Aroach1188's page

Organized Play Member. 193 posts (1,341 including aliases). No reviews. No lists. No wishlists. 22 Organized Play characters. 10 aliases.


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Male Human Male Human Commoner 1
GM-JCServant wrote:

Aroach, it's a common misunderstanding regarding that trait.

Quote:
Magical Lineage and Heighten Spell?

I love you, BD. Just for you, I got an editor's note.

Editor's note on Magical Lineage wrote:
Magical Lineage was never intended as a way for you to actually lower a spell's level. It was put in to allow you to reduce the increase from a metamagic feat.

Now, with ALL that being said, since we are no longer playing PFS, I do have the ability to houserule and bend stuff a wee bit. Aroach, when I used to played this WAY back in the day, I made an agreement with a player to build a custom feat (not trait) that I made which essentially allowed them to get into MyT 1 level earlier than normal (Which means that you would only be 1 level behind sorcerers and oracles in overall spell progression). I could look into herolabs (I live and die by HL) to see if I can set that up for you...but I don't want to spend the time doing so unless its something you're interested in. Thoughts?

One last note...don't forget that as you take levels in MyT, you do NOT gain the other abilities that clerics/mages, etc usually get when taking levels. In other words, you don't get extra channeling dice, you don't get two spells to scribe/lv, etc.

Yep, I know what the MT gives up for the seemingly endless spells per day. If you could get it set up, Ill run with it.


Male Human Male Human Commoner 1

Didnt know that JC. Well, looks like level 7 ill get in


Male Human Male Human Commoner 1

Go to wizard 3 then cleric 1. Have cl 3 in both, which gives me 2nd level spells in both


Im a returning player, going wizard/cleric/MT. Mostly buff/control spells with a splash of blasting


Male Human Male Human Commoner 1
GM-JCServant wrote:
Aroach1188 wrote:

Sorry I missed this somehow. I've been dying to play a wiz/cleic/Mystic

Theurge, and I think I will.
I'm a HUGE fan of MyT. I've been told over and over again that they can't play with the big boys since they are 3 casting levels behind the others, but that doesn't stop me from HOPING. I *Adored* playing Mage/Cleric build back in 2nd ED.

Its much easier in pf to pull it off. Ill finish the build later today


Male Human Male Human Commoner 1

dotting


Male Human Male Human Commoner 1

Sorry I missed this somehow. I've been dying to play a wiz/cleic/Mystic
Theurge, and I think I will.


You could be into MT by level 5 with the magical knack trait. Wizard 3/Cleric 1 for the free wizard spells in the book. See if you can play a Samsaran, boosts both Int and Wis. Do human if you cant, maybe consider the trait for giving up the bonus feat for an extra +2 to a stat.


Sounds awesome. I'm thinking of a Rogue/Wiz/AT who runs a powerful Theives guild in an empire. He control of the Emperor, who is basically his puppet. More to come later


Rolling for alternate traits
3d100 ⇒ (53, 21, 99) = 173


Sweet. Are alternate heritages/racial abilities ok?

MoMS, Standard, Sohei, Four Winds


Randomize me captain!

Monk, Ranger
Inquisitor, Ninja
Oracle, Druid
Wizard, Sorcerer

Aasimar, Tiefling, Human, Ifirit


Male Human Male Human Commoner 1

Dotting. Going fighter

Stat array:

15, 13, 14, 10, 12, 8

All i know right now


Im feeling fighter, sometihng simple. I havent played DnD in quite some time


Nice guide. Glad im not the only one that loves Arcane/Draconic bloodlines.


Count me in.


Thats what it looked like when I read the ToS, but I could be wrong


Major magic rogue talent, get it by 3rd level with extra rogue talent feat. Requires an Int of 11, which should be easy


I would be interested. Unless Xzaral is right, I'll have to read through it again. Couldnt we just move it there anyways?


Interested. I want to do a Aasimar Bard/Cavalier/Battle Herald. Gets awesome at 4th level ish


Urgrag is ready to smash. Not gonna make an alias unless selected, trying to avoid profile clutter


I'll roll up a human fighter.

