Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*

Feats:

Blind-fight
Dodge
Weapon Focus x1 Weapon(s): Longsword
Improved Initiative
Quick Draw
Power Attack
Cleave
Great Cleave
Greater Weapon Focus x1 Weapon(s): Longsword
Improved Critical x1 Weapon(s): Longsword
Weapon Specialization x1 Weapon(s): Longsword

Below this line is must have.....
_________________________________________
Improved Toughness
Thick Skinned x2

can someone more versed in feat selection look over these feats and possibly make some suggestions at to alternate feats to make my fighter/barb a little harder hitting?
 
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What makes you think you're not hard hitting enough? :)

The easiest way would be to use a greatsword instead of a longsword, I guess...but even that wouldn't necessarily be a big jump. Average damage on a long sword is 4.5, while it's 7 for a greatsword.

Not that big a diff, in the long run.

The real big thing is that Power Attack is more efficient at raising the damage on a 2 hander, so if you want to do explosive damage, using a 2 handed weapon and power attack is the way to go.
 

Changed my weapon choice and I do believe I'd added the right price for the new weapon and associated feats that correspond...

[sblock=Arineil Silverwing]
Arineil Silverwing, Arm of Heironeous

Female Human Fighter 10 / Barbarian 10
Neutral Good
Representing Rathan

Strength 30 (+10) (10 pts.) [+4 Level Bns. +4 Manual, +6 Enhancement]
Dexterity 14 (+2) (6 pts.)
Constitution 28 (+9) (10 pst.) [+1 Level Bns. +5 Manual, +6 Enhancement]
Intelligence 12 (+1) (4 pts.)
Wisdom 12 (+1) (4 pts.)
Charisma 10 (+0) (2 pts.)

Size: Medium
Height: 6' 5"
Weight: 200 lb
Skin: Light
Eyes: Green
Hair: White; Straight

Total Hit Points: 363 [includes improved toughness]

Speed: 50 [40 barbarian, +10 Boots]

Armor Class: 40 = 10 [+1 dexterity] [+13 Armor] [+7 Shield] [+4 Deflection] [+5 Natural Armor]
Touch AC: 15
Flat-footed: 40 [uncanny dodge/improved Uncanny dodge]

Damage Reduction: 6/-
Spell Resistance: 40
See Invisibility [Permanent via Miracle to cast Permanency: 1000xp]

Rage Info:
Per Day: 3/day
Str: 34 +12
Attack: Korinna(Magic Falchion): +40/+35/+30/+25 [16-20x2] for 2d4+25 (+2d6 against evil aligned beings)
Con: 32 +11
Will Save: +14
AC: 38
Extra HP: 40

[sblock=Rage (Ex)]

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.[/sblock]

Initiative modifier +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +28 = 14 [base] +9 [constitution] +5[Enhancement]
Reflex save: +13 = 6 [base] +2 [dexterity] +5[Enhancement]
Will save: +12 = 6 [base] +1 [wisdom] +5 [Enhancement]

Attack (handheld): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (unarmed): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
Grapple check: +30/+25/+20/+15 = 20 [base] +10 [strength]
Korinna(Magic Falchion): +38/+33/+28/+23 [16-20x2] for 2d4+23 (+2d6 against evil aligned beings)
Jorin(Magic Longbow): +24/+19/+14/+9 [20x3] for 1d8+7 dmg

Light load: 466 lb. or less
Medium load: 467-933 lb.
Heavy load: 934-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.


Languages: Abyssal Celestial Common Draconic Spiritfolk Elven

Feats:

Human: Dodge
1st: Weapon Focus x1 Weapon(s): Falchion
1st: Improved Initiative
2nd: Power Attack
3rd: Cleave
4th: Great Cleave
6th: Weapon Specialization x1 Weapon(s): Falchion
6th: Improved Toughness
8th: Greater Weapon Focus x1 Weapon(s): Falchion
9th: Improved Critical x1 Weapon(s): Falchion
10th: Weapon Mastery: Slashing
12th: Thick Skinned (+DR 2/-)
15th: Thick Skinned (+DR 2/-)
18th: Greater Weapon Specialization Weapon(s): Falchion

