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| #1true_shinkenFeb 08, 2008 11:05:08 | This is a compilation of info from some threads, specially Combat Expertise :14 AC ratio, Optimizing Einhander, and Fighting Defensively. Fighting defensively is an option in combat that gives you better AC in return for a penalty to attack. There is also the Combat Expertise thing, that basically does the same and also stacks with fighting defensively. For optimizing this, there are basically two ways: the first to try to reduce your penalty to attack rolls while increasing your to-hit & damage bonuses and the other is to use the Dancing with Shadows feat from Races of Eberron to get a high AC on one round and make an amazingly powerful counter attack the following round. From the SRD: fighting defensively as a full-round action, Combat Expertise, Tumble skill. |
| #2true_shinkenFeb 08, 2008 11:05:53 | Races Azurin (Magic of Incarnum): Grants you 1 point of Essentia and Cobalt Expertise as a bonus feat; 2 essentia is all you need to optimize Cobalt Expertise. Human: Can't go wrong with an extra skill point and feat; azurin is outright better, though (saves you a feat to get that extra 1 essentia). Base Classes Swashbuckler (Complete Warrior, page 11): Full BAB, d10 Hit Dice, Tumble as a class skill, Weapon Finesse as a bonus feat, Int (required for Combat Expertise) to damage at level 3. Also see Shield of Blades under Alternate Class Features. Monk: With Carmendine Monk/Kung-fu Genius, it's Int to AC. Those bonus feats could be awesome - check the variant fighting styles under Alternate Class Features. Warblade (Tome of Battle, page 20): Full BAB, d12 Hit Dice, Tumble as a class skill, adds Int to many things, gains standard-action strikes that goes well with Einhander. Alternate Class Features: Shield of Blades (Player's Handbook II, page 63): You lose the Swashbuckler's Dodge bonus and gains a +2 shield bonus to AC when fighting (defensively) with two light weapons. It also increases with levels, if you have room for more than Swashbuckler 5. Fighting Styles: The Passive Way variant grants you Combat Expertise as a bonus feat at level 1. The Sleeping Tiger variant grants you Weapon Finesse at level 1. Either is good, you'd probably want both feats anyway. Denying Stance grants a bonus on grapple checks and disarm attempts (kinda meh). The Invisible Eye variant can get you an extra +1 to AC while using CE, fighting defensively or using total defense, but you need to take Agile as a feat and the bonus feats it grants are pretty worthless in this kind of build (Combat Reflexes, Lightning Reflexes, Blind-Fight). Undying Way gets you DR2/- while fighting defensively, but it sucks so hard I can't even explain it. Traits From Unearthed Arcana, traits are a very interesting option that adds flavour and cool stuff to a character. It's rarely used, it seems, but I think it's way better than flaws. Cautious: +1 bonus to AC while fighting defensively. You can't be immune to fear and you suffer -2 on saves vs fear. It's worth it, I guess. Feats Allied Defense (Shining South): Why not share your AC bonus with your team mates, uh? Combat Expertise: Already mentioned, but I added it for completion's sake. Combat Expertise is not required to use most of the abilities listed here; some don't even work with it (Einhander, for example), actually. It can increase your AC even more if you combine it with fighting defensively and it has a better cost/benefit ratio when used alone. Deadly Defense (Complete Scoundrel, page 76): No requirements, +1d6 damage when fighting defensively (or using Combat Expertise with at least -2 penalty) with finesseable weapons. Einhander (Player's Handbook II, page 95): Easy requirements (BAB+6 and Tumble 6), +2 dodge bonus to AC while fighting defensively or using total defense with nothing in the off-hand and other minor bonuses. Nice and flavorful. Quickstaff (Complete Warrior): +2 to AC while fighting defensively with quarterstaff. I still like Broadblade Shortsword better for some reason, though. War Devotion (Complete Champion, page 63): Increases your bonuses for fighting defensively while it reduces penalties, gets better as you level up. It does not require a swift action to activate (it requires no action at all other than fighting defensively, actually), so it stacks with Defensive Surge/Vest of Defense. Unfortunatelly, it's just 1/day unless you grab a level of Cleric, 4 levels of