Another spell to consider as a bread and butter is frostbite. I have a magus in a pvp arena game here on the boards and I've played a few fights with him. He uses a katana (he's a kensai) and trips people with rime frostbite charges (used magical lineage).
So you cast rime frostbite, move next to someone, and trip them. They take 1d6 + CL nonlethal damage and are fatigued, prone, and entangled. They stand up and you stab them with spellstrike for katana damage plus another 1d6 + CL.
Then next turn you can spell combat them and stab with another frostbite charge, THEN hit with the big shocking grasp.
It doesn't sound as good as the burst damage of shocking grasp, but nonlethal damage is surprisingly good (gets around diehard, samurai resolve, etc).
Here is Rybal the Half-Orc fighter. I will make an avatar if I'm selected, so thanks for considering me. This is the stat block assuming combat expertise is enough to qualify for improved trip. If it's not, I'll have to change him slightly.
Male Half-Orc Fighter (Phalanx Soldier) 3
LN Medium Humanoid (Human, Orc)
Init +2 (+2 Dex); Senses Darkvision 60 ft., Perception +1
AC 23, touch 12, flat-footed 21 (+6 armor, +5 Shield, +2 Dex)
hp 31 (10,+6 +6, +6 Con, +3 favored class)
Fort +6 (3 base, +2 Con, +1 luck)
Ref +4 (1 base, + 2 Dex, +1 luck)
Will +3 (1 base +1 Wis, +1 luck)
Defensive Abilities Stand Firm (Ex): +1 bonus to saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.
Spd 30 ft (20 ft in armor)
Melee Masterwork Bardiche +8 (+3 BAB, +4 str, +1 masterwork) (1d10+4/19-20 x2)
Melee Warhammer +7 (+3 BAB, +4 str) (1d8+4/x3)
Melee Spear +7 (+3 BAB, +4 str) (1d8+4/x3)
Ranged Spear +5 (+3 BAB, +2 dex) (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with Bardiche)
(-2 to all attacks when using tower shield)
Str 18 (+4) (16 base +2 racial)
Dex 14 (+2)
Con 14 (+2)
Int 10 (0)
Wis 12 (+1)
Cha 8 (-1)
Base Atk +3 (+3 Fighter)
CMB +7 (+3 BAB, +4 Str) (+2 additional to trip, feat)
CMD 19 (10 +3 BAB, +2 Dex, +4 Str) [+3 additional vs trip (feat and stand firm), +1 additional to bull rush, drag, overrun (stand firm), +2 to resist sundering bardiche (weapon feature)]
Combat Expertise [Fighter Bonus Houserule], -1 attack, +1 dodge to AC
Endurance [Half-Orc], sleep in light or medium armor without becoming fatigued, bonus to different saves/checks requiring endurance
Combat Reflexes [Level 1], make a number of AoO equal to 1 + Dex modifier, can make AoO when flat-footed
Improved Trip [Fighter 1], +2 to trip CMB and CMD, don’t provoke when tripping
Shield Focus [Fighter 2], +1 to ac bonus granted from a shield
Antagonize [Level 3], use diplomacy or intimidate to fluster or provoke enemies
Acrobatics +5 (3 ranks, +2 Dex)
Climb +8 (1 rank, +3 class, +4 Str)
Intimidate +10 (3 ranks, +3 class, +4 Str)
Knowledge (Dungeoneering) +4 (1 rank, +3 class, +0 Int)
Profession (Soldier) +5 (1 rank, +3 class, +1 Wis)
Ride +6 (1 rank, +3 class, +2 Dex)
Swim +8 (1 rank, +3 class, +4 Str)
Survival +5 (1 rank, +3 class, +1 Wis)
Total Points: 12 (4 Fighter x3 levels)
AC penalty is -3, -0 for jumping and climbing, -10 more when tower shield is used
Languages Common, Orc (2 base, +0 Int)
Soldier’s Uniform, 0 gp, 5 lbs.
Masterwork Bardiche, 313 gp, 14 lbs.
Masterwork Agile Breastplate with armor spikes, 600 gp, 25 lbs.
Tower Shield, 30 gp, 45 lbs.
2 spears, 4 gp, 12 lbs.
Warhammer, 12 gp, 5 lbs.
Spring-Loaded Wrist sheath with Dagger, 7 gp, 2 lbs.
Backpack, 0 gp, 2 lbs.
Waterskin, 0 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Bedroll, 0 gp, 5 lbs.
2 sunrods, 0 gp, 2 lbs.
Tindertwig x2, 1 gp (1 free in adventurer’s kit)
50 ft of hemp rope /w grappling hook, 0 gp, 15 lbs. (guessed the hook weighs 5 lbs, couldn’t find it)
2 pitons, 0 gp, 2 lbs. (guessed 2 lbs.)