Skills: (Total= Mod + Ranks Respectively)
Appraise (Int) 1 = +1
Balance (Dex) 2 = +2
Bluff (Cha) +0
Climb (Str) 22 = +10 +12
Concentration (Con) 3 = +3
Decipher Script (Int) 5 = +1 +4
Diplomacy (Cha) 4 = +0 +4
Disguise (Cha) +0
Escape Artist (Dex) 2 = +2
Forgery (Int) 1 = +1
Gather Information (Cha) +0
Handle Animal (Cha) 6 = +0 +6
Heal (Wis) 4 = +1 +3
Hide (Dex) 2 = +2
Intimidate (Cha) 12 = +0 +12
Jump (Str) 26 = +10 +12 +4 [speed 40]
Knowledge [nobility] (Int) 3 = +1 +2
Knowledge [religion] (Int) 4 = +1 +3
Knowledge [planes] (Int) 4 = +1 +3
Listen (Wis) 13 = +1 +12
Move Silently (Dex) 2 = +2
Ride (Dex) 10 = +2 +6 +2 [handle animal]
Search (Int) 1 = +1
Sense Motive (Wis) 4 = +1 +3
Spot (Wis) 4 = +1 +3
Survival (Wis) 7 = +1 +6
Swim (Str) 12 = +10 +2
Use Rope (Dex) 2 = +2

This character also has 4 ranks in Speak Languages.


Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Barbarian:

* Rage

* Fast Movement (already included)

* Uncanny Dodge (level 2)

* Trap Sense (level 3)

* Improved Uncanny Dodge (level 5)

* Damage Reduction 1/- (level 7)

* Damage Reduction 2/- (level 10)

Fighter:

* Bonus Feats (already included)


Arineil Silverwing's Equipment:

Bedroll
Blanket, winter x1
Block and tackle
Case (for map or scroll)
Crowbar
Flint and steel
Grappling hook
Lantern (bullseye)
Oil flasks x5
Paper sheets x5
Parchment sheets x10
Pouch x4
Rations (1 day) x10
Rope (50', silk) x10
Signet ring
Waterskins x2
Whetstone
Holy symbol [Heironeius] (silver)

Magic Items:

Mantle of Epic Spell Resistance (290,000)
Manual of Gainful Exercise +4 (110,000)
Belt of Giant Strength +6 (18,000) [Crafted] *1440 xp*
Manual of Bodily Health +5 (137,000)
+5 Mithril Fullplate of Heavy Fortification (110,650)
+5 Animated Large Steel Shield (49170)
+4 Holy Ghost Touched Cold Iron Falchion (104,450)
Bracers of Resistance +5 (18750) [As Cloak of Resistance: Crafted] *1500 xp*
Ring of Protection +4 (32,000)
Ring of Freedom of Movement (40,000)
Boots of Striding and Sprining (5,500)
Amulet of Health +6 and Nat Armor +5 (55,000) [Crafted] *4400 xp*
Handy Haversack (2000)
Helm of Comprehend Languages and Read Magic (5200)
+2 Cpmposite Longbow +7 (9,100)


Money
Platinum: 18
Gold: 1,000
Silver:
Copper:

XP Pool: 8340 xp Spent/1660 Remaining

More about Arineil Silverwing:

Arineil shot out of bed coated in a thin sheen of sweat. Before she had woken her mind was alive with dream dream and prophecy that would overwhelm normal beings. A voice whispered to her

"You have found the chosen of another faith, the holder of lore and knowledge, you quest is far from over my blessed one, you must not falter as your greatest quest will be laid before you very soon." the voice uttered low and then faded to nothing.

Arineil saw her past before her next, where it all began first. A small nomadic band of savages were family to her in the beginning and life up to this point was very basic from this now divinely important woman. Hunting, fishing, and of course tribal squabbles were her daily life and it did not take her long to rise to the forefront of her tribes most powerful war born leaders. Arineil was no skirmisher to say the least her prowess was nearly solely based at this point on sheer brute force and powerful 'charge in and kill them all before they blink' tactics. It was obvious to anyone with intelligence that this barbarian woman was meant for greater purposes and greater things. Arineil was given her Silverwing title for the great metal wings she would don as she charged into battle with wild rage. When ask by other members of her tribe why she wore them into battle she would tell them she was just doing as she saw the ones in her dreams do. Great glowing winged beings would charge from the skies into battle with massive spanse of wings flowing behind them. In battle the wings would be coated in the blood of her enemies giving her the look of a deadly servant of the heavens and some witnesses to her carnage would speak of her aura mid combat akin to that of a raging guardian angel of an unknown deity as she collided with foe after foe ending in sheer and undeniable victory for the savage woman.

Arineils dreams continued to fill her with power and in some cases fear as well as she could feel them taking a grip within her mind and her body and before long Arineil was not even aware of just exactly how savage and powerful she had become. Something within her watched over her in battle and in life in general but never showed signs to her save for her dreams. One dream was particularly overwhelming for the barbarian.