Paladin or 2 levels of Dread Necromancer for burning turn attemps to fuel it. If anyone knows other ways to gain turn attemps (Sacred Exorcist and similar PrCs that need casting to qualify won't work, you need your levels to get stuff like Shield of Blades and Agile Fighting). Prestige Classes Exotic Weapon Master (Complete Warrior, page 30): If you are using broadblade shortsword (or any pair of exotic weapons), a single level dip (requiring a few skill ranks and Weapon Focus) reduces your penalties for TWF to -1. Pretty neat with d10 Hit Dice, also. Bladesinger (Complete Warrior, page 17 or Races of Faerun page 179): While not amazingly powerful as gishes, Bladesingers really add something to Einhander-users. You are restricted to a one-handed weapon anyway, adds Int or class level to AC and eventually gains a flurry-like ability. Races of Faerun version is arguably better - it has higher requirements, but has it's own spellcasting (allowing you to qualify with Duskblade and actually gaining spells on a useful pace) and you gain 3 bonus feats. You have to be an elf of half-elf in both cases, so think carefuly. Very flavorful, too. Dervish (Complete Warrior): +4 to AC when fighting defensively. Feat intensive, but a very good PrC that everyone has heard about already. Thief-Acrobat (Complete Adventurer, page 83): 3/4 BAB and low Hit Dice, but increases bonuses for fighting defensively by +2 with 4 levels (you only lose 1 BAB). Requires evasion, though. Duelist: Adds level as a bonus to AC while fighting defensively. Requires Dodge and Mobility, though, and is a late bloomer gaining this ability only at level 7. Equipment: Bradblade Shortsword (Complete Adventurer, page 117): Adds +1 dodge bonus to AC while fighting defensively or using Combat Expertise with at least -2. It was +2 on release, but it was nerfed in the errata. Vest of Defense (Magic Item Compendium, page 146): As a swift action, 3/day, +2 on AC while fighting defensively or using Combat Expertise. Defensive Surge (Magic Item Compendium, page 32): As a swift action, gain a +2 bonus to armor class while fighting defensively or using Combat Expertise for 1 round. Usable 1 + Int modifier times per day. Sadly, it can't be combined with Vest of Defense, since both use your swift action. You should probably use Vest of Defense on lower levels and then switch to a Defensive Surge weapon. Builds: Daring Defender Human Swashbuckler 11/Rogue 4/Thief-Acrobat 4/Exotic Weapon Master 1 Feats: Combat Expertise (1), Cobalt Expertise (Azurin bonus), Weapon Finesse (Swashbuckler bonus), Exotic Weapon Proficiency: broadblade shortsword (3), Weapon Focus: broadblade shortsword (6), Two-Weapon Fighting (9), Deadly Defense (12), Daring Outlaw (15), Extra Essentia (18) Take Shield of Blades with Swashbuckler and Twin Exotic Weapon Fighting with Exotic Weapon Master. Equipment Needed: +1 defensive surge broadblade shortsword, other broadblade short sword Show Base Attack Bonus 18, 12d10+8d6 HD. You gain +8 dodge bonus to AC for using Combat Expertise (with Cobalt Expertise, Agile Fighting and Defensive Surge) at -2 and +4 shield bonus to AC from Shield of Blades, for a total of +12 AC for -2 to attacks. You are dual wielding, but you gain no penalties to your attack roll because of twin exotic weapon fighting and Weapon Focus. This build is really feat-starved and a late bloomer. Also, per RAW Daring Outlaw does not advance Shield of Blades (only Dodge, that you swaped for Shield of Blades), but I think allowing it is not a stretch and is probably intended. Check with your DM. To speed things up, use Azurin Swashbuckler 3/Fighter 2/Rogue 3 into the PrCs and ignore Shield of Blades; a Wand of Shield gives you the same effect with minimum buff time. Flaws could also help you. |
| #3true_shinkenFeb 08, 2008 11:07:58 | Everything listed in the last post also works with Dancing with Shadows - except for TWF, since this relies on Power Attack for damage. Please note this is based upon setting-specific stuff. Races: Kalashtar: The obvious choice. You need this for Path of Shadows and Dancing with Shadows. Has favored class issues (psion as favored class) and other racial abilities do not help. Changeling: Racial Emulation allows them to qualify for Path/Dance. Feats: Dancing With Shadows (Races of Eberron, page 117): Requires base attack +4, Perform (dance) 8 and Path of Shadows. There are two maneuvers of interest here, Graceful Lunge and Lingering Defense. The first