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Louise Bishop wrote:
5 HD: Eldritch Heritage- Ghoul (Claws) ((Level 7 Paralyze on Claws))

just so you know the DC on those claws don't scale unless you are a ghoul because you need racial HD for the DC, and you only use your sorcerer level if you are a ghoul.

Link for explanation


I wan't to see them like the technomancers from "Babaylon 5", I just loved that concept. Mortals from different races part of an order that use cybernetics and advanced technology "magic" that puts them beyond there individual races, but not to the level of the first ones "Gods".
They are feared and not messed with, because everyone needs tech to survive space, and you don't piss off the guy who can slag your space station with a thought.


Murdock Mudeater wrote:


It does give a special note in the bloodline that sorcerer levels stack with racial HD for this ability.

that note is only if you are a ghoul.


2 people marked this as FAQ candidate.

How do you determine the Save DC for Ghoulish Claws Bloodline power?

I ask because unlike other bloodlines this doesn't tell us to use 10 + 1/2 sorcerer lvl + CHA mod. It tells us to use "as the Ghoul ability (Fort Negates)." Which means we find the paralyzed monster ability and get 10 + 1/2 Racial HD + Con mod. We don't get CHA mod like a ghoul because we aren't undead and have a Con score.

Am I correct or does it use the normal bloodline save DC?


Question?

Are the Ghoulish Claws really that powerful?

I ask because the save DC is really low. Unlike other blood lines this doesn't tell us to use 10 + 1/2 sorcerer lvl + CHA mod. It tells us to use "as the Ghoul ability (Fort Negates)." Which means we find the paralyzed monster ability and get 10 + 1/2 Racial HD + Con mod. We don't get CHA mod like a ghoul because we aren't undead and have a Con score.

So on the character I was planning after DD con boost at 11th level my save DC would be 10 + 0 + 3 to 6 = 13 to 16 max. doesn't seem very good to me.


A comment and some questions.

what about taking mystic orc for free endurance feat and luck to saves. grab fates "favored trait" and "berserker of the society"(if allowed?), then grab die-hard line of feats.

lets assume RAW that both bloodlines increase with DD. What powers do you take, just Aberrant at 4, rest draconic.

Also a RAW question. Could you gain almost both sets of powers because you are not gaining Draconic bloodline through Sorcerer thus gaining the abilities when you reach the right level of DD. I know this is good cheddar.


Stupid question will this run on a kindle fire, old one. and if so how do I get it there. no Play Store.


Thanks, I was looking at the table and my brain just skipped over the getting it a level or 2 earlier. Stupid Brain.


Is there any point to taking this option? Am I missing something?

This option is 1/4 level advancement in brawler's Unarmed strike damage, However Brawler's damage increases every 4th level. So to get any benefit you need to take this for 16 Brawler levels to increase you damage 1 category to 20th level damage. The only other benefit is to take it 20 levels and get Level 20 damage to the close combat group.

It looks to me like this option was written as if the damaged increased every 5th level instead of 4th. If this was the case then you would be getting a damage increase every 4th level. ie. 4th = 5th, 8th = 10th, 12th = 15th, 16th = 20th.

Do you agree? Does this need to be house ruled or F.A.Q.ed to every 1/3 level.


Hogeyhead wrote:
I've been looking for the trait that improves combat expertese, but I can't find it, do you know what it is? also how do I get a bonus to int from extra traits?

sorry ment init. for initiative.


Hogeyhead wrote:
There is a trait you can take (it may not stack with the pre existing traits) that reduces the penalties for combat expertise by one more, a good reason to take additional traits

Yeh I forgot about that. if you take extra traits feat get bonus to int as well. you should be close to +20 depending on enchantments.


In my above build you need to move MOMS to Level 7 and take crane style, Kirin Style, then kirin strike or crane wing at 9th.

Here is what I would have at 20th.

+5 furious, ghost touch, another +3 worth of abilities.

+5 celestial chain.

belt of +6 DEX/CON

+6 headband of Intellect.

book of dex +4

boots of speed

cloak of protection +5

Ring of Protection +5

so DEX: 30, INT :30

ATTACK:

38/38/33/28/23

there are some situational bonuses as well.

Damage:

dice+dex+enchantment+level
1d8+10+7+10= 1d8+27, +20 swift action

AC:

Base+canny defense+dodge+fight defensively+armor+dex+shield+enhancement+deflection= total
10+10+1+6+6+8+2+5+5=53 (-4 to hit for +5 Dodge, Combat Expertise)

There are a couple more points in there that are situational.


