So about a week ago friends directed me to a hilarious video series titled "If the Emperor had a text to speech device" link here https://www.youtube.com/watch?v=Z_2nM1GEllg
Watching got me interested in the Emperor as a character so I read a little bit about him on a wiki. Turns out he is pretty interesting...like way more interesting then the grim faced space marines that make up a huge chunk of the Warhammer lore (calm down I like the space marines as an integral badass part of their story telling universe but as individuals they are kind of kill joys). Now I want to build a Pathfinder character based on the Emperor(Pre stasis on the golden throne) as the primary concept. I have been unable to wrap my head around specifics. Like balancing feat selection for lore reasons vs. whats most effective. Does anyone have suggestions?
Parameters/issues
-While i want to have this character to be based primary on the Emperor of humanity for fluff/lore reason some of that can be dropped for mechanically better options.
-Psychic warrior is an obvious first choice of class. Both because the powers and the concept fit very well. Ilithid Slayer as Prc is tempting.
-The DM for my games is lacks about mixing 3.5 and pathfinder rules so no worries there about using 3.5 books/sources.
-The Emperor is usually depicted duel wielding a bastard sword and a claw weapon. This is hard to tackle because Psychic warriors get precious few feats and duel wielding is a feat hungry path.
-In theory the Emperor has all good stats and is an immortal badass with legions of followers. OF course starting at level ~1-5 you will have none of that. However that means I want to take the leadership feat at some point and try hard not to stat dump too much(Most Psychic War builds involve dumping Cha hard as f#~#). The Emperor is not necessarily the most charismatic guy in the universe but his history involves guiding humanity from the shadows as a spiritual leader for centuries and building an intergalactic empire. I figure he has got to have a few social skills.
-The Emperor is immortal so my first thought is to go with Elan as the base race but Synad(complete psionics) has a lot to offer.
-A big part of the Warhammer universe is the image of a few badass dudes in armor holding off entire legions of orcs/space bugs/zombie robots and the Emperor is not exception. Looking for a feat or ability that lets you take on legions of monsters without suffering massive penalty's for being surrounded/flanked. This may be impossible because the way mechanics of 3.5 and pathfinder breakdown at the point where overwhelming numbers win. Like the theory of 24 cats being able to kill a dragon because they are all using the aid another maneuver with flanking.
-Link to the psychic war guide I have looked at so far http://brilliantgameologists.com/boards/index.php?PHPSESSID=q8dsbqs1cl82lqg gupmkuvtd13&topic=8904.0
-I worry I am trying to build a concept that is to difficult to balance properly but I have seen character optimization do some amazing shit before so I thought I would ask.
If I made a character with AC 30+ the DM take foes which can deal with it.
If I made a character with DR 20+ the DM take foes which can deal with it.
If I made a charakter with Att +50 the DM take foes which can deal with it.
If I made a charakter with DMG 500+ the DM take foes which can deal with it.
If I made a charakter with 5+ attacks/round the DM take foes which (...)
If I made a character which is useless, the DM also can deal with it.
So, the question is: "Why should I optimize a charakter?"
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btw.: There was a Thread before which says: Why Optimizing Does Not Make Sense and linked to this and other pictures: Multiclass
Looks like other board members have said it but I feel like contributing. Seems like your DM might have a problem balancing encounters or understanding that the players are suppose to be able to win an encounter if they use their heads.
Here is a link to a funny story about DM vs Player escalation
But addressing your question about optimization. It is only worth optimizing if you have fun with it. I spend hours building characters that will never be played because I want to see if I can make the numbers work out for different character concepts. This is why I always start with the concept I want to play first and then go from there.
Having said that I personally tend to avoid overspecialization whenever possible. Also you can try to have a backup plan in case plan A. does not work.
As much as I prefer the randomness of rolling stats I think using point buy ends up being better for game balance and equality between players. This way the players can determine their stats to reflect what class and PrC they want to take. It also means that a player cannot sneak 3 rolls of 18 past you.
