Haveatya's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Pretty much title. Lets break it down a bit.

Strong melee
Light magic
Alchemy
Hunting/tracking

Sounds simple enough right?


Swiss Pikemen.....aka blackjacks with reach weapons. Teamwork feats for days.

3 polearm blackjacks (fighter archetype) as your guards
1 high level cavalier/samurai as your champion knight
1 wizard or sorceror or wotch or summoner as a court mage

Seems a fun combo to me.


Xexyz wrote:
Jaunt wrote:
I'm with Haveatya. If the PCs are constantly interloping, by all means, use it as an opportunity to ambush them. But on the other hand, if they're just friends with a guy who has a valuable book...trade him for the book. Unless they really fear retribution, this seems like a case of Lawful Evil vs Stupid Evil.
So I've been thinking about this and you're right; the most logical course of action is a straight exchange. However that's not necessarily very exciting for the players, so it's my job to spruce

Doing the opposite of what is expected is usually mkre interesting in my experience. They will be suoer suspicious and concerned. If you were the man that traded the book for the prisoner, standing there with hand on your sword hilt, and they just performed the trade abd smiled.....it is just eerie.

When I DM, the world isn't always mkvie dramatic. NPC's won't give the speech before attacking if they have an advantage. The enemy cultists with crossbows attemot tk disrupt casters. Realistic things in your ganr can develop a nice atmosphere and can bring players a great amount of both distress and joy.


personal opinion, go through with the deal. Yea, I said it.

Slap a tracking sigil or something of the type on the prisoner and ambush the PC's at their home or some other vulnerable moment. Sending a hit squad against a a knight that just woke up, a wizard with no new spells, and a rogue that is seperated by being on watch is something different but is soooo much fun.


Shoot the fool with revolvers. That's how Tyco "Cowboy" Revre solves his problems in fights against evil. 15 touch AC means a practical instahit.

In general, a SWAT takedown coukd work. 2 or 3 people aiding rhe one with the best cmb in tackling him, pinning him and the coup d' etat that vampire in the face.


So say we take the standard 1/9/10 fighter wizard or 2/8/10. Using Unchained, anyone else think this PrC got a bit better?

Arcane Pool to remove the need for arcane striking, spellstrike for "coolness" and proccing spell critical easier, 3 arcana giving you a wide range of buffs or tricks. (Free quickened level 8/9 spell thank you)

Overall it seems taking this VMC would make the EK a stronger build than before. Covering more roles easier than the magus at high levels


I want to make a character that deals ability score damage really, just an idea i had. Whay are some ways to do it?

So far I got the neckbreaker line and.....and well that's all I know honestly.

Help would be appreciated


Thanks everyone for your opinions!


Hey all, starting a level 10 game shortly and I am interested in making a Knightly character. This GM is all about intrigue and politics with a mix of exotic enemies that no one has ever heard of.

I have a few major goals for this character though.
-Heavy or Heavier Medium armor
-Uses martial or exotic weapons
-Full or 3/4 BAB
-Charisma is NOT a dump stat
-Trained in Diplomacy and has the Leadership Feat

It sounds like cavalier or paladin to me but I'm unsure. I'm not a fan of Lawful Good stricture


Arcane casting versus demons can be difficult because of resistances. But those primarily apply only against blasting. Summoners can make some overpowered pc's depending on if that's your thing or not.


Putting Bane (Evil Outsiders) is a cheap way to boost your to hit and damage against EO's immensely. Attempt to control their movement and debuff them as much as possible as a number of their resistances will make your party have a more difficult time with taking them out. Especially if the majority of your firepower is arcane.

Knowledge Planes is great, roll high the DM will tell you everything you would need to know to defeat the.


This build is no by means a min-maxed character. It is my character for a level 5 game I will be a part of shortly and yes, he IS inspired by Twisted Fate from LoL

STR - 14(+2)
DEX - 16(+3)
CON - 10(0)
WIS - 8 (-1)
INT - 18(+4)
CHA - 13(+1)

(My ability scores were rolled 4d6 drop lowest)

Card Caster 5 (Magus Archetype)

-Feats-
(Card Caster)Deadly Dealer
(Human)Arcane Strike <+1 enhancement please!>
(Level 1)Quick Draw <Fullattack with multiple cards>
(Level 3)Weapon focus (darts) <As far as I can tell, this will apply. I guess you could use Weapon focus (cards)?>
(Level 5)Point Blank Shot <You will be within 20 feet, maybe 10. Take it>
(Bonus) Precise Shot <Your buddies WILL be in melee, don't hit them!>

-Skills-
Those are really up to the player, I myself would recommend Sleight Of Hand however. It isn't a class skill but useful none the less for people who use very small and/or light weapons

-Spells-
I will just cover a few noteworthy spells from level 1/2/3

Arcane Mark is useful IF your DM falls for the technical touch attack it must make to touch an opponent. If not, not really useful for combat, or anything really

Chill Touch is useful, you get multiple touch attacks per cast so you can whip that free card from spellstrike for 5 consecutive rounds.

