| Post/Author/DateTime | Post |
|---|---|
| #1ollidhamaSep 12, 2009 11:24:17 | I'm currently playing a lv 4 human character (2 ST / 2 cleric) And I need some help on how to progress and maintain the cool profile the character has created for himself.
I'll start with a little background for the character: He started off as a spellthief, a very charismatic, everybodies friend kinda guy who was a lone wolf, always dashing off to do his own thing. (I realise this can be stupid, but it hasn't bitten me back... yet) He is impatient and ALWAYS has to be on the move, getting antsy if he has to stay anywhere more than one night. After travelling for a while he decided to take in interest in religion of sorts, becoming a cleric. House rules: The DM and I decided to change the spellthief slightly, he is now a divine caster, and can pick spells known from the cleric list, as long as they are along the same lines as the restrictions for spellthief spells in Comp. Adv. We also edited the cleric a bit, we started with the Cloistered cleric variant from crystal keep, removed the Lore class ability and the knowledge domain in favour of CHA based casting. On the down side (slightly) I had to take spont. divine casting from UA Stats: Human (Ture Neutral) level 2 spell thief, level 2 cleric Stats: Str: 13 Dex: 17 Con: 18 (after lv 4 adjustment) Int: 14 Wis: 13 Cha: 18
Feats and Domains: TWF, Quick Draw, Divine Alcracity Travel and Celerity Plans: Take another level of cleric, and the Master spellthief feat at level 6 (we changed the feat too, so it was divine) Then I don't know where to go...
My character is all about flambuoyance (sp?), speed and versatility. The DM won't let me change anything I ahve already chosen and wants everything run past him first, before I take it. Though he is pretty lenient. There is only one other player due to others dropping out due to life commitments. He is a Human rogue 1 / fighter 3 There was a wizard in the party, (hence why I went divine, due to lack of divine casting) but he left... and I'm stuck with the divine option (not that I truely mind)
We ahve a couple of nifty magic items too, though I can't see how it would affect descisions: +1 Rapier, allows me to try and influence other people as if with a diplomacy check (works on all sentient beings with a mind) as a Will vs Will check. Socks, +2 reflex, +5 to tumble, jump and balance, as long as my character keeps rhyming, this leads to some very demeaning circumstances...
I guess I need help with further feat choices, class choices etc
Thanks |
| #2ollidhamaSep 13, 2009 12:58:03 | No help at all? |
| #3ashylSep 13, 2009 20:17:27 | I haven't looked closely at the spellthief myself, but the builds I see around seem to use just 1 level of the class along with the Master Spellthief feat to gain as much as it's posible losing the least possible... |
| #4lormadorSep 14, 2009 4:53:51 | What about Able Learner? One could just advance in Cloistered with that. |
| #5ollidhamaSep 14, 2009 7:47:18 | My problem is I can't back track, I'm stuck with a lv 2 spell thief... so while it might not be optimal, I need to do the best I can.
Would it be better to scrap the TWF and just go for single weapons? or pick up Weapon finesse for the extra +3 to hit?
There are tonnes of feats I want to take, but not enough room to fit them in.
I want: Imp. Init, Weapon finesse, (possibly weapon focus), Quicken spell, extend spell (sudden or standard for both), TWF feats, Dash
Lots...
Any prestige class help then? |
| #6torynSep 15, 2009 19:20:40 | You could take chameleon if you get Able Learner, or trapsmith if you have Dungeonscape. |
| #7phaedrusxySep 15, 2009 22:10:43 |
Chameleon would be a great direction to take this to salvage your character. There is also a Divine Trickster on the Giant in the Playground website, but of course it isn't official (it is the website of a D&D author, though). |
| #8Maat_MonsSep 17, 2009 12:36:42 | You could ask for a divine version of unseen seer, since your DM seems amenable to that sort of change. I'd imagine that would get a good fortitude save and d6 if not d8 hit dice. |