Hogeyhead wrote:
I do like it though I'd usse celestial armor instead. Also the feat you forgot was crane style i think.

The build did use it an I noted that is what you would want once you got a DEX item. You Are right it is Crane style that I forgot.

Hogeyhead wrote:
Also what rage power should one take?

I don't remember what I took, but some suggestions are "Guarded Life", "Roused Anger",or "superstitious" (maybe).

Hogeyhead wrote:
How do you not take a minus 1 for fighting defensively?

here is how it works crane riposte makes fighting defensively -1. Then when you get Swordlord 4th level you get:

Quote:

Adaptive Tactics (Ex)

At 4th level, a swordlord learns to adapt his fighting style to counter his enemy's strengths. A swordlord reduces the attack roll penalty for fighting defensively and/or using Combat Expertise by 1 at 4th level, increasing to 2 at 8th level.

you now have penalty of -0 to fighting defensively of Total Defense. You might want to mix up the levels of duelist and Swordlord to maximize when you can get this and 7th level of Duelist.

As a side note you can take a -4 to hit and add another +5 dodge to AC for Combat expertise.


Here is a character I made a while ago. No swift action madness here. He was built 25 point buy.
I don’t remember the level breakdown after 10th, and feats after 13th, but I will give the naked values at the end.

Urban Barbarian 3 / Lore Warden 2 / MOMS 1 / Swordlord 4 / Duelist 10

Traits: Sword Scion (+1 hit with Dueling Sword) , Berserker of the Society (+3 rounds of Rage)

Str. 11
Dex. 16 (20 with Rage)
Con. 14
Int. 24 (after levels)
Wis. 10
Cha. 7

1)UB. Weapon finesse, Dodge
2)LW. Exotic Weapon Prof. Dueling Sword
3)UB. Weapon Focus Dueling Sword
4)LW. Mobility, Combat expertise
5)UB. Dazzling Display, Uncanny dodge (one less way to lose Canny defense)
6)SL. Dueling Mastery
7)D. feat (cannot remember)
8)D.
9)MOMS. IUC, Kirin style, Kirin Strike
10)D.
11)D. Crane wing
12)D.
13)D. Crane Riposte
14)D.
15)D.
16)D.
17)D.
18)SL.
19)SL.
20)SL.

Here is what you have totally naked except with dueling sword and mithral chain shirt. And raging into DEX.

Bab is 19/14/9/4

Total attack: (With this build you can fight defensively with no attack penalty)
26/21/16/11

Damage:
1d8 +17 and one swift action +14

AC:
Base+canny defense+dodge+fight defensively+armor+dex+shield= total
10+7+1+6+4+5+2=35

There are a couple more points in there that are situational.
14 of it is dodge bonus.

There it is. Please remember this is only with 2 pieces of non-magical equipment. you would want +6 dex and int items and celestial armor. and you can have furious on your weapon :)

Hope you enjoy.


Hogeyhead wrote:

The new build

9-1 Duelist two weapon fighting (to use armor spikes to parry)

17-9 Duelist Imp two weapon fighting

19-2 Lore warden greater two weapon fighting, combat expertese improved initiative

Reread Deft Strike. if you wield armor spikes you lose deft strike.

A swordlord cannot use this ability if he is wielding a shield or an off-hand weapon, including armor spikes, unarmed strikes, or natural weapons.


You never split your exp. If you are a level 1 fighter when you get enough exp to reach 2nd level you could become a level 2 fighter or add a level of Wizard for example. In this case you would be a 2nd level character that is fighter 1 / wizard 1.

As to penalties, I haven't encountered a situation in Pathfinder where it has come up, so I don't know if they removed them from D&D 3.5 rules or not.


here is the one I'm working on. Not the best, but adds some out of combat utility. Note GM is allowing me to take Infiltrator and Urban Ranger.

Ranger (infiltrator, Urban) 6 / Monk (MoMF) 2 / Fighter (Brawler) 12

Traits: Breed for War, Heavy Hitter

STR 20 (22)
Dex 14
CON 14
INT 12
WIS 12
CHA 7

1)Ranger 1: Weapon Focus Unarmed strike, Dodge
2)Ranger 2: TWF
3)Monk 1: Boar Style, Boar Shred
4)Fighter 1: Dragon style
5)monk 2: Dragon ferocity, Boar Ferocity
6)Fighter 2: Power Attack
7)Fighter 3: Eclectic (Fighter)
8)Ranger 3:
9)Ranger 4: Endurance
10)Ranger 5:
11)Ranger 6: ITWF, Intimidating prowess
12)Fighter 4: Weapon Specialization

Naked at level 12 w/ power attack
hit = 11+1+1+6-2-3= (+14)/14/9/9/4
damage = 6+6+3+3+2+1= 21+1d6 + 3 first strike + (2d6 bleed on 2 hits and 1d6/round and demoralize check +24ish)

can do traps like a rogue + ranger stuff.