adds a bonus to your first melee attack equal to the dodge bonus you gained from Combat Expertise/fighting defensively (you then convert this to hideous amounts of damage with maneuvers/Power Attack, of course). The second gives you the same dodge bonus from Combat Expertise/fighting defensively the third consecutive round you use the feat for no attack penalty (and you can continue to CE/fight defensively for x2 bonus). Your order should be something like: Turn 1: fighting defensively Turn 2: Graceful Lunge (still fighting defensively/using CE with -2 or more) Turn 3: Lingering Defese (probably still fighting defensively/using CE with -2 or more) Turn 4: Graceful Lunge (fighting defensively/using CE with -2 or more) ..and so on. Improved Combat Expertise (Complete Warrior, page XX): Combat Expertise up to your BAB. Tasty. Path of Shadows (Races of Eberron, page 110): Requires Perform (dance) 5 ranks. +2 on Tumble checks, swaps Concentration for Perform (dance) for casting/manifesting defensively. Not very good, but a requirement for Dancing With Shadows. Power Attack: This allows you to convert the Graceful Lunge bonuses to damage. A lot of damage. Racial Emulation (Races of Eberron, page 110): Allows changelings to qualify for Path of Shadows & Dancing with Shadows. Affiliations War Affiliation (Complete Champion, page 44): For 1 round, double your bonus from Combat Expertise. Since this matters only on round 1, it's basically extra AC for free. Prestige Classes Arcane Duelist: Requires Dodge and Mobility to qualify and the ability to cast 1st-level arcane spells, it's 1/2 BAB with no casting advancement. But, at 3rd level, it gains Dexterous Attack. You are using a two-handed weapon - let's say greatsword - and as such can take a -11 penalty to damage for a +11 to hit... and then convert that +11 for +22 damage with Power Attack (actually +11, since you lost -11). It's +11 damage for no penalty to attack. It's very, very good. This depends on he weapon total damage, not only the dice, so your limit will probably be a lot higher than you base attack anyway. Exotic Weapon Master (Complete Warrior, page 30): If you have high Strenght, Uncanny Blow adds it twice instead of x1.5 to damage with an exotic weapon. Equipment: Jovar (Planar Handbook, page 58): Exotic weapon, 2d6 damage, critical range 18-20. With all that bonus, a critical is going to hurt. Not finesseable, so a bit MAD. Elven Courtblade (Races of the Wild, page 166): Exotic weapon, two-handed and finesseable, 1d10 damage, critical range 19-20. More damage but less utility than a spiked chain. Spiked Chain: Exotic, two-handed, finesseable, has reach and can trip/disarm. Builds: Duelist of Shadows Kalashtar Bard 3/Swashbuckler 3/Psychic Warrior 2/Fighter 2/Arcane Duelist 3/Warmind 7 Abilities: Str 13 for Power Attack, all the Int you can get (at least 13) for Insightful Strike, Dex for attack and AC, Cha for AC from Arcane Duelist (who cares about 3rd-levle Bard casting?). You need Wis 15 for manifesting; your kalashtar bonus power points will deal with the rest. Con is needed for non-HP damage, but I guess a 14 is enough - you have good hit dice classes (except for Bard and Arcane Duelist) and a very good Fortitude save for all the diping. Manifesting is not the focus here, it just helps when you are not fighting defensively (Vigor could help the HP). Feats: Combat Expertise (1), Path of Shadows (3), Dancing With Shadows (9), Improved Combat Expertise (12), Dodge (Psychic Warrior 1), Mobility (Psychic Warrior 2), Exotic Weapon Proficiency: elven courtblade (Fighter 1), Weapon Focus: elven courtblade (Fighter 2), open (level 15), open (level 18) Equipment Needed: +5 elven courtblade Show BAB 16, your damage potential for Dexterous Attack will be more than this (with Str 13 and Int 13, it's exactly that, actually - 1d10+5+1+1= max damage 17-1=16). So, let's consider your routine with Dancing With Shadows and Dexterous Attack: Turn 1: Improved Combat Expertise; -16 attack, +16 defense Turn 2: Improved Combat Expertise + Graceful Lunge + Dexterous Attack + Power Attack; +0 to attack, +16 to defense, +16 to damage Turn 3: Improved Combat Expertise + Lingering Defense; +0 to attack, +16 to defense Turn 4: Improved Combat Expertise + Graceful Lunge + Dexterous Attack + Power Attack; +0 to attack, +16 to defense, +16 to damage Repeat turns 3 and 4 until you defeat whatever you are fighting. Hustle helps you reach them, other psionic powers help your damage. Sweeping Strike hits two with one blow; very nice since you are attacking just once per round and all. |
