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666bender's page

347 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.
Atarlost wrote:
Switch Hitters function from level 2 or 3. Point blank master has rather higher prerequisites.

???

ranger level 6
zen archer level 6
fighter level 5

not really high...


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well... as aplayer who play a 6 level witch and REALY having fun,
i dont even use slumber (once...)
i found that the witch need understanding, like bards or druids.
if you try to make it things its not - like solo master / blaster or what not - you are doomed to fail.
BUT - i found the power = versitility.
our DM is smart - playing the monsters with tactics. so a 1 shtick pony is doomed to fail.
as a witch i divide my time:
off combat i use diplomacy and intimidate (took trait...) combine with ranks in all knowladeges - i am like a mini sage.

combat it changes: VS non mind effecting immune foes - i rock - misfortune / evil eye and whats not.

Vs mind immune i fortuner friends, useing haste and summoning.

of combat i use my crafted CLW and to assist the cleric bring every 1 to health.

unlike a wizard who is a god until spells run out... i always got things to do.

as for hexes - you are missing some pointers:
tounges: yes, its on your spell list - but you never take it, its a kind of spell that is rarly used but when needed - its NEEDED.
also, unless you can freely buy scrolls (we cant) a witch got few spells known... so, a free 1 is great.

flight: wow, the flight thing is just... a bonus. the permenent feather fall saved my life many many times. not to mentions removing the fear from walking narrow places. of course - i'll grab overland flight ASAP when can .

healing: the party healsing in nice, but the RP is better... enter a war zone and heal 1000000 people a day... thats... WOW .

yes, however, i agree that some hexes are written wrong. like "child scent" or "cooking people" . they SUCK. so... dont take them :) so many options ...

the one thing i agree with you completly is the poor way patrons are made..
they were suppose to be more like domains - mix of power and spells.

the witch is like "anti-bard".


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constant permanent item that make the spell mage armor is:
1X1X2000X1.5 - 3000, 1500 to make.
hence, +4 armor item that works all the time is 1500 to make.
compare that to bracers of armor +4 ....


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not really.... you CANT do a charge with vital strike - they are both actions ...
how ever - druid dont really need it ...
melle druid can build themsleves on 3 path,
multi attacks :(tiger / plants are the best)
1 hit wonders : dire hippo are 4d8 base, with vital strike its 4d8 >> 8d8, and thats' pre spells.
manuver master : use teamwork feats and roll twice on trip with bonuses.


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well... i think either presure points or the talent that caue -2 to opponent Vs you for 1d4 rounds after being sneaked.
combine this with thug (sickened) and intimidate...its -6 Vs you -4 Vs all.


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:
druids are not about being the BEST of anything really.... but about being the BEST of being able to do something, at any givving point, VS any opponent....
i rather play a druid that is balanced, one that have OK STR and OK WIS so i can shift positions.
it is true, i'll never ever do more than tha 2 handed sword fighter, i'll never heal better than our cleric but i'll always do someting, and never the same thing all over ...
so ... here goes:
we are lvl 4 now, but I plan ahead:
Talyn - Human druid
Str : 16 (13 + 2human, +1 lvl 4)
Dex: 14
Con:14
Int: 10
Wis : 16
Cha: 8
Hp 38
Ac : 19 (human, hide +1 wodd shield, dex) or as WILD shape : 14
Feats : power att, natural spell (DM allowed to take from lvl 1), spell focus
Feats planned: lvl 5 : aug summoner lvl7 wild speech lvl 9: craft wonderous items lvl 11 vital strike (for DR opponents)
Anmal companion : wolf: lvl 4 increase = int, feats : light armor, power attack, feat progress: lvl 5: imp bull rush, lvl 8 : intimidate prowess lvl 10 greater bull rush
Wolf has AC 21 (natural, dex, chain shirt)

Tactics : versatility. At our lvl (4) I take from lvl 1 almost only cure light wounds, and serve as off healer, buffer via barkskin, bull's str and such. While my wolf do full defence (to be kept alive ) and block / provide cover to the sorcerer and cleric. It was very efficient - they hardly provoked,
Later on, when elemental form shall become available I plan to turn to earth elemental a lot, enter the ground with improved cover, and summon. Also I can enter ground to move past enemies, and go out behind them and provide flank to the fighter.
At much higher levels, when DR is also an issue, I plan on taking vital strike with 1 massive form, cast spells and strike hard.
Why 1 form ? to make greater magic fang pass DR & be vital.
A stegosaurus do 4d6, with vital strike its 8d6, and with the forth level lpess it double to 16d6… with STR 1.5 and power att… not bad.
Any thoughts? Tactics?



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