Author Topic: The Gray Citadel: interest and applications thread  (Read 29187 times)

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Stratovarius

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Re: The Gray Citadel: interest and applications thread
« Reply #80 on: May 23, 2008, 11:25:09 AM »
Hopping back in with a character question: Currently, I am undecided as to what to do in regards to a familiar (or a sub level to replace that familiar). I'm an Enchanter specialist wizard (see below), who's only ever going to have 3 levels of wizard. The enchanter sub level for dazing doesn't thrill me, but I'm also not sure what use I'd get out of a Rat or a Hawk.

Although items say TBD, it's likely that a few scrolls -> spellbook, healing belt, pearl of power (1), and a headband of intellect +1, if allowed.

Bombs away. Look in the spoiler block for a mostly complete character sheet and background. Let me know if there is anything that needs tweaking. If not, I'll start poking away at the items.

[spoiler]Swyno Gwyddion
Silverbrow Human Wizard 3/Master Specialist 2

Medium Humanoid (Dragonblood)
Hit Dice: 5d4 + 10
Initiative: +2
Speed: 30ft.
Armor Class: 12  Touch: 12  Flat-footed: 10
Base Attack/Grapple: +2/+2
Attack: No Items Yet
Full Attack: No Items Yet
Space/Reach: 5ft./5ft.
Special Qualities: Spellgifted Trait (+1 Enchantment CL, -1 other schools), Murky-Eyed, Noncombatant
Saves: Fort 3/Reflex 3/Will 6 (+3 vs Enchantments)
Abilities:Str 10/Dex 14/Con 14/Int 19/Wis 10/Cha 10
Skills: Concentration 10 (8 + 2), Spellcraft 12 (8 + 4), Knowledge (Arcana) 10 (6 + 4), Knowledge (Nature) 8 (4 + 4), Knowledge (The Planes) 5 (1 + 4), Knowledge (Local) 5 (1 + 4), Knowledge (History) 5 (1 + 4)
Feats: Snowcasting, Eschew Materials, Fey Heritage (Flaw), Spell Focus: Enchantment (Flaw), Draconic Aura (Energy, Cold) (Level 3)
Alignment: NG
Languages Spoken: Common, Draconic, Elven, Sylvan
Level Adjustment: None
 

Possessions: TBD

Spells prepared:
0: TBD
1: TBD
2: TBD
3:
4:
5:
6:
7:
8:
9:

Spells known:
0: Acid Splash, Arcane Mark, Daze, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance
1: Charm Person, Enlarge Person, Grease, Obscuring Mist, Power Word: Pain, Power Word: Fatigue, Inhibit
2: Glitterdust, Fox's Cunning, Entice Gift, Torrent of Tears
3: Deep Slumber, Stinking Cloud, Suggestion
4:
5:
6:
7:
8:
9:

Character background:
Swyno grew up as an absentee child, his rich merchant parents often gone on long journeys and searches for new and profitable dealings. It was not that he was neglected when they were there, or that he disliked them, but more than he wandered out of the door of their northern home on far too many occasions, finding solace in the blustering and chill environment in which they lived.
   There was always the child's desire to escape from the tutors that his parents brought forth for him, for Swyno was certainly not above wandering outside to avoid their presence, but it was more a love of the cold and crisp woods and streams, dells and valleys, that called to him. Days roaming through the forests would often be spent with his naturally curious mind poking and prodding under rocks, in tree wells, and through streams, finding delightful animals and strange plants. Some of those found their way into Swyno's stomach, often to his displeasure, but with the insatiable desire to search, he would merely make a note of what not to eat, and continue to try new things.
   Swyno's father was possessed of some minor magical talents, that Swyno knew, for in those times when his parent was home, the elder man would often show the boy a neat little trick of one sort or another, or, if Swyno was particularly lucky, take him out for walks through the snow and ice, explaining the natures of that terrain, or this plant, or even the little quirks that cold weather allowed. Soon enough, the young boy began experimenting on his own with the magical spells, sneaking peaks at his father's books when the older man was gone on one of his trips.
   The fascination with magic soon grew to even displace his love of nature as the primary objective within Swyno's heart. He would still travel out into the woods, but often it was to a secluded spot that allowed for safe casting, free from the distraction and noise of the town in which he lived. Sometimes, Swyno would attempt a harmless spell on a small animal, perhaps a jackrabbit, to see what would happen. Most often the creature would fall asleep, or stare at him with eyes wide open, and a few times he even managed to make the skittish creature come close and eat from his hands.
   Eventually, his father decided that rather than this unschooled experimenting with spells and wizardry, that Swyno had to spend time at a college for mages, learning the dangers and the advantages of magic in a controlled environment. Some years later, Swyno emerged with a passion for enchanting spells, and returned to the family seat. He spent a pleasant winter there with his family, renewing the bonds of love, and then, as the spring thawed and with his parent's blessing, setting out upon a journey in order to discover the world around him.[/spoiler]
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JanusJones

