CourtFool wrote:
But counting by tens is hard.
Dick Cheney wrote:
Protect me dick, she scares me.
Demi-Lich H. Ross Perot wrote:
Dick was the one who wore the pants at the white house.
Dick Cheney wrote:
Dick shooting me In the face was entirly my fault and I pray that this unfortunate event has not left Dick any emotional scars. To help dick get over the trama the US goverment should find a small weak nation he can invade.
Shadowborn wrote:
Dick had himself lichafied after his 4th heart attack, negitive levels just make him stronger.
Joe Lieberman wrote:
What happens in Bangkok stays in Bangkok and so should you.
The Bass wrote:
Send her to Texas, I can find a couple of uses for her. *Scratch my trunk...oooh....just like that....aaahh...*
Ernesto 'Che' Guevara wrote:
Even bigger than "The war in Iraq has made the U.S.A. safer" line that me and Dick used?
Dick Cheney wrote:
Laura wears a wig and she realy critical all the time.
Joe Lieberman wrote:
Joe Lieberman wrote:
Thought I heard something, guess it was nothing...probaly just a independant.
Gark the Goblin wrote:
Balor is Dick's middle name.
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So I've been kicking around the idea of creating a magical thief type character with the thought that I'd go into Arcane Trickster. I've read the guides on the site for the class and they confirmed what I had feared. Wizard 3/rogue 3 or Sorcerer 4/ninja 3 are pretty painful and most ATs don't really come online until later levels. Since I tend to start at level 1 I decided to try to create a trickster that would be more durable and useful during the lower levels without hurting the mid to higher power levels too much. I tried to solve the problem by creating a character that gets as many attacks as possible to maximize the benefit from sneak attack and multiple charge spells. It has the added benefit of being a bit of a debuffer as well. Tell me what you guys think / what you think I could change to make it more effective. Magus Build:
Elven Magus(Spire Defender) 7/Rogue 3/ Arcane Trickster 10
Str 10 Dex 18 Con 12 Int 18 Wis 10 Cha 10 (25 pt buy and after racial modifiers) Traits Threatening defender, Magical knack (magus) Arcane focus alternate racial ability Level 1 (Magus 1) Arcane pool, cantrips, spell combat, dodge, combat expertise, weapon proficiency (whip), weapon finesse
Tactics and thoughts (wall of text): Level 1
Spire magus really makes this build work right from level 1. Offensively I’ll use a whip and a spiked gauntlet for when enemies get in too close. I’ll have 5 uses of my arcane pool to help buff my to hit which should last me through most combats. My big trick will be casting true strike and then making a trip with my whip. I have limited castings so I’ll use it sparingly on tougher foes. Outside of true strikes I will rely on cantrips and spell combat to keep in in the game. Defensively I'm doing really well. Dodge, combat expertise and threatening defender combined with my Dex give me a 16 AC which should be comparable to my melee guy at this stage. True strike doesn’t have an arcane failure chance so I pick up a chain shirt as soon as I have the chance and I can bump my AC up to 20. Saving throws are good with a good fort and will. Level 2 Now I no longer have the ASF chance wearing my chain shirt. My tactics are pretty much the same but I can now flank for more damage. I get an influx of skills, a boost to my weak save and I can already get the spellcasting thief “feel” of the character. Levels 3-4 Whip mastery means I don’t provoke anymore when using the whip, I keep the spiked gauntlet for threatening and my AOO but use the whip for the rest of my attacks. I get spell strike which means I can begin mixing in occasional castings of frostbite. Each casting gives me multiple charges of 1d6+4 damage and I can use them with spellstrike to boost my damage. If both attacks hit I can get 20 avg damage in a round (2d2+2d6+8). If I can sneak attack it’s 27. I don't have a lot of castings so I still rely on my cantrips a lot. Evasion helps rounds out my defenses. Level 5-6 Arcane accuracy lets me add my best stat to my to hit for a round. I’ll use arcane accuracy against the tougher guys or my normal enhancement ability if it’s a battle against lower CR creatures as it lasts longer. I could use both if I need to but my resources are pretty limited so I'll try not to. For my feat I’ll grab an extra arcana. Wand wielder lets me cast more often and gives me some fun abilities. I’m thinking spamming true strikes for trips or grabbing a wand of vanish for skirmishing and sneak attack. Rd 1 make attacks, use wand to vanish for defense, Rd 2 attack with SA on first hit, repeat as needed. wands are pricey at this level but the spells will be useful throughout all 20 levels. If I don’t think I’ll have easy access to wands or if it seems more fun than I’ll grab a familiar instead. I get alertness+another feat’s worth of bonuses and on top of that I can get a *literal* skill monkey with all of my ranks. I’ll have it use tanglefoot bags to keep enemies far enough away that I can hurt them but they can’t hurt me or throw acid to add damage. Levels 7-9 This is where the build really shines. Once I get improved whip mastery and combat reflexes I will be able to make several AOOs a round. Add a casting of frostbite, chill touch or elemental touch and I can add the damage and an effect on