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Realms Beyond Dungeons

If you still have your Human bonus feat, you can take 5 feats by 3rd level if pure Fighter archetype.

3 awesome feats for any melee fighter are Power Strike -> Cleave -> Greater Cleave ... which gives you two more options. I'd recommend Weapon Focus (your choice), and Dodge.

Classic Fighter is indeed awesome, but for a defensive fighter, (especially if you want to use a Tower shield at basically no penalty by level 5) I would definitely recommend the Tower Shield Specialist.

Essentially, you lose maybe 1 extra damage in your preferred weapon (weapon training 1) while removing the penalties to using a Tower Shield, and gaining TONS of defensive bonuses (like Evasion(!) at level 16).

So yes, If you want a Fighter with high Con, Decent Cha, Decent Str, and a whole lotta AC .... (with room for dex bonuses too), go with the Tower Shield Specialist imho. smile

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I suppose with a defensive focus, other feats might even be more useful than cleave ... but since you are going to be in the thick of the melee, at least regular Cleave will probably be handy to have (and it requires power attack, so that would be needed to). As far as Greater Cleave, I suppose that could be replaced for something like Combat Expertise (if you have at least 13 int) or Mobility (if you picked Dodge)
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(February 7th, 2013, 21:20)Tasunke Wrote: If you still have your Human bonus feat, you can take 5 feats by 3rd level if pure Fighter archetype.

3 awesome feats for any melee fighter are Power Strike -> Cleave -> Greater Cleave ... which gives you two more options. I'd recommend Weapon Focus (your choice), and Dodge.

Classic Fighter is indeed awesome, but for a defensive fighter, (especially if you want to use a Tower shield at basically no penalty by level 5) I would definitely recommend the Tower Shield Specialist.

Essentially, you lose maybe 1 extra damage in your preferred weapon (weapon training 1) while removing the penalties to using a Tower Shield, and gaining TONS of defensive bonuses (like Evasion(!) at level 16).

So yes, If you want a Fighter with high Con, Decent Cha, Decent Str, and a whole lotta AC .... (with room for dex bonuses too), go with the Tower Shield Specialist imho. smile

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I suppose with a defensive focus, other feats might even be more useful than cleave ... but since you are going to be in the thick of the melee, at least regular Cleave will probably be handy to have (and it requires power attack, so that would be needed to). As far as Greater Cleave, I suppose that could be replaced for something like Combat Expertise (if you have at least 13 int) or Mobility (if you picked Dodge)

My character have the following stats: 14 strenght, 10 dex, 16 const, 12 int, 14 wis and 8 cha.

A tower shield specialist sounds nice. It seems more of a "army soldier" thing, which is cool, rather than a standalone fighting guy. And, as far as I can tell, we are lacking in terms of tankiness with our party.

Would you allow it, Mardoc?
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(February 7th, 2013, 21:12)Tasunke Wrote: Does an increase in intelligence bonus retroactively give you the extra skill points? (assuming the affect is permanent, ie:
Also, if I'm somewhere in between Chaotic Neutral and Chaotic Good ... which should I pick? Assuming my play will gravitate my alignment anyways, I think Chaotic Neutral is fine
I'm Chaotic Neutral (rather than Chaotic Good) pretty much for the fact I was having trouble deciding between them, and being somwhat erratic in your alignment is more of a Chaotic Neutral trait.
Also because my personal wellbeing is obviously more important than that of a random stranger.

Quote:Anyways, what would the ramifications be of having a Lawful Neutral and a Chaotic Good? Can they get along? lol

or is it just as likely as a Chaotic Neutral and a Lawful Neutral to get along.
The lawful/chaotic dichotomy seems easier to deal with than the good/evil one. If the laws aren't too strict, and the chaotic player isn't being arbitrarily chaotic against their own interest, there should be few issues you can't reach an acceptable compromise on.
From what I can gather, most people seem to be on the good side of neutral anyway. Shouldn't be too much of a hassle with disagreements there. Maybe a couple of disagreements when it comes to accepting payment from that impoverished village that obviously can't afford they reward they posted for dealing with the local bandits.
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
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Well, sometimes acting within my own self interests might involve making me feel better about myself lol

therefore, doing the occasional good deed couldn't hurt wink ... just cause I'm Cha/Neut doesn't mean I have to steal a few gold pieces from some farmers tongue

