Chillsabre's page
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Fruian Thistlefoot wrote: Quote: Okay recently our group ran into a snag with some "people incompatibility" causing one of our group members to leave taking our merry little band down to four and without an arcane caster. Currently our party is a Paladin of Cayden, Warpriest of Torag, Zen Archer and me the Ranger. We had an Arcanist in the group in the hands of someone who should not have ran a caster, but thats neither here nor there, and now we are without certain useful tools.
So Im thinking of retiring my Ranger, though I really don't want to, to fix our merry little band but what to play is the question of the hour. Me being the Ranger, was always the switch-hitting scout with a backpack that would make McGuyver proud, and I would like to incorporate that kind of playstyle but cover some more support ground.
The two I am considering would either be a Bard or a Reincarnated Druid/Gray Warden but the lack of arcane power bothers me a bit so if I go that route then Wizard or Arcanist that will play as an Admixture Blaster type. I've read the Forge of Combat and every guide over the years and have plenty of builds floating around in my head but mechanically I'm torn on which way to go.
So I come to you all in the boards for some friendly advice if any are ready to give it =D
If you read the forge of combat then you know your party already consists of:
Hammer/arm- Paladin
Hammer/arm- Warpriest
Hammer- ZAM
Going Blaster wizard adds a Hammer/anvil as the anvil side does not come into effect till you can get dazing spell.
I recommend NOT going Blaster wizard.
Sadly you have several Bible thumpers in your group who will bogart the party alignment or I'd mention a Debuffing/Control necromancer Wizard using Less reanimate style and more spells like Enervate, Fear(s), and Magic Jar. But usually if even 1 bible thumper is in a group you can expect them to force their religious beliefs on you and fight you tooth and nail over every "necromancy" spell you cast. Even if they are not evil spells.
My... Fruian is quite right. Blaster Wizard isn't as good in PF as it used to be in 3.5. The name of the game in PF is control spells which are much more effective (not making a single attack is more hp loss prevention then doing half damage on a mob with a fireball).
SPell like Enervate, Fear, Crushing Despair, Siphon Might, Confusion can be just as effective in killing targets than actual blasting spells.
If you are looking more for disables than anything, a Witch has a very high amount of disables (through both hexes and spelllist). You could also try the unlettered arcanist archetype. You trade your spellbook for a with familiar and use the witch spell list instead of the sorceror wizard. Gives you a lot of disables, some cures (including heal and raise dead later), and a bit of damage (snowballs, lightning bolt, chain lightning...)
You also keep the rest of the arcanist including exploits, spell mechanics (sponatneous spells pre-prepared) and such.
My own idea would be to stage my own assissination attempt with the speaker make them believe he died.
Then come back later to do the speech, everyone will be so confused (even the assassins) they should be pretty disorganized at that point if you haven't snuffed them out after your own fake assassination attempt.
I would introduce this probably as a brothel being used as a front which would have the portal in it. Make some people disappear from town and when the players investigate, let them notice all of the missing people frequent the brothel.
Add some NPCs to interrogate and raise suspicion then let them find the place where the entrance is and put a faint smell of sulfur and brimstone maybe with a unique pentagram of sort on the floor where the smell is but hide it under a rug so they dont necessarily spot it when they first come by.
Hmmm its been a while since ive ran games with 6 players.
If you are looking for a simple temporary place that will disappear after its done, you could always have the antipaladin making a pact with an evil outsider achieving strenght to reach his goals and a temporary pocket plan home (the entrance could be inside a simple house for example) in exchange for souls of those he kills inside the place.
If you go this route, minor demons (CE outsiders) can fit nicely as well as monsters augmented with the fiendish templates.
Some examples may look like fiendish orcs, lesser demons like the Abrikandilu, the Hala, The Schir and Swaite.
Also, it probably wouldn't be surprising to see some demon worship cultists serving as subordinates. Probably using the stats of skinsaw cultists (maybe adding a sinple advanced template could fit) and changing the overall look.
The dongeon could end with a soul well corrupted by the demon powers and could still fit in nicely with the RotRL overall too.
Why do you feel like you need the arcane back up?
Is it that you are looking for specific support (fly/haste/...) or the ability to make fights easier through debuffs and crow control effects?