Her tribe in this dream was slaughtered for her transgressions and because her enemies feared her so much they took the steps to destroy those around her in hope of demoralizing her enough to form a weakness within her. Taking this dream to heart she fled her tribe to keep them safe, her first act in many that would show she was not like most savages that she was meant for better things, she put those around her before herself, she in fact showed her first sign of compassion. In the nights to come her dreams showed her that her tribe would struggle without her prowess as a battle leader but in turn they would survive and to her this was what was acceptable.

Arineil found it hard to live life alone at first. No one to share stories with or break bread with, no one to protect or to command in battle, her purpose in life seemed to have left her with nothing and no other knowledge for anything else but blood and carnage, mind body and soul she was lost. Thoughts of suicide rand through her slowly advancing mind as she watched other civilizations from afar and each day without her tribe slowly drove her father into depression and heightened her thoughts of ending her time here on this planet. Arineil rested her chest against the very sword she used to cut down countless scores of her enemies as he closed her eyes intent on ending her suffering. Before she would get the chance to though she was stoped as bolt of heavenly fire struck her where she stood and encased her mind in darkness for what seems like an eternity. The voice was the one she had heard many times in dream after dream and she looked up into the darkness as it spoke.

"You must ease your mind my chosen... You must know up until now your life has been lived for me... you have been given the skills and knowledge to fight.. to take on the pain and suffering that will be required for your future. Within you lies great potential and now I will show you the path to true salvation. You will learn honor, justice, and valor in combat. You will learn control and patience in battle and in everyday life, through me you will become whole and good."

Arineil awoke in a alter many many miles from where she was struck. The alter was carved into a stone face and depicted a white hand gripping a bolt of holy lightning and upon the alter lay a sword of a quality the barbarian had never seen before. Curious as she was she stood from her prone position and moved to the alter with shaky steps. The sword was dull and looked well used yet not worn. The blade was un-chipped and unbelievably sharp, the flat of the blade was coated nearly completely in runes and words foreign to Arineil. The stone platform in which it rested upon had only one carved saying just below the sword again in the same foreign language and Arineil sat down before the carving and studied it. The voice had told her she was to learn patience and so looked upon the sword and stone alter and tried with all her mental might to decipher its meaning and in doing so why she had been brought here.

Frustrated with her inability to read the carvings Arineil decided to forage for shelter, grabbing large limbs and the like to cobble together a makeshift lean-to to cover herself with before the alter itself refusing to leave alone or give up on her task at hand. Her dreams this night seemed to be a bit more controlled than any other than she had had before. The angelic beings spoke to her this time, this was not normal to her as it was the norm to see them battling great demonic beings or powerful mages in her dreams not talking in the least from what she could remember of them. Five long days and nights past her by as she sat before the alter in the daytime and encountered more talking in her dreams at night. Before long she seemed to be witnessing angelic beings talking amongst themselves rather than to her directly and it was these dreams that helped her being to understand a word here and there as she watched them talk and converse. One the sixth day she awoke and moved to the nearby river to wash her face and it hit her. she finally knew what the stone alter was trying to tell her. She rushed back to read what she had learned to read from her dreams. Looking upon the stone she read it aloud to herself.

"Take the sword my child, and once you do you will know the true meaning of warrior, use it to defend honor and justice, and in time I will call upon you when I need you most."

Arinel reached out slow and gripped the hilt of her new calling. She hefted the nearly weightless sword to eye level and read upon it the inscriptions of the god Heironeous. I was his most gifted teachings of valorous battle and compassionate protection. The barbarian could feel the rush of knowledge within her as if the god had bestowed unto her the ability to see the world with new eyes. Her path was clear to her now and she fled the alter she had grown so fond of in search to rid the world of her Gods enemies. Arineil was now armed with the foresight of godly knowledge and battle prowess nearly unmatched. Over the next few years Arineil did what her dreams directed her to do. She smote down the evil in the world where she would find between major quests Heironeous would task her to do. It was a new and revitalized life's purpose for the battle queen and she was proudly loving every moment of it. It would not be long however before she was given her hardest test yet, she must find the creator of many things.

Arineil's dream this night told her of one not much unlike herself, yet very different. He was one faith as she now had but his would be different. His deity would be the creator of vast and great knowledge and he would be able to craft for Arineil the things she needed for her next task, and she was to follow him in his quests as it would lead her to her next part of her destiny. For many months Arineil spent her days traveling to destinations given to her in code within her dreams before she would find what she was looking for. A Devout follower of Boccob himself Chevik Quintillion was the most intelligent and wise man Arineil had ever met. She just knew he was the one her deity told her she was meant to find and in before long she asked him to create things for her. She would describe to Chevik objects from her dreams and he would spend late nights creating them for her. Now that her newest quest was finally complete she would fulfill the last part of her dreams prophecy and would stay with the vessel of untold knowledge and protect him until her dreams gave her a different task.

