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<blockquote data-quote="IndyPendant" data-source="post: 2071867" data-attributes="member: 8738"><p>Voadam, yes Tailspinner is correct. In addition though, note that the bonus provided by the feat is capped at your level (or hd + level, if you have bonuses that way). And no, temporary bonuses from spells, abilities, etc wouldn't count for this! However, if you were to take it at say, 8 druid/1 warshaper, you would calculate wildshape as a 9th druid. Then, when you gained a level, you would calculate wildshape as a 10th druid (etc etc). Your character--and, to a certain extent, Jayaint's--are exactly what this feat was designed for. If you wished, Spell Focus and Augment Summoning are perfectly fine to take.</p><p></p><p>Jayaint, the char looks fine now.</p><p></p><p>Sorrow, it's a good framework, but it needs a *lot* of fleshing out. Unless I'm missing something, you haven't even picked your spells yet. Get that rough history and a name going, and we can start fleshing out the details. One thing tho: why Imp Unarmed Strike? Dodge is...arguably...useful for a pure sorceror, but IUS is well...frankly useless. Unless you have some concept in mind around it that I'm not aware of, I would (strongly!) recommend you change that.</p><p></p><p>Two-Gun, your char looks fine--except for how the mechanics integrate. I, umm, have to ask...sickle? A...sickle? : ) It's a neat concept--but note that it's a light weapon. Can't PA with a light weapon. If, as I suspect, you're going for feats like tripping and disarming, may I point you towards the flail? *Much* better weapon for those purposes... Also, I would recommend you take Imp Toughness from the Complete Warrior instead of the very very crappy SRD Toughness. Basically, it gives +1 HP/level, and it is a Fighter feat. Strong Soul is fine. And I like your background.</p><p></p><p>Dr. Anomalous, it's whip-crackin time. : ) I need something to work with, from you. I really would like to be able to start Friday morning.</p><p></p><p>I say that you guys are based very loosely in the Dalelands of the Forgotten Realms because a) I know at least a little about it through books and computer games, b) I have the FRCS--and the ancient Volo's Guide to the Dalelands, and c) it's a very famous, very popular setting that allows a *lot* of flexibility for chargen. Don't expect a ton of FR references to intrude into the campaign though. In fact, I fully expect to occasionally contradict accepted FR canon during this campaign...</p><p></p><p>Now. For shared history, here is what I'm thinking: you took a stint guarding a merchant wagon travelling to Oakhurst, for pay. You might have had other reasons for going there, we'll see as things get fleshed out, but that was at least one reason--and also how you met each other, and got to know each other a little bit. Kind of corny, but it works well, and lets the game begin with a bit of a shared history. The trip was uneventful, but the wagon broke a wheel, so you arrived in Oakhurst much later than the trader intended. For your pains, he was kind enough to put you up at the local inn for the night, and provide your evening and morning meal. The wagon needs time to repair though, and he apologetically informed you that you're on your own after the next morning...</p><p></p><p>More detail would be provided in the actual starting writeup of course; just giving this synopsis to make sure it doesn't clash with anyone directly.</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 2071867, member: 8738"] Voadam, yes Tailspinner is correct. In addition though, note that the bonus provided by the feat is capped at your level (or hd + level, if you have bonuses that way). And no, temporary bonuses from spells, abilities, etc wouldn't count for this! However, if you were to take it at say, 8 druid/1 warshaper, you would calculate wildshape as a 9th druid. Then, when you gained a level, you would calculate wildshape as a 10th druid (etc etc). Your character--and, to a certain extent, Jayaint's--are exactly what this feat was designed for. If you wished, Spell Focus and Augment Summoning are perfectly fine to take. Jayaint, the char looks fine now. Sorrow, it's a good framework, but it needs a *lot* of fleshing out. Unless I'm missing something, you haven't even picked your spells yet. Get that rough history and a name going, and we can start fleshing out the details. One thing tho: why Imp Unarmed Strike? Dodge is...arguably...useful for a pure sorceror, but IUS is well...frankly useless. Unless you have some concept in mind around it that I'm not aware of, I would (strongly!) recommend you change that. Two-Gun, your char looks fine--except for how the mechanics integrate. I, umm, have to ask...sickle? A...sickle? : ) It's a neat concept--but note that it's a light weapon. Can't PA with a light weapon. If, as I suspect, you're going for feats like tripping and disarming, may I point you towards the flail? *Much* better weapon for those purposes... Also, I would recommend you take Imp Toughness from the Complete Warrior instead of the very very crappy SRD Toughness. Basically, it gives +1 HP/level, and it is a Fighter feat. Strong Soul is fine. And I like your background. Dr. Anomalous, it's whip-crackin time. : ) I need something to work with, from you. I really would like to be able to start Friday morning. I say that you guys are based very loosely in the Dalelands of the Forgotten Realms because a) I know at least a little about it through books and computer games, b) I have the FRCS--and the ancient Volo's Guide to the Dalelands, and c) it's a very famous, very popular setting that allows a *lot* of flexibility for chargen. Don't expect a ton of FR references to intrude into the campaign though. In fact, I fully expect to occasionally contradict accepted FR canon during this campaign... Now. For shared history, here is what I'm thinking: you took a stint guarding a merchant wagon travelling to Oakhurst, for pay. You might have had other reasons for going there, we'll see as things get fleshed out, but that was at least one reason--and also how you met each other, and got to know each other a little bit. Kind of corny, but it works well, and lets the game begin with a bit of a shared history. The trip was uneventful, but the wagon broke a wheel, so you arrived in Oakhurst much later than the trader intended. For your pains, he was kind enough to put you up at the local inn for the night, and provide your evening and morning meal. The wagon needs time to repair though, and he apologetically informed you that you're on your own after the next morning... More detail would be provided in the actual starting writeup of course; just giving this synopsis to make sure it doesn't clash with anyone directly. [/QUOTE]
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