But it seems like your problem is with a player that want personal glory. Might be time to ask the cheater to leave because he probably has a hard time letting other players help but is the first to brag when they do something awesome.
Of course the best thing you can do to prevent cheating is to know the rules inside and out. It is just like when a substitute teacher shows up and the students all realize they can lie their pants off about the lesson. If you know your stuff they will quickly realize they cannot get away with shenanigans. You do not need to be harsh about rule enforcement just let them know whenever they get something wrong. Then at least they will know they can ask you about the rules and get good answers.
I basically agree with a lot of what other people have said. Once the gods get directly involved then you open the door for Armageddon through escalation of force. Also it would make the players feel worthless or unnecessary once the deitys get involved.
However I had a friend who played to ridiculous 30+ levels and his crew became a god slayer group. They traveled around in a floating multidimensional island looking for rogue gods so they could kick their door in and beat the shit out of them. Sounds like fun.
Mixing fantacy and scifi could be tons of fun. ONe major problem I ran into when I was in a group that mixed d20 Modern with 3.5. Future weapons and tech are balanced for that campaign setting. Technology essentially is magic so immediately the sorcerer with maximized fire balls and chain lightning is outperformed in damage by a fighter duel wielding full auto laser rifles.
See because weapons from different eras have their own proficiency requirements and the fighter can spare to feats to learn them. In pathfinder/3.5 a wizard can counterspell and use antimagic shells (just 2 examples) for protection but it is ineffective against a tank shell. SO essentially what I am saying is that technology is easier and more powerful then magic in many ways.
Yes I am happy with it because all my 3.5 knowledge carries over so I only need to learn a handful of new things. At first I thought that the classes were overpowered but then I was discussing it with a friend and we talked about how in 3.5 the goal is to get to a PrC as quick as possible because the base classes kind of suck for the most part. So it seems the class buffs make playing a core or base class up to lvl 20 an option.
One problem is that not many players want to try games that aren't D20. When I first started playing RPGs I played a different games all the time. Dead lands, Vampire, Exhalted, even the DBZ fusion system. I do miss those days of trying new stuff all the time. But that is not pathfinders fault. the D20 system just works out really well for character customization. Because of the way levels stack you can shuffle them in an near unlimited way.
Well sounds like this player has a specific goal in mind. Go ahead and ask him what he wants to do with 75 first level wizards. Then you will know what to plan for and how help him fulfill that goal.
If his goal is something a little silly like "I want to have all 75 wizards cast magic missile standing in a block formation" then it would be a good idea to tell him that they are going to die very quickly against any formidable foe with AOE attacks and need to rethink their strategy.
If he wants them to do serious research on spells or make items for him then make it clear he is going to need to spend time at the school teaching them himself so they are competent, or more conveniently he can hire some NPC wizards as instructors to oversee things. Of course going by the chart for leadership some of his followers should be around level 5? He could take the time to train those higher level dudes to be wizards and then they could train the others.
Regardless of your approach you are going to need to determine the intelligence scores of his 1st level followers. This might eliminate more then half of them from becoming wizards in the first place. The average non-heroic character is going to have lower intelligence. Here is link to an resource chart for NPC stats.
It seems a standard arcane non-heroic NPC has an int of 13 so at least some of them should qualify. I do not know what would be a reasonable percentage to roll to determine how many of them would be arcane NPCs.
Make sure to show him the numbers and how you got them or even roll it in front of him(you might need to do this outside of normal game time so the other players do not get bored). Then let him use them according to the rules for item creation and/or spell research. But by making him work to train them both in time and money should give your player a sense of accomplishment when they help him craft some cool stuff in half the time.
There is a possible way this could break the game however. If he somehow trys to justify all of them using the assist bonus together at the same time. At least in 3.5 stacking assist bonus is broken because it is allow to stack as much as you want. But I think it can only apply in combat? Here is link to the Aid another maneuver.
O dear are we really arguing over an insignificant rule menusha? Yes it is insignificant WAIT no it is even worse because this kind of argument over item creation time destroys RP groups. I have seen it more than once. There is always that one guy who slams his fist on the table and will not let a rule slide because they want to be right. Suddenly everyone is awkwardly quiet, the DM is pulling his hair, and half the group gets up and leaves.