Shattered STar AP is like a long dungeon crawl (its dongeons after dongeons). We also recently run the Tomb of the Iron Medusa and it was a pretty nifty dongeon with a lot of stuff, names, dates and puzzles that kept my players guessing and on edge the whole time.
What is your party set up (classes and levels)?
This is the most important factor when making a dongeon.
Also, are your players new or experienced?
I read the class and it looks great but mechanically, I am not sure how you plan to use it.
For example, drawing all 3 weapons as full round action on first round, then moving forward and making a single attack and then hope you can unleash a full attack with all 3 weapons.
Concealment versus melee means you can also be easily taken down by ranged weapons. Maybe switch the power to concealment versus ranged and add it to melee for demoralized opponent since you included intimidate in the class skill list or against the ones you succefully use acrobatics against?
This could probably be fixed by applying the effect of a scaling enthropic shield useable as a swift action for a number of rounds per day equal to the level plus wisdom bonus or something? This could reflect swirling the blades around himself thus granting an arrow shielding form of sorts.
Some materials can be pretty obvious like a gold sword or a black dragon scale shield.
Personally, for simplicity's sake, I let the materials known unless its something special or bad for the PCs in which case I simply states it looks like X but somehow feels different.
Stuff like cold iron & alchemical silver are low cost materials that should be easy enough to identify.
The ACG Mongrel Mage says it allows you to obtain lvl 7 powers at lvl 7 when you activate your reservoir.
Is this a typo?
Sorcerers have lvl 9 powers not 7. Does this mean the power you gain at lvl 7 is the lvl 9 one and/or does it mean you gain the lvl 9 power at lvl 9?
Champions of Balance listed that many Chaotic Neutral characters have a strong sense of personall ethics and/or personal codes they abide by. They do not like laws but they may fetch those branded by it if it fits their convictions/motivations.
For example, a chaotic neutral character may not like people who oppress children. he may act outside the law and go to greater lenght to accomplish his goal than someone who is lawful good who would most likely try to bring the individual back for a fair trial unless they found the acts were pure madness without any hope of redemption.
Once again, its a matter of ethics, values, perception and beliefs.
Shub-Niggurath's cousin Al wrote: May I suggest taking the Experimental Spellcaster feat? If your GM allows it, the word Undeath is superior in almost every way to Animate Dead. What is that feat?
It seems interesting. Could you link it?
I personally love the Gravewalker Witch archetype. Based on your stat distibution, it might be good as well to know that your hexes will be hard to save against as well.
Necromancy has a lot of useful touch spells but with 12 Con, you may not be able to make the most out of them. The gravewalking witch has an aura that grows in level which allows you to cast touch spells on anyone in the aura. You also get to try and control undeads within it without needing a spell slot.
All in all, I think its one of the best contender choices out there for a necromancy based character looking to support his group. Hexes such as healing makes for a quick heal at first, slumber can wreck encounter, Cackle/misfortune can help with creatures that have a high save, you get to keep your familiar but the spell list may require a bit more imagination.
Insain Dragoon wrote: What are a players options for transporting Undead without alerting the local constables? Druids/Rangers/Hunters can cast carry companion as a second level spell, what can Necromancers do? Scult Corpse is a fine choice for this. It is a wizard/sorceror/arcanist 1 spell people can get a will save if they get too close or suspect something but besides that it should work.
You can say its poor design but it shouldn't be ignore just because you assume it's poor design.
Ughbash wrote: Chillsabre wrote: If anything, it is just badly written with the passing of 3.5 to Pathfinder.
I think they should provide a set list of the languages and what can be added as intelligence and what can be added with linguistics.
This should help make it clearer because the existence of the feat makes everything so unclear. IMHO, it IS very clear. Each race has a list of languages that can be added via Inteligence, and EVERY language can be added via Linguistics. If that is the case, why include a feat to learn the druidic language?
If anything, it is just badly written with the passing of 3.5 to Pathfinder.
I think they should provide a set list of the languages and what can be added as intelligence and what can be added with linguistics.
This should help make it clearer because the existence of the feat makes everything so unclear.
