Angvar Thestlecrit

Ambush...'s page

Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Scarab Sages

KaptainKrunch wrote:

Post a character build you consider optimized.

I see a lot of people asking for suggestions on their characters, but I'd like to see a thread that includes a lot of good builds for various classes that people in these forums can use as a reference.

I want to see what you've come up with.

I'll start with my most recent Oracle Build:

Oracle Build.

In summation:
Str: 10
Dex: 14
Con: 16
Int: 8
Wis: 12
Cha: 20

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OK its pretty rockin' stats and all....but how many points are used for this build again? For PFS its usually 20 points yes? If we are not talking PFS Id go with all 18s and 20 charisma. Just sayin'...

Scarab Sages

insaneogeddon wrote:

Blasting is about damage dice-

Clerics get:

+4 CL prayer beads

- Arcane casters can use these items as well. Just takes a pimped out UMD check.
- Also, divine spells for blasting at earlier levels are just plain weak by comparison.
- The vast majority of blasting spells require a failed save. Divines are extremely feat starved for boosting DCs on these WHILE having the meta-magic for damage output.

Although I will spot you that the single best boom spell in the game (IMO) is usually a divine spell (Fire Seeds), but it is also on the spell selection of a couple of arcane classes.

My $0.02

Scarab Sages

Grayfeather wrote:
Ambush... wrote:

"By that interpretation, Firefall wouldn't work with it, regardless of whether or not the spell said "fire." It's a pretty safe interpretation, I think. I could see why someone might allow it, though."

No matter. Just turn on the flaming armor spikes (on the mithril lamellar cuirass) and its all good. Its real fire. Last all day even underwater :).

Yeah I dont like the 5% spell failure there. I went with the Silken ceremonial armor but flaming spikes doesn't work with the flavor there. ;) Also not so sure I want to be point blank in the middle of a nuke, even if I prep with resistance first.

I was hoping for a cheap spell (level 0 to 1) that would simply produce a small fire at a location as prep. I could use flaming sphere but that a little overkill for this.

First: A Mithril Lamellar Cuirass has no spell failure chance or armor check penalty. (Mithril reduces the SF chance to zero on this armor)

Second: If you have a Fire Specialist level 8+, you merely shape the fire around you and all friendlies. If not, then Firefall is entirely too large of an area to use in most encounters for daze.

Third: If you have to burn a standard action (not to mention the spell) to activate fire then the opportunity cost is a tad too high IMO for the spell to be weildy.

Scarab Sages

"By that interpretation, Firefall wouldn't work with it, regardless of whether or not the spell said "fire." It's a pretty safe interpretation, I think. I could see why someone might allow it, though."

No matter. Just turn on the flaming armor spikes (on the mithril lamellar cuirass) and its all good. Its real fire. Last all day even underwater :).

Scarab Sages

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Also, the terms "broken" or "overpowered" are many times thrown around too liberally IMO. Just because something is effective, does not mean its broken or TOO powerful per se. Broken would imply that the casters opponents don't stand a chance or the potency of the rest of the party is a mere pittance by comparison. In addition, just because one player builds an IN-effective character, you shouldn't penalize those that build effective ones. The newbies just might learn something by watching.

Examples:

EFFECTIVE: Level 1 human dual blooded sorcerer (blue draconic/orc) magical lineage(shocking grasp) spell spec (shocking grasp)
1st level damage with shocking grasp = 3d6+6 electricity (avg 17.5 pts) with no save. kaboom.

Sound OP? How about the comparative Human Barbarian at 1st level?
Str 20 (before rage) great sword with power attack + rage = 2d6+13 (avg 20 pts) and barbarians don't run out of swings like sorcerers do with spells. Should we ban barbarians too?