Elemental Touch isn't usually used by casters, it isn't as strong as most other touch spells. It will potentially double your damage and can be used for 5 consecutive rounds but something that I enjoy doing is using this in conjunction with the Web spell. Igniting the web provides an extra 2d4 damage per turn on targets. That is no joke at lower levels.

Expeditious Retreat gives you a nice movement speed for 5 minutes at this level, you will be able to move double the speed of everyone excepts monks and barbarians in half the time. While "retreat" is in the spell, it doesn't demand you use it retreat. If you need to chase someone or reposition drastically, this spell works just fine!

Flaming Sphere is can serve a great number of purposes. It can dissuade enemies from a square (such as the one right in front of you, a doorway, the space between two allies, etc) or be used to broil someone stuck in your Web spell. It can be moved 30 feet as a move action, still letting you spellstrike that same turn with a touch spell.

Longshot isn't really thought about by most spellcasters. For you, it might be noteworthy. You can now reach out and touch targets from 30 feet (6 squares). That lets you stay out of movement range of most armored foes at lower levels. If you have to whip a card 80 or 90 feet you will also be thankful for the range increment.

Shocking Grasp is the quintessential magus spell. 5d6 + d4 + str damage is great!A possible attack bonus isn't too shabby either

True Strike gives a +20 to hit, that will let you touch almost anything at level 5 as long as your don't roll a natural 1.

Web is a spell that took awhile for me to begin using and enjoying. It lasts a LONG time. 10/minutes a level. It has a 20 foot radius so overall it will be a 40 by 40 circle, It will act as if it 80 by 80 circle for people inside due to it counting as difficult terrain. Anyone moving must also make and CMB check or EA check or else they will get grappled. Anyone grappled must make the check as a STANDARD ACTION meaning they can't shoot you or cast spells at you on their turn. That's always a plus! The one downside is that 20 feet of web provides total cover and 5 feet provides cover. When I use this spell I prefer using Flaming Sphere to cause damage to targets within and throwing chill touch or elemental touch cards at people within 20 feet.

Please leave comments and let me know what you all think!


Lord Foul II wrote:
But half celestial takes two class levels.

I still think the HC give you SO much. Especially if your character is not a paladin.


Is it just me, or does the Half-Celestial Template make the Aasimar Race obsolete? It just seems to me that the HC would provide you with a much more celestial feel than the Aasimar. I won't even go into the Class Abilities provided by one over the other.


What would your thoughts be on a Magus and Paladin mixed together. I plan on taking Magus to at least Level 7. After that I swap over to Paladin for the remaining 13 Levels. BAB 18 would be nice for Spell Combat and at Level 6 take the arcana to let me use Paladin spells in Spell Combat. It was an idea spawned when my DM told me we will be facing a lot of demons in the future.

As for fluff my Magus comes from Lastwall and wants to partake in the Mendevian Holy Wars. He finds his heritage is celestial (Aasimar) and turns to the gods to grant him power in fighting the demonic threat.

Any thoughts on how this class would work or any problems I could run across?

Full Name

Cal

Race

Cockroach familiar

Classes/Levels

HP: 10/10 | AC: 17, Touch: 16, Flat-Footed: 15 | CMB: -2, CMD: 3 | F: +4, R: +4, W: +2 | Init: +2 | Perc: +4 [Darkvision 60ft, Low-Light Vision]| Active Effects: none

Size

Diminuitive

Strength 1
Dexterity 15
Constitution 14
Intelligence 6
Wisdom 11
Charisma 2

About Cal the Cockroach

Cal
Cockroach Familiar CN
HP 10/10 Speed 20ft, Climb 20ft, fly 30 ft (poor) Init +0
AC 17 Touch 16 Flat-Footed 15 (+2 Dex, +4 Size, +1 Natural Armor)
Fort +4 Ref +4 Will +2 [Immune mind-affecting effects]

BAB +1 CMB -1 CMD 4
Combat
Bite +0 (1d2-5/x2)
Space 1 ft; Reach 0 ft

Str 1 (-5) Dex 15 (+2) Con 14 (+2) Int 6 (-2) Wis 11 (0) Cha 2 (-4)

Skills
Adventuring: Acrobatics +2, Bluff -2 (2), Climb +10, Diplomacy -2 (2), Fly +4, Heal +4 (1), Perception +4 (1), Sense Motive +1 (1), Stealth +18 (1), Swim +2
Background: Lore (Sczarni) -1 (1), Linguistics -1 (1)

Feats: none

Special Abilities: Grants Alertness, Improved Evasion, share spells, empathic link

Weaknesses: light sensitivity (-1 to attack and perception in bright light)

Special Qualities: darkvision 60ft, low-light vision, hold breath (The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.)