Arineil Silverwing (Copyright: Luis Royo)
[/sblock]
 
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Rathan: In addition to Shayuri's input -- and this is merely my own opinion, so by all means take it with nothing but a grain of salt -- but Quick Draw is rather meh since after you attain a +1 BAB you can draw your weapon(s) as part of a Move Action anyway unless, of course, you're just adamant on being able to utilize your Full Attack on the first round of combat. As a suggestion (which you are, of course, free to disregard), I'd recommend Weapon Mastery (Slashing) from the Player's Handbook II. It adds another +2 to Attack and Damage rolls as well as passing your Weapon Focus and Weapon Specialization feats on to all Slashing weapons with which you're proficient with. Doing so also paves the way for you to take Weapon Supremacy (Slashing) later down the road if you intend on continuing down the Fighter class.
 

I gave her the craft feat so that she can make herself one of these once we hit epic :D But, i was thinking, when i hit lvl 22 i will get the level 9 spells i am missing right? I will finish this char tonight or on Friday (as tomorow i will be out)
Arcane Thesis: Cone of Cold might be good. Depending on how its interpreted Energy Substituted Energy Admixed Cone would be either a 7th or 8th level slot doing 15d6 twice over a huge area. This assumes you'll be taking Hole in the Middle as one of your Archmage abilities (which you should). And/or you may want to request Searing Spell since a whole lot of critters will have fire resistance at this level. Also note that Quicken Spell is absolutely amazing at epic levels but at 20th you may be better off with a Rod of Metamagic Quicken. Speaking of Rods, I'd grab a couple of Greater Empower Rods. This is all assuming that you you want to specialize in blasting (which not the best thing to do power-wise, but Elemental Savant does have really nice flavor). If you want to go hardcore blaster, consider specializing in Evocation or even using the Focused Specialist option from Comp Mage (lose 3 schools total and a slot from each spell level but gain 3 extra evocations at each spell level.

In any case, item-wise I suggest getting a Headband of Intellect, Amulet of Health, Cloak of Resistance, Bracers of Armor, Ring of Evasion, and some Pearls of Power. Spell selection is a large subject. Here is a good place to look for advice.


Shayuri, I would fit in Vitriolic Blast, since SR will be common. Entropic Warding and Chilling Tentacles are also very good. I'm not sure if Eldritch Doom is worth it, since presumably you'll try to avoid have a bunch of enemies within 20' of you. Perhaps replace with Utterdark Blast? Also, if you can fit it in, the flyby Attack feat would be vry nice.


Feats:

Blind-fight
Dodge
Weapon Focus x1 Weapon(s): Longsword
Improved Initiative
Quick Draw
Power Attack
Cleave
Great Cleave
Greater Weapon Focus x1 Weapon(s): Longsword
Improved Critical x1 Weapon(s): Longsword
Weapon Specialization x1 Weapon(s): Longsword

Below this line is must have.....
_________________________________________
Improved Toughness
Thick Skinned x2

can someone more versed in feat selection look over these feats and possibly make some suggestions at to alternate feats to make my fighter/barb a little harder hitting?
Leap Attack and Shock Trooper are huge. Combat Brute is also good. Karmic Strike and Robilar's Gambit will get you extra attacks at the price of AC. The Lion Totem substitution from Comp Champ gets you pounce.
 

Shayuri, I would fit in Vitriolic Blast, since SR will be common. Entropic Warding and Chilling Tentacles are also very good. I'm not sure if Eldritch Doom is worth it, since presumably you'll try to avoid have a bunch of enemies within 20' of you. Perhaps replace with Utterdark Blast? Also, if you can fit it in, the flyby Attack feat would be vry nice.

I have Vitriolic Blast through my rod already, though it's listed under the rod description, not in the invocation list. Eldritch Doom is a prerequisite for the Eldritch Sculptor epic feat, which I'll be taking as soon as we level to 21. It gives a bonus to hit, as well as doubling all ranges and areas, and allowing me to use 2 eldritch blasts per turn. Also, I recently realized Eldritch Doom covers an area, but only targets enemies within that area...making it more useful than I originally thought it was.