Aqueous Orb
antimagic field
forcecage
wind wall
create water.

These all worked better in 3.5 D&D because their duration's were longer. Easiest method is to beat down vampire till turns gaseous then cast Antimagic field next to gas. Gas turns to helpless physical body. carry to running water, or stake then cast Aqueous orb, or cut off head and use holy water.

You can Forcecage then have Druid or cleric cast create water inside forcecage.

Aqueous Orb is your only choice in combat, but the Vamp needs to fail 2 reflex saves, and then not escape for 2 more rounds.


Hi, I'm helping a friend optimize his new Magus for Skull and Shackles. the rules are no dump stats, 20 point build. The DM is known for punishing low Charisma, so he wants at least a 12 in it.

Here is what I came up with just tweaking his original.

Dual Talent human alt. racial trait INT & DEX

Str 10
Dex 16 (level 8,12,16,20 stat bump here)
Con 13 (level 4 stat bump here)
Int 18
Wis 10
Cha 12

Traits: Magical lineage (shocking grasp), unhappy childhood +2 Concentration

feats and arcana

1. Weapon finesse (Rapier)
3. Weapon focus
3. Arcane Accuracy
5. Extra Arcane pool
5. Craft Magic Arms and Armor
6. Close range arcana
7. Intensify spell
9. Piranha Strike
9. Ghost Blade
11. Weapon specialization
11. Extra Arcane Pool

So any thoughts or recommendations? what should 12 - 20 look like?

Thanks.


If you are a half-elf you can take the archetype that replaces your familiar with Arcane bond for witch, and take amulet to save an item creation feat for AoMF. That would solve your Familiar problem.


Sorry if this derails the thread a little, but this has been driving me mad.

Psion-Psycho wrote:


Race: Half Elf
Class: Summoner (Synthesist Archetype)
Stats: Str = 10
Dex = 10
Con = 17 with racial modifier
Int = 13
Wis = 14
Cha = 14
when leveling add 3 to con and 2 to cha
take the Half Elf Favored Class Option for Summoner
Eidolon's base form Aquatic
Powers obtained via Eidolon = -Fast Healing x4
-Natural Armor x5
-Limbs x3
-Claws x3
-All 5 immunities
Feats = -Extra Evolution x5
-Toughness
-Dodge
-Combat Expertise
-Combat Reflexes
-Resilient Eidolon

this build with no items magical or other wise gives the following statistics at lv 20 when infused with your Eidolon:

Heath = 320 with out Eidolon and 485 when fused with it
Immunity to all damage excluding force, physical, positive and negative
Fast Healing 4
7 attacks a round at full bab each (15)
AC = 51 with out Combat Expertise and 56 with Combat Expertise
Self Healing via Class spell list

I have seen you Post this build on a couple of threads now, and I like it a lot. I do have a few questions about how you got your numbers.

HP:

with Max rolls

HD + CON + Feat = Total
Caster : 160 + 100 + 20 = 280

Eidolon: 150 + 45 + 0 = 195

caster + Eidolon = Total
Caster
+ : 240 + 195 = 435
Eidolon

Where do you get 320 HP naked From.

Evolutions:

I think you shortchanged yourself here

LvL + Feat + 1/2 elf = Total
26 + 5 + 5 = 36

Bite = 0
Imp Nat Armor = 0
gills = 0
swim x2 = 0
imp nat armor = 5
Limbs x3 = 6
claws x3 = 3
fast healing x4 = 10
immunities x5 = 10

total = 34

2 points short

AC:

Base + Armor + DEX + Nat + Dodge = total + Combat Expertise
10 + 16 + 5 + 14 + 1 = 46 + 4(50)

Where are you getting the extra 5 AC from?

Also you only get +4 dodge from Combat expertise because you only get to BAB 15. You need BAB 16 for +5.

Please let me know what I'm missing.

Thanks.


New Power Build

Human
Class Monk(MotSM, MoMS) 2 / Bard( Dawnflower Dervish, Archaeologist) 18

Traits: Goldfinger, ?

