Gaming W/Jemal: War of Gods

Since you're based on mobility attacks...spring attack and flyby attack, I'd find feats that either boost your one-hit damage, or that add attacks to Spring Attack.

There are several.

Improved Skirmish from Complete Scoundrel gives you +2d6 damage and +2 AC if you move 20' and make an attack. With your speed, that's no real obstacle so it's basically free damage and AC.

Bounding Assault and Rapid Blitz from PHB2 give you additional attacks when you use Spring Attack...but I think your BAB will prevent you from taking Rapid Blitz.

Still, 2 attacks instead of 1 ain't bad.
 

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Would the bounding assault work with my fly by attack, or just spring attack while I'm on the ground?

EDIT: I added some of the feats you suggested... let me know what you think!
 
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SRD said:
Spring Attack Benefit:

When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

The reason I ask is that spring attack does not specify what type of movement you are using, flight or ground attack, just that it's an attack action which fly by attack is.

EDIT: I guess I have to defer to you Jemal... what do you think?
 
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Rathan, the problem is that you are trying to combine two different feats that, while they are similar, are not related to each other in any way shape or form. Now the funny thing is you can spring attack while flying, which gets you an attack with no attack of opportunity, whereas using flyby attack for it gets you a standard action with an attack of opportunity.
 

K, I kinda derailed my last concept to the point where it didn't become viable anymore so I started again. Here is the end results.

[sblock=Ghatto Link]
[sblock=Stats]
Race: Human
AL:CN HT: 5'8" WT: 126 Hair: Black Eyes: Red

Scout 24, Ranger 3, Monk 4, Fighter 4, Master Thrower 5
First 20 Levels: Scout 4, Ranger 3, Monk 4, Fighter 4, Master Thrower 5

Str: 21/+5 (10 Base + 6 Enhancement + 5 Inherant)
Dex: 40/+15 (17 Base + 10 Level + 6 Enhancement + 5 Inherant + 2 Graft)
Con: 30/+10 (17 Base + 6 Enhancement + 5 Inherant + 2 Graft)
Int: 28/+9 (18 Base + 6 Enhancement + 4 Inherant)
Wis: 28/+9 (18 Base + 6 Enhancement + 5 Inherant)
Cha: 22/+6 (11 Base + 6 Enhancement + 5 Inherant)

AC: 59 (10 Base + 8 Armor + 10 Natural Armor + 5 Deflection + 16 Dex + 9 Wis + 1 Monk)
Flat Footed AC: 45 (10 Base + 8 Armor + 10 Natural Armor + 5 Deflection + 9 Wis + 1 Monk + 2 Warning)
Touch AC: 41 (10 Base + 5 Deflection + 16 Dex + 9 Wis + 1 Monk)
Flat Footed Touch AC: 27 (10 Base + 5 Deflection + 9 Wis + 1 Monk + 2 Warning)

HD: 36d8 + 4d10 + 400
HP: 720
Initiative: +25 (15 Dex + 3 Competence + 2 Eager + 5 Warning)
Land Speed: 60ft
Fly Speed: 80ft (good)
Languages: All except Druidic

BAB: 18
Fort: +42 (13 Base + 10 Con + 10 Epic + 5 Resistance +3 Competence +1 Luck)
Ref: +49 (16 Base + 15 Dex + 10 Epic + 5 Resistance +2 Competence +1 Luck)
Will: +37 (8 Base + 9 Wis + 10 Epic + 5 Resistance + 4 Insight +1 Luck) [/sblock]

[sblock=Feats (24)]
Point Blank Shot (Human 1), Weapon Focus (Dagger) (1), Combat Expertise (3), Precise Shot (Scout 4), Track (Ranger 5), Power Attack (6), Two Weapon Fighting (Ranger 6), Endurance (Ranger 7), Stunning Fist (Monk 8), Favored Power Attack (9), Deflect Arrows (Monk 9), Improved Two Weapon Fighting (12), Brutal Throw (Fighter 12), Power Throw (Fighter 13), Ranged Weapon Mastery (Slashing)(15), Weapon Specilization (Dagger) (Fighter 15), Quick Draw (Master Thrower 16), Slashing Fury (18), Snatch Arrow (Master Thrower 19) Improved Critical (Dagger)(Master Thrower 20), Swift Hunter (Scout 24), Rapid Shot (Scout 28), Far Shot (Scout 32), Improved Skirmish (Scout 36)

