Feral Halfling

Halfling Barbarian's page

Organized Play Member. 393 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




1 person marked this as a favorite.

I've just been informed our game is going mythic. I have an oath of vengeance paladin, two-handing a falchion and focused on smiting and diplomacy. I'm pretty certain I want to go the champion route and dual-path marshal, and I kinda want a legendary weapon. Any suggestions beyond (or in spite of) that?


I'm making a paladin for a reign of winter campaign (Suli, oath of vengeance, sword and board). I'm completely lost as to which mercies I should choose. Thoughts?


I'm working on a save or suck wizard, and I'm trying to find all the ways to increase save DCs. I know spell focus, and greater, and the intel boosting headband and book. I'm rusty with casters so any ideas would be a great help.


My next campaign is a while off but what are some good stat arrays to use? Is offering an option between 2 or 3 arrays a good idea? And are there any huge downsides to stat arrays?


Is there any class feature/feat/or even spell that allows you to use diplomacy against someone or something that actively seeks to harm you? I want to make the ultimate pacifist to screw with a DM at some point in the future...


This was fun and I just had to share...

Spoiler:
So my PCs are pretty good at identifying creatures, and figured out what will stop a revnant. They ended up using the scarf (the one that killed Iesha, since it didn't have time to reset after downing the party oracle) tied to a pole as an on/off switch to follow her around the house. At the time, they still thought Aldern was in sandpoint and figured if she left the front door they could stop her. Once she led them to the basement and below they simply pulled a red light/green light to have her lead them straight to the skinsaw man battle. She finally made her save in the caverns and they had an undead ally for the entire battle. My dice seemed hot for everything but her save. All told, it was a lot of fun.


Can Half Orcs and Half Elves take Orc and Elf exclusive racial archtypes?


Who or what is Pun-Pun?


This is currently just a mental exercise, although I may get a chance to play this build soon.

This is a gish build, where I'm trying to balance spellcasting, damage, and battlefield control. What I'm looking for are any critiques on feats, rage powers, or revelations, and suggestions for spells and equipment.

Limpy McHurtcha:
Rage prophet (8)
Barbarian (2)
Lame oracle of battle (4/6)

Human

Stats (20 pt build): str 16 (human bonus), dex 14, con 14, int 8, wis 10, cha 15

By 20th (est):

Saves fort 10 + con/ ref 6 + dex/ will 11 + wis (all plus cloak)
BAB 15
HD 12 + 1d12 + 8d10 + 10d8 +20* con (183 to 203?)
Rage 7 + con + 18? (extra rage)
7th level spells cast as 15th level (17th while raging)

Feats
Dazing assault (11th)
Power attack (1st)
Extra rage (x3) (15th - 19th)
Combat reflexes (3rd)
Extra rage power (odd numbered rage powers below)

Rage powers
Reckless abandon (5th)
Unexpected strike (13th)
Moment of clarity (2nd)
Knockdown (9th)
Strength surge (7th)

Revelations
War sight
Surprising charge or Battlefield clarity
Weapon mastery

My goal is to rage cycle strength surge and trip most opponents using knockdown through the middle levels. I've found some great buff spells on the cleric list, but beyond some of the basics I admit I'm in over my head.


My knowledge of the combat style feats is lacking, and I could be overlooking a few, so I ask the community:

What are some of the best feats for natural attacks? Specifically in the categories of hit chance and upping damage...


Ok, I'm in uncharted waters here. I'm jumping into a game for one or two sessions with a level one character while the other PCs are around level five. My immediate thought is bard, but I've never built one and wouldn't mind some advice.

15 pt. buy, average starting cash, core races only, no traits, and pretty much anything I can find in the SRD. I'm thinking of going whole hog on knowledge skills or something else completely non combat related...


Can you still do this RAW?


I'm putting some work into a level 20 adventure that'll take approx. 3 to 4 game sessions to run. My thought is that most of my group are always planning high level but stuck running low level (26 game sessions max per year in any campaign due to work and family stuff for all of us), and I think it would be really fun to have that high level experience even just for a few sessions.

I know a lot of the numbers behind melee damage, and a lot of what can be accomplished with offensive and control magic and I think I have a grasp on balancing combat. I've already set wish/miricle to be able to only copy a spell effect of lower level (just like the descriptions), and outlawed the leadership feat.

I'm wondering what other rules I may have to come up with, and what other glaring problems I might encounter so that I can make some hard and fast rules now...


4 people marked this as FAQ candidate.

Mounted Skirmisher says you can use a full attack action as long as your mount moves it's speed or less. This leads me to believe that it can be used on a charge simply because:

1: There is nothing stating that it can't be, such as saying it takes a standard action.
2: It specifically states you can use it as long as you move your mounts speed or less which seems to suggest that you simply can't double move to use it because it takes too much time, but you can do it within a short range regardless of whether or not your mount is charging.

Is there any actual clarification on this?


How do you think advancing a rat or dire rat would work out for a mount if I were to make a ratfolk cavalier. I'd prefer to not just reskin a wolf, and I know it can't be done RAW from first level, but I have some leway and as long as it's for flavor and doesn't unbalance the play mechanics everything should be kosher. Advancing monsters isn't my strong point...


So my roommate and I were kicking around the idea of a campaign based on the legend of zelda series. It got us discussing how exactly we'd go about building Link. Any thoughts?


I've been running melee characters for a while, and I was thinking about changing it up just a bit for the next game. The only problem is that noone else in the group is going to run a good martial class, leaving us damage shy. My one friend has a nice build for a half-orc sorcerer/barbarian/dragon disciple, and I was thinking about making a human wizard(trans)/fighter(archer)/EK as a ranged counterpoint. Other classes will probably include an oracle, a rogue, a spellslinger(probably useless, his characters usually are), and a druid.

I have a generous stat line (11, 12, 12, 16, 17, 17)

What I have so far:

str 12
dex 17 (19 human)
con 16
int 17
wis 12
cha 11

We'll probably start at 3rd. I was thinking Fighter 2, Wizard 1 planning on taking wizard levels through 7 and picking up EK at 8. Reactionary and Magical Knack traits. Feats Point Blank Shot (1st), Rapid Shot (hum), Precise Shot (fb1), Deadly Aim (fb2), Scribe Scroll (wiz1), Craft Wonderous Item (3rd).

I would be using Gravity Bow often, applying the +1 from transmute to dex.

I plan on being the party's primary item creator.

Any thoughts on what I have or where to go from there?