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I guess when I think Chaotic Neutral, I think Sam n Dean winchester ^_^

( and the Grigori, and True Human ending for SMT Nocturne, etc ... self interest + humanity's interest above some Gods' war. In the case of SMT, its to return creation to how it was before the appocalypse rather than re-make it in any one god's image: aka paradise or hell ... that sort of thing wink )
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Anyone need a healer? innocent

Source: Villains: Rebirth

Although the Heal skill is traditionally used to aid the injured, treat poison and disease, and otherwise provide comfort to the wounded and infirm, the anatomic knowledge granted by this skill allows it to be used for far more nefarious uses as well. Any character may attempt to torture a living target with physical and mental anguish; the results of such torture can be determined with a Heal check. Note that torture is an evil act, and as such may have repercussions on good characters (especially paladins, clerics, and others that must abide by the precepts of their alignment).

Check: The DC and effect depend on the task you attempt.
Task DC AoO? Time
Prevent recovery 15 - 1 hour
Torture 15 - 1 hour
Deep hurting 20 or 30 - 2 hours
Prevent fast healing 25 - 1 hour
Erode willpower Target's Will saving throw modifier (modified for morale penalties) +10 - 24 hours

Prevent Recovery

A victim in the care of a torturer can be prevented from naturally healing from wounds or ability damage by worrying the victim’s wounds, keeping him malnourished, and using various substances to promote prolonged sickness. Preventing recovery counts as light activity for the torturer, and requires an hour’s work per day per victim. A victim successfully treated with this form of torture does not heal hit point or ability damage naturally from rest for that day.

Time: 1 hour.

Torture

Over the course of an hour, you can torture a victim with intent to subdue or kill. If the Heal check is successful, you cause nonlethal damage or lethal damage (your choice) equal to the victim’s experience level (or number of hit dice for targets without class levels). Note that the results of this skill do not guarantee answers if you are torturing a subject in order to gain knowledge he might have; the subject of torture can always decide to divulge such knowledge if he wishes to avoid more pain and suffering. Against NPCs, assume that with each hour of torture, they must make a Will saving throw against the result of that hour’s Heal check (modified by a cumulative –1 morale penalty to the check for each hour the torture has continued) to avoid breaking under the pressure and answering your questions. Even then, results are not guaranteed. A particularly crafty or brave victim might try to Bluff an answer and give false information; use this method if the torture victim actually does not know the information you are seeking and is trying to just make something up to stop the pain. Do not use this method when a player character is being tortured; the player should decide when and if he wishes to give out information to his torturer.

Time: 1 hour.

Deep Hurting

This method of torture is similar to standard torture, except that it targets a victim’s ability score rather than his hit points. Inflicting deep hurting is more time consuming than standard torture; a single session of deep hurting takes 2 hours to finish. With a successful Heal check, you deal 1 point of ability damage or ability drain to one of the victim’s ability scores chosen by you. To inflict ability damage the DC is 20, but if you make a DC of 30 with the roll you can opt to inflict ability drain instead. All other rules governing deep hurting function identically to the rules for standard torture.

Time: 2 hours.
Prevent Fast Healing

By using potent acids, applications of fire, and mechanical devices designed to prevent wounds from properly healing, you can prevent a creature’s fast healing ability from healing damage inflicted upon it. One check must be made each day to keep the creature from healing. In all other ways, this form of torture is treated as if the torturer were preventing recovery. Preventing actual regeneration is beyond the scope of the Heal skill; a torturer is better off simply using things that cause lethal damage to the target.

Time: 1 hour.
Erode Willpower

The erosion of a target’s power to resist with his mind is a different form of torture, and one that usually does not require direct physical harm. Rather, this form of torture relies upon subjecting the victim to horribly uncomfortable living conditions for an extended period of time. This may consist of imprisoning the victim in a cage sized to prevent him from doing anything but crouching, or it may consist of keeping the victim in a room filled to the neck with rancid water, or it may involve exposing the victim to repetitive loud and jarring noises (such as the constant sound of nails scraping on slate). Each day that you make the DC to erode a target’s willpower, the victim’s Will saving throw suffers a cumulative –1 morale penalty for the length of the next day. As soon as one day passes without having his willpower eroded, all accumulated morale penalties vanish.

