D&D 3.5 - Horror Style Campaign
In a nut shell: I'm looking for two or three players proficient in the 3.5 rules to join a horror style campaign which I will be running on these forums in the not too distant future in the custom world of Trikana.
Map of Trikana
Map of The Stretch
Setting.txtThe campaign is set on a continent that is right in the middle of Imperial decline. 10,000 years ago the whole of the continent of Trikana was united under the Spear and Sun of the first great empire. As years passed however, the continent started to stagnate under the high trade regulations of the tyrannical Emperors.
There were no new ideas, and records of old ones got lost. Over time the creative output of the Empire waned. In addition, annoyingly, clerical divine magic started to go away. Nobody really knew why, or how to stop it. It just did.
Fast forward afew thousand years and you start to get fragmentation. Dukes Ascoin and Tras sign treaties with the Emperor to decentralize government, effectively creating two new independent countries still “officially” attached to the Empire. Clerical divine magic is largely decayed. Superstition and ritual hover over the whole subject, and although official churches still exist they are largely non magical.
Fast forward another few thousand years and Empirical power is largely forgotten in the West. The Dukes Ascoin and Tras name themselves Kings, creating a hereditary dynasty. The Duke Kvet separates a region out for himself, still technically part of the Empire but by all accounts independent. There is not a single known cleric alive and to top things off, a plague hit the whole western side of Trikana. The area became known as “The Stretch” and is now governed by individual city-states.
The adventure takes place on “The Stretch.”
Culturally The Stretch is very much like medieval Eastern-Europe/Western-Asia. Think Russian – Minarets, fez hats, and balloony trousers. It’s a pretty cold/alpine area, a lot of snow and pine trees. As I said, clerical magic is basically non-existent but churches are around, and gods are still worshipped. Pelor would be the most common but you could find pretty much any.
Humans are the most common race. They would look kinda Nepalese, like I said, Eastern Europe snowy stylee. Dwarves, Elves, Gnomes and Halflings are all pretty common too. Half-orcs would be rare at best, inside civilisation. The races would all mix in the cities with no real racism. Additionally, there are several nomad groups made up of Humans, Elves and Half-Elves. There are Yak-Folk nomad groups as well and even a Yak-Folk city.
Also frost giants. Nomads and raiders mainly. One or two settlements. Cloud giants in the mountains too. Same deal.
White and Silver Dragons live in the mountains, and hate each other. Whites come down to piss people off every so often (they are more intelligent than in the traditional game) and Silvers often come down from the mountains to trade, chat, or just pretend to be human.
Undead are a real problem. As a result of the plague there are a lot of mindless undead around and a few ancient vampire families have taken over cities in the west and act as counts. The lack of clerical magic means that undead are also much more unchecked and dangerous.
Extra planar travel remains undiscovered and demons, devils and celestials, although they exist, largely remain folklore.
Clerical divine magic is, as far as you know, nonexistent. As a result, Clerics, Paladins and Favoured Souls do not exist. Archivists, although rare, are definitely around and druidical divine magic works as normal.
Arcane magic is fairly common in all forms. There is no formal wizard school, but scholarly arcane magic is passed down through apprenticeships. There is however a Mage’s guild – a way for arcane users to link up across city-states. There is a guild hall in most cities.
Likewise, assassin’s guilds exist and condemned men are free for execution by anyone. Sexism probably exists and sex in general is less taboo. There is basically a completely free market and necromancy is perfectly legal.
Adventure Details...
The players will be answering a general call for adventurers from the self-appointed "Duke" of Narsa. For some reason he wants you to go find some mysterious box. You don't know where it is, why he wants you to find it, or what it is even - besides the obvious.
All base races in the PHB are absolutely fine. In addition Yak-Folk (MMII) are cool. Any other race, contact me.
The starting level is 10. Most classes are allowed, bar Cleric, Favored Soul and Paladin. Also I only allow two psionic classes: Psion and Soulknife. Some of the more obscure prestige classes I may call out but largely anything other than those I have mentioned are fine.
