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Drow Sorceror's page
Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.
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Cevah wrote: Terrordactyl wrote: The Aides-de-camp ability of the Daring General cavalier archetype gives me a "modified version of the Leadership feat at 6th level."
Does this mean that I cannot take the leadership feat at 7th level?
Could I take Vile Leadership instead?
If it's a modified version of a feat, does that mean it is still subject to traits that change the cohort level requirement of the Leadership feat, such as Wicked Leader?
What about interacting with the prestige class Noble Scion?
Linkified
Reference: Squire
1) You cannot have both Leadership and Vile Leadership at the same time. [V.L. rule]
2) Squire becomes Leadership at 7th level.
3) Like Squire, Aides-de-camp is a modified Leadership. I would rule it functions as the Leadership feat for qualifying purposes. So you cannot get both [since you cannot take a feat twice normally], and cannot take Vile Leadership [rule 1]
4) RAW, the prestige class changes the limit from -2 to -1 or 0, however Aides-de-camp's limit is not -2, so it would not apply. RAI, I would bump the AdC limit by 1 or 2. The PrC also gives you the Leadership feat. You basically loose the free feat by gaining it via two class options. I would say you get the AdC version, and at PrC2 and PrC10 raise the max cohort level by 1.
/cevah Cevah has hit this pretty much on the money, but I'd argue that on #4, the RAW specifies that Greater Leadership and Aides-de-Camp would stack as if Aides-de-Camp were a noraml leadership feat. While the Aides-de-Camp sets the maximum level of the cohorts to be Cavalier Level -4, the Greater Leadership changes the maximum level of cohorts to be character level -1.
Aides-de-Camp: A daring general gains a modified version of the Leadership feat at 6th level, even if he doesn’t meet the prerequisites. [...] All cohorts that the daring general gains from this ability must have levels only in classes that grant a full base attack bonus (such as barbarian, fighter, paladin, or ranger), and must be at least 4 levels lower than the daring general himself.
Greater Leadership: He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.
The wording of Greater Leadership does not seem to interact with the -4 levels normally associated with Aides-de-Camp, but instead considers it as the normal Leader ship feat that it is considered. Although, RAI, I believe that Aides-de-Camp should certainly benefit merely from a +1 and eventually +2 maximum effective level of cohorts, the RAW effectively negates that penalty that is present to offset the additional cohorts.
Yes, the rules stuff tends to be OGC, whereas setting material (Nations, Gods, Ethnicities, etc.) is not. Definitely not a hard rule, but that's the trend.

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These are the four campaigns that I would like to see come up, in my personal order of preference. I've always found the steampunk theme to be very fascinating, and I know I'm not alone, as its popularity created Alkenstar. Likewise, the idea of a Journey to the Centre of the Earth style campaign, I feel, would sit well with a large portion of the player base.
Alkenstar (Steampunk Campaign) - An Alkenstar steampunk political intrigue campaign based around a rich entrepreneur trying to bring technology to the rest of the world, while being opposed by the government of the city state. [On a side note, this would allow for more material to be published that covers early technology.]
Underdark (Hollow Earth Campaign) - The adventurers are sent to the Kelesh Empire of Casmaron as envoys for Taldor. When they arrive, they find that the area is being overrun by creatures of the underdark. In order to gain the favour of the denisens of Kelesh, the party travels to the Pit of Gormuz, and enter into the Underdark to stop whatever is sending creatures to the surface. Creatures from the Underdark specialise in psychic magic. [On a side note, this would allow more material to be published about the Underdark, as well as about Casmaron.]
Dimension of Dreams (Storybook Campaign) - This Nidal-based campaign takes the party into the dreamworld, where fantasies come true, in order to try to get rid of whatever is eating away at the subconscious of a vital member of the Umbral Court. Creatures from the Dimension of Dreams specialise in Psychic magic. [On a side note, this would allow more material to be published about the Dimension of Dreams and other demiplanes.]