Epic Feats (8): Greater Two Weapon Fighting (21), Perfect Two Weapon Fighting (24), Infinite Deflection (27), Exceptional Deflection (30), Bane of Enemies (33), Polyglot (36), Improved Combat Expertise (39), Distant Shot (Scout 40)[/sblock]

[sblock=Special Abilities]
Favored Enemy (Evil Outsiders +8, Good Outsiders +8, Undead +4, Constructs +4, Dragons +6, Elementals +4), Wild Empathy, Combat Style (Two Weapon Fighting), Flurry of Blows, Unarmed Strike, Evasion, Improved Evasion, Still Mind, Ki Strike (magical), Slow Fall (20ft), Skirmish (8d6, +7 AC), Trapfinding, Battle Fortitude +3, Uncanny Dodge, Trackless Step, Fast Movement (+20ft), Blindsight 30ft, Flawless Stride, Camouflage, Hide in Plain Sight, Freedom of Movement, Critical Throws, Snatch Arrows, Palm Throw, Deadeye Shot, Weakspot [/sblock]

[sblock=Skills (535)]
Hide +98 (43 Ranks + 30 Competence Bonus + 15 Dex + 4 Synergy + 1 Luck + 5 Anonymity)

Move Silently +93 (43 Ranks + 30 Competence Bonus + 15 Dex + 4 Synergy + 1 Luck )

Spot +77 (43 Ranks + 10 Competence Bonus + 9 Wis + 1 Luck + 5 Draconic Vision + 9 Insight)

Listen +53 (43 Ranks + 9 Wis + 1 Luck), Tumble +79 (43 Ranks + 20 Competence Bonus + 15 Dex + 1 Luck)

Search +72 (43 Ranks + 9 Wis + 1 Luck + 10 Competance + 9 Insight))

Knowledge Nature +62 (43 Ranks + 5 Competence Bonus + 9 Int + 4 Synergy + 1 Luck)

Knowledge Dungeoneering +58 (43 Ranks + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Arcana +58 (43 Ranks + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Religion +58 (43 Ranks + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Geography +58 (43 Ranks + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge History +15 (1/2 Rank + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Architecture And Engineering +15 (1/2 Rank + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Local +15 (1/2 Rank + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge Nobility and Royalty +15 (1/2 Rank + 5 Competence Bonus + 9 Int + 1 Luck)

Knowledge The Planes +25 (10 Ranks + 5 Competence Bonus + 9 Int + 1 Luck)

Jump +52 (0 Ranks + 15 Dex + 12 Speed + 20 Competence + 1 Luck + 4 Synergy)

Survival +35 (25 Ranks + 9 Wisdom + 1 Luck), Balance +40 (0 Ranks + 15 Dex + 20 Competence + 1 Luck + 4 Synergy)

Climb +26 (0 Ranks + 5 Str + 20 Competence + 1 Luck)

Use Magic Device +7 (1/2 Rank + 6 Cha + 1 Luck)

Spellcraft +14 (1/2 Rank + 9 Int + 1 Luck + 4 Synergy)

Slieght of Hand +17 (1 Rank + 15 Dex + 1 Luck)

Sense Motive +26 (6 Ranks + 9 Wis + 1 Luck + 10 Insight)

Speak Language x14

Skill Tricks: Acrobatic Backstab, Clarity of Vision, Listen to This, Point it Out, Slipping Past[/sblock]

[sblock=Equipment]
[sblock=Grafts and Skins: 670,000]
Chitin Plating +5: 100,000
Flexible Spine: 91,000
Healing Blood: 182,000
Silthilar Bones: 110,000
Silthilar Tendons: 110,000
Skin of the Hero: 77,000 [/sblock]