Notes on applying...
I already have a number of players that I have gathered from different sources. The game will take place ON THIS FORUM. I am only looking for TWO - THREE PCs FROM HERE. The entire party will add up to about 5 or 6.
Characters will be judged on both build and body; both the effectiveness/interestingness of the literal, numbers character AND the originality/interestingness of the character's personality etc.
Custom Rules
-All dice rolls to be made with Invisible Castle.
-Roll 4, take highest 3 STATS.
-If you can't take descriptive violence and elf bewbs stay away.
-Various classes get pimped or de-pimped with me. Druids, Shadowdancers, Archivists etc. If any come up I will tell you.
-ALWAYS take highest number on HD as of first level.
-Have fun! YAY!
So...
That's 2-3 players at level 10. No clerics, favored souls or paladins.
Any questions? About setting, mechanics, anything?
The Party Thus Far....
A Flayerspawn Psychic
A Duskblade
An Archivist/Wizard Mystic Theurge
A Swashbuckling Swordsage
A Beguiler
A Rakshasa
A Crusading Half-Ogre
Posts
Most aren't sure. We have a possible Necromancer type who would also cover healing. Maybe a Ranger. Really whatever you want. There are people to fill in gaps in the party.
Fixed that for you Salt.
Just making sure you are on the right page now. 8-)
On the setting: So, you're telling me you are running a horror noir game set in a homebrew world, centered around a plague that makes the black plague look like a slight case of the shakes... AND to top it all off, divine magic is dead in the water? Color me interested. I'll know more later, after I see if ye old schedule permits...
I work nights and am in GMT -7 timezone. What posting requirements are there? 1/day? more? Post in order of turns? etc. Ill need to know what your looking at and if my schedule will prevent me from contributing on your terms.
Thanks!
Lets say at least 7 posts a week. As spread out as possible.
As this is a PBP XP will be fairly liberal and also encounters won't feature quite so heavily as I would do them in a normal game. I've done a variant of this adventure IRL and even then, most of the encounters were like: "OMG- Shi- Oh fuck! Jim? Oh GOD! NO! Just run! Fucking run!"
I'm sure my naked tentacle man will bring the much needed class this RP was looking for.
I'll update the OP...
So.
We need tanks...
Backstory:
When the priests took the children to a visiting circus, the little scamp saw it as a perfect opportunity to leave. Sneaking off from the others, he made his way into one of the supply wagons. Sustaining himself for weeks from the dried meats and stores of mead, he managed to stay undetected until they had already reached the next town.
Somehow, his pleas reached the ringmaster who allowed him to stay, as long as he worked. As he grew up amongst the performers, he began to pick up on their acts and practiced along with them. By his teens, he had become an able acrobat and knife thrower. Although the life was hard and the money meager, he loved it here.
He had also managed to pick up on a number of romantic partners during his travels, but none captivated him as much as a certain young lady he met in Narsa. Unfortunately for him, one of the duke's nephews/sons also desired her, and had a reputation for being quite violent. When the lady was found dead in an alleyway, Jarel was framed for the deed. Wrongly imprisoned for a number of years, he was taken away from his life and his love.
Once he had finally been released, he searched for his old troop only to find that they had gone bankrupt and disbanded long ago. Broke and with nowhere to return to, he decided to put his talents to use in a new career, that of an adventurer.
