Just call me Nightcrawler


Advice


So, I kind of have a crush on the dimensional feats (d. door or abundant step for insanity). They seem to have tons of delicious potential in high levels. So, I already made a cleric of cayden cailean who spontaneously casts D. Door and can full attack with rapier and shield.

Here's something featuring the flowing monk.

Human
Cleric (Divine Crusader) 1/Monk (Flowing Monk)2+

Domain: Oh let's jsut say Fire.

20pt buy:
Str: 11+1+1
Dex: 16+2+1+1+1
Con: 14
Int: 13
Wis: 14
Cha: 7

Cleric
1st: Weapon Focus (Scimitar)
1st: Weapon Finnesse
1st: Combat Expertise

Monk:
2nd: Agile Maneuvers
3rd: Dervish Dance
5th: Crusader's Flurry
7th: Sidestep, Combat Reflexes
9th: Power Attack
11th: Tripping Strike, Vicious Stomp
13th: Dimensional Agility
15th: Ki Throw, Dimensional Assault
17th: Dimensional Dervish
19th: Bodyguard, Dimensional Maneuvers

So, he essentially has Dex to AC, most of his major abilities, combat meaneuvers, and damage. He can flurry of blows with a scimitar and with tripping strike can knock people over and stomp them on the ground when he crits. On top of this he can BAMF anywhere on the battlefield adn slap people silly while being nigh impossible to nail down. Even surrounding him just makes him harder to deal with. THere's no greater trip in this build but I imagine if you're more concerned with tripping than damage like I was you can replace power attack with it. Overall thsi looks to be really fun and crazy without getting past a 1st level of casting.

I know we can get even crazier with it. I'm going to go take a look at the dervish dancing bard...


Interesting build, I may play around with it later, but as a huge fan of Nightcrawler, shouldn't he use a rapier or some other fencing weapon? Unless you're like me and just use the scimitar stats for a Sabre

RPG Superstar 2012 Top 32

Here's a crazy homebrew fighter archetype I'm playtesting right now.

ASTRAL MARAUDER Fighter Archetype

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge geography (Int), Knowledge planes (Int), Profession (Wis), Survival (Wis), Swim (Str).

Skill Ranks per Level: 2 + Intelligence modifier

Astral Shifting (Sp): At 3rd level, the Astral Marauder can teleport once per round as a move action. The Astral Marauder is limited to teleporting 10 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 1 class feature.

Swift Astral Shifting (Sp): At 7th level, the Astral Marauder can teleport once per round as a swift action. The Astral Marauder is limited to teleporting 20 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 2 class feature.

Sudden Astral Shifting (Sp): At 11th level, the Astral Marauder can teleport once per round as an immediate action; if this is done in reaction to an attack, there is a 50% chance the attack does not affect the Astral Marauder. The Astral Marauder is limited to teleporting 30 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 3 class feature.

Astral Spring Attack (Sp): At 15th level, the Astral Marauder can teleport twice per round, once as a swift or immediate action, and once as a move action. This allows the Astral Marauder to teleport, take a standard action (such as an attack), then teleport again in the same round. The Astral Marauder is limited to teleporting 40 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 4 class feature.

Astral Shifting Mastery (Sp): At 19th level, the Astral Marauder can teleport at will as a free action. If the Astral Marauder takes the full attack action, he can teleport between each attack as a free action. The Astral Marauder is limited to teleporting 50 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Mastery class feature.

Scarab Sages

I dunno, I think dimensional door doesn't quite have that awesome feel since it prevents you from taking any actions after casting it until your next turn. Gives the bbeg plenty of time to move to the side and send his minions into you :/

The Exchange Contributor, RPG Superstar 2010 Top 16

Magicdealer wrote:
I dunno, I think dimensional door doesn't quite have that awesome feel since it prevents you from taking any actions after casting it until your next turn. Gives the bbeg plenty of time to move to the side and send his minions into you :/

There is a feat for that (now).


I was going to try something like Monk 6 Horizon Walker 3 Monk 7-17 and enjoy the extra 3+wis mod uses of D-door from that prestige class

Dark Archive

TarkXT wrote:

So, I kind of have a crush on the dimensional feats (d. door or abundant step for insanity). They seem to have tons of delicious potential in high levels. So, I already made a cleric of cayden cailean who spontaneously casts D. Door and can full attack with rapier and shield.