Flyby Attack would be great, but sadly I can't take it at 1st level because I couldn't fly then...and I only have my 1st level bonus feat open. None of the other feats I've chosen can be shuffled down to lower levels. :(
 


First things first: Sorry I forgot to put up the RG. Here it is

Rathan
High will save isn't needed vs intelligent items unless they disagree with you (And have a high ego), don't forget you only have to make the save once every 24 hours(and only if you and the item are in disagreement). Since not everybody's done their character, feel free to add one if you feel like it. Though keep in mind that it's personality should be based partially off that of the person creating it, partially off it's alignment, and partially off what it's meant for.. IE it's powers. (A vicious, Vorpal sword for example would probably be much different from a Merciful Holy sword).
Truthfully, I was kinda hoping there'd be one intelligent item in the party. I do so enjoy them. :)

I do have a suggestion to up your damage: Switch to a Bastard Sword. it's only a 1pt increase in dice, BUT if you're willing to sacrifice one level, it'll get you access to the exotic weapon master PrC, which has some very neat little tricks in it. Specifically: Uncanny Blow (When wielding a one handed exotic weapon in two hands, you treat it as two-handed for power attack purposes, AND add 2X your str bonus to damage).
(ALSO Shayuri forgot to note that G.Sword lets you add 1.5X str bonus to damage, instead of just the 1x used by the one-handed long sword, which makes it a bit more viable option.)

As far as Feats - I would suggest agaisnt Karmic Strike/Robillars gambit. Firstly b/c I just dislike them, secondly: As I've stated before, I work off the 'mutually assured destruction' mode of DMing, so if you take them there's a good chance you'll meet someone with them at some point, and have a good old fashioned 1-round double ko.

Feat selection I'd suggest Exotic Proficiency(Bastard Sword), W. Focus, W.Spec, Power Attack, Cleave, Great Cleave, Imp Crit as highest on the list.
Quick Draw has limited usage, and Improved Initiative is only worth taking if you really need to go first (IMO), such as for sneak attackers.
I'm not too fond of Greater weapon focus/specialization, but they're good filler feats if you've got nothing better.
Also, Pain Mastery can be interesting if you're playing the tank type. Note that it's not 50pts of damage in a single attack, it's just +2(UNNAMED) bonus to STR for each 50 dmg you take in the encounter, though you become exhausted afterwards.

OnlytheStrong
My apologies, I was under the impression it DID stack with itself. Kinda OP now that I look back on it *L* thnx guys for pointing that out. Tell you what, I'll let you take an improvement to it as a single advancement to it for pointing out my flaw. ;) Call it Greater Natural Attack (Think of it as 1 more stack).

Shayuri
Depends on which rules you're talking about using to create your 'mobile fortress'. It'd have to be something permanent to count for Leadership (IE not Daerns instant fortress or Mord's Mansion-style ability)

For Feats, How about Thick Skinned? (From Savage Species) It would up your DR to 7/cold iron, which is fairly respectable.
Or, Supernatural Transformation (Also savage species). It's been 'officially' erratad that only racial SLA's count, but I've always disagreed and felt that warlock invocations should be considered innate. and I'm the DM, so :P. Hell, take supernatural transformation: Eldritch blast and you now have a supernatural eldritch blast that overcomes SR (Though it would become an SLA if you used any invocations on it, unless they were also supernatural)

Myth
Heh. constructs. :D
Biggest concern: Don't ride a horse. Unless you can get a mount that's got some meat to it, your mount will be dead the first combat. A single fireball/lightning bolt/stray arrow and your beloved animal is gone.

Hmm.. If you want, we could talk about you taking a horse as a familiar. ;)

For elemental traits all you really have to do is create a section on your sheet called Special Qualities or some such, and just copy all of your traits there.

A few questions & Suggestions:
Why Spell focus Necromancy? Wouldn't conjuration make more sense for a fire mage?
Energy Admixture can be fun, and greater spell focus may be useful, but at Epic, Fire Immunity/resistance isn't all that uncommon. I think if you're looking for a fire mage, you'd be better off finding room for the Searing Spell metamagic feat, as voidrazor suggested. I'd be ok with it for a dedicated fire mage.

Not sure what you're planning on spending your archmage lvls on, but I'd suggest using at least one of them for mastery of shaping, so you don't boom your buddies.
For the others.. spellpower+4 can be fun.
 
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I'd recommend Weapon Mastery (Slashing) from the Player's Handbook II. It adds another +2 to Attack and Damage rolls as well as passing your Weapon Focus and Weapon Specialization feats on to all Slashing weapons with which you're proficient with.

Wait, so the Weapon Mastery bonuses stack onto the preexisting bonuses? Hmm, of this I was not aware.

Can anyone confirm this? I thought it just transferred those bonus to all other weapons, like rpgramen states.
 
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