Lands of the Linnorm Kings (Viking/Fey Campaign) - A group of Ulfen raiders are out seeking glory, and decide they will take on the task of slaying Fafnheir. They travel into the Grungir forest searching, but stumble into a first world portal, and are transported to the First World. [On a side note, this would allow more material to be published about the First World.]
And it is a lot less cheesy than running a half-elf Synthesist Summoner, who with favored class Summoner, and spends feats at 1st, 5th, 10th, 15th, and 20th level on Extra Evolution, to have 36 Evolution Points, spending all on the Limbs Evolution, ending up with 18 extra pairs of Arms. By Greater TWFing, at each pair of arms gain 6 attacks (3 from main hand, 3 from TWF off hand), for a Grand Total of 108 separate attacks, per round. Trade out a pair of arms for Pounce, and you now can take a normal move, and then full attack for 102 attacks. Add Haste in there, for an extra attack per pair of limbs, and +30 ft movement, you are moving 60 ft (probably) then attacking with 120 attacks. Do that with a crit range 17-20 weapon, (spend a feat if you need the proficiency). Try to do all short swords, with Improved Critcal: Shortsword. The crit range isn't the best (Kukri has that), but the damage is better. And you still have a 20% of doing double damage.
There is also the fact that the Inquisitor is by this point entirely reliant on Dexterity and Wisdom, so maxing both out seems the obvious choice. Also, for the TWF, Two Weapon Fighting is best suited on characters that gain large bonus damage on each attack, such as Sneak Attack or Bane. Coincidentally, we have both (via the Precise shot feat), so gain the bonus 3d6+2 damage on each hit.
Actually, I find that the bonus to the knowledge skills, the bonus rounds to bane, the bonus HP to heal, the bonus to Will saves, the bonus on Perception and Sense Motive, and the bonus to initiative,all make up for the the drop in Con. The character is indeed a striker, and anything to make the character a better striker (going first in combat, knowing which creatures to Bane, and the ability to not die from SoS/SoL spells, all do this exceptionally well. But thank you for your input, ChainsawSam.

Of course, I would love you to use the build. I admit, the equipment is a bit expensive (note however, that all the equipment can be purchased by the WBL standard for a 10th level PC, and none costs more than 50% of that WBL, so is technically legal), and is best with a Magic Emporium type GM. The Norgorber idea is a good one. Somehow, I completely glanced over him as a deity. And it is true that the feats take a while to get perfect, but by dropping Improved TWF and either Extra Bane or Extended Bane (depending on your Wisdom score), as well as Paired Opportunists and maybe Outflank, you can have a still extremely viable build, with two attacks, by level 5. As for the religion thing, I agree, it is kinda cheese, but the veneration of no deities (Agnosticism or Atheism or even Animism - a legitimate Golarion religion) is indeed a religion, and should all fall into this category. However, replace it with whichever deity is most commonly worshipped by the adversaries in your campaign, and you will have just as much (typically) of a boon.
Durngrun Stonebreaker wrote: Cannot dual wield with Dervish Dance.
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
This, to me, says you must have your off-hand free, yes? The Vestigial Arm you gain from the discovery is considered an off-hand, so by leaving that arm free, aren't you satisfying the requirements of Dervish Dance?

Okay... okay. So I have seen all the hate for the TWF Inquisitor, with people saying that the Bane ability is too inefficient when it is placed on two weapons. I admit that it does run out, much more quickly than if it was only on one weapon. However, Bane is not the only piece of an Inquisitor used to make a viable Martial build. Thus I would like to present a TWF Inquisitor I have built. I personally think it is a rather decent character, who can hold his own in melee. I would appreciate any suggestions on how to improve him, but please keep needless TWF hate out of here. The build is based off of Kirito, from the anime Sword Art Online.
Kazuto Kirigaya CR 10
Male Human Inquisitor (Zeal Inquisition) 10
CG Medium Humanoid (Human)
Init +11; Senses Perception +18
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DEFENSE
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AC 23, touch 16, flat-footed 17. . (+7 armor, +6 Dex)
hp 65 (10d8+20)
Fort +8, Ref +9, Will +12
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OFFENSE
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Spd 30 ft.