STR 10
DEX 18
CON 13
INT 12
WIS 10
CHA 16

Feats/Abilities

1. Crane Style, Racial Heritage(Halfling), Crane Wing
2. Dervish Dance, Improved Unarmed Strike, Luck +1
3. Crane Riposte, Toughness, Lingering Performance
4. CON
5. Cautious Fighter
6. RT(Weapon training(weapon focus))
7. Arcane Strike, evasion Luck +2
8. DEX
9. Osyluth Guile
10. RT(Combat Trick(Improved Critical))
11. Snapping Turtle Style
12. DEX
13. Dodge, Luck +3
14. RT(Improved Evasion)
15. Snap Turtle Clutch
16. DEX
17. Snap Turtle Shell
18. RT(Trap Spotter)
19. ??, Luck +4
20. DEX

At level 3 with no Magic equipment or Spells

Saves:
Fort: 4, Will: 5, Ref: 9

AC = Base + Armor + Dex + Nat + Shield + Dodge
22 = 10 + 4 + 4 + 1 + 0 + 4

Attack:
Total = BAB + DEX + Luck + DF
5 = 1 + 4 + 1 - 1

Damage:
1d6+5

At level 20 with no Magic equipment or Spells

Saves:
Fort: 11, Will: 14, Ref: 20

AC = Base + Armor + Dex + Nat + Shield + Dodge
33 = 10 + 4 + 6 + 1 + 2 + 10

Attack:
Total = BAB + DEX + Luck + DF + WF
24/19/14 = 14/9/4 + 6 + 4 - 1 + 1

Damage:
1d6+14

Any Ideas to Optimize it better? Do I need some better feats or should I change when I get them?

Need another Trait Idea.

Thanks in advance.


Slacker2010 wrote:
Dalamar666 wrote:
This is a great Idea, I will change my power build up, however what is a second style besides dragon, I took dragon in the first build because it will be charging and moving as a fox. Uber thanks for the trait Idea I had no idea what it would be.

Yea, Figured you had it for the charging. If you dont want dragon style for that the other styles are kind of lack luster for someone not using unarmed strikes. Now you will have a free hand for crane style so you can always use that hand for unarmed strikes. Another style you can grab is Snapping Turtle Style. Just for some more defense. I didnt study your builds in detail but if you had the extra skills, you might be able to make snake style work.

On the other hand, You dont HAVE to use two styles. Dipping into MoMS is great just to have the crane line.

I was looking at Turtle I might just do that for the shield bonus, Any Idea for a trait Threatening defender does not wot with fighting defensively only combat expertise.


Slacker2010 wrote:

Change to human. Human bonus feat as dodge. Take your first level in MoMS and you can use your level one feat for Crane Style. Your bonus Monk feat for Crane Wing. Second level can go into Bard. 3rd Level you can grab your 2nd level of MoMS and get Crane Riposte with the bonus feat and if you have your 3 ranks of Acrobatics you can get Dragon style with your 3rd level character feat.

Also if your going the Crane Style Route, then take Threatening Defender as a trait. This will net you a -0 to hit while fighting defensibly at level 3.

This is a great Idea, I will change my power build up, however what is a second style besides dragon, I took dragon in the first build because it will be charging and moving as a fox. Uber thanks for the trait Idea I had no idea what it would be.


Cheapy wrote:

Optimize it "further"?

Oh oh, I know! Add levels of synthesist.

I said Optimize not Cheeseify :)

Everything is better with some synth.


My DM rocks and is letting me combine Dawnflower Dervish and Archaeologist Archtypes. He is doing so, because I wanted to play a Dawnflower Dervish, but the party has no rogue, and he wants someone to be able to handle traps. I have two good Ideas one has more flavor, and needs a little help. The other is easier to implement, more flex less flavor.

The rules:
25pt build
Start Level 3
I get all Archaeologist abilities, but Loose Battle Dance, Meditative Whirl.

Build 1 Flavor:

Race: Kitsune
Class Monk(MotSM, MoMS) 2 / Bard( Dawnflower Dervish, Archaeologist) 18
Traits: Goldfinger, ?

STR 8
DEX 19
CON 14
INT 12
WIS 10
CHA 16

Feats/Abilites
1. Dervish Dance, Lingering Preformance, Luck +1
2. Crane Style, Improved Unarmed Strike
3. Dragon Style, Dodge, Toughness, +1 Nat armor
4. DEX
5. Fox Shape
6. RT(finesse rogue)
7. Weapon Focus, Luck +2
8. DEX, evasion
9. Swift Kitsune Shapechanger
10. RT(combat trick(Arcane strike))
11. Crane Wing
12. DEX
13. Crane Riposte, Luck +3
14. RT(Improved Evasion)
15. Vulpine Pounce
16. DEX
17. Osyluth Guile
18. RT(Feat(Extra Preformance))
19. Power Attack, Luck+4
20. DEX

Any Ideas to Optimize it better?