Smelling Salts, 25 gp
Belt pouch, 0 gp, 0.5 lbs.
6 gp in belt pouch
Weight Carried: 142 lbs. (medium load)
Total Equipment Cost: 994 gp
Darkvision Up to 60 ft.
Orc Blood Counts as both an orc and a human
Shaman’s Apprentice Gain the Endurance Feat
Sacred Tattoo +1 luck bonus to all saving throws
Stand Firm (Ex) Bonus to saves vs trample and CMD vs bull rush, drag, overrun, and trip
Phalanx Fighting When Rybal wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
Proficiencies Rybal is proficient in all martial and simple weapons, all weapons with “orc” in their name, all armor, and all shields (Fighter class, Weapon Familiarity)
Thanks, one more question--
The prerequisites for Improved Trip are 13 Int and Combat Expertise (which, usually, requires the 13 Int). Since I get Combat Expertise for free in your campaign, do I automatically qualify for Improved Trip, or does that 13 Int requirement still stand?
I started making a human phalanx soldier and realized that I don't think I've ever used a half-orc and it could be cool, so I'm fixing that and should have everything reformatted pretty soon. He was originally raised by orcs and treated poorly for his half-breed nature (giving him shaman's apprentice and sacred tattoo to represent this time) so, when the local militia/army (I have to read more about the background of the campaign) attacked his tribe he sided against the orcs and joined the humans, which is where he got his martial training. He's a mercenary and tries to act like he's just in it for the money, but he's actually very upset about the death of his companions. They were like his family, so now he wants revenge for their deaths.
Will that story tie in well?
Also, do you allow the Antagonize feat? It wasn't listed as banned, but I thought I'd ask since it's kind of cheesy. It fits what I'm trying to do with this character, so if I can use it I will.
What I'm looking for is a way to boost performance combat check rolls--I need to hit a static DC 20 performance combat check to be able to use Hero's Display in a non-performance combat. Maximize ranks in performance helps, but the other things I can think of are a circlet of persuasion and I believe Tap Inner Beauty would work as well.
I believe you're right, that as of right now there is nothing else that would really add to it. So my question is, what would likely be the cost of creating a magic item that only added to performance combat checks? Circlet of persuasion adds 3 to all Cha-based checks and is only 4500. So I'm thinking something that adds just to performance combat checks would be cheaper to make/buy, and just wanted any opinions on that.
Well, performance combat checks are modified by skill ranks, not the actual performance skill bonus. There's a feat (performance master maybe?) that lets you use performance checks in regular combats with a static DC 20 performance check.
Circlet of persuasion boosts these, but I'm looking fr something that stacks with it. If the circlet affects all Cha-based checks and costs 4500, I imagine something that only grants a bonus to performance checks would be cheaper. I'm thinking an untyped, luck, or insight bonus, maybe +3?
Not sure if this belongs in the rules forum so if not I apologize.
What would be an appropriate cost to an item that improves performance combat checks? I'm thinking about something that is an armor enhancement, for example (whether it's just a flat gp amount or a +1 bonus or whatever).
As far as I've seen, nothing like this exists. I have a circlet of persuasion, but I want something that stacks with it (it's a competence bonus).
I know that when I have held charges from a touch spell that casting another spell erases all of my charges.
What about with scrolls?
Example: I have 2 charges remaining of Frostbite. I cast True Strike as a spell the frostbite goes away. If I instead cast it from a scroll do the charges go away as well?
Suppose I'm fighting someone who is on a flying mount. If I trip them, do they fall off the mount (I've seen similar threads but no definitive answer)?
I was thinking specifically of using a bolas to do a ranged trip attempt to knock someone off their mount.
Alternatively, could you throw a net at someone and yank them off their mount? It says:
When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows.
Re: the bolded section--can I throw a net at the rider, entangle them, and then move far enough away from the mount such that the rider gets pulled off (since they must remain within the net and the length limit of the rope)?
I'm assuming Jehova is busy with work/life right now. Question--are all the rules finalized? If all the rules are finalized and Jehova needs some help, I'd be willing to randomize the first round of matches. I'd just need to know who all submitted what character. I could use an online dice roller and email the results to Eben or something.
I'd also be willing to help arbitrate some matches, if more than one arbiter would help ease the workload.
I'm fine with waiting too, but if it's just administrative stuff that needs to get done and Jehova wants some help, I'm sure a few of us would be willing to do so.
So far it looks like:
Did I miss any? What happens if we end up with an odd number of fighters? 3 way death match, or bye?
If I am invisible and cast shocking grasp, does that break invisibility, or is it the attack granted from the spell that breaks invisibility?
For example, can I cast shocking grasp, hold the charge and remain invisible, move up to an enemy, and attack with the spell while receiving the benefits of being an invisible attacker?