Basic Build:

Human Fighter 1 CG

Str: 18 Dex: 14 Con: 14 Int: 13 Wis: 15 Cha: 10
Hp: 13 Bab: +1 Cmb: +5 Cmd: 17
AC: 17 Touch: 12 Flat footed: 15
Speed: 20 ft Init: +2
Fort: +4 Reflex: +2 Will: +2

Falchion
+5, 2d4+6 18-20/x2
Scale Mail
+5 Ac, +3 Max Dex, -4 Armor Check

Skills:

Acrobatics: +3
Knowledge Dungeoneering: +5
Perception: +3
Survival: +5

Feats:

Power Attack
Combat Reflexes
Combat Expertise

Are archetypes from APG ok to use?


Backstory for Urgrag

Spoiler:

Urgrag was the offspring of a great orcish cheiftan and a human woman. He was hoping his son would possess some extra intelligence, hoping he would be able to lead the tribe into power and prosperity. Urgrag was never as strong as the young orcs, but he possessed greater amounts of wisdom, and was intimidating, so he could scare the others into getting what he wants. He was powerful in combat, but could temporarily boost his abilites with quick bursts of adrenaline and power, smashing all in his path in the process. He struck out on his own, hoping to make some money, gain some extra power, and become the most feared combatant on the face of the material plane.

Urgrag stands tall at seven feet high, his skin a light shade of green, showing off his orcish blood. He dresses in his cloak, rough brown pants, and large boots. His armor cover enough of his body to offer protection, but no more. A tribal tattoo sacred to his tribe adorns his back.

Urgrag will obviously be a powerful melee combatant, staying pure barbarian for the course of his adventuring career. Outside of combat, he honestly wont be the biggest contributor, outside of scaring people out of their seats.


If you dont mind the leadership feat, the followers could be elite soldiers, the cohort a second in command.

Diplomacy, Intimidate would both help command the troops. Perception as always should be high


Blackfell wrote:
bard+cavalier into the Battle Herald prestige?

This. Battle herald seems well built for what you seem to want. Aasimar for the race maybe? Bard favored class bonus to keep inspire courage up. Go to atleast 7th level bard for move action bardic performance. My 2cp


Arcane casters and Monks love them. No ASF chance with em


Waiting for the background of the city. Ive never played eberron before fyi


Here is the basics for Urgrag the Savage, Half Orc Invulnerable Rager

Urgrag the Savage:

Str: 19 Dex: 13 Con: 15 Int: 11 Wis: 13 Cha: 12
Hp: 15 Bab: +1 CMB: +5 CMD: 16 AC: 16/11/15
Speed: 20 ft Init: +1
Fort: +4 Reflex: +1 Will: +1

Greatsword
+5, 2d6+6 19-20/x2
Scale Mail
+5 AC

Skills:

Acrobatics: +5
Intimidate: +7
Perception: +5
Survival: +5

Feats:

Power Attack

Backstory to come


What starting level do we get?

4d6 ⇒ (3, 3, 2, 6) = 14=12
4d6 ⇒ (5, 6, 5, 6) = 22=17
4d6 ⇒ (3, 2, 4, 1) = 10=9
4d6 ⇒ (2, 1, 6, 4) = 13=12
4d6 ⇒ (1, 3, 5, 4) = 13=12
4d6 ⇒ (1, 5, 4, 4) = 14=13
4d6 ⇒ (6, 3, 4, 3) = 16=13
4d6 ⇒ (2, 4, 4, 3) = 13=13
4d6 ⇒ (2, 3, 6, 2) = 13=11
4d6 ⇒ (5, 4, 4, 5) = 18=11
4d6 ⇒ (2, 5, 6, 3) = 16=13
4d6 ⇒ (1, 6, 2, 1) = 10=9

17, 13, 13, 13, 13, 12

I think Ill do a Half-Orc Barbarian, who is applying for the role of Grunt 1. He has been a grunt 2 his whole life and wants an upgrade. He lives by the traditional barbarian mantra, Smash first, second, third and fourth, then ask questions fifth, and smash if that fails


Going switch hitter I take it?

1-Power Attack
H1- Deadly Aim
2-Rapid Shot
3- Quickdraw
5- Boon Companion
6- Manyshot
7- Vital Strike
9- Imp. Critical Falchion
10- Imp. Precise Shot
11- Critical Focus
13- Staggering Critical
14- Whatever
15- Extended Spell (Extended Gravity Bow/Lead Blades)

I dont know how far your campaign will go.

