And it's Swordsages that have the disable device skill given to them.
Warblades have Spot.
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Mystic Homelands: Knights of The Gate
Mystic Homelands: Knights of the Gate - Forum Dungeons & Dragons 3.5e Ad Closes: Oct 28 '12 Estimated Members Requested: 5 Read Me First for a description about the DM and the Game
-------------------- This is meant to be a Tome of Battle themed game. I'm not looking for crazy maxed out builds, as much as I am a tight crew of myriad talents and personalities who can pull together to make an awesome crack team. Allowed Sources: SRD Core books, the Tome of Battle, Magic Item Compendium, and Complete Scoundrel. Why Complete Scoundrel? Who doesn't like skill tricks? Rolling Ability Scores: Roll 4d6v1r1 six times: That'll drop the lowest and reroll ones. Still don't like the results? Use a 36 point buy. Roll your stats Here Classes: Choose between the three classes in the Tome of Battle: Crusader, Swordsage, and Warblade. You'll be following your class progression to its maximum: There will be no prestige classes or multiclassing allowed down the turnpike. Alignment: Good or neutral. I don't put up with evil. Mischievious, on the other hand... Races: Although humans are the majority in The Gatekeepers, it's not unusual to find elves, orcs, half-orcs, and even the occasional little person. Please refer to the "World of Terrus" threads to learn more about what races are where. Starting Level: We will begin the game at Level 2. HP: Maximum at 1st level, roll for 2nd level. In other words, the normal route. Wealth: 1500 gp to spend as you please. A decent weapon and some good armor wouldn't hurt you any. RESERVE POINTS: We will be using the Reserve Points variant rule from Unearthed Arcana for this game to make up for the fact that you're all kick-butt warrior types and that you're not packing a healer along. Make sure you read up on it so you know what to expect. BONUS FEAT: As a trained warrior of The Gatekeepers, you have received training in both armed and unarmed combat. Unarmed combat is especially important in dealing with civil disturbances and breaking up bar brawls. To reflect this, please give yourselves Improved Unarmed Strike as a Bonus Feat. Skill Modifications: -Crusaders can treat Heal as a class skill. -Swordsages can treat Disable Device as a class skill. -Warblades can treat Spot as a class skill. Applications may be placed here Game Description:
The World of Terrus
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The Law of Awesome- The success of an idea, plan or scheme is directly proportional to how ludicrous, ridiculous, or batsh** insane it sounds upon explanation. "I've got a plan that's so crazy it HAS to work!" Last edited by Erico; Oct 13 '12 at 4:35pm.. |
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Don't get me wrong, Crusaders are cool, but my main thought is that with only Core and ToB (and Complete Scoundrel) for feats, there's not going to be all that much room for customisation, which is what makes D&D cool. Everyone is going to be taking like Adaptive Style, Blade Meditation, and maybe Martial Study. I can probably still think of something cool to go with, but I'm just observing that it's far more restricted than even a Core-only game. |
I understand the desire to push the envelope with character customization, but when I was building this game, I wanted to keep things streamlined and even. Perhaps "da rules" of character creation are a touch more prohibitive than some like, but how often do you see a Tome of Battle game here on the Weave? I see the ToB banned more often than it's allowed.
I've been playing him for 3 years now, still going strong. What keeps me coming back for more with him is not what wild new spell or attack thingum he's going to get...it's what he, as a person, is like, and how he relates to the world.
| ...how often do you see a Tome of Battle game here on the Weave? I see the ToB banned more often than it's allowed. |
| I'll be more impressed with how much thought you put into your character as a whole, rather than how many oddball combinations of feats, class variants, and other options people can come up with. |
