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Campaign HQ    The Company of the Bright Star Campaign    Vampire

Character Concept Thread
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NeurOde
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PostPosted: Thu Jun 24, 2004 10:53 am    Post subject: Reply with quote

Level 6: Soulknife (BAB +4, Fort +2, Ref +5, Will +5) Mind blade enhancement +1, Speed of Thought (+10 feet movement when focused)
Level Feat: Spring Attack

This is where the options come up, and I think I know which one I will use.

Level 7: Soulknife (BAB +5, Fort +2, Ref +5, Will +5) Psychic Strike +1d8
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NeurOde
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PostPosted: Thu Jun 24, 2004 10:53 am    Post subject: Reply with quote

or
Level 7: Psion (BAB +4, Fort +2, Ref +5, Will +7) Can manifest 3 powers with 4 power points/day from Wild Talent and 1 Level Psion
Bonus Feat: Up the Walls (so long as you begin and end your movement on a horizontal surface, you treat vertical ones as horizontal for the sake of movement--this gets fun with SoT and Skate)
Powers known: Skate (+15 movement, stacks with SoT), Defensive Precognition (+1 insight to AC and all saves), Catfall (reduces damage from falls by 10 feet, always land on your feet). All use only 1 power point to activate, Catfall is one round/level, the others are 1 minute/level. Instead of Defensive precognition there are similar options which would give +1 to attack or +2 to damage, but I felt the AC/saves was stronger.


Last edited by NeurOde on Thu Jun 24, 2004 10:58 am; edited 1 time in total
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NeurOde
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PostPosted: Thu Jun 24, 2004 10:54 am    Post subject: Reply with quote

I'm thinking the best option for Level 7 is Psion, than go back to Soulknife for awhile with the potential to take a level or two of Elocater later. This would depend on how the campaign was going at that point.

Level 9 feats would be either Deep Impact (expend your focus to make a touch attack roll for your next melee attack) or Psionic Meditation (regain focus as a standard (or is it move?) action instead of full round).

Thoughts?

The biggest disadvantage to a level of Psion is that I would get Knife to the Soul at 14 instead of 13. KttS is an awesome ability where you swap out 1d8 of psychic strike damage to do Wis, Int, or Cha damage instead on a 1d8/1 point of damage ratio. That's 3 points of damage when you get the ability, by the way, as you have 3d8 of psychic strike by then.


Last edited by NeurOde on Thu Jun 24, 2004 10:59 am; edited 1 time in total
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NeurOde
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PostPosted: Thu Jun 24, 2004 10:57 am    Post subject: Reply with quote

strattjw wrote:
A level of psion isn't a bad choice. Just remember to take powers that aren't solely dependant on augmentation to be of use. Force Screen would be a great power to pick. Gives you a +4 ac shield that doesn't actually count as a shield and lasts for 1 minute (pretty much all of most fights.)

Why are you going with the mobility feat? Thinking of taking spring attack?


I was thinking about that power, strattjw, though my concern was that, since I won't be spending any cash on a weapon, I could easily afford a better shield than this power would create after a few levels (and after that, the power becomes useless unless I'm captured).
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NeurOde
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PostPosted: Thu Jun 24, 2004 11:04 am    Post subject: Reply with quote

Sorry for the multiple posts to get my message across, everyone. The system wouldn't let me post the whole thing at once, so I just kept trimming until it would.
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strattjw
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PostPosted: Thu Jun 24, 2004 12:32 pm    Post subject: Reply with quote

Ah. You are going a different build of soulknife then I think I would go. I was thinking a two weapon fighting soulknife would be pretty cool, or pretty cool once you could split your soulknife in two.

The mobility oriented soulknife is pretty nice though. I'd suggest not taking catfall as a power though. Go with something that will give you more gain.
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NeurOde
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PostPosted: Thu Jun 24, 2004 12:36 pm    Post subject: Reply with quote

I've been thinking about the 2-weapon route as well, just trying to figure out the best way to pull it off (I really like the idea of using a combination of Up the Wall and the elocator's flanking abilities to play with people's positioning). I'm thinking I will check out the build after work today. Catfall would definitely be replaced with the shield option in that case.
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Northstar
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PostPosted: Fri Jun 25, 2004 12:44 am    Post subject: my dude Reply with quote

Just now signing in on these threads...

