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Need help building...Flint Fireforge!
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<blockquote data-quote="Herzog" data-source="post: 5094300" data-attributes="member: 25696"><p>For those interested: I'm currently going for this build:</p><p> </p><p>Race: Dwarf </p><p>Stats: </p><p>STR 16, DEX 10, CON 18, INT 8, WIS 12, CHA 13</p><p></p><p>1 Expert 1 Nimble Fingers</p><p>2 Expert 2 Skill Focus (Blacksmithing)</p><p>3 Fighter 1 Weapon Focus (Throwing axe*)</p><p>4 Fighter 2 Improved Shield Bash</p><p> </p><p>Skillranks at lvl 4: Appraise 1, Craft (Armorsmithing) 1, Craft (Blacksmithing) 5, Craft(Carpentry) 5, Craft (Locksmithing) 1, Craft(Weaponsmithing) 2, Disable Device 5, Handle Animal 1, Knowledge</p><p>(Dungeoneering) 1, Open Lock 4, Speak Language 1</p><p> </p><p>5 SpellThief 1*. Sneak Attack (+1d6 when flanking etc.) </p><p>Skillranks: Knowledge(Arcana) 3, Spell Craft 2 </p><p>6 Ranger 1 Track, Favored Enemy (Arcanist)*</p><p>Feat: Improved Initiative</p><p>Skillranks: Knowledge(Arcana) 4, Spell Craft 3 (left: 1 point, undecided)</p><p>7 Ranger 2 TWF</p><p>Skillranks: (left: 5 points, undecided)</p><p>8 Occult Slayer 1 (+1 on saves vs spells,+1d6 vs spellcasters)</p><p>Skillranks: (left: 1 point, undecided)</p><p>9 Occult Slayer 2 (double damage on readied attack, spellturning 1/day)</p><p>Feat: Mage Slayer (spellcasters cannot cast defensively, +1 will saves)</p><p>Skillranks: (left: 1 point, undecided)</p><p>10 Occult Slayer 3 (detect magic, +2 on saves vs spells)</p><p>Skillranks: (left: 1 point, undecided)</p><p>11 Occult Slayer 4 (nondetection, spellturning 2/day)</p><p>Skillranks: (left: 1 point, undecided)</p><p>12 Occult Slayer 5 (immune to mind affecting, +3 on saves vs spells)</p><p>Feat: Pierce Magical Protection (ignore and dispel spells that improve AC)</p><p>Skillranks: (left: 1 point, undecided)</p><p> </p><p>*: I'm going to try and convince my DM to allow:</p><p>-the handaxe to become a throwing axe (no great loss if he doesn't agree, but I agree with some of you here that it is more in line with the character)</p><p>-the Spellthief class. Even though I'm only taking one lvl, it allows me to buy the knowledge arcana and spellcraft skills cheap. If not, I'm stuck with buying them cross class using rogue and ranger, and I'll have a lot less skillpoints to spend.</p><p>-The Arcane Hunter alternate class feature (Complete Mage). Even though it's from a non-allowed sourcebook, it's not that far from the 'normal' class feature, and it matches the rest of the build. </p><p> </p><p>I'd like to have your opinion on this build. (again, please ignore the first four levels and the stats, there's not a lot I can do about them anymore)</p><p>Specifically, I'd like some input on the feats I've chosen (except for Improved Initiative, which is a prereq for the Occult Slayer) and suggestions for skill point allocation and ability point allocation at lvl 8 and 12.</p><p> </p><p>The DM has announced the campaign probably won't go past lvl 12, but just in case it does: any suggestions for progression beyond the specified levels?</p></blockquote><p></p>
[QUOTE="Herzog, post: 5094300, member: 25696"] For those interested: I'm currently going for this build: Race: Dwarf Stats: STR 16, DEX 10, CON 18, INT 8, WIS 12, CHA 13 1 Expert 1 Nimble Fingers 2 Expert 2 Skill Focus (Blacksmithing) 3 Fighter 1 Weapon Focus (Throwing axe*) 4 Fighter 2 Improved Shield Bash Skillranks at lvl 4: Appraise 1, Craft (Armorsmithing) 1, Craft (Blacksmithing) 5, Craft(Carpentry) 5, Craft (Locksmithing) 1, Craft(Weaponsmithing) 2, Disable Device 5, Handle Animal 1, Knowledge (Dungeoneering) 1, Open Lock 4, Speak Language 1 5 SpellThief 1*. Sneak Attack (+1d6 when flanking etc.) Skillranks: Knowledge(Arcana) 3, Spell Craft 2 6 Ranger 1 Track, Favored Enemy (Arcanist)* Feat: Improved Initiative Skillranks: Knowledge(Arcana) 4, Spell Craft 3 (left: 1 point, undecided) 7 Ranger 2 TWF Skillranks: (left: 5 points, undecided) 8 Occult Slayer 1 (+1 on saves vs spells,+1d6 vs spellcasters) Skillranks: (left: 1 point, undecided) 9 Occult Slayer 2 (double damage on readied attack, spellturning 1/day) Feat: Mage Slayer (spellcasters cannot cast defensively, +1 will saves) Skillranks: (left: 1 point, undecided) 10 Occult Slayer 3 (detect magic, +2 on saves vs spells) Skillranks: (left: 1 point, undecided) 11 Occult Slayer 4 (nondetection, spellturning 2/day) Skillranks: (left: 1 point, undecided) 12 Occult Slayer 5 (immune to mind affecting, +3 on saves vs spells) Feat: Pierce Magical Protection (ignore and dispel spells that improve AC) Skillranks: (left: 1 point, undecided) *: I'm going to try and convince my DM to allow: -the handaxe to become a throwing axe (no great loss if he doesn't agree, but I agree with some of you here that it is more in line with the character) -the Spellthief class. Even though I'm only taking one lvl, it allows me to buy the knowledge arcana and spellcraft skills cheap. If not, I'm stuck with buying them cross class using rogue and ranger, and I'll have a lot less skillpoints to spend. -The Arcane Hunter alternate class feature (Complete Mage). Even though it's from a non-allowed sourcebook, it's not that far from the 'normal' class feature, and it matches the rest of the build. I'd like to have your opinion on this build. (again, please ignore the first four levels and the stats, there's not a lot I can do about them anymore) Specifically, I'd like some input on the feats I've chosen (except for Improved Initiative, which is a prereq for the Occult Slayer) and suggestions for skill point allocation and ability point allocation at lvl 8 and 12. The DM has announced the campaign probably won't go past lvl 12, but just in case it does: any suggestions for progression beyond the specified levels? [/QUOTE]
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