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Grand Lodge

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SNEAKY BEAR IS SNEAKING

I'm an 11th lvl CN Druid with 2 levels in Rogue. Also half elf.
Mastadon is my animal Companion. Tank of a tank with trample.

Here is a common sneaky bear scenario.....
Tracked bad guy into the woods.
Wait to make camp and then wild shape into a bear.
Make stealth roll.... 19 on the die is good enough.
Eat bad guys face off.. (jaw bone so they cant speak with dead)
Profit?

Evasion has saved my butt more often than not and beyond that. My character is a poison user, so swift poisoner is an INCREDIBLE rogue talent to take. 9th level Poison immunity is super handy.

Feats that are Crucial to my build have been:
Eschew Materials
Natural Spell
Planar Wildshape - DR, Elemental Resistance and SMITE????? Yes please.
Craft wonderous (campaign and back story specific)
Starlight summons - Summoned monsters have Cold iron?
Combat casting
Spell Penetration
Extend Spell (allows me to buff for longer durrations)

Other Scenario....Wild shape in to large Air elemental
Standard Action: hit whirlwind form
Move Action: double move in whirlwind to grab bad guys dealing them damage while taking them straight up or over a cliff
Free action, drop the bad guys.

Grand Lodge

Jackissocool wrote:
Yeah, I think it's pretty clear the intention is for the Dhampir to effectively be undead in any situation that involves positive/negative energy. You can fiddle with the rules and try and say that's not the case, but it reacts as undead. A way to think about it would be that if a cleric doesn't know there is a certain living/undead creature in its channeling range (hidden/disguised) they still affect all those creatures within that area. They aren't picking and choosing undead or living creatures. They are channeling a certain type of energy or in a specific way so as to affect undead or living. Since dhampir are treated as undead, they would be affected just like a disguised undead in the radius.

This really comes down to the NEA feature. Is she healing living? or harming undead - Channel to Heal living creatures = Dhampir is ignored. Channel to Harm undead Dhamp is affected.

Grand Lodge

STR Ranger wrote:


Also, a Good Trick to help any Magus AC (especially the STR build).
If you can fit Quickdraw into your build. Buy a Quickdraw Light Shield.
Getting said shield out and putting away is a free action.

So: Start a around with sword and shield. Enemies attack you, vs your AC+shield. Your turn, free action sheathe it, then take your spell combat full attack (your offhand is empty) , when you finish-get your sheild out again :)

Also works with Move+Spell strike, letting you take your attack two handed. Just remember- always sheathe at the start of your turn and take out again at the end of your turn.

Not a bad trick which at high levels can keep your AC up by 6 (for a +5 Light steel shield.

I thought quickdraw was worded for Weapons/ hidden weapons only. If things like alchemical items, potions, scrolls and wands do not get this luxury.... do shields?

If so I am all about this particular mode of operation.

Grand Lodge

WalterGM wrote:


EDIT: Attn Everyone: what sort of equipment would you equip your magus with?

I am starting as a dwarf. I will be starting with the Dwarven waraxe to deal 1d10+str. I will be switching to a whip at third level to a whip. (a-la CastleVania) taking whip mastery -> Improved Whip Mastery. I think the idea of delivering spells through a whip is pretty killer.