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Please forgive my lack of empathy, but CRY ME A RIVER. Oh no! Your players are having a difficult time deciding what to do! Maybe it's because you threw a moral quandry their way and expected them to be evil, like your solution to the problem clearly was. Maybe they're new players and aren't accustomed to how an open, living story works (as many gamers aren't at first). Whatever the reason, snapping at them because they can't figure it out is silly. If your players can't figure out an acceptable course of action, then YOU need to step up your game, and I tell you this as someone who had had the exact same problem for a long time, but didn't blame his players.
The legalistic part of me wants to say that yes, each ray is subject to the individual energy resistance of a creature, so a creature with Resist 5 Fire takes 5 less fire damage from each ray.
The anti-legalistic crap part of me wants to say that, if you don't get to do cool stuff like sneak attack multiple times due to some stupid Volley rule that makes NO sense, then energy resistance should only count once, per the same rule.
Get a max-leveled druid to cast barkskin on a potion crafted, it is better.
Why not all of the above? It's only 1k gold. >_>
Plus, my specific group is a bad target for it. It's very poorly optimized as a whole, and a +5 to AC is going to take us from Auto-Hit territory to ALMOST auto-hit territory.
Whatever you do, just make sure she has a means of dealing 10 or more damage on a single attack (whatever the means), a way to avoid damage via AC,DR, or something, and some way to support others. I'm in a group going through Mummy's Mask right now, and most of them are so unoptimized that if we fight anything DR or Hardness, 4/6 of the group is basically useless, and that's not fun. It makes everything WAY too difficult.
Or you could just take the Familiar arcana for it. Save those feats, or just spend one on Extra Arcana. I think with a Mauler-Archetype familiar, it might actually be doable, with your familiar's attribute bonuses making it even tankier, with the familiar feat that increases its hit points as a great way of adding some survivability.
Okay, I was just looking through this in the rules, and MAYBE it takes a little too long to come online, but the image in my head is simply amazing.
So, Magus gets access to the Dimensional Dervish feat line, which is all good and well. Teleport + Full attack is awesome. Then I noticed that one of the prerequisites was Dimensional Assault which seemed a bit... well, lackluster.
But then I thought to myself: Wait, what if I wanted to maximize Dimensional Assault? What's the best thing I can do on a cha-...OH MY GOSH. And the WarpLanceCharge magus was born. Not only can you get one of the most mobile mounts ever in the form of Phantom Steed (though it eats a spell slot), but you get to do all the cool stuff that using a lance entails.
Two-Handed Damage? Check. Hand free for spellcasting? Check. Ignoring any difficult terrain, including allies and other obstacles? Check. The ONLY real concern I have is whether or not you can use Spellstrike with a held spell charge in conjunction with a charge. My get says "No", but my heart says "Please?"
What do you guys think? Is the image of a teleporting, arcane-fueled cavalier atop a Conjured Steed too amazing, or is it too little, too late, and asynergistic?
Go for it. He has no dexterity score, hardness, no constitution score, hit points bonuses based on his hit dice, and everything that comes with being a weapon. To cast spells, his wielder needs to have a hand free to complete the somatic components. It'd work a bit like a mounted character, but with more restrictions. He just shouldn't be mad when he gets sundered. :P
You can accomplish this with full Paladin, if you don't mind a little alignment oddness. The Sanctioned Knowledge feat lets you pull from the Bard Spell list for a few arcane spells, and it's well worth getting anyways. You could also play a Samsaran and pull some divine spells off the Druid and Shaman spell lists that make thematic sense. But then, you could do the same thing for an Oracle, dress him up as a warrior, and pull the elemental/arcane-ish spells you need as a Samsaran.
There are also a few straight divine spells that emulate Smite Evil, like Smite Abomination, and again, if you use some Samsaran goodness, you can even pull some of the iconic Paladin abilities emulated through spells off of their spell list.
Ranger is a good one. Heck, it comes with built-in feat suggestions, flavorful class bonuses that are pretty easy to remember, very few spells to easy the idea of a prepared spellcaster, and a pet to teach you about flanking and cooperative play, though managing the extra companion might be a bit too much for a new player.
Sorcerer is actually a pretty good choice as well, simply because you get a very limited number of spells known. Learning new spells can be a bit daunting, but at low levels you know so few that it's actually pretty manageable for new players.
Barbarian is another good intro class, but it's sometimes difficult to remember exactly how rage affects you, especially once you have a few rage powers under your belt. It might require a bit of extra help from the GM, but not much.
