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D&D 3.5, Forgotten Realms Campaign Setting (Full)

You can't wear spiked gauntlets and benefit from your unarmed damage, nor can you flurry while wearing gauntlets. They do not stack, spiked gauntlets are a type of weapon.
 

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The spiked chain build is good as a battlefield controller, although I would probably skip out of being a dwarf and the dwarven defender class, although that's a big preference. Also, Large and In Charge from Sword & Fist would be good if you could consistently find a way of being large size for battles as it lets you stop people from moving through your threatened area if you hit them.
 

Kaitlin: So nice to hear from you again! I was about to email an alternate, so it's a good thing you posted. Your character seems good for the most part, but I do want to mention a few things. I think that she might benefit from a level or two of fighter. The extra feats would help a lot. I see you have a lot of skills there, so you're going for a skills rogue rather than a fighting rogue. But like you've discovered already (with Disable Device and Open Lock, the two biggest rogue skills), the Shadowdancer isn't so skills oriented anyway.

I'd say either drop the shadowdancer and go for either straight rogue or a rogue-like prestige class or drop a level of rogue or SD (I'd suggest SD) and gain a level (or 2, even) in fighter. Your decision, of course, and silentspace seems to be pretty good at optimizing characters, so you might wait for a response from him.

Krug: Your call! It certainly does sound like a good combo. I will tell you now that we should be spending equal time in combat inside and outside (this may change depending on how the party reacts to each scenario), if that influences your decision any. A reach weapon would be good for fighting dragons, especially older ones, since they have reach as well. However, if you're going for the classic Dwarven Defender, you know, with the Dwarven Waraxe and such, as a more of a roleplaying thing, I'd say go for it. IMO, the chain thing is very cool and works well, but I just don't know if it fits the DD archetype. In the end, it's your character.

Also, silentspace has created his (holy cow) character, is helping Ferrix with his, and if you take his advice, yours will basically be his brainchild. Maybe we should take some wind out of his sails. :p
 

DM - There's always a problem with my character whenever I submit it. Alright, lemme see if I can address what you've listed off.

1) Good to know.
2) Well, shoot.
3) I'll fix that one
4) Explanation - I was looking at a past character sheet when I was working on this monk, and I put those down because my previous DM gave them the green light (It was a very house-rules based game). Our logic was that the force carried by a Monk melee attack would also extend to whatever was attached to his hand. It was our understanding that a punch would follow through, not just stop when the spikes had touched the oppoenent. I wrongly assumed that they would be approved here, as well. I'll remove them for the next version. (Side-note: The Spiked Gloves were actually modified "Tiger Claws" from A&E, not the Spiked Gauntlet Variation that you were thinking about. And they *are* Monk special weapons, and can thus be used in a flurry. The only change we made in my last campaign was the inclusion of the monk unarmed damage in the attack.)
5) Thanks for pointing that out.
6) Anything indented underneath the Bag of Holding is inside the Bag of Holding. I figured that was self-explanatory. (EDIT - Sorry, the indented items ended up beneath two of the others that Dakkon is wearing. It is now fixed.)
7) Whoops. I'll fix that one, as well.
8) Eh heh, I changed to a human at the last minute, and didn't catch my age before I put it online. That one was fixed after I put it on this board.

And a word about my potty mouth: I'll try to keep it clean, but I make no promises.
 
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The Gryphon said:
Technically improved buckler defense won't work with a spiked chain, as you're not attacking with an off-hand weapon your using a two-handed weapon. Otherwise I would have taken that instead of getting an animated shield as I thought of that too with my greatsword.

Actually it does work, since with a two-handed weapon you are attacking both with your main-hand and your off-hand, it's a nice trick actually. Poke around on the wizard's board and you'll generally find that as your answer.
 

Something Faster: You can email your char to me at

mrormus @ DENYTHE BOTSACCESSgmail.com

And as for the potty language: I expect tasteful discretion, nothing more, nothing less.
 