| #4carnivoreFeb 08, 2008 17:35:42 | great idea.. good resource :D |
| #5howland_reedFeb 08, 2008 17:49:03 | Don't forget War Devotion (Complete Champion)...improved ratio when fighting defensively. I'll add more if I think of any. |
| #6tshernFeb 08, 2008 18:10:49 | Defensive weapons are great for this too. |
| #7NiteCyperFeb 08, 2008 18:23:13 | Perhaps you'd link to the Intelligent Tanking & Accurate Power-Attacking Tleilaxu_Ghola thread from SHCOL? |
| #8skydragonknightFeb 08, 2008 18:57:59 | Kalastar are one of the best races for fighting defensively since they can take the tactical feat Dancing With Shadows from Races of Eberron. Dancing With Shadows Prereq: Kalastar, Perform(Dance) 8 ranks, Path of Shadows, BAB +4 You get 3 tactical maneuvers. You can only benefit from one of these maneuvers each round: Flowing Motion, Still Mind: If you fight defensively or use combat expertise for at least a -2 penalty for 1 round, you get a +2 bonus on will saves that lasts as long as you continue to fight defensively or use combat expertise, plus 1 round thereafter. Graceful Lunge: To use this maneuver, you must fight defensively or use combat expertise for at least a -2 penalty for 1 round. On the next round you get a bonus on your first melee attack roll equal to the dodge bonus to AC granted by either fighting defensively or using combat expertise in the previous round. (whichever dodge bonus is higher if you do both) Lingering Defense: To use this maneuver, you must fight defensively or use combat expertise for at least a -2 penalty for 2 consecutive rounds. In the next round, you continue to receive the dodge bonus to AC granted by fighting defensively or using combat expertise, but no longer receive the penalty on attack rolls. The second and third maneuvers are very good, but you can only use one each round. Edit: Path of Shadows--Kalastar, Perform(dance) 5 ranks. You get a +2 bonus to Tumble checks and can use a perform(dance) check in place of concentration to cast or manifest defensively. Not a great feat, but required for the better feat above. |
| #9true_shinkenFeb 08, 2008 19:23:26 | Kalastar are one of the best races for fighting defensively since they can take the tactical feat Dancing With Shadows from Races of Eberron. Yeah, I'm making a whole section focused on the Dancing With Shadows feat. Don't forget War Devotion (Complete Champion)...improved ratio when fighting defensively. Can't believe I forgot that. I'm adding it right now, thanks a lot. |
| #10skydragonknightFeb 08, 2008 19:29:24 | Yeah, I'm making a whole section focused on the Dancing With Shadows feat. Alright. Then also note their racial substitution level for Monk 2, which lets them take a bonus psionic feat--Interesting for Carmendine Monk/Duelist builds. Psionic Dodge and Speed of Thought both come to mind @War Devotion.--Read the feat. It's ONE ROUND. Not 1 minute like the others. The Turn Undead recharge is THREE Turn Undead attempts. "1/day I'm slightly better for 1 round" is good for a magic item, but not good for a feat; even with Cleric levels the turn attempts required to make use for this could be used for better things. Edit: Kalastar Monks also have access to Ectoplasmic Fist if they dip into Psy War/Fist of Zuoken/Warmind (for Manifester level 1) ML 6 also nets them the ability to get 5 Ectoplasmic Armor shards for an Armor bonus of 10 (at the cost of 6 HP total); 2 levels of Psy War, with the second level feat of practiced manifester does the trick...can you tell that I love Kalastar Psi-Monk hybrids? |
| #11true_shinkenFeb 08, 2008 21:54:58 | Alright. Then also note their racial substitution level for Monk 2, which lets them take a bonus psionic feat--Interesting for Carmendine Monk/Duelist builds. Psionic Dodge and Speed of Thought both come to mind Thing is, it's not slightly better, it's A LOT better. +7 to AC on top of all the other bonuses is pretty solid. And you could use turning for many things, yeah, but the focus here is fighting defensively - War Devotion is really not the best option, but if there is some way to squeeze it into the build, it's not that bad. I added the Dancing with Shadows section but didn't add your thoughts on Kalashtar Monks yet. I'll add it soon, probably tomorrow. But note that while you suggestions are good for increasing AC, they have actually nothing to do with fighting defensively. The guid is pretty much done, I guess. |