Favored Enemy (along with the Instant Enemy spell) is definitely part of it, but the BEST thing they get is early access to mounted combat feats and ignoring prerequisites via the Combat Style Feats. This gets you early access to things like Mounted Skirmisher, and lets you skip that silly Ride-By-Attack requirement for Spirited Charge, giving you more feats to spend on cool stuff (like Evolved Companion, or Furious Focus, etc.).
There's nothing wrong with planning your build, but you need to be able to adapt to the situations as they present themselves to optimize your build for the circumstances.
I'm currently playing a Half-Orc Wizard/Bloodrager going into Eldritch Knight. We're running through Mummy's Mask right now, so I picked up some good traits for it, snagged Heavy Flail as a bonus proficiency for thematic reasons and being a decent weapon, and have altered my spell selections ever so slightly accordingly for the scenario. I've utilized the retraining rules a fair bit to make sure that I am what our group needs, changing from a character focused on buffing his familiar to being a threat myself, mostly because at low levels we didn't have any bruisers capable of causing serious damage.
The game requires both planning and fluidity on the part of the player, and you typically can't build a successful character without both.
Archaeologist as an archetype is one of those bards that actually works better with other bards, because their luck ability stacks with inspire courage. You can also take the Fate's Favored trait for a permanent +1 bonus to your luck ability, and the Extended Performance effectively triples your rounds of use, making it a necessary feat, imo.
Don't underestimate evasion. It's a really nice ability. Plus, you can use those rogue talents for doing cool things like getting bonus combat feats, ki pool, ninja talents (greater invisibility/vanish, anyone?), gaining a familiar (improved familiar, too), improved evasion, not to mention the great Redirect Attack and Opportunist abilities for melee archaeologists.
I've been aching to make one for a while now. :P
Mysterious Stranger wrote:
The reason I mentioned lowering the point buy is because the OP specifically mentioned characters being extremely powerful in every capacity. They will still be plenty powerful self-healing, smite spell sorcerers and skillful, durable bards, but by cutting back on ability scores you maintain high power while requiring that characters also specialize within their wide breadth of powers.
I think stats are going to define what your characters can do. Since Aasimar have no racial penalties, and a bonus to your primary paladin attributes, I'd recommend going with 20, or even 15, point buy. This means that the way each character allocates their stats defines their capabilities. Wanna be a good spellcaster? You need to put more points into those attributes, which means you will naturally be less combat capable UNLESS you decide to spread yourself thin. It means spellcasters will be less jack-of-all-trades kinds of characters, but will still get the benefits of lay-on-hands and smite evil they want. If you really feel the need to force specialization, go down to 10 point buy.
Eldritch Heritage makes you count as a sorcerer of your character level-2 for the purposes of your bloodline powers. Character level scales as you, well, level, so your abilities will get more powerful as you level. Eldritch heritage gets you the 1st level sorcerer bloodline power, Improved Eldritch Heritage gets you the 3rd OR 9th level power, and Greater Eldritch Heritage gets you the 15th level power. Greater Eldritch Heritage also makes your levels count as full sorcerer levels for your bloodline powers, as opposed to the previous feats Character Level-2.
The reason the Eldritch Heritage tree is a good one for Paladins is:
1) As a Charisma-based martial character, you can easily fulfill the requirements (unlike Fighters & Barbarians that have to sacrifice more than just a feat for them).
2) Both of the bloodlines you listed grant a scaling bonus to strength, up to +6, that stacks with enhancement bonuses.
In addition, if you gain the ability to quicken a spell-like ability, Touch of Rage from the Orc bloodline becomes a swift-action +1/2 your level to attacks, damage, and will saves for a round, which is HUGE. Power of the Giants is amazing as well, even if it costs a standard action to activate, because the added reach means you likely get to make an attack you would've made anyways and, again, opens up possibilities for quickened spell-like abilities. Plus, it lasts for a full minute per level, which is CRAZY good on a dedicated martial character.
The abyssal bloodline only offers the scaling strength bonus, which is still nice.
The ghoul sorcerer bloodline also allows you to get a couple of claws that inflict paralysis, and free rounds of haste each day, plus a scaling Natural Armor bonus and cold resistance.
1) You absolutely should make a mounted summoner. They can bypass a lot of the difficulties other mounted characters suffer from, including terrain and size limitations. Throw in spellcasting abilities and you're pretty much set for whatever comes your way.
2) I'm going to second playing a Half Elf, grabbing Lance proficiency for free, and the Undersized Mount feat. Just be sure your Eidolon has the strength to actually carry you and you'll be fine. Heck, if it's a quadruped with Pounce you guys will start dealing some pretty crazy damage early on.