OVERPOWERED: Level 11 Fire Specialist with Mag Lineage (Fire Fall from APG). With Feats (SF Trans, GSF Trans, EF Fire, GEF Fire, Heighten, Persistent) and rod of Dazing. DC28 reflex save (twice) AND DC28 will save (twice). If you fail any of these be dazed for 5 rounds vs ALL targets within 60 ft with no Spell Resistance, shaped around friendlies as Fire Specialist

Why OP vs only Effective? Because at this APL 90% of all baddies within 60ft are instantly subdued. No other equivalent level set up could compare and frankly its so powerful it makes the game not fun with no challenge.

Make sense?

Scarab Sages

I like to have all of the elements handy just in case. One good one that might be supported with daze at lower levels (aside from flaming sphere) is Frigid Touch. Even if the will save vs Daze is made, the baddie is still staggered for 1 round (no save). Fantastic nerf for a full attacking baddie with lots of attacks (like a dragon). Totally OP for a 2nd level spell.

Scarab Sages

"So all great points here but the issue is elemental resists. if I pick fire then I'll get hit with all fire immune."

If resists are the issue, rare is the baddie with more than resist 10 fire and a failed reflex save with even 5 dice will net more than that. If they make the save, then it won't daze anyway.

If fire IMMUNITY is the issue, then heighten + persistent can be used on a great many spells to taste. The important thing is that they fail the save NOT the damage the spell does. Once dazed your fighters usually have 3+ rounds to swing for the bleachers to drop them. Generally speaking, any self respecting beat-stick in your party should be able to drop the baddie with 3 full rounds "batting practice".

Scarab Sages

Sorry, my math was off. DC 29 doesn't hit until level 12 with stat book. In the first few levels you use flaming sphere (also have SF and GSF evocation). Combined with persistent spell its a bad day for most things for several rounds.(redirecting response back to original thread post).

Scarab Sages

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Just an FYI more than anything..

I built a fire specialist that specialized in daze for PFS play. It is the single most broken character I have ever played. The problem is that it is so broken its not even fun to play, especially for the GM. Nothing stands against it, they just stand there wishing they could do something. So just for the record, don't do it.

How you may ask?

Level 11
28 int (+9)
Sp Focus Transmutation
Gr Sp Focus Transmutation
Elem Focus Fire
Gr Elem Focus Fire
Heighten Spell
Persistent Spell

Mag Affinity : Firefall (Not fireBALL)

Rod of Dazing Spell

Firefall has no SR, affects all targets in 60 ft hemisphere with reflex save, all in 100 feet with will save or blind. (set up with flaming armor spike, shape blast around friendlies as Fire Specialist.

So....DC29 will save (twice) or be blind plus a DC 29 reflex save (twice) or be dazed for 5 rounds.

Daze is broken. Should be banned.

Scarab Sages

1) Can flame arrow be maximized for the full 6 points per arrow?

2) Can additional castings using different energies be cast upon the same 50 pieces of ammunition?

3) Can these be used with telekinesis? <*begins salivating*>

Scarab Sages

Actually per the RAW, if the wearer desires, the armor DOES then get a swift action, granted apparently by the enhancement and of course the wearer's desires, yes?

Scarab Sages

The spell storing armor upgrade (Ult Equip) has many vague points in its description. There are other posts, but there are a few points I still need clarified if possible here. Some of these will fall into the debate of "Rules as written" vs "Rules as intended (IMO)".

1) If an enemy strikes you the touch spell stored in the armor may be cast at the attacker as a swift action on your next turn.
1a - Rules as written - even if he was using ride by attack or is plane shifted before your next turn to the Abyss, you can still hit him because it says you can.
1b - Rules as intended - spell is cast as immediate action upon being hit, subject to ability to touch the target.

Which?

2) If the armor is what is casting as a swift action:
2a - do you have to use YOUR swift action?
2b - Is it the armor's caster level, your caster level (if you stored the spell), or the base caster level of the spell (like a wand)?

3) If you cast the stored spell:
3a - Does the stored spell use your caster level if you stored it?
3b - Are you subject to possible spell failure penalties to cast the stored spell as you are wearing armor?