Melee +2 Agile Shortsword +18/+13 (1d6+12/19-20/x2) and
. . +2 Agile Shortsword +18/+13 (1d6+12/19-20/x2
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STATISTICS
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Str 10, Dex 22, Con 12, Int 10, Wis 20, Cha 8
Base Atk +7; CMB +7; CMD 23
Feats Two Weapon Fighting, Improved Two Weapon Fighting, Extended Bane, Extra Bane, Double Bane, Weapon Finesse, Outflank, Precise Strike, Paired Opportunists
Traits Heirloom Weapon (Proficiency in Shortswords), World Traveler
Skills Acrobatics +16, Diplomacy +12, Disable Device +7, Intimidate +16, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +11, Knowledge (Local) +12, Knowledge (Nature) +11, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +18, Sense Motive +23, Spellcraft +13, Survival +15, Use Magic Device +0
Languages Common, Tian
Combat Gear +2 Agile Shortsword (2), +1 Mithril Breastplate; Other Gear +2 Belt of Incredible Dexterity, +4 Headband of Inspired Wisdom
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SPECIAL ABILITIES
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Zealous Surge - Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier. This equates to 15 HP once per day.
Scourge of the Enemy - You treat members of this religion ( My selected religion is no religion. If you are non-religious, you are my enemy ) as if they were your favored enemy (as the ranger class ability), gaining a +2 bonus on the appropriate rolls. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses (use the highest bonus that applies).
Judgement - An inquisitor can pronounce judgment upon her foes as a swift action. An inquisitor can use this ability four times per day.
Destruction: The inquisitor is filled with divine wrath, gaining a +4 sacred bonus on all weapon damage rolls.
Justice: This judgment spurs the inquisitor to seek justice, granting a +3 sacred bonus on all attack rolls.
Bane - An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She can maintain this weapon quality for a number of rounds equal to her Inquisitor level + her Wisdom modifier + 3. By expending two rounds of Bane, an Inquisitor can extend the bonus to two of her weapons simultaneously.
Detect Alignment - At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law.
Discern Lies - An inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.
By activating Double Bane, and activating my Judgement (using the Destruction and Justice Judgements), on a non-religious enemy (which consists of the majority of enemies you will face), and flanking the enemy, I am able to manage an attack sequence that ends up looking like this:
+2 Agile Shortswords
+24/+24/+19/+19
4d6+14
(1d6 is precision damage, and thereby, may be subject to negation, depending on the foe)
Assuming the average BBEG (as opposed to hordes of weaker foes) scenario, we are looking at facing a monster of CR 12-13, let's say, a Young Adult Red Dragon. Now this creature has an AC of 26. A little high for a CR appropriate creature, but relatively standard. This means that if we are able to get in our full attack, on the first two strikes, we are able to hit by rolling a 2+ on the die. On the second two strikes, we hit on a 7+ on the die. Now speaking strictly in probability, we have a ~44% chance of landing all of our strikes on the beast. This is really good for a TWF character. Assuming all strikes hit, and average damage, we are looking at 4d6+14 x4, or 112 damage. That is strictly average damage, no critical hits. With 4 attacks, each at a 10% chance to crit, you have a decent chance to land one each round. Assuming best conditions, for crits at max damage, you are looking at 182 damage at 10th level. Admittedly, this is unlikely to happen ([1.5676x10^-15]% chance of it ever happening). However, in the chance it does, you just one-shotted the red dragon, bringing it down to -10 HP. However, keep in mind, that with the AC that she has, she is likely to get hit by every attack of the dragon's, and with average damage, would be dead in a single round.
I personally am not seeing what the hate is for in the TWF Inquisitor. It seems perfectly viable to me.