to each one. In theory I could cast frostbite and get 1 spell strike, take 2 normal attacks with spell strike and make 4 AOOs with spell strike for a total of 7 attacks all with 1d6 + 6 damage. That’s a possible 91 damage without sneak and 140 if I manage to get SA dice on them all (7d2+7d6+42+14(+2 weapon)(+14d6 sneak attack)). More with haste and a dex boosting item. My true strike+trip still works at this stage but it’s starting to become less effective as the enemies get larger and CMDs go up. Defensively I’d expect an AC of around 25 or so which isn’t amazing but is decent. If I find myself outmatched I can always fight defensively to boost it and rely more on my touch spells to do damage. I could carry a mithral buckler for some extra AC when I'm not casting a spell. We’ll see if it’s effective to enchant it or not depending on how often I use it. Saves should be pretty strong across the board. Levels 10+ I’m not really sure how to flesh out the build from here. Out of combat I should have more skills than the wiz/rogue build so I'm set there. In combat the arcane trickster levels will increase both spells and SA while allowing me more SA chances. The wizard/sorcerer builds will begin to have a noticeable spell power advantage as they get higher level spells but my extra attacks should help even that out for a while. One advantage of building towards lower level spells is that I should be able to use pearls of power and wands to keep my daily castings up. I've got a few feat slots left but I’m not sure what’s going to be most effective. I’m thinking that I could switch to the thug archetype and pick up enforcer at level 9 (move improved familiar to 11)and that would let me add shaken and/or sickened to all those attacks with frostbite. It’s probably mechanically stronger but I kind of like having trapfinding. The AT's ½ bab is going to hurt a bit, leaving me a final bab of 12. I’m thinking it may make sense to pay for the brilliant energy enchantment and use greater magic weapon to buff my weapon every morning. Any suggestions are welcome.
Hello Pathfinder Messageboards, So our GM has thrown us a bit of a curve ball for our next game and i'm looking for some build advice. We normally run a 5 person party but we have unexpectedly lost 1 person. Because the GM already balanced the game for 5 players he doesn't want to re-balance the power level on the fly so our characters will be gestalt characters at first level. Additional levels will be standard 1 class levels that build upon the gestalt base. While this should provide us with an opportunity to create some interesting characters it is going to be a pretty big challenge at mid to higher levels. Having a few extra 1st level abilities is not going to be able to make up for the damage and utility of a 5th party member. (The GM did mention that he may do another gestalt level at 10 depending on how the game is going but we shouldn't count on it.) So here's my dilemma: What is the most effective way to use the single gestalt level? Should I just use it as a dip to shore up some weakness? Should I multiclass to take better advantage of both class features? Should I use it to help qualify for a prestige class? Since most of the advice threads assume that you're either doing a full gestalt build or that you have to give up a class level to dip they are not really 100% applicable. Please help me think of some ideas to make an interesting and effective character. Restrictions:
20pt buy Standard Races Only core rule book classes Only core rule book prestige classes Any archetypes are allowed but no more than 1 per build No traits I prefer not to have penalties for "dump stats". I could deal with a single 8pt stat if it makes sense with the concept but I'd rather not do more than that. The build has to be fun! I'm going to be going from at least lvl 1-15 and maybe higher, that's a long time, I'd rather have an mostly effective and interesting build rather than a boring but mechanically strongest build. Of course no man is an island so here's what the rest of the party is thinking of doing so far: Rest of the Party: Dwarven Cleric of Cayden 1/Fighter 1 (roles: tank, healer, back up buffs): Concept wise he's a rowdy dwarf who loves to drink, pick fights and wench, all in the name of his god. Mechanically he will use the fighter levels to get heavy armor and a two handed weapon, the dwarf movement trait combined with the travel domain power give him solid movement, the extra bab eventually gives him a 4th attack and he's able to handle most of the healing duties. He is planing on eventually picking up a total of 3-5 levels in fighter and the rest in cleric. With a high strength score, better than 3/4 bab and buffs he should be able to fight as well as a pure melee class and still reach 8th level spells. Human Bard 1/ Fighter 1 (roles: Skill monkey, party face, buffs, striker) Concept wise she's a kid who grew up on the streets and is trying to make a name for herself and raise in station, eventually she hopes be accepted among nobility. Mechanically she's an archer bard and using the fighter level as a dip to bump up the combat feats, bab and fort save to make her more effective. Beyond first she's planning on putting all levels in to bard to increase skills, spells and bardic music. The third person hasn't decided what he's doing yet.
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