Ageless Master

Emeric Kessel's page

9 posts. Alias of Pockets28.


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Liberty's Edge

Alright, I’ve taken the time to read through seven pages of ideas and concepts on how to make this work. In my opinion, it can’t. There are too many ‘divine bruisers’ already. Paladin, Inquisitor, Cleric (with a proper build and spell selection) already make this nice too cramped. Instead, I think we need to look at more of a divine assassin/spy
I think that we should consider making this something new.
So here are my thoughts:

Name: Rename it as Warpriest just isn’t going to cut it.
Saves: Good Ref, Good Will, Poor Fort
BAB: Leave it as ¾ BAB
Spell Progression: 4th or 6th

Skill Points: 4/6 + Int
Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (Local), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Spellcraft, Stealth, Swim, Use Magic Device

Proficiencies: Light and Medium Armor, Light Shields, Simple and Martial Weapon Proficiency + Deity’s Favored Weapon.

Sacred Weapon and Armor – I think they don’t last long enough as they’re currently written. I think a minute per application and level + 3 + Cha mod minutes per day. I also think that they should be able to change the abilities of their weapon/armor by taking a full round action to change the abilities. Also I think that limiting it to a single weapon is a bit harsh. I would be inclined to say he’s limited to his Deity’s favored weapon at first level but at every five levels can add a weapon to that list and once chosen cannot be changed. For PFS this would mean that a character will have two extra weapons of the character’s choosing by the time the character retires (one at 5th and one at 10th).

Feats: As far as the feats go, I’d repeat what Paizo did for the Ranger. Give them a list of feats they can choose from at a given level then add to it at keystone levels. This way it limits what feats can be chosen. But I’d keep them more or less agility based feats with some metamagic thrown in for good measure.

Spellcasting: I think that WoTC showed the best way to handle this with the 3.5 Warmage. Just give a dedicated spell list. You knew the whole thing and didn’t have to study or memorize. I’d personally arrange the spell list so that you have a smattering of utility spells, buffs, healing spells, and single target damage spells. Or give them the ability to memorize a smaller number of spells per level but let them cast more times per day.

Not a full fix by any means but just my two cents for what it may or may not be worth.

Liberty's Edge

Didn't think of the rules forum, was just wanting other GM's to weigh in on it.

Liberty's Edge

Hey all,

I know this might seem a little odd but maybe it's just the thematic issues I'm encountering but could you utilize the Arcane Archer's enhance arrow abilities with the Endless Ammunition ranged weapon enhancement (UE pg. 141). Or do they not work together?

Liberty's Edge

I've already talked with the Venture Lieutenant for my region and we're going to see if we can't bring some of the ones who have been travelling south to Tampa to stay in the area. We're still working on things at the moment, but I just wanted to see if it mattered or not.

I'm in Port Richey, FL

Liberty's Edge

Hello all,

I'm working with a local gaming store who wants to get more traffic through his store so he's looking to get PFS going on a regular basis in his store. Now he's willing to buy the modules for use in his store. If I turn in a SRS with someone else's watermark, does it affect anything? Or does it have my name on the watermark?

Liberty's Edge

Dezhem wrote:

For PFS I follow the tactics listed for the monster. I never initiate a coup de grace or use a death effect/animate dead unless the scenario specifically calls for it. As for finishing off unconscious players with iterative attacks or what have you, it depends. A couple of instances I've had happen/seen happen:

1. Party separated, lone PC gets attacked by a stupid beast out for food. Tries to fight it alone, gets smacked around. Why would the beast do anything but eat him?

2. 5 PC's against a big bad with more intelligence. One PC stabs it with the only thing capable of killing it; it's going to go all out on him.

3. Creatures like Shadows whose only goal is to drain the vitality of others and make more of themselves. It's going to keep attacking the same thing until it's drained, or the thing that subjects it to it's greatest weakness.

4. Intelligent monsters against a group of PC's. They do stop attacking downed characters because they are no longer a threat, and move on to the remaining PC's. However, if downed PC's keep coming back and it's not possible to remove the source of healing, then yes, they are going to make sure someone stays down. Likewise, if you are brought back to consciousness and are on 2 hp, prone, and swing at something... I'm going to smack you.

I try to play my monsters like I think they should be played. I don't go out of my way to kill players, but I've seen an alarming amount of 'coddling', where GM's simply and utterly refuse to kill PC's. Death is part of the game. If you take away the risk, then to me that kills a lot of the fun. Not everyone is like that of course, and there is nothing wrong with preferring a 'softer' approach.

I'd have to agree with Dezhem, I don't go out of my way to kill off PC's but if they're going to do something that they should know is extremely stupid (Like charging uphill at an Ogre Fighter wielding a Halberd with Combat Reflexes) then you're going to get smacked down. Same thing as with a character who gets healed to above 0 hit points and tries to attack the creature from a prone position, you're going to get hit.

