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Thread: minor issue/rant
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2008-11-25, 06:17 PM (ISO 8601)
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- Sep 2008
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- Issaquah
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minor issue/rant
My friends and I have begun a new game of D&d 3.5 and one of our homerules for the game is you have to have at least a +4 level mod. as a fairly new player, I wanted to try a favored soul. I figured a favored soul half celestial would not only be a fun class, but a good intro into the divine spell lists. My DM has insisted that I play a cleric "because it is more fun". He says I need to branch out (last game i was a duskblade) since they are exactly the same. any thoughts/comments?
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2008-11-25, 06:35 PM (ISO 8601)
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- Nov 2008
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- Da Internetz
Re: minor issue/rant
Play what you want.
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2008-11-25, 06:36 PM (ISO 8601)
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- Jun 2008
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2008-11-25, 06:37 PM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: minor issue/rant
Tell your DM to go to the Nine Hells and play with someone who isn't going to force you into one role or another.
Alternatively, tell him you don't want to overshadow the whole damn party by yourself and intentionally chose a moderately weaker class so you wouldn't make the rest of your party useless.Wiki - Q&A - FB - LIn - Tw
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2008-11-25, 08:07 PM (ISO 8601)
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- Feb 2007
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- Easton, PA
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Re: minor issue/rant
Well, with the "leave the game" and "do what you want" stuff out of the way here is my suggestion. First, ask him why he thinks you should go Cleric rather than Duskblade. If his says because they are too similar ask "how so?" and show him the classes side-by-side so he can see how they are different. Next, explain why a Favored Soul is better for your character concept than a Cleric. After that doesn't work, go with the "I'm going to do it anyway" stuff, it's not like the Favored Soul is overpowered compared to the Cleric, quite the opposite. However, one reason he might give is that "Clerics have better healing and the party needs a healer" in which case you point him in the direction of the Belt of Healing (that everyone has) and Wands of Lesser Vigor (which you and the rogue would be packing) for more than enough healing. If he still goes on about Favored Soul doesn't have enough healing, tell him to homebrew an extra ability if he thinks its so important.
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2008-11-25, 09:16 PM (ISO 8601)
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- Jun 2005
Re: minor issue/rant
Well, the obvious question here is whether he thinks it'll be more fun for you or more fun for him. And why he thinks that it'll be more fun for you if so, because if you told him you'd rather play a favored soul, that alone is pretty strong evidence that you'd have more fun with that.
Maybe he thinks that he's way more well-informed than you about how things will play out, but if he seriously thinks that Favored Soul is "exactly the same" as Duskblade, I'm guessing that he's overconfident about just how well-informed he is.
All that said, the cleric class might be better if you want to familiarize yourself with the cleric spell list, since as a cleric you can try out new spells every day. This also makes clerics harder to screw up, since you're not stuck with any poor spell choices you may have made.
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2008-11-25, 09:33 PM (ISO 8601)
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- Jan 2007
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2008-11-26, 02:59 AM (ISO 8601)
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- Sep 2008
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- Issaquah
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Re: minor issue/rant
thanks for the help everyone! does anyone have any good suggestions/templates for a game like this? it is basically a monster hunting game.
(also, the dm didnt like me pointing out his Feral WereBear with its 38 strength)
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2008-11-26, 03:08 AM (ISO 8601)
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- Aug 2008
Re: minor issue/rant
I'm going to go with apples and asparaguses(asparagusi? asparagus? Whatever the plural is). Sure they both appear similiar if you look at armor and spellcasting, but play nothing alike.
That said, I agree, clerics > favored soul, but each to thier own.
As for recommendations, I find that werid. He tells you what to play then you come here to be told what to play
Gotta give us more than that in order for us to tell you some fun ways to do what you want to do...like what you want to do.
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2008-11-26, 03:17 AM (ISO 8601)
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- Jun 2008
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2008-11-26, 04:26 AM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: minor issue/rant
So, if he wants you to play a cleric, play one. Go zilla on him. Pull out DMM: Persist and walk around with both Divine Power and Righteous Might on, Power Attacking everything around you with impuny and making the fighter look like a chump.
Then, when he says "omg, the power level, its over 9000!" say, I have this really well built and balanced Favored Soul, would you like me to swap him out? Next time he tells you what character to play, answer with Drood20 and make sure he lets you play what you want.
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2008-11-26, 04:42 AM (ISO 8601)
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- Aug 2008
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2008-11-26, 04:49 AM (ISO 8601)
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- Jun 2008
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2008-11-26, 04:52 AM (ISO 8601)
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- Aug 2008
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2008-11-26, 05:03 AM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: minor issue/rant
Getting a little off topic there, but actually, you CAN flurry in the same round as a grapple. Flurry grants you extra attacks as long as you use special monk weapons. Your UAS, which is use to initate a grapple, is a special monk weapon. Thus, you can initiate a flurry to get the extra attacks, grab as your first attack, roll grapple, pin as your 2nd attack, roll grapple, grapple to inflict damage as your 3rd+ attacks. Check the rules on grappling with multiple attacks in a round. Its perfectly legal.
Now, get back on topic! RAWR!
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2008-11-26, 05:10 AM (ISO 8601)
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- Aug 2008
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2008-11-26, 05:33 AM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: minor issue/rant
Nope.
Originally Posted by SRD
and follows
Originally Posted by SRD
Originally Posted by SRD
Originally Posted by SRD
Thus, you can flurry into a grapple.
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2008-11-26, 05:38 AM (ISO 8601)
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- Aug 2008
Re: minor issue/rant
One would have done it, I don't know why but I read it as an attack option. Hence a standard action.
