Red Dragon

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Organized Play Member. 2,660 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Can't use Split Hex. It requires witch levels.


Typo. I meant Spiritual Guardian. It's a feat. I probably can't take it since the archetype trades away spirit magic.


Ok, so the blood hexes are extremely situational to the point of basically being useless. And several other hex feats require being a changeling, being a witch, or having a patron. So it looks like I'm left with Amplified Hex, Accursed Hex, Spirit Talker, and Ritual Hex. And Extra Hex if allowed.

Can I take Spirit Guardian as an Unsworn?


I think I'm going to ditch Inscribe Magical Tattoo and Improved Familiar. Someone in one of my groups on Discord was talking about the Tattooed Sorcerer and I looked it up since one of the siblings is a sorcerer. I liked it and want to use it for that sibling. But the group doesn't need 2 characters with the same creation feat. So I'm dropping it from the shaman.

So that leaves just the first 2 feats.


Question. Are you using EITR? If yes, feats that apply to just one weapon will apply to the entire weapon group. That will affect your build a lot.


If you want to go with full rogue and not take any other classes, then you'll need to get some magic gear like the Helm of the Mammoth Lord. A natural attack build wants a lot of different natural weapons since they don't get iterative attacks.


Ok. So right now the plan seems to be Accursed Hex at one, Amplified Hex at 3, Inscribe Magical Tattoo at 5, and Improved Familiar at 7. I'd like to build it a little further and still need to pick traits.


I don't plan on changing the race. He's a part of my group of sibling characters and all of them are the planar-touched races. (And the Aasimar's already built.)


Someone suggested Improved Familiar and take the Caligraphy Wyrm. It's very thematic and I was thinking I could flavor it as him using the pen form of the familiar to make the tattoos.


One of the melee attackers is a Rogue. He'll have trapfinding covered. He hasn't been built yet, but that's just because I can't decide if I should use an archetype on him or not.

Anyway. You're suggesting a reach build? Simple, but effective. If I want to make the most of it, I'll probably want Improved Trip, which requires Combat Expertise. Shaman stands behind Barbarian and knocks the opponent over. Opponent gets up, both Shaman and Barbarian smack him around.


I'll ask the gm what they think whenever I get around to putting him into a game. As of right now, I'm planning my shaman out as a part of a group of my own characters that are all siblings.

The group as a whole has two arcane full casters, two divine full casters, two 6th level divine casters, and one 6th level arcane caster. Then two that are pure martials. So far their builds are split into 3 ranged attackers, 3 melee attackers, and a blaster. Then there's this shaman and a sorcerer that hasn't been built yet.


I just looked at the actual text of Extra Hex. I don't think I can use it with an Unsworn Shaman. It says this:

If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

I don't have a permanent spirit so I'm not sure I can get a hex from this feat.

So that makes the feats so far as Accursed Hex, Amplified Hex, and Inscribe Magical Tattoo. So I think I'll have room to either summon things or buff my familiar.


It depends on what YOU want to do. If you plan to go into melee, Power Attack is always good. If you're going with wildshape and natural weapons, I'd avoid Weapon Focus unless EITR is in use.


Spell Focus Conjuration is the requirement to take Augment Summoning. If you don't want to summon anything, you don't have to take it if you don't want to. Especially since you'll need Sacred Summons to cut the time the summon spell takes so you can do other things during your turn.

A big cat or a Deinonychus (it's a dino) are decent choices. They both get multiple natural attacks and then pounce at level 7. The dino has a few more attacks and a greater speed. The cat gets rake and grab and is bigger.


Ok. So Unsworn Shaman is definitely a pretty good choice since you can swap out pretty much everything to get what you need. So I just need to pick out feats.

Extra Hex is a good one to get permeant hexes. Accursed Hex helps with getting those debuffs up if the target makes its save. Amplified Hex looks handy as well.