Raising intelligence. The raw does not stipulate a new list. All races have a set list that is set. For example, a dwarf would be as follows.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
This means by RAW that a dwarf can only learn Giant, Gnome, Goblin, Orc, Terran, and Undercommon as languages from raising his intelligence.
The point however is linguistics.
A druid becomes an ex-druid as it is a secret language meant to be used by druids only. It is on the same level as sharing an organization's secrets for everyone to understand. As such, they immediately exclude anyone teaching their secret language to outsiders.
Note that high intelligence bonus languages are still limited by race as per the race limitations.
DMs could change this to allow more choices but still, no races allow druidic as part of their high intelligence lists.
A druid becomes an ex-druid as it is a secret language meant to be used by druids only. It is on the same level as sharing an organization's secrets for everyone to understand. As such, they immediately exclude anyone teaching their secret language to outsiders.
Note that high intelligence bonus languages are still limited by race as per the race limitations.
DMs could change this to allow more choices but still, no races allow druidic as part of their high intelligence lists..
claudekennilol wrote: Sorry Chillsabre, that's just another example of someone writing splat book material that doesn't know the core rules. Indeed, I cannot deny what you are implying since I did not write the book. That does not mean it doesn't exist nonetheless.
Wheldrake wrote: The Druidic Decoder feat seems to be at odds with a RAW interpretation of the Linguistics skill.
Unless you rule that no non-druids can ever select Druidic as a language without this feat.
Clearly, the rules on Linguistics are insufficiently detailed to forge a RAW interpretation of this situation.
Linguistics was never meant to allow you to learn an actual language without increasing its skill. Furthermore, in the list, nowhere does it say you can learn druidic as a bnonus language. No races have it as part of the basic choices unless they go druid which adds it to their available list. This is very different from Draconic which is much more common due to the abundant use of magic.
The only way a non druid can learn druidic is with the feat Druidic Decoder from the Faith & Philosophies book.
DRUIDIC DECODER
You have a natural understanding of the Druidic language.
Prerequisites: Linguistics 1 rank, cannot be a druid.
Benefit: You gain a +5 bonus on Linguistics checks made to decipher writings in the Druidic language. If you have 10 or more ranks in Linguistics, add Druidic to the list of bonus languages available to you.
Also, the linguistics skill does not allow you to understand every single word. A check is made to allow you to understand the general content of the inscriptions. The druidic language is a rare and exotic language and falls into the most difficult languages to understand.
LINGUISTICS
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent).
I once built a character that ended up lvl 13 based on 2WF.
The back story is that he was a Japanese Noble in a house that was secretly undertaken by evil outsiders. By the time I noticed it, the damage was done and we were no longer being seen as a noble house. After a severe fight with the outsider where most of our retainers died, we reclaimed the house. The Shogun offered to reinstate the titles but as the sole heir I declined and now wander around in pursuit of Evil Outsiders to eradicate them and their agents wherever I see them.
*I noted you asked for a full BAB but the build (at lvl 13) is only 2 BAB behind a full BAB and the Inquisitor Bane and Ranger Favored ennemy makes up for this by adding damage.
** SOrry I have no idea how to hide a build to shorten a post :(
The character is as follows.