[sblock=Weapons: 8,017,555]
+5 Adamantine Defending, Warning (+1, MiC, pg 46), Eager (+1, MiC, pg 34), Skillful (+2, Complete Arcane, pg 144), Broadbladed Shortsword (75, Complete Adventurer, pg 117: 203,075
+1 Adamantine Daggers of Triple Throw and Returning x4: 3,932,032
x27 +5 Adamantine Daggers of Returning: 2,025,216
+5 Adamantine Dagger of Speed and Returning: 165,008
x27 +1 Adamantine Daggers of Returning and Transmuting (+2, MiC, pg 45): 945,216
+1 Adamantine Dagger of Speed, Transmuting (+2, MiC, pg 45), and Returning: 75,008
Greater Demolition Crystals (6,000, MiC, pg 65) x32: 192,000
Greater Fiendslaying Crystals (5,000, MiC, pg 65) x32: 160,000
Greater Truedeath Crystals (10,000, MiC, pg 66) x32: 320,000 [/sblock]

[sblock=Main Gear: 3,416,230]
Throat: Flesh Ring of Scorn (8,000, MiC, pg 100) of Fortune Prevailing (5,000, MiC, pg 69), Word Twisting (6,000, MiC, pg 71), Chronocharm of the Celestial Wanderer (500, MiC, pg 85), Chronocharm of the Horizon Walker (500, MiC, pg 86), Enemy Spirit (Construct, Undead, Dragon, Evil Outsider, Good Outsider, Elemental)(12,600, MiC, pg 97), Scentblinder (8,000, MiC, pg 132), Warning (4,000, MiC, pg 118) Health +6 (36,000), Mighty Fist +5 (150,000), Planes (120,000), Glory (8,000), Adaption (9,000), Wisdom +6 (36,000), Protection (38,000), Golembane (2,500), Dragon's Eye (55,000, MiC, pg 95): 666,150

Feet: Boots of Agile Leaping (600, MiC, pg 76), Translocation (1,400, MiC, pg 71), Big Stepping (6,000, MiC, pg 76), Jumping (2,500, MiC, pg 77), Landing (500, MiC, pg 77), Sidestepping (6,000, MiC, pg 78), Swift Passage (5,000, MiC, pg 78), Tracklessness (11,000, MiC, pg 79), Tremorsense (5,000, MiC, pg 79), Dimension Striding (2,000, MiC, pg 94), Quicksilver (3,500, MiC, pg 119), Skirmisher (6,200, MiC, pg 136), Swiftness (256,000), Speed (12,000), Teleportation (49,000), Spiderclimbing (4,800): 429,250

Waist: Belt of Battle (12,000, MiC, pg 73), Ultimate Athleticism (3,600, MiC, pg 75), Monks (13,000), Giant Strength +6 (36,000): 67,900

Torso: Bolt Shirt (5,000, MiC, pg 75) of Rogue's (18,000, MiC, pg 130), Sepulchral (2,000, MiC, pg 133), Daazzix (25,000, DMG2, pg 267): 62,500

Ring 1: Bone Ring (20,000, MiC, pg 75) of Mystic Defiance (7,500, MiC, pg 125), Sustenance (2,500), Solar Wings (118,000, BoED, pg 115): 163,000

Ring 2: Ring of Sequestering (300,000), Vanishing (30,000, MiC, pg 128), X-Ray Vision (25,000), Feather Falling (2,200) Spell Turning (98,280): 366,080

Ring 3 (Hand o fGlory): Ring of Universal Elemental Resistance (180,000, MiC, pg 128), Protection +5 (50,000), Negative Protection (36,000, MiC, pg 126): 318,000

Arms: Bracers of Accuracy (4,000, MiC, pg 79), Deathstrike (5,000, MiC, pg 93), Armor +8 (64,000): 77,500

Hands: Casting Gloves (40,000, MiC, pg 84) of Agile Striking (2,200, MiC, pg 105), Infinite Blades (6,500, MiC, pg 101), Arrow Reflection (2,000, MiC, pg 101), Weaponry Arcane (6,000, MiC, pg 104), Fortunate Striking (2,000, MiC, pg 105), Manual Prowess (3,000, MiC, pg 106): 72,550