Character Sheet:
2. [Swashbuckler 2] Grace +1
3. [Swashbuckler 3] Insightful Strike
4. [Swashbuckler 4]
5. [Swashbuckler 5] Dodge Bonus +1
6. Swashbuckler 5\[Invisible Blade 1] Dagger Sneak Attack +1d6, Unfettered Defense
7. Swashbuckler 5\[Invisible Blade 2] Bleeding Wound
8. Swashbuckler 5\[Invisible Blade 3] Dagger Sneak Attack +2d6, Uncanny Feint (Move Action)
9. Swashbuckler 5\Invisible Blade 3\[Master Thrower 1] Quick Draw, Thrown Weapon Trick (Palm Throw)
10. Swashbuckler 5\Invisible Blade 3\[Master Thrower 2] Evasion
11. Swashbuckler 5\Invisible Blade 3\[Master Thrower 3] Thrown Weapon Trick (Double Toss)
12. Swashbuckler 5\Invisible Blade 3\[Master Thrower 4] Snatch Arrows
13. Swashbuckler 5\Invisible Blade 3\[Master Thrower 5] Critical Throw, Thrown Weapon Trick (Weak Spot)
14. Swashbuckler 5\[Invisible Blade 4]\Master Thrower 5 Feint Mastery
15. Swashbuckler 5\[Invisible Blade 5]\Master Thrower 5 Dagger Sneak Attack +3d6, Uncanny Feint
16. [Swashbuckler 6]\Invisible Blade 5\Master Thrower 5
17. [Swashbuckler 7]\Invisible Blade 5\Master Thrower 5 Acrobatic Charge
18. [Swashbuckler 8]\Invisible Blade 5\Master Thrower 5 Improved Flanking
19. [Swashbuckler 9]\Invisible Blade 5\Master Thrower 5
20. [Swashbuckler 10]\Invisible Blade 5\Master Thrower 5 Dodge Bonus +2
http://invisiblecastle.com/stats/view/23534/
Atributes (Human):
STR 12 +1
DEX 20 +4 (4th and 8th Level Boosts)
CON 15 +2
INT 14 +2
WIS 8 -1
CHA 13 +1
Feats:
1. Point Blank Shot
1h. Weapon Focus (Dagger) (Req: +1 BAB)
3. Far Shot (Req: Point Blank Shot)
6. Precise Shot (Req: Point Blank Shot)
9. Daring Outlaw (Req: Sneak Attack 2d6, Grace +1) [Complete Scoundrel] - Stack Rogue and Swashbuckler levels for determining Sneak Attack, Grace, and Dodge
12. Two Weapon Fighting (Req: Dex 15)
15. Improved Two Weapon Fighting (Req: Dex 17, Two-Weapon Fighting, base attack bonus +6)
18. Greater Two Weapon Fighting (Req: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11
PRC Requirements:
Invisible Blade (Bluff 8, Sense Motive 6, Far Shot, Point Blank Shot, Weapon Focus (Dagger,Kukri, Punching Dagger)
Master Thrower (+5 BAB, Sleight of Hand 4, Point Blank Shot, Precise Shot, Weapon Focus (Any Throwing)
Skills:
Balance 5
Bluff 8 + 3 + 2
Concentration 0 + 0 + 2
Escape Artist 8 + 3
Hide 0 + 3
Jump 5 + 0 + 2
Move Silently 0 + 3
Perform (Knife Throwing) 0 + 0 + 2
Sense Motive 8 + 3
Sleight of Hand 4 (CC * 8)
Spot 0 + 3 + 2
Swim 6
Tumble 8 + 3 + 2
Use Rope 0 + 0 + 2
Equipment:
Adamantine Dagger 3,002
+1 Ghost Touch (+1) Ghost Strike (+1) [MIC] Cold Iron Dagger 20,604 with attached Crystal of Returning, Lesser [MIC] 1,000
Ring of Invisibility 20,000
+1 Mithril Chain Shirt 2,100
Quiver of Ehlonna 1,800 + Dagger x 24 48 GP
48,554/49,000
1. [Rogue 1] Sneak attack +1d6, trapfinding
2. Rogue 1\[Human Paragon 1] Adaptive learning (Use Magic Device)
3. Rogue 1\[Human Paragon 2] Bonus Feat
4. Rogue 1\[Human Paragon 3] Ability boost (+2 Int)
5. [Rogue 2]\Human Paragon 3 Evasion
6. [Rogue 3]\Human Paragon 3 Sneak attack +2d6, trap sense +1
7. Rogue 3\Human Paragon 3\[Invisible Blade 1] Dagger Sneak Attack +1d6, Unfettered Defense
8. Rogue 3\Human Paragon 3\[Invisible Blade 2] Bleeding Wound