I don't coddle PC's. I'll be graceful and considerate if the dice just aren't in their favor but I'm not going to go out of my way to keep them from dying. The game loses that thrill of 'Oh s#!%, I've got ten hit points left and that dragon just took a really deep breath...'

Color me jaded, but I leaned how to play D&D back with the Ravenloft boxed set. When you had to bring a stack of characters with you every night.

Liberty's Edge

I'll have to edit out the stat blocks so they are more clean cut, but a straight 20th level Dread Necromancer with the Apostate Feat taken at first level.

Liberty's Edge

Ok, first of all, I just want to say that a TWF Rogue can get NASTY damage pools.

See below:
1 - Two Weapon Fighting - Extra attack at a -2 penalty if you're using a light weapon in both hands, this is negated when you flank
1 (Human Bonus) - Weapon Finesse
2 - Bonus Combat Feat [Rogue Talent] - Weapon Focus (Insert Finesse-able weapon of Choice) - +1 to hit
3 - Two Weapon Defense - +1 Shield Bonus to AC
4 - Rogue Talent (Powerful Sneak Attack) - Turns all 1's into 2's
5 - Dodge (Open for Debate) - +1 Dodge Bonus to AC
6 - Bonus Combat Feat [Rogue Talent] - Mobility (Open for Debate)
7 - Spring attack (Open for Debate)
9 - Open (Varies with Campaign)
10 - Advanced Rogue Talent (Opportunist) - Free AoO against someone struck in combat that you are flanking (bonus sneak attack)
11 - Improved Critical - Extends the range with which you can threaten crits)
12 - Advanced Rogue Talent - Deadly Sneak Attack - Turns all 1's and 2's on sneak attack dice into 3's
13 - Toughness - Extra Hit points is always cool
14 - Advanced Rogue Talent - Unwitting Ally - Allows you to use your enemies' positioning against them and flank without needing an ally
15 - Improved Initiative (Open to debate) - Reinforces the 'I go first' thesis
16 - Improved Evasion (Open to Debate)
17 - Open
18 - Open
19 - Open
20 - Bonus Combat Feat [Rogue Talent] - Greater Two Weapon Fighting

At this point I've got 5 attacks (+1 if hasted).

Assuming the following

18 Dex to start
+2 Racial Bonus
+6 boost from magic (spell or item)
+5 Dex from leveling boosts
+5 permanent boost from Dex book
+1 Dex bonus from Wish/Miracle spell
+2 Dex from Silithar Tendons (Lords of Madness; if 3.5 WoTC books are allowed)
Equals 39 Dex (14.5 modifier)

+5 Finesse-able weapon with the Agile Property

So you should have the attacks as follows (assuming my math is correct):

+34/+32/+29/+24/+24/+14

That's 1d6+19+ (insert weapon properties) +10d6 sneak attack for three of your attacks if you're flanking

1d6+9 + (insert weapon properties) +10d6 sneak attack damage

And since you're guaranteed at least 3's on all of your sneak attack dice that's a minimum of 50 damage per sneak attack and let's say that you hit with three out of six then you're looking at 150 points a round... minimum. Now I could make things even more interesting by throwing in some of the WoTC 3.5 feats like Deft Strike or some of the Psionic Feats like Deep Impact.

All this math is on the low side, so the damage averages higher. I'm finishing up a campaign with some friends and family where the Rogue has dealt almost 300 points of damage between all the weapon properties, Spells stored in the weapon, and the sneak attack.

Liberty's Edge

In all honesty, I'd have to state that if he's worried that much about damage then he needs to rebuild his character to focus less on combat maneuvers. There are reasons why things are called 'builds', if the guy is spending his feats on Improved Disarm, Greater Disarm, etc. then he's not going to be doing that much in the way of damage. But on the plus side, he's lowering the DPR of an armed opponent by forcing the enemy to spend an action to pick up his weapon (in the case of being disarmed) or draw a new weapon.

Every build is focused on doing something well and by doing one or two things well, you sacrifice other things. For example,

I'm currently playing in a Pathfinder game on Monday nights where I am playing an Elvish Ranger [Str 13, Dex 18](will be taking Wizard later to qualify for Arcane Archer), my character naturally sucks at close combat so he tends to stay away from it.

As for the viability of Dervish Dance, it's usefulness is hindered by the fact that you have to have proficiency as well as Weapon Finesse in order to utilize it. This means that only those characters with Martial Weapon Proficiency can take it as a two feat combo, all the other classes need to take it as a three feat combo.

The feat is also designed to prevent it from being used by TWF Rogue's to make them even more disgusting. 1d10+4 (Dex 18) +Xd6 sneak attack + Weapon Properties per attack if you're flanking or catch your opponent flat footed.