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![]() Hi guys. We're about to reboot a RotRL campaign that has lain dormant for about a year or so, as we've been playing Skull&Shackles or a homebrew scifi GURPS campaign in that time. Unfortunately, the GM for S&S is out of town for the next 6 months so we have to play something else until he comes back. We're currently level 8, 15 point buy, minimum 4+int skill points and story-wise we're restarting after taking the fortress of the Black Arrow. So, without much further ado, I present my character, Beata; Beata, CN female half-orc sorceress STR: 10
Init: +6 AC: 15 + spell buffs BAB: +4 CMB: +4 CMD: 16
Skills:
Languages: Common, Orc, Draconic, Goblin Feats: Eschew Materials, Toughness, Combat Casting, Impr. Init., Great Fortitude, Spell Penetration, Prone Slinging (very much a bonus feat from the GM due to the ridiculous nature of the feat... It has become an internal joke kind of thing in our group) Alternate Racial Trait: Sacred Tattoo
Draconic Bloodline: Blue Gear: Ring of Sustenance, Ring of Protection +1, Amulet of Natural Armour +1, Cloak of Resistance +2, Headband of Charisma +4 (all stat bonuses included in stat array) Spell list:
Now, this is where it gets interesting. For the reboot, the GM has decided to introduce the automatic bonus progression. The way he wants to handle this is that we get to keep the stat bonuses from the gear we already have but future wealth gain will be halved in exchange for the automatic bonuses. The purpose behind this change is to promote greater diversity and utility of magic items in general and wondrous items in particular. My question, then, is this: where should I take my build from here, and which wondrous items should I look into acquiring? And please, no RotRL spoilers :) ![]()
![]() So I've done a bit of research on feats and come up with a list of the ones I think would be most beneficial to me. Combat Feats:
Metamagic:
Racial:
General:
What would you pick, and why? Any and all comments are welcome. ![]()
![]() avr wrote:
No dragons so far in the campaign, yesterday we took out a cyclops fortress including a Huge cyclops. We've run into archers on opposing ships a few times but it hasn't been much of a problem. Offhand, I cannot really remember an encounter where I was thinking "Fly would have been really handy right now". Keeping a couple potions in reserve is no big deal though. Not needing to cast much defensively has to do with my spell selection I guess. Most combats, I tend to cast either Good Hope and/or Mirror Image right at the start and then just start whacking away. The rest of my spells either have long durations and can be cast pre-combat or are more situational utility spells. ![]()
![]() I didn't bother writing up my scrolls/potions, but I do have a selection of tricks there. Spellguard bracers maybe, although it doesn't feel like I cast a lot of spells while fighting. Would Boots of Levitation be a decent option? Sadly, the Performer feats are useless for a DD as I only affect myself with my performances. Outflank might be an option as there's also a Bloodrager and a Swashbuckler in the party. ![]()
![]() I'm playing a level 10 Human Dervish Dancer in a Skull&Shackles campaign, and having the most fun with a character that I've had in a long time. However, I could use some tips on how to progress from here. We're playing a 25 pt buy campaign with minimum 4+Int modifier skill points and getting at least half a HD per level (I'm rolling 4+1d4 hp instead of 1d8). The GM accepts pretty much anything if we just ask. Stats:
STR: 21 DEX: 14 CON: 14 INT: 14 WIS: 10 CHA: 18 (started with Dual Talent) Traits: Anatomist(+1 to confirm crits) Life of Toil (+1 Fort save) HP: 98 AC: 25(27 when dancing) Speed: 30'(50' when dancing)
BAB: +7/+2 CMB: 11 CMD: 26 Skills:
Acrobatics +22, Bluff +13, Climb +15, Diplomacy +13, Escape Artist +8, Intimidate +8, Knowledge Arcana/Local/Nature/Planes/Religion +6, Perception +5, Perform Dance +22, Perform Sing +17, Profession Sailor +5, Sleight of Hand +6, Spellcraft +12, Stealth +13, UMD +11 GM has reinstated Bardic Knowledge to me, even though that's normally lost as a DD. My Perception is very low, I'll spend some skill points on that. Feats:
Arcane Strike, Power Attack, Furious Focus Improved Initiative, Toughness, Ensemble (bonus feat given by GM) Class ability Razor's Kiss granting Improved Critical with all manufactured weapons Gear:
+2 Impact Ten Ring Sword (counts as cutlass/scimitar, house ruled to 2d6 base damage from Impact) +2 Overhead Shield +1 Buccaneer's Mithril Chain Shirt +2 Amulet of Natural Armour +2 Ring of Protection +2 Cloak of Resistance Adamantine Ring of Foe Focus (Attached to the sword. Houseruled that I can use both effects at once as a move action.) Ring of Sustenance Headband +2 Cha/Int Belt +2 Str Spells:
0: Detect Magic, Read Magic, Prestidigitation, Ghost Sound, Dancing Lights, Message 1: Charm Person, Grease, Expeditious Retreat, Feather Fall, Cure Light, Heightened Awareness, Saving Finale, Silent Image 2: Invisibility, Acute Senses, Tactical Acumen, Tongues, Mirror Image, Gallant Inspiration, Glitterdust, Ghostbane Dirge 3: Daylight, Remove Curse, Good Hope, See Invis, Haste 4: Impr. Invis, Freedom of Movement All favoured class bonuses have gone towards extra spells known, and I have consciously selected (mostly) spells that are non-offensive in nature due to having a relatively low DC. With all this, I'm doing 2d6+18 damage each attack with Arcane Strike and Power Attack with a 15-20/x2 threat range and +1 to confirm on each of three attacks per turn while dancing, potentially adding +2 damage from Good Hope when I have that active. Just last night I did two crits in one round for 56 and 48 damage respectively. Anyone have any suggestions how I can improve on this and what to get further down the line? What feats would work well with what I already have? Any particular gear I should look into? At the moment I've got 17k available to spend. Any and all comments are welcome. ![]()
![]() Thanks for the input so far, good thoughts from all of you. Fate's Favoured it is, guess I'll swap out Denial of Fate. It was more or less an afterthought anyway as I couldn't be bothered trawling through the insane amounts of trait for something better. Yes, the chthonic stuff has been cleared with the DM. I'd have to check with him if he'll allow that spell. The longbow is not magical, it's just a +5 strength composite bow. That, too, was a bit of an afterthought so I can save a bit of gold there. My level 4 stat increase has been put in Str already (all stats given are after mods) and the plan was to put the level 8 increase in Con for some additional hp. Boots of Striding and Springing would put me at 25' movement? 20' base, dropped to 15' for heavy armour, increased to 25' for the boots? I do like the thought of the Furious Focus feat, not having any penalties on the first Power Attack each round should be golden. Is this viable, or would a Sacred Fist with a dip in fighter for heavy armour and martial proficiencies be better? Flurrying with a greatsword sounds like fun too... ![]()
![]() Hey all. I've been playing various RPGs for 25 years now, and my current group is mostly running Pathfinder campaigns these days. However, having a 3 year old kid at home means that my focus is mostly on getting out of the house for a few hours once a week to have some laughs with my mates rather than devoting lots of time into making the perfect "OMG, that is so broken and stupidly overpowered super munchkin killer" character of doom. That said, I've always been most fond of support classes and arcane casters (bard was my first love and probably still my favourite) but as my Shaman (he was poorly built, no great loss) died in our last session I thought I'd try smashing face for a change and the warpriest looked interesting. This is an ongoing Skull&Shackles campaign with a 25 point buy and my character is starting at level 7 with 16k gold to spend, and this is what I've come up with so far. Is it any good or utter rubbish? It looks like fun to me at least :) We're running with a few houserules, like minimum 4 skill points per level. Favoured class bonus is used on skill points. Chthonic steel has been OK'ed by the GM. Warpriest 7, Chaotic Neutral. Deity: Gorum
Str: 22
Saves: Fort +7, Ref +4, Will +9 Initiative: +7 Speed: 20'
Chthonic Greatsword +1: +13 (+14 with no allies within 10'), 2d6+10 damage(+16 with Power attack, additional +1 with no allies within 10'). +2 to confirm crits. Composite Longbow +5: +6, 1d8+5 damage. Skills:
Feats:
Traits:
Racial Abilities:
Blessings:
Magic items:
Purchased:
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