NAME : Azuki Yamada
RACE : Human
CLASS : Ranger 8 / Inquisitor 5
ALIGNEMENT : Lawful Good
DEITY
Name : Ragathiel
Alignement : Lawful Good
Portfolio : Chivalry, Duty, Vengeance
Domains : Destruction, Law, Good, Nobility
Favored Weapon : Bastard Sword
STR 18 +4
DEX 16 +3
CON 18 +4
INT 12 +1
WIS 15 +2
CHA 10 +0
HP : 123
INI : +5
MOVEMENT : 30 Feet
BAB : +11/+6/+1
MELEE (MAIN) : +16/+11/+6 [1D8+5, 18-20, x2, Deadly, Phase Locking]
MELEE (OFFH) : +16/+11 [1D6+5, 18-20, x2, Deadly, Planar]
RANGE :
NOTES
+4 To Hit & Damage vs Evil outsiders
Double Threat Range vs Evil Outsiders
+2 To Hit & Damage vs Shapechangers
CMB : +19
CMD : 35
AC : 27 [10 + 12 Armor + 2 Deflection + 3 DEX] **+3 Barkskin
FLAT : 24 [10 + 12 Armor + 2 Deflection] **+3 Barkskin
TOUCH : 15 [10 + 2 Deflection + 3 DEX]
FOR : +16
REF : +12
WIL : +10
RACIAL TRAITS
- Medium Sized
- Normal Speed
- Skilled
- Bonus Feat
RANGER TRAITS
- Favored Ennemy (Outsider(Evil)+2)
- Track
- Wild Empathy
- Combat Style Feat (Two-Weapon Fighting)
- Bonus Feat (Endurance)
- Favored Terrain (Urban)
- Hunter's Bond (Companions)
- Favored Ennemy (Shapechangers+2, Outsider(Evil)+4)
- Combat Style Feat (Improved Two-Weapon Fighting)
- Woodland Stride
- Swift Tracker
- Favored Terrain (Underground)
INQUISITOR TRAITS
- Domain (Leadership)
- Judgement (2/Day)
- Monster Lore
- Orisons
- Stern Gaze
- Cunning Initiative
- Detect Alignement
- Track
- Solo Tactics
- Teamwork Feat (Stealth Synergy)
- Bane (8 Rounds/Day)
- Discern Lies
SKILLS
*Diplomacy 16 13+3+0
*Handle Animal 18 13+3+2
Knowledge (Nobility) 14 11+0+3
*Knowledge (Planes) 18 13+3+3
Linguistics 3 2+0+1
*Perception 18 13+3+2
*Sense Motive 20 13+3+2+2
*Spellcraft 16 13+3+0
*Survival 18 13+3+2 **+6 to follow tracks
LANGUAGES
- Common
- Infernal
- Abyssal
FEATS
- Endurance
- Exotic Weapon Proficiency (Katana)
- Weapon Focus (Katana)
- Exotic Weapon Proficiency (Wakizashi)
- Weapon Focus (Wakizashi)
- Insightful Gaze
- Slayer's Knack (Outsider(Evil))
- Extra Bane
- Double Bane
- Stealth Synergy
- Two-Weapon Fighting
- Improved Two-Weapon Fighting
SPELL-LIKE ABILITIES
- Detect Chaos (At Will)
- Detect Law (At Will)
- Detect Good (At Will)
- Detect Evil (At Will)
- Discern Lies (5 Rounds/Day)
RANGER CASTER LEVEL : 5
RANGER SPELLS PER DAY
2/2
SPELLS PREPARED
LVL 1 : Reists Energy, Lead Blades
LVL 2 : Barkskin, Hunter's Eye
INQUISITOR CASTER LEVEL : 5
INQUISITOR SPELLS PER DAY
5/3
INQUISITOR SPELLS KNOWN
LVL 0 : Bleed, Brand, Create Water, Detect Magic, Read Magic, Light
LVL 1 : Bless, Litany of Sloth, Disguise Self, Remove Fear
LVL 2 : Invisibility, Align Weapon, Flames of the Faithful
GEAR
Weapons
+1 Phase Locking Cold Iron Katana
+1 Planar Mithral Wakizashi
+1 Alchemical Silver Light Flail
Armor
+4 Glamered Mithral O-Yoroi
[+12 Armor, +4 Max Dex, -3 Check Penalty, 22.5lbs]
Cloak of Resistance +2
Others
Belt of Physical Perfection +2 [STR/DEX/CON]
Quickrunner's Shirt
Ring of Protection +2
Featherstep Slippers
Headband of Superior Intellect +2
Handy Haversack
Golembane Scarab
Are you allowed to use Inner Sea Prestige Classes?
If so, I would probably use an Arcanist with the Pathfinder Savant to add some divine spells to the arcanist list, giving you the ability to fulfill a broader role and using cure light wounds wand between fight for some healing support if needed.
As for the 2nd class, I would recommend combining this with an Inquisitor as it is a strong well-balanced class that allows to be a face, a solid frontliner with decent damage and versatility.
For having played a campaign where one of my player was a Cleric focused on creating/controlling undead, they scale badly in higher levels because their AC and HP just doesnt add up quickly enough. That being said, there are still nice choices to keep the theme. For example, the Inner Sea Magic brought insteresting spells such as Khain's Army which summons several undeads for a period of time (Ghouls and ghast). There is even an improved version that came from the Faction Guide that gives Tomb Legion but that is a lvl 8 spell so rather irrelevant just as Create Greater Undead.