| #12howland_reedFeb 08, 2008 22:12:08 | @War Devotion.--Read the feat. It's ONE ROUND. Not 1 minute like the others. Hmm...I didn't read it that way. I took the reference to "in a round" to refer to "a round in which you use defensive fighting, during the duration of the ability"...which I'll grant, may be reading too much into it on my part. If it really does only work for a round, that's garbage. I'll be house ruling it, personally. |
| #13true_shinkenFeb 08, 2008 22:57:47 | Hmm...I didn't read it that way. I took the reference to "in a round" to refer to "a round in which you use defensive fighting, during the duration of the ability"...which I'll grant, may be reading too much into it on my part. I read it the same as skydragonknight, but I don't think it's garbage if you are focused on that. |
| #14skydragonknightFeb 09, 2008 3:28:56 | I read it the same as skydragonknight, but I don't think it's garbage if you are focused on that. I suppose an RKV Kalastar could take the feat since they'll already have Turn Undead...maximize that single attack with all those swift action magic items that boost fighting defensively/attack bonus/power attacking, plus Maneuver Boosts. That could make for a very strong first combat each day, though without Nightsticks I worry about endurance. Either way it's worth stating out once, if only to see how high the theoretical bonus can become. Maybe I'm just being too practical about the whole thing. Call the build "Dances With Nightsticks" |
| #15surrealFeb 09, 2008 3:44:43 | There's a monk substitution level in the Champions of Valor web enhancement (Hin Disciple?) that lets you make an attack while taking a total defense action. A halfling with the Monk Hin Disciple and Paladin Wary Swordknight sub levels makes for an interesting defensive fighter. |
| #16skydragonknightFeb 09, 2008 4:03:24 | Hmm...I didn't read it that way. I took the reference to "in a round" to refer to "a round in which you use defensive fighting, during the duration of the ability"...which I'll grant, may be reading too much into it on my part. Actually the feat strikes me as one that was edited one too many times. One edit to make it 3 Turn attempts. One edit to make it only one round. So what the hey, my first Custserv question: Can you ask the design team if this feat is supposed to suck as hard as it does? Show The reference number for your question is '080209-000007'. "Unlike most other Devotion feats, this feat is usable only One Round per day instead of One Minute. Also, the "Recharge" ability for Turn Undead uses is 3 Turn Undead attempts, which is a very steep price for a one-round benefit when compared to Divine feats like Divine Might. Could you contact one or more of the design team for this book and ask them if this feat is really supposed to be this bad (with a copy of this message)? I know that some mistakes are made during the final edits of a book(and if this is indeed a mistake, can you send this info to whoever handles errata?) Thanks in advance. I look forward to your courteous and speedy reply." |
| #17dakrFeb 09, 2008 5:30:25 | If you do opt for the Einhander feat, a dip into Monk could grant several benefits. First, but not all impressive since it's UA, Passive Way Monk grants Combat Expertise for free. Second, as stated in the previous Einhander thread, you can still punch or kick people. Third: if you grab 1 level of Warblade for the Weapon Aptitude, you could pick the Whirling Strike feat from EbCS and use it with any weapon. Voilà, you can now flurry with your rapier or whatever weapon you want. All the more useful to Einhanders because, in flurry, you won't get to add 1.5 your Str bonus if you wield a 2-handed weapon, which means you're not losing much by not using one. A 1-level dip into Swordsage unlocks Shadow Blade. I guess adding Dex to damage is a must have for any finesse build (specially since it also adds to Unarmed Strikes). If it really does only work for a round, that's garbage. I'll be house ruling it, personally. Hmm...I didn't read it that way. I took the reference to "in a round" to refer to "a round in which you use defensive fighting, during the duration of the ability"...which I'll grant, may be reading too much into it on my part. I also read it the same way as you. It never says it last 1 round. Even if you consider it lasts as long as you fight defensively, it's plainly worse than Law Devotion in all respects but to the fact that you don't need to spend a swift action (a minor detail IMO). Most battles won't last more than 1 minute anyway. If such interpretation won't make this feat any better than another one with which it should be balanced, I guess there's no harm done. |
