Author Topic: [D&D 3.5] Eberron - Tides of Blood  (Read 14139 times)

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skydragonknight

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #60 on: July 11, 2008, 10:50:50 PM »
Quote
I agree on ashbound. It's quite powerful. I'd like to get it, but to be honest, the sect's view on magic is too fanatic. I'd agree to tone it down if you waived some of the sect's viewpoint.

I would be fine with having more lenient views in the Ashbound - enough so that it wouldn't cause issues with working with the others.  There would still be some fanatical Ashbound groups, and people may still associate the group with the extreme elements, but it would be doable.  How would you suggest the feat work?

Actually the double duration is the novelty for me. I've run summons before and the most irritating thing about them is their low attack bonuses, so the luck bonus goes a long way to making them useful, and for them to stay useful in combat for three or four levels instead of just one or two before the AC curve requires them to roll 18 or higher to hit.

So for me I'd gladly change double duration to a flat +1 CL, which is one extra round and 5% harder to dispel.
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Dictum Mortuum

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #61 on: July 12, 2008, 12:23:02 AM »
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Schala_Zeal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #62 on: July 12, 2008, 04:06:25 AM »
Actually the double duration is the novelty for me. I've run summons before and the most irritating thing about them is their low attack bonuses, so the luck bonus goes a long way to making them useful, and for them to stay useful in combat for three or four levels instead of just one or two before the AC curve requires them to roll 18 or higher to hit.

So for me I'd gladly change double duration to a flat +1 CL, which is one extra round and 5% harder to dispel.

That would be acceptable.

Dictum Mortuum

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #63 on: July 12, 2008, 12:34:59 PM »
So, my complete build will look something like this:

amphibious dragonborn lesser aasimar Dragonfire Adept 1/Druid 5/Eldritch Disciple 10/Druid +4

Feats:

  • Companion Spellbond 1st
  • Dragontouched bonus
  • Entangling Exhalation 3rd
  • Natural Spell 6th
  • Obtain Familiar 9th
  • Dragon Wild Shape 12th
  • Improved Familiar (Pseudodragon or Imp) 15th
  • Not decided, probably Extra Invocation or Practiced Spellcaster 18th
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skydragonknight

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #64 on: July 13, 2008, 08:41:28 PM »
Here's the sheet as it stands. I still need to add a few things:
http://www.myth-weavers.com/sheets/view.php?id=67709

I have the first 12 levels roadmapped and it would look something like:

Thalin Leafclaw, middle-aged Shifter Druid.

Str 12 Dex 16 Con 14 Int 12 Wis 17 Cha 12
(rolls 13, 15, 15, 13, 16 and 13 respectively).

Roadmap: Druid 9(all shifter sub levels)/Moonspeaker 3

Feats:
1 Ashbound
3 Beasthide Elite
6 Imbue Summoning
9 Natural Bond variant(for Beast Totem)
12 ?

I'd need approval for the 9th level feat, which would let my Beast Spirit(instead of animal companion as the normal Natural Bond feat) improve for the first 3 levels of Moonspeaker. Natural Bond is in Complete Adventurer.
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Prime32

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #65 on: July 13, 2008, 10:15:57 PM »
Do you still have room for more players? I'd like to play an Eberron game.

I'd say... a warlock, a psionic class or a mounted archer.
« Last Edit: July 13, 2008, 10:18:48 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Schala_Zeal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #66 on: July 14, 2008, 12:38:30 AM »
Do you still have room for more players? I'd like to play an Eberron game.

I'd say... a warlock, a psionic class or a mounted archer.

There's room for you to play.  I'm not sure what the best choice would be to fit in with the campaign - I'm leery of the mounted archer since I'm not sure what all of the terrain would generally be.  Psionic classes from the Expanded Psionics Handbook would be fine, as would classes from the Complete Psionic.  Warlock would be fine as well - just not evil, please.