For the theme, other interesting spells might be Ghoul Hunger, Skeleton Crew allows you to rain a skeletal army to man a ship, Limp Lash from Goblins of Golarion can allow you to fully render someone helpless while your minions finish them and Sculpt Corpse can allow you to pass an undead for a living person when going inside a city.
As far as archetypes goes, you should consider using a Gravewalker Witch. It allows you to dominate undead within a radius around you and to deliver touch spells within that range as well. This can lead to interesting combinations with Calcific Touch, Touch of Slime, Chill Touch, Ghoul Touch and Frigid Touch which all add a debuff as well to the target while giving your minions an easier time to kill them.
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If you want to ensure not to outshine any players, you could always use the NPC classes as they are significantly less powerful than a normal cleric.
You could also create a cleric but reduce him to a single domain, cut down his spells and delays his Channels so he wont be the forefront and outshine everyone.
This is especially true if you feel like you need to create something you will play. However, some adventures paths can be harder if you use unoptimized party set ups.
You should even consider adding Planar to the Evil outsider Bane weapon and/or phase locking. This will grant you a weapon that will wreck outsiders and add damage to the Evil ones.
Planar basically removes 5 points of the Outsider's DR (which 99% of them have) without having to worry about metal and/or alignment. Phase Locking will allow you to block their teleport abilities as well to prevent them from running. This is particularly useful when you want to detain them or ensure they do not run away to report what occurred.
If you stack it with the Ranger's Favored Ennemy class feature and pick a feat like hunter's knack, you can do a lot of damage to outsiders and specially evil ones.
Another good choice to stack is Holy.
The only class that legally allows a combination of a familiar with something else is a specific type of shaman from the ACG at lvl 20 if i recall where the familiar also gains the benefits of an animal companion using the shaman's level as her effective druid level.
Here is the actual ability of it.
Companion Animal (Su): The shaman’s spirit animal
takes the form of an animal companion (Core Rulebook
51) of her choice, using her shaman level as her effective
druid level. It retains all the special abilities and the
Intelligence score of the spirit animal, but also has the
statistics and abilities of an animal companion. If the
companion animal is dismissed, lost, or dies, it can be
replaced in the same way as a normal spirit animal.
Grease is a cheap and effective way to gain a +10 versus grapple checks as well. a single potion is enough to give you a +10.
Chess Pwn wrote: Yes, but what is happening in the OP's scenario? A guard is trying to perceive the NPC. I'm saying that he's using all his senses. I'm also saying the NPC is using all his abilities to perform the stealth he rolled. Rules are a stealth is countered by a perception check, and invisibility spell says you get a +20 on moving stealth checks.
So for whatever reasons it may be described as, it's a perception against the boosted stealth check. If he was saying he was only looking for someone and was blind he'd have penalty. If he said he was listening and was deaf he'd have the penalty. But if he's trying to perceive with all senses then as long as his perception beats their stealth he knows they are there, else he fails and doesn't.
I'd also say the active guard would get to roll the perception to see if he has a hunch, but rules don't cover what to do with a hunch.
Being deaf has certain rules and here, if the PC standing guard was deaf, he would get a penalty on the opposed role because he still has his other senses. Perception is the use of all senses and the deafened condition includes this.
Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.
Now in this situation, he would certainly not hear the person stealthing on the other side of the door since only sound is involved but if he opens the door he can use his other senses.
Whether the PC or NPC roles are reversed, the result is the same. PCs and NPCs use the same rules for using skills it makes no difference.
Stealth check result is 10, +20 for moving around in stealth with invisbility. The only thing is if the door is opened, the +5 does not apply.
The stealth check does not change because the PC opens the door. However, the guard may very well notice the door opening and may stumble unknowingly on the PC depending on positions when he goes to investigate (providing he notices the door opening which is not part of the stealth of the PC).
Opening the door does not give the guard an actual circumstance bonus but I remember clearly there being an up to +20 circumstance check when a guard was spotting around after specific things like finding a dead body or after an alarm was rang in older D&D books.
