Gaming W/Jemal: War of Gods

Nuthin to see here, just WIPing my new build.

By toning monk way down and replacing most of it with revised druid levels, I got Wildshape HD up to 35. This allows some absolutely fantastic shapes like juvenile force dragons, and ancient gold dragons...and much much more...

I haven't bought the Wilding Clasps yet, but I'm gonna. Just so you know I haven't forgotten.

[sblock=Shapechanger]Name:
Human
Druid 17 / Monk 2 / Ranger (Wildshape) 5 / Master of Many Forms 10 / Warshaper 3 / Nature's Warrior 3

Description::)

Str 10/24 +4 inherent +10 enh
Dex 10/26 +1 level +5 inherent +10 enh
Con 18/30 +1 level +5 inherent +6 enh
Int 16
Wis 18/40 +7 level +5 inherent +10 enh
Cha 18/30 +1 level +5 inherent +6 enh

AC: 61 (10 + 15wis +8 dex +10 nat +8 armor +10 def), Touch 43, FF 53
Fort: +43 (+23 +10con +10res)
Ref: +36 (+18 +8dex +10res)
Will: +46
Hit Points: 10+16d10+23d8
Move: 30'
Init: +12

Base Attack: +30

Feats:
-------
1 Alertness
1 Improved Initiative
3 Combat Reflexes
6 Weapon Finesse
9 Weapon Focus: Bite
12 Weapon Focus: Claws
15 Flyby Attack
18
B Tracking
B Endurance
B Improved Grappling
B Deflect Arrows

21 Exceptional Deflection
24 Infinite Deflection
27 Fast Healing
30 Improved Natural Strike (Epic)
33 Epic Prowess
36 Magical Beast Wild Shape
39 Dragon Wild Shape

Race Traits: Human
---------------
Extra Feat
Extra Skill Point
Etc

Class Traits:
-----------------
Druid
Animal Companion (Druid level 17)
Wild Empathy
Nature Sense
Woodland Stride
Trackless Step
Resist Nature's Lure
Wildshape 5/day
Venom Immunity
1000 Faces
Timeless Body
DRUID POWERS!
- Natural Strike (Silver)
- Natural Strike (Good)
- Natural Strike (Cold Iron)
- Natural Strike (Adamantine)
- Natural Strike (Evil)

Ranger
Favored Enemies
- Evil Outsiders +4
- Good Outsiders +2
Track
Wild Empathy
Endurance
Animal Companion (Druid Level 2)
Wild Shape 1/day (Small or Medium only)

Monk
Bonus Feats
- Improved Grapple
- Deflect Arrows
Flurry of Blows
Unarmed strike (1d6)
Evasion

Master of Many Forms
Improved Wildshape 16/day (gargantuan through dimunitive, up to 35HD)
- Humanoid, Monstrous Humanoid, Giant, fey, vermin, abberation, plant, ooze, elemental, dragon
Shifters Speech
Fast Wildshape
Extraordinary Wildshape
Evershifting Form (shapechanger subtype, immune to transmutations)

Warshaper
Morphic Immunities (Stuns, crits)
Morphic Weapons (+1 size level natural weapons)
Morphic Body (+4 str, +4 Con)
Morphic Reach +5'`

Nature's Warrior
- Claws of the Grizzly (+3 dmg w/natural weapons), Wilding
- caster level increase
- Skin of the Alligator (+3 natural armor in wildshape)

Skills 160d+50r+16m+80mmf+18w+?ng


Languages: Common, Giant, Draconic, Sylvan, Druidic

Equipment
Cash: 489,500-27.5k-120k

Unity of Threes: Amulet of Mind, Body, and Spirit - 4.019
- +10 Natural Armor, 2mil
- +10 Epic Wisdom, 1.5mil
- +5 Mighty Fists, .225
- +6 Constitution, 54k
- Concealment (as 3rd Eye of Conceal), .24

Straps of Strength and Speed (belt), 2.5mil
- +10 Strength, 1mil
- +10 Dexterity, 1.5mil

Uber-Ring, 5.26
- Universal Energy Immunity, 2.16
- Epic Protection +10, 2.5
- Ironskin, .6
- Spell Turning, .147420

