Maybe it's possible to make a melee flagbearer... 1)Impervious, countering and dueling magical weapons can help. 2) The elf favoured class bonus can help too. I'm playing a mounted summoner right now but my next character will be a melee flagbearer. Maybe it will be a fiasco or a success but I want to prove that build... only as an intellectual challenge.
This is slightly out of theme... and it seems a little naïve too but... how do you play a keyboard bard? Do you appear a piano with that cantrip than I don't remember it's name? This is because I am DMing a bard and the piano is very umpopular for him... By the way terrific job... I will do this bard in herolab and maybe I will play him in other table. Last advice for now. Go human and take Focused Study. You willo take Eldritch Heritage much more easily. /And the extra knowledge bonus are awesome and flavourful).
Flawed opalescent white pyramid: A way to have proficiency with a weapon. opalescent white pyramid ioun stone The -2 to dex could seem annoying but you can always turn on or turn off your ioun stone as a move action. "These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time." I f you don't like the -2 penalty and you are rich enough you can always buy a not flawed white pyramid for 10000 gp (or make your skillodon make for you for 5000 gp, you get the idea).
With the trait that allows you to take a reach weapon nerfed (inherited weapon I think it's the name) what is better: a) multiclass "fighter". Or b) Stay with a simple reach weapon? I want to build a commander character but I think my question is useful for everybody. Another question. Supose a commander master summoner. What is better? To have the eidolon dispelled and cast summon monster SLA many times? Or fight with your eidolon and one SM, see how the battle goes, and if necessary dispel the eidolon? Thanks for all, Tark. And sorry for my bad english ;-) (Note, I'm supposing the "typical" commander eidolon described in the guide).
GM Arkwright wrote:
-The Servitor line of spells are all standard actions. The summon monster spells are all 1 round action. Is very different to summon a monster then move then your monster attacks than to be in a place one round suffering damage from enemies (and if you fail your concentration chack say goodbye to your spell). -Undeath vs Animate dead. Undeath is one level lower spell AND you don't have to pay 25 gp per HD for undead raised. Undeath is a "use your skeleton, then kill it" strategy, and Animate dead is "Oh God i've spend 275 gp in that young red dragon skeleton and I have to kill him because I can't go to the good aligned city with it"
My vote is for arcane bloodline. Yes, you need skill focus and eldritch heritage. If you take after improved familiar then your familiar can cast spells with a wand... +1 actions to your fighter. Of course take a Faerie dragon... you don't want to spend ranks in UMD, or do you? Another way to go is to take evolved familiar, then skilled (UMD).
CalebTGordan wrote:
Thanks for your advice. Once I played a witch and arrived only at level 3. I relied up strongly on intimidation, Ill Omen, Evil Eye and Missfortune to land save-or-suck spells (or the Slumber Hex). Although witches are SLOW normally this strategy is good enough (and if you combat a strong will salvation monster you have another strategies, for example to cast Web). If I play a witch again and if I see my strategy is not working,no doubt I will take the spell focus way to improve my shadowing. If anyone has proven this I want his advice as well :D
I want to share my fortune/cackle combo "Cast" fortune in all your party members, even companions and familiars and yourself Cackle X hours (every turn you have 2 cackles) So your party has fortune 2x hours XD Just before this effect ends repeat... (search a calm place) Note 1: Cackle is a supermatural ability. In my opinion witches can cackle hours and hours Note 2: This strategy allows your 'rogue' to have a calm exploration XD |