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I was looking at the same thing. It is hard to improve.

Strength items for sure
Arcane Strike for Damage
Heroism and Greater Heroism
Magic Fang and Greater Magic fang
Haste
Weapon Focus
I saw a feat that gives extra damage if you hit with both claws.

Yes you only get claws for a few rounds a day but if you use alter self or any of the beast shape spells all of the above would apply to new form claw attacks also.


I am doing a little opposite of you by playing a pure Sorc and adding Dragon Disciple to it but be primary melee type with relatively strong back-up casting.

For you, staying Sorc might be the way to go but focus on the shape change spells like beast shape and dragon form. No need to go Dragon Disciple for the Form of the Dragon when you can just cast it as a spell at about the same level as you would get it from the prestige class.

You will be getting a lot of powerful attacks in these new forms when need them but still have the casting ability of a full caster. Make sure you grab some spells that boost your melee attack and damage like heroism, haste. Also grab some defensive spells armor, shield, displacement.

I think you would be a pretty acceptable back-up fighter with those stats and correct spell selection.


I am actually playing an Urban Ranger in Council of Thieves right now. It is a sword and board TWF ranger. If you don't have a rogue in your group it is very useful with trapfinding.

As for a pet Westcrown it is pretty open. Having a more unique pet doesn't stand out too much because there are some interesting pets creatures. Your DM might let you create an collar of alter self that makes the pet look like a dog. I used a small cat because of the many plays and performances in Westcrown, there are plenty of pre-trained pets that can be taken.

You will end up in your chosen terrain most of the time, so expect those bonuses consistently. Some advice.

- Grab imp initiative and with its stacking with chosen Terrain you will be stupid fast.
- Perception is even more important in this campaign than others. You need only look at the title of the adventure path to get a clue.
- Make sure you take some good city skills, stealth, climbing, diplomacy if you have to.

Also keep in mind that this adventure path doesn't go to the same high level as others. Don't create a character that shines only at high level.


It isn't a bad use but I agree a bit powerful. Personally I would have allowed ...

That type of an effect on one character.

For the full group maybe two hours of rest would equal a whole night.

Of course they might have been attacked during those two hours, but ultimately they would have gotten their rest.


Defraeter wrote:
Bbeau22 wrote:

Do you guys think that this spell is too powerful? I actually changed the rules of it in my campaign. Made it so it would allow a caster level check to dispel the effects.

I just didn't like the fact that a 2nd level spell, that every caster class had access too, could neutralize almost an entire school without even a roll and have it effect multiple people.

It depends how you interpret the words (see discussion between Yiroep and me) which, unhappily, are too vague.

Yeah I read what you said. To be honest that is taking it to a new level of power. I didn't even like its effect on more obvious effect like Dominate Person and Mass Suggestion.

I was tossing around making it effect just one person. I think I had the biggest issue being able to protect the whole group from compulsions for entire combats with a single 2nd level spell. It becomes very over-powered in campaigns like Serpent Skull which I am running right now.


Do you guys think that this spell is too powerful? I actually changed the rules of it in my campaign. Made it so it would allow a caster level check to dispel the effects.

I just didn't like the fact that a 2nd level spell, that every caster class had access too, could neutralize almost an entire school without even a roll and have it effect multiple people.


I would think perhaps have a beastshape spell learned and use it as a back-up once you run out of your own claws.

You could always work with the DM and create a feat that doubles the duration of the claws. A good way to do it might be to have instead of a skill point or hit point you can take one extra round of claw attacks.


We actually came up with new rules for Charisma and good looks.

For NPC's reacting to players if the player has a Charisma score 5 higher than the NPC then the NPC starts at friendly instead of indifferent for common interactions.

If the player has a Charisma score 10 better than NPC then they start as helpful to the players.

Now to account for good looks I added a comeliness score to the above rules. When interaction with the opposite sex a comeliness score can replace your Charisma score.

This of course only applies to simple interactions. If the NPC is important or has specific goals in mind then different rules are followed.

I figured if Kate Upton walked up to me and asked me to do her a favor ... I would be incredibly helpful to her at first. I would guess her comeliness score would beat mine by 10.