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<blockquote data-quote="Nicholas Raine" data-source="post: 3364984" data-attributes="member: 42290"><p>Hey all,</p><p></p><p> I had a build that I'd been using for awhile and the DM and I found some of my feats didn't stack how we thought, so he is allowing me to change them out, and I was open for suggestion. I have 7 feat slots to use (The DM gave me Able Learner for free, so it doesnt count against me). What I have right now is Combat Expertise, Improved Feint, Quick Draw, Deft Strike, Quick Reconnitor and Cloak Dance. His primary weapon as of now as been Greatsword, and improved Feint; however as I've learned some of the limitations of it, I've thought about going with Improved Trip.</p><p></p><p>Right now he is a human 3 rogue 1 ranger 1 wizard 7 chameleon, 18 str 18 dex 13 con 18 int 16 wis 16 cha. (We did 4d6 drop the lowest; everyone thought I was using loaded dice until I reminded the DM it was the dice he handed me...)</p><p>Skill wise he's pretty balanced, obviously a very high bluff.</p><p></p><p>The setting is FRC, based in the Unapprochable East. One of the party members is playing a Hathren Druid (primary spell caster), and my character is not an "acknowledged" spell caster, so all of his spell casting has been very discrete, or from "scrolls". (Fo those not familiar with the Hathren PrC , while in her homeland she can cast her druid spells as if she was a sorcerer) The other party members are a half ogre barbarian (Stupid high str, Damage dealer) and a Githzerai monk/fist of zuon (tank, stupid high AC). Story for the most part is the main focus of the game, but generally there is 1-2 combat encounters per game. The DM is very flexable, and will allow any material from any of the printed books for the most part, as long as we have access to it or a description of what it does and its not complete cheese (For example I can't use the feat Extra Spell as a bonus feat and change it each day to a new spell.) (I think the newest book out we dont have is Complete Scoundrels.)</p><p></p><p></p><p>On top of that, I'm also trying to define his role in the group. The half ogre is actually his half-brother, who is working as a body guard for the Hathren druid. Since she's a hathren, by default she has sort of been the "party leader" but in reality, my character is the more social, street smart one. Its pretty well known that he has a lot of rogue tendancies, and because of its stats, its pretty good in a straight up fight. His ranger side hasn't really come into play since its more of an urban ranger (Favored enemy: humans), who tracks and stalks when needed, but represents mostly his study of humans; his one level of wizard was when he was younger he was starting to learn the ways, but he ran when the witches of rashemen came and changed his identity. As I mentioned before he mainly uses his greatsword and casts Improved Critical a lot, so when he uses his full sneak attack its generally 8d6. Improved feint has been useful to this point, but as i'm now realizing he can't use his 2nd attack with it, thats why I was thinking about improved trip; it effectively does the same thing by taking away their dex bonus.</p><p></p><p></p><p></p><p></p><p>Any advice you guys can give would be great.</p><p></p><p>~Raine</p></blockquote><p></p>
[QUOTE="Nicholas Raine, post: 3364984, member: 42290"] Hey all, I had a build that I'd been using for awhile and the DM and I found some of my feats didn't stack how we thought, so he is allowing me to change them out, and I was open for suggestion. I have 7 feat slots to use (The DM gave me Able Learner for free, so it doesnt count against me). What I have right now is Combat Expertise, Improved Feint, Quick Draw, Deft Strike, Quick Reconnitor and Cloak Dance. His primary weapon as of now as been Greatsword, and improved Feint; however as I've learned some of the limitations of it, I've thought about going with Improved Trip. Right now he is a human 3 rogue 1 ranger 1 wizard 7 chameleon, 18 str 18 dex 13 con 18 int 16 wis 16 cha. (We did 4d6 drop the lowest; everyone thought I was using loaded dice until I reminded the DM it was the dice he handed me...) Skill wise he's pretty balanced, obviously a very high bluff. The setting is FRC, based in the Unapprochable East. One of the party members is playing a Hathren Druid (primary spell caster), and my character is not an "acknowledged" spell caster, so all of his spell casting has been very discrete, or from "scrolls". (Fo those not familiar with the Hathren PrC , while in her homeland she can cast her druid spells as if she was a sorcerer) The other party members are a half ogre barbarian (Stupid high str, Damage dealer) and a Githzerai monk/fist of zuon (tank, stupid high AC). Story for the most part is the main focus of the game, but generally there is 1-2 combat encounters per game. The DM is very flexable, and will allow any material from any of the printed books for the most part, as long as we have access to it or a description of what it does and its not complete cheese (For example I can't use the feat Extra Spell as a bonus feat and change it each day to a new spell.) (I think the newest book out we dont have is Complete Scoundrels.) On top of that, I'm also trying to define his role in the group. The half ogre is actually his half-brother, who is working as a body guard for the Hathren druid. Since she's a hathren, by default she has sort of been the "party leader" but in reality, my character is the more social, street smart one. Its pretty well known that he has a lot of rogue tendancies, and because of its stats, its pretty good in a straight up fight. His ranger side hasn't really come into play since its more of an urban ranger (Favored enemy: humans), who tracks and stalks when needed, but represents mostly his study of humans; his one level of wizard was when he was younger he was starting to learn the ways, but he ran when the witches of rashemen came and changed his identity. As I mentioned before he mainly uses his greatsword and casts Improved Critical a lot, so when he uses his full sneak attack its generally 8d6. Improved feint has been useful to this point, but as i'm now realizing he can't use his 2nd attack with it, thats why I was thinking about improved trip; it effectively does the same thing by taking away their dex bonus. Any advice you guys can give would be great. ~Raine [/QUOTE]
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