I've gotta second this sentiment. I don't really like playing full casters, but I'm playing in a game with a character that's going into Eldritch Knight via Transmuter and Bloodrager, and I'm the 3rd weakest party member stat-wise, but when I go into an Enlarged Blood Rage, there is almost no stopping me. I got a crit that made the DM cringe last game. XD
Thundercaller for AoE crowd control/damage.
Everybody has the capacity to participate in every aspect of the game, and can somewhat act as a backup for everyone else's roles. If I have additional players, we could add a Magician bard and/or a Voice of the Wild bard for the added utility and spell variety.
I'd make the epitome of Dwarf-dom. Racial Constitution and Wisdom bonus, Hardy, Greater Lucky, Moon-Touched Damage Resistance... and maybe at-will Enlarge Person, maybe Shield, Cure Light Wounds, there are just so many choices... or, if I was feeling REALLY cheesy, at-will Haste as a 2nd level spell-like ability (thank you, Summoner!).
Gwen Smith wrote:
I did this to a character that decided to leave the group to their own devices in the first game of the new campaign. When the group almost wiped while he was off doing boring stuff, he learned. :P
I was in a D&D encounters group like this. We literally had an encounter where half of our group dropped to 0 and was dying, and some of us were stuck in a trap, and the other members just wandered off and did something else, leaving us to the mercy of the assailants.
Fortunately we didn't wipe, but there's a reason I said I WAS in a group like this.
There is a guide here on the forums that was made detailing the methods of early entry into the prestige class, and I promise you that the methods you listed aren't the only ones.
But then again, I think that spell-like abilities should be more common than they are.
Freebooter ranger with the Flagbearer feat. You give out a scaling bonus to hit for all of your allies and yourself that the monk/ninja will LOVE, and you do it all day, everyday, plus you improve flanking bonuses for everyone AND you get better BAB, all good saving throws, and plenty of bonus feats and nifty abilities.
In a thread about the morality of killing babies, I'm surprised that this is the most inhumane thing I've read. If one was to actually compare pit-bulls to orcs, it'd be a fantastic argument for saving the orcs, because Pit Bulls are one of the naturally sweetest and most affectionate breeds... that get trained and bullied into being monsters.
There's an interesting idea... Orcs start off as cuddly, warm, and compassionate, and become monsters due to societal views that they are constrained by, and consequently raised into.
Is there a way to boost a Wizards melee touch attack other than boosting his / her Strength ability score?
Lord Snow wrote:
Yes. Yes I can.
"The dumb ball droid looks dumber than droids from previous Star Wars movies."
Huh. That wasn't so bad.
I'd actually consider going Paladin or Cleric/Fighter (Maybe Cavalier 2 with Order of the Star instead of Fighter) into Holy Vindicator. If you wield a Tower Shield, you get the absolute highest shield bonus in the game with Vindicator's Shield combined with it, which screams Heathcliff. The truth is that you'd only need a single level of Holy Vindicator, so you could go full Paladin with only a single level of Holy Vindicator, even though the other abilities are pretty darn cool.
Heck, the Sacred Shield archetype for Paladin is practically BUILT for this kind of concept. I mean, talk about support orientation, too. Combine the abilities with the FURTHER ability to buff your shield, and things just get crazy, though you lose Channel Positive energy, so you couldn't take Holy Vindicator, and you lose Smite Evil. I'm a bigger fan of Holy Vindicator myself, but that's just me. It lets you keep smite evil, which means you can still do reasonable damage when you come up against big bads. Just make sure that if you take the Sacred Shield archetype, you pick up Warrior of the Holy Light archetype for the extra buffs and Lay on Hands uses.
At least that's how I'd do it.
A melee support ranger with sword/shield style, the bodyguard-ish feats, and the Freebooter and Skirmisher archetypes. It's like a bard, but without all that swashbuckling and performance, with decent skills and better combat potential.
He's an excellent flanking buddy, can aid allies attack rolls when he hits, and provides lots of defense with bodyguard (and possibly In Harm's Way).
ROFL, it IS the same person. Too funny.
Spell Combat lets you cast a spell. Bladed Dash moves you in a straight line as part of the spell. Therefore, it works just fine. This isn't a move action, nor is it a 5' step. This is part of the spell effect cast using Spell Combat. Nothing wrong here.
The dimensional dervish feat line exists because, normally, casting Dimension Door ends your turn, while these feats allow you an option of attacking during or after the spell effect.