I kinda want to give him Inscribe Magical Tattoo just for the fun of it. I can just imagine this guy using Spell Tattoo to cover his barbarian brother with Magic Fang and Bull's Strength tattoos. (The lack of skill points for the barbarian to put into UMD doesn't matter as I wouldn't be playing these guys in the same game anyway. It's just fun to picture.)

I could also throw in some summoning feats if there's room. I don't think I want any metamagic feats for this as most of them don't seem helpful for a buffer. Other than Quicken Spell, of course, but that's better to get as a rod so you aren't casting a level one spell as a level 5 spell.


I'd rather keep it Oread since the Aasimar sibling is already fully built as a witch.

So if I'm understanding the archetype right I don't get a spirit, just a hex with the minor spirits. And I can only use spirit magic with the wandering spirit. But I don't get the hex from the wandering spirit AND the minor spirit at the same time, correct?


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Monks want dex because they can't wear any armor. So they need to pump their AC anyway they can.

I love dex builds but it is a lot easier to build str based characters. EITR helps by giving Weapon Finesse for free, but it also gives Power Attack for free so that balances out.


I haven't had a chance to play her yet but I've made this exact character. If you stack the Invoker archetype with Winter Witch, you can get an invocation that gives you +1 insight damage per dice. And at level 10, you can use 2 invocations at the same time, netting a DC boost as well. You lose the hexes at level one and 8, but the Winter Witch PrC will give back the one you would have lost at 16.


I would still look at getting at least 3 levels of Trench Fighter even if you don't want to make it your main class. Because it gives you dex to damage with your gun. Getting a 4th level will get you another bonus feat, of course. I did that with my Gunchemist and he worked great.


I doubt it since it doesn't say that it can be taken a second time. It's too bad since that it a good combo.


Ah, ok. Something you buy, not something the class gives.


Restrict the mounts by level? That seems unfair. A lot of the classes that have mounts specifically already have a restricted list.


I'm basically finished with the skald and am moving on to the next sibling. This one is the Oread Shaman. I don't think I'm going to try anything out of the norm for this character like I did with my witch. Just going to have him hang back and toss some hexes and spells around.

I'm liking the look of the Grasping Vine archetype, just because it seems cool. And it doesn't seem to change all that much of the base class.

I kinda want to do the Nature Spirit, even if I don't use the archetype. It's thematic and the entangled hex looks handy for battlefield control. While the Life Spirit looks great for healing. Would probably be a good choice for the wandering spirit.

If I'm understanding the class features right, I chose one spirit that gives a permanent ability, spells, and hexes. Then at level 4, I can choose a second spirit and gain its ability and spells, but I can change out this spirit every day if I want. And will get the hexes at level 6. Can I have the abilities of both spirits active at the same time?


I see no reason that the command word to activate an item like Wings of Flying can't be a bark. Just teach the wolf to bark whenever it wants to get into the air. There's even a trick you can teach your AC called Perform that covers things like barking on command. I doubt it would work for finding a magic item in a pile of loot, but could work if you have access to crafting.


I'd like to suggest the magic item Bracers of Armor. They can give up to +8 Armor AC with no ACP or Dex cap. They take up the wrist slot but are perfect for characters that can't wear armor like monks or full arcane casters. It can get a little pricey but so does enchanting actual armor.


I see. Well, I've already got a Ganzi so the choice is either Aphorite, a very handicapped character as a Deep One Hybrid that doesn't age, or not adding a sibling at all.


Ok, Deep One Hybrids work with this concept but MAN that Sea Longing handicap sucks. And the only way to get rid of it is when they become actual Deep One and get +6 Str! I don't think I'd ever be allowed to use a character with this race unless I never age it. But then, possible Wisdom drain every day.

I don't think Changlings would work since it requires a hag and those are all female.

Someone suggested Aphorite. It works just fine, though I wish there was a chaos-based version as that would fit the theme better.


Yeah, I already have one kid being a Ganzi. And a Fetchling.