There are no mention of such things in RAW of either perception and stealth for PF but it would not be a far call to allow it.
I think the answer to B lies in 2 different actions.
1) Does the guard notice the door opening
2) Does he see the person stealthing about
While the first will be easier depending on the situation, stealth does not muffle the sound of the door. Note that if the door is locked or has a creaking sound due to lack of maintenance, it could be very easy to notice.
As for noticing the person itself, it will be harder. Because a door opens (depends on type of door and situation), it is possible it may open due to uneven surface or wind or other explanations so if the guard hears the door he should be on his guard and may be given a bonus on his check because he is expecting something.
It all depends on the actual situation, type of door, room/location, maintenance of door...
HaraldKlak wrote: Wheldrake wrote: Seems to me like a commoner would never reach 20th level without having branched off into an adventurer class. How would a farmer get the xp needed to even reach 6th or 10th?
Perhaps he was cursed with a long life and lived 500 years. Even then...
But it's a fun topic.
Actually he is just the common sort of farmer, who have been plagued with rats on his farm. Not enough to call adventurers to clean up, and he doesn't have a cat. But there is always enough of them, for him to kill 5 rats in solo combat each day.
Having worked his farm for 20 years, with an average of 5 rats killed every day, he has gotten enough xp for him to reach lvl 20. Correct, very high level commoners are rare because they tend to die to raids, disease, old age, starvation before they reach any higher level. This usually represents a society that has pushed back several invasions or that went to the frontier and settled in a brand new encampment, creating the walls and buildings from their own 2 hands.
PookaWitch wrote: Thanks for the help. ^_^ This still has us discussing the concept offline, but going forth trying to use the RAI as best as we can for now - which could change in the future if something ever clarifies it more. The cold immunity would prevent something like a rime spell from taking effect since it has to deal damage to take effect. This is what the description refers to, effects based upon taking damage to take effect.
This is similar to how an injury poison does not kick in if the DR of a creature makes it so that it takes no damage from the weapon.
Splendor wrote: The Gentle Repose spells says...
Quote: Target: corpse touched
Duration: 1 day/level
Saving Throw: Will negates (object)
Since the target is a corpse and it states that the target gets a will save (object), a corpse is considered an object.
Make whole 'heals' d6 damage per caster level, up to 5d6 damage. The DM could rule that the dragon has the same number of HP dead as it had alive, so you may need multiple castings (or just a bunch of mending spells).
---
Side note - The craftsmen who is making items out of the dragon hide only needs the hide, mostly intact. A couple mending spells should be enough to repair the hide (without having to repair all the fleshy parts) to a usable condition.
That's a good idea thanks!
laarddrym wrote: I'd think that falls more into the purview of the Restore Corpse spell. I had thought of that but restore corpse simply allows a skeleton to grow back flesh. It doesn't actually restore a broken down corpse to its original state to be raised.
I have a game where players butchered up a dragon's corpse to bring it to town to have a blacksmith arrange it into gear. They tore it up in pieces to bring it with them.
However, a player now realises he could have raised the dragon back as an undead skeleton but the corpse was butchered and parts were cut off grossly which means they detroyed part of the skeleton itself.
Would make whole allow them to fix the skeleton back as an object or is it too late?
Personally, I think the classes that gets these boons earlier (Exalted, Mystery Cultist, Demoniac, Exalted and Sentinel) were balanced in accordance with the boons they grant.
There are no straight path to building characters in PF and although some work better mechanically like the evangelist, I think granting all of these PrC the aligned class line would warrant everyone taking these over beginning classes in exchange for the loss of a single level in the previous class.
Crossblooded does not equal a sorcerer bloodline, its an archetype. Unless your GM accepts it, that does not work. This was debated several times and JJ from Paizo stipulated that crossblooded and wildblooded cannot be mixed and do not count as bloodlines nor can they benefit from feats for sorcerer bloodlines or the robe to boost bloodlines.
LoneKnave wrote: Although it costs you another caster level, the Evangelist lets you advance your sorceror class abilities (including bloodline) with 3/4 BAB, so it's not a bad choice. I always found the Evangelist a little cheesy as you gain all but lose none in return a little like the chigong monk. That being said, it is a good choice if it is allowed as it does help you progress in sorcerer and allows you to gain abilities as long as you spend a feat and follow a certain deity.
