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Dungeons and Dragons (DnD) 3.5, anyone? : OOC Chatter

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Yep. ..... Harper is now all Dragon-y.

Also, I want everyone to remember that while I may not accept certain books, if you have ideas for prestige classes and/or abilities, bloodlines, templates, etc., Let me know! We'll see if we can't hash it out. =D
 
ok so when you guys get into town, I'll be in there somewhere. though I do have to do some running around today, I should be back in time to do some role playing to meet the party later.
 
Of course. And no, Nightmares... I'm sure I want to talk about it much further.. did we come to a conclusion on modding the 'smite the guilty skill? Or am I still browsing classes, assuming we DON'T see Avakir
 
Smite the guilty? ... Sure, can used outside home city if either A) He has personal attachment to the place, B) The place has the [Good] discriptor, or is hallowed ground, C) he has public support, i.e. Everybody Good Man Loves Superman. It'd vary on your reputation and the location.
 
Alright. I'll let you know my decision, since I believe all prestiges have to be OK'd by the DM
 
Feat: Dragon Shout (Thu'um)
Prerequisites: Speak Language(Thu'um), train with the Greybeards at least a month per Word.
Benefits: Chose a Dragon Shout. Once an encounter, you may now use the Dragon Shout you have chosen. You can use only the first Word, but taking this feat again will allow you to unlock the next Word in the Dragon Shout. You can only choose Dragon Shouts whose Shout level is less than or equal to one half your ranks in Speak Language(Thu'um), rounded up.
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Harper came up with this, and I okay'ed it. If you want to take it... =D

Well, anyway... I still have to actually flesh out all the shouts. Except for Unrelenting Force. I already did that one. ^.^
 
Ghaigido said:
Feat: Dragon Shout (Thu'um)
Prerequisites: Speak Language(Thu'um), train with the Greybeards at least a month per Word.
Benefits: Chose a Dragon Shout. Once an encounter, you may now use the Dragon Shout you have chosen. You can use only the first Word, but taking this feat again will allow you to unlock the next Word in the Dragon Shout. You can only choose Dragon Shouts whose Shout level is less than or equal to one half your ranks in Speak Language(Thu'um), rounded up.
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Harper came up with this, and I okay'ed it. If you want to take it... =D

Well, anyway... I still have to actually flesh out all the shouts. Except for Unrelenting Force. I already did that one. ^.^

I might have to boot up Skyrim to see the shouts again. I dunno. Probably a slow time or whirlwind sprint. maybe invisibility? I dunno..
 
Whirlwind sprint is a Basic Dragon Shout level 2, so with this feat you'd need Speak Language(Thu'um) 3.

Slow time is an Advanced Dragon Shout level 9.

... And Speak Language (Thu'um) is odd for Speak Language skill in that it actually has ranks. It'd be cross class for most characters.
 
Like rogues?


For the nature of Skyrim, Barbarians and Fighters should probably be able to use it
 
Eh.... For a rogue? depends on A) Backstory, like many things I do, B) whether you have at least +4 Cha mod (which you do) and at least 15 Ranks in Diplomacy.
 
Benen Eachann said:
speak language is a class skill for bards and scouts only from the books.

That is correct. Let it be known that the Bard's College in Solitude is a lot more respected and gets a lot more funding nowadays... XD
 
Aasimar race is pretty neat... kind of a shame. At any rate, my prestige ideas seem to be few and far between...
 
.... Y'know, if you've ever played Assassin's Creed.... I kinda imported them into this world via one of the Dragonborn's kids... It's part of the 4th Era history I made up.

Haven't actually made a class, but we can definitely do it. Just look at them! They're ... almost a Ghestalt of Fighter and Rogue! =D
 
Ghaigido said:
.... Y'know, if you've ever played Assassin's Creed.... I kinda imported them into this world via one of the Dragonborn's kids... It's part of the 4th Era history I made up.

Haven't actually made a class, but we can definitely do it. Just look at them! They're ... almost a Ghestalt of Fighter and Rogue! =D

Connor is actually a Scout from CAv, if you look at what they can do. a level 12 scout is nasty, having all the necessary feats to make him/her into a damn good assassin.
 
hehe I could make a scout and it would kick your "Assassin"'s ass.

stats for the scout:

Alignment: Any. Scouts in military service are usually lawful.
Hit Die: d8.

Class Skills
A scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int),
Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
All of the following are class features of the scout.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish]/b] (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook.A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must beselected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat. †New feat described in Chapter 3.
Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
 
stat block:

Lvl BAB Fort Ref Will Special
1st +0 +0 +2 +0 Skirmish (+1d6), trapfinding
2nd +1 +0 +3 +0 Battle fortitude +1, uncanny dodge
3rd +2 +1 +3 +1 Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Evasion, skirmish (+2d6, +1 AC)
6th +4 +2 +5 +2 Flawless stride
7th +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
8th +6/+1 +2 +6 +2 Camouflage, bonus feat
9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30 ft.
11th +8/+3 +3 +7 +3 Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus feat
13th +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide in plain sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC)
16th +12/+7/+2 +5 +10 +5 Bonus feat
17th +12/+7/+2 +5 +10 +5 Skirmish (+5d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free movement
19th +14/+9/+4 +6 +11 +6 Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle fortitude +3, blindsight 30 ft., bonus feat
 
We get it. You like the scout, you're a power player. Let him make a his dang prestige class and let it go.
 
I know what a scout is. Also, no one asked to see the class. Please don't just drop things like that without warning.

Also, we know you have more experience that us. No need to rub it in our faces, Benen. That's simply not cool.
 
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