So improved grab is just if you feel like not going for touch ac, but still dealing damage? Not crazy better unlike I originally thought.Last edited by BobVosh; 2008-11-26 at 05:38 AM.
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2008-11-26, 05:42 AM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: minor issue/rant
No, Improved Grab is so you just attack per normal, and all of your normal hits that you would normally make to do normal damage all of a sudden have a free grapple attempt tacked onto them.
You don't have to decide ahead of time "gee, I think I'm gonna grapple this guy. Hmmmm, what do you think?" and if it happens, it happens. Essencially the same way Knockdown works. You just attack per normal, and if you hit and do more than 10 pts of damage, bam, trip attempt. Takes a lot of the risk out of it, because if you fail to trip your foe, you do no damage. Same with Imp Grab. Even if you fail to grapple, you've already mauled em up pretty significantly.
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2008-11-26, 09:03 AM (ISO 8601)
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- Jun 2005
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- GMT
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Re: minor issue/rant
Back on the topic of the OP's last question, does the +4 need to come from a racial LA or can it be a template? If templates are good, I suggest half-celestial. It synergises nicely with a favoured soul, IMO.
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2008-11-27, 02:16 PM (ISO 8601)
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- Sep 2008
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Re: minor issue/rant
So I need help once more. With a +4 mod, any kind, how do I make the most broken cleric ever? we will be level 7 with a plus 4 mod.
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2008-11-27, 02:51 PM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: minor issue/rant
So, you have 4 LA and 7 cleric levels? Or 4 LA and 3 cleric levels totalling 7?
Go Cloistered Cleric7 with Planning and Undeath domains, and swap out Knowledge domain for Knowledge Devotion (CChamp). This nets you Extend Spell and Extra Turning as bonus feats at 1. For your feats, take Persist Spell and DMM Persist at 1st level (assuming a human base on 1/2 celestial). Take Power Attack at 3rd, and Extra Turning again at 6th. This'll net you 11+cha turn attempts, enough to persist 2 spells if you have at least a 12 cha (which you should given 1/2 celestial's bonus to cha). If you have even higher cha, thats better. At 7th level, you get 2 spells to persist of 4th level or lower. I'd recommend Divine Power and then possibly Mass Lesser Vigor (gives whole party Fast Healing 1). You'll have a full BAB, +6 str, and a handful of temp hps. Use your Heavy Mace in both hands and Power Attack anything that moves. If you find yourself in combat without anything worthwhile to do at the moment, drop a Divine Power on yourself, for an extra +2 hit/dmg for the duration of the combat.
At level 9, change your persist spells to Divine Power and Righteous Might. You are now clericzilla. Watch out for falling rocks.
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2008-11-27, 03:31 PM (ISO 8601)
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- Oct 2007
Re: minor issue/rant
You know, it's possible the DM is actually just being helpful. For a player who's new to divine spellcasting, a Cleric often is more fun, because they can reselect their spells each morning. That means if you pick some spells that aren't really working out, you can fix it by the next day, whereas the Favored Soul is stuck with those choices for at least a level, possibly more.
And as far as the advince to go "CoDzilla"? Maybe that's actually what the DM is looking for. If people are playing things like Feral Wereboars, the game might be on the high-powered end, and it's best to be at roughly the same optimization level as the group.Last edited by icefractal; 2008-11-27 at 03:34 PM.
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2008-11-27, 03:32 PM (ISO 8601)
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- Jun 2008
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2008-11-27, 03:46 PM (ISO 8601)
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- Dec 2004
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- I wish I knew...
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Re: minor issue/rant
I know why the GM insisted o na +4 mod... so no one gets 9th level spells. Sneaky of him, attempting to limit Batman Wizards like that...
Okay, here's what you do:
Cleric of Pelor. Take Sun and Healing domains. Take the PhB II variant "Spontanious Domain" and apply it to your Healing domain. This means little for now, but in a couple of levels, it means spontanious Heal spells. Now that you don't need to worry about having to memorise healing spells...
Feats:
1st: Extend Spell
3rd: Persist Spell
6th: DMM Persist.
DMM Persist Divine Might (4th level spell).
Win.
Even better,
next feat should be Extra Turning. Then at 10th, go into Radiant Servant of Pelor.Last edited by ShneekeyTheLost; 2008-11-27 at 03:47 PM.
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2008-11-27, 06:42 PM (ISO 8601)
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- Dec 2006
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- Bremerton, WA
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2008-11-27, 07:41 PM (ISO 8601)
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- May 2006
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- Sunnydale
Re: minor issue/rant
Have your FS worship Kossuth (a Forgotten Realms deity), whose favored weapon is the spiked chain; or Lolth, and use a whip dagger. You get the following for free:
- Exotic Weapon Proficiency
- Weapon Focus
- Weapon Specialization (at level 12)
I think you'd surprise your DM if you came in with a Lolth-Touched Entropic Aasimar (total +4 LA) Favored Soul worshiping Lolth: outsider (extraplanar subtype); +6 STR, +8 CON, +2 WIS, +4 CHA; +4 Hide, +4 Move Silently, +2 Listen, +2 Spot; resistance to acid 5, cold 5, electricity 5, and sonic/fire (your choice) 5; immunity to fear; 60' darkvision; Daylight 1/day; Negative Energy Ray every 1d4 rounds; and automatic damage to living creatures within 10'. Plus whip dagger goodness (15' reach and tripping), and all the spells you can cast. With big boosts to STR and CON you're set for combat and can afford to really crank up your WIS and CHA for spellcasting power.
My guess is you'll have a lot of flying party members with +4 LA, so it should be easy for them to keep 10+ feet away from you. You'll threaten at 15' and do automatic damage to living enemies who get nearer than that. You might want some Winged Boots if you need to take to the air yourself.