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Darksol the Painbringer wrote:
Void where prohibited
Alright, let me try to clarify myself.
Attacking with a klar uses the stats on the table. Full Stop.
I prefer starting at level 3. Everyone has at least 2 feats, they can afford some nice gear *cough*handyhaversacks*cough*, and they've at least gotten started on gaining their class features. Or if they want to play "X, but with a dip in Y" they can get that out of the way from the get-go and focus on playing their character as X.
My 3.5 knowledge isn't great, but basically since 3.5 polymorph and wildshape straight up replace your physical stats with those of the target form, you can roll a druid with maximum Wisdom and little else and still have powerful stats. You need little in the way of magic items, since you can just greater magic fang yourself or rely on battlefield control. Your animal companion's stats are straight out of the monster manual with bonuses based on your druid level, and you can swap to more powerful companions that use a lower effective druid level.
Haste. Comes online at 5th or 6th level and generally never stops being useful - even at high levels. Improves the party's offense, defense, and mobility. Time Stop and Wish are more powerful, but by the time you get them you're already high enough level that they're not complete game changers.
Also Miracle is flat out better than Wish since it does everything Wish does but with no material cost.
On the other hand, I'd prefer a different way of balancing things than just making the martials into casters* too.
Muscle Wizard is fun as a character concept, but not as a system patch.
Jeff Morse wrote:
Separate rolls for each, with a cumulative +2 DC to each roll after the first.
I did a post about this in another thread here.
Plugging in your numbers (cr 16+ and 80% miss) you're going to want an AC of 27+(target cr). Meaning AC 43 at lv16 and increase it by one every level.
That kind of AC is going to require maxing out all the common options, a shield, and maybe a few more shenanigans, though.
Grizzly the Archer wrote:
I was thinking of doing the dimensional dervish feats with the HW. If melee synergies better, what would the breakdown be?
Well, you're gaining dim door at 9 thanks to astral dominance, so use your feat there for dimensional agility. Then either do it the hard way and pick up dimensional assault at 11 and dimensional dervish at 13; or retrain 2 of your earlier feats once you have dim agility.
Marc Radle wrote:
Ranger: The rugged, nature-oriented Aragorn archetype really appeals to me, especially when you throw in the archer angle, although I prefer my rangers to not be spellcasters ...
Well there's always the slayer, or a couple of archetypes that trade out spells. Or just roll with a 10 Wis.
.NPC: She turned me into a newt!
Adventurer: You don't look like a newt
NPC: ... I got better...
The slayer builds just as well as any ranger. For example, you go with the treantmonk classic switch hitter build. High Str, moderate Dex, archery style. Might look something like:
Grizzly the Archer wrote:
They were likely misinterpreting the interaction between horizon dominance's favored-enemy-like ability and instant enemy. In that, for the reasons already stated, there is no interaction but some people just don't want to accept it.
Personally I prefer going Slayer 6 into HW, but I need to look at the updated rules to see if that still works.
EDIT: Well, you can grab the Terrain Mastery rogue talent via slayer talent, but they're going to be stuck at +2 until you start boosting them with HW or a 3-level dip in ranger. Then again, If you're going astral dominance first for dim door sla, your next terrain dominance (the thing that lets you get a FE-like bonus vs creatures from that terrain) comes at HW 6; at which point you could have a +10 just from picking up terrain mastery (the rogue talent) once and accumulating boosts from HW's favored terrain.
Do note that Instant Enemy does not work with Terrain Dominance. TD only cares about what terrain the creature is from, and IE only lets you make it count as another creature type.
As an aside, I like half-orcs for HW. They can get Endurance to qualify by trading away their racial +2 to intimidate. And then of course there's sacred tattoo+fate's favored, darkvision, and at least 3 ways to gain a bite attack if that's your thing.
I had a very successful CN inquisitor of Desna. He valued freedom and travel and overall peace. He even gave enemies a chance to surrender on occasion (he was trying to swing himself more towards CG). On the other hand, he reveled in the carnage and destruction that goes along with adventuring. He could never stay in town for long, he'd grow too antsy, so it was gleefully on/back to the enemy lair for more pick murder... I mean saving the world.
If the mecha dragon's cannon isn't fired from its mouth I will be highly disappointed.
I will admit, I took a small liberty with the behyvirn's body shape to match Set's description. Going straight RAW, it'd have 2 wings and 12 legs. But I likes the wingipede mental mage better.
Btw, I can't wait for the hell raptors.
This blue-scaled beast has 6 pairs of stout wings along its serpentine body. The wings have strong claws on the first joint and can be used as legs should the creature land.
Amalgam behir//wyvern CR 9
N Huge dragon
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +21
AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 115 (10d12+50)
Fort +12, Ref +7, Will +8
Immune electricity, sleep, paralysis
Speed 40 ft., climb 20 ft., fly 60 ft. (poor)
Melee Bite +16 (2d6+7 plus grab), sting +15 (1d8+7 plus poison), 2 wings +10 (1d8+3)
Space 15 ft., Reach 10 ft.
Special Attacks breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+10), rake (6 claws +15, 1d4+7), swallow whole (2d8+10 bludgeoning damage, AC 16, 11 hp)
Str 25, Dex 10, Con 21, Int 7, Wis 13, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 29 (can't be tripped)
Feats Alertness, Flyby Attack, Improved initiative, Power Attack*, Weapon Focus (bite)
Skills Climb +15, Fly +5, Perception +21, Sense Motive +18, Stealth +5; Racial Modifier +4 Perception
Languages Common, Draconic
Environment temperate or warm hills or warm deserts
Organization solitary, pair, or flight (3-6)
Grab (ex) A behyvirn's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behyvirn can choose to rake the grappled target or swallow it whole.
Poison (Ex) Sting—injury; save DC 20; frequency 1/round for 6 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
*Power Attack modifiers not calculated in stat block above
I'm hoping I got all the math right.
All these are really good. I may try to stat one up.
More just getting my kicks re-fusing what dnd has split apart.
Take it easy, Atlas