Vest of Epic Resistance +10, 1mil

Bracers of Armor +8, 64k
Boots of Teleportation, 49k

Tomes,
- +5 Strength, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500
---------------------
Preferred Shapes
---------------------
Juvenile Force Dragon (gargantuan)
60' move, Fly 300
+36 Str, 0 Dex, +22 Con
+37 natural AC, -4 size AC, SR33, DR15/magic
Breath Weapon: 20d12 Force DC 48 in 60' cone, Fright DC37
Reach 20', Bite: 4d8+30, 2 Claws 4d6+17, 2 Wings 2d8+17, Tail 4d6+30, Crush 4d8+30, Sweep 2d8+17
Immune to Sleep, Paralysis and Force, Deflecting Force (+10), Blur (20% miss)
Blindsense 60', darkvision, low light vision

Tayella
Magical Beast (gargantuan)
100' move
+26 Str, +38 Dex, +28 Con
+15 insight AC, +7 natural AC, -4 size AC, SR34, DR10/epic
Reach 20', 2 Claws 4d6+21, 3 Bites 2d8+12, Sting 3d8+12+poison (DC49, 2d10Con)
Pounce, Improved Grab, Rake 4d8+21[/sblock]

Why still going with the 5 ranger rather than more levels in something else?

You forgot to count the +1 spellcasting of Nature's Warrior at lvls 2 and 4. If you dropped Druid to 15 and took two more levels in Nature's Warrior, you'd gain an additional +2 AC, another Nature's Armament, you'd still get all the bonuses for Druid 17 casting, and your Wild Shape wouldn't decrease.

Why didn't you up Warshaper to 5 for the fantastically awesome Multimorph? It would essentially mean you can change form at will once per round as a move action. Your Wild shape lasts for 35 hours per use, meaning you'd only need a single use per day, and could use the rest as backups or to power Wild feats.

Why Improved Initiative? It's not a requirement for anything I can see, and the extra 4 initiative isn't really game-breaking in a game that isn't "Person who goes first wins". Using that feat slot and the other empty one you have, you could take Improved Natural Attack twice, for Bite and Claw (Which will likely be your two most used attack forms), or Multiattack/Improved Multiattack.

Favoured Forms: Little bit of a math problem here, You're forgetting to account for the fact that your base Con is 18, not 10. Your con scores increase by less than you have listed.
Tayellah : 34 (Tayella base) +4 (warshaper) = 38. 38 - 18(your base)= +20
Force Dragon : 28(Base) + 4 (warshaper) = 32- 18 base = +14

Equipment:
I think the ring of Ironskin is a waste of money. DR 10/Magic is practically useless, especially when you could gain better DR through any number of shapes. Your favoured forms for example: Force dragon is 20/Magic and Tayellah is 15/Epic.
 

log in or register to remove this ad

Why still going with the 5 ranger rather than more levels in something else?

It adds to my Wildshape HD, it gives me Favored Enemy bonus damage to a couple of creature types, and Endurance (a prereq for Master of Many Forms) as a bonus feat. Plus Tracking is fun. In short, it doesn't hurt, and it helps a little.

You forgot to count the +1 spellcasting of Nature's Warrior at lvls 2 and 4. If you dropped Druid to 15 and took two more levels in Nature's Warrior, you'd gain an additional +2 AC, another Nature's Armament, you'd still get all the bonuses for Druid 17 casting, and your Wild Shape wouldn't decrease.

I didn't forget, I just didn't think it was very important. Good point about the AC though.

Why didn't you up Warshaper to 5 for the fantastically awesome Multimorph? It would essentially mean you can change form at will once per round as a move action. Your Wild shape lasts for 35 hours per use, meaning you'd only need a single use per day, and could use the rest as backups or to power Wild feats.

Warshaper doesn't increase my Wildshape HD. It was very important that I get to 35 HD, so I could assume the draconic forms I wanted.

Why Improved Initiative? It's not a requirement for anything I can see, and the extra 4 initiative isn't really game-breaking in a game that isn't "Person who goes first wins". Using that feat slot and the other empty one you have, you could take Improved Natural Attack twice, for Bite and Claw (Which will likely be your two most used attack forms), or Multiattack/Improved Multiattack.

That was a relic from a previous build. Good eye spotting it though...more feats are always useful. Heck, for that matter...do I need Combat Reflexes for anything?

Favoured Forms: Little bit of a math problem here, You're forgetting to account for the fact that your base Con is 18, not 10. Your con scores increase by less than you have listed.
Tayellah : 34 (Tayella base) +4 (warshaper) = 38. 38 - 18(your base)= +20
Force Dragon : 28(Base) + 4 (warshaper) = 32- 18 base = +14


Hmm, I thought I'd accounted for that. Let me doublecheck here...

