swap wisdom and strength and get rid of hold person in favor of something without a save. Also if you're building for a novice player, sticking to easy buffs and bashing is easier to play.
Also, the War (Tactics) Domain might be worth a look. Initiative bonus! The high strength will offset not having the rage domain smite.
Finally, if you're going dwarf, look at the dwarven longaxe and longhammer to have a high damage weapon with reach. It might be better than the greatsword if you're on boats and swinging around another melee pc.
I think going half elf and taking a falcata and a shield is a fun build.
What a lot of people are missing in talking about the bard here is the spell selection. Since the archaeologist can't use inspire courage, heroism become a very good spell.
Allegro is awesome. Vanish is great. You even get Grease if you want it.
Basically, if you have arcane strike and power attack, you will hit and damage just fine... if you toss out a useful spell in the first round. In fact, you will murder the crap out of things. (We had an archaeologist in the last game that did pretty damn well and was super un-optimized. They had a whip, a level in gunslinger, and a fedora in fact.)
I am going to shortly do a strike combat for my PCs where they need to circumvent encounters to get to the boss first. Basically the boss is a commander of an army attacking their buddies, and if they can take him out, command will fall apart. Murdering all the peons, while possible, would be overly time consuming and cause a failure.
Escort mission: The priority is keeping a friendly NPC safe, not killing the bad guys. Set it up so that overly agressive pursuit of fleeing bad guys will lead to the NPC's demise.
Conversion mission: your npc buddies are dominated and doing bad things. Your pcs have to get in there are dispel the magic on them without killing them.
Infiltration missions: Your party needs to get in and get out without being detected or killing an underboss, possibly planting a scying device to learn of the main overboss's plans. If they fail, then the overboss knows that his game is up and something bad happens. Perhaps the overboss is looking for an artifact instead of razing a town, and will hold off on attacking if he thinks that he is not threatened.
It depends on the group, but I think that evil is necessary in the game since the characters are usually good and need something to fight.
I really like what BillyGoat says about the veil. For example, we all know that childhood exploitation exists in the real world, and we all probably support any efforts to fight it, and a lot of people will run in and help if it happens in their presence in some way (like in the Ariel Castro's neighbor kicking down the door story), but we don't want to see the videos of it.
So I think adult themes are fine in games with adults, but presentation is important. You can definitely keep it classy or make it horribly uncomfortable, entirely based on your words describing the situation.
That being said, I play in a pretty loose and graphic group. Let's just say that Black Tentacles is a very UNCOMFORTABLE spell at my table. But we are all okay with that. Our biggest taboo is probably misogyny, as we have liberated female players that play big hit melee characters that will yell at you if you're feeding any weak woman tropes.
Also 2.) Most super-optimized munchkin builds around here will only multiclass 1 or 2 levels in another class to front load the class abilities. Basically you never see a fighter 6 / cleric 6, but you'll often see fighter 1 / cleric 11. (Its not a fighter/cleric, its a cleric that traded off 1 level of spell casting to get heavy armor, martial weapons, and a bonus fighter feat to go with his battle cleric build.)
I believe that the context of this discussion was killing a familiar. The wizard doesn't care because it is not his spellbook. The witch does because it is.
Also, you can't kill spellbooks with negative energy channeling. You also can't stick a spare familiar in a bag of holding and bury it somewhere that only you know about. They suffocate.
Basically, any wizard that doesn't have a stashed spellbook or 6 is an idiot. Witches can't stash familiars.
Nope. No power attack on touch attack. I think Cornugen Smash is cheesy anyway though and didn't want to up the str.
I need to sit down and read through all the wonderous items and see if there is something there that will get more debuff options. I'd love to make the enemy blinded, sickened, shaken, fatigued, unable to move, str damaged, and staggered.
Bad Touch Rogue:
Combat casting isn't that big of a deal. Quicken SLA makes 3/day of the chill touches immune to attack of opportunities.
For spring attack, I wanted a way to get into flanks quickly, but I guess acrobatics only works too. If pulling that chain out, I would suggest going for weapon focus and dazzling display possibly for more debuffs.
What I am looking for for the build currently are any feats or magic items that give more debuffs besides sicken. I guess one could take power attack and cornugen smash and get the fear debuffs going. I'd have to raise the strength to 13 though. I'd also love a fatigue effect if I can find one.
Here is a build inspired by skinsawman's chill touch elf rogue. It has no magic items yet, but does over 100 points of damage a round (with a haste) while piling on strength damage and sickened debuffs.
STATS (20 point buy)
FAVORED CLASS BONUS
Next on this build I would probably add weapon focus (touch) and dazzling display to throw on a shaken debuff. You could take this earlier and delay or forgo the spring attack chain.