Cast fabricate once to form the basic shapes of the item then cast the spell again to make it masterwork. Do you think a blacksmith makes the whole suit in one hammer stroke that just takes a really long time to finish? no he does it in pieces. Anyway allowing a party to make full plate quickly is not going to break anything. Most people know that AC at mid to high levels starts to lose meaning unless you really specialize in it and spend gobs of money for the really good enchants.
Well I have a passing familiarity with how historical armors where made and used so I have always known that the Armor check penalties are boogus. I have a house rule that all Armor check penalties are reduced by half and max dex allowed is doubled. I would also eliminate Arcane spell failure for light armor and reduce it for medium and heavy.
Really if armor was that difficult to move in it would not have been used by anyone. Much of the baffling belief that full plate is super restrictive comes from historians buying bad knock offs of armor that was made by hucksters many years ago. There was also something in an old movies about knights needing a crane to lift themselves onto horses. This is a lie. Henry the 8ths armor has a greater range of motion then most people could use. Granted that it is the pinical of reticulated armor designs available it demonstrates that the armor was not as restrictive as people think. But I mean armor that was custom made for your character should not be that restrictive.
Well the d20 system was always designed with a group of characters in mind. This means that each person in a party can pick a role and do it well. Fighters are not set up to do a ton of damage but they get plenty of feats to make up for it. The most satisfying thing a fighter can do is control the battle field. Using reach weapons and tripping everyone that tries to run past you can win the fight by keeping the monsters from ever getting into a good position. Now the sorcerer has time to unleash hell without any AoO to worry about.
Also as a fighter make the wizard with item creation feats your best friend. Why? so he can make you boots of ethereal jaunt and freedom of movement ring. Now you can jump to the enemy spell caster and ruin his day round one by disarming his staff full of lightning bolts.
I have no real desire to control this new creature, or use it for a purpose; the whole idea relies on the beast being self-sustaining.
Ok well then you are going to need the use of the Awaken spells. I know you can find them in the spell compendium. The awaken spell do essentially that. It bestows intelligence and independence on a creation like a construct or undead.
There is also the clone spell. This spell is intended as a means of a wizard to escape death via a batch of clones on standby. On death of the caster there soul auto travels to a clone. I imagine that you could modfy the spell to allow you to grow your own creature in vat and then use an awaken spell to give it life.
Well I do not know if this is what you are after but there are tomes that let you make golems. here is the link to the wiki
http://www.dandwiki.com/wiki/SRD:Golem_Manual
The artificer class in the ebron campaign setting can make a homunculus
The alienist in complete arcane lets you summon strange and alien creatures. Even though stats of summon creatures are set There is no reason you could not dictate their appearance to you liking.
The effigy master also in complete arcane lets you make your own mechanical beasts based on creatures from the monster manual. Again there is no real reason why you could not dictate what your construction look like.
The entire Libritis Mortis book has all sorts of ways to both make and improve undead. Particularly the Stitched flesh familiar gives you an undead buddy. You could in theory combine this feat with Improved familiar and the corpse crafter feats(also in libritis mortis) and make your own little abomination.
Nothing else comes to mind at the moment. Hope that helps
I like the idea of the hexblade class(Complete Warrior). Playing as an anti-hero while wielding dark powers sounds like fun. Unfortunately the class is really underpowered. Even with the unofficial errata that attempted to give it a boost the class has no punch or killer move that make leveling in it worth the effort. So I did what any other D&D fan would do. I made my own class.
I would like some feedback if anyone is so inclined. Specifically I want to know if you think it is balanced and if the class feature is good.
Class Progression
Spoiler:
BAB: 3/4
D8 hit dice
Fort: Poor
Reflex: Good
Will: Good
Bard Progression for spell per day and spells known
Armor and Weapon Proficiencies: A Dark hexer is proficient with all simple and martial weapons and with light armors.
