Draconic Hydra

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RPG Superstar 6 Season Star Voter. Organized Play Member. 233 posts. No reviews. No lists. No wishlists.



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Aside from siege weaponry, there are a LOT of alchemical weapons in Ultimate Equipment and other places. Caches of grenades would be a thing I'd put in... Pox Bursters, Petrified Oozes in a container made to burst on impact, not to mention the typical elemental damage splash weapons


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Can't assume flanking? I've never understood anyone who says both that the rogue is useless, and that you can't assume flanking. Flanking helps everyone hit better, is nearly always a preferable tactic, and should always be possible. You're taking something that any melee build should aspire to and specifically disallowing it to make the rogue look bad.

/rant


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I like this idea, though I wouldn't give it actual spellcasting. Maybe this could be where a Warlock like flavor comes in, with a ray attack that progressively gets better. Give it rogue skills, good Ref and Will, some built in stealth enablers and go to town. I wouldn't give it actual sneak attack, at least not on top of a magic ray attack that gets up to 10d6.


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Like everything in D&D/Pathfinder, the game is not played solo, so you have to take the rest of the party into account with any build you play. There are SOME builds that work fine without taking this into consideration, and it has been my personal experience that the Roleplayed personality of those characters tends to reflect that and make them less fun to play with. The Rogue uses the Wizard's intelligence to find out what they're probably going to be up again, relies on the Fighter to give him bonuses to hit and distract the difficult enemies, and otherwise tries to have a tool for every occasion.

The first thing I do making a Rogue is buy anything from the most basic items that seems like it might have a use somewhere down the line. Later in the game, I resort to a Traveler's Any-Tool. Truly, a Rogue's best friend. After that, the Rogue should have one or two (I prefer two) weapons he focuses on, or a double weapon if that's your bag. Beyond those, however, he better have access to some weapons of interesting materials, at least until he's high enough level that at least one of his weapons is a +4.

To all the players I've seen dumping Int on a Rogue: Why? Your own knowledge of a situation shouldn't affect how you go about something in game. If your Rogue doesn't know the answer, he's out of luck. So make him smart enough that he will! I suggest at least a 12-14 here, if you spread your skills out intelligently. Plus, it qualifies you for Combat Expertise, which is considered a feat tax by some, but I've found situations where the party is in a bad spot and the Rogue is enjoying his ability to turtle just a little bit more and avoid those nasty hits. Plus, just look through the lists... there are some fun and promising feats that Combat Expertise is required for.

It is true that some classes can fill a Rogue's role just as well as a Rogue if not perhaps better, but you know what? The Rogue is all about bragging rights! He got the job done, and while he may not have done it with the same flair, the same panache... he wouldn't be screwed in a AMF or zone of Silence, either (At least no more than the purely martial characters in the party).

I know a lot of what I said comes down to money, a finite resource, but, guess what? You're the Rogue! Steal, bribe, cheat, bluff, finagle, and otherwise snatch that money right out of the enemies hands (Or the local townsfolk, or even other party members...). Be a Rogue, do what Rogues do best... improvise!


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3.5 Knight/Pathfinder Paladin. Charisma synergy, some of the PF Fighter armor abilities and an actual aggro mechanic, not to mention Shield Ally which is always nice for a tank.


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What about making him a mutant frog, and going Aberrant Bloodline Sorcerer focused on touch attacks? by 3rd level, you're making touch attacks at 15 feet with your tongue, which ends up going as far as 25 feet by 17th level if your game goes that far. The Acidic Ray ability even feels thematic in a way.


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There are likely to be bones of some kind lying around. Find a devil that uses weapons, smite and take it out, then take its weapon. No matter what that weapon is, since you're 14th level it'll be treated as good aligned, even when you're not smiting. That'll be a plus. If you chose the mount option of the divine bond then you've got transportation. I'd start looking for a portal out.


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If you want to truly play Emperor Palpatine, then Enchantment/Necromancy focused Wizard is the way to go, most likely Enchantment specialist with Necromancy for some of the darker Force powers, and at least Shocking Grasp. Yet another problem of the prequel movies, the man should have never drawn a lightsaber. It wasn't his strength. He plays people against each other like a chess board.

EDIT: And unlike some wizard builds you see, Charisma is at least moderately important for his ability to charm people with or without The Force. Strength would be your dump stat, if you need one.


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With the Carnivorous Flower you can get Improved Natural Attack, cast Strong Jaw... Can they get Vital Strike? If so that's pretty nasty. The Crawling Vine could be a fun controller type, with grappling and all, at least until the DM gives everything Freedom of Movement.


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Paladin up through at least 2-3, then Rogue. Keeping in line with things he seems to know without even being taught (rogue), he starts going to church with his human mother and finds 'the light' so to speak.

EDIT: I know you take a charisma hit, or at least I seem to recall goblins do... but in 3.5 this was one of the most fun characters I ever played, ended up going into Shadowbane Inquisitor.


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To add to my previous post after doing some research, Half-Orc Barbarian 2/Scout/Skulking Slayer Rogue 4 or 8 at least. Sneak attack on charges, using a two handed weapon and getting d8s on the sneak attack dice.


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Could go Gunslinger/Horselord Ranger, and be a cowboy.