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Re: The Gray Citadel: interest and applications thread
« Reply #81 on: May 23, 2008, 11:48:36 AM »
Think I'm going to keep it simple.  Yuan-ti Tainted One Feat Rogue 4, probably - uses polymorph to turn into itty-bitty sneak snakes and big constricting ones.  Without Serpent Kingdoms or the Monster of Faerun update, the polymorph and poison spell-likes are unlimited uses/day, making for a fun, sneaky character.  Always kind of wanted to play one, but haven't had the chance!

Here's a quick background.  I didn't include Yuan-ti, since I liked the "voodoo" feel as an explanation better (plus it means I don't have to include the whole "escaped from the slave pits, chose to be good" story, which is so tired it makes me want to retch).

[spoiler]A wide-shouldered, narrow-waisted man, powerfully muscled, with dark, blue-black skin and a shaved skull, Wedo dresses in grey leather and silk.  A fine network of tribal scars runs across his face, underscoring his fierce eyes and high cheekbones.

Dahmballah grew up the son of a caravan master who ran wares up and down the trade routes of his area's major cities.  His people were wandering gypsy performers turned caravanserai guards, and he was raised in a warm family-oriented culture filled with song, games, and hard work.  He learned to dance and to fight from his father, uncles, and even the women of the tribe, and honed his skills tumbling and running in the dust of a thousand trade-route towns with his brothers, sisters, and cousins.  He learned the songs of the nature spirits, the loa, and would watch as the clan's houngan would become possessed and change shape, showing the spirit's favor. 

When he finally attained manhood, the clan's elders put him through his final naming ritual and prepared him for his walkabout - the journey he would make to become a man.  His name within the clan he keeps secret, but his manhood title - Dahmballah Wedo, the wise snake - he shares with any he meets, and wears as a mark of pride. 

Dahballah is good-natured and laid back, a strong, graceful man who always seems to have the hint of a smile lurking at the corners of his mouth and eyes.  He employs a number of forms to his advantage - slim, shadowy vipers for stealth; powerful constrictors for a stand-up fight.[/spoiler]

ksbsnowowl

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Re: The Gray Citadel: interest and applications thread
« Reply #82 on: May 23, 2008, 11:55:36 AM »
Jered Winter
Human Rogue 2/Swashbuckler 3