(2+Int)*4 skill points at first level and 2+Int at each additional level
Skills: Concentration, Craft, Heal, Intimidate, Knowledge (taken individually), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, spot, Survival.
At Level 1
-Armored Mage: light
-Hexing Blade
-Corruption
At level 2
-Hexing Blade: Bane
At level 4
-Hexing Blade: Wounding
At level 7
-Sudden Quicken 1/day
At level 10
-Hexing Blade: Paralyzing
At level 12
-Hexing Blade: Greater Bane
-2 Hexes at once
At level 14
-Sudden Quicken 2/day
At level 16
-Hexing Blade: Vicious
-Hexing Blade: Wounding 2
At level 18
-Hexing Blade: Vicious Bloodfeeder
At level 20
-3 hexes at once
-Extended Hexes
Hexing Blade class feature
Spoiler:
Hexing Blade: At 1st level a Dark hexer gains the ability to infuse any weapon they are holding with dark power. As a minor action you can activate this power and end it as a free action. When this ability is active any weapon in your hands inflicts the sickened condition to an opponent you successfully hit (Fort save 10+(1/2 Dark hexer level minimum 1) + Wis mod negates this effect). This ability can be active for a number of rounds/day equal to 1 + wisdom modifier. As the Dark hexer progresses in levels they gain access to more hexes they can infuse their weapons with in addition to the sicken ability. Only one additional hex can added to your weapon until Dark Hexer level 12. Switching which hex is active takes a minor action. This ability stops functioning for the weapon if it leaves his grasp for more than one round.
At second level you can add the bane enchantment as a hex to your weapon while hexing blade is active. You must declare what type of creature the bane is effective against when activated. To change the type of creature the bane is effective against requires a minor action.
At fourth level a Dark hexer may add the wounding enchantment as a hex to your weapon while hexing blade is active.
At 10th level you can add the Paralyzing enchantment (Item compendium) as a hex to your weapon while hexing blade is active. This functions normally as the enchantment with the acceptations of the Will saving throw being 10 + ½ Dark Hexer level + wisdom modifier.
At 12th level whenever you activate your hexing blade ability you may now select 2 hexes that apply to your weapon in addition to the sicken ability.
At 12th level you bane enchantment hex becomes more potent becoming a greater bane. Now when your hexing blade ability is active with the bane enchantment the bonus it provides improves by +1 for a total of +3 and the damage bonus increases by +1d6 for a total of +3d6 damage.
At 16th level you can add the vicious enchantment as a hex to your weapon while hexing blade ability is active. Additionally when you now active the wounding enchantment hex your weapon does 2 constitution damage on a successful hit instead of 1.
At 18th level whenever you active the vicious enchantment hex your weapon now has the bloodfeeding ability. It functions as the normal bloodfeeding enchantment accept you can only accumulate blood points from the damage you take as a result of using the vicous enchantment hex. The blood points gained from this ability that are stored in the weapon can be retained for up to 12 hours. They can only be used to inflict extra damage while your hexing blade ability is active.
At 20th level you are so familiar with your hexes that you may now have 3 of them in effect while your hexing blade ability is active. Additionally you may now use your hexing blade ability for a number of rounds/day equal to 1 + twice your wisdom modifier.
Corruption
Spoiler:
Corruption: A dark hexers powers are manifest in their appearance. I could be any number of aesthetic effects such as bags under the eyes, a creepy feeling other notice when you are around, and small animals/children recoil at your touch, or perhaps a troubled expression that never seems to leave your face. Regardless of what physical trait is manifest a Dark Hexer always suffers a -2 penalty to diplomacy, Handle Animal, and preform skill checks. Additionally any new person you meet always starts at social category one lower than they otherwise would. This penalty can only be removed if the Dark hexer ceases to be a dark hexer losing all abilities and spells provided by the class. This condition cannot be removed with a remove curse spell or similar effect.