RMcD wrote: Thanks for the help, the purifier sounds nice too, but I definitely like the idea of a Dragon-bred warrior some more.
"
Your going to want to stay out of combat for the beginning of your career. Acting like any normal sorcerer."
Is there any crossblooded bloodline that could enable me to tank some more earlier on, or is the loss of spells too harsh?
Also, is the
Sorc 5
DD 10
Sorc 5
way to build? Even assuming I get there I noticed that some people don't like going DD10.
As always thanks a lot for the replies
Crossblooded is an archetype and not normally allowed as the DD requires a Bloodline which a crossblooded isn't as is a Wildblooded one unless your GM allows it.
Personally, I think you gain little by going over lvl 8 in DD as a sorcerer as it makes you lose another caster level for little in return (wings, a bigger dragon form and blidsight) since most of these can be achieved as well or better with simple spells (Overland flight/fly, echolocation, Greater Polymorph/Form of the Dragon X).
If you want to be a dragon disciple, the best bet is going draconic bloodline. The dragon disciple prestige class stipulates the following :
"Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline"
This leaves little choice when it comes to a sorcerer's bloodline.
The other nice build that would fit in the same line of idea is an Aasimar Oracle with the Purifier racial archetype.
You get spells like you would with sorcerer, you are less vulnerable at early levels and can wear heavy armor.
Since you will have a high charisma as part of your stats since it governs your casting, you can invest in UMD as a skill and benefit from emulating the Wizard/Sorcerer spells for Dragon Form/Polymorphs.
The purifier allows you to take control of good outsiders as well although you may want to be careful with this one as to not step on the wrong person's toes.
I think the issue with Rogues is that they want to consistently be able to use sneak attack and after the first round, it is a bit more tricky to achieve. Positioning is easier while sneaking around which makes the first blows very lethal if not fatal.
A good way was the scout's archetype which was already outlined. There are a few tricks with daggers that allow you to do D8 sneak attacks at the cost of D4 for anything but daggers.
After that, spells can help you like greater invisibility;. If this is the case, dipping in an arcane class and going arcane trickster is beneficial since you barely loose any sneak damage, gain spells to bolster your character's offensive capabilities as well as access to impromptu sneaks to deliver touch sneak attacks with devastating effects.
Its more a matter of opinion and what one finds useful/interesting which will guide someone through a path for rogue.
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A Witch with the gravewalking archetype could be another minion and provide extra magical back up as well to the lord. Although defining the relationship may between the two may be a need basis where one gets someone from each other like access to more magical knowledge and rituals in return for magical support and divinations or maybe she is a consort?
Motiviation is harder and fickle to create than the actual minions. But this is what gives them a drive, a reason to go forward as well as a personality.
Other nice ideas would be evil clerics and antipaladin whoc both have archetypes related to undead. A vivisectionist alchemist with mummification discoveries can also be a nice match where he is afascinated by death and wishes to observe/learn first hand the effect of such changes.
Might be weird but if you make a phase locking dagger and hit yourself with it, you cannot be teleported anywhere or sent to any other planes. It sounds weird but it should works.
Debilitating Portent can have devastating effects versus players or monsters that tend to do burst damage. Debilitating portent cuts the damage dealt in half. It gets even worse when used by a witch in conjunction with misfortune and cackle where he has to save with rolling twice.
If you are allowed, the god RA has a spear as a favored weapon which is a good start. His domains are Fire, Glory, Law, Nobility & Sun and his alignment is Lawful neutral which allows you to be Lawful Good.
The Nobility Domain has the Martyr domain that allows you to absorb the damage taken by an ally within 30 feet once per day at lvl 8 and more later.
You may also take the Fire domain and gain access to some nifty attack spells and fire resistance.
As for the armor, if you don't plan on being in immediate front line, you can take medium armor made of mithral to maintain full movement speed.
This allows you to use party spells like bless, prayer, blessing of fervor and other useful support spells along with the above fireball and searing light fire spells.
You could take elemental focus fire allowing you to possibly lower your wis a bit to have better physical stats to support closer to the front without reducing your DC (Flame strike and most fire domain spells will have increased DC).
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