I don't want to do normal half-humans like half-orcs and half-elves for this though. Just the ones that have human parents but aren't human themselves. I'll take a look at the Deep Ones.


Basically there is one father and each kid has a different mother. Their little village was taken over by a cult. The cult leader channeled various spirits into the dad before "making" each baby. Then the guy "made" another with his wife and the amount of magic around turned that kid into a Ganzi.

I was thinking that an undead spirit of some can could be what causes a Dhampir baby.


I'm thinking of adding a Dhampir to the group. I just want to but not sure if I should. I can always make an unrelated character that's a Dhampir but having a half-vampire in the group does work. I'm looking at either Bloodrager or Kineticist if I do.


Ok, so what I'm gathering is this:

If a specific action STARTS longer and then gets shorter, the way Inspire Courage does, then you can choose to take the longer time. But only in those cases. An action that starts as a swift action can only be used as a swift action.


I'm working on a character that is going to have a LOT of things that use swift actions. However a couple of those things start out as a standard or move before getting quicker.

For a specific action that shortens the time needed to use as you go up in level, can you purposefully make it take longer? For example, let's use Inspired Courage. Starts as a standard, becomes a move, then becomes a swift. Would a bard capable of using Inspire Courage as a swift action be able to use it as a move action instead, freeing up his swift action for something else?


Ok. So there really isn't any slots for defensive feats. I'm just going to have to pump dex to my armor's max and get some good magic items.

Meanwhile I'm thinking Lingering Performance, Power Attack, Weapon Focus, Cornugon Smash, Hurtful, Battle Cry, and Discordant Voice for my feats.

Now I just need to think about my rage powers a little more. I'm rather overloaded with swift actions at this point.


Yes. The feat said druid because more people use it for animal companions rather than familiars, but it still works. Otherwise it wouldn't work for familiars at all since druids don't get those.


You'll want to get a Ring of Protection as soon as you can, as well as a dex belt. The Dodge feat is only +1, but it works.

What class do you plan to use? Are you planning to go Str for attack and damage? Because that might split your stats a bit. But you can go Monk and get nice high AC. Just buy some Bracers of Armor to improve your normal AC.

Otherwise, I'd grab either a level of Inspired Blade Swashbuckler for very quick dex to damage (though only with a rapier unless EitR is in play) or 3 levels of Unchained Rogue. That way you can just put your Str at 10 to carry stuff and forget about it.


Yes. That's the great thing about that PrC. You get all the regular features from the original class. So as long as you're getting a bloodline from Arcanist, you are good to go.


Ok. I'm thinking I might want to put Cornugon Smash and Hurtful in. As long as I haven't used my swift action that turn, the free Intimidate from Cornugon can net an extra attack from Hurtful. I'll have to be careful to keep track of everything that needs a swift action though.

I should probably put some defensive feats into any spare slots since I'm using a two-handed weapon with medium armor proficiency. So Dodge, Toughness, and Armor Focus wherever nothing else can go.


Well, I once had a character that buzzsawed enemies. Go Hunter on one side and 4 levels of Unchained Rogue on the other, followed by Fighter or maybe Warpriest for swift action self-buffing.

Combat Reflexes at level 1, Outflank at 2, Pack Flanking and Paired Opportunists at 3. Grab a scimitar, cutlass, or rapier - anything with a 18-20 crit range and slap Keen on it. Then just boost attack and damage for you and your animal companion. You will crit threaten on a nat 15 and start a chain of AoOs on a confirm. I nearly made my GM cry with this combo and I wasn't even gestalt.


Ok. So I'm thinking this:
Power Attack, Weapon Focus, Cornugon Smash, Hurtful, Wild Flanking, Seething Hatred.

I can use my first two slayer talents to grab Ranger Combat Style feats. I'm thinking the Menacing style to get Intimidating Prowess and Shatter Defenses. I guess I can use the level 10 one for Improved Critical. It's not a huge crit range, but I'll do a lot of damage when I do crit.


