Revenant

Ahkavady's page

26 posts. Alias of Balin.


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If someone was going to multiclass to the inquisitor, would it be best to stay as a Zen archer until level 3, or just a 1 level dip?


What would be the best Thor-like character, a bloodrager or a warpriest?
Also if anyone has played them, any opinions on there playability would be helpful. Thanks


no planned archetypes yet.

Point blank shot. precise shot. rapid shot. many shot. deadly aim. (pardon if the names aren't exact, I don't have a book handy).
This puts me at 9th level before I am firing on all cylinders, and that's not spending any feats on non archery areas.


And is my assumption about archery being too feat intensive for the inquisitor accurate? Seems to me that by the time they have the usual feats needed to be effective, they are already at 10th level (I dont play humans, so no bonus feat).


We are about to start Kingmaker, and I am debating between these two classes.

I am looking at a 1 level dip into swashbuckler, and then go into either Magus or Inquisitor.

Has anyone played both? What can expect from each class, and which is the more enjoyable class?

Also for the inquisitor, I am obviously going to us a rapier and not the bow because archery is so feat intensive and only good if I can stay away from melee. Does anyone have differing opinions?


bump


Hi, I am playing an inquisitor /swashbuckler but I was wonderign if I should do more than a 1 level dip in Swashbuckler. Are any of the swashbuckler options good enough to delay the spell progression and other inquisitor options?


I am planning on playing a bowman who works with an animal companion. I was looking at the Sacred Huntsman and the Hunter, and it seems to me the Sacred Huntsman has more bells and whistles to it than the Hunter.

What am I missing that makes the Hunter worth taking or the Inquisitor archetype?

Also I looked at the Primal Companion Hunter, but it seems to me that it takes one of the few things that makes the Hunter good, only to make the focus be the companion rather than the character, like the issues with the summoner. Am I missing something there?

Thanks


I used the "Super Tongue" for a cleric with madness and Chaos domains.
The imagery for madness was quite humorous.


That's what makes a great villain. They force the heroes to make a choice, and to live with the consequences.

NOTE: The assassin that went after the party was a 20th lvl alchemist. They met this person at 1st lvl, and through there actions and/or inactions they left this scrawny nerd to be beat on a consistent basis. Eventually that nerd grew into a homicidal maniac who resented the party.


The best villain I ever created was one that the party REALLY wanted to kill but he was more valuable to them as an ally. He was an information broker, so they turned a blind eye to the fact he ordered murders, extortion, arson, could incite a riot in their kingdom and was a tad insane.
They first met him when they found out he sold the plans to break into their castle to an assassin who captured and tortured (vivisectionalist) a character. When confronted, he readily admitted his actions and explained it was to show them that they needed him to protect them from things they could never understand or see coming. They chose to dance with the devil they knew as opposed to the unknown.
I cannot count the amount of times they wanted to kill him as he would kill people they needed, or sabotage plans all in the name of some higher plan they they were only told the basics of. His name was Ahkavady. But he was commonly known as the Hoo-Doo Man.


We are playing a high level adventure starting at lvl 16 and going intil mid to high 20s. I have never played higher than 16, so I was wondering about the strength of my usual classes when compared to the usual heavy hitters (e.g Wizards and Cleric)

How are:
Barbarians, Bards, Paladins, Alchemists, and Inquisitors at high levels?

Knowing my DM, this will be a magic heavy adventure, as he is in love with 9th level casters, so I suspect there will be plenty of wizards, clerics and oracles. I rather not have a character class that has to hid at the meer mention of a wizard's name, nor do I want to be the weakest link (we are all unabashed power gamers :))

Also how are druids at high levels. Their shapechanging doesn't seem too scary at that level, and their spells seems underwhelming. Am I wrong?


Archangel was never much of a fighter.
In two comics they stated he had the inability to always rise to the top and also to inspire hope.
So I would say bard.


I need to make a tank for an upcoming adventure, and was wondering what people could advise for the class.

Would a high AC class be best or an attack denying class (Flowing crane monk or Dervish Bard) be a better idea?


so take improved familiar, and I just upgrade my familiar (golem) when it qualifies for a better one?

For fairness, should I take the make golem feats?


blackbloodtroll wrote:
Beast-Bonded witch can.

That would mean taking a golem as a familiar. Isn't that a bit OP?


That works too. But doesn't that have the same problems? It seems to me to be semantics.


I was wondering if a sorcerer can make a golem and transplant his consciousness into that body permanently?

What spell would be needed?
How do hit points work out? Do you just get the golem's hitpoints, or do you work out how many it gets per CR and apply that per level of the sorcerer? And is a level adjustment needed?

The Golem has base To Hit modifiers, does that stay the same?

Anything else I missed that would need to be considered?

Thanks


I have decided to play a Nature Oracle in the up-coming Kingmaker AP.
The idea is with the first revelation to grab a horse companion.
I plan on playing an elf. The question I am stuck at is the style of play. Should I take mounted melee and use a spear, spend the feat to get a lance, or go with mounted archery?

The group is a Were-wolf Ranger (pure melee combat), a paladin and a heaven's Oracle. So the party has all the bases covered already in terms of range and up--close.


Now that enough time has elapsed from the release of the Ultimate Monk (UC) I was wondering what was everyone's favorite type of monk and why?

I like the Many Styles as I am the type of person who can never make up their mind, so having every fighting style is fun. A lot of prep work to try remember how everything works together, but its fun.


For a de-buffing witch, which Patron do you find is the best?
Trickery seemed good. But anything better?


a bard is definitely out, as I play one in another group. And while I love playing him, and his over -the -top personality, playing another will either being playing the same character twice, or will be a pale comparision to him. (He is a rude rhyming money grubber (think of a musical Quark (deep space 9 fan)).


But if I slide the cleric over to the witch, I will still have the problem that the remainder of the party are all hand2hand and no one has save or die spells to take advantage of my de-buffing.


would you say a witch is a better de-buffer than a cleric, or are they about even in that effect?

Also with a witch, I was always unimpressed with their spells, especially the high level ones. It seems the most spells that wizards and clerics have they lack. (excluding time stop). Am I wrong?


TarkXT wrote:
Well melee is relative here. Do they all plan on specializing in melee? Thi is an important question as all three of the classes mentioned can be quite good with a bow.

It looks like none of them will focus on a bow.

As for a god, I am playing a themed cleric (the one that follows a philosophy rather than a particular god).


HI I am making a cleric for Kingmaker; that will specialize in 2 roles. The first is being a de-buffer and the other is being a lying, sneaky, toad of an individual.
The latter is being accomplished by 1 level of infiltrating inquisitor with the conversion domain. That allows me to ignore my charisma and apply my wisdom twice to bluff, diplomacy and sense motive.

The de-buffing is being done ny the disease harm channeling, madness domain and spells.

The 2 problems I am running into is the last domain? Should I take chaos domain to force re-rolls, or the travel domain for the much needed movement and with the trade sub-domain I get more bonuses to my bluff, sense motive and diplomacy (1/2 my level)

The 2nd problem is that the party has turned from a mixed group of characters to all melee (monk, ranger, paladin). Does this pretty well nerf the de-buffing (where's my save or die casters when I need them)?

You advice would greatly help.