Time: 24 hours.


Hellooooo Heal skill smile


(Note: While I am normally opposed to torturing living things, I suppose I could make an exception for evil aligned NPCs)
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"You do not gain the benefit of this feat if you move this round."

aka 'Pinpoint Targeting'

--> Does this count even if you have your mount move quite slowly? (I think that'd be just as good as perfectly still, yes? tongue)

Edit: Alright.
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Ichabod, if you want, you can go for the Tower shield specialist, sure. Be aware, heavy armor and heavy shields greatly restricts mobility, especially things like climbing and swimming. If you go that route, you'll certainly want full plate armor as well.

And Tasunke - no. It doesn't say 'if you take a move action', it says 'if you move'. Not that it'll matter for an awfully long time, BAB +16 requires minimum level 16.
EitB 25 - Perpentach
Occasional mapmaker

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Taskune ... it might be much to ask, but could you please get that the rules aren't going to be bent? ... stuff is very clear about whats allowed and what aren't as per game mechanic rules ... and unless you come with very, very, very good reasons i highly doubt they'll be changed
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Mariel Ailonen had always been told she took after her mother. Her nimbleness, desire to explore, the glint in her eye when she saw something she wanted and started planning how to obtain it. Her greatest regret was that she could no longer remember what her mother actually looked like, to know if the comments about physical similarity were accurate as well - a large, caring blur was all that came to mind. That and a large cloak - now one of Mariel's most prized possessions - were all that were remained, after that ill-fated scouting mission, more than 100 years ago now.

It was the exploration that eventually brought her to the temple of Mystra, and it's guardian, the Sentinel. In her, though young, he sensed competence, a measure of desire to learn by experiencing and the talent to return with the knowledge gained. He began giving her minor 'errands', and she took to these informal lessons like a duck to water. During this time she also met Thoven, a young elf only a few years older than her. The similarity in age, in a small elven town, drew them together. His knowledge of nature (which he was quite willing to share) and the fact he could almost keep up with her didn't hurt matters, either.

When she came of age, Mariel was sent to gather information about current happenings and opinions in the Moonsea, to the north. Skill with languages provided a cover - a scribe, specialising in translation. With a reasonable orcish minority, and being on the edge of a language group, those in charge in the region regularly required scribes who could reproduce their edicts in multiple languages. Most never noticed if minor peices of jewellery went missing around the same time, and those who did never connected the absence to a demure and bookish elven scribe.

Recently, while in Elventree, her childhood friend Thoven had asked if she would come with him to Damara. Something about an epic quest from his parents. No real details, but it sounded fun. And an opportunity to explore somewhere new. She agreed.

A season later, and here they were. Approaching the city mentioned in those 'help wanted' signs they'd seen since reaching southern Impiltur (seriously, they could have done with a greater selection of languages on those than just Damaran and Common). A wry grin formed on her face, hidden as it was behind the thick scarf, designed to keep the cold out.

This should be fun.


(sorry about the delay on this)
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
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(February 8th, 2013, 09:58)Mardoc Wrote: Ichabod, if you want, you can go for the Tower shield specialist, sure. Be aware, heavy armor and heavy shields greatly restricts mobility, especially things like climbing and swimming. If you go that route, you'll certainly want full plate armor as well.

And Tasunke - no. It doesn't say 'if you take a move action', it says 'if you move'. Not that it'll matter for an awfully long time, BAB +16 requires minimum level 16.

Gah! I'm not good with the whole "get something, leave something behind" thing. lol Why can't I get everything?

Another question: I'm a bit unsure about heavy armor. I'd be exploring the countryside on a full plate? Doesn't it sound a bit far-fetched? Is it usual for D&D parties to have a guy wearing heavy armour while all the rest are using leather?

I guess my question is more like: should I do this tower-shield thingy or should I just be a normal fighter? Can someone decide for me? lol
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