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4 months ago  ::  Jan 25, 2013 - 11:55AM #11
Ahruhn
Date Joined: Jan 9, 2013
Posts: 140
That's true. It all depends on the course Spork wants to go with his character though. Since Shadow Hand is the only new set of maneuvers open to him by going RKV, he may want to just build on the other three that he already had been building up as a Crusader.

I'm just presenting another option that he could take to get the 4 ranks in Hide he requires for the PrC and have a way of becoming much more skilled in things that he otherwise wouldn't have considered with a cost of 2 points per rank. 
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4 months ago  ::  Jan 25, 2013 - 7:05PM #12
Spork122
Date Joined: Sep 16, 2011
Posts: 13

Jan 24, 2013 -- 7:34PM, Count_Von_CoC wrote:

Trickery Domain isn't open to clerics of Wee Jas, is it? I'm currently afb, but I really like both clerics and crusaders, which means I can give you some options. First, what books are allowed, how are ability scores generated (and if it's by rolling the dice, have you already done so?), what houserules should we be aware of, and what is your ultimate goal for the character? Ruby Knight Vindicator is fine as an answer, but have you thought past that?




Ability scores are generated by rolling and I have done so. We are still unsure of houserules as our DM is new to DnD aswell and this is his first time DMing. And as my for ultimate goal for the character, I would hopefully like to be not be overpowered by spellcasters because I've read that spellcasters tend to be pretty OP in 3.5. I really just want a strong martial character. I'd also like to be able to heal myself rather well thus quite a few points going into my devoted maneuvers. 

The main reason that I want to be able to heal myself rather well is because I don't want to have my cleric focus so hard on me in combat so that he can have plenty of opportunity to heal the other members of the party (Ranger, Bard, Sorceress).

We're all starting level 1 and my plan so far is Crusader 4/Cleric 1/ RKV x

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4 months ago  ::  Jan 25, 2013 - 9:20PM #13
Count_Von_CoC
Date Joined: Aug 4, 2011
Posts: 1,144
Um... You could (easily) dish out more damage than anyone, (almost) sneak around as well as the ranger & bard, and cast (almost) as well as the cleric. It would be a very, VERY simple matter to give you 9th-level spells, and 8th-level maneuvers by level 20. Do you want to go that route, or would you prefer to focus on maneuvers, with spellcasting being secondary?
Also, what are your ability scores, and what books are available?
Two... Ah ah ah!
Three.. Ah ah ah!
Four... Ah ah ah!
Six... Ah ah ah!!

Apr 10, 2012 -- 4:38AM, Cyclone_Joker wrote:

Punctuation exists for a reason, and your neglect of the shift key is to the point where Social Services should be involved.

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4 months ago  ::  Jan 25, 2013 - 10:15PM #14
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,176

Jan 25, 2013 -- 7:05PM, Spork122 wrote:

The main reason that I want to be able to heal myself rather well is because I don't want to have my cleric focus so hard on me in combat so that he can have plenty of opportunity to heal the other members of the party (Ranger, Bard, Sorceress).


As a general principle, you keep healing as a backup, only using it in combat if you absolutely have to heal in order to keep vital members of your party on their feet.

Once your opponent is no longer a threat, you'll typically have plenty of opportunity to get everyone healed, and the longer you spend fighting the more damage you'll take, so you should aim to end every fight as quickly as possible.

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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4 months ago  ::  Jan 26, 2013 - 7:28AM #15
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,885
Slagger, the thing about Crusaders is that they can heal themselves, and eventually others, by hitting their opponent.
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

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4 months ago  ::  Jan 26, 2013 - 10:06AM #16
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,176

Jan 26, 2013 -- 7:28AM, draco1119 wrote:

Slagger, the thing about Crusaders is that they can heal themselves, and eventually others, by hitting their opponent.


That's true, but they often do so at the expense of using a more damaging maneuver and even readying a healing maneuver means weighing it as more valuable than a more damaging maneuver.

