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Yeah, I agree that the cost starts to get pretty insane. I was thinking along the lines of: - Tattooed Rings: Ring of Sustenance, Decoy Ring, Ring of Freedom of Movement (If you have the money), and a Ring of Invisibility. - Worn/Meridian Rings: Ring of Protection, Ring of Feather Fall, Ring of Spell Knowledge (for spontaneous castors), Rings of Resistance (various ones), Ring of Forcefangs, Ring of Force Shields, Scholars Ring, Ring of Chameleon Power, the list goes on.
So what I'm thinking would likely never be allowed in a game, and the DM would slap me, but still, it's fun to theorize. The question is: Using the "Inscribe Magical Tattoo" feat, could I tattoo a Hand of Glory onto my neck slot, then tattoo a ring onto that tattooed version of the Hand of Glory, then tattoo a ring onto an actual Hand of Glory + putting a normal ring onto it? Essentially giving me 7 ring slots in exchange for my neck slot (both tattooed and normal) and my ring slots (2 tattooed + 2 normal). Inscribe Magical Tattoo:
Hand of Glory:
Now, WHY would we want to do this? I dunno, but it's still an interesting idea to think about. Then you throw in the Meridian Belt, and you are getting ridiculous. Meridian Belt:
Thoughts?
Andy Ferguson wrote:
My DM hasn't opened up Hybrid classes yet. Snakebite Brawler would be cool, and Assassin's pretty generally suck, though the INT necessary for this build would make Death Attack almost worth it.
Fairly new to posting in forums. Long term reader, first time thread creator so please, bare with me. I have a character build idea in mind that would at level 16, deal 27d6 + 54, with a fireball, averaging our to a total of 148dmg, or 74dmg if they make their save. I find this pretty impressive myself. So, as far as the build goes, I only have level progression and the fact that you need the Magical Knack Trait figured out:
2nd - 4th: Wizard Evocation Specialist (Admixture subtype, allowing you to switch dmg types to acid, cold, fire, or electric) 5th: Vivisectionist Alchemist (Or Rogue or Ninja, just need that SA I prefer Vivisectionist Alchemist, there may be a better Rogue Archtype) 6th: Assassin (yes, this means you must be "evil") gives you the required 2d6 sneak attack dmg for the next 10th lvls of: 7th-16th: Arcane Trickster. (Going this path basically demands an alignment of either NE or CE, both can be fun, but only NE is really all that cohesive with an adventuring party) 17th - 20th: Wizard So, at 8th lvl, you could, in theory, use a scorching ray (acid) for: 4d6 (Base Scorching Ray dmg)
and a second ray for 4d6+8 (as sneak attack can only apply to the first shot). Or at 16th lvl, you could hit with the Fireball I mentioned above. Any remarks/advice/critics/praise are appreciated
harzerkatze wrote:
I would say they wouldn't be paralyzed, but would collapse under their own weight, unable to move as long as their Str was 1, and MIGHT (depending on the size of the creature) be able to drag themselves, seeing as with a Str 1, to drag or push is a maximum of 50lbs. |