Schala_Zeal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #67 on: July 14, 2008, 02:48:48 AM »
Here's the sheet as it stands. I still need to add a few things:
http://www.myth-weavers.com/sheets/view.php?id=67709

I have the first 12 levels roadmapped and it would look something like:

Thalin Leafclaw, middle-aged Shifter Druid.

Str 12 Dex 16 Con 14 Int 12 Wis 17 Cha 12
(rolls 13, 15, 15, 13, 16 and 13 respectively).

Roadmap: Druid 9(all shifter sub levels)/Moonspeaker 3

Feats:
1 Ashbound
3 Beasthide Elite
6 Imbue Summoning
9 Natural Bond variant(for Beast Totem)
12 ?

I'd need approval for the 9th level feat, which would let my Beast Spirit(instead of animal companion as the normal Natural Bond feat) improve for the first 3 levels of Moonspeaker. Natural Bond is in Complete Adventurer.

That looks good - the variant feat is approved. 

PhoenixInferno

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #68 on: July 14, 2008, 05:25:20 AM »
Thordin Rockbeard
M N Dwarf Barbarian 2/Warblade 1, Level 3, Init +2, HP 34/34, Speed 20ft
AC 17, Touch 12, Flat-footed 17, Fort +8, Ref +3, Will +3, Base Attack Bonus 3   
  Masterwork Dwarven Waraxe +7 (1d10, x3)
  Throwing Axe +5 (1d6, x2)
  Breastplate (+5 Armor, +2 Dex)
Abilities Str 17, Dex 14, Con 16, Int 15, Wis 15, Cha 14
Condition None

Rage[spoiler]
M N Dwarf Barbarian 2/Warblade 1, Level 3, Init +2, HP 40/40, Speed 20ft
AC 15, Touch 10, Flat-footed 15, Fort +10, Ref +3, Will +5, Base Attack Bonus 3   
  Masterwork Dwarven Waraxe +9 (1d10, x3)
  Throwing Axe +5 (1d6, x2)
  Breastplate (+5 Armor, +2 Dex)
Abilities Str 21, Dex 14, Con 20, Int 15, Wis 15, Cha 14
Condition Rage [/spoiler]

Maneuvers and Stances Known (IL 2nd):
  Stances - Punishing Stance
  Strikes - Steel Wind*, Douse the Flames*
  Boosts - Sudden Leap*
  Counters -
  Disciplines - Iron Heart, White Raven, Tiger Claw
  * Readied maneuver

Racial Traits[spoiler]
  • +2 Constitution, -2 Charisma
  • Medium-size
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision 60 feet
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/spoiler]
Skills
[SPOILER]
+2  Appraise(2 INT)
+3Balance(2 ranks + 1 DEX)
+2Bluff(2 CHA)
+8Climb(5 ranks + 3 STR)
+3Concentration(3 CON)
+2Craft(2 INT)
+2Diplomacy(2 CHA)
+2Disguise(2 CHA)
+2Escape Artist(2 DEX)
+2Forgery(2 INT)
+5Gather Information(3 ranks + 2 CHA)
+5Heal(3 cc ranks + 2 WIS)
+2Hide(2 DEX)
+3Intimidate(1 ranks + 2 CHA)
+8Jump(5 ranks + 3 STR)
+3Listen(1 rank + 2 WIS)
+2Move Silently(2 DEX)
+2Perform(2 CHA)
+2Ride(2 DEX)
+2Search(2 INT)
+2Sense Motive(2 WIS)
+2Spot(2 WIS)
+7Survival(5 ranks + 2 WIS)
+3Swim(3 STR)
+2Use Rope(2 DEX)
+5Knowledge (Dungeoneering)(3 cc ranks + 2 INT)
+3Martial Lore(1 rank + 2 INT)
+5Tumble(3 ranks + 2 DEX)
[/spoiler]
Feats[spoiler]
  • Endurance
  • Steadfast Determination
[/spoiler]
Class Features[spoiler]
  • Rage 1/day - +2 STR, +2 CON, +2 Will, -2 AC, can't use INT or CHA based skills or feats or Concentration while raging, 3+CON rounds, fatigued when finished
  • Uncanny Dodge - retain DEX to AC when flat-footed, unless immobilized
  • Battle Clarity - lessor of Warblade levels or INT to Reflex
« Last Edit: July 14, 2008, 09:58:09 AM by PhoenixInferno »

Stratovarius

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #69 on: July 14, 2008, 12:52:01 PM »
Do you still have room for more players? I'd like to play an Eberron game.