Joanna Swiftblade wrote: Xallin wrote: DM_Blake wrote: As for the healing bomb, it's a splendid idea and at that level it will do less healing less often than a cleric of the same level, so it's not overpowered. Thanks, I thought it was a good solution. On a separate Alchemist related note. If you have the Vestigial Arm discovery can you then wield a two handed weapon and a shield? Yes. It is not granting the alchemist extra attacks so that is perfectly legal. My personal favorite trick with vestigial limb is using an elven curved blade + shield of swings + crane style for the ultimate AC tank. Well there is that, or the more fun Scimitar + Scimitar + Dervish Dance + Crane Style + Greater TWF. 6 attacks per round, based entirely off of DEX and INT, and all the wholesome benefits of Crane Style.
So, I was looking around the rule books the other day, and thought how awesome it would be for the Arcane Bomber Wizard to imbue his bombs with spells, similar to how the Spellslinger Wizard can imbue his bullets with spells, thus activating the spells when the bomb activates. Is there any way to do this?

Krodjin wrote: XMorsX wrote: Krodjin wrote: EsperMagic wrote: Tell me more about this temple sword hungry ghost monk and how one would build say a level 13 20 point buy one... Well, it's good because of the expanded threat range of the Temple Sword. But again, a single level dip into Cleric (seranrae) gets you an even better threat range with a scimitar.
It would take a multitude of feats but I've kicked around the idea of a Dervish Dancing Crusader of Seranrae 1/Hungry Ghost Monk X... The idea of using Dervish Dance with a monk is appealing as you don't lose out on the 1.5 STR to damage, since you never had it... It also makes you a little less mad as you can just pump DEX and WIS.
It is a very feat intensive build though. You need Weapon finesse, dervish dance and crusaders flurry in order to fully function. I find it much easier to use a temple sword and make it keen or take improved critical at 10th lvl. 17-20 is good enough for the purposes of regaining ki. You also want to reach 9th lvl asap so that you can steal temporary hp.
Now if you start the campaign at higher lvls, the cleric dip does have merits. You need to be at least 6 lvl in order to have the 3 vital feats. For sure it's mainly just theory crafting and spitballing... Heck, you could take a level of Dawnflower Dervish Bard to get Dervish Dance without Weapon Finesse (I think), but that would mean you wait until ECL 4 to get BAB +1. That just hurts too much.
Double the buffs for self only would help offset the list BAB, but man, can you imagine having to play that up from level 1? It may (stress may) be an interesting idea if you can jump in a 6th level or something... Actually, since all three classes run off of 3/4 BAB, their levels would stack to determine the total BAB, as if the character had 4 levels of a single 3/4 BAB class, which would net a +1 at 2nd level, or a +3 at 4th.
Name Violation wrote: Abraham spalding wrote: The Qinggong/ Martial artist really isn't going to work... after all Qinggong requires a ki pool to work and the martial artist doesn't have a ki pool.
So while you could technically take both... there is no reason to do so.
Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.
also since martial artist still has abundant step and no ki points, may as well trade it out
edit: so you could have "share memory" at will, since thats the only one that works Sadly, even this is not possible. Just because an ability does not require any Ki Points in your pool, does not mean that it does not require pool. This is adverse to the fact, as otherwise, (theoretically,) any player could utilise monk and ninja abilities, without any levels in either class.
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None of this really describes the real reason it is not allowed. While a hand may be involved in multiple tasks during combat (ie. throwing several knives), it cannot be dedicated to two tasks which work simultaneously, in this case being switching between swinging a two-handed longsword, to reel around and punch someone in the face. The obvious real reasoning behind this would be that after throwing your entire body into a swing, without having the help of an off-hand to balance, it is near to impossible to retain enough power to reverse directions, and punch with your non-dominant hand. It simply takes all the power to swing, and the only reason it can be repeated in the case of iterative attacks, is that momentum would help fuel the force of the blade. Now, if you were swinging the longsword single-handed, your off-hand would easily allow you to counterweight your body enough to alterante between swinging and punching.
Hope it helps.
Think about using the trait, Rich Parents, to start out with 900 gold. It helps you through the first mission or two.
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