I'm not saying to avoid healing like it's the plague, Spork, and if you like the idea of being safely healed up, that's fine too, just keep in mind that prevention is often better than cure when you're in combat.

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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4 months ago  ::  Jan 26, 2013 - 10:14AM #17
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,885
Good point. 
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

Resident Pithed-Off Dragon
Buttler of the House of Trolls
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4 months ago  ::  Jan 26, 2013 - 11:29AM #18
Spork122
Date Joined: Sep 16, 2011
Posts: 13

Jan 25, 2013 -- 9:20PM, Count_Von_CoC wrote:

Um... You could (easily) dish out more damage than anyone, (almost) sneak around as well as the ranger & bard, and cast (almost) as well as the cleric. It would be a very, VERY simple matter to give you 9th-level spells, and 8th-level maneuvers by level 20. Do you want to go that route, or would you prefer to focus on maneuvers, with spellcasting being secondary? Also, what are your ability scores, and what books are available?




I would rather focus on maneuvers but I also havent looked too far into cleric spellcasting so by saying "9'th level spells" i really dont know what kind of spells would be available. I also wouldn't be the only cleric in the party because we're going to have one party-member going melee cleric. I don't know my ability scores off the top of my head because I'm at work but I can let you know when I get home. I also have a ton of books available to me, so many that i can't actually name them all off the top of my head either and i will give you a full list when i get home as well. I have most non-setting books available because i have a lot of friends who play and they lent me their books because our party is all new.

Jan 26, 2013 -- 10:06AM, Slagger_the_Chuul wrote:

Jan 26, 2013 -- 7:28AM, draco1119 wrote:

Slagger, the thing about Crusaders is that they can heal themselves, and eventually others, by hitting their opponent.


That's true, but they often do so at the expense of using a more damaging maneuver and even readying a healing maneuver means weighing it as more valuable than a more damaging maneuver.

I'm not saying to avoid healing like it's the plague, Spork, and if you like the idea of being safely healed up, that's fine too, just keep in mind that prevention is often better than cure when you're in combat.




I do like the idea of being safely healed but I also see your point in saying that "prevention is often better than cure" and it makes sense. I do see your point in having more damaging maneuvers too rather than healing maneuvers.

I appreciate everyones help in building my character. I'm glad this forum really helped a lot.

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4 months ago  ::  Jan 26, 2013 - 12:00PM #19
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,885
The problem is that you & the melee cleric are going to be stepping on each other's toes. Since the Ruby Knight doesn't slow casting very much, and you MUST have either cleric or paladin levels, you're basically going to be a melee cleric yourself.
Ninth level spells are pretty much the most powerful things that players have access to in the game. For clerics, that means spells like Miracle and True Resurrection, which alter the fabric of reality. Even ninth level maneuvers won't do that; but they will let you hit things really hard.
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

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4 months ago  ::  Jan 26, 2013 - 12:25PM #20
Spork122
Date Joined: Sep 16, 2011
Posts: 13

Jan 26, 2013 -- 12:00PM, draco1119 wrote:

The problem is that you & the melee cleric are going to be stepping on each other's toes. Since the Ruby Knight doesn't slow casting very much, and you MUST have either cleric or paladin levels, you're basically going to be a melee cleric yourself. Ninth level spells are pretty much the most powerful things that players have access to in the game. For clerics, that means spells like Miracle and True Resurrection, which alter the fabric of reality. Even ninth level maneuvers won't do that; but they will let you hit things really hard.




Yea, I'd rather not be stepping on my cleric's toes with my cleric spells so dipping one level into cleric and going almost all out martial RKV. Maybe If I don't feel the maneuvers are  going to be able to help me anymore I could get another level as a warblade or something.

I'm also going to be using a Warhammer and a shield. I'm curious as to if a Warhammer would actually be a good choice or if I'd be better going with a one-handed axe or even a sword?

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