I am doing an investigating mutha- *shut yo mouth* - Just talkin' 'bout my character!

I have been considereing a Kalashtar Bard, but I am starting to drift toward a Human Rogue for the extra skill points and the extra feat. But I really like Bardic Knowledge. I just have no use for most of the Bardic Music stuff. I also have little use for most of the sneak attack/evasion/uncanny dodge stuff. Or rather, it doesn't fit the character as well. If only I could get a bard with Bardic Knowlege and 8 skill points...

I am looking to prestige into Master Inquisitive, in any case, and take Investigate as my/one of my first level feat/s. Fa'shizzle, my bizzle.

Nathan
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NeurOde
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PostPosted: Sun Jun 27, 2004 7:44 pm    Post subject: Reply with quote

Finally, a decision on my part: Human Artificer.

Ironically, that's the first character I mentioned to Jesse when I called him from NYC while reading the book...

I really shouldn't be given this much time to think about a character.
Smile
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Nullex
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Joined: 19 Aug 2001
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PostPosted: Mon Jun 28, 2004 8:58 am    Post subject: Reply with quote

NeurOde wrote:
I really shouldn't be given this much time to think about a character.
Smile


It's true. It's really dangerous.

Glad to hear you've decided on a character. And, for the record, you can no longer switch concepts. Razz

And Northstar, that feat I was referring to concerning bonus skill points is Open Minded from XPH. You gain 5 bonus skill points, to be used as normal skill points. You can take it multiple times, gaining 5 points each time.
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Kyndig
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PostPosted: Mon Jun 28, 2004 10:43 am    Post subject: Reply with quote

I'm playing a Changeling Barbarian, moving into Fighter and probably Urban Ranger if the campaign fits it at that point. Then Warshaper PrC followed by the Warmaster from Extened Psionics.

Glad you settled, NeurOde. That was stressing me out. Very Happy
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NeurOde
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PostPosted: Mon Jun 28, 2004 11:39 am    Post subject: Reply with quote

For both Nullex and Northstar, what skills are you two going to be emphasizing? While still planning on improving those skill areas most important to my own character (Use Magic Device, Spellcraft, Concentration, etc), I'd like an idea of what you guys are bulking up on so we don't "double-dip" too badly.

I'll be sitting on 32 points for Level 1, broken down as such:

4 in UMD
4 in Spellcraft
4 in Concentration
4 in Search
4 in Disable Device
? in Knowledge: Arcana
? in Knowledge: Architecture and Engineering
? in Knowledge: Local
? in Knowledge: The Planes

K: The Planes will likely be the area I scrimp in the most.
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strattjw
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PostPosted: Mon Jun 28, 2004 12:04 pm    Post subject: Reply with quote

An artificer will be nice as they can provide the party with a nice assortment of skills as wellas the ability to heal through the use of wands.
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Kyndig
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PostPosted: Mon Jun 28, 2004 12:10 pm    Post subject: Reply with quote

Ah, healing through the use of wands. So cool... Very Happy
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strattjw
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PostPosted: Mon Jun 28, 2004 12:19 pm    Post subject: Reply with quote

well that looks like it's all the healing the group will have. For now at least. So, who is going for the mark of healing?
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Northstar
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PostPosted: Mon Jun 28, 2004 12:19 pm    Post subject: Reply with quote

Skills as of now(before I change my mind again:

Diplomacy 4
Sense Motive 4
Bluff 3
Search 4
Gather Info 4
Listen 3
Spot 4
Perform(oratory) 3
Decipher Script 4
Intimidate 4
Knowledge(history) 4
Knowledge(local) 4
Knowledge(nobility) 1
Knowledge(dungeoneering) 1
Spellcraft 1

This leaves me to ask what I should do with my other 1st level feat? Open Mind? Investigator? Urban Tracking? Skill Focus: Search?