Build 2 Power:

Race: Aasimar(Azata-Blooded) Truespeaker
Class Unarmed Fighter 1 / Bard( Dawnflower Dervish, Archaeologist) 19
Traits: Goldfinger, ?

STR 10
DEX 19
CON 14
INT 12
WIS 10
CHA 16

Feats/Abilites

1. Dervish Dance, Lingering Preformance, Luck +1
2. Crane Style, Improved Unarmed Strike
3. Dodge
4. DEX
5. Arcane Strike, RT(Weapon training(weapon focus)), Luck +2
6.
7. Crane Wing, evasion
8. DEX
9. Osyluth Guile, RT(trap spotter), Luck +3
10.
11. Crane Riposte
12. DEX
13. Improved Crit, RT(Improved Evasion), Luck +4
14.
15. Power attack
16. DEX
17. Deepsight, RT(Feat(Extra Preformance)), Luck +5
18.
19. Mobility
20. DEX

Any Ideas to Optimize it better? Need some better feats I think or change when I get them.
Does Luck Increase past +4 if you use the Aasimars favored class bonus?

Thanks in advance.


Tormad wrote:

The only way i've been able to make a monk do decent damage is to go monk(master of many styles) 2 (or 3 if you want monastic legacy), and the rest fighter(brawler) using either unarmed, brass knuckles, or cestus (if monk 2).

You abandon using stunning fist all together, but keep it so you can pick up the second dragon style making your unarmed attacks get str 1.5 on every hit, and str x2 on the first. Now you have better bab, better hp, more feats, better damage and +hit, you can wear armor (Look for mithril Breastplate), have decent saves from you levels in monk. The styles you will want will be dragon style and probably crane style. You will have 2 less skills a level, but you'll want your favored class to be fighter so you can make up 1 of them there. Take two weapon fighting chain since you gave up flurry(for a much better using 2 styles at once)

If you want the full build just let me know and i'll post it for you. It's not finished but it can pump out some decent damage and still be a decent maneuver user. Again though your stunning fists will be there just for show.

I would be very interested in this build if you care to post it, It has been something I have been beating my head against.


ashern wrote:
It seems like you forgot to read the rest of the text of the spell. The effects of the spell only last for one roll or effect, then it is discharged. So yeah, for one roll you can double the dex boost from rage, then the spell is gone. Useful, but by no means crazy for a level 1 spell.

I hate when I do that I read it three times and never caught that.


Hi there. So back in January I was getting help making an Dex based Barbarian I had decided on an Urban Invulnerable Barbarian 3 / Dawnflower Dervish Bard 1. Well the game got pushed back and We are finally about to start. I was polishing off my character buying Equipment and such when I realized I hadn't selected my spells yet. I look through the books and saw "Moment of Greatness" 1st level from UC. Here is what my character will look like at 4th level with this spell active 1 min/level.

Str 13
Dex 19 +2 belt +8 Rage = 29
Con 16
Int 10
Wis 10
Cha 12

to hit Scimitar
Bab + battle dance + Enhancement + Dex
3 + 2 + 1 + 9 = 15 -1 power attack
to hit Claw
3 + 2 + 0 + 9 - 5 = 9 -1 PA

Damage without power attack
1d6 + 1 + 9 = 13.5 average
with power attack
1d6 + 1 + 9 + 2 = 15.5 average

is it just me or is this insane? get your wizard to cast this on your Regular barbarian as well .


Emmit Svenson wrote:
Dalamar666 wrote:
...so if I cast a 7th level Shadow evocation fireball if they make their will save they will take 100% damage with no reflex allowed save with a +8 Int mod.

Why do you think they won’t get a reflex save?

From Shadow Evocation’s description: “Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.”

that is my stupid brain, I was confusing 3.5 shadow evocation to 3.75


so is the consensus that this will work? and I can Tank my DC's.


Thorkull wrote:
Dalamar666 wrote:
Just what the Subject says. If I cast a 7th level spell with a +8 ability modifier and I have Spell Focus & GSF do I have to let my opponent save vs. 27 or can I let them save vs. DC 10?

There's nothing in the RAW that allows it, but it seems harmless as a houserule.

The big question is, why would you want to?

