And for a backup character in case this one dies or doesn't hold up very well, I'm thinking about some sort of freaky sword/sorcery type of character. Playing in 3.5, and as long as it's spontaneous magic I'm looking into it. I thought it'd be awesome to combine Paladin and Hexblade... oh... wait a minute... I can still do it since Hexblade isn't restricted to any alignment...
(House rule, only Knight and Paladin are alignment restricted)
But... I wanted a LN Paladin/Hexblade type of dude lol.
There are a few similar types of classes, there's a PrC out there my buddy linked me to that's similar to it for people with at least one N on their alignment somewhere, but it's no Paladin lol.
I'll look around but this is a project that's for much farther down the road so it's not a big deal. With any luck I'll go through a few levels before this happens.
One awesomely useful thing I found though for non-casters who don't want to pay the local wizard to enchant their gear is the Ritual Bonding mechanic in the DMG2. Used it for my shadow archer's bow. Freaking magic item creation without needing the feats and spells. Only works with one item, but it is pretty awesome.
@JoshuaAslanSmith I just decided to google this film, since I was never aware Stargate was actually a film at any point before the series... I think Google's a little confused about it though.
Ebert's description (which I think is somewhat unfair, because the film was intended as a tribute to the films which established the tropes is embraces):
> "Stargate" is like a film school exercise. Assignment: Conceive of the weirdest plot you can think of, and reduce it as quickly as possible to action movie cliches. If possible, include sun god Ra, and make sure something gets blowed up real good.
The trailer was setting off internal warning sirens throughout. Especially at the part where they said something like: "Can't you recalibrate it?" "Not without the seventh symbol."
(the seventh symbol they'd mentioned previously; this sounds like too many strange plot devices by lazy or ignorant writers)
Right. In order to dial the gate properly the seventh symbol has to be the one corresponding to your point of origin.
In the film, the big "we can't get back home" plot is because the tablet with the symbol for that planet's location is missing/broken.
However, if you're familiar with the show there'll be some discrepancies: the film only ever assumes there are two gates between two worlds; the worlds are much much further apart than in the show; and the nature of the evil alien is rather different.
So there's a symbol for Earth, which was what they dialed to leave, and a symbol for the planet they landed on, which they... couldn't dial because it was broken?
The way the Stargate works is, each symbol corresponds to a particular point in space. You dial six symbols to say where you want to go, and the seventh to define your origin. The wormhole draws a line from the start point to the end point.
They spent decades dialling random coordinates and failing to get wormholes, partly because of star drift and partly because no coordinates will work if they don't end with the Earth symbol.
Milky Way stargates have 39 glyphs. One is always the origin point, leaving 38 symbols to play with. You dial 6 of them in combination to define a starting point.
This is one of the big handwaves from the film to the show: in the film, they travel to a planet in another galaxy; in the show, that same planet is stated to be one of the closest planets to Earth in the network, which is why they were able to dial it despite stellar drift.
The show then has them use massive computers to calculate stellar drift adjustments so their dialling becomes productive.
(Most stargates have associated computers which constantly compensate for drift and enact various safety features. The Earth gate's computer was lost or destroyed, so they have to jerry-rig it.)
About six years in 3.5 and a year and a half in 4e, with dabbling in a few other systems like Dogs in the Vineyard and My Life With Master; and the last year has mostly been Fate systems (DFRPG, Core, Accelerated), but a lot of other experiments like Roll For Shoes, Pilgrims of the Flying Temple, and Microscope.
But for all my time in 3.5, I never used pre-made settings or adventure modules--always made up my own settings and adventures.
I'm not sure, having only been able to try it one way.
I do have a hard time being a player now, but I think that might've been true anyway.
I started GMing because some friends decided I would be good at coordinating stories, and they seemed to be right.
So... I think it was a good role for me to start in because it played to my strengths. We didn't worry too much about the rules of the system when they would get in the way of good storytelling, so I was able to slowly incorporate more of the rules as I became more familiar with them.
...then I started looking for other systems with rulesets that better fit the kind of stories I like to tell.
Looking back I wish I'd been more open to different systems earlier on. D&D was never a comfortable fit for my GMing style, but it was all I knew so I bent it into a shape that worked reasonably well for me.
Now I have a number of systems which I can choose from depending on the game experience I want.
Idea for a build... What 3.x classes are out there that are at least decent (preferably good) fighter magic users? I know of off the top of my head Hexblade, Duskblade, Paladin, technically Ranger qualifies... I'd prefer t3 classes though in general. I hope to make a dual-class fighter/magic user that isn't horribly gimped on either aspect.
(oh, I want both classes to be fighter/magic user type classes for this build. otherwise I'd just go legit Fighter/Sorcerer or something lol)
I want a fighter/sorcerer class that won't bog down my team-mates. Any ideas what to do?
I'd like him to be able to have his spells as his main line of attack/defence, but [a certain amount of physical prowess is also wanted] in doing a tricky job such as a strength test, or making it so that he...
The spear does seem quite useless to it... I'd have given it something like a greataxe or something else. Basically, big ass heavy weapon. Need to make use of that raw power afterall.
Someone requested it in a draw thread on /tg/ a few days back. It was too epic not to save.
I think their exact request was "I need an evil spider wolf hybrid thing."
I intend to stat it out some day and throw a pack of them at a party of intrepid adventurers. Bonus points if that party happens to be the type to know every monster in the books.
Noone will ever bother your place. Especially after the first couple vanish. Might need to get someone to take care of the bloodstains on your porch though...
Not yet, but I might eventually lol. I'd likely be building it for 3.5 though, since I'm more familiar with it and it offers more versatility and more material from which to draw inspiration.
Hmm... a Twilight Gish build looks like it'd be hard to do... Basically a gish with dark/evil magics (kinda along the lines of warlock/hexblade, or at least something from the shadow portion of Tome of Magic) and holy/light magics (standard Paladin style magics)
Personally, I should do a Sorcerer/Paladin : with devil magic in his blood, he still have been called by a God (god of war maybe ?) to be his Paladin. His past or the past of his family, the Sorcerer part, should be unwanted by the character but progress at the same rate than his destiny, the Paladin part.
Well the thing to consider is that while the DM I'm playing with has voided multiclassing penalties for paladins and monks and etc, he is enforcing alignment restrictions for paladin and knight (but voiding them for everything else)
So, to play a paladin I have to be Lawful Good, nothing else will suffice.
Other versions and other games have Paladins for different deities, but not D&D 3.5 unfortunately. There are other classes that are similar, but that's the issue.
As for alternatives for other aligned Paladins, if there is something in a book somewhere, the DM's house rule prevents its use.
@NahynOklauq Bleh. Honestly, they're underwhelming. 3.5 material is obsessed with parallelism and symmetry, to the point that it regularly sacrifices actual mechanics and flavour in the name of conceptual balance.
So each of the different paladins "types," rather than getting unique powers which are genuinely expressions of their ethos, instead just get modified versions of the LG paladin's powers--but however you re-name them and however you change the alignments they affect, they're still ultimately based on the original LG model.