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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(D&D 3.5) Is Monkey's grip worth it?
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<blockquote data-quote="Daniel Vieira" data-source="post: 5354465" data-attributes="member: 97021"><p><strong>Half-Titan homemade template</strong></p><p></p><p>I'm playing a game with other 6 players (!!), now at ECL 8 (started at 6 I think, I joined in the middle), where all characters are somehow "freaks": there's an Orc/Half-Dragon/Lolth Touched (freakiest), a Celestial Succubus, a Half-Vampire Tiefling, and others... I play a Human Half-Titan Fighter (4th level by now). Here's the template:</p><p></p><p>Level adjustment: +4</p><p>may be added to any humanoid</p><p>size: Medium</p><p>type: get the Planar (native) subtype</p><p>basic Abilities: +10 Str, +4 Con, +2 Int, +4 Chr</p><p>SR: Dice+11</p><p>DR: 5/order</p><p>Natural AC +1</p><p>Traits: Powerful Build (exatly like the Goliath and Half Giant), Low Light Vision, Spell-like abilities</p><p>Spell-like abilities: caster level=dice; DC based on Charisma:</p><p>1st dice: Lightning 1/day</p><p>after 1st dice I decided to let my GM determine what spells I'll have, since this "race" is fairly unique and didn't come with an instructions manual (so, I'll discover my next abilities as I level up). he decided that as the Titan's spell-likes are very powerful and make an ubber combo (damage, healing and miscelaneous in a single creature) I'll gain abilities each 4 dices instead of 2 (like half celestials/abyssals). then, I'll get my next ability at the next level</p><p></p><p>my talents I picked:</p><p>-Improved Unarmed Strike (not because it'll be usefull, but I like to make coherenty characters, and it seems logical that such a big guy knows how to fight barehanded...)</p><p>-Weapon Focus (Greatsword - I like weapons that crit often)</p><p>-Power Attack (obviously)</p><p>-Cleave (just as obvious)</p><p>-Improved Bullrush (it's pre-requisite for the next...)</p><p>-Awesome Blow (Monster's Manual 1; with -4 on attack roll, not only I cause weapon damage but I also push the enemy away and make him fall to the ground (reflexes to not fall, DC = damage, which is usually a grotesque 3d6+13)</p><p></p><p>by now this is being amazing!</p><p></p><p>I intend my next talents to be:</p><p>-Improved Sunder (pre-requisite for the next)</p><p>-Combat Brute (Complete Warrior; allow 3 special combat maneveurs, Sundering Cleave, Advancing Blows and Momentum Swing, very logical, stylish and <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing good)</p><p>-Improved Critical (Greatsword)</p><p>-Shock Trooper (Complete Warrior too, allows Directed Bullrush, Domino Rush and Heedless Charge)</p><p>-Powerful Charge (one of the Monster's Manual, adds +1d8 to my damage when I charge)</p><p>-Great Cleave</p><p>-[FONT=&quot]Weapon Specialization (Greatsword)</p><p>-[/FONT][FONT=&quot]Melee Weapon Mastery (Slashing) (Player’s Handbook 2)</p><p>[/FONT][FONT=&quot]-Slashing Flurry (Player’s Handbook 2)</p><p>-I haven't decided after this point (level 15...)</p><p>[/FONT]</p><p>My intention with this is to make a <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing strong Fighter with more than "I full attack this round... again" with the 2 feats that add maneveurs + the spell-like abilities from the Half Titan template.</p></blockquote><p></p>
[QUOTE="Daniel Vieira, post: 5354465, member: 97021"] [b]Half-Titan homemade template[/b] I'm playing a game with other 6 players (!!), now at ECL 8 (started at 6 I think, I joined in the middle), where all characters are somehow "freaks": there's an Orc/Half-Dragon/Lolth Touched (freakiest), a Celestial Succubus, a Half-Vampire Tiefling, and others... I play a Human Half-Titan Fighter (4th level by now). Here's the template: Level adjustment: +4 may be added to any humanoid size: Medium type: get the Planar (native) subtype basic Abilities: +10 Str, +4 Con, +2 Int, +4 Chr SR: Dice+11 DR: 5/order Natural AC +1 Traits: Powerful Build (exatly like the Goliath and Half Giant), Low Light Vision, Spell-like abilities Spell-like abilities: caster level=dice; DC based on Charisma: 1st dice: Lightning 1/day after 1st dice I decided to let my GM determine what spells I'll have, since this "race" is fairly unique and didn't come with an instructions manual (so, I'll discover my next abilities as I level up). he decided that as the Titan's spell-likes are very powerful and make an ubber combo (damage, healing and miscelaneous in a single creature) I'll gain abilities each 4 dices instead of 2 (like half celestials/abyssals). then, I'll get my next ability at the next level my talents I picked: -Improved Unarmed Strike (not because it'll be usefull, but I like to make coherenty characters, and it seems logical that such a big guy knows how to fight barehanded...) -Weapon Focus (Greatsword - I like weapons that crit often) -Power Attack (obviously) -Cleave (just as obvious) -Improved Bullrush (it's pre-requisite for the next...) -Awesome Blow (Monster's Manual 1; with -4 on attack roll, not only I cause weapon damage but I also push the enemy away and make him fall to the ground (reflexes to not fall, DC = damage, which is usually a grotesque 3d6+13) by now this is being amazing! I intend my next talents to be: -Improved Sunder (pre-requisite for the next) -Combat Brute (Complete Warrior; allow 3 special combat maneveurs, Sundering Cleave, Advancing Blows and Momentum Swing, very logical, stylish and :):):):)ing good) -Improved Critical (Greatsword) -Shock Trooper (Complete Warrior too, allows Directed Bullrush, Domino Rush and Heedless Charge) -Powerful Charge (one of the Monster's Manual, adds +1d8 to my damage when I charge) -Great Cleave -[FONT="]Weapon Specialization (Greatsword) -[/FONT][FONT="]Melee Weapon Mastery (Slashing) (Player’s Handbook 2) [/FONT][FONT="]-Slashing Flurry (Player’s Handbook 2) -I haven't decided after this point (level 15...) [/FONT] My intention with this is to make a :):):):)ing strong Fighter with more than "I full attack this round... again" with the 2 feats that add maneveurs + the spell-like abilities from the Half Titan template. [/QUOTE]
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(D&D 3.5) Is Monkey's grip worth it?
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