Boon companion is an awesome feat for rangers. Vital Strike is not necessary, but nice to have IMO. Use a Falchion and enjoy the 15-20 Critical hits. Staggering critical is awesome


Darksol the Painbringer wrote:
Kitsune Knight wrote:
Nicos wrote:
In the caster Vs Fighter discusion it seems to always sumed fighter are weaker but somehow the enemies try to kill the fighter first. I mean if the wizard is stronger just kill the wizard first.

Enemies should be trying to kill the wizard because he is more powerful. The only reason enemies choose not to gang up on the wizard is because the DM chose to make the tactically inefficient choice to help the party win.

edit: changed for clarity

Either that or there are class features/conditions that prevent them from doing so. Of course, DM's want to make things interesting for the group, and need to give Fighters something to enjoy.

They're not going to lay a finger on a Wizard/caster with the proper protocols set. A fighter is a sitting duck because they have zero; yes, I count (actually, lackthereof) absolutely zero defenses for the Fighter against the likes of a Wizard.

Paladins and monks both have large scale immunities, and ridiculous saves, so Wizard has to burn them down manually, which isn't exactly efficient come the endgame. Rogues can stealth and debilitate, while having great resistance against their damage spells, but they might as well be labeled as the rest of the trash.

Clerics have methods to deter the offense of a Wizard, but by the time all of their protocol abilities are placed, the Wizard will have them dead. The Oracle and Witch aren't in much of a different boat than the Wizard.

The only way a Sorcerer will have a chance at the Wizard is with a couple lucky rolls (or junky ones from the Wizard). They're dead just the same otherwise.

Nothing like a good ol' monk to ruin every casters day.

Wizard: Fighter? Dominate person, look, I have a new pet
Rogue? Have you met this nice little Phantasm here?
Monk? FFFUUUUUUUU Grapple


Blue Star wrote:
Azaelas Fayth wrote:

Actually Compulsion effects usually have an easy DC that even a WIS 10 Fighter can pass. It is when you come across things like the DC 30 saves they start to have problems.

& no offense... but if you seriously think that... then you might want to remove Roy Greenhilt as your avatar...

Not anywhere near as much as you think. An average wizard will have an 18 Int, meaning his lowest spell will be DC 14, which in turn means that the fighter will fail it 70% of the time. That's really bad. A 70%+ Chance of suddenly turning on your team or losing outright (Sleep) is a very bad thing.

There's a reason Roy Greenhilt has a high wisdom score. I mean aside from the fact that he probably rolled amazing for his stats.

Teamwork does not overcome the fighter's weakness, it takes magic to do that, magic his group doesn't always have available. Also: what's the paladin's weakness? Not having access to 9th level spells, isn't much in the way of a weakness. HP:high. BAB:Full. Saves:Highest in the game. Can he heal:Yes. Dispel Magic:Yes. Fly:Yes. Melee:Yes. Range:Yes. AC:2nd to only the fighter, until he dips into his magic. Oh, for all his power he's got an easily-followed code of conduct:don't be a dick.

When did this become about the Pally? I was certain we were talking about the fighter


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Kitsune Sorcerer. GG anyone else who thinks they are good at enchantments


Kitsune Knight wrote:
Nicos wrote:
In the caster Vs Fighter discusion it seems to always sumed fighter are weaker but somehow the enemies try to kill the fighter first. I mean if the wizard is stronger just kill the wizard first.

Enemies should be trying to kill the wizard because he is more powerful. The only reason enemies choose not to gang up on the wizard is because the DM chose to make the tactically inefficient choice to help the party win.

edit: changed for clarity

If the wizard is not too flashy, and the fighter is hacking things in half, I'd go for the fighter first as a DM. Unless the enemy knows the PC wizard is powerful. Then I'd try to hit him when he doesnt expect it


KaptainKrunch wrote:
Skylancer4 wrote:
Shuriken Nekogami wrote:

Heal (Witch) high level emergency healing

Cure Light Wounds (Witch or Bard) this allows you to use wands of CLW
Summon Monster 9 (Summoner). get a 9th level spell at level 11 for a 6th level slot.
Restoration (Witch Healing Patron Spell List) your party would love you when you can remove negative levels
Ill Omen (Witch) prime your foe for a save or suck or screw their attacks without a save
I don't believe that works, you can do a search on the forums for the thread. Basically you cannot gain early access to a spell you already have on your list from another class list IIRC, though I didn't follow it much after reading it.
Even if it is allowable by the rules, as a DM, I wouldn't allow it, and I would encourage both DMs and players to do the same.

