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Binky's a lot better now! ;) (Epic character more buff!)
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<blockquote data-quote="BOZ" data-source="post: 1809841" data-attributes="member: 1241"><p>(formerly known as "Help me make my Epic character more buff!")</p><p></p><p>OK, we started on this epic campaign over a year ago. In that time, the other player characters have really gotten crazy mad style buffed and maxed out, while I have stayed relatively weak and unpowerful. Of course, this may be owed to my less than enthusiastic efforts to improve him, but it’s time to fix that.</p><p></p><p>In our party, we have a paladin with ungodly sick class abilities and powers, and a dragon (!!) for a mount and uhhh, wife. There is also a shadowdancer who has 6 shadows, the fighter with the vorpal sword, and a yakfolk PC cooked up with the DM’s super-broken homemade class that has ability scores and saves about 10 higher than the average party member – he normally laughs and says “whatever” when he has to make a saving throw.</p><p></p><p>We are playing D&D 3.0, with a bit of 3.5 and some older edition stuff mixed in for flavor. But for the most part, assume 3.0 rules. We have 3.5 damage reduction rules for one thing, though. What I need are ideas for magic items, feats & skills (for the future), PrCs, etc that can buff up my character to at least be able to compete realistically with the rest of the party. We have a “party gold” stash of a few million if I am not mistaken, so if I take out my share I can get a reasonable number of magic items.</p><p></p><p>So, here I am. My character, Binky (we all have cartoony names in this campaign) is a 11/11 Rogue/Ranger. The rest of the party averages about level 23 or 24, but I have died twice. My unmodified ability scores are Str 8, Dex 22, Con 10, Int 13, Wis 18, and Cha 11. I have 151 hp, with my magic items on. I am a neutral good elf. </p><p></p><p>For skills, I have the following ranks: Bluff 13, Climb 10, Disable Device 9, Escape Artist 9, Gather Information 8, Hide 22, Intimidate 8, Listen 16, Move Silently 19, Open Lock 9, Ride 6, Search 12, Sense Motive 10, Sleight of Hand 9, Spot 16, Survival 5. (we are using 3.5 character sheets, so basically skills have been converted for the most part).</p><p></p><p>For feats, I have: Weapon Finesse, Improved Initiative, Combat Reflexes, Alertness, Improved Critical (Rapier), Iron Will, Power Attack, Cleave, Track (bonus)</p><p></p><p>For my ranger favored enemy, I took Dragons, then Aberrations, then Humanoid (Goblinoids)</p><p></p><p>I have typical spells for a ranger, which are not much, but at some point (don’t remember when) I was granted the permanent ability to cast ghost touch, detect magic, and prestidigitation once per day. In terms of spells, I really don’t need attack spells – my DCs are too low to affect much of anything at this level. If you have ideas for buffs and utilitarian spells of 0 or 1st level that I could use though, that would help too.</p><p></p><p>Magic items, what I do have:</p><p>+5 Crossbow, bane outsider</p><p>+4 Rapier, bane evil, ghost touch, chaotic</p><p>+4 Rapier, lawful, ghost touch, holy</p><p>+5 Chain Shirt, silent moves, shadow, invulnerability</p><p>+5 Large Shield, fire resistance 10, arrow deflection</p><p>Headband of Perfect Excellence</p><p>Belt of Mighty Prowess</p><p>Mantle of Spell Resistance (21)</p><p>Amulet of Nondetection</p><p>Boots of Striding and Springing/ and Spider Climb (and ingenious invention we made)</p><p>Bag of Holding II (unfortunately already filled with junk from other party members)</p><p>Ring of Protection +2</p><p>Ring of Blinking</p><p>Rope of Climbing</p><p>Cloak of Epic Resistance +6</p><p>Bracelet of Friends</p><p>Potions: Cure Serious, Fire Breath, Heroism (3), Gaseous Form, Spider Climb (2)</p><p></p><p>Unfortunately, our DM just started cracking down on some things our party has been notorious for – one of which is to make sure we weren’t mixing and matching items that we can’t wear at the same time. For example, the mantle and cloak. I will probably stick with the cloak, as the party cleric can give me SR. and the DM informed me that the Str bonus from the belt and headband don’t stack, so I’m stuck with a Str of 14.