Face: Crystal Mask of Detection (10,000, MiC, pg 90), Discernment (10,000, MiC, pg 90), Insight (20,000, MiC, pg 91), Knowledge (all) (25,000, MiC, pg 91), Mindarmor (10,000, MiC, pg 92), Visual Insight (10,000, MiC, pg 92), Dragon (4,000, MiC, pg 94), Truth (5,500, MiC, pg 99), Foefinding (2,500, MiC, pg 108), Lifesight (2,000, MiC, pg 108), Third Eye Clarity (3,000, MiC, pg 141), Third Eye Conceal (120,000, MiC, pg 141), Third Eye Surge (2,100, MiC, pg 143), Draconic Vision (16,000, MiC, pg 107): 300,150

Shoulders: Mantle of Second Chances (12,000, MiC, pg 115), Transposer (6,000, MiC, pg 144), Epic Spell Resistance (290,000), Great Stealth (242,000), Charisma +6 (36,000), Flying (54,000): 815,000

Head: Scout's Headband (3,400, MiC, pg 132) of Intelligence +6 (36,000), Disguise (1,800), Anonymity (12,500, MiC, pg 109), Comprehend Languages and Read Magic (5,200): 70,350 [/sblock]

[sblock=Slotless Items: 1,413,800]
Manual of Bodily Health +5: 137,500
Manual of Gainful Exercise +5:137,500
Manual of Quickness of Action +5: 137,500
Tome of Clear Thought +4: 110,000
Tome of Understanding +5: 137,500
Tome of Leadership and Influence +5: 137,500
Rod of Invulnerability 600,000
Heward's Handy Haversack: 2,000
Portable Hole: 20,000
Quiver of Ehlonna: 1,800
Luckstone: 20,000
82,415 gp [/sblock][/sblock]

[sblock=Attacks]
Full Round Attack (w/ Haste/Rapid Shot/Slashing Fury): +43x16/+38x4/+33x4/+28x4 1d4+9 Crit: 17-20 x3
Against Favored Enemy: +46x16/+41x4/+36x4/+31x4 1d4+13+2d6
While Improved Skirmishing: 1d4+11+10d6 [/sblock]

[sblock=Times/Day Effects]
Third Eye Surge: add insight bonus to damage (3 charges/day) (swift)
Third Eye Clarity: negates dazed, confused, fascinate, or stunned (1/day) (immediate)
Skirmisher's Boots: make an attack as a swift action (2/day) (swift)
Scout's Headband: darkvision, see invisibility or true seeing (3 charges/day) (standard)
Sepulchral Vest: +5 sacred bonus to saves against undead effects (3/day) (immediate)
Ring of Vanishing: greater invisibility for 2 rounds and cannot be sensed by natural senses (blindsight ect) (3/day) (swift)
Boots of Teleportation: teleport (3/day) (standard)
Quicksilver Boots: move action as a swift action (2/day) (swift)
Ring of Spellturning: spellturning for 9 spell levels (3/day) (standard)
Boots of Swiftness: haste for 20 rounds (3/day) (standard)
Mantle of Second Chances: gain effect of luck domain (1/day) (none)
Transposer Cloak: switch positions with another creature within 30ft (3/day) (swift)
Goggles of Lifesight: see if target is alive/undead/construct (3/day) (standard)
Gloves of Manual Prowess: competance bonus to sleight of hand (3 charges/day) (swift)
Gloves of Fortunate Striking: reroll attack roll (1/day) (immediate)
Gloves of Agile Striking: increase ranged attack by 1d6, or skirmish by 2d6 (2/day) (swift)
Gauntlets of Infinite Blades: create +3 bane dagger of seeking (1/day) (swift)
Gauntlet of Arrow Reflection: reflect range attack at attacker (3/day) (immediate)
Flesh Ring of Scorn: critical hit automatically confirms (3/day) (none)
Eyes of Truth: true seeing for 1 round (1/day) (swift)
Dragon Mask: see invisibility for 5 minutes (2/day) (swift)
Dimension Stride Boots: teleport short disances (5 charges/day) (standard)
Deathstrike Bracers: crit oozes, constructs, elemental, plants, and undead in melee for 1 round (3/day) (swift)
Chronocharm of the Horizon Walker: move half speed as a swift action (1/day) (swift)
Chronocharm of the Celestial Wanderer: reroll spot or listen check (1/day) (immediate)
Bracers of Accuracy: ignore miss chance or concielment (3 charges/day) (swift)
Amulet of Fortune Prevailing: reroll a saving throw (1/day) (immediate)
Belt of Battle: gain an extra action (3 charges/day) (swift)
Bolt Shirt: teleport up to 60ft as a move action (1/day) (move)
Bone Ring: prevents ability drain (3 charges/day) (none)
Boots of Big Stepping: teleport 60ft (3/day) (standard)
Boots of Sidestepping: take an additional 5ft step (3/day) (swift)
Belt of Ultimate Athleticism: take 20 on a jump, tumble, climb, swim, or balance check (1/day) (swift)
Boots of Swift Passage: teleport 20ft as a move action (5/day) (move)
Boots of Tremorsense: gain tremorsense for 5 rounds (3/day) (swift)
Boots of Tracklessness: use greater invisibility for 7 rounds (1/day) (standard)
Anklet of Translocation: teleport 10ft (2/day) (swift) [/sblock]