How it works: On the opening round, use spring attack and skirmisher to get into a flank. If you can't flank this round, fire an acid splash if you win initiative and can get in a sneak attack, then start moving to flank. Swift cast chill touch (or blow a standard action if you've used all three). The first sneak attack should be a brutal beating to sicken the enemy and crippling strike to start the strength damage. The first melee sneak attack with chill touch should be offensive defense for the AC bonus. Once you're in flanking and full attack position, Touch away. Use Offensive Defense to keep the AC bonus up, Entanglement of blades to keep the enemy from tactical movement, and all remaining attacks are crippling strikes to do strength damage. Reapply a brutal beating as needed.
With a reasonable magic item spread, this build should expect something like +18/+18/+13/+13 for the attack bonus on a full attack against touch ACs. This means that most attacks always hit most creatures. Lets look at a sequence.
round 1: Spring attack into a flank and land offensive defense+brutal beating+ chill touch. AC +5, enemy debuff -2, 1d6 cold + 5d6 precision damage.
Scary time: between these two rounds, you may get full attacked. at least you have an effective +7 bonus to your ac with sicken and offensive defense.
round 2: Full touch attack and somebody has cast haste on you: 5 touches all hit, monster cant 5 ft step, monster is sickened (-2 debuff), your ac bonus is +6 vs him, and you crippling struck for 3 points of str damage (-3 debuff), 5d6 cold damage, and 30d6 of precision damage (122.5 average).
Full attack counter between rounds has the enemy needing to roll 11 higher than at the start of combat to hit you.
round 3: repeat round 2. Monster now has a total debuff on attack rolls of -8. I doubt there will be a round 4.
I say it depends on the build.
I think I figured it out. Your argument applies to the Wizard Evoker's first level school ability of +1/2 your level to evocation damage spells. I'm arguing about a draconic bloodline sorcerer's arcana that gives +1 damage per dice rolled for elemental damage spells.
I guess the problem is that you really have to go all in with your feats to blast well. casting god spells is not feat intensive, you just have to make sure you have the correct spells. If you only take a few feats and powers for blasting, you're a god wizard wasting feats on something suboptimal instead of focusing them on the god wizard feats like toughness, improved initiative, and all the save boosters. If you compare a well thought out god wizard build to a similar blaster, they usually have much better defenses.
Not to sound nit picky, but 'Greater Spell Specialization' allows you to dump spells and spontaneously cast that signature spell. In case anybody wanted to look it up.
"Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4)."
Then draconic bloodline arcana says +1 damage per dice rolled.
1st level caster
It's pretty straight forward IMO.
I hacked on this build a bit and made it into a scary barf debuff and damage build. I'll post later. Its a beast.
I can see the sense of taking chill touch as a talent. Your caster level will give you more touches before you need to recast, and getting the quicken SLA feat keeps you from wasting an action.
1. If you have an evil cleric with high charisma coming up, swap out a feat for control undead, and then have him try to steal your necro's army. Getting even a 3rd of the army and turning it on the rest of the army is going to destroy another 3rd.
2. AoE damage. Drop a fireball on the hoard. Have something cast elemental aura on itself. Wall of fire deals double damage to undead. Detonate (fire) on a fire immune caster. Stone call hits a huge area. This is quick and easy.
3. Undeath to death: a level 6 wizard spell that destroys 1d4 HD/lvl of undead is THE mass destroy undead spell. High level
Good to know about the faq. I guess I'll just have to drop other quickened spells. :-)
Also, I agree with your view that a blaster can also cast the god spells. I think the big tradeoff is that the treantmonk god wizard will have solid defenses from the extra feats to burn while the blaster is very glass cannon.
nope. Draconic bloodline adds +1 damage per dice. 4d4 means +4
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Spell Specialization: Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Burning hands: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Human Draconic(fire) Tattooed Sorcerer
Hilights: At level 1, burning hands does 4d4+4 at DC 17 and kills everything
I'm playing exactly this build, just found a lesser rod of quicken at level 8, and am going to break the entire next module of our AP.
I am in a group that has me and another as a GM, and we are currently rotating campaigns -- mine one week and his the next. I personally love being a PC, but end up as a GM because I have the best rules knowledge and retention and apparently come up with interesting stories on the fly. I think our only issue is that I have to try to keep my mouth shut so that I don't be that guy pulling out cold iron weapons after the first three words of a monster description. Its important to try to stay in character and let your character do something suboptimal once and then pretend to learn from it instead of meta gaming.
Tactically, I've kinda used my knowledge to organize the other players into a more effective fighting force, and the other DM has complained a bit that he feels like the enemies in the AP he's running (Jade Regent) keep getting steam rolled, but I try to be helpful with things like treasure sorting and selling and tracking initiative and explaining rules to other players so that his load is lightened too, so it ends up being a pretty smooth campaign.
I don't think the CR7 is out of balance. This encounter has the potential for massive damage sure with that combination of attack, damage, and actions, but when fighting CR7's, you probably have a group of PCs with hard to resist battlefield control options for these guys. With a respectable PC party of 4, one caster controls, one buffs, and the other two can probably take down the 1-2 most threatening orcs in the first round. Then it's mop up time. Unless an orc or 2 gets in a lucky critical and drops somebody on a surprise round, and then you're looking at a possible party wipe.