Here is why.

I built a wizard Shadowcaster archtype, specializes in Illusion(shadow).

I have the feat shadowcaster from the freeport companion. It allows shadow spells that do fractional damage on a successful disbelief save to add +5%/int bonus to the fractional damage. the 10th level ability of shadowcaster gives +20% bonus to fractional damage. so if I cast a 7th level Shadow evocation fireball if they make their will save they will take 100% damage with no reflex allowed save with a +8 Int mod.


Just what the Subject says. If I cast a 7th level spell with a +8 ability modifier and I have Spell Focus & GSF do I have to let my opponent save vs. 27 or can I let them save vs. DC 10?


I am trying to optimize a character concept for an upcoming game. I want to play a Shadowcaster (Illusionist). I will be using 25 point buy, starting at 4th level. We get 2 traits. We get to use Core, AGP, UM, UC, everything Inner Sea, and Freeport.
.
.

Elf
STR: 08
Dex: 16
Con: 12
Int: 20
Wis: 10
Cha: 10

2nd Question Traits:

Magical Lineage (Greater Shadow Conjuration?), and ?
3rd Question opposing schools
Enchantment? , Evocation?

4th Question Feats:

1. Spell Focus (illusion)
3. Craft wondrous Item
5. Tenebrous
7. Shadowcaster(freeport) +5% real on shadow spells/ int bonus
9. Greater spell focus
11. Shadow Gambit
13. Umbral spell
15.
17. spell penetration
19. Spell Perfection

The idea is to lower my save DC’s and let Enemies make their Disbelief saves against Shadow Conjuration and Shadow Evocation like spells and have them take full damage. As well as just being a versatile mage.

Thanks for the help.


Shalafi2412 wrote:
I would do elf due to their ability to help go through SR.

Noted and agreed


Maybe we can help each other out. I am going to be playing a similar character and posted on these boards here.

I think loosing Enchantment and Evocation are the best Schools to oppose.

the only spell that I loose that I want is Darkness.


OmegaZ wrote:
If you really like the shadow/darkness flavor I wouldn't get rid of Evocation because it gives you the Darkness and Deeper Darkness.

I will only loose Darkness because Deeper darkness is not a wizard spell, and I can still cast Darkness, it just uses 2 slots instead of one until shadow evocation. I can also just use it on a wand or such.


rashiakas wrote:
where's that freeport feat from?

Freeport campaign guide for pathfinder


1 person marked this as a favorite.

I am trying to optimize a character concept for an upcoming game. I want to play a Shadowcaster (Illusionist). I will be using 25 point buy, starting at 4th level. We get 2 traits. We get to use Core, AGP, UM, UC, everything Inner Sea, and Freeport.
.
.

The first question is of race. Human or Elf?

Human Elf
STR: 8 8
Dex: 14 16
Con: 14 12
Int: 20 20
Wis: 10 10
Cha: 10 10

2nd Question Traits:

Magical Lineage (Greater Shadow Conjuration?), and ?
3rd Question opposing schools
Enchantment? , Evocation?

4th Question Feats:

1. Spell Focus (illusion), tenebrous spell(if human)
3. Craft wondrous Item
5. Shadow Gambit (tenebrous spell if elf)
7. Shadowcaster(freeport) +5% real on shadow spells/ int bonus
9. Greater spell focus
11. Spell penetration
13. Umbral spell
15. Tenebrous spell
17. Greater spell penetration
19. Spell Perfection

The idea is to lower my save DC’s and let Enemies make their Disbelief saves against Shadow Conjuration and Shadow Evocation like spells and have them take full damage. As well as just being a versatile mage.

Thanks for the help.


Revised

Oni-Spawn: Blade-Bound, Hexcrafter

Traits: Magical Lineage, Heirloom weapon(Katana)

Roll: Primary front line combatant

23 pt build

STR: 16 +2 (18)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

Feats/Arcana/Hexes

1. Infernal Heritage
3. Craft Wondrous Item
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Intensify Spell
6. Flight
7. Weapon Focus
9. Lunge, Extra Arcana(Ghost Blade)
11. Weapon Specialization, Power Attack
12. Icy Tomb
13. Extra Arcana(Spell Blending)
15. Retribution, Extra Arcana (Devoted)
17. Extra Arcana(Bane), Improved Weapon Focus
18. Summon Spirt
19. Extra Arcane Pool.

As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies.

All Ideas welcome!!!


Sebastian Hirsch wrote:

I actually currently play a hexcrafter black blade Magus, so my build might help you.