[sblock=Immunities]
Third Eye Conceal: mind-affecting, scrying, detect effects, read emotions or thoughts, information gaining effects.
Ring of Negative Protection: negative levels
Necklace of Adaption: All harmful vapors and gases
Rod of Invulnerabilty: Critical hits
Scentblinder: Scent[/sblock] [/sblock]
 
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Rathan - Great work so far, I'll have a look at it once I'm done updating all my threads here, but at a quick glance it looks very well done.
Also, Dharuhk is right about Spring attack/Fly by. They're seperate feats that do seperate things. Spring attack allows you to move-attack-move, and Fly-by allows you to move-standard-move. They're not just the same feat for ground/flying under different names, and they don't follow the same feat trees.
I'd suggest just going with the Spring-Attack tree. Fly-by is better for ranged characters b/c there's a lot of nice ranged-attack styles that are based off Standard Actions, but if you're going Melee you want to put some Spring in your step.

Shayuri - Couldn't spot the Tayella in the ELH, so I'll check the SRD.

Dharhuhk - I'll give it a closer inspection soon, but one thing I notice is that you have items from BoED. I won't be allowing anything from Exalted or Vile books in this game. Sorry I thought I'd had that on the 'no-fly' list.


All - OK, So After reviewing my notes I'm reminded of a few things I forgot to include in the original post, and I apologize profusely, especially if they require changes for your characters, but Here they are:

First: Immunities - Each character may only have one or two immunities. I wouldn't suggest instant-death cuz I don't use it, so it'd be kinda pointless. What this means is you could be immune to one element, or crits, or have Mind Blank or Freedom of Movement, but not multiples. Minor stuff doesn't matter (immunities to poison/disease, shield=magic missile immunity, etc), but I don't want a bunch of characters running around immune to a dozen different things.
*NOTE: This does not mean you get to pick one or two FREE, just that you can't HAVE more than a couple.*

Secondly: One-hit-kills - I dislike attack forms meant to end a fight with a single attack, such as instant death attacks, "Save-OR" effects, etc. It's not as prevalent in a non-spellcasting campaign, and I'm not going to outlaw it, but be warned that every time you use one of these effects, I WILL use a similar method back on your character in the near future, and that's pretty much the only time I'll use such attacks. Just remember the rule of MAD.