Ah, I see...yes you're right. I was working the problem backwards and forgot about that. It works for Strength and Dex, because my base stats are 10 in those...okay, thanks for that catch too! :)

I'll go through and adjust DC's and such as well, based on the corrected figures.

Equipment:
I think the ring of Ironskin is a waste of money. DR 10/Magic is practically useless, especially when you could gain better DR through any number of shapes. Your favoured forms for example: Force dragon is 20/Magic and Tayellah is 15/Epic.


If a Ring of Ironskin gave DR 10/magic, it would be a waste of money, absolutely. It doesn't though. It gives DR 15/adamantine. And since there are plenty of critters at epic levels who don't pierce adamantine DR, it seems like a nice investment. Especially since I'm overflowing with cash at the moment.
 

Jemal, your prohibition on the sudden death things, does that apply to devastating critical?

WIP
[sblock]
Name: Dzuron Kzazak
Male Dwarf
Dwarven Fighter 20 (1st and 8th)/Dwarven Defender 20

Description:

Str 18/43 +10 level +5 inherent +10 Enchantment (+16)
Dex 17/32 +5 inherent +10 Enchantment (+11)
Con 20/31 +2 racial +5 inherent +6 Enchantment (+10)
Int 10/
Wis 17/22 +5 inherent (+6)
Cha 8/ -2 racial

AC: 61 (10 + 1 dex + 7 dodge + 10 nat + 20 armor +7 shield + 5 def +1 WSp)
Bulwark 67
Touch , FF
Damage Reduction: 25/-
Fort: + 29(+14 +10con +5 res)
Ref: +22 (+6 +11dex +5 res)
Will: +21 (+10 + 6Wis +5 res)
Hit Points: 844 (12+18d10+21d12 +400 Con)
Move: 20'
Init: +15

Base Attack: +30
Great axe +63 1D12+45

Feats:
-------
1 Improved Initiative +4 Init
3 Rapid Shot
6 Power Attack
9
12
15 Greater Weapon Focus (Greataxe) + 1 to hit
18 Greater Weapon Specialization (Greataxe) +2 to damage

21 Overwhelming critical
24 Epic Weapon Focus (Greataxe) +2 attack
27 Epic Weapon Specialization (Greataxe) +4 damage
30 Damage Reduction
33 Fast Healing
36 Blinding Speed
39 Damage Reduction

F1 Axe Focus (racial) +1 to hit
F2 Point Blank shot
F4 Weapon Specialization (Greataxe) +2 damage
F6 Cleave
F8 Heavy Armor Expertise (racial)
F10 Great Cleave
F12 Improved Critical
F14 Armor Specialization
F16 Melee Weapon Mastery (Slashing) +2 to hit, +2 damage
F18
F20 Weapon Supremacy (Greataxe)

DD13 Bulwark of Defense
DD16 Damage Reduction
DD19 Devastating Critical (DC 46)

Race Traits: Dwarf
---------------


Class Traits:
-----------------
Dwarven Defender
Defensive Stance 10/day (+4 Str, +6 Con, +4 Resistance bonus to all Saves, +6 Dodge Bonus on AC)
Damage Reduction 12/-
+7 AC Bonus
Trap sense +2
Uncanny Dodge
Improved Uncanny Dodge
Mobile Defense


Equipment start 13,600,000
Cash: 1,114,551
Adamantine Full plate +10, Heavy Fortification, 2,266,650
Heavy steel shield +5 Animated 49,170
Greataxe +11 Thundering, Shocking Burst, Ghost Touch 4,500,320 (15)
Guisarme +5 Keen, Corrosive, Icy Burst, 200,309
Long bow +XX Str +5 Seeking, Keen, Collision, Flaming (bow made from the ribs bones of an ancient red dragon) 200,000 +????
Tomes,
- +5 Strength, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500

Straps of Strength and Speed (belt), 2.5mil
- +10 Strength, 1mil
- +10 Dexterity, 1.5mil


Unity of Threes: Amulet of Mind, Body, and Spirit – 2,054,000
- +10 Natural Armor, 2mil
- +6 Constitution, 54k

Vest of Resistance +5 25,000
Ring of Epic Protection +5 50,000
Ring of Regeneration 90,000
[/sblock]

OK, first off your DR: Armour specialization and Adamantine armour won't stack with the natural armour bonuses granted by Defender and Epic Feats. By my math your DR should be 21/Epic (12 for Dwarven Defender, +9 from 3X Epic feat)

Feats: Some suggestions could be Shield Spec/Shield Ward, and/or Slashing Fury. Also, where are those racial feats from and what do they do?