Here's something featuring the flowing monk.

Human
Cleric (Divine Crusader) 1/Monk (Flowing Monk)2+

Domain: Oh let's jsut say Fire.

20pt buy:
Str: 11+1+1
Dex: 16+2+1+1+1
Con: 14
Int: 13
Wis: 14
Cha: 7

Cleric
1st: Weapon Focus (Scimitar)
1st: Weapon Finnesse
1st: Combat Expertise

Monk:
2nd: Agile Maneuvers
3rd: Dervish Dance
5th: Crusader's Flurry
7th: Sidestep, Combat Reflexes
9th: Power Attack
11th: Tripping Strike, Vicious Stomp
13th: Dimensional Agility
15th: Ki Throw, Dimensional Assault
17th: Dimensional Dervish
19th: Bodyguard, Dimensional Maneuvers

So, he essentially has Dex to AC, most of his major abilities, combat meaneuvers, and damage. He can flurry of blows with a scimitar and with tripping strike can knock people over and stomp them on the ground when he crits. On top of this he can BAMF anywhere on the battlefield adn slap people silly while being nigh impossible to nail down. Even surrounding him just makes him harder to deal with. THere's no greater trip in this build but I imagine if you're more concerned with tripping than damage like I was you can replace power attack with it. Overall thsi looks to be really fun and crazy without getting past a 1st level of casting.

I know we can get even crazier with it. I'm going to go take a look at the dervish dancing bard...

I built the entire X-Men in 3.5... If you like to "fill out" your night crawler effect see if you DM would allow this feat from 3.5

Cloudy Conjuration[General]

Prerequisite: Spell Focus (conjuration) or conjurer level 1st

Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.

Special: A conjurer can select this feat as a wizard bonus feat.

Rulebook: Complete Mage (p. 40)


Would want to avoid 3.5 or alternate material if at all possible. the thread title is more or less just what it reminds me of. Didn't even think of the cutlass Nightcrawler would sometimes be sporting until people reminded me.

Playing around with Bards now. Maguses seem like abother good possibility. Kind of wish the travel domain deities had some decent two handers I can bamf around with for my clerics.

Scarab Sages

Dennis Baker wrote:


There is a feat for that (now).

0_O

I am... disturbed...


Magicdealer wrote:
Dennis Baker wrote:


There is a feat for that (now).

0_O

I am... disturbed...

And slightly aroused?


Magicdealer wrote:
Dennis Baker wrote:


There is a feat for that (now).

0_O

I am... disturbed...

Well the actual abilities themselves wont have you popping in from 400+ feet to full attack. It's a slow progression that takes three feats to accomplish. After that though you get a massive bonus to maneuvers adn for even more hilarity you become so ridiculously impossible to predict you flank with yourself.

Yes, I love these feats and recommend them for every Gish ever.


I was thinking of Gishing these feats out with a Conjuration specialist who goes into Eldritch Knight, or a Sorcerer who goes into Dragon Disciple and EK. The fact that DD is Verbal component only makes it really nice even if you want to wear some armor, no Still Spell needed.

Haven't got around to a full buildout yet, but something like

Fighter 1/Conjurer (Teleportation) 5/Eldritch Knight 10

I don't believe that any of these new feats work with the "Shift" power of the teleportation focused school, but it would still be a neat option to have in the build. On turns where you don't DD, you could still end your turn by using "Shift" to get to a more advantageous position, as well as be flavorful.

Other than that, I'd probably go with a Falchion, power attack, and eventually try to get the critical feat that allows a free trip attack on a crit (Tripping Strike). I think you could do some respectable damage, include a measure of battlefield control, and with your Shift ability, buffs, and being able to rip off your Dimensional Dervish thing a few times per day (actually, there aren't a ton of great spells for Gish characters in and around the levels where you get Dim Door, so you could theoretically mem it quite a bit, especially as a Conjuration specialist).

Scarab Sages

was thinking 6 lvls rouge, 3 lvls HW, then back to rouge, at level 13 you can have 4 of the feats.
Flanking with your self would end alot of the problems with the rouge.


Just had the funny thought of a Gish character using Dimensional Dervish combined with Improved Cleaving Finish against a low to mid level large group in formation. That'd be a sight to imagine.


Or a Maneuver Master doing a flurry of trip attacks with this... "I don't know what happened, sir. One second there was a single peasant in front of us, and the next we were all face first in the mud. We didn't even see him move!"