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I took your suggestion and made her part fighter. I like this better than what I had, but I may go straight rogue in the end. We probably don't need another fighter type, but I just love the idea of her flinging dagger after dagger and then leaping into a dance-like flurry of stabs and slashes. And with her 33 AC, she can't be touched! (Okay, yeah she can, but I'm just excited because I'm used to playing characters with ACs like 18)

Code:
[B]Name:[/B] Raena Celeste Everglade
[B]Class:[/B] Rogue/Fighter/Shadowdancer
[B]Race:[/B] Strongheart Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] XXXX

[B]Str:[/B] 10 +0 ( 4p.)     [B]Level:[/B] 11:7/2/2 [B]XP:[/B] 55,100
[B]Dex:[/B] 22 +6 (10p.)     [B]BAB:[/B] +8.75      [B]HP:[/B] 60 (7d6+2d10+2d8)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] ~/~
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] ~
[B]Wis:[/B] 10 +0 ( 2p.)     [B]Init:[/B] +X        [B]Spell Save:[/B] ~
[B]Cha:[/B] 14 +2 ( 6p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +4    +6    +1    +1    +3     33
[B]Touch:[/B] 21              [B]Flatfooted:[/B] 33

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +0          +3
[B]Ref:[/B]                     7(1/6) +5          +12
[B]Will:[/B]                    3(2/3) -1          +2

[B]Weapon                  Attack       Damage     Critical  Range  Type[/B]   
+1 Rapier                 +17/+12    1d4+1      18-20/x2    ~    P
+1 Dagger                 +17/+12    1d3+1      19-20/x2   10'   P/S

+1 Rapier                 +15/+10    1d4+1      18-20/x2    ~    P
  & +1 Dagger               +15      1d3+1      19-20/x2    ~    P/S

Dagger (thrown)           +15/+10    1d3        19-20/x2   10'   P
+1 Longbow                +17/+12    1d6+1         x3      100'  P
Light Mace                +15/+10    1d4           x2       ~    B

[B]Languages:[/B] Chondathan, Halfling, Common, Draconic, Gnome
[B]Abilities:[/B]
[B]Strongheart Halfling Traits:[/B]
+2 racial bonus on Climb, Jump, Move Silently, and Listen
1 Extra feat @ L1
+2 morale bonus to saving throws vs. fear effects
+1 racial bonus to attack rolls with slings and thrown weapons

[B]Rogue Abilities:[/B]
Sneak Attack +4d6
Trapfinding (Can find traps of DC>20)
Evasion (Take no damage on a successful Ref save vs. effects that deal half damage)
Trap sense +2 (+2 to Ref saves vs. traps, +2 AC to attacks vs. traps)
Uncanny Dodge (Retain Dex bonus to AC when flat-footed)

[B]Shadowdancer Abilities:[/B]
Hide in Plain Sight (Hide even when being observed as long as a shadow is w/in 10')
Darkvision 60'
Improved Uncanny Dodge (Can't be flanked except by rogues of L13 or higher)

[B]Feats:[/B]
Dodge (Strongheart feat) (+1 AC vs. selected foe)
Mobility (L1) (+4 AC on AOOs when moving through threatened areas)
Quick Draw (Ftr 1) (Drawing is a free action)
Weapon Finesse (Ftr 2) (Add Dex mod to atk rolls w/ some weapons)
Two-Weapon Fighting (L3) ()
Improved Buckler Defense (L6) (Buckler AC is added even when using 2 weapons)
Combat Reflexes (L9) (Extra AOOs per round)

[B]Skill Points:[/B] 138     [B]Max Ranks:[/B] 14/7
[B]Skills                        Ranks  Mod  Misc  Total[/B]
Bluff (Cha)                     5    +2          +7
Climb (Str)                     0    +0   (+2)   +0/+2 (Use Rope synergy when using rope)
Diplomacy (Cha)                 14   +2    +4    +20 (+2 Sense Motive and +2 Bluff synergy)
Disable Device (Int) (SD cc)    12   +3    +2    +17 (+2 MW tools)
Escape Artist (Dex)             5    +6   (+2)   +11/+13 (when escaping from ropes)
Hide (Dex)                      14   +6    +4    +24 (small size)
Jump (Str)                      5    +0    +4    +9 (+2 halfling, +2 Tumble synergy)
Listen (Wis)                    4    +0    +3    +8 (+2 halfling, +1 thieving helmet)
Move Silently (Dex)             14   +6    +3    +23 (+2 halfling, +1 silent shoes)
Open Lock (Dex) (SD cc)         12   +6    +7    +25 (+5 ring, +2 MW tools)
Perform (Dance) (Cha)           5    +2          +7
Search (Int)                    10   +3   (+5)   +13/+18 (+5 for traps, doors, etc.)
Sense Motive (Wis)              5    +0          +5
Sleight of Hand (Dex)           14   +6  +2(+1)  +22/+23 (+2 Bluff synergy, +1 when picking pockets)
Spot (Wis) (SD cc)              0    +0          +0
Tumble (Dex)                    14   +6    +2    +22 (+2 Jump synergy)
Use Rope (Dex)                  5    +6   (+2)   +11/+13 (+2 Escape Artist synergy when binding)