Medium Humanoid
Hit Dice: 2d6 + 3d10 + 10 (XX hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 18, Touch: 13, Flat-footed: 15
Base Attack/Grapple: +4/+5
Attack: +1 Cold Iron Short Sword +8 (1d6 + 5, 19-20/x2); Dagger +7 (1d4 + 4, 19-20/x2)
Full Attack:
Space/Reach: 5 ft/5 ft
Special Qualities: Evasion, Sneak Attack +1d6, Grace +1, Insightful Strike
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 16, Wis 10, Cha 8
Skills: Skills: Balance: 9* (5 ranks), Bluff: 7 (8 ranks), Diplomacy: 3 (0 ranks), Disguise (Act in Character): 1 (0 ranks), Gather Info: 7 (8 ranks), Hide: 10* (8 ranks), Intimidate: 1 (0 ranks), Jump: 2* (0 ranks), Listen: 8 (8 ranks), Move Silently: 10* (8 ranks), Search: 11 (8 ranks), Sense Motive: 8 (8 ranks), Sleight of Hand: 4* (0 ranks), Spot: 8 (8 ranks), Survival (Following Tracks): 2, Tumble: 10* (8 ranks), Use Magic Device: 6 (7 ranks), *These skills have a -1 Armor Check Penalty factored in.
Feats: Able Learner, Undo Resistance, Weapon Finesse, Investigate
Environment: Any
Organization: Solitary or Adventuring Party
Challenge Rating: 5
Alignment: CG
Languages Spoken: Common, Abyssal, Celestial, Infernal
Level Adjustment: +0
 

Possessions:Spells prepared:
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:

Spells known:
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:
[/spoiler]

Character background:

One question, should I give up the Rod of Escape in order to get a Heward's Handy Haversack?  I am right at my weight limit for having only a light load.
« Last Edit: May 23, 2008, 12:00:23 PM by ksbsnowowl »
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Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #83 on: May 23, 2008, 12:12:58 PM »
Quote
One question, should I give up the Rod of Escape in order to get a Heward's Handy Haversack?  I am right at my weight limit for having only a light load.
on what page can I find the Rod of Escape? can't find it in the MiC...
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ksbsnowowl

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Re: The Gray Citadel: interest and applications thread
« Reply #84 on: May 23, 2008, 12:20:40 PM »
on what page can I find the Rod of Escape? can't find it in the MiC...
p. 173
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Tshern

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Re: The Gray Citadel: interest and applications thread
« Reply #85 on: May 23, 2008, 12:31:05 PM »
Me like, me Like  :D too bad it's only 10min/level though and lvl 2.... but still; a +10 insight on all knowledge checks is amazing!!!  :clap
All in all, that +15 to a knowledge check is quite decent. You only need to have +11 more and then take ten to get that maximum bonus out of Knowledge devotion. At level five you ought to have 8 ranks in the most important knowledges and then toss in masterwork tools and an intelligence score of 12 and you get 36...

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Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #86 on: May 23, 2008, 12:38:14 PM »
on what page can I find the Rod of Escape? can't find it in the MiC...
p. 173
I think the Rod of Escape is pretty situational and a Handy Hanversack will benefit you more

Me like, me Like  :D too bad it's only 10min/level though and lvl 2.... but still; a +10 insight on all knowledge checks is amazing!!!  :clap
All in all, that +15 to a knowledge check is quite decent. You only need to have +11 more and then take ten to get that maximum bonus out of Knowledge devotion. At level five you ought to have 8 ranks in the most important knowledges and then toss in masterwork tools and an intelligence score of 12 and you get 36...
If you check mij build V2 on the previous page, you see I then have a +28 bonus to the main knowledge checks
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pfooti

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Re: The Gray Citadel: interest and applications thread
« Reply #87 on: May 23, 2008, 12:47:06 PM »
Zounds, that's a lot of posts in 36 hours. I had an Incredibly Stressful day at work yesterday, after which I decided to just get some Thai take-out and spend the rest of the day in bed with a cold-war spy thriller. No real time to read the thread. Anyway, I'm back.

I'm glad there's so much action and interest in the game, it's definitely not too late to apply. This is why I let the application deadline run to saturday, to make sure we didn't miss people just because they were away from the board for a few days.

Anyway, because there's so many things going on in the thread, I'm going to change my policy in one regard: please PM me with any questions about the game and/or character creation. I don't want to accidentally miss something.

Also, Changelings are allowed in the campaign, as are recasters, warforged, and the like. They'll be rare, but I really like the eberron races. Elf variants from FR are allowed, which helps some builds and also makes Alter Self better (since Avriels can fly). That's all I can think of right now, but like I said, please PM me questions.