If you want to increase your AC, you should invest in Combat Expertise/Improved Combat Expertise, and adding Defending to your weapon. I'd also suggest throwing some Cross-class skill points into Tumble to increase your Defensive Fighting ability. If you do go that route

I was going to suggest dropping some of the Dwarven Defender levels to get Epic Fighter for more Epic Feats, but if you're still intent on maximizing your Damage Reduction, then it's not worth it.

Equipment:
I'd suggest buying Boots of Swiftness: Double speed to help you get where you're going before activating your defensive stance, +20 tumble, and Haste 3/day for 20 rounds each(In addition to your 5 rounds/day from Blinding Speed).

Since the adamantine won't stack for DR, I'd suggest altering your Full Plate into Mithril, to increase your Max Dex to +3.
Also, +10 dex added onto your belt of str isn't allowed, I specified no slot-swapping, and Dex is not a 'belt-slot' item. Beyond that, it's kinda pointless to be spending so much on it when A: You can use gloves to save half a million, and B: You don't really need an Epic enhancement to dex, you're not really using it for anything, and you easily meet your Max Dex without it. My suggestion would be to just get the +6 from the boots of swiftness.

Weapons:
I'd drop the Flaming on your bow, b/c at this level although things aren't going to be IMMUNE to everything, there's a VERY high chance of elemental resistances, so the 1d6 fire damage won't be very useful. I'd make similar suggestions for your Greataxe(Thundering, Shocking Burst) and Guisarme(Corrosive, Icy Burst), though it's your call.

On the other hand, I do have some suggestions that might help:
For the bow, I'd suggest dropping Keen and/or Seeking to keep it non-epic in cost if you want to add one or more of these:
Force: +2 enhancement, turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance.
Dessicating: +1 enhancement, deals +1d4 damage to living creatures(1d8 to plant/water)
Dessicating burst: +1 enhancement, adds onto desicating, extra damage on crits.
Psychokinetic: +1 enhancement, +1d4 force damage
Psychokinetic Burst: +1 enhancement, adds onto Force, extra damage on crits.
Vampiric: +2 enhancement, melee only, +1d6 damage, Heals wielder same amount.
Vicious: +1 enhancement, melee only, +2d6 damage, Wielder takes 1d6 damage.

And finally, the most important part : Threat Generation. You're essentially playing a defensive Tank character, but how do you plan on getting the badguys to attack you?
The only thing I can think of off the top of my head is the Goad feat from complete Adventurer, but it's got a couple downsides. First is that it's mind-affecting, second is that you have to be in threatened range of the target to begin with, third is that it's a Will save DC 10 + 1/2 lvl + CHARISMA (And you aren't exactly a charisma character).
We're still working on other options.
 
Last edited:

That was a relic from a previous build. Good eye spotting it though...more feats are always useful. Heck, for that matter...do I need Combat Reflexes for anything?

Infinite Deflection requires Combat Reflexes, or I would've suggested dropping it too.
If a Ring of Ironskin gave DR 10/magic, it would be a waste of money, absolutely. It doesn't though. It gives DR 15/adamantine. And since there are plenty of critters at epic levels who don't pierce adamantine DR, it seems like a nice investment. Especially since I'm overflowing with cash at the moment.

Where're you getting that from? My book says 10/+5, which should translate to Magic in 3.5, shouldn't it?
 

Not everything in 3.5 is a direct port like that. :)

From the 3.5 SRD:
SRD - Epic Magic Items

Ironskin: This ring grants its wearer damage reduction 15/adamantine.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp.
 

Jermal said:
Quote:
If a Ring of Ironskin gave DR 10/magic, it would be a waste of money, absolutely. It doesn't though. It gives DR 15/adamantine. And since there are plenty of critters at epic levels who don't pierce adamantine DR, it seems like a nice investment. Especially since I'm overflowing with cash at the moment.

Where're you getting that from? My book says 10/+5, which should translate to Magic in 3.5, shouldn't it?

From the SRD Jemal

SRD said:
Ironskin

This ring grants its wearer damage reduction 15/adamantine.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp.

EDIT: Also all... I have NO idea what to pick for an epic feat... a little help here LOL... nothing seems to fit heh.

EDIT2: Also... Lets see how this looks again so far!