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1809841, member: 1241"] (formerly known as "Help me make my Epic character more buff!") OK, we started on this epic campaign over a year ago. In that time, the other player characters have really gotten crazy mad style buffed and maxed out, while I have stayed relatively weak and unpowerful. Of course, this may be owed to my less than enthusiastic efforts to improve him, but it’s time to fix that. In our party, we have a paladin with ungodly sick class abilities and powers, and a dragon (!!) for a mount and uhhh, wife. There is also a shadowdancer who has 6 shadows, the fighter with the vorpal sword, and a yakfolk PC cooked up with the DM’s super-broken homemade class that has ability scores and saves about 10 higher than the average party member – he normally laughs and says “whatever” when he has to make a saving throw. We are playing D&D 3.0, with a bit of 3.5 and some older edition stuff mixed in for flavor. But for the most part, assume 3.0 rules. We have 3.5 damage reduction rules for one thing, though. What I need are ideas for magic items, feats & skills (for the future), PrCs, etc that can buff up my character to at least be able to compete realistically with the rest of the party. We have a “party gold” stash of a few million if I am not mistaken, so if I take out my share I can get a reasonable number of magic items. So, here I am. My character, Binky (we all have cartoony names in this campaign) is a 11/11 Rogue/Ranger. The rest of the party averages about level 23 or 24, but I have died twice. My unmodified ability scores are Str 8, Dex 22, Con 10, Int 13, Wis 18, and Cha 11. I have 151 hp, with my magic items on. I am a neutral good elf. For skills, I have the following ranks: Bluff 13, Climb 10, Disable Device 9, Escape Artist 9, Gather Information 8, Hide 22, Intimidate 8, Listen 16, Move Silently 19, Open Lock 9, Ride 6, Search 12, Sense Motive 10, Sleight of Hand 9, Spot 16, Survival 5. (we are using 3.5 character sheets, so basically skills have been converted for the most part). For feats, I have: Weapon Finesse, Improved Initiative, Combat Reflexes, Alertness, Improved Critical (Rapier), Iron Will, Power Attack, Cleave, Track (bonus) For my ranger favored enemy, I took Dragons, then Aberrations, then Humanoid (Goblinoids) I have typical spells for a ranger, which are not much, but at some point (don’t remember when) I was granted the permanent ability to cast ghost touch, detect magic, and prestidigitation once per day. In terms of spells, I really don’t need attack spells – my DCs are too low to affect much of anything at this level. If you have ideas for buffs and utilitarian spells of 0 or 1st level that I could use though, that would help too. Magic items, what I do have: +5 Crossbow, bane outsider +4 Rapier, bane evil, ghost touch, chaotic +4 Rapier, lawful, ghost touch, holy +5 Chain Shirt, silent moves, shadow, invulnerability +5 Large Shield, fire resistance 10, arrow deflection Headband of Perfect Excellence Belt of Mighty Prowess Mantle of Spell Resistance (21) Amulet of Nondetection Boots of Striding and Springing/ and Spider Climb (and ingenious invention we made) Bag of Holding II (unfortunately already filled with junk from other party members) Ring of Protection +2 Ring of Blinking Rope of Climbing Cloak of Epic Resistance +6 Bracelet of Friends Potions: Cure Serious, Fire Breath, Heroism (3), Gaseous Form, Spider Climb (2) Unfortunately, our DM just started cracking down on some things our party has been notorious for – one of which is to make sure we weren’t mixing and matching items that we can’t wear at the same time. For example, the mantle and cloak. I will probably stick with the cloak, as the party cleric can give me SR. and the DM informed me that the Str bonus from the belt and headband don’t stack, so I’m stuck with a Str of 14. [/QUOTE]
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