Ok, I'm coming back to this after working on other characters for a while.

So feats are Power Attack, Weapon Focus, Evolved Companion, and some defensive ones. That Cornugon Smash might be useful. Furious Focus removes the Power Attack penalty for the first attack, which is very handy. Shield of Swings makes me do less damage, but I get +4 shield bonus. Wild Flanking is a teamwork feat, but I think my animal companion can take it. It lets me do extra damage with the risk of doing some damage to my ally.

Does Hurtful let you make an attack if the Intimidation check was from a successful Cornugon Smash?

Accomplished Sneak Attacker increases my sneak attack die. And Seething Hatred doubles my studied target damage but only for one specific creature type.


Someone suggested taking Craft Poppet. It says that it counts as having both Craft Wondrous and Craft Magic Arms & Armor for the purpose of taking Craft Construct. Which means I can save on a feat and take Craft Construct at level 5.


I have found a new way to get a dragon onto the field with me. Craft Construct to make a clockwork dragon and a dragon golem. That feat does require both Craft Wondrous Items and Craft Magic Arms & Armor. I can take the first one at level 3, the second at level 5. Then Improved Familiar at level 7 and Craft Construct at level 9.

My GM is going to hate me. I'm going to have a drake, a familiar, 2 undead, and 3 constructs. (I can make a steam-powered clockwork dragon and the regular clockwork dragon.) I think I'm going to pass on having a dragon animal companion through Leadership perks. I've got enough on the field now and I can always cast Draconic Ally as a regular spell to get another if I need to.


Halfling Hunter - Combat Reflexes at level 1, Outflank at level 2, and Pack Flanking and Paired Opportunists at level 3. Slapped Keen on a Scimitar and I was critting on a 15 and setting off chain after chain of AoOs. The other players started calling her Beyblade due to all the attacks she was generating. One time I kept critting while doing the AoOs and starting the chain off again. The poor GM eventually just went "It's dead! Stop rolling, it's dead!"


As others have said, it depends on the PC. Most of mine would take the kid to the nearest temple. A couple would go "Cool, I got a little sibling now," and start teaching the kid how to do things.


I think no one's made a guide to animal companions because of how straight forward they are, despite the difference between each one. Usually an animal companion is either being used as a mount or being sent into melee.

Anyway, Improved Natural Armor is a nice little defensive feat, as is Dodge and Armor Focus. You're also going to need Light Armor Proficiency if you can't get the ACP down to zero.

You mentioned Power Attack as one of the feats, so you're clearly not using EITR. Which kinda sucks for a natural weapon build. Improved Natural Weapon is only going to apply to a single natural weapon. It's still a good way to get your DPS up a bit.

If the PC has 13 Cha and a feat to spare, you might want to get Evolved Companion to grab your boar another attack - Slam or Tail Slap in this case.


Is taking a 5 foot step in between attacks allowed?


Question: Are you attacking with both the bite and the spear on the same attack?

Answer: No, you are not. Therefore the bite attack is primary and gets the full bonus.

The spear is a reach weapon that can't attack the adjacent square and the bite can't attack two squares away. You are never going to be attacking with both the bite and the spear on the same turn.

Taking an AoO with the spear does not affect the bite attack you make on your turn. This is because the AoO is not taken on your turn.

And yes, as long as you are wielding the spear, you threaten with reach as usual and can take the AoO.


And now I'm wondering what happens after taking the PrC. If the PrC increases Sneak Attack dice, but you used that talent to qualify, do you then get the Sneak Attack of a level one Rogue?


You do not actually have sneak attack. You are not doing any sneak attack damage when you fight. You are just treated as if you have the ability in order to qualify to take a prestige class.


For pure stats, goblin would be best with their +4 dex, but getting 3 Extra Discovery without actually having to use up a feat slot sounds pretty good.

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