[sblock=Duvalis the "Valkyrie"]Name: Duvalis [Do-Vaal-s] the "Valkyrie"
Race: Paragon [+16 LA] Winged [+2 LA] Human
Class: Scout 14/Ranger1/Dervish 6/Monk 1
Alignment: TN
ECL: 40
Gender: Male
Height/Weight: 6'1"/210 lbs.
Hair/Eyes: Bright Blue/Silver

Str: 55 +22 (18 Pts, +15 Paragon, +5 Inherent, +5 Level, +12 Enhancement)
Dex: 42 +16 (18 Pts, +15 Paragon, +5 Inherent, +4 Template
Con: 50 +20 (18 Pts, +15 Paragon, +5 Inherent, +12 Enhancement)
Int: 25 +7 (10 Pts, +15 Paragon)
Wis: 44 +17 (16 Pts. +15 Paragon, +5 Inherent, +2 Template, +6 Enhancement)
Cha: 35 +12 (10 Pts, +15 Paragon, +5 Inherent)
Points Unspent: 0

BAB: +17/+12/+7/+2 [+16/+11/+6/+1 Base, +1 Epic Progressing]
HP: 112[Scout]+8[Monk]+70[Dervish]+440[Con Mod]+264[Paragon]= 894
AC: 84 (10 Base, +16 Dex, +17 Wis, +12 Insight, +12 Luck, +5 Natural, +10 Deflection +2 Dervish) *+4/6 when Skirmishing*
Init: +20 (+16 Dex, +2 Scout, +2 Dervish)
Speed: 30(50 Fly, Perfect) [90(150 Fly, Perfect)]

Saves:
Fort: +49 (7 Base, +20 Con, +10 Paragon, +2 Scout, +10 Enhancement)
Refl: +53 (15 Base, +16 Dex, +10 Paragon, +2 Feat, +10 Enhancement)
Will: +45 (8 Base, +17 Wis, +10 Paragon, +10 Enhancement)

Attacks:
+7 Impaling Adamantine Ghost Strike Halberd of Speed +72 (+72/+72/+67/+62/+57 Full) (+17 BAB, +22 Str, +25 Paragon, +7 Weapon, +1 WF] to hit / 1d10+60 dmg (33[1.5xStr]+7[Weapon]+20[Paragon]) {+6d6 dmg w/Skirmish, +5 vs favoured enemies} 19-20/X3 Crit

Racial/Special Abilities:
Paragon:
*A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
*A paragon creature’s speed triples, for all movement types.
*Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus
*A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
*A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks.
*A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
*Fire and cold resistance 10.
*Damage reduction 15/epic.
*Spell resistance equal to the paragon creature’s HD+26 [48].
*Fast healing 20.
*A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
*The paragon creature gains a +10 insight bonus on all its saving throws.
*All ability scores are 15 points higher than those of the base creature.
*The paragon creature gains a +10 competence bonus on all its skill checks.
* Feats: Same as the base creature, plus one bonus feat.
Winged:
* +4 Dex, +2 Wis, Fly = Land Speed +20 ft, Perfect Manuv.
Scout:
*Skirmish (+4d6, +4 AC)
*Blindsense 30 ft.
*Battle Fort. +2 (+2 Fort Checks, +2 Init)
*Hide in Plain Sight
*Camouflage
*Flawless stride
*Fast Movement
*Uncanny Dodge
*Trapfinding
Ranger:
*Favored Enemy[X4] (Constructs, Humans, Dragons, Undead)
*Track
*Wild Empathy
Dervish:
*Dervish Dance 3/day(+2 atk/dmg)
*Fast Move
*Spring Attack
*Dance of Death(Gain Cleave while Dancing)
*Improved Reaction(+2 Initiative)
Monk:
*Ac Bonus (Wis to AC when wearing light or no armor, +2 From Dervish)
*Flurry of Blows
*Unarmed Strike

Skills: Scout 1st (8+8)x4 Scout 2nd-14th (8+8)x14, Dervis 1st-6th(4+8)X6, Ranger 1st(6+8), Monk 1st(4+8), Human (4)= 390

