Chivane

Felix H's page

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There's not a mechanism for disguising yourself has having a trait. If there was, then humans could try to disguise themselves as elves to get low light vision.
I don't see that working out particularly well.


It depends on the severity of the dump stat...I generally use an array similar to 16,14,12,12,11,10, which allows for no dump stats but also generally gives the character strong enough stats to be effective but also fairly realistic. Alternately, 16,14,14,12,10,10,8 means that sure, there's on dump stat, but it's not severe.

Min-maxing is going to happen; it's effectively a part of the game. I have seen characters with builds with 16,16,14,12,8,7. When the min maxing is to that extent or greater, the character may be really effective in specific areas, but in others they're going to have severe weaknesses, and unless the character has a really in depth background, the build will only make limited roleplay sense.


Casting doesn't automatically end your hide, but unless you're casting silently, you're speaking at full volume, so you'd take a fairly big penalty on the stealth check.


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The Marid and Elemental (Water) bloodlines are near identical; the only main difference are the spells. If you're looking to do more damage type spells, the elemental bloodline spells would support that more, but if you're looking for more versatile spells, Marid would probably be the better choice.
Marid would also probably provide more roleplay opportunities.


Reach weapons can be very handy, unless you're playing in a lot of enclosed spaces, at which point it would be a pain. The lucerne hammer (APG) does a d12 instead of the general d10 for reach weapons.
Without the bonus HP from the favored class, I'd say go with toughness, since otherwise you'll really be hurting for hit points. Alternately, combat reflexes works really well with reach weapons if you have the dex.


Spellcraft can be very useful for just about anyone, since you can tell spell enemy casters are doing. If you have a party with a spellcraft-focused wizard, then it might not feel that effective, but a few ranks would be helpful nontheless.

UMD is always good to have at least one rank in, generally because of wands.


Color Spray is certainly a must at low levels, and even once you get into high levels, it can be a good last resort spell. A bit ago I had an 8th level sorcerer use it in a tight spot.

Make sure you also have a variety of other spells, as otherwise there'll eventually be a time when you're fighting an enemy with high will saves, and without those other spells, you could end up stuck.

As others have said, having both conjurations and illusions can be pretty fun and confusing to the enemies, but depending on your GM, they might meta game around it.

Have you given any thought to what bloodline to take? Serpentine has a bloodline arcana that's useful - it lets you treat animals, magical beasts, and magical humanoids as if they were humanoid for mind affecting spells.

If you were thinking at all about multi classing, taking a level of oracle could have interesting results. The one drawback is that your spell progression seems very slow, but there's a revelation of the heavens mystery (Awesome Display) that lets you treat illusion [pattern] spells with HD factors as if the target's HD is equal to their normal HD minus your charisma modifier.


I've always pictured it like the Elven Courtblade from 3.5, rather like this except almost being a cross between a greatsword and a scimitar.