Hey guys, I was visiting my buddy in St Louis this weekend and tried to drive home yesterday, had to stop halfway at a hotel and just got home a half hour or so ago (I live in Chicago). Anyway, just wanted to give you a heads up. I should be able to post my final thoughts on our next move/final character update tonight, maybe in 7.5 hours or so.
Hey guys, I was visiting my buddy in St Louis this weekend and tried to drive home yesterday, had to stop halfway at a hotel and just got home a half hour or so ago (I live in Chicago). Anyway, just wanted to give you a heads up. I should be able to post my final thoughts on the caravan and everything tonight, maybe in 7.5 hours or so.
PM sent, also--
note, the gold amounts listed are the totals of that group of items--so when I listed 4 scrolls in one line of my equipment section and put 100 gp, that is the price for all of them combined. Sorry if that was the source of confusion.
I won't change anything now. I'll probably buy fewer consumables for the real deal, but I don't think it'll change the outcome all that much for one practice fight.
Ok, so I could choose to start with a potion or something in my hand instead of a weapon, gotcha.
As it stands now, are consumables replaced after each fight? Or no?
I chose my gear as though it's permanent and your additional money adds to your current gear, but it looks like you're considering having the gear just reset to a certain wealth level either each level up or after each fight, right? Like using one weapon and then it's just replaced when you want something else, instead of having to sell previous gear at half price. That decision would ultimately affect my gear as well.
One more question--do prepared casters get to choose their spells memorized based on the opponent they're about to face?
Thanks guys for answering all my questions, and Happy St. Patrick's Day!
Hey guys, this sounds cool--I'm going to try to read through the whole recruitment thread today and make a character to submit, but are the links to the fights posted anywhere? I'd like to read through a couple.
Also, what level are most of the fighters? If I make a new Level 1 guy will I just get mud-stomped?
I don't know how many levels of fighter you're planning on taking, but have you considered skirmisher ranger instead? At level 5 you take surprise shift. You can swift action move 5ft, then take your 5ft step. Now you've moved 10 ft so you get your sneak attack damage from scout, but you can make a full attack instead of only one attack
I don't have a lot of experience with high level play, but it seems to me that these type of hypothetical builds always focus on what's happening at level 20. What about getting to that point? Do most people's campaigns actually get to those upper levels?
Regardless, I'm not sure dimensional anchor or AMF or any off those things are necessary. If you're considering witch, get him a lesser rod of quicken spell. Quickened I'll omen, feeblemind. At level 9, it's awfully tough to beat that. Seems like it could work at higher levels too, but replace the feeblemind with other save or suck spells.
I'm sure that someone knows the RAW interpretation of why that doesn't work, so I'll leave it to someone else to post that.
Just for my purposes, though, if I were DMing and one of my players wanted to do that I would say that it would count as a level 2 spell. Magical Lineage is a very good trait as is, and traits are supposed to be less powerful than feats. To allow a level 1 toppling magic missile wand makes the trait far more powerful than it should be, so I'd rule against it.
Here's a link to the profile I created for my sorcerer. I just need to do the familiar stats, but as I plan to leave him in tattoo form mostly, I'm not too worried about doing that just yet. Let me know if you like my formatting (got it from another DM here). I tried to include all of your variant rules. Again, I can change him around to a blaster if illusions will be ineffective in this campaign.
Also, I know you posted that these should be young characters, but I really thought the idea of a gnome suffering from the bleaching would be cool. He technically used to travel around before settling in Kassen, but it doesn't have to be "adventuring" if you want inexperienced adventurers. Plus, he's been living a mundane life so long that he's forgotten most of his old exploits. Anyway, everything is in the profile and thanks for considering me.
Yes, me and dbauers are brothers, not the same person ;-)
DM Jelani, right now my character is mostly focusing on illusions, mind-affecting spells, etc. He's good at sneaking around, control, and he's pretty versatile, but he'd be a lot worse against undead. Is the campaign mainly against undead?
I would like to submit Kynneth as a possible member of this adventuring group. As his background shows, while he is a sorcerer, he has a strong interest in the divine, and at higher levels, will be possibly looking to duel-class into cleric, then Mystic Therge. I hope that he meets your approval.
Note that the campaign is using E6 rules, so a Mystic Theurge is impossible.
I never realized how many options there are for a sorcerer. It's taking longer than expected. So far I have it narrowed down to a gnome tattooed sorcerer, and I'm either going for a more standard blasty fire elemental bloodline or a more versatile/sneaky Umbral Shadow bloodline. Leaning toward the latter, just because flavor-wise I think it's cooler. Still, the option of busting out a 10d6 fireball in E6 is pretty appealing to me, so we'll see, hehe.
Anybody have a decent answer for this question?