Also also, I think there's plenty of CO people in there to give each other advice on builds, so I'm going to keep mum in that regard. I'll only chime in on characters when there's a legality issue or a hidden house rule. I try to keep my house rules minimal, more like interpretations of poorly-thought-out rules situation (see my digression on where Archivists get their spells from above). Speaking of which: a starting archivist can have spells from any Druid, Paladin, Ranger, (Divine) Bard, or Cleric spell list, provided you pay for a scroll of the appropriate spell. Keep in mind that Archivists (for whatever stupid reason) don't have to pay for spellbook pages the way wizards do. Cleric Domain spells can be had from any domain associated with a Good or Neutral-aligned god of traditional player races. Domains that are solely associated with Evil gods, or gods of nontraditional or NPC/Monster races need to be sought out and roleplayed. So, no Spider Domain spells (Lolth only AFAIK), or Force Domain spells (Tharizdun only), but Death (Wee Jas) is fine.

IMPORTANT: I'm going to go through the thread and collect the names of applicants in the first post of the thread. If you don't see your name there, I missed your application, please PM me with a correction. Thanks.

Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #88 on: May 23, 2008, 01:17:08 PM »
Preliminary build Version 3:
[spoiler]Dragonborn Whispergnome Archivist

Small Humanoid (Dragonblood, Gnome)
Hit Dice: 5d6 + 20 (40 HP)
Initiative: +1
Speed: 30ft.
Armor Class: 11  Touch: 11  Flat-footed: 11
Base Attack/Grapple: +2/-2
Attack: Dagger +2, 1d4+0
Full Attack: Dagger +0, 1d4+0
Space/Reach: 5ft./5ft.
Special Qualities: Noncombatant, Murky-eyed
Saves: Fort 9/ Reflex 7/ Will 7
Abilities: Str 10/ Dex 10/ Con 18/ Int 20/ Wis 14/ Cha 7
Skills (57): Concentration 12, Decipher Script 8, Knowledge (Arcana) 15, Knowledge (History) 13, Knowledge (Local) 6, Knowledge (Nature) 13, Knowledge (The Planes) 13, Search 13, Spellcraft 13
Feats: Trivial Knowledge, Insightful Reflexes (Flaw), Knowledge Devotion (Flaw), Scribe Scroll (Bonus), (Level 3)
Alignment: NG
Languages Spoken: Common, Draconic, Gnome, Elven,
Level Adjustment: None
 
Possessions:Spells prepared:
0: (4) Detect Magic x2, Detect Poison, Cure Minor Wounds
1: (4) Produce Flame, Entangle, Doom, Shield of Faith
2: (3) Lore of the Gods, Spike Growth, Lesser Restoration
3: (2) Magic circle against evilx2

Spells known:
0: All cleric
1: (5) Lesser Vigor, Shield of Faith, Produce Flame, Doom, Entangle
2: (4) Lore of the Gods, Spike Growth, Lesser Restoration, Spiritual Weapon
3: (2) Magic Circle Against Evil, Deeper Darkness

Specials:
Wing Aspect; use wings to aid in jump checks (+10), fly at 6HD
Low Light vision, Darkvision 60ft

Class features:
Dark Knowledge 4/day (Magical beasts, Aberrations, undead, Outsiders, Elementals)
Dark Knowledge [Tactics]   
Dark Knowledge [Puissance]   DC15 for +1 attack
Lore Mastery   +2 Decipher Script, +2 one Knowledge
Still Mind   +2 on saves vs Enchantments

Feats:
Trivial Knowledge      Roll 2d20 drop lowest for all Knowledge checks
Insightful reflexes      Add Int bonus to reflex saves
Knowledge Devotion   Bonus on attack and damage based on knowledge check
Touch of Healing
Scribe Scroll   

Skill tricks:
Collector of Stories
[/spoiler]
Last feat is the Touch of Healing Reserve feat
« Last Edit: May 23, 2008, 03:29:30 PM by Ieniemienie »
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ksbsnowowl

