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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e Rogue/Swashbuckler/Master Thrower?
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<blockquote data-quote="vageta31" data-source="post: 5468176" data-attributes="member: 6669978"><p>I didn't realize about the retraining rules. Is there any RAW about retraining feats or is it mostly house rules? I'm not exactly sure about the MIC but I'll probably find out a lot tomorrow night when we start. I'm sure we'll lay down some basic ground rules about what's going to be allowed and what's not. </p><p></p><p>This optimizing stuff can be headache work hehe. There are so many ways to go about it and difficult to really decide the best route. There is some hit and run fighter variant from DotU that allows you to lose heavy armor and shield prof with the fighter(that I wouldn't need) but gain a +2 combat initiative and.. something else. Someone had mentioned it wasn't a drow specific variant though I'd have to research it.</p><p></p><p>I also saw that it might be possible to take my first SS level before Master thrower to pick up the weapon focus and not even have to retrain it. Though I'd probably have to take the 2nd SS level later due to the way the initiator levels(sp?) you mentioned worked, and I still don't fully understand that anyways.</p><p></p><p>Also I'm hoping maybe since my build will be so specific and not uber powerful, that the DM might work with me and allow me some leeway with magic items and feats. I heard there was some quiiver that has endless arrows, so perhaps I could talk him into letting me get an enchanted bandolier that works the same with daggers or something custom like that. Or changing the javelin gauntlets into ones that have the same properties but create daggers.</p></blockquote><p></p>
[QUOTE="vageta31, post: 5468176, member: 6669978"] I didn't realize about the retraining rules. Is there any RAW about retraining feats or is it mostly house rules? I'm not exactly sure about the MIC but I'll probably find out a lot tomorrow night when we start. I'm sure we'll lay down some basic ground rules about what's going to be allowed and what's not. This optimizing stuff can be headache work hehe. There are so many ways to go about it and difficult to really decide the best route. There is some hit and run fighter variant from DotU that allows you to lose heavy armor and shield prof with the fighter(that I wouldn't need) but gain a +2 combat initiative and.. something else. Someone had mentioned it wasn't a drow specific variant though I'd have to research it. I also saw that it might be possible to take my first SS level before Master thrower to pick up the weapon focus and not even have to retrain it. Though I'd probably have to take the 2nd SS level later due to the way the initiator levels(sp?) you mentioned worked, and I still don't fully understand that anyways. Also I'm hoping maybe since my build will be so specific and not uber powerful, that the DM might work with me and allow me some leeway with magic items and feats. I heard there was some quiiver that has endless arrows, so perhaps I could talk him into letting me get an enchanted bandolier that works the same with daggers or something custom like that. Or changing the javelin gauntlets into ones that have the same properties but create daggers. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e Rogue/Swashbuckler/Master Thrower?
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