Nathan
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strattjw
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PostPosted: Mon Jun 28, 2004 12:24 pm    Post subject: Reply with quote

I would suggest Urban Tracking or Investigator from the list you provided. Investigator gives you a nice bonus to skills you will probably be using while Urban Tracking would fit very well with your character concept and is probably a feat you will want in the future anyway.
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NeurOde
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PostPosted: Mon Jun 28, 2004 1:53 pm    Post subject: Reply with quote

Forgot about Appraise.

Ok, here's mine:
Use Magic Device: 4
Spellcraft: 4
Concentration: 4
Search: 4
Disable Device: 4
Knowledge (Local): 2
Knowledge (Arcana): 2
Knowledge (Architecture and Engineering): 4
Appraise: 4

Feats will be Magical Aptitude (or similar name), grants +2 to UMD and Spellcraft and Skill Focus: UMD

Use Magic Device is this guy's life: he'll have to make a roll on it for pretty much everything he ever does (including using his own class infusions--that bites).

Level 1:
Use Magic Device: +2 (Cha) +3 (Skill Focus) +2 (Magical Aptitude) +4 (Ranks) for a total of +11 (+13 when working with scrolls due to a class ability).

I might actually sack some of his points in Str and Dex to improve Cha to 16, though I'm not certain right now (not having any negative bonuses is nice).
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NeurOde
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PostPosted: Mon Jun 28, 2004 2:12 pm    Post subject: Reply with quote

Also, I am planning on sending the character into the Heir of Siberius PrC later on in his career as a member of the House of Making.
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Razputyn
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PostPosted: Mon Jun 28, 2004 2:14 pm    Post subject: Reply with quote

Um....I do not recall the infusions needing a UMD check. Wow if they do because that would mean I have really been playing the guy incorrectly. LOL

-Raz
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tykeal
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PostPosted: Mon Jun 28, 2004 2:19 pm    Post subject: Reply with quote

No need for UMD for infusions unless you are trying to infuse a spell into an item and the spell isn't directly on your infusions list. Perhaps I'm forgetting something myself?
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strattjw
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PostPosted: Mon Jun 28, 2004 2:34 pm    Post subject: Reply with quote

You need UMD to create an item with a prereq spell that is not on your infuse list. You do something like make a UMD check inplace of being able to cast the spell or something like that.
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NeurOde
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PostPosted: Mon Jun 28, 2004 2:40 pm    Post subject: Reply with quote

My bad, I was confusing the passage that states you must still roll a UMD check to use items such as a wand of light even though light is on the artificer's infusion list.

In a related note, though, I am curious how you guys have been interpretting the part in the artificer's infusion passage which states that infusion don't allow saves (or words to that effect). Of course, I should probably also just go consult the "Ask Keith Baker" thread at WotC for an official ruling, but I was interested how y'all have been dealing with it (blade barrier, for one, comes to mind as a potentially tricky non-savable infusion if it's ruled that the lack of a save applies to the effect, not the actual act of infusing).
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Nullex
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PostPosted: Mon Jun 28, 2004 3:42 pm    Post subject: Reply with quote

skill list (ranks, not total modifier):

Bluff - 3
Climb - 2
Disable Device - 4
Disguise - 3
Escape Artist - 2
Hide - 3
Know(local) - 1
Listen - 4
Move - 3
Open Locks - 3
Search - 4
Sense Motive - 2
Sleight of Hand - 1
Spot - 4
Tumble - 1

Up to discussion/suggestions. This is not final by any means, but was the list I came up with a bit ago whilst toying with a previous build. New possible PrC might change choices.
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Northstar
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PostPosted: Mon Jun 28, 2004 8:52 pm    Post subject: Reply with quote

A few things:

1) I can pretty much give a final list of skill once I know what the list of bard feats available to me will be (hint hint Smile )

2) Are we looking to double up on no skills whatsoever? or noly on a select few? Or just whatever?

Nathan
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