| #18true_shinkenFeb 13, 2008 20:16:13 | Added an Einhander build and War Affiliation. I think the guide is pretty much finished \o/ |
| #19true_shinkenFeb 20, 2008 7:53:18 | Update. Added some feats an the Cautious trait, very good to start with. At 2nd level, it's -4/+4 ratio fighting defensively, actually better than Combat Expertise for the level. Obviously, the -2 vs fear also hurts a lot on lower levels. |
| #20feebFeb 21, 2008 0:07:16 | Is Active Shield Defense (phb2) so bad that it doesn't merit mention in a thread on defensive fighting? |
| #21CubeKnightFeb 21, 2008 2:03:35 | One idea for those Kalashtar Monks- since you only get the bonus to hit to the first attack you make, why not use the Decisive Strike alternate class feature and make it a single attack that hurts twice as much? Doing a Decisive Strike with a huge bonus to PA for gotta hurt. Edit: Note to self: Make a Monk that uses this with Power Attack and Knockback to send enemies flying. Maybe add some Dungeoncrasher. Hmm..... is there any way to make an unarmed strike count as two-handed? Or can you use a Quarterstaff as a two-handed weapon? If everything else fails, there are some feats that let you use some martial weapons as Monk weapons, right? |
| #22true_shinkenFeb 21, 2008 5:30:48 | One idea for those Kalashtar Monks- since you only get the bonus to hit to the first attack you make, why not use the Decisive Strike alternate class feature and make it a single attack that hurts twice as much? Doing a Decisive Strike with a huge bonus to PA for gotta hurt. Hmm, Decisive Strike. I was so focused on the fighting defensively thing that I forgot other things that could complement it. Guess you'd need some kind of feat to use a triping reach weapon to make it effective, though, since any opponent with a clue would move to another party member since you hit so hard and he can't hit you. |
| #23dakrFeb 21, 2008 20:12:42 | Let's not forget the Dancing With Shadows feat... http://forums.gleemax.com/wotc_archive/index.php/t-669854 |
| #24true_shinkenFeb 21, 2008 22:20:35 | Let's not forget the Dancing With Shadows feat... http://forums.gleemax.com/wotc_archive/index.php/t-669854 Oh, the Dancing With Shadows feat that is already extensively explored in the second post of the guide? |
| #25XeraphApr 27, 2008 3:28:02 | Bumb and question I am currently playing the following: Iroh Kalashtar warblade 1/ psion (telepath) 2 Scores: Str 16, dex 15, con 14, int 16, wis 14, cha 12 Saves: Fort +4 (+2), Ref +5 (+0), Will +4 (+2) Misc: Initiative +4, AC 16 (touch 12, flat-footed 14), HP 23, Action Points 1 Feats: Psicrystal affinity (psion), alertness (psicrystal), psychic renewal (1st), linked power (flaw), combat expertise (flaw), instant clarity (3rd) Flaws: Insomnia, love of nature Base Attack Bonus: +2 Skills: Balance +7 (5), climb +5 (2), concentration +8 (6), diplomacy +4 (3), jump +7 (4), knowledge (history) +7 (4), knowledge (psionics) +7 (4), listen +4 (0), martial lore +7 (4), sense motive +4 (2), spot +4 (0), and tumble +6 (4) Racial Abilities: +2 bonus to saves against mind affecting spells and abilities, and possession. +2 bonus to Bluff, Diplomacy and Intimidate checks. +2 bonus to Disguise checks to look like a human. Immunity to dream and nightmare spells. +1 power point per level. Mindlink (1/day) ML equal to 1/2 level. Class Abilities: Battle clarity, weapon aptitude, psicrystal (nimble) Powers: 1st - Vigor, precognition defensive, precognition offensive, force screen, prescience offensive Power Points: 12 Maneuvers: Steel wind (IH), sapphire nightmare blade (DM), moment of perfect mind (DM) Stances: Stance of clarity (DM) Equipment: 3 sp, heavy steelshield 20gp, longsword 15gp, shortsword 10gp, scalemail 50 gp, soap 5sp, masterwork bandoleer 5gp, potion belt 1gp, 4x augmented aku pins 40gp, cold weather outfit 8gp Shadow Path Wisdom “Even though your enemy may be facing the other way, if his skill is greater than yours, his body will always be full of the spirit of shadow, even to the rear, and it will be dangerous" |
| #26carnivoreAug 17, 2008 18:58:23 | ![]() :D |
| #27true_shinkenMar 10, 2009 18:19:06 | bump to avoid the archives |