| Post/Author/DateTime | Post |
|---|---|
| Double M01-25-05, 12:06 PM | Hey All, My GM is allowing 2 flaws for our upcoming Eberron Campaign and I want to maximize the feat potential. He is also allowing a trait as well. I need your help on the best flaws and trait for an artificer who will ultimately become a dual wand wielding blaster (Cannith wand adept--not feat-tree based). I'm currently thinking of Murky-eyed: Roll twice on miss chance for concealment; Inattentive: -4 on spot and listen checks; and Illiterate as my trait (it grants +1 to any skill [UMD obviously]) and I can then spend 2 first level skill points to become literate. This way I don't get hurt as much by not taking magical aptitude or skill focus at early levels. What do you think? Any better options. BTW my stats look like this...probably: 10 12 14 16 14 15 Thanks |
| MattHawk01-25-05, 12:47 PM | 90% of the time I build a flaw character, I use Murkey-Eyed; might just be my DM, but it always never matters. Since you're going to be using wands, you might want to look at Noncombatant (-2 on melee attack rolls). Spot and Listen checks can often make the difference between life and death, so I'm not willing to take that with my own characters, but it might work for you, depending on your stat distribution and such. |
| Double M01-25-05, 04:07 PM | My experience is that someone in the party always seems to have better spot and listen skills and those are (generally) group skills, i.e., if you've got one good and one passable group member with those skills then you don't really lose much by not having them personally. Non-combatant might not be a bad idea since I'll be using a crossbow until I can make or use offensive wands successfully, but a -2 to hit at low levels can be brutal if you're ever forced into a corner. Anyway, are there other thoughts? |
| Double M01-25-05, 07:49 PM | anyone? I mean I constantly see people referring to how great their builds would be if only their GM's allowed flaws. I know someone has got to have some ideas. :D |