Doom (Cleric)
Chill Touch (Necro)
Ray of enfeeblement (Necro)
Mark of the outcast (spell compendium, Necro)
Endure Elements (Abjur)
Shield (Abjur)
Detect Undead (Div)
Reduce Person (Trans)
Expedious Retreat (Trans)
Entropic Shield (Cleric)
Unseen Servant (Conj)
Undetectable alignment (Abjur)
Buzzing Bee (Spell compendium, Conj)
Targeting Ray (spell compendium, Div)
Distract (spell compendium, Ench)
Magic Weapon (Trans)
Second level
Spoiler:
Wraith Strike (Spell Compendium, Trans)
Web (Conj)
Tasha’s Hideous Laughter (Ench)
Misdirection (illus)
Darkness (Evoc)
Command Undead (Necro)
Ghoul Touch (Necro)
Pyrotechnics (Teans)
Darkvision (Trans)
False Life (Necro)
Blur (illus)
Death knell (Cleric)
Whirling Blade (complete arcane)
Ray of Sickness (Spell Compendium, Necro)
Curse of ill Fortune (Spell Compendium, Trans)
3rd level
Spoiler:
Dispel Magic (Abjur)
Displacement (illus)
Sepia Snake Sigil (Conj)
Nondetection (Adjur)
Arcane sight (Div)
Hold person (Ench)
Slow (Trans)
Halt Undead (Necro)
Rage (Ench)
Shrink Item (Trans)
Gaseous Form (Trans)
Magic circle against Choas/Law/Good/Evil (Abjur)
Hound of Doom (illusion)
invisibility Purge (Cleric)
Protection from energy (Abjur)
Nauseating Breath (Spell Compendium, Conj)
Rust Ray (Spell Compendium, Trans)
Shadow Binding (Spell Compendium, illusion)
Unluck (Spell Compendium, Div)
4th level
Spoiler:
Bestow Curse (Necro)
Cursed Blade (complete warrior)
Dimensional Anchor (Abjur)
Remove Curse (Abjur)
Evard’s Black Tentacles (Conj)
Solid Fog (Conj)
Stone Skin (Abjur)
Crushing Despair (Ench)
Confusion (Ench)
Geas, Lesser (Ench)
Detect Scrying (Div)
Hallucinatory Terrain (illus)
Fear (Necro)
Enervation (Necro)
Reduce Person, Mass (Trans)
Freedom of movement (Cleric)
Magic Weapon, Greater (Trans)
Spectral Weapon (Spell Compendium, illusion)
Poison (Necro)
5th level
Spoiler:
Break Enchantment (Abjur)
Dismissal (Abjur)
Cloudkill (Conj)
Hold Monster (Ench)
Mind Fog (Ench)
False Vision (illus)
Nightmare (illus)
Blight (Necro)
Symbol of Pain (Necro)
Waves of fatigue (Necro)
Baleful polymorph (Trans)
Feeblemind (Ench)
Spirit Wall (Spell Compendium, Necro)
Contact other planes (Div)
6th level
Spoiler:
Planar Binding (Conj)
Antimagic field (Abjur)
Dispel Magic, Greater (Abjur)
Circle of Death (Necro)
Eyebite (Necro)
Symbol of fear (Necro)
Undeath to death (Necro)
True seeing (Div)
Geas/quest (Ench)
Shadow Walk (illus)
Repulsion (Abjur)
Howling Chain (Spell Compendium, Evoc)
Wall of Doom (Spell Compendium, Necro
I will just throw in my 2 cents here since I see the rogue getting bashed on a lot on these boards from the few I have looked at. The rogue does not need to be fixed as much as players need to back up their rogue in combat. I know combat is hectic and it is hard to convince the wizard to blow one of his precious spells on party buffs. The rogues sneak attacks are devastating but only if the party is setting him up to use it.
Having said that I think the rogue could benefit from his sneak attacks being made able to affect any target including undead and other creatures immune to critical hits.
Also maneuverability can be severely underrated so I suggest both the rogue and monk get both speed boosts as well as increase use of escape artist to get out of spells and traps.
I defiantly agree with the halfling speed increase. Even though they are small they are considered to be light on their feet and fast in every bit of lore I have ever seen.
