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General Tabletop Discussion
Character Builds & Optimization
unfamiliar with 3E, can someone recommend a class/build?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4863229" data-attributes="member: 35909"><p>Wait, really?</p><p>Sword and Fist had the Knockdown feat, Tiger Leap sandals, and that weapon with the 17-20 crit range typo.</p><p>Song and Silence had Ninja of the Crescent Moon.</p><p>Defends of the Faith had <strong>haste armor</strong>!</p><p>Masters of the Wild always seemed like one of the most balanced supplements to me.</p><p></p><p>On the other hand, I think Druids need Natural Spell, otherwise their two major class features (wildshape and spell casting) are completely and utterly incompatible. Kind of like how the monk's two big class features (moving fast and full attacking for a lot of damage) aren't compatible, except WotC printed a fix for the former. The latter has to be left to houserules... If you don't see that sort of thing as a problem, obviously you'd view the feat differently. I wouldn't mind it if it were a +0 metamagic feat level adjustment, so the player had to choose beforehand what he can cast in and out of wildshape.</p><p></p><p></p><p></p><p>Awesome! Let us know how it goes. I don't know if 3.0 had clearly printed rules about how weapon-like spells work (I normally reference the 3.5 complete Arcane), but you should be able to do nasty things with your ranged/melee touch spells and sneak attack dice. Like using ray of frost, a cantrip, to turn all your SA damage into cold damage, which means it does extra against things like red dragons...</p><p></p><p>Another nice synergy I'm not sure applies in 3.0 is that creatures balancing lose dex to AC. So, grease them up, and then get free sneak attacks!</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4863229, member: 35909"] Wait, really? Sword and Fist had the Knockdown feat, Tiger Leap sandals, and that weapon with the 17-20 crit range typo. Song and Silence had Ninja of the Crescent Moon. Defends of the Faith had [b]haste armor[/b]! Masters of the Wild always seemed like one of the most balanced supplements to me. On the other hand, I think Druids need Natural Spell, otherwise their two major class features (wildshape and spell casting) are completely and utterly incompatible. Kind of like how the monk's two big class features (moving fast and full attacking for a lot of damage) aren't compatible, except WotC printed a fix for the former. The latter has to be left to houserules... If you don't see that sort of thing as a problem, obviously you'd view the feat differently. I wouldn't mind it if it were a +0 metamagic feat level adjustment, so the player had to choose beforehand what he can cast in and out of wildshape. Awesome! Let us know how it goes. I don't know if 3.0 had clearly printed rules about how weapon-like spells work (I normally reference the 3.5 complete Arcane), but you should be able to do nasty things with your ranged/melee touch spells and sneak attack dice. Like using ray of frost, a cantrip, to turn all your SA damage into cold damage, which means it does extra against things like red dragons... Another nice synergy I'm not sure applies in 3.0 is that creatures balancing lose dex to AC. So, grease them up, and then get free sneak attacks! [/QUOTE]
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General Tabletop Discussion
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unfamiliar with 3E, can someone recommend a class/build?
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