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Re: The Gray Citadel: interest and applications thread
« Reply #89 on: May 23, 2008, 01:49:23 PM »
or that reserve feat that when you have a second level cure spell prepared, you can heal everyone up to half HP
Touch of Healing [Reserve]
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Akula

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Re: The Gray Citadel: interest and applications thread
« Reply #90 on: May 23, 2008, 01:50:06 PM »
or that reserve feat that when you have a second level cure spell prepared, you can heal everyone up to half HP
Touch of Healing [Reserve]
+1

Stratovarius

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Re: The Gray Citadel: interest and applications thread
« Reply #91 on: May 23, 2008, 02:09:06 PM »
or that reserve feat that when you have a second level cure spell prepared, you can heal everyone up to half HP
Touch of Healing [Reserve]
+1

I haven't really noticed any healing ability floating around (aside from a profusion of healing belts), so it would certainly help the party.
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Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #92 on: May 23, 2008, 02:12:41 PM »
OK, so this should be the final version... If you see anything that needs to be added/changed or if you have useful tips, or know any amazing divine spells, don't hesitate to let me know

[spoiler]Dragonborn Whispergnome Archivist

Small Humanoid (Dragonblood, Gnome)
Hit Dice: 5d6 + 20 (40 HP)
Initiative: +1
Speed: 30ft.
Armor Class: 12  Touch: 12  Flat-footed: 11
Base Attack/Grapple: +2/-2
Attack: Dagger +3, 1d4+0 OR Longbow +4, 1d6+0
Full Attack: Dagger +3, 1d4+0 OR Longbow +4, 1d6+0
Space/Reach: 5ft./5ft.
Special Qualities: Noncombatant, Murky-eyed
Saves: Fort 9/ Reflex 7/ Will 7
Abilities: Str 10/ Dex 12/ Con 18/ Int 18+2/ Wis 14/ Cha 7
Skills (57): Concentration 12, Decipher Script 8, Knowledge (Arcana) 15, Knowledge (History) 13, Knowledge (Local) 6, Knowledge (Nature) 13, Knowledge (The Planes) 13, Knowledge (Dungeoneering) 13, Search 5, Spellcraft 13
Feats: Trivial Knowledge, Insightful Reflexes (Flaw), Knowledge Devotion (Flaw), Scribe Scroll (Bonus), Touch of Healing(Level 3)
Alignment: LN, Boccob
Languages Spoken: Common, Draconic, Gnome, Goblin, Dwarven, Infernal
Level Adjustment: None
 
Possessions:Spells prepared:
0: (4) Detect Magic x3, Detect Poison
1: (6) Produce Flame x2, Entangle, Shield of Faith, Impeding Stones x2
2: (4) Lore of the Gods, Spike Growth x2, Invisibility
3: (3) Magic circle against evil x2, Cure Serious Wounds

Spells known:
0: All cleric
1: (5) Lesser Vigor, Shield of Faith, Produce Flame, Doom, Entangle
2: (4) Lore of the Gods, Spike Growth, Lesser Restoration, Spiritual Weapon
3: (2) Magic Circle Against Evil, Deeper Darkness

Scrolls
lvl 1
Comprehend Languages, Cure Light Wounds, Hide from Undead, Magic Weapon, Obscuring Mist, Detect Animals or plants, Hide from Animals, Pass Without Trace, Impeding Stones, Divine Favor, True Strike
GP:375 / XP:15

lvl 2
Invisibility, Detect Thoughts, Entice Gift
GP:450 / XP:18

lvl 3
Continual Flame
GP:187.5 / XP:15

Specials:
Wing Aspect; use wings to aid in jump checks (+10), fly at 6HD
Low Light vision, Darkvision 60ft