Enjoy being a PC for a while.
If you go back to GMing, remember to try to get a feel for your group. It's okay to tell them "no cell phones at the game table." It's not really going to work well if they just want to roll dice and move minis and you have another 44000 word backstory that you're trying to read to them.
With empryeal sorcerers, dwarves can go full caster with a 20 stat. Inquisitors with the conversion inquisition can be a face with wisdom. Dwarven trapper rangers are better rogues than rogues for trapfinding.I don't think variant dwarves are necessary unless you really want to be a specific class build that requires a very specific stat block.
For the story stuff, I like it. Its going to be 4 elemental node temples in a crater in the middle of the mountain range instead of a dragons layer though. Dragons may still be in the temples though.
Humphrey Boggard wrote:
I think it would be interesting to have some internal conflict in the clan. Nothing like outright violence but rather disagreement about an important decision that must be made soon - likely in how the clan relates to the outside world.
How so? Like have an ultra conservative isolationist group vs the merchant group? How would the PCs get hooked and how would it turn into an adventure?
Zahir ibn Mahmoud ibn Jothan wrote:
I read all that dragonlance stuff when I was like 12!
So far the dwarves are half way to level 2 and we have a:
I need to think about low level enemy variety so it isn't just orcs! orcs! orcs!
The first session went well. I used the sandbox exploration rules to generate a vibrant wilderness for the PCs to investigate while dropping two "five room dungeons" with plot hooks on two of the squares. The pc's are now in the middle of one of those trying to free a village of awakened beavers from a band of orcs that is using them to make a lock system in their beaver dams to move barges of ore from somewhere ahead in the mountains. They PCs are intrigued.
Except for the first level druid getting caught alone and mobbed by 4 orcs and dying and getting replaced by the twin brother later, the game has gone well.
Remember kids, if the party is taking a surprise round and shooting with ranged weapons, don't move forward instead. Also, orc ferocity, while not overly powerful, definitely adds an element of panic to melee brawls.
Iterative attacks are better, but vital strike with a big dice weapon (enchanted with IMPACT!) can give you a devastating opener when you have to move over to the enemy. If you find yourself having to frequently reposition in combat to threaten an enemy and losing your iteratives, its really good. If your party plays a strongly defensive game and forces the enemies to move to you, or if you have a caster with telekinetic charge, it won't get used much. It combines nicely with the furious focus feat and the THF archtype's overhand chop.
We have a fighter in one of our groups that has a 1 level dip in barbarian and the furious finish feat and regularly one shots mooks with vital strike when moving up to them.
Any experience with the ultimate campaign/kingmaker kingdom rules? Are they fun? I was thinking either running them in the background so that when the dwarves come back from an adventure there are new buildings every time, and maybe the occasional monster attack, but could let the party have an active hand in the design if it seems like a fun side game to the main campaign.
I'm going to be GMing for an all dwarf campaign soon and I'd like some brainstorming if you would be so kind. Skip to the last line for the question.
What I have so far for a plot:
I was thinking of trying to keep it sandboxey and maybe use a bit of the kingmaker rules, but may just keep that stuff in the background. I think the level 1 adventure is going to be to find an old cave complex and clear out the goblins. Level 2 would be to investigate a nearby mine (reskinned from the dungeon of crown of the kobold king), clear it of evil, and find something to mine. Level 3 will be an escort adventure to move the clan into the location while fighting off orcs. Then I'm low on ideas. I want some giants and drow as antagonists later, but that's about it.
So what are some good adventure hooks that will grab the interest of a band of dwarves trying to set up a home?
Dazing Burning Gaze. Cast it before battle and your familiar can sit on your shoulder and take pot shots with a 2 round daze potential each round while you go about your normal caster business. Combine with invisibility and spider climb and pretend you're the predator with a shoulder cannon.
In my experience, dropping a cloud is definitely preferable to getting perforated by entrenched archers.
However, I think I would have preferred an obscuring mist because it is dismissible and a spell level lower even though it centers on the caster.
Obscuring mist ->melee the archers--Dismiss the mist->hammer the boss with full backstabbing, flanking, and ranged attack options. Being a caster standing next to a mook trying to switch weapons isn't that bad of a place to be if you're being aggressive as a caster.
I'm not criticizing tark's example, just pointing out that there are many alternatives.
Try to lead by example, I guess.
What are you playing as a character?
My group is pretty new, and we definitely had our share of bad tactical decisions and poorly planned characters, but our few people with experience have been doing a good job on showing the newbs how to play smartly (I'm thinking about Ashiel and TarkXT's guides when I say that), and everybody is catching on that having at least another skill besides perception maxed is a good thing, potions are free buffs there to be used, and charging in alone is dumb. It can be done.
If you can get one person on board with you then you can function as a team. You will likely immediately start doing better than the other folks.Envy may help you out as you start making the other players look like wanks with a standard or even non optimized build that isn't being stupid.