9. Rogue 3\Human Paragon 3\[Invisible Blade 3] Dagger Sneak Attack +2d6, Uncanny Feint (Move Action)
10. Rogue 3\Human Paragon 3\Invisible Blade 3\[Master Thrower 1] Quick Draw, Thrown Weapon Trick (Palm Throw)
11. Rogue 3\Human Paragon 3\Invisible Blade 3\Master Thrower 1\[Fighter 1] Bonus Feat
12. Rogue 3\Human Paragon 3\Invisible Blade 3\Master Thrower 1\[Fighter 2] Bonus Feat
13. Rogue 3\Human Paragon 3\Invisible Blade 3\[Master Thrower 2]\Fighter 2 Evasion
14. Rogue 3\Human Paragon 3\Invisible Blade 3\[Master Thrower 3]\Fighter 2 Thrown Weapon Trick (Double Shot)
15. Rogue 3\Human Paragon 3\Invisible Blade 3\[Master Thrower 4]\Fighter 2 Snatch Arrows
16. Rogue 3\Human Paragon 3\Invisible Blade 3\[Master Thrower 5]\Fighter 2 Critical Throw, Thrown Weapon Trick (Defensive Throw)
17. Rogue 3\Human Paragon 3\[Invisible Blade 4]\Master Thrower 5\Fighter 2 Feint Mastery
18. Rogue 3\Human Paragon 3\[Invisible Blade 5]\Master Thrower 5\Fighter 2 Dagger Sneak Attack +3d6, Uncanny Feint
19. [Rogue 4]\Human Paragon 3\Invisible Blade 5\Master Thrower 5\Fighter 2 Sneak attack +3d6
20. [Rogue 5]\Human Paragon 3\Invisible Blade 5\Master Thrower 5\Fighter 2 Trap sense +2
Feats:
1. Point Blank Shot
1h. Able Learner
3. Weapon Focus (Dagger) (Req: +1 BAB)
3P. Far Shot (Req: Point Blank Shot)
6. Precise Shot (Req: Point Blank Shot)
9. Two Weapon Fighting
It's in Unearthed Arcana. Along with the other Paragon classes (except the Kobold who is somewhere else, but then, kobolds usually are.)
I'm interested in seeing the Duskblade's build. I'm a heretic that prefers TWFing using Arcane Strike rather then going for reach.
@Hermenegilde: If you want to play, an Archivist would be nice
I like that one better too. I just wanted to make sure someone was volunteering to fall into pits, get impaled by arrows, and run head first, alone, into the waiting ghouls. You know, typical rogue stuff.
So for healbots (which I've never felt were really necessary), we've got druids, healers, archivists, artificers, and crusaders?
Edit: Quick question requiring a DM's decision, how many daggers can I stuff into a Quiver of Ehlonna? It only gives vague "the general size and shape of X" descriptions for each pouch.
I guess so.
I was thinking ninja!
But I suppose someone should have cure whatever wounds. I admit right now to my lack of knowledge of all things divine.
I'll look into it and come up with something.
It's roughly the same framework, but there's a whole new set of books you'd have to use for making your build. There are minor changes here and there mechanically. Check http://www.d20srd.org, it has the rules from the 3.5 PHB and DMG. 10th Level starting wealth is 49,000.
Your best bet would be to look at the Tome of Battle's Crusader if you want to "tank". Although my favorite melee meatshield is a half-ogre with Knockback and levels in War Hulk and Fighter ACF Dungeoncrasher.
Also, they changed the actions you get per turn. In a round you get a Move Action, Standard Action, and a Swift Action. No more partial action. You can use the Standard Action for a second Move Action and there's the Full Round Action which takes both Move and Standard. There's also an immediate action which can be used at any time, but it takes your swift action on your next turn.