I'd say... a warlock, a psionic class or a mounted archer.

I think, surprisingly, we've had no indication of any Psionic classes yet for Eberron.

So far we've got an Arti, an Alchemist (me), The Dwarf, a Druid, a DFA/Druid, and that's all I remember scrounging through the thread at the moment.
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Smudgy

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #70 on: July 14, 2008, 04:48:21 PM »
*cough* I'm a cleric! *cough cough*

Stratovarius

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #71 on: July 14, 2008, 06:26:21 PM »
I think every party I've been in so far here on the PbP boards (4), has turned out to be all casters or all but 1 casters.
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Schala_Zeal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #72 on: July 14, 2008, 06:36:36 PM »
All in all, this takes 25% off twice when using Exceptional Artisan, reducing the time to 56% of the base instead of 75%.  That's pretty hefty, and also makes Extraordinary Artisan much more powerful since the benefits are doubled.  On the flipside, you're dealing in reduced time rather than gp or exp.  Depending on the campaign, a few days can be a really big deal, or a minor one.

Lastly, each day less also means I get fewer chances to make my UMD check, which is at +11 in the case of this item (6 ranks, 1 Charisma, 2 MW skill tool, 2 Artisan Bonus class feature).  I have to roll 12 or better.

I'd like to know how the rest of the party feels about this, too.

Anyone want to respond to this post? 

I think that cutting down the time needed for crafting will be important later in the game (over level 10 and becoming more important as you increase in level).  Not to give too much away, but eventually Khorvaire will be facing a threat that will have a time limit - and there will be another threat that will grow more numerous as time passes (very rapidly).  The party will have the choice of what they do and which threats they choose to face and which to avoid, but it might be critical at higher levels to craft as fast as possible, but it won't be needed at earlier levels.

Sinfire Titan

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #73 on: July 14, 2008, 09:17:39 PM »
Reducing time is important, but reducing the costs overall is more-so. If the DM likes to speed things up a little, then the reduced time will be needed. Otherwise you can survive without it.


[spoiler][/spoiler]

Stratovarius

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #74 on: July 14, 2008, 09:21:28 PM »
I'm aiming to use a lot of cost and time reduction on the potion crafting, but as I'm a full casting wizard, I'm hardly crippled if the down-time isn't long enough for my abilities.
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Surreal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #75 on: July 14, 2008, 10:39:54 PM »
I think every party I've been in so far here on the PbP boards (4), has turned out to be all casters or all but 1 casters.
I'd like to see a game where there are no full casters.
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Prime32

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #76 on: July 14, 2008, 10:48:06 PM »
So... what niches are there for me to fill? I could play a bard if we need that, but I'd like to try this version of the soulknife, heading into soulbow.
« Last Edit: July 14, 2008, 10:54:45 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

AfterCrescent

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #77 on: July 14, 2008, 11:06:04 PM »
I'd like to see a game where there are no full casters.
Been there. Done that. Doesn't end well >.>
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Pan-Fried Hamster

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #78 on: July 14, 2008, 11:11:16 PM »
I'd like to see a game where there are no full casters.
Been there. Done that. Doesn't end well >.>
That's a bit depressing.  Even with ToB?

Schala_Zeal

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Re: [D&D 3.5] Eberron - Tides of Blood
« Reply #79 on: July 14, 2008, 11:15:37 PM »
So... what niches are there for me to fill? I could play a bard if we need that, but I'd like to try this version of the soulknife, heading into soulbow.

That would be acceptable to me, but I'll leave it up to the group to decide what they think is needed.