM   #219 (permalink)
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ok back to Gar equipment checks out fine save for Mithral Full plate

+9,000 mithral w/mastework added
+1,000 +1 magic bonus
+1,500 Full Plate
11,500gp total you have 11,650 did you add the masterwork

Please remeber I don't deal with this stuff alot as my "normal" games are magic light So let me know if I'm reading it wrong.

HM
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Old 19th October 2009, 02:37 AM   #220 (permalink)
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Dragonwriter Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by HolyMan View Post
ok back to Gar equipment checks out fine save for Mithral Full plate

+9,000 mithral w/mastework added
+1,000 +1 magic bonus
+1,500 Full Plate
11,500gp total you have 11,650 did you add the masterwork

Please remeber I don't deal with this stuff alot as my "normal" games are magic light So let me know if I'm reading it wrong.

HM
And as to "Death From Above", the reason I get that level maneuver is because your Initiator Level (which is used to determine your highest level maneuver, at Maneuver Level *2 -1 is the IL you need) is equal to Martial Adept Classes (Warblade is one) + Full IL PrCs (Bloodclaw Master) + 1/2 all other class levels (Totemist 4 divide by 2). So Warblade 2 + BCM 3 + 2 (Totemist 4) = 7, which gives me 4th-level maneuvers.

I must have added the masterwork cost (always forget that with the special materials... But I'm also not going to use another 150 GP for much of anything. Say Gar overpaid the guy/got charged more cause he's kinda scary...
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The 13 Kingdoms games

Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"

Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"

DM:
Perils of Thunder Island
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