And finally: I'd prefer it if people didn't pump their stats TOO much (Specifically AC, Attack bonuses, Saves). I'd prefer not to have the case of "Monster needs a 20 to hit player X, a 2 to hit anyone else" or "OK, saves everybody.. X and Y need 20's, everyone else don't roll a 1".
It makes encounter design a lot more of a headache when the numbers are too far gone. SO, If you notice your numbers are a LOT higher (Say more than 20) than everyone else, either look into devoting less to that stat, or helping the others bring their power up to your level.

Don't be too worried about keeping in line with the other players, everyone SHOULD have their own unique strengths and weaknesses, just don't go overboard on pumping something. If any of your Attack/AC/Saves numbers has three digits, for example, it's probably too high...
Unless you can all swing such numbers in which case - Sweet, I can take off the gloves and throw the paragon pseudonatural half-draconic 3-headed tarrasquelich at you guys. ;) j/k... mostly.
 

Hmm...by those rules, I seem to have OD'ed on immunities by item then. I'll do some revisions. As I read it, my item of Mind Blank and my Ring of Universal Elemental Resistance are a tad too much, yes?

Here's a link to Tayellah.

SRD - Epic Monsters

And it is in the ELH. Page 220. Three-headed cat-thing just before the Thoracid thingy...

As for other things...my attack bonus tops off in the 50's or 60's, depending on the form I take. My AC hits a high of mid to high 80's with draconic forms (though my touch AC in those forms is fairly plah). Save bonuses fluctuate a bit, but I don't think they'll go over 60...Fort and Ref will hover in the mid 40's and 50's. Will is pretty much stuck at 46 since Wis doesn't change.

Let me know if any of that is a problem...as well as the monk feats like Exception and Infinite Deflection.
 
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A quick re-take on the immunities: If you're spending feats on them, that's not as bad (Infinite deflection, for example) b/c it's a fairly high cost that you could be spending on something else. It's mostly the Item-based immunities that I'm against.

Shay - Musta missed it. Yeah the Tayellah's fine, though I'd rule that it's Insight bonus is Supernatural, not Extraordinary (Not sure if that makes a difference.. does it?).
Your stats are no problem, I don't think those're gonna be OP #'s.

Elemental Resistance is no problem, but Universal Elemental IMMUNITY is a nono. With a lack of spellcasters, it's unlikely to be much of an issue except against Bosses (Gods/Dragons/etc).
 

Okay, I can swap the Universal Immunity for Greater Resistance then...that'll free up a whole LOAD of cash that I have no idea how to spend...but that's not really a "problem." :)

As for the Tayellah, due to epic feats I gain the Su abilities of Magical Beasts and Dragons that I wildshape into, so nope...not a problem. :) I also gain the Su abilities of Elementals, as I understand it, due to druid levels...but I'm not sure how that interacts with Improved Wild Shape...

sadly, there's no such feats for Aberrations or Fey, but then I guess you'd be faced with horribly enhanced Beholders and and PIXIES and such, so perhaps it's for the best. :)

Oh oh, one other thing regarding immunities...various forms my character takes have various immunities based on creature type and special abilities. Hope that's okay. In general it's not usually more than one or two major immunities at a time, and sometimes not even that. The best combat forms typically don't have much in the way of immunity (Tayellah has none, force dragon has one minor one, gold dragon has fire, but is vulnerable to cold, etc).

And Warshaper gives me immunity to stuns and crits, but that's not overly hard for me to get via elemental, ooze, or plant shape, so hopefully it's not too obnoxious.

Here's a breakdown of immunities (after removing Universal Energy Immunity).

What am I immune to in any shape?
- Mind affecting effects and divinations
- Any ranged attack that uses an attack roll (unless I roll a '1' on the Ref save)
- Planar traits
- Stuns and Crits
- Transmutations (from Evershifting Form)

All other immunities are per form.

Edit - Ooo! Ideas on what to spend excess cash on!

What are your feelings about Strongholds? :) It'd be nice to have a little bolthole to escape to...a hidden grove, perhaps...or demiplane of nature tucked away in the deep ethereal...

Or Leadership perhaps...not to make a combat cohort, since that's impossible, but perhaps someone who has skills I lack, like a bard or something... Someone who can mind the demiplane and perhaps answer a few plot-driving questions?
 
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