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Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*
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<blockquote data-quote="Jemal" data-source="post: 4762791" data-attributes="member: 9026"><p>OnlytheStrong - I'm gonna say No to the magic item compendium entirely, I dislike much of the stuff in it. As for exotic gear, as posted they must be custom made using the item creation feats, which means either you'll need a PC to do it, or you'll have to wait for the game to start and then find an NPC capable of making it and comission them.</p><p></p><p>ethandrew - Don't forget to take the Complete Adventurer feat; Oversized Two-Weapon Fighting. It lets you treat one-handed weapons as light weapons for the purposes of two-weapon fighting. requirements: STR 13, two weapon fighting.</p><p></p><p>Manuals/tomes are fine, and I don't have a problem with Ioun stones, but keep in mind how easy they are to get rid of.</p><p></p><p></p><p>Shayuri - The feats are all pretty good for me, though dark transient will need a few changes to fit in:</p><p>Greater teleport at will becomes Teleport at will (Full round invoke time)</p><p>Teleport when taking others becomes Dimension door, and the plane shift will still incure the xp cost to each character transported with it whenever it's used.</p><p></p><p>OH, and i know it wasn't on your list of things you were looking at, but no shadowmaster. Shades@will=shudder.</p><p></p><p>Leadership's fine. if you want a stronghold, you'll have to pay for it/describe how you got it, though.</p><p></p><p>(Warlock Lore Coming Later, too tired to transcribe ATM.</p><p></p><p>Salthorae - Cloistered Cleric and Illumian don't sound too bad, go ahead. As for stat points, it's 36 points using the standard point buy, but you can't put less than a 10 into any stat (Meaning you have to spend a minimum of 2 points on each stat).</p><p></p><p>Also, everybody - RE: Tomes.</p><p>If your character uprchases a tome of intellect (Or otherwise grants him/herself an inherent bonus to intelligence), the effective increase comes into play for lvl 18 and up. (IE you would gain the extra skill points for lvls 18, 19, and 20)</p></blockquote><p></p>
[QUOTE="Jemal, post: 4762791, member: 9026"] OnlytheStrong - I'm gonna say No to the magic item compendium entirely, I dislike much of the stuff in it. As for exotic gear, as posted they must be custom made using the item creation feats, which means either you'll need a PC to do it, or you'll have to wait for the game to start and then find an NPC capable of making it and comission them. ethandrew - Don't forget to take the Complete Adventurer feat; Oversized Two-Weapon Fighting. It lets you treat one-handed weapons as light weapons for the purposes of two-weapon fighting. requirements: STR 13, two weapon fighting. Manuals/tomes are fine, and I don't have a problem with Ioun stones, but keep in mind how easy they are to get rid of. Shayuri - The feats are all pretty good for me, though dark transient will need a few changes to fit in: Greater teleport at will becomes Teleport at will (Full round invoke time) Teleport when taking others becomes Dimension door, and the plane shift will still incure the xp cost to each character transported with it whenever it's used. OH, and i know it wasn't on your list of things you were looking at, but no shadowmaster. Shades@will=shudder. Leadership's fine. if you want a stronghold, you'll have to pay for it/describe how you got it, though. (Warlock Lore Coming Later, too tired to transcribe ATM. Salthorae - Cloistered Cleric and Illumian don't sound too bad, go ahead. As for stat points, it's 36 points using the standard point buy, but you can't put less than a 10 into any stat (Meaning you have to spend a minimum of 2 points on each stat). Also, everybody - RE: Tomes. If your character uprchases a tome of intellect (Or otherwise grants him/herself an inherent bonus to intelligence), the effective increase comes into play for lvl 18 and up. (IE you would gain the extra skill points for lvls 18, 19, and 20) [/QUOTE]
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