[B]Equipment:                           Cost   Weight[/B]
+1 Rapier                              2320gp     1lb
+1 Longbow                             2375gp     1lb
Quiver, scabbard (A&E)                   10gp     1lb
 - Arrows x20                             1gp    .5lb
 - +1 Dagger                           2335gp    .5lb

+3 Buckler                             9165gp   2.5lb
+4 Mithral Chainshirt                 16850gp  6.25lb (price -250gp from regional equipment)

Gloves of Dexterity +2                 4000gp     ~lb
Belt of Protection +2                  8000gp     ~lb (As Ring of Protection +2)
Ring of Lockpicking (CA)               4500gp     ~lb (+5 Open Lock, [i]knock[/i] 1/day)
Ring of Sustenance                     2500gp     ~lb (No food or water needed, only 2 hrs of rest)
Amulet of Natural Armor +1             2000gp     ~lb
Goggles of Minute Seeing               1250gp     ~lb (+5 for traps, doors, etc.)
Ioun Stone (Dusty Rose, +1 AC)         5000gp     ~lb

Explorer's Outfit                         ~gp     ~lb
Thieving Helmet (A&E)                    10gp    .5lb (+1 to Listen)
Shoes, silent (A&E)                      10gp    .5lb (+1 to Move Silently)
Finger Blades (A&E)                      20gp     ~lb (+1 to pick pocket attempts)
Signet Ring                               5gp     ~lb

[b]Handy Haversack[/b]                        2000gp     5lb
[b]Main Compartment[/b] (64/80lb)
-Dagger 100x                             200gp    50lb
-Light Mace                                5gp     2lb
-Rope, silk 100'                          20gp    10lb
-Grappling hook, collapsible (A&E)         3gp     2lb
-+1 Arrow of Distance                    167gp     ~lb (Double range increment)
[b]Secondary Compartment[/b] (5.35/20lb)
-Waterskin (full)                          1gp     4lb
-Whetstone                               .02gp     1lb
-Chalk x2                                .02gp     ~lb
-Flint & Steel                             1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Signal Whistle                           .8gp    .1lb
-Ink vial                                  8gp     ~lb
-Inkpen                                   .1gp     ~lb
-Parchment (10)                            2gp     ~lb
-Sealing wax                             .03gp   .25lb
[b]Tertiary Compartment[/b] (17.2/20lb)
-Elixer of Hiding                        250gp    .1lb (+10 to Hide for 1 hr)
-Elixer of Sneaking                      250gp    .1lb (+10 to Move Silently for 1 hr)
-CLW Potion x3                           150gp    .3lb
-CMW Potion x2                           600gp    .2lb
-CSW Potion                              750gp    .1lb
-Cat's Grace Potion                      300gp    .1lb
-Protection from Arrows 10/magic Potion  300gp    .1lb
-Softfoot (Alch from CA)                  50gp     1lb (+1 alch bonus to Move Silently for 1 hr)
-Lockslip grease (Alch from CA)           50gp     ~lb (+1 alch bonus to Open Lock for 1 min)

-Bolt Cutters (A&E)                        6gp     5lb
-Glass Cutter (A&E)                        2gp     1lb
-Marbles (A&E)                             2sp     2lb
-Table case, folding (A&E)                 2gp     2lb
-Sparker (A&E)                             2gp     ~lb (10 uses)
-MW Longspoon Thieves' Tools (CA)        150gp     3lb (+2 skill, pick locks etc from 5' away)
-MW Thieves' Tools                       100gp     2lb (+2 to Disable Device and Open Lock)

[B]Total Weight:[/B]18.75lb      [B]Money:[/B] 283gp 8sp 3cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             24.75  49.5   75   150   375

[B]Region:[/B] The Western Heartlands
 


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