The party has no dedicated healer, so I tried to keep his AC up.

Danaris Kosuke Andarin
LN Magus 4

Stats:
STR: 19 (16 point buy +2 human +1 from leveling )
DEX: 14
CON: 12
INT: 16
WIS: 10
CHA: 8

Traits:
Heirloom Weapon (my black blade katana)
Magical Lineage

Feats: Toughness, Dodge, Weapon Focus (Katana) (legal since the Katana is a martial weapon)

Armor: currently chain shirt

Hex: still undecided; evil eye screws up spell combat action economy,

My planed Build:

Feats per Level:
1. Toughness, Dodge
3. Weapon Focus (katana)
5. Intensify Spell, Craft Magic Arms and Armor
7. Elemental Spell / Piercing Spell / Combat Casting / Spell Penetration
9. Lunge / Spell Penetration / Combat Casting
11. Improved Critical (katana), Quicken Spell
13. Extra Arcana (to pick up an arcana - spell blending sounds good - or another major hex )
15. Spell Perfection (shocking grasp could be fun, or maybe vampiric touch)
17. Greater Weapon Focus (katana), Extra Arcana

Magus Arcana:

3. None
6. no idea - arcane accuracy locks good
9. wand wielder - or another hex
12. Retribution hex Icy Tomb hex - or devoted blade
15. Bane blade
18. ???

Now to warn you: Weapon Specialization is a trap, don't take it +2 damage is inconsequential when you do 10d6 bonus damage with you spellstrikes.

I like it a lot.

Arcane Accuracy is one of the best Arcana I would take it.

As was suggested to me take the flight hex instead of evil eye. also Prehensile hair for wands and rods.

I like Retribution hex against melee enemies and Ice tomb against casters want to take both.

I don't think Weapon Specialization is a trap always. The GM I play with uses lots of bad guys in an encounter and can have many encounters a day. He really pushes players resource management to the brink most sessions. Because of this I will be using Brand a lot and with WS that can be 3 extra damage. spell slots are for BBEG's and alpha strikes.


Mathwei ap Niall wrote:

Also unless I'm mistaken how in the world are you taking the infernal heritage feat?

Unless I'm thinking of something else that is limited to Sorcerers only, is 3.5 only (outside the list of allowed books) and doesn't actually add anything useful to your concept?

It is a pathfinder feat I just never looked at where it came from because it is one my DM suggested if we wanted to play a tiefling. It is from Pathfinder 25. He Is Really pushing new PC's to be planar.

http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage


Mathwei ap Niall wrote:
As I said in the other thread use rods for your elemental spell. It's a waste of a feat if you are only taking it to affect one spell (shocking grasp) and as a hexcrafter you can use your beard as a third hand.

Oh I agree and plan on using metamagic rods.

Mathwei ap Niall wrote:
Hexcrafters can get the grand hex (they did errata it) but I forget exactly when they get access to it (either 19 or 20).

They get it at 20 there is nothing in the FAQ nor any Errata that I can Find. At 20 you get no feats or Arcana so you cannot get any Hexes. they need to errata it to 19th level you can get Grand Hex.

Mathwei ap Niall wrote:
Spell blending is awesome for you, pick any 2 4th level or less spells on the wizard list and make em Magus spells. I like Heroism and protection from energy but there are a dozen great buff spells in there that you don't get access to as a magus that would REALLY up your power and survivability.

Agree completely just didn't have room until late levels.

Mathwei ap Niall wrote:
The issue with the enhancements are that most of them you can already add via your normal arcane pool ability or the cost is horrible in relation to what you are getting. If you really think you need any of those effects just buy/enchant your weapon to always do that and use your points for the situational needs.

Can you get your intelligent weapon enhanced, and how much does it cost. Will it let you. Remember the Character is Bladebound. I belive my DM will only allow me to use my pool for enhancements.

Mathwei ap Niall wrote:
the answer to your arcane pool needs is to simply get your intelligence up. By 15th level it should really be sitting in the 20's and that should supply all your arcane pool needs. (15th level magus with a 22 int has 13 arcane pool points, you shouldn't need more than that in any given day)

With this DM Unless I craft it myself I cannot guaranty an Intellect Item for this character, because we might not find a +6 one.

Also remember My arcane pool is smaller because of Bladebound.


Uriel393 wrote:

OT, but ...In the Abyss at Lvl 6? Ouch...