Class features:
Dark Knowledge 4/day (Magical beasts, Aberrations, undead, Outsiders, Elementals)
Dark Knowledge [Tactics]   DC15 for +1 on attacks > DC25 +2 > DC 35 +3
Dark Knowledge [Puissance]   DC15 for +1 on saves
Lore Mastery   +2 Decipher Script, +2 one Knowledge
Still Mind   +2 on saves vs Enchantments

Feats:
Trivial Knowledge      Roll 2d20 drop lowest for all Knowledge checks
Insightful reflexes      Add Int bonus to reflex saves
Knowledge Devotion   Bonus on attack and damage based on knowledge check
Touch of Healing      Heal at will up to half HP if lvl 2 healing spell is prepared
Scribe Scroll   

Skill tricks:
Collector of Stories
[/spoiler]
« Last Edit: May 24, 2008, 09:54:15 AM by Ieniemienie »
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Re: The Gray Citadel: interest and applications thread
« Reply #93 on: May 23, 2008, 02:33:31 PM »
I haven't really noticed any healing ability floating around (aside from a profusion of healing belts), so it would certainly help the party.

There's a smallish amount, the Archivist can do it, especially with wands of vigor and touch of healing, and it looks like there's a Crusader in the mix as well. I've found that it's true that most well-optimized groups don't need much in the way of a dedicated healer, most of the time. They just kill off the opposition too quickly, and if the opposition is damaging them so much that they need serious in-combat healing, a cleric can't cut it anyway, unless they're doing the RSoP empowered healing thing.

AlisAtAn

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Re: The Gray Citadel: interest and applications thread
« Reply #94 on: May 23, 2008, 02:39:05 PM »
*nudge* My beguiler can use UMD to heal as well. ;)

3 healers should be plenty. Although I havent played in the deadliest of campaigns yet...

Also Ieniemienie, you dont specify the bonus from your Headband of Intellect.  :nonono Just a heads up.
« Last Edit: May 23, 2008, 02:42:43 PM by AlisAtAn »
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Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #95 on: May 23, 2008, 02:47:54 PM »
Also Ieniemienie, you dont specify the bonus from your Headband of Intellect.  :nonono Just a heads up.
I will change the 20 to 18+2
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Re: The Gray Citadel: interest and applications thread
« Reply #96 on: May 23, 2008, 02:58:14 PM »
draconic aura (Vigor) is probably better than touch of healing, you might want to check that out instead.
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Ieniemienie

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Re: The Gray Citadel: interest and applications thread
« Reply #97 on: May 23, 2008, 03:11:23 PM »
draconic aura (Vigor) is probably better than touch of healing, you might want to check that out instead.
There are a couple difference:
- Aura of Healing requires no action, ToH standard action
- Aura of healing replace a different aura, ToH takes up a standard action
- Aura of healing heals little damage, ToH cures 9 damage
- Aura of healing is an emanation, ToH has a touch range.

So against one target, ToH is better, against multiple targets Aura of Healing is better
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AlisAtAn

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Re: The Gray Citadel: interest and applications thread
« Reply #98 on: May 23, 2008, 03:13:06 PM »
Also Ieniemienie, you dont specify the bonus from your Headband of Intellect.  :nonono Just a heads up.
I will change the 20 to 18+2

Actually, I meant that you dont specify in the equipment section. Headband`s of Intellect come in more than +2. =)
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DnD classes is kind of like art. You make lots of stuff that everyone loves but aint no fun to play. This one is like getting a nude pic of Britney Spears when she was hot above your bed.  Anyone can appreciate it. And it works as it should in practise, not just in theory. -Me to Strato regarding his Elemental

Stratovarius

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Re: The Gray Citadel: interest and applications thread
« Reply #99 on: May 23, 2008, 03:17:47 PM »
Also Ieniemienie, you dont specify the bonus from your Headband of Intellect.  :nonono Just a heads up.
I will change the 20 to 18+2

Actually, I meant that you dont specify in the equipment section. Headband`s of Intellect come in more than +2. =)

Speaking of which, is a Headband of Intellect +1 for 1,000gp allowed?
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die