Sounds good. Half-ogre is always a fun race to play, meatshield or no. I'll look into it tonight and see what I can come up with.
e: Crusader looks interesting and like it could operate fairly well in this sort of setting.
If you guys want I can upload the character sheet that I use to make my characters. It's a word document type affair, I feel it's easier to work with.
Without key skills like Search, Disable Device, or Lock Picking, this knife thrower is certainly no rogue. Heck, there isn't even trap finding in any of the classes. However, it should be stealthy enough to tag along as backup to our scout/skill monkey in case they run into trouble.
Deathstrike Bracers are a godsend to sneak attackers. My friend is playing a rogue/swashbuckler in our weekly game, and we've run into the following this dungeon: Undead, Constructs, Oozes, Elementals, and More Constructs. He hasn't been able to sneak attack anything in weeks. We've been joking that we'll run into Plants before the end to fill out the list.
Swashbuckler 7/Swordsage 3/Invisible Blade 5/Master Thrower 5
2. [Swashbuckler 2] Grace +1
3. [Swashbuckler 3] Insightful Strike
4. [Swashbuckler 4]
5. [Swashbuckler 5] Dodge Bonus +1
6. [Swashbuckler 6]
7. Swashbuckler 6\[Swordsage 1] Quick to Act +1, Discipline Focus(Shadow Hand: Dagger) [IL: 4]
8. Swashbuckler 6\[Swordsage 2] AC Bonus [IL: 5]
9. Swashbuckler 6\Swordsage 2\[Invisible Blade 1] Dagger Sneak Attack +1d6, Unfettered Defense
10. Swashbuckler 6\Swordsage 2\Invisible Blade 1\[Master Thrower 1] Quick Draw, Thrown Weapon Trick (Palm Throw)
11. Swashbuckler 6\Swordsage 2\[Invisible Blade 2]\Master Thrower 1 Bleeding Wound
12. Swashbuckler 6\Swordsage 2\[Invisible Blade 3]\Master Thrower 1 Dagger Sneak Attack +2d6, Uncanny Feint (Move Action)
13. Swashbuckler 6\Swordsage 2\Invisible Blade 3\[Master Thrower 2] Evasion
14. Swashbuckler 6\Swordsage 2\Invisible Blade 3\[Master Thrower 3] Thrown Weapon Trick (Defensive Throw)
15. Swashbuckler 6\Swordsage 2\Invisible Blade 3\[Master Thrower 4] Snatch Arrows
16. Swashbuckler 6\Swordsage 2\Invisible Blade 3\[Master Thrower 5] Critical Throw, Thrown Weapon Trick (Double Shot)
17. Swashbuckler 6\Swordsage 2\[Invisible Blade 4]\Master Thrower 5 Feint Mastery
18. Swashbuckler 6\Swordsage 2\[Invisible Blade 5]\Master Thrower 5 Dagger Sneak Attack +3d6, Uncanny Feint
19. Swashbuckler 6\[Swordsage 3]\Invisible Blade 5\Master Thrower 5 [IL: 11]
20. [Swashbuckler 7]\Swordsage 3\Invisible Blade 5\Master Thrower 5 Acrobatic Charge
Feats:
1. Point Blank Shot
1SB. Weapon Finesse
1h. Able Learner
3. Far Shot (Req: Point Blank Shot)
6. Precise Shot (Req: Point Blank Shot)
7SS. Weapon Focus (Dagger)
9. Two Weapon Fighting
10MT. Quick Draw
Maneuvers (6 Known 2nd or Lower, 1 Known 3rd or Lower, One 1st Level Stance, One Stance 3rd or Lower)
Stance 1. Child of Shadow - Gain concealment when moving at least 10' in a round.
Stance 3. Assassin's Stance - +2d6 Sneak Attack.