Feats:
Human: Dodge [+1 Dodge Bns to AC Against Selected Foes]
Paragon Bonus: Lightning Reflexes [+2 on Reflex Saves]
Monk 1st: Stunning Fist
1st: Mobility [+4 dodge bns to AC against AoO when you move out of threatened area]
3rd: Weapon Focus (Halberd)
Scout 4th: Combat Expertise [Up to -5 to attk for +5 dodge bns to AC]
Ranger 1: Track
6th: Swift Hunter [Ranger and Scout stack for Skirmish and Favored Enemy; Skirmish dmg applies to Favored Enemies even if they're immune to Crits]
Scout 8th: Improved Skirmish [+2d6 dmg, +2 AC if moved more than 20 feet from start]
9th: Improved Favoured Enemy [+3 dmg vs favoured enemies]
12th: Prone Attack [May make attack while prone, if hits stand as free action, opponents gain no bns to me being prone]
Scout 12th: Short Haft
15th: Improved Critical (Halberd)
Dervish 3rd: Spring Attack
18th: Bounding Assault [Pick two Targets, Make two attacks w/ Spring attack]
21st[Epic]:


Equipment:

Magical Items: 2,387,745 gold left
Tomes/Manuals:
*Str +5 137,500 gp
*Dex +5 137,500 gp
*Con +5 137,500 gp
*Wis +5 137,500 gp
*Cha +5 137,500 gp
+7 Impaling [+1] Adamantine Ghost Strike [+1] Halberd of Speed [+3] 2,880,305 gp
Wraps (Cloak) of Epic Resistance +10 1,000,000 gp
Ring of Epic Protection +10 and Universal Energy Resistance 2,462,000 gp
Torc (Periapt) of Wis +6 36,000 gp
Belt of Epic Strength and Con +12 3,600,000 gp
Winged Helm (Helm) of Teleportation and Comp. Langs and Read Magic 81,300 gp
Ring of Freedom of Movement, Feather Fall, and Sustanance 47,050 gp
Gate Key 378,000 gp
Lenses of Seeing (As Gem of Seeing) [True Seeing for up to 30 mins a day] 75,000 gp[/sblock]
 
Last edited:

Rathan: Couple things about your revised character
Skills: Scout 1st (8+8)x4 Scout 2nd-14th (8+8)x14, Dervis 1st-6th(4+8)X6, Ranger 1st(6+8), Monk 1st(4+8), Human (4)= 390
The Human bonus skills are allredy added into the skill list, that's why the all have +8 (+7 int +1 human).

Also, I would suggest dropping Prone Attack (It's kinda pointless as you can Tumble to your feat as a free action anyways, since you should have a phenomenal tumble check), and take Rapid Blitz so you have a mobile attack mode if you have to fight without Dervish Dancing.

Lenses of Seeing is a no-go, the Gem is a slotless, held item, it's drawback is that you have to hold it and look through it to use it, you can't just stick it into a pair of glasses and be done.

Finally, suggestions for Epic Feat:
Dire Charge is my first suggestion, as it would give you a way to start each encounter, before you have to decide whether or not to expend one of your Dervish Dances, and would give you one free move+Full attack if you do end up having to fight after using them all up.
The only other suggestion I have for Epic feats would be Penetrate DR for either Silver or Cold Iron.( You allready have Epic and Adamantine)
 

Is there an item that would allow me not to have to use a hand to get true seeing or even dark vision then Jemal that you know of? I don't mind paying extra for it as it seems this character weakness is his sight being mostly human and all.

I see where you are getting at with the skill points.. I thought you were missing the 4 for first level.. but I see how those were added in now as well...
 

Dharuhk - Character looks Great, just got a couple comments/questions:
A: What are you planning on storing in the Casters Gloves
B: Don't forget to post your race, I only figured out it was human after noticing the 'human bonus feat'.
Full Round Attack (w/ Haste/Rapid Shot/Slashing Fury): +43x16/+38x4/+33x4/+28x4 1d4+9 Crit: 17-20 x3
C: Just checking my math here - The listed attacks are using your +5 Daggers, correct?
D: You have HD listed as 36d8 + 4d10 + 400, and HP listed as 744. My math says it should be 728.
 

Rathan - Robe of Eyes, DMG, 120,000 GP. 120' darkvision, see all forms of invisible/ethereal within 120', +10 spot/search, Uncanny dodge, can see in all directions. Downside: Cannot avert/close eyes to avoid gaze attacks.

Shayuri - I just noticed something bad, your character has XP penalties..
Druid 17 / Monk 2 / Ranger (Wildshape) 5 / Master of Many Forms 10 / Warshaper 3 / Nature's Warrior 3
Prc's don't count, and human will remove your highest lvl class, but that still leaves you with: Monk 2/Ranger 5, which is 20% xp penalty.
 
Last edited:

Pets & Sidekicks

Remove ads

Top