Epic Cinematic (Recruiting)

Well, I have to say that I was moving away from Iaijutsu master 20 anyway. After the first cool ability (the strike that no one notices), it offers almost nothing. And to say the truth, aside from Overwhelming Critical, Devastating Critical and Superior Initiative, I don't know what other epic feats I could take (any suggestion here?)

I need a ruling over the Iaijutsu skill: it states that bonus dices are given "when you strike a flat footed opponent after unsheating the blade". Does that mean that even if I were able to make full round attack against a flat footed opponent, I can do only one iajutsu? It would be arguably broken (i add 230 or so bonus damage when I have the iaijutsu).

Another question: could you clarify the 90pt build, one on one basis? Does that mean that I always spend one point to raise a skill, or what? If so, it is possible to have 18 in all of them, spening 60 pts...and the other 30 pts?



As for the special thing...I don't know. I am thinking about rebuildin it as a Samurai 1/ Monk 6/ Shou disciple 5/ Iaijutsu Master 10 / ??? 8.

I think I'll be developing it a little bit more before asking for the boon. My estimate is that I will have a hell of an AC (with improved combat expertise, could push it to 90 with the previous) , but a low damage output, except in the first strike. However, with speed I'll have 4 attacks at the highest attack bonus ( +2 with martial flurry, +1 with speed).

Bah...may as well end up with asking something flavorfull.
 

log in or register to remove this ad

Nightbreeze:

Iaijutsu only works off of the first hit when your opponent is flatfooted, unless you draw a new weapon each attack.

You're doing the 90 point thing a little off. 90 points is the total all your stats need to add up to when you are done. I.E., you could have 4 18s, a 10, and an 8.

Epic Toughness is great in this system, and Dire Charge isn't too shabby either. Blinding Speed is good since it has no activation time for haste, and Epic Run is pretty fun too. Fast Heal is one of my favorites.

Avalon:
Sorry, I missed your post, you slipped it in while I was updating ;p

Regional Feats are fine.

You guys are writing your own starts, I'm just placing you all in a single location (the classic tavern scene). As such, you can know each other, or not know each other. Up to you guys.
 

Ok then, reworked it is something like this: (using Cobra Strike fighting style variant from the monk, it changes the bonus feats. If it is not allowed, I'll spend my "coolness" bonus for it).

Monk 7/ Shou Disciple 5/ Fighter 4/ Swashbuckler 4/Iaijutsu Master 10

[sblock=feat tree]
1) [Imp. unarmed strike], [Dodge], Weapon focus(unarmed strike), Imp. Initiative
2) [Mobility]
3) Quick Draw
4)
5)
6) [Spring Attack], Exotic Weapon (Katana)
7)
8)
9) Weapon Focus (Katana), [Cleave]
10)
11) [Imp. Cleave]
12) Imp. Critical (Katana)
13) [Power Attack]
14) [Elusive Target]
15) Improved Bull Rush
16) [Shock Trooper]
17) [Weapon Finesse]
18) Combat Expertise
19)
20)
21) Superior Initiative, [Weapon Finesse (Katana)]
22)
23)
24) Devastating Critical, [Improved Combat Expertise]
25)
26)
27) Overwhelming Critical
28)
29) [?]
30) Dire Charge
[/sblock]

It's kinda messy, as I have many bonus feats, some freely chose and some not, from different classes. Anyway, this is the general idea.


Hm....draw a new weapon, huh? Let's see, martial flurry allows me to do flurry with any martial weapon, and with any arm. So, I have 7 attacks and 7 katanas: the primary one and the others. I charge, draw the primary katana and strike (one-handed). Then it stays in my hand, while I draw with the other hand the other katanas, strike, and drop them. Drawing and dropping a weapon are supposed to be free actions, not swift ones.

That sure looks cinematic....the master of the seven swords :D
 

Albedo,

I'm mainly working with material from Eberron but I want this regional feat from Unapproachable East. Do I still have to qualify for it's regional requirement or can we just treat it as a general feat instead?
 
Last edited:

Albedo said:
[sblock=Vertexx]
Ok I hate to say it, but Monster of Legend does not compare in any way shape or form to Feral, or to Half Fiendish/Celestial. Some of the abilities may come close, but some of the other abiltities you can choose are way overpowered, like the 5 levels in spell casting you are going for. The finishing blow is that fact that its stats get +34 points with no negatives. I'm not going to allow it, sorry.

Permanent spell effects (and I'm assuming your talking about the Permancy spell chart in the PHB) are fine with me, just let me know what things you want ahead of time please.
[/sblock]

[sblock=DM]It's ok if you don't want to let me use it. Though the half celestial gives +20 points with no negatives. And personally I think the ability to cast 10 spells at lvls 1-3 vs 10 spelllike abilities that range from lvl 1-9 is a step down. The 14 extra stat points are a trade off for the double flight speed the 3 +10 resistances and the spell resistance.

I was looking at 2 permanant spell effects from savage species. Girrallon's Blessing to give 3 extra sets of arms (but no extra attacks), and the Fuse arms spell to to combine them all back together giving me a grand total of my 2 original arms and a +12 strength bonus. 2700X4 at 30th caster lvl for the spells plus 15000 for the xp cost.

And I'll go ahead and use the +1 LA for adding the WotC version of half ogre as a template to my feral human, thanks :)

Would the weapon Enhancements Greater Dispelling (3/day) & Spellblade (Players Guide to Faerhun) be ok? Spellblade: pick 1 spell when its created, whenever that spell is cast at you the weapon absorbs it and the next round you can release it back at the caster or let it drain harmlessly away.

And you were mentioning being able to take improved natural attack for the same attack several times depending on size? So as large size I could take it 3-4 times?

If I took Epic two weapon rend, would it:
A add base weapon dmg +1.5 str to my existing rend, for a total of 3X base weapon dmg +3.5X str.
B Give me a 2nd rend per round at stated stats.
C replace existing rend.

Could I buy the 3.0 version of Skin of the Hero? Gives +3 Luck bonus to hit/AC/Saves for 63k. The 3.5 version is completely useless.[/sblock]
 
Last edited:


Hee...still here. Sorry for being quiet. Busy couple of days, and I have two ideas competing.

One is a ninja/tempest/something else who uses two swords and sudden strikes to appear, do damage, then blip out.

The other is a scout who focuses on vicious skirmishing spring attacks.

Combatwise, that is.

My RP and backgrounds are sketchier, since I don't know much about the game premise yet. :)
 

Albedo said:
Secondly, all the other classes you brought up are fine with me, though I'm not up to speed on the binder enough to say how well it will fit into this setting.

If he's the one I'm going to play then he'll be an uber-debuffer with most enemies getting at least a -6 on their saves and he'll also be really durable to anything that provokes saves (especially from spells)
 


OK, new concept:
[sblock=DM]
Ever heard of Forsaker, from Masters of the Wild? I wanna try and play a Forsaker w/Vow of Poverty. It's something I've been thinking of off & on for a while, so I figured I might as well ask.

If you do say yes, there would be a couple questions I'd have:
The Forsaker's +1/lvl ability mod stats it's inherent, however inherent bonuses max at +5, and for a class that can't gain ability mod items, that prevents a very epic problem... Would you allow the level up stat mods to exceed the normal inherent +5 max?
[/sblock]
 

Remove ads

Top