Maneuver 2. Moment of Perfect Mind [Diamond Mind] (Use Concentration in place of Will Save)
Maneuver 2. Cloak of Deception [Shadow Hand] (Swift Greater Invisibility until end of turn)
Maneuver 2. Shadow Jaunt [Shadow Hand] (Teleport 50ft)
Maneuver 2. Counter Charge [Setting Sun] (Opposed Dex check to prevent charge attack)
Maneuver 2. Baffling Defense [Setting Sun] (Need 1 Setting Sun Maneuver, Sense Motive Result = AC)
Manuever 2. Wolf Fang Strike [Tiger Claw] (Attack with both weapons)
Maneuver 3. Mind over Body [Diamond Mind] (Use Concentration in place of a Fort Save)
Skill Classes Max Ranks Current Ranks
Balance (B,S,I) (12.5) 7
Bluff (B,I,M) (12) 12
Climb (B,S,I,M) (13) 2
Concentration (S,M) (8) 8
Escape Artist (B,I) (11.5) 11
Hide (S,I) (8) 4
Jump (B,S,I,M) (13) 5
Listen (S,I) (8) 2
Move Silently (S,I) (8) 4
Perform (I,M) (7.5) 5
Sense Motive (B,S,I) (12.5) 11
Sleight of Hand (M) (7) 4
Spot (I,M) (7.5) 2
Tumble (B,S,I,M) (13) 13
Use Rope (B,M) (11.5) 5
Equipment:
Weapons:
+1 Adamantine Dagger 5,002
Cold Iron Daggers x 10 40 GP
Iron Dagger x 24 48 GP
Silvered Daggers x 5 110 GP
Face: Goggles of Draconic Vision 16,000 [MIC] +5 Competence Bonus to Spot, 60' Low Light and Dark Vision. Immune to dragon hover cloud blinding.
Body: +1 Mithril Chain Shirt 2,100
Torso: Tunic of Steady Spellcasting 2,500 [MIC] +5 Competence Bonus to Concentration Checks.
Shoulder: Mantle of the Predator 8,000 [MIC] +5 Competence Bonus to Hide/Move Silently. +1d6 melee damage if target is denied dex.
Bracers: Deathstrike Bracers 5,000 [MIC] 3/Day Constructs, elementals, oozes, plants, and undead vulnerable to melee critical hits/sneak attacks for 1 round.
Hands: Gauntlets of Extended Range 2,000 [MIC] Double range increment of thrown weapons.
Waist: Belt of Ultimate Athleticism 3,600 [MIC] Take 10 on Balance, Climb, Jump, Swim or Tumble. Once per day, treat check as if you rolled 20.
Boots: Boots of Agile Leaping 600 [MIC] Add dex instead of str to Jump checks. Stand from prone as a swift action without provoking AoO.
Ring: Ring of Four Winds 2,000 [MIC] 4/Day +2 Deflection to AC or Featherfall for 3 Rounds.
Tools:
Quiver of Ehlonna 1,800
48,800/49,000
I figure you could have 120 as the quiver isn't based on weight. The length of 1 longbow arrow = the length of 2 daggers, amirite? If you wanna just stuff daggers into the whole thing it would be something like 350?
And your new build looks fine.
I'm Half-ogre would be fine. The Crusader would be fine too I guess. However, your spells wouldn't be granted by your god. I need to think about how exactly the spells would work, but the class is fine.
A skill monkeyish ninja could work well actualy. The game could be quite interesting without a FULL-ON healer.
NOTICE: Guys. Add me on AIM if you want to be cool....
AIM = PearTheBig
Olffburt Roertigern Daltwick III
Male Gnome
Wizard 3/Archivist 3/Mystic Theurge 3/Loremaster 1
2. Wizard 1/[Archivist 1] Dark Knowledge (tactics) 3/day, Scribe Scroll*
3. [Wizard 2]/Archivist 1
4. Wizard 2/[Archivist 2] Lore mastery(religion)
5. [Wizard 3]/Archivist 2
6. Wizard 3/[Archivist 3] Dark Knowledge 4/day
7. Wizard 3/Archivist 3/[Mystic Theurge 1]
8. Wizard 3/Archivist 3/[Mystic Theurge 2]
9. Wizard 3/Archivist 3/[Mystic Theurge 3]
10. Wizard 3/Archivist 3/Mystic Theurge 3/[Loremaster 1] Secret(Instant Mastery(heal))
Feats:
1. Skill Focus (Knowledge (arcana))
3. Sudden Still
6. Inscribe Rune
9. Craft Wondrous Item
Spellcasting:
Class 0/1/2/3/4/5/6...