Well the first thing that comes too mind is that having a simple proficiency barrier stops arguments about loot before they start. I can imagine a noob wizard arguing with a fighter that they want the +5 vorpal sword because "LOL Gandalf used a sword".
Really it sounds like an arbitrary barrier between combat based classes and casters but it is an important one. Weapon and armor proficiencies are one of the few things a fighter has over a caster. Removing that barrier will make the melee warriors in your group feel less special.
This is a role playing thing primarily and I do not think it would break the game mechanically to allow all martial weapons.
IF you set up a Warhammer 40k or a gladiator arena situation where both players control a few characters and just try to waste each others perspective teams. Then they both know going into it that combat is the object and feelings are less likely to be hurt. DM should ensure strict enforcement of rules to avoid cheating over rule minusha.
Otherwise no because the fight was probably started over a disagreement that the players have with each other that exists in the "meta" of the game and will do nothing but destroy the group.
Just found a gadget maker class in the D20 World of Warcraft core book. It seems to be a fairly good system for determining how much gadgets cost and what they are able to do.
Has anyone had experience using this class?
Are there any balance issues or house rules you used?
That's pretty much the standard Sorcadin Gish. Sacred Exorcist grants you Turn Undead so you can take Divine MetaMagic and apply it to Persistent Spell.
Greater Luminous Armour from the BoED, Wraithstrike, Draconic Polymorph, maybe take the Arcane Disciple feat if there's any really good divine buff you need but I don't know that there is.
Damn that is pretty good. I always overlooked Sacred Exorcist because I assumed it was a divine spell casting class. Ok I will look into this more.
Yep, Sacred Exorcist is amazing. That build ends up with 16 BAB and 18CL (Only loses CL from Paladin levels).
Draconic Polymorph into a Wartroll and you're in business. Don't ever use persistent spell on Wraithstrike though; your GM will be within their rights to skin you and wear you like a floppy suit.
LOL yeah Wraith strike can be devastating against big bads like dragons. Make their Natural armor count for nothing. That leads me to another question. Doesn't the existence of spells like Wraith strike, True Strike and Arcane Strike Feat render your BaB a little meaningless?
That's pretty much the standard Sorcadin Gish. Sacred Exorcist grants you Turn Undead so you can take Divine MetaMagic and apply it to Persistent Spell.
Greater Luminous Armour from the BoED, Wraithstrike, Draconic Polymorph, maybe take the Arcane Disciple feat if there's any really good divine buff you need but I don't know that there is.
Damn that is pretty good. I always overlooked Sacred Exorcist because I assumed it was a divine spell casting class. Ok I will look into this more.
Abjurant Champion is good, also look at Argent Savant. They increase Abjuration spell ACs by another +2, and get Extend spell automatically for their force effects.
Peer into Magic of Incarnum for some simple boosts and buffs as well.
My food for thought.
Yes Argent savant is really useful for boosting AC especially if the DM bans the Brilliant Armor(which an abjuration) spell from The Book Exhalted deeds (most DMs I know ban that whole book).
nets you +18 Bab and 8th level spells (Sorc CL 18th)
Same build with wizard levels nets you 9th level spells tough
Yes I have come to about this same build myself more then once while going through the numbers. This specific Draconic Bloodline build is meant to also give damage mitigation and survivability through the Draconic heritage feats. Additionally this build combines the ability to cast magic and melee together seamlessly which is the goal for me when building a gish.
This is future planing for the next campaign so I am not certain but usually level 3. End cap level I do not know but I always plan it out so that each ability will be useful at each level I get them.
Too much to read, so I'll will respond only to the direct challenge.
Piccolo wrote:
VM mercenario wrote:
"Oh, poor little baby rogue has +20 bluff? I've got +26, so shut up and look pretty while the big boys talk" "Oh, you got diplomacy +18? I got +25, now go make me a sandwich and stop getting in the way"
I have a 3rd level Rogue with +20 Stealth. Beat that, Homer.
Anyone can do that.