Sylvanite wrote:

I was thinking of Gishing these feats out with a Conjuration specialist who goes into Eldritch Knight, or a Sorcerer who goes into Dragon Disciple and EK. The fact that DD is Verbal component only makes it really nice even if you want to wear some armor, no Still Spell needed.

Haven't got around to a full buildout yet, but something like

Fighter 1/Conjurer (Teleportation) 5/Eldritch Knight 10

I don't believe that any of these new feats work with the "Shift" power of the teleportation focused school, but it would still be a neat option to have in the build. On turns where you don't DD, you could still end your turn by using "Shift" to get to a more advantageous position, as well as be flavorful.

Other than that, I'd probably go with a Falchion, power attack, and eventually try to get the critical feat that allows a free trip attack on a crit (Tripping Strike). I think you could do some respectable damage, include a measure of battlefield control, and with your Shift ability, buffs, and being able to rip off your Dimensional Dervish thing a few times per day (actually, there aren't a ton of great spells for Gish characters in and around the levels where you get Dim Door, so you could theoretically mem it quite a bit, especially as a Conjuration specialist).

I would allow it to work with shift. After all, with the BAB restrictions, you would not be able to pick up Dimensional Dervish until level 7 (if you dedicate yourself to boosting you BAB with Fighter, ranger or Paladin).Such a build would be sub-optimal anyway since you would not have access to armour and you would only have a level or 2 of wizard, not to mention this would make you a 1 trick pony type of character. I can only imagine someone going this way for flavour/roleplay purposes in which case I would want to encourage it. After all if you want a full attack after charging build, Synthesist can get pounce at first level, plus they get spells which they can build up, multiple natural attacks and are not restricted to 3 + INT Bonus times per day. At a pinch they can dismiss their Eidolon and cast summon monsters as a SLA (though I can't imagine that ever being used much).

If you really want to be Nightcrawler, at level 11 you can pick up Dimensional savant for flanking with yourself. Be a Tiefling (blue fuzzy elf look-alike, prehensile tail and possibly alternative Favoured class trait for more Shifts). After that you can go for Rogue or Ninja for sneak attack that stacks with Dimensional Savant or carry on with Fighter Ranger or Paladin if you don't think sneak attacks are what Nightcrawler would do (personally I think it an accurate description of he does). Perhaps drop in a bit of Arcane trickster or head for EK.

Overall, you would have a multiclassed nightmare, but a recognisable Nightcrawler. don't think it would measure up to more optimal builds, but hey; it would be fun to play.


I'm planning on going this route with my Magus. At 11th level, I'll get 2 feats and have both dimension door and Paragon Surge. I'll take the first two feats in the tree, cast paragon surge from a wand or scroll to get the third, and then use my 3 fourth level spells for dimension door purposes. I'm looking forward to it.


If you want Night Crawler, I'd go Cleric with Travel and Shadow Domain. Take the Dimensional Agility feats and prep a lot of D-Doors. Even when you run out of D-Doors, you still have move action teleports from your travel domain.

Scarab Sages

Dotting this SO hard.

Scarab Sages

Oh! Oh! Eldritch Heritage (or std bloodline) Shadow! Hide in plain sight would be awesome for a character like this. But that means at least two more feats in an already feat heavy build.


After much thinking, I found that this build could be awesome:
Race: Nightcrawler is a fetchling with fiendish blood (given his parents...!). He has the Bound to Here racial trait, which enables him to take the Racial Heritage feat (Tiefling is not a viable race for that feat, but Vanara is!)
Alignment: CG
Class: 1 level in Inquisitor of Besmara (Cloaked Wolf/Sanctified Slayer, Trickery/Deception subdomain for teleporting from the very start) and then go Swashbuckler (Mysterious Avenger) all along! Give him mythic tiers in Trickster to allow Mythic Racial Heritage (a vanara's Prehensile Tail racial trait is identical to a tiefling's) and better hide in shadows/teleport in shadow abilities. Pity that there's still no way to let him wield a sword in his tail, but build him for Finesse and Acrobatics anyway and let him fight with two rapiers...
Alternatively, one could go with Magus instead of Swashbuckler, to give him spells like spider climb and later dimension door. I'd suggest the Hexcrafter archetype since he was raised by a powerful witch, and don't forget to give him Flamboyant Arcana and Arcane Deed!

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