Archivist 4/6/5/4/2
Wizard 5/5/5/4
[Casts as: Archivist 7/Wizard 6]
More to come. Gotta pick up loots and such. Any changes to the classes i'm using? Or suggestions to make this better? I suck at the whole what works best with what thing.
I see Olf as being a doom and dour kind of gnome. He puts his neck on the line day after day in constant pursuit of proving himself wrong. Olf, some time ago, came to the conclusion that there was nothing left in this world to save it from the monsters and the grime, and nothing worth saving in the first place. Him risking his life is, to him, the only way to keep up with the waging war in his mind about the damned place. He is constantly searching so that he cant prove himself right.
Here is a feat you may want: http://www.imarvintpa.com/dndlive/feats.php?ID=888
It allows you to break into Mystic Theurge after Arch 3/Wiz 1.
Also; I would probably oust the Loremaster for another level in Mystic Theurge, but that's your call.
As I have told my other spell-casters, don't take any spells that are too divinationy. Could ruin the plot ):
And the party would want you to be quite healy with your Archivist levels.
Divination was my specialty.
Well it would be OK. I would just have to shuffle some things about mayhaps. I'm not gonna stop you taking it if you want to be a walking library
How did I miss your post? I was just thinking the exact same things. You want quality over quantity when it comes to spellcasting. Archivist 3/Wizard 1/Mystic Theurge 6 gives Archivist 9 (5th Level Spells) and Wizard 7 (4th Level Spells). If it were me, I'd finish off Mystic Theurge before going into any one class specific prestige class. Of course, if this were my character, I'd go Druid/Wizard/Arcane Hierophant/Mystic Theurge to get 9th level spellcasting in both classes. But I'm kind of crazy like that. I'm not sure Alternate Source Spell would allow for early entry since you wouldn't have 2nd level arcane spells known/castable. I would have suggested Southern Magician from Races of Faerun that let's you cast Divine as Arcane and visa versa a certain number of times per day. (It increase the Spellcraft DC to identify them).
Also, CrystalKeep has some nice collections of feats/spells/prestige classes/etc that you can use. It's not all 100% accurate and is missing the later 3.5 books, but it's still a good resource.
If not, it's no big deal. It just creates a wierd mental image where one dagger goes flying into the monster's eye while the other harmlessly shaves off their hairy knuckle.
I can lie my ass off and probably the duchesses's dress, does that count? If we really need someone with high diplomacy, I can juggle things around. Can max it out at 11+6 (Synergies)+1.
So for skill-monkeyness I will go with the Beguiler. It's much better. So I could go for Cha skills if needed.
Hullo all, I'd be the Duskblade.
Hey Pear, are you doing a Kodos as far as diplomacy/intimidate are concerned, or are you keeping them? I have so many questionnssss.
Feck it. I'll PM you.
Edit: Whoops! Forgot Sense Motive is a requirement for Invisible Blade.
NOTICE: DIPLOMACY AND INTIMIDATE IS NOT A SKILL NO MORE, YOU WILL HAVE TO RP DIPLOMACY!! I will take into account your CHA/STR modifier and stuff, but it will be mainly RP.
I'm ready to go guys, just waiting for some sheets. So hurry up and send/post em and lets get this thing going!
I keep forgetting to ask! Max Hitpoints right? Also, what about Bluff for telling lies? Or will that just be left to perform feints in combat? Also, are there different local languages that I can take as bonus languages?
Yes. Max HP.
Bluff will work like normal; vs Sense Motive.
As for languages: Draconic, Giant and some kind of Outsider speak is always useful.