Uriel

Quick plot prophecy of worlds doom characters hired to find a artifact that can find a rift to some where else. The characters succeeded but not in time the first rift opened in the heart of the city. I was in this part of the campaign it was D&D 3.5 and I was a Druid. My son was then Born and I had to take a Hiatus(the campaign took some time off to). almost 1 year later and my wife has Sundays off from work and I can game again. The campaign switched from 3.5 to pathfinder, and the character have entered the rift to find a way to close it. My character did not accompany them because I didn't think I would be back.


Mergy wrote:
Mathwei ap Niall wrote:
Mergy wrote:
Would a level of admixture wizard allow converting magus spells to other elements?

Bah, level dips are bad.

buy a lesser rod of elemental spell (heck, their cheap buy 3 of them and save your feats for something useful).
While bad, the wizard dip would also provide a familiar or bonded object. It's not an elegant solution, but it's not the worst dip possible. I would avoid rods with a magus because of the whole needing-a-hand-free thing; do you know of a way to circumvent that?

Character won't need a hand for rod, and as Bladebound cannot have a familiar or focus, sword would get jealous.


Mathwei ap Niall said:
Mathwei ap Niall wrote:

3 things immediately jump out at me as less then optimal.

First picking up Cackle just so you can boost evil eye seems wasteful (actually taking evil seems even more wasteful actually) As a front line combatant your job is to get in and do damage. Burning a move action every round to maintain evil eye means you can NEVER do spell combat or do a full attack action. SKIP IT.
*Better option is to pick up Flight hex, every combat you'll be flying over your opponents (+1 to hit and 60' of movement every move action).

Elemental spell seems wasteful. You're burning a feat and a +1 spell level to change the type. Buy a lesser rod that does the same thing and use your hair to wield it.

You have taken extra arcane pool WAY to many times. The point of a hexcrafter is to have a reliable backup resource so you DON'T need to spend so much of your arcane pool/spells per day each combat.

Additional, Retribution is nice but Icy Tomb is ten times better.

Try something more like this:

STR: 14 +2 (16)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 16 +2 (18) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

Feats/Arcana/Hexes

1. Infernal Heritage
3. Arcane Strike
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Weapon Focus
6. Flight Hex
7. Intensify Spell
9. Haste Arcana, Lunge
11. Weapon Specialization, Power Attack
12. Icy Tomb
13. Spell Blending
15. Quickened Magic
17. Misfortune
18.
19. Summon Spirit

Significantly better mobility, hit bonus and arcana/hexes you will actually use.

Great suggestions.

I need Elemental spell or I need to change the focus of Magical Lineage to corrosive touch (d4 and no +3 to attack vs metal :( )because we will be fighting primarily Demons(immune to electricity)

I don't think you can take a Grand Hex at 19th until there is an errata on Hexcrafter.

Spell Blending for what?

My DM is really good at not allowing us a 15 min day so the once per day arcana are not my favorite, and I like the more enhancements to my blade, thats why I took at least one extra arcane pool 1 point to just add the options hurt.


Now that this question is answered lets move optimization talk to the other post.

Thanks.


good old dot.

Good question Tamago.


Nipin wrote:
Nipin wrote:
Dalamar666 wrote:


I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

** spoiler omitted **

You have the option to replace all OR half of the spell's damage. You could have a shocking grasp which deals completely acid damage for example. The option for half is more an opportunity to figure out by trial and error what the creature is immune/resistant to during combat(when knowledge fails).

I just noticed I said Intensify Spell on the spoiler and meant to say Elemental Spell.

NP, I know what you meant.

Take a look at this post and tell me what you think.

click


I'm building a Magus for a Game I will be joining We can only use Core, AGP, UM, UC. Therefore the Dervish Dex build is out. We were encouraged to be one of the Planar races because the game will take place in the Abyss and Hell, and we will be fighting Demons, Devils and the like.

I will start at level 6 or 7

So I decided on:

Oni-Spawn: Blade-Bound, Hexcrafter

Traits: Magical Lineage, Heirloom weapon(Katana)

Roll: Primary front line combatant

23 pt build

STR: 16 +2 (18)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

Feats/Arcana/Hexes

1. Infernal Heritage
3. Elemental Spell
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Intensify Spell
6. Evil Eye
7. Weapon Focus
9. Cackle, Extra Arcana(Ghost Blade)
11. Weapon Specialization, Power Attack
12. Retribution
13. Extra Arcana(Devoted)
15. Bane, Extra Arcane Pool
17. Extra Arcane Pool, Extra Arcane Pool
18. Major Healing
19. Extra Arcane Pool.

As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies.

All Ideas welcome!!!

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