Summoning a Nalheshnee at level 11 would break the game. I'm also trying to avoid summoning if I can, as one player will be a master summoner


Im having a ton of fun with a Sohei/Empyral Sorc./Eldrich Knight right now. Pumped wis and a guided weapon. GG


Full spellcasters are stupidly good in this campaign. So are nature themed classes like barbarians and rangers, or clerics of Erastil/Gozereh. Druids kick rear. With the full spellcaster route, plan on having free time, especially in the second part for item crafting


+whatever Furious Keen Falchion. Go nuts with 15-20 crit range


Sangalor wrote:
Aroach1188 wrote:

Human Int Rogue could actually be effective. How so? Assassin PrC.

Human Rogue 5/Assassin 1

Str 10
Dex 16
Con 12
Int 16
Wis 13
Cha 10

Death Attack has a DC of 19. You get 13 ranks per level of rogue, 9 for the Assassin level. You can have relevant Cha based skills too. Take traits to get knowledges as class skills. Also, potential synergy with Wizard/AT. That sounds like a ton of fun actually...

As Nicos pointed out before the challenge is to have max skill points, your build still has room there ;-)

Well yeah, it does. Could dump Cha/Str to get those extra points. If there is something that lets me hit/damage with int, well, this just got awesome.


Human Int Rogue could actually be effective. How so? Assassin PrC.

Human Rogue 5/Assassin 1

Str 10
Dex 16
Con 12
Int 16
Wis 13
Cha 10

Death Attack has a DC of 19. You get 13 ranks per level of rogue, 9 for the Assassin level. You can have relevant Cha based skills too. Take traits to get knowledges as class skills. Also, potential synergy with Wizard/AT. That sounds like a ton of fun actually...


Nicos wrote:
Aroach1188 wrote:
I would use trip/disarm much more if I didnt need 13 int

Lunge.

Trip/disarm at distance.

Also,lore wardens.

Meh. Im not to keen on giving up armor proficiency.


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Honestly, fighters are fine as is. The only thing I would like to see improved is adding perception as a class skill.

But, neither ideas are bad. I would use trip/disarm much more if I didnt need 13 int


Im making a Samsaran wizard, and Im taking the mystic past life trait. What spells would be good to add to my list? I have a 20 int, so I get 6 extra spells btw


Also, trait bonuses do not stack anyways. Even if you could take both


Is it going to be a problem that I dont personally own any of the Falcons Hollow series? it seems to be what were set on


Sounds like a sweet game. I think ill go Ranger, son of a legendary hunter who lived in Varisia. Thinking Aasimar for the race. Would you be ok with the alternate aasimar heritages from blood of angels? found Here


Azure_Zero wrote:
Aroach1188 wrote:

ill take some randomization

Assault: Monk/Ranger
Skilled: Rogue/Bard
Arcane: Wizard/Witch
Divine: Cleric/Druid
Races: Human, Half Elf, Aasimar, Tiefling

Ass/Skill 4d100 Ranger or Monk, Rogue* or Rogue

Div/Arc 4d100 Cleric or Druid , Witch* or Wizard

Final: 2d100 Rogue

Race1:2d100 Human, Half Elf*
Race2:2d100 Aasimar*, Tiefling
Race: Final2d100 Half-elf

Result: Half-elf Rogue

Please select 4 Archetypes.

Swashbuckler, Knife Master, Pirate, Standard

I vote for no stats below 8. Either website should be fine (No 3PP though) Base summoner only, no ginslinger


ill take some randomization

Assault: Monk/Ranger
Skilled: Rogue/Bard
Arcane: Wizard/Witch
Divine: Cleric/Druid
Races: Human, Half Elf, Aasimar, Tiefling


Count me in. Sounds like a blast.


It should be everything. It exists to make a rangers animal companion useful, or allow druids/cavaliers to multiclass