X4: Master of the Desert Nomads - OOC

Leif said:
So... did I get it right this time? :)

Nope! LOL. This time you really cut Bevin short! :D

Here is what you have right now:

Lief said:
- Climb +5 (2 ranks, +1 str, +2 climber's kit)
- Concentration +11 (9 ranks, +2 con)
- Disable Device +7 (2 ranks, +3 dex, +2 m/w tools)
- Hide +5 (2 ranks, +3 dex)
- Knowledge (Arcana) +11 (6 ranks, +3 int, +2 Skill Focus feat)
- Move Silently +9 (6 ranks, +3 dex)
- Open Locks +8 (3 ranks, +3 dex, +2 m/w tools)
- Sleight of Hand +5 (2 ranks, +3 dex)
- Spellcraft +12 general (7 ranks, +3 int, +2 Magical Aptitude feat),
------- +14 for checks regarding School of Enchantment (specialty school)
------- +7 for checks regarding Schools of Abjuration and Transmutation (prohibited schools)
- Spot +1 (1 rank, +0 wis)

Here is something that actually uses all your skills points:

55 rogue + 30 wizard
- Balance +8 (5 ranks, +3 dex)
- Climb +8 (5 rogue ranks, +1 str, +2 climber's kit)
- Concentration +13 (11 wizard ranks, +2 con)
- Disable Device +10 (5 ranks, +3 dex, +2 m/w tools)
- Hide +8 (5 ranks, +3 dex)
- Knowledge (Arcana) +14 (9 wizard ranks, +3 int, +2 Skill Focus feat)
- Move Silently +8 (5 ranks, +3 dex)
- Open Locks +10 (5 ranks, +3 dex, +2 m/w tools)
- Sleight of Hand +8 (5 ranks, +3 dex)
- Spellcraft +15 general (10 wizard ranks, +3 int, +2 Magical Aptitude feat),
------- +14 for checks regarding School of Enchantment (specialty school)
------- +7 for checks regarding Schools of Abjuration and Transmutation (prohibited schools)
- Spot +5 (5 ranks, +0 wis)
- Listen +5 (5 ranks, +0 wis)
- Tumble +8 (5 ranks, +3 dex)
- Gather Information +4 (5 ranks, -1 cha)

Obviously, you can adjust a few of those around. And you could use wizard skill points to boost some of your rogue skills, but you'd have to pay 2 skill points per rank.
 

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kinem said:
[sblock]Regarding the spirit jaws:

A grappled creature can move with the jaws by making an opposed grapple check, as always when in a grapple. That is the only way they can move, since the spell provides no movement rate for them.

That is not the only way to interpret it, since as I said it is unclear from the spell description; however, it would be very overpowered to allow the jaws to chase the target around even if he managed to escape. I think it's still overpowered even with my interpretation.

Evard's Black Tentacles is a 4th level wizard spell, often considered overpowered, and while it can affect multiple opponents it is confined to a small area. Other limitations of BT are that it can't attack flying foes and that your allies must also avoid the area. And while BT has a higher grapple check, it only attacks once per round and deals less damage. I don't think a 3rd level druid spell should be Black Tentacles on super-steroids even vs. one foe.[/sblock]

Your call, but Spiriual Waeapon has no movement score, too.

Black tentacles has a 20ft radius spread, not really a small area. And it reduces the movement speed in the area by half, too.
 

Rhun said:
Nope! LOL. This time you really cut Bevin short! :D

Here is what you have right now:
Here is something that actually uses all your skills points:
55 rogue + 30 wizard
- Balance +8 (5 ranks, +3 dex)
- Climb +8 (5 rogue ranks, +1 str, +2 climber's kit)
- Concentration +13 (11 wizard ranks, +2 con)
- Disable Device +10 (5 ranks, +3 dex, +2 m/w tools)
- Hide +8 (5 ranks, +3 dex)
- Knowledge (Arcana) +14 (9 wizard ranks, +3 int, +2 Skill Focus feat)
- Move Silently +8 (5 ranks, +3 dex)
- Open Locks +10 (5 ranks, +3 dex, +2 m/w tools)
- Sleight of Hand +8 (5 ranks, +3 dex)
- Spellcraft +15 general (10 wizard ranks, +3 int, +2 Magical Aptitude feat),
------- +14 for checks regarding School of Enchantment (specialty school)
------- +7 for checks regarding Schools of Abjuration and Transmutation (prohibited schools)
- Spot +5 (5 ranks, +0 wis)
- Listen +5 (5 ranks, +0 wis)
- Tumble +8 (5 ranks, +3 dex)
- Gather Information +4 (5 ranks, -1 cha)
Obviously, you can adjust a few of those around. And you could use wizard skill points to boost some of your rogue skills, but you'd have to pay 2 skill points per rank.
Well, I KNOW yours is wrong, because you list me at -8(!) for my prohibited schools for Spellcraft!! I'll just start all over again tonight after work, and we'll let the DM decide after that.
 

Leif said:
Well, I KNOW yours is wrong, because you list me at -8(!) for my prohibited schools for Spellcraft!! I'll just start all over again tonight after work, and we'll let the DM decide after that.


Actually, I just recalaculated, and mine is dead on as far as ranks spent at each level go. Not sure about all of your modifiers, though, especially for the prohibited schools. I've only played a specialist wizard once.
 




I'll be interested to see 4E when it is released; if they made some headway in making things less complicated, I may actually pick up a copy. :D
 

Rhun said:
I'll be interested to see 4E when it is released; if they made some headway in making things less complicated, I may actually pick up a copy. :D
I already placed a pre-publication order for 4E in a moment of weakness, but as we draw nearer to the release date for it, I am convinced more and more that my vote will be to stay with 3.5 (through books already published, Paizo, or whatever) until Kingdom Come!
 

This may explain some of the problems we've been having.

I think 4e will solve many of the problems of 3rd edition, but will introduce its own problems that are at least as bad.

I would miss the complexity - not the fact that I keep overlooking things, but the fact that there are so many options and interactions. I'm not sure if it would be a good change or not to simplify it. It would be good if it lets people concentrate more on other aspects of the game such as tactics and role playing, rather than so much on character building and optimization. The downside of that is that all characters could start to feel the same.
 

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