20 dex(+5), Skill focus and Stealthy(+5), three skill ranks(+3), class skill (+3), trait bonus(+1), masterwork stealth tool 50gp (+2), not sure where you're getting the extra +1, but I bet it's something else that anyone can get. Maybe two traits? There's a combat one and a regional one so that could work. Wasteful and minmax abuse, but trait bonus (+2) then.
5+5+3+3+2+2=20
None of that is rogue only. With the same investment a fighter can do that. The bard, and almost every other caster, can get that and eventually back it up with invisibility.
Counter and parry
An Urban Barbarian can get +22. An Alchemist with a dex mutagen can get +22. A ranger in his favorite terrain can get +22.
Guardbreak into juggle combo
A Ninja can get Vanishing Trick at level 2 and reach +40. +60 if he stands still.
Three bar special, 186 hits, straight into fatality, flawless victory
Thanks for playing, try harder next time
Yeah it can be frustrating because other classes can in theory speclize in their few skills and be just as good or better then a rogue. But the rogue can have high ranks in multiple skills. This means you can combine them in creative ways.
For example say you have Slight of hand, bluff, Preform Acting, Disguise, and alchemy that is everything you will need to put on a stage performer magician act in towns. Why the f&$# would you want to do that? Well suppose the evil wizard your party is pursuing is on the look out for you. But he won't be on the look out for a troop of traveling entertainers.
Or perhaps the mayor your party desperately needs to talk to is not seeing adventurers, but at the mention of a renown entertainer in town brings him out to get front row seats.
Also never underestimate the power of assisting on rolls. Yeah the Sorcerer has an absurd bonus to her diplomacy but is she gonna turn down an extra guaranteed +2 assist bonus from you? I should hope not.
The party is about to sneak attack a bandit leader and his crew. Sneak up and pickpocket his lucky dagger off of him before the fight.THen replace it with the trick dagger you made yourself with Craft Smithing that will break the first time it is used.
Well you can defiantly use the Succubus to screw with the player through suggestion but you could also throw them a curve ball as an unforeseen consequence. Succubus live for a long time so it is very likely that she has enemy's. Have them show up and demand the Demoniac summon her to be slain.
Or introduce a new antagonist. One that can smell the evil taint on the Demoniac. It could be anyone really. Perhaps a former ally that now is horrified by the demonic taint and swears to no longer be helpful.
My 2 cents. Make sure to max out Use magic device and look at some wand feats. One wand of Bulls Strength or Cure Serious wounds will make the fighter your best friend. You can also Ask the Wizard in your group to make a surplus of scrolls for you. Ask the DM permission to contribute your own money and Exp. to make the scrolls. This can essentially turn you into batman without the fighting. Have a magic item for any situation.
Ok I have been obsessed with trying to make a fun and workable gish(fighter/mage) for a while in 3.5. I know the easy answer is to make a Magus but I am in a group that prefers Ebron 3.5. SO I was poring through the Races of Dragon book and came across some Draconic blood feats and class options that are pretty awesome.
So here is the build in a nut shell. I want honest feedback on any feats or options I missed, or if this build is crap.
Feats by lvl
1: Draconic Heritage from Dragon Blooded Sorcerer level
1: Combat Casting
Human: Draconic toughness(RoD 105)
2: Fighter feat-Improved Imitative
3: Extend Spell
6: Empowered Spell
6: Draconic Breath-granted by class
7: Draconic CLaws-granted bonus feat from class
9: Arcane Strike (Complete Warrior 96)
9: Draconic Vigor-granted bonus feat from class(Dragon Magic 17)
12: Craft Rod
13: Draconic Arcane Grace-granted bonus feat from class(RoD 102)
15: Persistent Spell (Complete Arcane 81)
18: Practical MetaMagic for Persistent Spell (RoD 101)
Basic Idea of the build is to cast offensive spells or buffs and then attack in the same round with Draconic Claws. This is the Benefit of Draconic Claws. Eventually building to the point where you can apply Persistent spell to the best buffs. This is a heavy caster build with 17 levels of Sorcerer at 20. You could easily replace human race with Gnome for the con bonus instead of getting Draconic Toughness. Any thoughts?